Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage – the case-study of the Roman villa of Casal de Freiria

2011 ◽  
Vol 38 (12) ◽  
pp. 3296-3308 ◽  
Author(s):  
Helena Rua ◽  
Pedro Alvito
2015 ◽  
Vol 6 (12) ◽  
pp. 58 ◽  
Author(s):  
José L. Caro ◽  
Salvador Hansen

<p>Everyone knows the importance of new technologies and the growth they have had in mobile devices. Today in the field of study and dissemination of cultural heritage (including archaeological), the use of digital 3D models and associated technologies are a tool to increase the registration quality and consequently a better basis for interpretation and dissemination for cultural tourism, education and research. Within this area is gaining positions photogrammetry over other technologies due to its low cost. We can generate 3D models from forografí as through a set of algorithms that are able to obtain very approximate models and very realistic textures. In this paper we propose the use of game-engines to incorporate one element diffusion: the ability to navigate the 3D model realistically. As a case study we use a Menga dolmen that will serve as a study and demonstration of the techniques employed. </p>


2021 ◽  
Author(s):  
Md. Masood Imran ◽  
Miner Masud

Generating predictive 3D modelling and virtual reality (VR) of the World Cultural Heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh, is the ultimate notion of this research paper. In Bangladesh archaeology, it is a new paradigm to generate the predictive 3D models of the ruined structures in real mood and develop a VR to organise a journey from ruins mood to near to real mood. It will help to forecast the past virtually through the journey of present towards past. Futuristic forecasting is the normalised phenomenon in statistical analysis, despite the archaeologist’s motto, which is to predict the past. Methodologically, philosophising the vihara architecture of the Bangla region by following Vajrayana Buddhism is the first step. Then, information technology and archaeological data enable the 3D model generation of a known structure, producing high-quality outputs of the historic site for digital conservation. Finally, 3D predictive modelling has been achieved by supporting the integrated and interactive consideration of data, established 3D modelling and VR generating tools, and the guidance of the London Charter of 2006 and the Seville Principle of 2011 for the regenerating of the cultural heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh.


Author(s):  
Denys Gorkovchuk ◽  
Julia Gorkovchuk ◽  
Thomas Luhmann

Recently, virtual reality technologies are increasingly being introduced into our lives. The focus of their use is shifting from the entertainment industry to design, healthcare, tourism, architecture, education and more. The advantages of virtual reality technology are especially noticeable in the field of archaeology, as many historical objects have not survived to our time, and their appearance can be reproduced only on the basis of historical sources and archaeological excavations. Most platforms for implementing virtual reality programs are based on game engines that can provide the required level of performance for VR. Such platforms show very good results for architectural objects, which often have many similar elements of simple shapes. Integrating complex objects with unique shapes is usually a problem. In this article, we consider the use of photogrammetric methods to create 3D models of historical objects and the aspects of their integration into a virtual environment based on a game engine. Specifically, aspects such as object resolution and suitable level of detail are discussed. As a case study, such a virtual environment was created for the ancient Trypillia settlement in the territory of Ukraine.


Author(s):  
L. Cipriani ◽  
S. Bertacchi ◽  
G. Bertacchi

<p><strong>Abstract.</strong> The paper compares two workflows for the achievement of 3D models aimed at in-depth studies on the geometric features of Cultural Heritage artefacts and their dissemination. The purpose is the outlining of pros and cons of different techniques coming from entertainment and video games industry, starting from highly reliable 3D documentation of cultural assets, i.e. architectural/archaeological/urban sites. Two different possible applications are described: (i) procedural modelling used for understanding and visualising reconstruction hypotheses of the vaulted pavilions at Hadrian’s Villa, Tivoli, Rome; (ii) optimisation of 3D high-detailed models, as input files, turned into visual reliable and highly portable assets for game-engines. The first case study is focussed on creating a flexible model for evalueting reconstruction hypotheses and supplying restorers with useful hints for shape completion of ruined pavilions. The second case study makes available detailed digital contents for storytelling historical and cultural events in an attractive way, as in the case of the urban explorative model of Chiuro, a small town in northern Italy.</p>


2018 ◽  
Vol 10 (0) ◽  
pp. 1-7
Author(s):  
Huriye Armagan DOGAN

Memento value in heritage is one of the most essential characteristics facilitating the association between the environment and its users, by connecting structures with space and time, moreover, it helps people to identify their surroundings. However, the emergence of the Modern Movement in the architectural sphere disrupted the reflection of memory and symbols which serve to root the society in its language. Furthermore, it generated an approach that stood against the practice of referring to the past and tradition, which led to the built environment becoming homogeneous and deprived of memento value. This paper focuses on the impact of memento value on the perception and evaluation of cultural heritage. Furthermore, it investigates the notions which are perceived to influence the appraisal of cultural heritage by applying them to the Kaunas dialect of the Modern Movement with an empirical approach.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


2021 ◽  
Vol 48 (3) ◽  
pp. 207-212
Author(s):  
Brian Dobreski ◽  
Jian Qin ◽  
Melissa Resnick

While historical cultural materials inform users of the past, they may also contain language that perpetuates long-entrenched patterns of discrimination. In organizing and providing access to such materials, cultural heritage institutions must negotiate historical language and context with the comprehension and perspectives of modern audiences. Excerpted from a larger project exploring representation and access around historical terminology and personal identity, the present work offers insight into how knowl­edge organization systems may be used to help modern users confront and make sense of past, discriminatory language in the archive. Using keywords drawn from the titles of 19th and 20th sideshow performer photographs, this work details the construction of a mapping dictionary that brings together corresponding terminology from several vocabulary sources along with annotations designed to explain historical terms to modern audiences. The development of this dictionary revealed several major types of problematic and potentially discriminatory language including historical euphemisms, misnomers, outdated terms, and sensationalist monikers. The finished dictionary offers opportunities to address these through explanatory annotations and to provide a richer, multi-perspective approach to subject analysis for these and other historical materials.


Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.


Acoustics ◽  
2020 ◽  
Vol 2 (4) ◽  
pp. 847-867
Author(s):  
Michael Isnaeni Djimantoro ◽  
Widjaja Martokusumo ◽  
Heru W. Poerbo ◽  
R. Joko Sarwono

Understanding conceptions of the protection of cultural heritage continues to develop until now. Presently, urban historic places are not only comprehended as tangible but also include intangible dimensions. However, the conservation of cultural heritage dominantly still emphasises the visual sense more than any other senses. Thus, this paper addressed several questions on the role of human senses, the historic sonic environments, and the soundmarks of the past in examining a historical area. This paper aims to reveal the relation between sound sources and its predicted sonic environment in historic places over the time. The case study was Fatahillah Square, Jakarta, which has been documented from the 19th century until now. Some methods were carried out such as soundwalk, recalled in memory, and visual analysis. The results show that comprehensive study of multisensorial stimulus can increase a holistic understanding of historic places. Therefore, the protection of historic sites cannot only focus on the object per se, but also it must be considered to be a holistic entity. This research highlights new perspectives in analysing historical areas using combination of pictorial sources and sonic information.


Author(s):  
Claudia Lindner ◽  
Annette Ortwein ◽  
Kilian Staar ◽  
Andreas Rienow

AbstractElevation and visual data from Chang’E-2, Mars Viking, and MOLA were transformed into 3D models and environments using unity and unreal engine to be implemented in augmented (AR) and virtual reality (VR) applications, respectively. The workflows for the two game development engines and the two purposes overlap, but have significant differences stemming from their intended usage: both are used in educational settings, but while the AR app has to run on basic smartphones that students from all socio-economic backgrounds might have, the VR requires high-end PCs and can therefore make use of respective devices’ potential. Hence, the models for the AR app are reduced to the necessary components and sizes of the highest mountains on Luna and Mars, whereas the VR app contains several models of probe landing sites on Mars, a landscape containing the entire planet at multiple levels of detail and a complex environment. Both applications are enhanced for educational use with annotations and interactive elements. This study focuses on the transfer of scientific data into game development engines for the use in educational settings using the example of scales in extra-terrestrial environments.


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