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Virtual reconstruction of a seventeenth-century Portuguese nauWells, Audrey Elizabeth 10 October 2008 (has links)
This interdisciplinary research project combines the fields of nautical archaeology and computer visualization to create an interactive virtual reconstruction of the 1606 Portuguese vessel Nossa Senhora dos Mártires, also known as the Pepper Wreck. Using reconstruction information provided by Dr. Filipe Castro (Texas A&M Department of Anthropology), a detailed 3D computer model of the ship was constructed and filled with cargo to demonstrate how the ship might have been loaded on the return voyage from India. The models are realistically shaded, lighted, and placed into an appropriate virtual environment. The scene can be viewed using the real-time immersive and interactive system developed by Dr. Frederic Parke (Texas A&M Department of Visualization). The process developed to convert the available information and data into a reconstructed 3D model is documented. This documentation allows future projects to adapt this process for other archaeological visualizations, as well as informs archaeologists about the type of data most useful for computer visualizations of this kind.
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Virtual reconstruction of a seventeenth-century Portuguese nauWells, Audrey Elizabeth 10 October 2008 (has links)
This interdisciplinary research project combines the fields of nautical archaeology and computer visualization to create an interactive virtual reconstruction of the 1606 Portuguese vessel Nossa Senhora dos Mártires, also known as the Pepper Wreck. Using reconstruction information provided by Dr. Filipe Castro (Texas A&M Department of Anthropology), a detailed 3D computer model of the ship was constructed and filled with cargo to demonstrate how the ship might have been loaded on the return voyage from India. The models are realistically shaded, lighted, and placed into an appropriate virtual environment. The scene can be viewed using the real-time immersive and interactive system developed by Dr. Frederic Parke (Texas A&M Department of Visualization). The process developed to convert the available information and data into a reconstructed 3D model is documented. This documentation allows future projects to adapt this process for other archaeological visualizations, as well as informs archaeologists about the type of data most useful for computer visualizations of this kind.
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REVEALING GORDION: A CASE OF VIRTUAL HERITAGE INTERPRETATIONBEDEL, BANU January 2006 (has links)
No description available.
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BradPhys to BradViz or from archaeological science to heritage scienceGaffney, Vincent, Cuttler, R., Bates, R., Gaffney, Christopher F., Ch'ng, E., Wilson, A. 28 February 2017 (has links)
Yes / Archaeology is a broad church and its role as a “two culture” discipline is frequently cited. This position at the interface of the arts and sciences remains central to archaeological activity but there have been significant changes in the structure of archaeology and its relationship to society overall. The growth of heritage science, in particular, is driving change and development within archaeology at a national and international level. This paper discusses these developments in relation to the author's own research trajectory and discusses the significance of such change.
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Hierapolis Virtuale: Metodologie informatiche integrate per lo studio della trasformazione urbana di una città dell’Asia Minore tra età romana e protobizantina / HIERAPOLIS VITRUALE: METODOLOGIE INFORMATICHE INTEGRATE PER LO STUDIO DELLA TRASFORMAZIONE URBANA DI UNA CITTA' DELL'ASIA MINORE TRA ETA' ROMANA E PROTOBIZANTINA / Virtual Hierapolis: Integrated information methodologies for the study of urban transformation of a city in Asia Minor between Roman and Early ByzantineLIMONCELLI, MASSIMO 08 March 2016 (has links)
La ricerca illustra i risultati del progetto Hierapolis Virtuale, svolto nell’ambito delle attività di scavo e restauro della MAIER- Missione Archeologica Italiana a Hierapolis di Frigia, nella Turchia sud-occidentale, e propone lo studio delle trasformazioni della topografia urbana tra IV e VI sec. d.C. L’obiettivo è la restituzione dell’immagine della città romana e bizantina attraverso metodologie proprie dell’Information and Communication Technology (ICT).
Il contributo illustra le modalità di acquisizione dei dati, eseguite con un approccio multidisciplinare, finalizzati alla ricostruzione virtuale dei monumenti (46 in totale) secondo i metodi di restauro virtuale. Inoltre, verrà presentata la piattaforma interattiva di fruizione in QTVR-based finalizzata alla visualizzazione della città.
Pertanto, sarà possibile visitare virtualmente il sito attraverso la tecnica di visualizzazione dello “street view”, nelle differenti fasi di vita. Interlacciando due o più immagini panoramiche visibili dal medesimo punto di vista è possibile ricostruire visivamente l’evoluzione volumetrico-spaziale dei complessi architettonici all’interno della città in quei determinati punti in cui la ricerca archeologica ha consentito di evidenziare maggiormente le trasformazioni. / The research shows the results of the project Virtual Hierapolis, played into the excavation and restoration of MAIER- Italian Archaeological Mission in Hierapolis of Phrygia, in southwest Turkey, and proposes the study of the transformations of the urban topography between IV and VI sec. A.D. The goal is to return the image of the Roman and Byzantine methodologies through Information and Communication Technology (ICT).
The paper illustrates the methods of data acquisition, carried out with a multidisciplinary approach, aimed at the virtual reconstruction of monuments (46 in total) using the methods of virtual restoration. In addition, it will present the interactive platform of enjoyment in QTVR-based display aimed at the city.
Therefore, you can virtually visit the site through the visualization technique of the "street view", in different stages of life. By interleaving two or more panoramas visible from the same point of view, you can visually reconstruct the evolution of the spatial and volumetric architectural complexes within the city in those specific areas where archaeological research has enabled us to highlight more transformations.
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Reconstrução tridimensional para objetos de herança virtual. / Tridimensional reconstruction for virtual heritage objects.Miranda, Hardy José Santos de 28 May 2018 (has links)
Em um primeiro momento as novas tecnologias podem impulsionar acentuadamente a interação com um elemento, o que pode levar à um aprendizado significativo, mas esse impulso reduz assim que a interação se torna comum ou até mesmo repetitiva. Quando essa nova tecnologia se torna natural para o usuário ela deixa de ser uma novidade e se torna uma ferramenta. O uso de Imagens Geradas por Computador (IGC) experienciaram exatamente isso, décadas atrás, mas estão constantemente sendo iteradas de acordo com suas necessidades de reavaliação frequentes. Com o desenvolvimento das IGC as imagens tridimensionais deixaram de ser um formato excessivamente complicado, ao passo que hardwares e conceitos foram adentrando objetos do dia-a-dia como smartphones, webcams, câmeras, aplicativos de geração de malhas 3D, etc. O seu uso com objetivos museológicos se tornou evidente no campo da herança cultural para arquivamento e comunicação. Sendo assim, para verificar a viabilidade para uma solução fácil e de baixo custo visando novos usuários, diferentes tipos de métodos não-destrutivos de reconstrução baseadas na superfície foram analisados. Para isso, identificou-se a qualidade do resultado de precisão da malha, a rastreabilidade e a compatibilidade dos mesmos. Com esse objetivo, foi proposto um método com um conjunto de métricas que podem ser aplicadas para determinar a usabilidade de um objeto reconstruído com um fim específico. Quatro artefatos arqueológicos foram escaneados usando métodos de vídeo fotogrametria e vídeo de profundidade, a serem comparados com substitutos escaneados a laser. Depois de analisar os escaneamentos dos mesmos objetos com esses diferentes métodos, concluiu-se que a fotogrametria é capaz de gerar com rapidez um modelo altamente detalhado, mas com várias distorções. A profundidade de câmera gerou superfícies mais suaves e maior incidência de erros. Em última análise, cada método apresentado demonstra múltiplas possibilidades para materialização, dependendo do objetivo, resolução e de quão detalhado o objeto deve ser para ser corretamente compreendido. / At first glance new technologies can provide an engaging way to interact with a subject which may induce a meaningful learning, but it soon falls short when it becomes common or even repetitive. As this new technology becomes natural to the user, it no longer relies on novelty and goes into another condition, as a tool. The use of Computer-Generated Imagery (CGI) experienced exactly this, decades ago, but as it\'s constantly being iterated upon it needs to be reassessed often. As CGI goes, the tridimensional imagery as an overcomplicated format started to fade, as new hardware and concepts made way into everyday objects such as smartphones, webcams, cameras, 3D mesh generation apps, etc. It\'s use for museological purposes became clear in the field of cultural heritage for archiving and communication. So, to verify the viability for a low-cost and easy to use solution aiming to novice users, different types of non-destructive methods surface based reconstructions are analyzed to identify the quality of the resulted mesh based on precision, traceability and compatibility. To this end, it was proposed a method with a set of metrics which can be used to point out the usability of a reconstructed object for a specific end. Four archaeological artifacts were scanned using the video photogrammetry method and the depth video method, to be compared with a laser scanned surrogate. After analyzing the scans of the same objects with these different methods, the conclusion is that photogrammetry has the power to provide a highly detailed model very fast but with several distortions. The depth camera provided smoother surfaces and higher error. Ultimately, each method presented multiple possibilities for materialize itself, depending on target resolution and how detailed the object must be to correctly understand it.
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