Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments

Author(s):  
Anastasios G. Bakaoukas
Author(s):  
M. Doležal ◽  
M. Vlachos ◽  
M. Secci ◽  
S. Demesticha ◽  
D. Skarlatos ◽  
...  

<p><strong>Abstract.</strong> Underwater archaeological discoveries bring new challenges to the field, but such sites are more difficult to reach and, due to natural influences, they tend to deteriorate fast. Photogrammetry is one of the most powerful tools used for archaeological fieldwork. Photogrammetric techniques are used to document the state of the site in digital form for later analysis, without the risk of damaging any of the artefacts or the site itself. To achieve best possible results with the gathered data, divers should come prepared with the knowledge of measurements and photo capture methods. Archaeologists use this technology to record discovered arteacts or even the whole archaeological sites. Data gathering underwater brings several problems and limitations, so specific steps should be taken to get the best possible results, and divers should well be prepared before starting work at an underwater site. Using immersive virtual reality, we have developed an educational software to introduce maritime archaeology students to photogrammetry techniques. To test the feasibility of the software, a user study was performed and evaluated by experts. In the software, the user is tasked to put markers on the site, measure distances between them, and then take photos of the site, from which the 3D mesh is generated offline. Initial results show that the system is useful for understanding the basics of underwater photogrammetry.</p>


2019 ◽  
Vol 31 (2) ◽  
pp. 167-176 ◽  
Author(s):  
Brendan Cassidy ◽  
Gavin Sim ◽  
David Wayne Robinson ◽  
Devlin Gandy

Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.


2018 ◽  
Author(s):  
Brendan P. Cassidy ◽  
Gavin Sim ◽  
David Wayne Robinson ◽  
Devlin Gandy

Author(s):  
D. Calisi ◽  
F. Cottefoglie ◽  
L. D&amp;apos;Agostini ◽  
F. Giannone ◽  
F. Nenci ◽  
...  

In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo) result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS). Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer) and an immersive viewer for Virtual Reality (ROVINA VR Viewer).


2020 ◽  
Vol 11 (23) ◽  
pp. 16 ◽  
Author(s):  
Fabrizio Banfi

<p class="VARAbstract">Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.</p><p>Highlights:</p><ul><li><p>The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.</p></li><li><p>Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.</p></li><li><p>HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.</p></li></ul>


2020 ◽  
Vol 12 (3) ◽  
pp. 419 ◽  
Author(s):  
Emiliano Pérez ◽  
Pilar Merchán ◽  
María José Merchán ◽  
Santiago Salamanca

People with disabilities encounter numerous barriers when dealing with the simplest and most usual things in their daily lives. This is even more remarkable when they are faced with archaeological heritage buildings or environments. People with reduced mobility come too often upon architectural barriers that stop them from enjoying their visits to sites and monuments. This paper introduces a virtual reality (VR) experience developed to provide people in wheelchairs with the most realistic sensations while virtually touring some archaeological sites. To this end, the remote sensing of the site enables the production of a realistic 3D model leading to the creation of a virtual world that the user will explore. This VR application has been developed to traverse one of the most important monumental buildings in Spanish Protohistory, the site of Cancho Roano (Zalamea de la Serena, Spain).


2020 ◽  
Vol 12 (11) ◽  
pp. 4785
Author(s):  
Juan Francisco Reinoso-Gordo ◽  
Deborah Barsky ◽  
Alexia Serrano-Ramos ◽  
José Antonio Solano-García ◽  
Carlos Alberto León-Robles ◽  
...  

Remote sensing is a useful tool for the documentation of archaeological sites. The products derived from a photogrammetric project applied to archaeology such as orthophotos and three-dimensional virtual reconstruction (3DVR), allow for detailed study of the Fuente Nueva 3 site in Orce. In our study of the Fuente Nueva 3 site in Orce, we used 3DVR intensively to map out the morphometric features of mammoth tusks exposed on the surface and a geological fault affecting the site’s deposits. To do so, we used imagery captured since 2017 in order to follow the evolution of ongoing excavations during each subsequent field season. We also integrated the 3DVR model in a videogame environment, to create a virtual reality (VR) that allows a VR navigation experience around the scenario using a head mounted display like Oculus Rift. The main features of this VR experience are: (1) It is ideal for the diffusion of archaeological contents since it permits an attractive presentation mode thanks to stereo visualization and realistic immersion sensations; (2) it provides a high level of detail all along the navigation experience, without incurring any damage to the archaeological remains; (3) it allows users to observe more details than they would in an in situ visit to the site; (4) it makes it possible to convert an archaeological site into portable heritage, opening up the possibility to extend visits to vulnerable groups: specifically those with reduced mobility. Our results show that using VR should permit enhancements to a visitor’s experience and contribute to the socio-economic development of the town of Orce, one of the Spanish municipalities with the lowest income.


2021 ◽  
Author(s):  
Marta Alina Rusnak

Abstract Conservators, museologists, and architects make extremely complex decisions capable of affecting the way people perceive monuments. One might give this idea deeper consideration while pondering anastylosis, which should be done in such a way that it is possible to recognize the original and newlyadded elements. The definitions in force do not, however, explain how to make such a distinction. By using eye-tracking research, we can learn how observers look at historic objects that have been reassembled again. By combining the observation of visual behaviours with a survey of people looking at such objects, it is possible to see how the process of classifying what is new and old actually works. This knowledge allows for both a more conscious approach to heritage management process and pro-social design of exhibitions at archaeological sites, museums, and virtual reality.


2020 ◽  
Author(s):  
Daniel Janos ◽  
Justyna Ruchała ◽  
Edyta Puniach ◽  
Paweł Ćwiąkała

&lt;p&gt;Representatives of the scientific community collect and store huge amounts of spatial data resulting from years of their studies. However, there is a common problem of visualization methods of data which would be interesting to understand for a recipient from outside of the area as well as according to the current trends. In the modern day, many spheres of our life have been moved to the virtual reality and that is why representatives of areas such as industry, science, culture and art need to deal with the representation of the real world in a 3D reality.&lt;/p&gt;&lt;p&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;This work is concerned with the current issue of visualization of spatial data collected by surveyors as well as representatives of many other areas. The proposed method of presentation of collected research data is not only low-cost at preparation but is also distinguished by its simplicity of implementation. Its functionality will be presented by using an example of the Agora area located in the Archaeological Park of Kato Paphos in Cyprus. The mentioned area was created in order to protect and promote the archaeological sites as well as the artefacts from the former epoch which have been found in the area. Such historic places are very often not fully available to see by visitors and that is why the documentation and visualization of them in 3D reality might be incredibly helpful. This kind of activity not only contributes to the popularization of archaeological research but also meets the expectations of a modern recipient who uses virtual reality more and more often in order to learn about new places. It is worth mentioning that the presented visualization of measurement data is a versatile method that is intended to be used in many different scientific and research areas.&lt;/p&gt;&lt;p&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;From a technical point of view, the presented work guides a recipient through the complete process of development of an advanced animation in the environment used in the creation of 3D computer games &amp;#8211; the game engine Unity. In the first part of the article the suitability of the data results obtained in digital photogrammetry as well as laser scanning was estimated for purposes of applying the presented method. The work also brings up the issues of limitation of free software and raises a question of methods allowing to meet the requirements with minimized loss of quality and accuracy of the data. The next step was to present the method of importing data (a mesh model and a high-resolution texture). Operating mechanism in Unity as well as a transfer of interactive visualization into the online browser Unity Connect were discussed in the further part of the article. It is worth mentioning that thanks to the FPP (First Person Perspective) technique the developed visualization allows a user to be transferred right into the centre of the archaeological sites where the admission for the third party is usually significantly restricted.&lt;/p&gt;


Author(s):  
Douglas William Jones

Within the past 20 years, archaeobotanical research in the Eastern United States has documented an early agricultural complex before the dominance of the Mesoamerican domesticates (corn, beans, and squash) in late prehistoric and historic agricultural systems. This early agricultural complex consisted of domesticated plants such as Iva annua var.macrocarpa (Sumpweed or Marshelder), Hellanthus annuus (Sunflower) and Chenopodium berlandieri, (Goosefoot or Lasbsquarters), and heavily utilized plants such as Polygonum erectum (Erect Knotweed), Phalaris caroliniana (May grass), and Hordeum pusillum (Little Barley).Recent research involving the use of Scanning Electron Microscopy (SEM) specifically on Chenopodium has established diagnostic traits of wild and domesticated species seeds. This is important because carbonized or uncarbonized seeds are the most commonly recovered Chenopodium material from archaeological sites. The diagnostic seed traits assist archaeobotanists in identification of Chenopodium remains and provide a basis for evaluation of Chenopodium utilization in a culture's subsistence patterns. With the aid of SEM, an analysis of Chenopodium remains from three Late Prehistoric sites in Northwest Iowa (Blood Run [Oneota culture], Brewster [Mill Creek culture], and Chan-Ya-Ta [Mill Creek culture]) has been conducted to: 1) attempt seed identification to a species level, 2) evaluate the traits of the seeds for classification as either wild or domesticated, and 3) evaluate the role of Chenopodium utilization in both the Oneota and Mill Creek cultures.


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