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2014 | Buch

3D Research Challenges in Cultural Heritage

A Roadmap in Digital Heritage Preservation

herausgegeben von: Marinos Ioannides, Ewald Quak

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

This book contains selected contributions from some of the most renowned researchers in the field of Digital Heritage and 3D representation of the Past, based in large part on invited presentations from the workshop “Computational Geometry and Ontologies for Cultural Heritage 3D Digital Libraries: What are the future alternatives for Europeana?” which was held in conjunction with the International Conference on Cultural Heritage EuroMed2012 (www.euromed2012.eu) on the island of Cyprus in October 2012. This was the official event of the Cyprus Presidency of the Council of the European Union on Progress in Cultural Heritage Preservation. The aim of this book is to provide an insight to ongoing research and future directions in this novel, continuously very promising and multi-disciplinary evolving field, which lies at the intersection of digital heritage, engineering, computer science, mathematics, material science, architecture, civil engineering and archaeology.

Inhaltsverzeichnis

Frontmatter
The Potential of 3D Internet in the Cultural Heritage Domain
Abstract
Europe is rich in cultural heritage but unfortunately much of the tens of millions of artifacts remain in archives. Many of these resources have been collected to preserve our history and to understand their historical context. Nevertheless, CH institutions are neither able to document all the collected resources nor to exhibit them. Additionally, many of these CH resources are unique, and will be on public display only occasionally. Hence, access to and engagement with this kind of cultural resources is important for European culture and the legacy of future generations. However, the technology needed to economically mass digitize and annotate 3D artifacts in analogy to the digitization and annotation of books and paintings has yet to be developed. Likewise approaches to semantic enrichment and storage of 3D models along with meta-data are just emerging. This paper presents challenges and trends to overcome the latter issues and demonstrates latest developments for annotation of 3D artifacts and their subsequent export to Europeana, the European digital library, for integrated, interactive 3D visualization within regular web browsers taking advantage of technologies such as WebGl and X3D.
Pedro Santos, Sebastian Pena Serna, André Stork, Dieter Fellner
Web and Mobile Visualization for Cultural Heritage
Abstract
Thanks to the impressive research results produced in the last decade, digital technologies are now mature for producing high-quality digital replicas of Cultural Heritage (CH) artifacts. At the same time, CH practitioners and scholars have also access to a number of technologies that allow distributing and presenting those models to everybody and everywhere by means of a number of communication platforms. The goal of this chapter is to present some recent technologies for supporting the visualization of complex models, by focusing on the requirements of interactive manipulation and visualization of 3D models on the web and on mobile platforms. The section will present some recent experiences where high-quality 3D models have been used in CH research, restoration and conservation. Some open issues in this domain will also be presented and discussed.
Marco Di Benedetto, Federico Ponchio, Luigi Malomo, Marco Callieri, Matteo Dellepiane, Paolo Cignoni, Roberto Scopigno
Geometry vs Semantics: Open Issues on 3D Reconstruction of Architectural Elements
Abstract
Three-dimensional representation is becoming an effective support for the documentation of the state of conservation of heritage artefacts, for the study of its transformations and for cultural diffusion. 3D digitization technologies now offer effective means to observe and analyze historic buildings with more accuracy, completeness and timeliness. Nevertheless, this produces a real problem of information overload. The growing mass of un-interpreted data make emerge a need for innovative methodologies assisting data processing, sorting and analysis by researchers who want to use it for advancing the knowledge of cultural heritage. Exploring the informational value of these new representation systems allows introducing new approaches to the analysis of artefacts so distant in space but so close in features (typologies, styles, compositional rules, etc.). This chapter presents some research avenues for defining a geometric/semantic description model of architectural elements in order to integrate the informative value of 3D digitization in intelligible representations.
Livio De Luca, David Lo Buglio
3D Shape Analysis for Archaeology
Abstract
Archaeology is rapidly approaching an impasse in its ability to handle the overwhelming amount and complexity of the data generated by archaeological research. In this paper, we describe some results of our efforts in developing automatic shape analysis techniques for supporting several fundamental tasks in archaeology. These tasks include documentation, looking for corollaries, and restoration. We assume that the input to our algorithms is 3D scans of archaeological artifacts. Given these scans, we describe three techniques of documentation, for producing 3D visual descriptions of the scans, which are all non-photorealistic. We then proceed to explain our algorithm for partial similarity of 3D shapes, which can be used to query databases of shape, searching for corollaries. Finally, within restoration, we describe our results for digital completion of broken 3D shapes, for reconstruction of 3D shapes based on their line drawing illustrations, and for restoration of colors on 3D objects. We believe that when digital archaeological reports will spread around the globe and scanned 3D representations replace the 2D ones, our methods will not only accelerate, but also improve the results obtained by the current manual procedures.
Ayellet Tal
Procedural Shape Modeling in Digital Humanities: Potentials and Issues
Abstract
Procedural modeling is a technology that has great potential to make the abundant variety of shapes that have to be dealt with in Digital Humanities accessible and understandable. There is a gap, however, between technology on the one hand and the needs and requirements of the users in the Humanities community. In this paper we analyze the reasons for the limited uptake of procedural modeling and sketch possible ways to circumvent the problem. The key insight is that we have to find matching concepts in both fields, which are on the one hand grounded in the way shape is explained, e.g., in art history, but which can also be formalized to make them accessible to digital computers.
Sven Havemann, Olaf Wagener, Dieter Fellner
Geometric Issues in Reconstruction of Virtual Heritage Involving Large Populations
Abstract
This Chapter discusses the methods involved in the generation of large crowds of Virtual Humans in environments like cities. We focus on the geometric aspects of these methods in the different steps involved: scaler, simulator, renderer, path planner, and behaviour handler. We emphasize the application of these methods to the field of Cultural Heritage, recreating old cities with population living their life. In particular, we present examples from Pompeii and discuss the interaction between the environment and the behaviour of the Romans.
Daniel Thalmann, Barbara Maïm, Jonathan Maïm
Going to the Movies: Lessons from the Film Industry for 3D Libraries
Abstract
The film industry can provide insights for researchers in cultural heritage. Modern movies require the management of an enormous number of digital assets, analogous to how digital assets are managed in cultural heritage. Furthermore, movies are cultural artefacts in their own right: the preservation of movies gives lessons in the preservation of other ephemera, including all of those digital assets. Finally, some movies use historical contexts and there are lessons in why collaboration between cultural historians and movie-makers can be unsatisfying.
Neil A. Dodgson
Reusing Multimedia Content for the Creation of Interactive Experiences in Cultural Institutions
Abstract
Information and Communication Technologies (ICT) have changed the society, including the recreational experiences. ICTs have created new spaces for the recreational participation, which often only recreate the same experiences on virtual spaces. These technological advances are one of the main drivers of the cultural and creative production. As people use ICTs in different activities of their daily life, such as home entertainment, they demand a higher sophistication level in cultural heritage applications. This paper describes the implementation of a software framework to generate cultural experiences, aiming at their integration in current flows of creative processes; semantic standardized access to different distributed knowledge sources; flexible integration of services; and content oriented visualization. It is worth highlighting that this platform will allow users without a technology background (content producers, education departments of cultural institutions) to generate new experiences based on reusing existing multimedia contents and designing the stories they want to tell.
Maria Teresa Linaza, Miriam Juaristi, Ander Garcia
3D Printing for Cultural Heritage: Preservation, Accessibility, Research and Education
Abstract
Additive manufacturing, if seconded by a paradigm change to the museum model, can be employed in many ways to reintegrate touch, and other non-retinal senses into our cultural experiences. These multi-sensorial forms of experiencing culture also have a great benefit for the accessibility of cultural heritage, especially for persons with learning difficulties, for children, the elderly, for blind or visually impaired visitors. 3D Printing is in a phase of rapid technological changes and promises more enhancing experiences for the field of cultural heritage. This would provide a more holistic appreciation of the produced objects, but make it necessary to develop basic guidelines for 3D printed models. We expect that 3D Printing will not only become vital in the field of reconstruction of objects, but also for research, documentation, preservation and educational purposes, and it has the potential to serve these purposes in an accessible and all-inclusive way.
Moritz Neumüller, Andreas Reichinger, Florian Rist, Christian Kern
3D Reconstruction from 3D Cultural Heritage Models
Abstract
3D data acquisition and 3D virtual and physical reproductions are shortly described within the framework of our experiments with museum artefacts. Our experience in the cultural heritage field illustrates a lot of problems encountered and the solutions we brought. From this short analysis, a perspective for the next 10 or 20 years is sketched. There are many difficulties, either scientific or technological. We point out some of them that seem to be very important in the to domains of science and technology. Thus we describe emerging activities in the scientific domain where Spectroscopic Ellipsometry is now starting for the spectral acquisition of very accurate optical data on materials, i.e. complex indices of refraction. Surprisingly inverse methods should also appear with the difficulty to 3D capture a material shape very glossy, transparent or translucent. The text provides many examples and, among them, the rendering and making of the famous tablet of Idalion.
Patrick Callet
Backmatter
Metadaten
Titel
3D Research Challenges in Cultural Heritage
herausgegeben von
Marinos Ioannides
Ewald Quak
Copyright-Jahr
2014
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-662-44630-0
Print ISBN
978-3-662-44629-4
DOI
https://doi.org/10.1007/978-3-662-44630-0