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Über dieses Buch

This two-volume set LNCS 11196 and LNCS 11197 constitutes the refereed proceedings of the 7th International Conference on Digital Heritage, EuroMed 2018, held in Nicosia, Cyprus, in October/November 2018.

The 21 full papers, 47 project papers, and 29 short papers presented were carefully reviewed and selected from 537 submissions. The papers are organized in topical sections on 3D Digitalization, Reconstruction, Modeling, and HBIM; Innovative Technologies in Digital Cultural Heritage; Digital Cultural Heritage –Smart Technologies; The New Era of Museums and Exhibitions; Digital Cultural Heritage Infrastructure; Non Destructive Techniques in Cultural Heritage Conservation; E-Humanities; Reconstructing the Past; Visualization, VR and AR Methods and Applications; Digital Applications for Materials Preservation in Cultural Heritage; and Digital Cultural Heritage Learning and Experiences.



Reconstructing the Past


Supporting the Automatic Extraction of HBIM Elements from Point Clouds

The purpose of this paper is just detailing a state-of-the-art procedure for the automatic recognition of specific 3D shapes from point clouds of immovable heritage assets supported on a tailored tool using PLY, PTX and PTS formats as input files. To make this tool functional and widely used, it is currently developed as a plug-in for the well-known and representative REVIT BIM software package.The procedure is particularly applied to the Castle of Torrelobatón (Valladolid, Spain) to allow the automation in cataloguing of required elements, as illustrative example of the defensive architecture from the Middle age to the Renaissance in Europe, reason why it is one of the pilot sites of the INCEPTION project. Thus the HBIM process is enhanced, which is continuing right through to provide better services to technicians, scholars and citizens.

Javier Román Cembranos, José Llamas Fernández, Pedro Martín Lerones, Jaime Gómez García Bermejo, Eduardo Zalama Casanova, Marinos Ioannides

Three Dimensional Modeling and Analysis of Ancient Indian Structures

Ancient structures in India are the practical remains of the past. Exploring these structures helps to understand the structural significance of each and every part precisely and techniques used. The main objective of this research is to model and analyze the historical structural components, in terms of geometry and their arrangement to understand reasons for their higher stability. Columns are one of the major structural elements in transmitting the loads which have both aesthetic appeal and structural significance. For this study, columns and simple mandapas (pillared halls/sanctum) of structures at different ages in the past are considered and analyzed using the 3D models in Autodesk Inventor. The analysis includes mode shapes and stress distribution of these columns and mandapas under gravity. The results attained show the geometry of the structure plays a crucial role in its behavior when subjected to gravity loads. Further this research work will be fundamental for future studies to understand the effects of geometry on the stability of the structure and the scientific reason behind the usage of such designs.

Namratha Reddy Kondam, Balaphani Krishna Poddar, Venkata Dilip Kumar Pasupuleti, Prabhakar Singh

A Framework for Semantic Interoperability in 3D Tangible Cultural Heritage in Taiwan

Cultural heritage (CH) preservation and management play vital roles in conserving valuable properties and facilitating relevant historical studies on a country. The advanced technologies developed for CH preservation and management in recent years have made CH digitalization and documentation easy and have generated tremendous amounts of data for a wide range of applications. However, a great focus remains on the large amount of CH data, particularly on CH semantic interoperability, because various standards or schemas are applied during data generation. To achieve 3D CH semantic interoperability, this study proposes and comprehensively discusses an ontology-based approach for 3D tangible CH that includes 3D models, metadata, and their restoration information in the entire life cycle of the building information model (BIM). A tangible cultural heritage ontology is developed based on a top-level ontology, namely, the CIDOC conceptual reference model (CRM), for heritage information, metadata, and restoration. Access is achieved by mapping from the designated heritage in the national cultural heritage database with DC-based metadata to CIDOC CRM and from an enriched Heritage BIM with restoration information encoded as industry foundation classes (IFC) ontology to CIDOC CRM. The proposed framework can successfully combine a 3D model and its enriched information and is available for 3D model semantic accessing and integration. We focus on the discussion of Taiwan’s traditional Southern Fujian architecture.

Chiao-Ling Kuo, Ying-Mei Cheng, Yi-Chou Lu, Yu-Chieh Lin, Wun-Bin Yang, Ya-Ning Yen

Reconstructing the Historic Landscape of Larochette, Luxembourg

Cultural Heritage education relies on a solid foundation of scientifically validated knowledge. This case study shows how different disciplines come together to source, combine, and interpret data for a landscape reconstruction of Larochette, Luxembourg. It is the initial stage of a larger interdisciplinary project to create an educational game that highlights the tangible and intangible heritage that can be traced in the town’s structures even today.

Marleen de Kramer, Sam Mersch, Christopher Morse

Digital Preservation of the Nottingham Ichthyosaur Using Fringe Projection

Natural heritage is an important part of cultural heritage. More specifically, the protection and preservation of the unique biodiversity of flora and fauna in a specific region is an important part of preserving and celebrating the cultural diversity and identity of a region and of a nation. Nottingham is a home of pre-historic natural heritage and specifically of the ‘Nottingham Ichthyosaur’; a new species Protoichthyosaurus applebyi named in 2017 which was discovered in the area, probably in the early part of the 19th century. The near-complete type specimen of the species is on display at the Life Sciences building of the University of Nottingham. In this work, we describe the process which was used to digitally preserve the specimen which, it is hoped, will be lodged in an appropriate museum. The purpose of the digital preservation would be to aid teaching and research purposes as well as exploit the data for further distributed research by other natural scientists. To digitise the fossil, which was embedded, in cement a commercial fringe projection system was used to register the bone structure and grayscale imaging was used to register the texture of the bones on display.

Petros Stavroulakis, Yael Bis-Kong, Elodie Doyen, Thomas Hartman, Richard Leach

Resilience and Preservation of Cultural Heritage After Natural Disasters: Case Study of City of Volos, Greece

Natural disasters and their interaction with cultural heritage are a global phenomenon that has come to the attention of the scientific community the last decade. Preventive measures and policies have been developed in order to protect the natural and cultural environment of the humanity. The current study aims at the identification of cultural heritage, its interaction with natural disasters and the up-to-dated developed policies for Volos city in Prefecture of Magnesia, in Greece. “The social and economic implications of a heritage at risk”, are corroborated by the example of the ‘50s earthquake at Magnesia Prefecture. The current research indicates that Greek policies are not well targeted, and they are without a vision. Additionally the preventive taken measures are not cost effective and the local community is not aware of the existing risk. Thus, in the current research are proposed a few non-constructive measures such as: (i) the creation of a local natural disaster and cultural heritage data-base, (ii) the enhancement of the public awareness concerning the natural disasters and its effect on cultural heritage and (iii) the promotion of cultural heritage and its value. Aiming at cultural resilience and sustainable development of the region, the proposed measures must also be supported by a strong legal framework.

Mprouzgou Maria, Coccossis Harry

Visualisation, VR&AR Methods and Applications

The Epigraphic Museum of Athens Revisited

The main ideas behind the re-exhibition of the permanent collections of the Museum and the use of digital media are presented. For the first time in the Museum, the re-exhibition is supported by digital means. The Museum has focused on touchscreen displays together with mobile devices for organising and supporting the visitors. The Museum tablet application presented, allows the user to get a multilingual integrated approach for each item on display. The plans of the museum are focusing on augmented reality applications running on visitors’ smartphones. It is also shown that despite the restricted nature of the museum artifacts (fragments of stones with partial inscriptions) digital presentations can be successfully created, if complementary combined information from other archaeological fields and published research is employed.

Athanassios Themos, Eleni Zavvou, Eirene-Loukia Choremi, Nikolaos Dessipris

A Roman in Venice

3D Documentation and Digital Restoration of an Endangered Roman Altar

Digital documentation of cultural heritage is important especially for endangered monuments. Nowadays fast and low-cost SfM techniques are available, but it is not always possible to digitally acquire the whole artefact, because it is fragmentary or not totally accessible. Combining the 3D acquisition of the object with the 3D modeling of the missing parts allows the hypothetical reconstruction of the original aspect of the monument. A case study will be presented here, regarding a Roman altar reused in Venice.

Gaia Trombin, Antonio Bonaldo

Virtual Reality for Cultural Heritage Monuments – from 3D Data Recording to Immersive Visualisation

Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in other virtual environments without leaving the current real-life situation. Cultural heritage (CH) monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Furthermore, VR is increasingly in use for virtual locations to enhance a visitor’s experience by providing access to additional materials for review and deepening knowledge either before or after the real visit. Using today’s available 3D technologies a virtual place is no longer just a presentation of geometric environments on the Internet or a virtual tour of the place using panoramic photography. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. This paper presents the generation of virtual 3D models for different cultural heritage monuments and their processing for data integration into the two game engines Unity and Unreal. The workflow from data acquisition to VR visualisation using the VR system HTC Vive, including the necessary programming for navigation and interactions, is described. Furthermore, the use (including simultaneous use of multiple end-users) of such a VR visualisation for CH monuments is discussed.

Thomas P. Kersten, Felix Tschirschwitz, Simon Deggim, Maren Lindstaedt

A Project for Museo Civico Castello Ursino in Catania: Breaking Through Museum Walls and Unlocking Collections to Everyone

This paper presents the preliminary ideas for the improvement of the cultural offerings’ standard and fruition of the Museo Civico Castello Ursino in Catania. In conceiving the project, the requests of the European Commission, the European Digital Agenda, and the Directive on Public Sector Information (PSI) have been taken into consideration. In particular, the digitisation of cultural heritage (embedding museums, libraries, and archives) and its accessibility on a large scale. Among the aims of the project, there are the creation of a digital archive; 3D digitalisation of the museum’s collections and their online accessibility; and the use of immersive and interactive solutions for a better audience involvement.

Cettina Santagati, Valentina Noto, Federico Mario La Russa

Archaeological Landscape Heritage: Museums’ Systems Between Narrative Techniques and Multimedia Tools

The new information and communication technologies (ICT) are playing an increasingly predominant role in contemporary society. We must provide the opportunity to experiment and to develop new possible interactions between narrative techniques and multimedia tools able to promote our Cultural Heritage.Actually, it’s very important to focus our attention on trying to get over knowledge from generation to generation, through ICT. This work shows the results of a research project, implemented in close partnership (named Eridano museum network) among a University laboratory of Emilia-Romagna High Technologies Network (TekneHub), Regional Museum Pole Emilia-Romagna, two National Museums, four civic Museums, one Archaeological dig and a creative enterprise (TryeCo 2.0 srl).The study primarily investigates how ICT can contribute to enhancing Cultural Heritage Education, adding value to cultural and didactic activities in museums. In this perspective, all Museums of Eridano network have tested innovative learning and teaching tools, thanks to user-centered design methodology, focusing virtual views, interactive technological platforms, games and immersive experiences. The researchers’ team builds a web platform, using VR cardboards linked to the innovative YouTube’s feature, 3D-VR-360 videos, through which is possible to discover ancient archaeological landscapes on Eridano river.Then this research aims to investigate new possible interactions between these tools and methodological approaches in the development of FOSS (Free and Open Source Software) Tools, especially OpenWebGIS (Geographic Information System), considering the growing social demand to have an inclusive fruition of cultural and landscape heritage.This new approach highlights the importance of a clearly defined communication strategy able to be inclusive for the different stakeholders of the Cultural Heritage, from museum workers to museum users.

Biancardi Michela, Massarente Alessandro, Suppa Martina

A Case Study of Digital Preservation of Motion Capture for Bā Jiā Jiāng Performance, Taiwan Religious Performing Arts

Bā Jiā Jiāng (eight generals) are performers painted their faces, playing four generals Gan, Liu, Xie, Fan, and the Four Seasons God and other characters. When the celebration festival parade, as Lord God’s the guardian team. It is an intangible cultural heritage of Taiwan’s important religious and performing arts.This project sponsored by Bureau of Cultural Heritage, Ministry of Culture (BOCH), Taiwan in 2017, the subject of study was Sheng De Temple, a traditional Bā Jiā Jiāng troupe of Beigang, Yunlin, Taiwan. The project uses optical motion capture technology to digitalize two Bā Jiā Jiāng actors performing in the parade and square, recording to three-dimensional digital motion information, and creating virtual reality software to present the results of technological applications. This is a interdisciplinary integrated project that includes religious folklore, performing arts, and digital technology.

Yun-Sheng Syu, Li-o Chen, Yu-Fang Tu

Interactive Media Art Based on Location and Motion Tracking of Multi-performers

In this study, we present a novel interactive media art framework on the theme of culture heritage. From existing research and case studies, interactive media art has shown that the audience be build their own identity through interaction during the process of the artwork, and aesthetic experiences are possible through the origin of folk games. The combination of folk play and interactive media art is considered to have aesthetic commonalities, and it can be presented as a new direction for using traditional culture and the possibility of interactive media art. In this paper, we proposed a framework that is designed for interactive media based on location and hand-motion of multi-performers. Otherwise, from existing methods, we reproduce the changing aspects of folk play that develop from the game, and the interactive media art is performed by a collaboration of multiple performers. To this end, we introduce a conceptual framework for verifying its feasibility.

Haeyeon Won, Jeongmin Yu

Ego-Centric Recording Framework for Korean Traditional Crafts Motion

The transmission and safeguarding of intangible cultural heritage (ICH) follow an apprenticeship manner for education. However, people have problems that cannot continue to implement education because of time, space, economic and environmental constraints. Utilizing information and communication technology (ICT), these problem can be settled. Particularly, in this paper, we propose a novel 3D hand motion recording framework to record the motions of the craftsperson in the ego-centric view using Leap-motion vision sensors. In contrast to the existing 3D hand motion recording frameworks, we adopt a head-mounted Leap Motion for recording the ego-centric view of handcraft motions and use the other Leap Motion to solve the problem of severe self-occlusions between the fingers. For the target content for recording, we select Nubi, which is a traditional sewing technique in Korea, and a Nubi craftsperson is designated as the ICH of Korea. From the preliminary experiments, we confirm that the proposed framework can be applied to recording the various sewing hand motions effectively.

Eunsol Jeong, Jeongmin Yu

Digital Workflow for Virtual and Augmented Visit of Architecture

This paper adopts Virtual and Augmented reality experiences to be enjoyed in a historical place as tools and bust for the knowledge and dissemination of the culture of a landscape.The development of this virtual pipeline is focused on some Neoclassical architecture built in the monumental park of the Reggia of Monza and considers the semantic modeling of the digital survey to support a virtualized and augmented environment for culture production and culture dissemination.The workflow described regards: construction of semantic relations between the various architectures of the case history; survey of the same buildings with advanced technologies; modeling of point clouds to create parametric 3D models of the existing through digital modeling of elements and buildings; experiments of virtual environments; experiences of augmented reality. It considers the buildings as virtual hubs to describe their history and the landscape they set up, where one is related to the other in the same Park by perspective green paths as a spread museum; the aim is a fruition renewed by immersive realities to be enjoyed in situ [1] brought to public, to smart users, for a better knowledge of Cultural Heritage. Due to the integration and interoperability among different technologies many issues grow during the research, [2] and it considers them steps necessary to be investigated.

Cecilia Maria Bolognesi

Usage Scenarios and Evaluation of Augmented Reality and Social Services for Libraries

Libraries are cultural environments that aggregate large volumes of cultural content accessible by experts and the broad public. The continuous attraction and engagement of visitors, along with the production of revenue for the institute are two of the biggest challenges in such an environment. In this work, we propose the provision of Augmented Reality and social services trying to address those challenges. We implement and use as a testbed Active Visitor, a system that offers such services aiming at investigating services’ acceptability by visitors and librarians. We propose and implement a series of usage scenarios that use such services in order to facilitate the user activities within a library environment. A specific evaluation methodology is applied to stress the strength of the presented services. The evaluation results provide a first positive indication about the benefits that Augmented Reality and social services introduce in a library environment.

Zois Koukopoulos, Dimitrios Koukopoulos

Evaluating the Impact of a Virtual Reality Application in Raising Awareness Toward the Destruction of Cultural Heritage Sites

The aim of our work is to investigate the applicability of Virtual Reality (VR) in raising awareness of users in relation to the destruction of important monuments. The proposed methodology involves the exposure of users to three virtual environments displaying the original state of a monument, the current state and the predicted future state of the same monument in the case that the monument is not maintained. The exposure to the three states of the same building allows the user to experience the “glorious days” of a monument and compare them to the current and future states in an attempt to realize the level of destruction that could occur to the building if the monument is not maintained properly. As part of a pilot case study, a number of volunteers were asked to navigate in virtual environments depicting the three chronological states of a landmark building. Preliminary results indicate a significant increase of the intensity of negative emotions of the users, indicating the applicability of VR in alerting the society toward the destruction of important monuments.

Christos Hadjipanayi, Eleni Demitriadou, Haris Frangou, Maria Papageorgiou, Christina Zavlanou, Andreas Lanitis

Using Linked Data for Prosopographical Research of Historical Persons: Case U.S. Congress Legislators

This paper shows how biographical registries can be represented as Linked Data, enriched by data linking to related data sources, and used in Digital Humanities. As a use case, a database of 11 987 historical U.S. Congress Legislators in 1789–2018 was transformed into a knowledge graph. The data was published as a Linked Data service, including a SPARQL endpoint, on top of which tools for biographical and prosopographical research are implemented. A faceted browser named U.S. Congress Prosopographer with visualization tools for knowledge discovery is presented to provide new insights in political history.

Goki Miyakita, Petri Leskinen, Eero Hyvönen

CHISTA: Cultural Heritage Information Storage and reTrieval Application

More and more people use software applications and the Internet in their daily routine. Cultural heritage has been a favored domain for using such interactive software systems. Heritage sites, cultural institutions, and travel agencies provide visitors with digital applications, such as information retrievers and guides, aiming to enhance their visit experience. However, such applications support mainly visits at indoor than outdoor environments, are site-dependent as the information is provided for limited and specific cultural heritage items, and they are not customizable to store new information. Our previous work [9] overcome such issues, and in this paper, we extend that work by leveraging the recent technological advances in the telecommunications and the computer science domains. In this paper, we present the design and the preliminary evaluation of CHISTA (In Iranian and Persian mythology, Chista was the goddess of knowledge who led the mortals to the right way in life by providing them with meaningful information), which is an application for storing and retrieving information related to cultural heritage artifacts, sites, facts, etc. using computer vision techniques. We envision that CHISTA will be used by visitors and travelers to obtain cultural heritage information, which is provided by authorized third parties, using common technologies, such as their smartphones and the Internet.

George E. Raptis, Christina Katsini, Theofilos Chrysikos

Digital Applications for Materials Preservation in Cultural Heritage


Ancient Sandbox Technique: An Experimental Study Using Piezoelectric Sensors

Ancient Indian temples are accredited for their immaculate style of construction. These temples are resistant to most natural calamities due to their geometry, material and construction technique. Of these, the foundation is considered to be the major contributing factor for their structural stability. Research on ancient foundation techniques can bring about a huge impact on today’s foundation technologies. This paper presents a study on the Sandbox Technique for foundations, which was used around the 11th century, by the Kakatiya Dynasty in Telangana (South India). The sandbox technique was used to build the foundation for two major temples in Telangana viz. Ramappa temple and 1000 pillar temple. As part of our study, we carried out experiments on sand (dry and wet) and wet Red soil materials by building a model which mimics the Sandbox technique. In this context, piezoelectric knock sensors are used to capture the vibrations. We determined the dampening of vibrations for sand (dry & wet) and wet Red soil for various types of loads. Our analysis of the results obtained shows that sand with water absorbs more vibrations as compared to dry sand and wet Red soil.

Trishala Daka, Lokesh Udatha, Venkata Dilip Kumar Pasupuleti, Prafulla Kalapatapu, Bharghava Rajaram

Application of Non-destructive Techniques (Raman Spectroscopy and XRF) into an Icon by Michael Damaskinos

The tremendous growth of technology, aims to serve human and scientific methods, which serve the analysis of the study of our cultural heritage. Initially, most techniques developed, applied to different fields of the cultural heritage, however along the way it was observed that they serve in the analysis of works of art. Such techniques are Raman spectroscopy (Raman spectroscopy) and X-ray Florescence (XRF). In this thesis, we present the study of these techniques on a portable icon of Michael Damaskinos of the Cretan School of the 16th century. Specifically, a study will be conducted on the chemical composition and pigment detection of qualitative and quantitative data in a portable picture of Michael Damaskinos of the Cretan School of the 16th century. The object of this study, is associated with P.G.C. (Post Graduate Course) as it includes innovative applications of automation technologies. The study will cover the gap in the literature of icons and inferences will be made on the use of Raman Spectroscopy and XRF.

Nikolaos Gkoultas, Theodore Ganetsos, Maria Peraki, Dimitrios Tseles, Nikolaos Laskaris

Pigments Identification in Oil Paintings of 18th–19th Century from the Museum of Post-Byzantine Art of Zakynthos Using Raman Spectroscopy and XRF

The aim was to use non – destructive spectroscopic techniques in selected paintings of the Ionian School of the Museum of Zakynthos, under the supervision of the Ephorate of Antiquities of Zakynthos. We used Raman and XRF spectroscopy in order to identify the pigments of the paintings. n our investigation, the use of these techniques for the first time at the Museum of Post-Byzantine Art of Zakynthos is more than essential due to the historical particularities of the Island. A massive earthquake, followed by a wildfire within the city bounds devastated the Island of Zakynthos in August, 1953 and its archival wealth was almost altogether ruined. These resulted in bibliography gaps and lack of archival material. The scarce scientific information for the understanding of the materials used by the post-Byzantine artists during the 18th–19th century, with the only exception being the artists’ manuals and the absence of identified paintings led to the use of analytical techniques in order to answer questions that the History of Art could not answer. The study was focused on four paintings of the temple of Saint George of Petroutsos in Zakynthos, which has been moved after the destruction of the church due to the earthquake of 1953 to the Church of Ascension in the centre of Zakynthos. As well, the paintings that were examined were separated from the temple and today are exhibited in the Museum of Zakynthos.

Katerina Koutliani, Theodore Ganetsos, Christina Merkouri, Maria Perraki, Nikolaos Laskaris

A Status Quaestionis and Future Solutions for Using Multi-light Reflectance Imaging Approaches for Preserving Cultural Heritage Artifacts

Single-Camera Multi-Light scanning methods like Reflectance Transformation Imaging (RTI) and Portable Light Dome (PLD) are being widely used in the cultural heritage sector. Both technologies followed a long development track in collaboration with cultural heritage partners, resulting in matured technologies. In this short paper, we highlight recent progress with this technique (capturing and modeling reflectance, multi-spectral pipelines, material classification) and present ongoing work of how both technologies can be brought closer together. Finally, we address RTI’s and PLD’s challenges and possible solutions in terms of long term preservation and valorization by the scientific community.

Vincent Vanweddingen, Chris Vastenhoud, Marc Proesmans, Hendrik Hameeuw, Bruno Vandermeulen, Athena Van der Perre, Frederic Lemmers, Lieve Watteeuw, Luc Van Gool

Digital Cultural Heritage Learning and Experiences


eHERITAGE Project – Building a Cultural Heritage Excellence Center in the Eastern Europe

eHERITAGE (‘Expanding the Research and Innovation Capacity in Cultural Heritage Virtual Reality Applications’) is a twinning project which was accepted for financing by the European Commission under the topic H2020-TWINN-2015. The coordinating organization of the eHERITAGE project is University Transilvania of Brasov (UTBv). This institution aims to significantly improve its expertise in the field of virtual heritage by collaborating with 2 other organizations, experts in this area: Jožef Stefan Institute from Ljubljana, Slovenia, and Scuola Superiore Sant’Anna from Pisa, Italy.UTBv is based in Transylvania, a geographical area full of historical landmarks and with a well-defined regional strategy for marketing and promoting cultural tourism. eHERITAGE tries to mold on this strategy and to uplift some of the activities foreseen in it. Our staff interacted on several occasions with local authorities for exploiting and disseminating history through virtual applications. The measures foreseen in eHERITAGE have already influenced the social, economic and cultural environment from Romania in an exponential way, making room for partnerships with other research institutes or with companies which want to use our expertise in order to gain more market traction.The main objective of this initiative is to provide the means for the research staff of UTBv to obtain excellence in “virtual heritage”. The aim of this paper is to present the activities and the results of our consortium and to present our expertise to stakeholders, in the hope of establishing new sustainable research cooperation schemes.We strongly believe that cultural heritage can be enriched with the help of new technologies, and we hope that our activities have already contributed to proving this.

Mihai Duguleană

Migration Experiences: Acknowledging the Past, and Sustaining the Present and Future

Australia is recognised as one of the world’s most culturally and ethnically diverse nations. Immigration has historically played an important role in the nation’s economic, social and cultural development. There is a pressing need to find innovative technological and archival approaches to deal with the challenge to digitally preserve Australia’s migrant heritage, especially given the ageing of the European communities that were the first to come under the postwar mass migration scheme. This paper reports on plans for a national collaborative project to develop the foundational infrastructure for a dynamic, interoperable, migrant data resource for research and education. The Migration Experiences platform will connect and consolidate heterogeneous collections and resources and will provide an international exemplar underscoring the importance of digital preservation of cultural heritage and highlighting the opportunities new technologies can offer. The platform will widen the scope and range of the interpretative opportunities for researchers, and foster international academic relationships and networks involving partner organisations (universities, libraries, museums, archives and genealogical institutions). In doing so, it will contribute to better recognition and deeper understanding of the continuing role played by immigrants in Australia’s national story.

Paul Longley Arthur, Marijke van Faassen, Rik Hoekstra, Nadezhda Povroznik, Lydia Hearn, Nonja Peters

A Progressive Web Application on Ancient Roman Empire Coins and Relevant Historical Figures with Graph Database

In the past years, information and computer technologies have radically changed cultural heritage sceneries. Cultural heritage institutions have faced challenges: extracting from heterogeneous data sources, requiring techniques for system improvements and designing better functions and interfaces to promote user experiences. To enhance user experience, many organizations and researchers engage in merging advanced technologies to cultural heritage digitization to leverage knowledge both with their organization and external users. In this report, we describe a process beginning from refining datasets of Roman coins and historical figures to a final progressive web application. We present the main technologies that support the digital cultural heritage system to presents a collection of interesting information to users.

Kun Hu, Jianfeng Zhu

Multidisciplinary Experiences of Virtual Heritage for the Documentation of Architecture and Archaeology Within the DigitCH Group - Digital Cultural Heritage Group

Here we address the roadmap of the Digital Cultural Heritage research group DigitCH group, which was set up in 2013 at the Department of Architecture, University of Florence. The aim of DigitCH group was to realize the link between scientifically validated methodologies and contents, innovative storytelling, and technological instrumentation. The spread of electronic devices has enabled rapid and easy technological fallout of research in the field of the acquisition-representation of the survey data expanding audiences and accelerating even an innovative approach to the whole knowledge of CH.Among the objectives that the DigitCH group seeks to achieve is the strengthening of the concrete experience of visitors through the use of technological potential; this allows the promotion of CH in all categories of citizens and the renewal of approaches and languages through more active and interactive educational activities. Moreover, DigitCH aims to increase knowledge of CH gained through experience within bespoke digital environments. A selection of case histories from DigitCH shows how we have designed solutions that promote interactions within a broad context, aiming to establish a communication strategy that “opens the educational box” to the territory (to get in touch with the identity of the visited places), new languages (to foster the links between different kinds of cultural heritage: architecture, archeology, artistic heritage), and to a new public (to create a shared cultural habitat among different institutions).

Paola Puma

Is E-learning Really Flexible? Ideas for Building Effective Interactive Learning Environments for Cultural Heritage

The paper deals with the use of e-learning platforms in courses concerning digital cultural heritage. The authors draw from their experience in the use of e-learning modules in the context of Erasmus+ projects focusing on adult/VET education on cultural heritage, and suggest an e-learning approach that focuses on personification, modularity and interactivity. As the authors argue, the above three concepts are particularly important for aiding an adult audience understand and implement basic notions of cultural heritage management and enhancement as well as for introducing them in the world of digital cultural heritage. The paper examines possibilities of employing methodologies which will induce personified and interactive knowledge for the creation of e-learning platforms for digital cultural heritage adapted to the needs of diversified target groups. Such e-learning platforms become more and more a necessary counterpart to several digitization projects, as many agents responsible for cultural heritage management and enhancement do not necessarily possess all the skills needed for accomplishing such projects. Therefore, they should be diversified, adaptable to different realities and include various levels as well as stages of self-assessment of users’ needs and self-evaluation of users’ accomplishment.

Afroditi Kamara, Despoina Lampada, Yorgos Tzedopoulos, Kleopatra Ferla

Eco Sustainable Graphic Heritage Drawing for a Contemporary Territories Learning and the Creating Smart Cities

The research Eco Sustainable Graphic Heritage Drawing (ESGHD) is intended as development of representation models for architecture and urban landscape both in the measurement phase and simulcast description of information. With this premise the research will enable to pursue the knowledge and communication of the processes of modification for Cultural Landscape with the construction of a “visual model”, which can be implemented, for “typologies of representation” and the creation of Smart City.

Alessandro De Masi

Automatic Verification Framework of 3D Scan Data for Museum Collections

3D digital archiving of cultural heritage has been conducting actively all over the world. Although the applications using the obtained digital 3D scan data are widely developed, their data management and quality verification does not conducted properly. To overcome this problem, we propose a novel verification framework based on the comparisons of shape and color information between an original image and an image from 3D scan data (i.e., mesh data with color mapping). Firstly, to verify that they are the identical object, we use the shape contexts information based on a machine learning technique. Secondly, we compare the color information between them for verifying its quality of color mapping. Utilizing the proposed framework, we expect that non-experts can verify the quality of 3D scan data automatically, thus, museum itself will be able to manage the 3D scan data systematically and reliably.

Jeong-eun Oh, Jeongmin Yu

A Delivery Model for Cultural Heritage Services in Smart Cities Environments

The cultural heritage of a city, both tangible and intangible, constitutes a resource of inestimable value that in the uprising digital era needs as well sustainable use and management. The transformation of heritage sites and cultural intangible fields into Smart Cultural Heritage environments implies to the development of Smart Cities. This paper introduces a new delivery model for providing cloud based cultural services to users, through advanced network infrastructures in Smart Cities environments. The proposed model is called Smart Cultural Heritage as a Service (SCHaaS) and aims to promote and preserve the cultural heritage through smart applications and participatory processes. This model also aims to be customized according the special cultural characteristics of a city and the needs of its citizens.

Konstantina Siountri, Emmanouil Skondras, Dimitrios D. Vergados

Comparative Analysis of Inspection and Diagnosis Tools for Ancient Buildings

The survey and inspection of the state of conservation of buildings is understood as an active process of selecting information to support decision making in the rehabilitation of the built heritage. The development of new technologies applied to the integrated management of the built heritage resulted in digital tools able to support the technicians in on-site procedures. The purpose of this study was to analyse existing methods for the survey and inspection of the state of conservation of ancient buildings. It uses a qualitative methodology, focused on bibliographical survey and comparative analysis. Only methods with identical characteristics were considered: evaluation based on visual inspection of buildings with heritage value. This research shows that structuring information in computer systems is a solution to overcome the main problems pointed out in previous studies related to survey and inspection: expensive, time-consuming, inconsequential procedures and dispersed information. However, this is only valid if computer-based methods are adapted to the different geographic and chronological contexts. Future research may contribute to the development of a method that brings together this added value with a simple but objective way to diagnose the condition of ancient buildings with heritage value.

Joana Gonçalves, Ricardo Mateus, José Dinis Silvestre

Spaces and Cultural Assets of the Autonomous National University of Mexico

The UNAM’s cultural spaces and assets have seen constant growth in order to better fulfil the University’s commitment to artistic and cultural activities. A special collaboration was established between the cultural area and the librarianship in order to develop a project that would simultaneously facilitate the retrieval of information regarding cultural spaces and infrastructure, record the University’s cultural heritage and carry out the scheduling of artistic and cultural activities. The Project was developed via the action research method: plan, act, observe/collect, reflect/review. These activities are carried out in cultural spaces expressly intended for this purpose, as well as in the different campuses and dependencies that make up this immense university. Due to the advances of the Project, a database has been created, gathering the necessary data to consult and recover the cultural resources the University possesses, enabling the University to program activities and make full use of the cultural infrastructure’s capacity. Once the basic structure of the data to be organised had been established, the Object-Oriented Analysis and Design methodology was implemented in order to obtain a meta-structure of analysis relevant to the development of systems, with the Entities, Attributes and Relationships. International standards were adhered to throughout both the survey and certification of information.

Catalina Naumis-Peña, Ariel A. Rodríguez-García, Juan Ayala-Méndez, Natalia Velazco-Placencia, Ana E. Pérez-Martínez


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