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2018 | Buch

Digital Cultural Heritage

Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, ITN-DCH 2017, Olimje, Slovenia, May 23–25, 2017, Revised Selected Papers

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Über dieses Buch

This book constitutes the refereed post-conference proceedings of the Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, held in Olimje, Slovenia, in May 2017.The 29 revised full papers included in this volume were carefully reviewed and selected from 198 submissions. They focus on interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, -chemistry and -engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of cultural heritage knowledge.

Inhaltsverzeichnis

Frontmatter
3D Data Acquisition and Modelling of Complex Heritage Buildings
Abstract
The ongoing EU funded project “INCEPTION – Inclusive Cultural Heritage in Europe through 3D semantic modelling” proposes a workflow aimed at the achievements of efficient 3D digitization methods, post-processing tools for an enriched semantic modelling, web-based solutions and applications to ensure a wide access to experts and non-experts. Nevertheless, the generation of high quality 3D models can still be very time-consuming and expensive, and the outcome of digital reconstructions is frequently provided in formats that are not interoperable, and therefore cannot be easily accessed. This challenge is even more crucial for complex architectures and large heritage sites, which involve a large amount of data to be acquired, managed and enriched by metadata. In order to face these challenges and to start solving the issues of the large amount of captured data and time-consuming processes in the production of 3D digital models, an Optimized Data Acquisition Protocol (DAP) has been set up. The purpose is to guide the processes of digitization of Cultural Heritage, respecting needs, requirements and specificities of cultural assets, by dealing with issues such as time-consuming processes and limited budget available for 3D documentation, accuracy of 3D models, integration of metadata and semantics into the 3D model and links with multimedia information. The DAP can be followed during the planning and performing of a 3D laser scanner survey of Cultural Heritage, and it is referred to architectural, archaeological, urban and site scales.
Federica Maietti, Roberto Di Giulio, Marcello Balzani, Emanuele Piaia, Marco Medici, Federico Ferrari
Low Cost 3D Surveying Methodologies: Colors and Dimensional Accuracy in the Case Study of the Island of Procida, Italy
Abstract
The research has started from the cataloguing of the main low cost photomodeling softwares and technologies that can be found on the Internet. After having selected some programs, the research has been held trying to obtain - using the same set of photos each time - the urban survey of a representative architecture of the island of Procida, which is a little Mediterranean oasis. We have included in our research softwares such as Photoscan, ReMake, ReCap, VisualSFM, and Python.
These programs work starting from an input, which consists in a certain number of photos, to create the output, which is the 3D model of what the photos describe. Having obtained the same model from each program, we will then proceed to analyse each one, in order to find the slightest differences: the main purpose is to understand which low cost programme will give out the best model. The criteria will be mainly based on the colour and dimensional yield that each program will give out.
In conclusion, the main aim of this research is to find the best technologies available, among low cost or licensed programs, which may allow us to get the best survey in the shortest time, in view of further applications in several fields.
Maria Chiara Pugliese, Cristiana Bartolomei
3D Digitization of Selected Collection Items Using Photometric Stereo
Abstract
Digitization of exhibits and the creation of virtual exhibitions is undergoing a period of stormy development and is a dynamic area of care for museum collections. The availability of digital models has a major share in the growing trend of on-line access to collections. At the same time, digitization can improve the protection of items and increase their availability for the public as well as for professionals. It can be performed using procedures based on different physical principles and their technical implementation, with different requirements for the captured objects and different quality levels of the achieved outputs. This paper introduces a technique of 3D digitization based on the principle of photometric stereo. First, it describes typical objects, followed by the physical fundamentals of the method and the selected technical solution. A section on the examples of results introduces the application of this method for creating digital models of various objects and, finally, the conclusion contains contemplations on further development of this method in the future.
Jaroslav Valach, Jan Bryscejn, Tomáš Fíla, Daniel Vavřík, Petra Štefcová
A DICOM-Inspired Metadata Architecture for Managing Multimodal Acquisitions in Cultural Heritage
Abstract
Quantitative and qualitative analyses of cultural heritage (CH) assets need to interconnect individual pieces of information, including a variety of multimodal acquisitions, to form a holistic compounded view of studied objects. The need for joint acquisition brings with it the requirement for defining a protocol to store, structure and support the interoperability of the multisource data. In our work, we are performing multiple imaging studies in order to analyze the material, to monitor the behavior and to diagnose the status of CH objects. In particular, we employ, in addition to coarse 3D scanning, two high-resolution surface data capture techniques: reflectance transformation imaging and microprofilometry. Given this multivariate input, we have defined a hierarchical data organization, similar to the one used in the medical field by the Digital Imaging and Communications in Medicine (DICOM) protocol, that supports pre-alignment of local patches with respect to a global model. Furthermore, we have developed two supporting tools for multimodal data handling: one for metadata annotation and another one for image registration. In this work, we illustrate our approach and discuss its practical application in a case study on a real CH object – a bronze bas-relief.
Irina-Mihaela Ciortan, Ruggero Pintus, Giacomo Marchioro, Claudia Daffara, Enrico Gobbetti, Andrea Giachetti
Knowledge Management Using Ontology on the Domain of Artworks Conservation
Abstract
Conservation is an integral process of collections management aiming to preserve cultural heritage objects in the best possible condition. Object conservation procedures require detailed and accurate documentation in textual or visual records which provide valuable information for the future researcher, curator or conservator. Furthermore, conservation requires the awareness of cultural, historical and scientific information from sources both internal and external which in turn influence the ways in which conservators must approach their work. This integration of different information forms the body of knowledge, relevant to thoughtful decisions on treatment and care of cultural heritage objects. Taking into consideration the diversity of conservation information and associated information sources, the integration cannot be regarded as a trivial task. Therefore, knowledge organization, especially in a concepts level, is necessary. To this end this work presents a domain ontology known as the Conservation Reasoning (CORE) ontology aiming to address the specific requirements of the conservation sector.
Efthymia Moraitou, Evangelia Kavakli
Ontology-Based Data Collection for Heritage Buildings
Abstract
Innovative application and use of a knowledge-based system may support an HB expert to aggregate data into meaningful information that support any of the HB lifecycle activities: initial analysis from experts, documentation, preventive conservation, restoration, reconstruction, economic aspects of HB, its use and management.
This paper first investigates ontology-based knowledge based systems for HB. Secondly, the need for comprehensive ontology-based data collection for HB suitable for trans-disciplinary domain experts and stakeholders is highlighted based on real HB use case requirements. Finally, conceptual knowledge-based framework in development that includes both an ontology for a HB domain and a knowledge base is briefly presented. It is expected that the presented framework could enable proactive reduction of time for searching solutions for HB, reduction of risks involved, reduction of unplanned events related to costs, time, materials and human resources.
Andrej Tibaut, Branko Kaučič, Daniela Dvornik Perhavec
Linked Open Data as Universal Markers for Mobile Augmented Reality Applications in Cultural Heritage
Abstract
Many projects have already analyzed the current limitations and challenges on the integration of the Linked Open Data (LOD) cloud in mobile augmented reality (MAR) applications for cultural heritage, and underline the future directions and capabilities. The majority of the above works relies on the detected geo-location of the user or his device by various sensors (GPS – global positioning system, accelerometer, camera, etc.) or geo-based linked data, while others use marker-based techniques to link various locations with labels and descriptions of specific geodata. But when it comes to indoor environments (museums, libraries) where tracking the accurate user’s position and orientation is challenging due to the lack of GPS valid sensor data, complex and costly technological systems need to be implemented for identifying user’s OoI (Object of Interest). This paper describes a concept which is based on image identification and matching between frames from the user’s camera and stored images from the Europeana platform, that can link the LOD cloud from cultural institutes around Europe and mobile augmented reality applications in cultural heritage without the need of the accurate user’s location, and discusses the challenges and future directions of this approach.
John Aliprantis, Eirini Kalatha, Markos Konstantakis, Kostas Michalakis, George Caridakis
Semantic Representation and Enrichment of Cultural Heritage Information for Fostering Reinterpretation and Reflection on the European History
Abstract
The modern advances of digital technologies provide a wider access to information, enabling new ways of interacting with and understanding cultural heritage information, facilitating its presentation, access and reinterpretation. The paper presents a working example of connecting and mapping cultural heritage information and data from cultural heritage institutions and venues through the open technological platform of the CrossCult project. The process of semantically representing and enriching the available cultural heritage data is discussed, and the challenges of semantically expressing interrelations and groupings among physical items, venues, digital resources, and ideas are revealed. The paper also highlights the challenges in the creation of a knowledge base resource which aggregates a set of Knowledge Organization Systems (KOS): a carefully selected subset of the CIDOC Conceptual Reference Model, a set of application ontologies and an optimised classification scheme based on domain vocabularies.
Andreas Vlachidis, Antonis Bikakis, Daphne Kyriaki-Manessi, Ioannis Triantafyllou, Joseph Padfield, Kalliopi Kontiza
Digital Cultural Heritage: Semantic Enrichment and Modelling in BIM Environment
Abstract
The ongoing EU funded INCEPTION project proposes a significant improvement in the 3D modelling for the enhancement of Cultural Heritage knowledge by the use of a BIM approach for the semantic enrichment and management of models. Indeed, when used in the CH field, semantic BIM will be able to connect different users (e.g. scholars, technicians, citizens, governments), supporting the need for interpretation of the cultural heritage model.
The expectations on this are quite broad, but the architectural differences make the task quite difficult. Since every building is the final result of different influences and combinations in order to solve practical problems, as well as further additions and changes during time, the INCEPTION project is developing common parameters, setting a nomenclature or “glossary of names” as a starting point to semantic enrichment and modelling in BIM environment.
One of the main issues in creating a nomenclature is that there are many different active sources that all have very valuable information that would be interesting to be reused. Furthermore, this means both valuable but potentially competing information needs to be connected. Semantic Web technology and Linked Open Data principles make it possible to define an open H-BIM ontology. This state-of-the-art technology is developed by members of the W3C organization and is at the moment, a mature technology. INCEPTION makes use of the tools available, supporting these standards.
Federica Maietti, Marco Medici, Federico Ferrari, Anna Elisabetta Ziri, Peter Bonsma
Building Information Modeling for Cultural Heritage: The Management of Generative Process for Complex Historical Buildings
Abstract
Building Information Modeling (BIM) enhances the sharing of information during the traditional process for new construction, but most of the time, it requires high levels of knowledge management for the historical digital model (H-BIM). The innovation in the Digital Cultural Heritage (DCH) domain is supported by the development of Information and Communications Technologies (ICT) and modern tools that are able to transmit morphological characteristics of the buildings in all their uniqueness. The latest research in the field of H-BIM shows a significant emergence of innovative methods and management initiatives for the generation of complex historical elements, leading to the confrontation of the paradigm of regularity (simple geometric shapes) with the new paradigm of complexity (historical building elements). This paper proves the benefits of the BIM for project management of the Centre Block of the Canadian Parliament in Ottawa, Ontario Canada, and shows the results obtained by the introduction of Advanced Modeling Techniques (AMT) during the generative process, reducing time and cost for the creation of the complex architectural and structural elements. The uniqueness of the forms of historical buildings is a real value to be transmitted throughout the building’s lifecycle with high Levels of Detail (LOD). Proper management of geometric primitives and Non-Uniform Rational Basis Spline (NURBS) models have guaranteed the conversion of spatial data (point clouds) from laser scanning and photogrammetry (geometric survey) into parametric applications. This paper explores the generative process of one of the most complex spaces within The Centre Block building of Parliament Hill—Confederation Hall.
F. Banfi, L. Chow, M. Reina Ortiz, C. Ouimet, S. Fai
Innovative Business Plans for H-BIM Application Related to Alternative Financing Opportunities for Cultural Heritage
Abstract
Within the EU funded project “INCEPTION – Inclusive Cultural Heritage in Europe through 3D semantic modelling”, the use and application of H-BIM data is focused at. The project realizes innovation in 3D modelling of cultural heritage through an inclusive approach for time-dynamic 3D reconstruction of built and social environments.
The methods and tools will result in 3D models that are easily accessible for a wide range of user groups and interoperable by different hardware and software tools. One of the main aims of the project is to develop an open-standard Semantic Web Platform for Building Information Models for Cultural Heritage (H-BIM) to be implemented in user-friendly Augmented and Virtual Reality applications on mobile devices.
The Innovative Business Models for H-BIM applications related to alternative financing opportunities for cultural heritage is under development in order to exploit the results of the project. Nevertheless the innovative business modelling process is transferable on other cultural heritage driven projects. The objective is to achieve a sustainable viral reach of the data Platform and relevant apps by means of free of charge and open access applications, free use of general information, technical information and premium data at a reasonable price, involvement of large commercial and institutional players.
Klaus Luig, Dieter Jansen, Federica Maietti, Luca Coltro, Dimitrios Karadimas
3D Models of Ancient Greek Collection of the Perm University History Museum
Creation and Use
Abstract
Exhibits of the ancient collection of the Perm University History Museum have a significant historical and cultural value. The purpose of this article is to demonstrate the experience to implement low budget digitization, creation and use of 3D models of the antique collection of the Perm University History Museum. The article describes the technological process of 3D models’ creation. It also shows ways how to overcome the limitations of the automatic digitization process (correction of a polygonal mesh, texture, etc.), examines ways to verify the correspondence between the created digital copy of the exhibit and the original, and shows the possibilities of using the created collection of 3D models in scientific research, education and popularization of historical and cultural heritage. The creation of 3D photogrammetric models of exhibits and their publication online improve access to historical and cultural heritage items for their subsequent use. Perspective directions for the secondary use of digital items are scientific study of exhibits, use in educational activities in the training of specialists in the field of Digital History and as illustrative material, as well as solving the problems of historical reconstruction of objects’ domestic use and popularization of historical and cultural heritage among various categories of the population.
Nadezhda Povroznik
Towards a Digital Infrastructure for Illustrated Handwritten Archives
Abstract
Large and important parts of cultural heritage are stored in archives that are difficult to access, even after digitization. Documents and notes are written in hard-to-read historical handwriting and are often interspersed with illustrations. Such collections are weakly structured and largely inaccessible to a wider public and scholars. Traditionally, humanities researchers treat text and images separately. This separation extends to traditional handwriting recognition systems. Many of them use a segmentation free OCR approach which only allows the resolution of homogenous manuscripts in terms of layout, style and linguistic content. This is in contrast to our infrastructure which aims to resolve heterogeneous handwritten manuscript pages in which different scripts and images are narrowly intertwined. Authors in our use case, a 17,000 page account of exploration of the Indonesian Archipelago between 1820–1850 (“Natuurkundige Commissie voor Nederlands-Indië”) tried to follow a semantic way to record their knowledge and observations, however, this discipline does not exist in the handwriting script. The use of different languages, such as German, Latin, Dutch, Malay, Greek, and French makes interpretation more challenging. Our infrastructure takes the state-of-the-art word retrieval system MONK as starting point. Owing to its visual approach, MONK can handle the diversity of material we encounter in our use case and many other historical collections: text, drawings and images. By combining text and image recognition, we significantly transcend beyond the state-of-the art, and provide meaningful additions to integrated manuscript recognition. This paper describes the infrastructure and presents early results.
Andreas Weber, Mahya Ameryan, Katherine Wolstencroft, Lise Stork, Maarten Heerlien, Lambert Schomaker
Anchoring Unsorted E-Sources About Heritage Artefacts in Space and Time
Abstract
Thanks to citizen-side contributions, heritage scientists can now quite often gather large amount of spatio-temporal data about heritage artefacts. In the context of minor heritage collections, which often slip through large-scale heritage programs, accessing such data sets may be a decisive turn in uncovering important clues, or significant relationships in and across collections. In other words, the “citizen science” paradigm seemingly opens a whole new range of opportunities at research level (e.g., enrichment of data, comparative analyses, multidisciplinary annotations) and for collection holders (e.g., networking, “intangible” museums).
Yet, due to the nature of such data sets (e.g., heterogeneity in the wording, in the precision, verifiability issues, contradictions), these opportunities also raise challenges, in particular when wanting to foster cross examinations by heritage scientists. The global objective of our research is to better weigh how the nature of citizen-side contributions can impact the way information can be recorded, formalized, and visualized. In this paper a clear focus is put on the space and time parameters: geo-visualization, and spatio-temporal data visualization. The paper introduces a series of open-source geo-visualization solutions that have been designed for use in the context of information sets harvested from citizen-side e-sources, and that help document minor heritage assets.
The results we present show that hybrid visualizations can act as a basis for comparative reasoning and analysis, but also that the core service we should manage to offer is definitely an infovis one: getting to understand (at last) what we really know (and ignore).
Gamze Saygi, Jean-Yves Blaise, Iwona Dudek
Using Innovative Technologies in Preservation and Presentation of Endangered Archives
Abstract
This paper presents an in depth review on the project “Safeguarding the fragile collection of the private collection of the Lazic family”. Namely, University Library in Belgrade (ULB) received a grant of the British Library in the framework of Endangered Archives Programme for this project. The aim of this project primarily was to digitize and thus preserve for posterity extremely valuable private collections. However, our intention was also to introduce the possibility of using new digital technologies in the preservation and presentation of vulnerable archival materials of historical importance in adequate physical space and to provide opportunities for the general public active participation in such activities. This cutting-edge technology is suitable for interactive presentation of materials which are too fragile to leaf through. Fully aware of the importance of the availability and open access to cultural and scientific heritage for achieving the knowledge society and the role of academic libraries in its dissemination, these extremely vulnerable materials are also presented in the open access repository, which will include research papers based on the materials available within the project. So, the objects can be analyzed both “on the outside” via the metadata and with the help of the software for editing digital repositories and “on the inside” via a concise overview of the content of individual objects. Digital objects structured in this way will grab users’ attention and bring back the historical content into focus.
Aleksandar Jerkov, Vasilije Milnovic
Analysis, Documentation and Proposal for Restoration and Reuse of the “Chrysalis” Silk Factory in Goumenissa, Kilkis, Northern Greece
Abstract
“Chrysalis” simultaneously reflects the upsurge in industrial activity in northern Greece in the early 20th century and the social, economic, and political conditions in the wider area of Goumenissa and the region of Central Macedonia. The complex was studied in the context of the Interdisciplinary Collaboration Seminar, a key component of the Interdisciplinary Program of Postgraduate Studies “Protection, Conservation and Restoration of Cultural Monuments”, Faculty of Engineering, Aristotle University of Thessaloniki, during the academic period 2014–2016. The postgraduate students’ team consisted of archaeologists, architects, civil engineers, a rural and surveying engineer, and a mechanical engineer. The project includes a series of studies covering historical research and documentation, surveying, architectural and structural analysis, identification, interpretation, proposal for reuse, structural reinforcement, exhibition of industrial machinery, museological study, and lighting design.
Stavros Apotsos, Athanasios Giamas, Leandros Zoidis, Despoina Ioannidou, Nikolaos Karagiannis, Zoe Kokkinou, Eleni Marinakou, Vasiliki Masen, Maria Miza, Effrosyni Bilmpili, Dimitrios Papadimitriou, Christina Papaoikonomou, Athena Siafaka, Ioannis Tavlarios, Kiriaki Vasteli
The Loom: Interactive Weaving Through a Tangible Installation with Digital Feedback
Abstract
The design of hybrid interactions, which involve both tangible and digital aspects, is a recent trend in interactive systems for cultural heritage because it adds physicality to the interaction and affords sociality of experience. The paper presents the approach for the design, prototyping and evaluation of an interactive loom at an industrial museum with which visitors can experiment and play to gain awareness about the weaving process. The system comprises of a small-scale (shoebox-sized), simplified loom replica made of wood that is connected through appropriate (Arduino) sensors to an interactive application (Unity) that digitally recreates and enhances the outcomes of user interaction onto a multitouch screen. We found that hybrid interaction is important for educational reasons because it supports constructivist learning, which favors exploration, active learning and experimentation over passive consumption of information. Also, the approach is suitable for engaging younger people, who often do not find much interest in museum visits.
Anastasios Dimitropoulos, Konstantinos Dimitropoulos, Angeliki Kyriakou, Maximos Malevitis, Stelios Syrris, Stella Vaka, Panayiotis Koutsabasis, Spyros Vosinakis, Modestos Stavrakis
Design of 3D and 4D Apps for Cultural Heritage Preservation
Abstract
The design of three-dimensional and four-dimensional Apps, running on the main operating systems Android, iOS and Windows, is the next challenge in Digital Cultural Heritage (DCH) preservation. The enrichment of 3D virtual reality models, derived from computer graphics, computer vision, laser scanning, and aerial and close range photogrammetry by audio and video information acts as an excellent basis for App design.
Based on experiences developing Apps for archaeology and architecture, the paper presents general workflows for data collection, storyboard design and App developments. The 4th dimension, time, can be injected into App content through the use of old photographs, sketches and paintings.
The software package Unity is used as a cross-platform engine, offered by Unity Technologies, to create 3D/4D Apps for PCs, mobile devices and websites. One of the main results of the European Project “4D-CH-World” are two Apps of the Testbed Calw: the App “Calw VR” and the App “Tracing Hermann Hesse in Calw”. Both Apps are using the 3D models created by interactive 3D modeling in Autodesk 3ds Max, with 3D data resulting from airborne LiDAR, terrestrial laser scanning, Structure-from-Motion (SfM) and Dense Image Matching (DIM). The geometric 2.5D reference surface is a LiDAR DSM, further improved by DIM results of georeferenced aerial photography with GSD@20cm.
Dieter Fritsch, Michael Klein
Digital Heritage and 3D Printing: Trans-media Analysis and the Display of Prehistoric Rock Art from Valcamonica
Abstract
This paper examines the creation and use of 3D prints as an archaeological methodology of preservation, interpretation and public presentation. In their local Lombard dialect, the 150,000 rock engravings of Valcamonica (BS), are known as Pitoti or ‘little puppets’. 3D printing methods have been used to transform digital scans of the engraved southern Alpine rock art into 3D puppets [1]. This methodology can be understood as solidifying air. The printed plastic resin replaces the air in the void created by the Copper, Bronze and Iron Age artists’ stone hammer blow’s. A practice based transmedia research stratergy used 3D printing combined with dance and shadow work to examine the potential meanings of a particularly enigmatic Hermaphrodite rock art figure, coming up with diverse interpretations.
Marcel Karnapke, Frederick Baker
The Conservation of Cultural Heritage in Conditions of Risk, with 3D Printing on the Architectural Scale
Abstract
Nowadays we are witnessing several demonstrations of damage, destruction, and loss of collective Heritage. Among these, according to the UNESCO List of World Heritage in Danger, we can mention ongoing conflicts around the world, environmental issues due to natural disruptions, and substantial vandalism.
Therefore, effective response capability and quick turn out applications are required in order to satisfy the current and future demand for environmental, social and economic sustainability.
The latest building site automation systems and 3D printing technologies (rapid prototyping) represent an applied experimentation of the effective realisation of three-dimensional volumes at different scales, from the design object to the building component, obtained by processing digital data with appropriate software.
Indeed, the coordination of specific tools for the three-dimensional survey, digital modelling, and additive manufacturing now eases the production of components or architectural components, aiming to elaborate new constructive settings that will contribute to update the modalities of management, conservation, and use of the Cultural Heritage.
At an international level, significant case studies bear testimony to how 3D printers allow the construction of free-forms structures or conventional multi-level buildings, by using the most common additive implementation systems, namely: powder bed deposition and cold extrusion layering.
The refining of these technologies can offer a useful contribution to building site security management, reconstruction time rate, interventions cost, and innovative design, within Heritage restoration and conservation frameworks.
Sara Codarin
Virtual Reality Annotator: A Tool to Annotate Dancers in a Virtual Environment
Abstract
In this paper we describe the Virtual Reality Annotator, a visualization tool that allows users to dynamically annotate dancers in a virtual reality environment. The current annotation types supported are sketches, speech-to-text, and highlighting. Each type of annotation can be applied to a bone or a set of bones of the skeleton data or a set of points of the point-cloud data. Using a wireless mouse, users can interact with the 3D objects of the virtual reality space, specifically a 3D menu that allows to choose the type of annotation and desired color as well as the skeleton and point cloud data. Examples of usage of this system using data from expert dancers are presented and discussed as well as suggestions for future work.
Claudia Ribeiro, Rafael Kuffner, Carla Fernandes
Rapid Reconstruction and Simulation of Real Characters in Mixed Reality Environments
Abstract
This paper presents a comparison of latest software and hardware methods for rapid reconstruction of real humans using as an input RGB or RGB-D images, and base on this comparison is introduced the pipeline that produces high realistic reconstructions in a reasonable amount of time, suitable for real-time Virtual Reality (VR), Augmented Reality (AR) as well as Holographic Mixed Reality (HMR). In this work, we also present and compare usage of latest VR and AR Head Mounted displays (HDMs), which are Microsoft Hololens, Oculus Rift and mobile AR. Specifically, we compare the immersion experience, interaction system, field of view and level of presence that each of these technologies provide. We demonstrate our results at Asinou church, a UNESCO Cultural Heritage monument located in Cyprus. Our reconstructed virtual narrator is the real priest of Asinou church which gives a virtual tour in the church. This interactive virtual narrator supports a range of different capabilities like performing gestures, speech and lip synchronization.
Margarita Papaefthymiou, Marios Evangelos Kanakis, Efstratios Geronikolakis, Argyrios Nochos, Paul Zikas, George Papagiannakis
3D Pose Estimation Oriented to the Initialization of an Augmented Reality System Applied to Cultural Heritage
Abstract
Augmented reality (AR) applied to cultural heritage intends to improve the learning experience in archaeological sites, not only for visitants but also for researchers. 3D Pose estimation is a common problem in applications for AR, object recognition, 3D modeling, among others. AR systems use different methods to estimate the camera pose: edge detection and key-point detection among others. The choice of the method to be used depends on the features of the scenario to be detected. In this work, a comparison study of the main 3D model-based pose estimation methods is performed. In addition, we present the implementation and validation of a pose estimation algorithm, oriented to the initialization of an AR system applied to “Huaca de la Luna”, an adobe brick pyramid built by the Moche civilization in the northern Peru. The proposed algorithm presents two phases, a training phase, where 3D key-points are extracted from a reference image, and a detection phase, where the initialization process is performed by comparing 2D/3D points correspondence using a PnP algorithm. We have compared four variations of the 3D pose estimation algorithm using different methods: SIFT and SURF descriptors for key-point description and EPnP and REPPnP algorithms for PnP pose estimation. Results show a translation error of 1.54 cm, with a mean processing time of 2.78 s, a maximum re-projection error of 1.5 pixels and a successful estimation rate of 100% in scenarios with normal and high light conditions.
Ricardo M. Rodriguez, Rafael Aguilar, Santiago Uceda, Benjamín Castañeda
Exploring Cultural Heritage Using Virtual Reality
Abstract
Virtual modelling featuring realistic, constructed environments has progressed significantly over the last decade and is largely used for scientific, educational and recreational purposes. Helped by gaming industry advances, 3D engines are continuously pushing the technological frontiers by providing more and more realistic environments, which allows increased interactions with users. In this context, a head-mounted display, such as Oculus Rift, facilitates interactivity allowing more realism in an immersive experience.
This paper presents an innovative use of Oculus Rift, without any other connected device, in order to allow virtual mobility without constrained navigation. It also meant that visual item selection or information requests in a 3D scene could be done using a virtual pointer. This innovation brings an added value to the existing virtual reality experience by making it possible to streamline the interaction between the user and the model while valuing the intuitiveness and spontaneity of actions. The system might therefore be easy to handle even for a non 3D expert user.
The main square of the city of Mons (Belgium), European Capital of Culture in 2015, was chosen as a case study to put the project into practice. The historical centre of the city has many architectural heritage buildings from the gothic and classical periods which constitute an ideal heritage site to work on. The virtual model was built with Rhino software and later imported into the Unity 3D real time engine to perform the animations and enable the 3D environment to interact with the Oculus Rift.
The project proposes a virtual tour of the historical town centre where each building is described through audio storytelling. Each audio description informs the user about the cultural heritage value of the building under scope. The gaming experience has been tested by a group of children aged between 9 and 12. Although free to take a virtual walk around the main square, each user has to follow audio instructions and listen to indications in order to make the visit in a particular order. The assessment of the virtual tour through the learning outcome of the users is evaluated and discussed in this paper.
Laurent Debailleux, Geoffrey Hismans, Natacha Duroisin
3D Visualisation of a Woman’s Folk Costume
Abstract
This paper presents the 3D-modelling process and visualisation of a woman’s folk costume from the Gorenjska region. In order to create a realistic 3D visualisation of the clothing, a real dress was modelled and a thorough examination of all the patterns was conducted. The 3D visualisation was completed using Blender, which is an open source software program for 3D computer graphics.
All parts of the costume were modelled on a virtual female body, and the complexity of the garment’s pattern required the 3D modelling process to be very precise. In order to render the costume realistically, a very accurate texturing process was required, which follows the modelling process. The computer generated materials were cotton, linen, wool and brocade. Our goal was to present real materials that showed some signs of deterioration. Therefore, photographs and scans were taken for the purpose of digitalising the real textures.
The cloth used for the shirt (rokavci), is a cotton fabric in plain weave that is visibly porous. In order to create a realistic 3D visualisation of this kind of fabric, it is vital that image data is taken for the pores and that the porous structure is extracted precisely from the raw photograph. We therefore researched and established the workflow for porous texture preparation and for creation of an alpha map. The results revealed the importance of lighting when the photograph was taken for the quality of the image data. It was also established that the optimal method for preparing the alpha map for visualising the analysed woven fabric was by manually defining the histogram threshold.
Tanja Nuša Kočevar, Barbara Naglič, Helena Gabrijelčič Tomc
The VR Kiosk
Using Virtual Reality to Disseminate the Rehabilitation Project of the Canadian Parliament Buildings
Abstract
Since 2013, the Carleton Immersive Media Studio (CIMS) has partnered with the Canadian government to document the West Block, East Block, and Centre Block of the Parliamentary Precinct. Using laser scanning, photogrammetry, and photography, an accurate recording of the current condition is created and translated into a building information model (BIM). This data will aid in the planning and management of a multi-year rehabilitation project that will close the Centre Block building. CIMS saw a need to take the existing content generated from the documentation work and BIM and find a way to disseminate it to the general public through digitally assisted storytelling, thus creating the project: The VR Kiosk. Beginning in May 2017, an installation containing five Virtual Reality (VR) stations was located in front of the Capital Information Kiosk, also known as the visitor’s centre, where tourists go before touring the Parliament buildings. Five short experiences were available that show, through 360-degree videos, aspects of the Centre Block building and rehabilitation project that are not accessible during the physical tour. Careful selection of the equipment, interface, and style of experience was made to ensure a smooth and quick event for the thousands of expected tourists who ranged in age, mobility, and technological knowledge. The content of The VR Kiosk leveraged existing gathered data from the documentation and BIM conducted by CIMS, through this new application, revisions to existing protocols improved the transition from data acquisition, building information model and digitally assisted storytelling through virtual reality.
K. Graham, S. Fai, A. Dhanda, L. Smith, K. Tousant, E. Wang, A. Weigert
Technologies of Non Linear Storytelling for the Management of Cultural Heritage in the Digital City: The Case of Thessaloniki
Abstract
Technology is currently promoting unprecedented changes in urban areas, which are often labeled as smart city developments. This paper presents the main findings of the PhD thesis entitled “Technologies of Non Linear Storytelling for the Management of Cultural Heritage in the Digital City: The Case of Thessaloniki”. This thesis focuses on the dedicated digital storytelling strategies that promote active audience engagement in urban cultural heritage. A collaborative model is proposed and analyzed (in multiple perspectives), aiming at providing an integrated approach to cultural heritage documentation, management and dissemination. The model has been built for the Digital City of Thessaloniki (in Greece), a big city, rich in Cultural Heritage, but with rather poor heritage management mechanisms. The research focuses on practices that promote Cultural Heritage in the Digital City and the prospects for improvement, examining theoretical and practical aspects of engaging people for the collection and interpretation of digital Cultural Heritage (places, artifacts, etc.). The outcome of this research is the development of a new model that fuels audience engagement and collaboration of cultural organizations. A pilot implementation strategy has been employed taking into consideration different perspectives of four different target groups that included art lovers, artists, representatives of cultural institutions and art journalists. A related survey was carefully designed and executed, seeking for formative qualitative and quantitative evaluation prior and after the development of the model. The proposed model brings forward novel technological and methodological guidelines regarding audience engagement, which could be successfully deployed in cities with similar cultural, geographical, and technological features.
Ofilia I. Psomadaki, Charalampos A. Dimoulas, George M. Kalliris, Gregory Paschalidis
Minimal Functionality for Digital Scholarly Editions
Abstract
In this paper, we are analysing the quality of use of digital scholarly editions (DSEs), via usability testing. We do a competitor analyses in which a small sample of target users is gathered in a usability lab, asked to answer research questions via different research tools, and finally to rate the experience. In our first study, we compared three DSEs and found that not all the editions are ideal in their usability and that efficiency is valued more than content. In a second study, we pitched three different media: a printed book, a digitized edition (or PDF) and a digital edition of Nietzsche Also Sprach Zarathustra. We found that users preferred using the PDF edition due to its higher accessibility, portability, and annotation features. This paper introduces our user research and hypothesizes on the benefit and feasibility of developing DSE with a user requirement document.
Federico Caria, Brigitte Mathiak

Open Access

Digital Preservation: How to Be Trustworthy
Abstract
The Publications Office of the European Union has started a project for the long-term preservation of its digital publications to a new digital archival repository that contains legislative collections (such as the Official Journal of the European Union, treaties, international agreements, etc.), non-legislative collections (such as general and scientific publications), master data (such as descriptive, technical and provenance metadata specifications) and other data (such as datasets and websites). With the aim of safeguarding EU digital publications without any alteration during their life cycle, we have decided to follow standards ISO 14721:2012 (Open Archival Information System) to define the model of our digital preservation system and ISO 16363:2012 to verify the trustworthiness of the digital archival repository. In this context, we will deal with the following issue: how can we be sure that a digital object is the same as when it was created and has not been altered during its life cycle, both before and after its ingestion to the repository? In other words, how can our digital archival repository be trusted? The basic actions of the Publications Office towards this direction are: (a) to define a digital preservation plan; (b) to define and preserve representation information (master data and other specifications); (c) to define the designated community and its monitor; (d) to define and implement digital preservation strategies such as fixity, maintaining a read-only archive, keeping two copies in different physical data centres, etc.; (e) to define and implement provenance metadata; and (f) to have a technology watch of formats, standards and digital preservation strategies.
Lina Bountouri, Patrick Gratz, Fulgencio Sanmartin
Backmatter
Metadaten
Titel
Digital Cultural Heritage
herausgegeben von
Marinos Ioannides
Copyright-Jahr
2018
Electronic ISBN
978-3-319-75826-8
Print ISBN
978-3-319-75825-1
DOI
https://doi.org/10.1007/978-3-319-75826-8

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