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2013 | Book

Scientific Computing and Cultural Heritage

Contributions in Computational Humanities

Editors: Hans Georg Bock, Willi Jäger, Michael J. Winckler

Publisher: Springer Berlin Heidelberg

Book Series : Contributions in Mathematical and Computational Sciences

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About this book

The sheer computing power of modern information technology is changing the face of research not just in science, technology and mathematics, but in humanities and cultural studies too. Recent decades have seen a major shift both in attitudes and deployment of computers, which are now vital and highly effective tools in disciplines where they were once viewed as elaborate typewriters. This revealing volume details the vast array of computing applications that researchers in the humanities now have recourse to, including the dissemination of scholarly information through virtual ‘co-laboratories’, data retrieval, and the modeling of complex processes that contribute to our natural and cultural heritage. One key area covered in this book is the versatility of computers in presenting images and graphics, which is transforming the analysis of data sets and archaeological reconstructions alike.

The papers published here are grouped into three broad categories that cover mathematical and computational methods, research developments in information systems, and a detailed portrayal of ongoing work on documenting, restoring and presenting cultural monuments including the temples in Pompeii and the Banteay Chhmar temples of the Angkorian period in present-day Cambodia. Originally presented at a research workshop in Heidelberg, Germany, they reflect the rapidly developing identity of computational humanities as an interdisciplinary field in its own right, as well as demonstrating the breadth of perspectives in this young and vibrant research area.

Table of Contents

Frontmatter

Development of Scientific Computing Methods

Frontmatter
Chapter 1. Mathematical Methods for Spectral Image Reconstruction
Abstract
We present a method for recovery of damaged parts of old paintings (frescoes), caused by degradation of the pigments contained in the paint layer. The original visible colour information in the damaged parts can be faithfully recovered from measurements of absorption spectra in the invisible region (IR and UV) and from the full spectral data of the well preserved parts of the image. We test algorithms recently designed for low-rank matrix recovery from few observations of their entries. In particular, we address the singular value thresholding (SVT) algorithm by Cai, Candès and Shen, and the iteratively re-weighted least squares minimization (IRLS) by Daubechies, DeVore, Fornasier and Güntürk, suitably adapted to work for low-rank matrices. In addition to these two algorithms, which are iterative in nature, we propose a third non-iterative method (which we call block completion, BC), which can be applied in the situation when the missing elements of a low-rank matrix constitute a block (submatrix); this is always true in our application. We shortly introduce the SVT and IRLS algorithms and present a simple analysis of the BC method. We eventually demonstrate the performance of these three methods on a sample fresco.
Wolfgang Baatz, Massimo Fornasier, Jan Haskovec
Chapter 2. 3D Modeling: New Method for Quantifying Post-depositional Damages
Abstract
We discuss the results of an experiment which was designed to explore post-depositional damage observed on prehistoric bifaces. Often, post-depositional damages are inflicted when the artifacts are rolled by rivers or waves, and their edges are chipped off by battering. This process was simulated in the experiment, where the damage history was recorded by 3D scanning of the artifacts. The resulting data set was analyzed and the damage patterns were established. To anchor our findings in the Archaeological context, we scanned an assemblage of lithic tools which are known to have undergone battering and damage in a river bed. The implications of our findings to the study of the morphology of lithic tools and their typology are discussed.
Leore Grosman, Gonen Sharon, Talia Goldman-Neuman, Oded Smikt, Uzy Smilansky
Chapter 3. Towards an Automated True Color Projection onto Adaptively Reduced Point Data from 3D Surface Scans
Abstract
3D surface scanners can only record discrete data sets (point clouds). The meshing process is a complex issue and in the last years there were lots of algorithms developed to solve this problem. In this work an algorithm will be presented, which generates a textured regular surface model from arbitrary scattered 3D scan data. A color-coded normal field, delivered with the input data, allows for a meaningful projection of curved surfaces and, therefore, for iteratively building up a highly detailed regular mesh. As most scanners are able to pointwise record true color information, such a mesh can serve as a template to automatically generate a texture. After further reducing mesh complexity by using LOD-techniques, we can map the appropriate texture via classical UV-mapping onto the reduced mesh, such that the detailed color information of the surface is being preserved, even for low polygon surface models.
Christoph Hoppe, Susanne Krömker
Chapter 4. Boon and Bane of High Resolutions in 3D Cultural Heritage Documentation
Abstract
Recent advances in range scanning technology have afforded great new opportunities of scientific evaluation in many fields of cultural heritage manage-ment, but even though the performance of computer and graphics hardware is still improving, large-scale digitization projects are still a tremendous challenge. This is mainly due to the high resolution and acquisition speed of current 3D scanners, which quickly generate gigabytes of data. From that, serious problems for the modeling process and interactive visualization arise. We therefore argue for a careful choice of the lateral resolution during the scanning process in order to achieve results being as accurate as possible, but at the same time only as accurate as necessary. Several formulas are presented for the estimation of the optimal resolution and memory demand even before the digitization starts.
Christian Hörr, Guido Brunnett
Chapter 5. Automated GPU-Based Surface Morphology Reconstruction of Volume Data for Archaeology
Abstract
A sophisticated combination of noise reducing, segmentation and mesh generation methods provides the reconstruction of the surface morphology from three dimensional computed tomography scans of archaeological data as triangular surface meshes. The highly parallelized GPU-enabled implementation of the algorithm processes large data sets in only a few minutes, allowing the systematic reconstruction of various objects. Rendering of the generated triangular meshes and the calculation of the surface area and the volume of the reconstructed items or selected parts of interest, can be done in real time. Those items can also be exchanged by scientists around the world and can be investigated without manipulating the irreplaceable artifacts. The application of computed tomography and the development of archaeological adjusted post processing of the acquired volumetric data enable a non-destructive investigation of the entire object regarding shape, manufacturing techniques or material textures. The reconstructions can also serve as a basis for virtual exhibitions.
Daniel Jungblut, Stephan Karl, Hubert Mara, Susanne Krömker, Gabriel Wittum
Chapter 6. Color Restoration in Cultural Heritage Images Using Support Vector Machines
Abstract
This paper aims at examining the efficiency of supervised learning methods in the derivation of color correction functions. From the existing supervised learning techniques, some of the most appealing in this field are: neural networks and support vector machines (SVMs) used for regression. In the last decade, SVMs are especially used on a large scale in classification and regression, their use is still limited in the domain of color restoration of digital paintings, affected by various ill-defined types of degradations. However, as research shows, they can be a promising alternative to other restoration methods. That is why we focused on their use for color restoration of degraded paintings, examining their performance as compared to the experts’ restoration.
Paul Nemes, Mihaela Gordan, Aurel Vlaicu
Chapter 7. Image-Based Techniques in Cultural Heritage Modeling
Abstract
In this paper, an overview of image-based 3D modeling techniques applied to Cultural Heritage objects will be given. In two case studies we present various sensors, acquisition configurations and platforms for image acquisition and describe the image processing workflow. Additionally, actual and future developments and trends such as further automation of image processing and the combination of image-based techniques with data acquired by other sensors will be discussed. In this paper, we focus on those image-based techniques that aim for 3D reconstruction of objects and terrain from multi-image processing, though for several applications other image-based techniques can be an option as well, e.g. the generation of façade plans from single images or structured light systems for small objects and accuracies in the range of less than 100 μm.
Martin Sauerbier
Chapter 8. Digital Geoarchaeology: An Approach to Reconstructing Ancient Landscapes at the Human-Environmental Interface
Abstract
This paper aims to highlight the concept of digital archaeology, an approach to reconstructing ancient landscapes with special regard to human-environmental interactions. A broad variety of proper geoscientific, geo-informatic and archaeological methodologies is discussed, while special attention is paid to acquisition, quantity and quality of data as well as potentials and drawbacks of each application. Case studies from Central Crete demonstrate the particular suitability of remote sensing techniques, GIS-based analyses and landscape visualisations for this purpose. As shown by the results, digital geoarchaeological research provides access to new and hitherto unexplored datasets, which can be of great value for investigating archaeological questions. They shall not substitute profound archaeological expertise but support it in order to achieve a more comprehensive idea of palaeoenvironments. Digital geoarchaeology offers promising prospects for future studies combining geoscientific and humanistic know-how and constitutes a prosperous research field besides well-established physical geoarchaeology.
Christoph Siart, Barbara Brilmayer Bakti, Bernhard Eitel
Chapter 9. IT in the Reconstruction of Ceramics
Abstract
In this work the problems of the reconstruction of archeologic ceramics by its fragments are considered. We give the examples of 3D-reconstruction of archeologic ceramics by means of the paleophonographical methods allowing to make the automated processing fragments using the tablet scanner.
Rustam Singatulin, Olga Yakovenko
Chapter 10. Towards a Computer-Based Understanding of Medieval Images
Abstract
Research in the field of cultural heritage requires computer vision algorithms that can automatically advance to the representational content of images. To make large scale image databases accessible it is crucial that computer-based object retrieval in images lives up to what it really is, a search through images rather than a search through textual annotations as in many current retrieval systems in cultural heritage. Our contribution is threefold: (1) Benchmarking: We have assembled a novel image dataset of medieval images with groundtruth information. Its completeness and scientific significance in the humanities allows, for the first time, to thoroughly evaluate retrieval algorithms for cultural heritage. (2) Object analysis: Object shape is automatically extracted from tinted drawings and we present a statistical algorithm that automatically analyzes the type-variability of object categories. The discovered category substructure is, in its richness, not captured by the currently used annotations. (3) Recognition: A category-level retrieval system is presented that detects objects in images and, thus, provides object locations which are not available in current metadata.
Pradeep Yarlagadda, Antonio Monroy, Bernd Carqué, Björn Ommer
Chapter 11. An Automatic Method to Determine the Diameter of Historical Coins in Images
Abstract
This paper presents an image-based method for determining the maximum diameter of historical coins. It consists of two steps: (1) the determination of the image’s spatial resolution through a Fourier analysis of specific pattern produced by a ruler placed next to the coin and (2) the segmentation of the coin and computation of maximum distance between border points. Experimental results show the high accuracy and robustness of the method with an error of 1.19%. Therefore, numismatists benefit from the method by a faster and more accurate processing of historical coins.
Sebastian Zambanini, Michael Herrmann, Martin Kampel

Information-Based Research

Frontmatter
Chapter 12. Mapping Change: A Collaborative GIS-based Cue Card System for the Humanities
Abstract
The junior research group “Trading Diasporas in the Mediterranean 1350–1450” in the Research Programme “Transcultural Studies” at the University of Heidelberg is working on the development of a multi-role database system for the management of literature, sources, meta data and projects in the humanities. Therefore, it cooperates with the Universities of Zurich and Basel (Litlink initiative) and a research group at the University of Toronto (e-porte). The paper gives an overview over the history of scientific knowledge management in order to assess the value of the now used system Litlink and possible development perspectives. In a broad alliance with IWR and HRA at Heidelberg University as well as the partners mentioned above, we hope to contribute to reengineer the traditional cue card system and maybe even improving it, for instance as far as collaborative work is concerned. The envisioned research environment shall include also capabilities to geo-reference information and a prospecting (preliminary data exploration) tool to analyse data in terms of predefined temporal, geographical and thematical criteria.
Georg Christ
Chapter 13. MAG, an Italian XML Application Profile for the Submission and Transfer of Metadata and Digitized Cultural Contents
Abstract
MAG (“Metadati Amministrativi e Gestionali”, i.e. administrative and management metadata) is an Italian structural metadata application profile totally compliant to international standards, developed with the main goal of promoting among cultural organizations the aggregation of a least common set of technical and management metadata to guarantee the good submission and transfer of metadata and cultural digital objects in local or distributed digital libraries.
Pierluigi Feliciati
Chapter 14. An Ontology-Based Communication System for Cultural Heritage: Approach and Progress of the WissKI Project
Abstract
This project report describes the approach and process of the WissKI project. The goal of this project is to develop a software system that enables scientific projects especially in memory institutions (museums, archives, libraries) to collect, store, manage, and communicate knowledge. Therefore it addresses many facets of research in a network environment like persistence of information, long-time preservation and accessibility, digital documentation standards or e-publishing. To achieve this goal we extend an open source content management framework with facilities to handle and process ontology based knowledge.
Georg Hohmann, Bernhard Schiemann
Chapter 15. Artefact Cataloguing System as a Reasoning Model
Abstract
There is a multitude of methods for organizing information but here we will discuss the possibilities for sorting historical artifacts in order to maximize the extractable information. During her work on the doctoral thesis “Architectural History of Mediterranean Lighthouses” V. Klepo has come across a number of artefacts which suggest certain buildings might have functioned as lighthouses in one or more historical periods. The vastness of this research area that encompasses the study of so many additional factors, which are instrumental in the analytical identification of lighthouses, presented itself as a good starting point for this small study. In this cluster of interrelated artefacts and information fragments the use of knowledge-based systems is of particular interest as means of approximating human expert reasoning. In this work we present a raw draft of a reasoning model for defining the concept of the lighthouse and the dependency-network of evidence that has any influence on it, while trying to remain as close to human expert thinking as possible.
Visnja Klepo, Galina Paskaleva
Chapter 16. Archaeological Information Systems
Creating a Visual Index to Aid Architectural Reconstruction
Abstract
Reconstructing antique architecture is a multidisciplinary research and a time consuming process as researchers have to deal with large data sets and multifaceted information stored and distributed in different kinds of documents and media. Platforms are becoming necessary that provide an overview of the required data and make it possible to integrate the documentation of a site, ongoing research as well as research results. As the use of multimedia data acquisition is rapidly increasing, archaeological information systems should provide an integration of different media types as well. Therefore we introduce interactive information systems – as “visual index” – in this work. These systems will be presented as possible digital publication methods for archaeology. On the technical side Google Earth and 3D PDF are used as they allow the integration of multimedia and the display of temporal and/or spatial referenced data.
Iman Kulitz, Peter Ferschin
Chapter 17. ISEE: Retrieve Information in Cultural Heritage Navigating in 3D Environment
Abstract
Cultural Heritage is an interdisciplinary field and the information is gained from different sources and in varying formats. Moreover, the objects often have a strong 3D component, and cannot be easily represented with conventional data management frameworks like Geographic Information System (GIS). The use of a 3D framework may allow a closer adherence to the real world, as it respects the spatial relationships among various parts. Starting from these important points, we developed a method called ISEE (“I see”). This method allows spatial information to be accessed through the interactive navigation of a synthetic 3D model, reproducing the main features of a corresponding real environment. The user can get the pieces of information more relevant where he/she is looking at it. The system can be used with standard Web browsers, allowing access to a wider audience without any special requirements as reported by (Pecchioli L, Mohamed F, Carrozzino M, Leitner H, Accessing information through a 3D interactive environment. In: Proceedings of ICHIM07 digital cultural and heritage, Toronto, 2007. http://www.archimuse.com/ichim07/papers/pecchioli/pecchioli.html). The system has been applied to selected case studies related both to outdoor and indoor environments, proving potentially to be also an interesting prototype as a smart guide.
Laura Pecchioli, Fawzi Mohamed, Marcello Carrozzino
Chapter 18. Interactive Narratives for Exploring the Historical City of Salzburg
Abstract
This chapter presents the main findings of the Wanderbarer Salzburgfuehrer, an interactive, mobile explorer for the historical city of Salzburg. The city explorer was developed as part of the INTERREG IIIB CADSES project Heritage Alive!, and aimed at exploring and testing interactive narrative approaches in presenting cultural heritage content to the residents of Salzburg. In particular we wanted to test how interactive storytelling techniques can foster the local residents experience in exploring their own city’s cultural heritage. The city explorer presented the less-prominent heritage of Salzburg and followed a moderate constructivist narrative approach. The interactive storytelling techniques that were applied included various interactive features. To some extent users were also encouraged to create content and share their thoughts and ideas with other users. A central element in engaging users actively was to allow them to create their own paths through the city by using the mobile explorer’s dynamic navigation system.
John Pereira, Andreas Strasser, Margareta Strasser, Thomas Strasser
Chapter 19. “Archäologische Museen vernetzt”: An Information System for the Archaeological Museums in Bavaria
Abstract
Within the project “Archäologische Museen vernetzt” we create an information system that combines a low entry level with in depth knowledge. We present hard facts by employing a soft thematic approach. The prototype is designed for Roman archaeological museums, finds and sites in the “Mainlimes” territory in Hessen and Northern Bavaria, from Groß-Krotzenburg to Miltenberg, Germany. A diversification to other museums and regions in Bavaria is planned.
Kurt Schaller, Christof Flügel, Jakob Egger, Christian Uhlir

Case Studies & Applications

Chapter 20. The 3D Morphometric Survey as Efficient Tool for Documentation and Restoration in Pompeii: The Research Project of Via dell’Abbondanza
Abstract
The project had as primary objectives the safeguarding of architectural remains and the experimentation with restoration methodologies and materials. The restoration works addressed a number of façades along the stretch of the Decumanus Maximus known today as via dell’Abbondanza. After the collection of numerous notes from previous archaeological investigations and from visual inspections about architectural morphology, materials and state of conservation, surveys of ancient façades were carried out and measurement data were collected. The survey by means of 3D laser scanner of the varied and complex architectures have been characterized by an attempt to focus efforts on contributing representational knowledge of the existing site elements.
Marcello Balzani, Guido Galvani, Federica Maietti, Nicola Santopuoli
Chapter 21. A Multimedia Museum Application Based Upon a Landscape Embedded Digital 3D Model of an Ancient Settlement
Abstract
This paper describes the development of a digital reconstruction of the celtic hillfort “Altburg” (Germany), which was generated in the context of a museums exhibition in the Hunsrück-Museum Simmern (Germany). This model refers to the City GML standard and considers the principles of the London Charter for establishing internationally recognized principles for the use of three-dimensional visualization by researchers, educators and cultural heritage organizations.
Silke Boos, Sabine Hornung, Hartmut Müller
Chapter 22. Computing the “Holy Wisdom”
Abstract
The church of Hagia Sophia – from the Greek: □γία Σοϕία, “Holy Wisdom” – built on the orders of Emperor Justinianis from 532 to 537 (AD) is the most important building of an era which is generally characterised as the decline of the ancient world and the beginning of the mediaeval times. The building is well considered to be one of the most outstanding masterpieces of architecture in the world having an extensive influence on European and islamic architecture in general.
Oliver Hauck, Andreas Noback, Lars Grobe
Chapter 23. The Virtual and Physical Reconstruction of the Octagon and Hadrian’s Temple in Ephesus
Abstract
The so-called Octagon and the Hadrian’s Temple are two prominent buildings in the city center of Roman Ephesus. The Octagon, a monumental tomb monument from the first century B.C., is possibly the grave of the Ptolemaic princess Arsinoe IV, sister of the famous Cleopatra VII. Research on this building was started in 2005. The Hadrian’s Temple was re-erected shortly after its excavation in the 1959s and is therefore one of the prominent landmarks of the site. A new project on its investigation was started in 2009. Both structures have been documented by means of 3D surface scanning. This article presents the first results of both projects. It focuses on the goals, the challenges and the potential that this method offers to archaeologists and architectural historians.
Ursula Quatember, Barbara Thuswaldner, Robert Kalasek, Bernd Breuckmann, Christiane Bathow
Chapter 24. 3D Texture Modeling of an Important Cycle of Renaissance Frescoes in Italy
Abstract
The paper describes the steps of the 3D texture modeling of an important cycle of Renaissance frescoes located in the Church of Saint Anthony Abbot in San Daniele del Friuli (Italy). Starting from surveying data acquired by means of a laser scanning and photogrammetric integrated system, a detailed photorealistic 3D model has been obtained. The construction and the optimization of the surfaces from the point cloud were the first fundamental steps of the data processing, making so possible the geometrical modeling of the frescoes. Successively, the acquired digital images were photogrammetrically projected onto such mesh surfaces. Afterwards, the textured model has been imported in the computer vision immersive VRML/X3D environment. This virtual model is a tool useful both to experts and to real or virtual visitor, since the model will be accessible by web. It allows a 3D exploration following a free trajectory defined by the user and/or following some thematic routes. Furthermore, the frescoes subjects have been linked with the corresponding card of the web databases of the historical-artistic and archaeological heritage of the Friuli Venezia Giulia Region.
Eliana Siotto, Domenico Visintini
Chapter 25. Practical Experiences with a Low Cost Laser Scanner
Abstract
This paper depicts about a main goal to reconstruct the whole Banteay Chhmar temple virtually. This is just beyond our goal. In order to reach this goal, 3D data of each stone block is needed to analyze in computer and create 3D sample of the temple. 3D laser scanner was utilized to record the stone blocks as well as the artifacts there.
Kor Sokchea, Bou Vannaren, Des Phal, Pheakdey Nguonphan, Michael J. Winckler
Chapter 26. Historic Quarries: Case Studies
Abstract
Historic Quarries are defined as a cultural heritage by itself. To manage, integrate and analyze the large amount of sites and very heterogeneous scientific and technical data on each site the saxa-loquuntur database was designed and established (www.saxa-loquuntur.org). The historic quarry information system (www.historicquarries.org) will integrate a wide range of multidisciplinary data on landscapes which where modified by the extraction of stone material for architectural and artistic purpose. To speed up the data integration process a model for core data was designed. Based on the results of the QuarryScapes Project an identification method for outstanding quarries was adopted and tested in case studies. As a result, the data structure is sufficient complex for an initial historic value assessment of an individual site.
Christian Uhlir, Kurt Schaller, Michael Unterwurzacher
Chapter 27. The Angel’s Cave. A Database for the Restoration and Valorisation of the San Michele Archangel Site, Olevano sul Tusciano (Salerno, Italy)
Abstract
A cave is a mysterious place, like a split in the ground. It reverses the common perception of the reality: the mountain, associated to idea of solid, creates an empty space. This empty astonishes because it houses architectural and historical valuable sanctuary: the monumental complex of Angel’s Cave. The Cave and its branches hedge in a basilica with bizantinian frescos, some Martiryas (little chapels) with small courtyard. The integrated survey by laser scanning technologies has allowed to create a 3D data base able to document the morphometry of the San Michele Site and the surrounding landscape, in order to enhance and restore, by the Soprintendenza per i Beni Architettonici e per il Paesaggio, architectural and environmental features.
Cristina Vanucci, Marcello Balzani, Rosalba De Feo, Francesco Viroli, Luca Rossato
Chapter 28. 3D Reconstruction of Banteay Chhmar Temple for Google Earth
Abstract
The Banteay Chhmar temple is one of the most significant Hindu-Buddhist temples of Cambodia, established during the reign of King Jayavarman VII in the second half of the twelfth century dedicating to the king’s son Srindrakumara as reported by (Sanday J (2007) Banteay Chhmar conservation project: proposal for a collaboration between global heritage fund USA with the Ministry of Culture and Fine Arts Royal Government of Cambodia. The Global Heritage Fund, Paolo Alto). In the course of time, almost every part of Banteay Chhmar temple has been ruined, and it has becomes one of the most mysterious Khmer temples. At the moment the Ministry of Culture of Cambodia is trying to bring together of relevant document of Banteay Chhmar in order to propose the UNESCO to add Banteay Chhmar in its World Heritage list. Since 2008 the Banteay Chhmar Conservation Project team (the Global Heritage Fund) together with the team from the Ministry of Culture have been intensively explored the area and the temple complex of Banteay Chhmar, and achieved considerable results which could be very valuable for the Evaluation. This paper presents some of the results on high level of detail 3D computer reconstruction of Banteay Chhmar temple which has never been generated before with its application for online virtual museum using Google Earth. A data conversion from AutoCAD file format to adapt the requirement of visualization tool is also discussed. Finally we provide a sample of importing the 3D model of the Easter Gopura III of the Banteay Chhmar temple complex to Google Earth.
Puthnith Var, Des Phal, Pheakdey Nguonphan, Michael J. Winckler
Chapter 29. 3D Reconstruction of Archaeological Trenches from Photographs
Abstract
This paper presents a method for 3D reconstructions of archaeological excavation sites. The method extends a 3D reconstruction algorithm for general rigid scenes to better fit the special archaeological needs and to integrate easily into the documentation process. As input, an ordered image sequence captured with a calibrated standard digital camera is required, along with a small set of 3D points from the trench with well-known coordinates. The 3D points are used to transform the model into the world coordinate system used at the excavation site, so measuring in the model and fusing it with other models becomes possible. Furthermore, a new algorithm called LoopClosing is introduced to minimize drift and increase accuracy. The resulting models provide lasting 3D representations of the trenches and allow the user to explore the scene interactively, not being restricted to a photographer’s point of view. True orthographic views can be generated from the 3D models that can be correlated with other archaeological data.
Robert Wulf, Anne Sedlazeck, Reinhard Koch
Chapter 30. Salt Dough and a Laser Scanner
Abstract
Equipped with high tech instruments including a laser scanner a and hand-held GPS receiver Heidelberger archaeologists travelled to India in order to investigate a fortification which dates to the Mauryan age – an ancient empire period. Paul Yule describes the unexpected obstacles that the archaeologist must overcome and the result of the research, which first began by means of a model fashioned in salt dough. It seems unfortunate but true that the ancient building remains under study may soon give way to housing development.
Paul Yule
Metadata
Title
Scientific Computing and Cultural Heritage
Editors
Hans Georg Bock
Willi Jäger
Michael J. Winckler
Copyright Year
2013
Publisher
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-28021-4
Print ISBN
978-3-642-28020-7
DOI
https://doi.org/10.1007/978-3-642-28021-4

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