scholarly journals 3D Modelling and Visualization in Field Archaeology. From Survey To Interpretation Of The Past Using Digital Technologies

2020 ◽  
Vol 15 ◽  
Author(s):  
Daniele Ferdani ◽  
Emanuel Demetrescu ◽  
Marco Cavalieri ◽  
Gloriana Pace ◽  
Sara Lenzi
2021 ◽  
Vol 14 (2) ◽  
pp. 1-26
Author(s):  
Gonzalo Andrés López ◽  
David Checa Cruz

The industry has a relevant spatial and socioeconomic importance in most of the Spanish cities and nowadays is one of the main urban economic activities. However, in many situations, and despite recent advances in the past two decades, industrial heritage is a value that is still not sufficiently widespread in society. The factories, their activity, and their historical evolution are often disconnected and isolated from the daily life of the cities, being quite an unknown aspect for most of the citizens. This contribution presents the result of various experiences of knowledge transmission on the heritage value of industry, through the use of games and storytelling technique as an educational tool and the combination of different technologies (3D modelling, videomapping, virtual reality) as useful tools to spread the explanation of this phenomenon.


Heritage ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 4460-4472
Author(s):  
Angelos Manglis ◽  
Paschalina Giatsiatsou ◽  
Dimitra Papadopoulou ◽  
Vasiliki Drouga ◽  
Anastasia Fourkiotou

Focusing on both physical and virtual accessibility, this paper presents the methodology developed by MeDryDive for the selection of AUCHS (Accessible Underwater Cultural Heritage Sites) in Greece, Italy, Croatia, and Montenegro. MeDryDive is a project that aims at the promotion of AUCHS in the Mediterranean as distinctive tourism destinations through personalized dry dive experiences. The candidate sites are assessed in order to be included in the transnational thematic tourism product “Dive in the Past” and promoted through Creative and Cultural Industry (CCI) applications, including a Serious Game, Augmented and Virtual Reality applications, and promotional videos, all developed in the context of the project. The main goal of the methodology is to meet the requirements for both the sustainability of the thematic tourism product and the digital applications’ development. The assessment of AUCHS is based on specific criteria that result from setting weighing factors and classifying indicators as either critical or non-critical. The criteria are categorized into core (feasibility) criteria and complementary (appropriateness) criteria for determining the total level of readiness. This set of criteria enables site selection through an elimination method, identifying the suitable pilot and follow-on sites for the integration of digital technologies into the tourism offering.


Author(s):  
Davide Tanasi ◽  
Ilenia Gradante ◽  
Mariarita Sgarlata

Between 2013 and 2015, Arcadia University in partnership with the Pontifical Commission for Sacred Archaeology and the University of Catania undertook new excavation campaigns in the Catacombs of St. Lucy at Siracusa. The research focuses on some very problematic parts of Region C of the complex, including Oratory C, the so-called Pagan Shrine and Crypt VI. These areas document most effectively the long life of this Christian hypogeum, which incorporated previous structures and artefacts related to the Greek period and continued to be used until the Middle Ages. During the excavation an array of 3D digital techniques (3D scanning, 3d Modelling, Image-based 3D modelling) was used for the daily recording of the archaeological units, but also to create high-resolution virtual replicas of certain districts of the catacombs. Furthermore, the same techniques were applied to support the study of certain classes of materials, such as frescoes and marble architectural elements that could otherwise only be studied in the dark environment of the catacombs, making the visual analysis of such complex artifacts difficult and sometimes misleading, not to mention that the frequent use of strong sources of light for study can also endanger them. The virtual archaeology research undertaken at the Catacombs of St. Lucy represents the first systematic application of 3D digital technologies to the study of such a special archaeological context in Sicily.


2021 ◽  
Vol 14 (1) ◽  
Author(s):  
Smiljko Rudan ◽  
Irena Radić Rossi

Over the past decade, photogrammetric recording and virtual 3D modelling have evolved as a standard practice in documenting shipwreck sites. Exploiting the same methods, we can attempt to virtually reconstruct the dynamics of an accident leading to the creation of an archaeological site. By applying modern engineering tools capable of deploying multi-body system dynamics to simulate the damaging, capsizing and/or sinking of a ship, we can model and analyse the various possible scenarios of an incident occurring to an ancient merchantman. Subsequently, we can establish the correlation between the characteristics of the actual shipwreck site, and the outcome of the numerical simulation of the assumed scenario.


2015 ◽  
Vol 37 (4) ◽  
pp. 195-214
Author(s):  
Sarah M. Loose

This article focuses on digital humanities and Renaissance studies in Canada, highlighting established projects such as Iter and newer efforts such as Serai, and addressing recent interest in historical GIS. This survey of projects demonstrates how the work of Renaissance studies faculty and graduate students in Canada is increasing accessibility to sources, creating new knowledge environments and spaces for collaboration, and encouraging new ways to map and visualize Renaissance data, with an end result that enhances our understanding of the past and the ways that digital technology is changing humanities scholarship. The article also suggests that from the perspective of graduate students, participation in these endeavours provides not only training in digital technologies but also the opportunity to contribute knowledge to the field in concrete ways and the chance to establish a foundation in methodologies and practices that will shape approaches to Renaissance studies research and teaching in the future. Cet article se penche sur les humanités numériques et les études de la Renaissance au Canada, en présentant des projets établis tels qu’Iter et plus récents tels que Serai, ainsi qu’en examinant l’intérêt plus récent pour le système d’information géographique (SIG) historique. Ce survol de différents projets montre comment le travail de professeurs et d’étudiants aux études supérieures dans le domaine améliore l’accès aux sources, créent des environnements pour de nouvelles connaissances et des espaces de collaboration, et favorisent de nouvelles façons de visualiser des données relatives à la Renaissance, enrichissant ainsi notre compréhension du passé, tout en mettant en lumière les transformations des sciences humaines provoquées par les technologies numériques. Cet article avance également qu’en ce qui concerne les étudiants aux études supérieures, la participation dans ces projets non seulement leur donne de l’expérience en humanités numériques, mais leur donne aussi la chance de pouvoir contribuer de façon concrète à l’avancement des connaissances dans leur domaine. Ces expériences leur donne également l’opportunité de développer une méthode et des pratiques qui détermineront leurs approches dans leur recherche et leur enseignement à venir en études de la Renaissance.


2021 ◽  
Vol 16 (4) ◽  
pp. 10-19
Author(s):  
Jörg Petermann

Real estate marketing has changed fundamentally over the past twenty years, mainly due to digital technologies. Due to the availability of online platforms as intermediary websites, the complexity of interaction relationships between providers, demanders, and real estate agents has increased. The study takes the perspective of real estate agents and uses the example market of Cologne/Bergisch-Gladbach to show what new potential digital channels offer for the reach and intensity of real estate marketing. Real estate agencies are challenged to evolve technologically, but then have a wider inventory of marketing channels and presentation options at their disposal. In the future, social media and video streaming platforms could further revolutionize property marketing, offering further potential to proactive providers, especially in terms of property branding and international sales.


2018 ◽  
pp. 618-653
Author(s):  
Sara Eloy ◽  
Miguel Sales Dias ◽  
Pedro Faria Lopes ◽  
Elisângela Vilar

This chapter focuses on the development and adoption of new Multimedia, Computer Aided Design, and other ICT technologies for both Architecture and Computer Science curricula and highlights the multidisciplinary work that can be accomplished when these two areas work together. The authors describe in detail the addressed educational skills and the related developed research and highlight the contributions towards the improvements of teaching and learning in those areas. This chapter discusses the role of digital technologies, such as Virtual Reality, Augmented Reality, Multimedia, 3D Modelling software systems, Design Processes and its evaluation tools, such as Shape Grammar and Space Syntax, within the Architecture curricula.


Author(s):  
Mark Snyder

This chapter identifies changes that the printing industry has undergone during the past 25 years as a result of the digital revolution. It also provides a brief historical perspective of the printing industry and how it has evolved. It is undeniable that the computer has had an impact on the development of print media and today it is rare to find any prepress work done without the use of some digital technology. The workflow of a traditional printed piece is described from start to finish and is compared to a more modern digital workflow to familiarize readers with the processes and contrast the old with the new techniques. This chapter will identify common problems that occur in the preparation of print media using digital technologies. In particular, it will explore a variety of problems and solutions related to the use of digital prepress as well as identifying new innovations intended to improve prepress operations in the future.


2015 ◽  
Vol 19 (1) ◽  
pp. 26-49
Author(s):  
Heather Wiltse ◽  
Erik Stolterman ◽  
Johan Redström ◽  

The digital computational technologies that over the past decades have come to be fully integrated into nearly all aspects of human life have varying forms, scales, interactive mechanisms, functions, configurations, and interconnections. Much of this complexity and associated implications for human experience are, however, hidden by prevalent notions of ‘the computer’ as an object. In this paper, we consider how everyday digital technologies collectively mediate human experience, arguing that these technologies are better understood as fluid assemblages that have as many similarities with the infra-structural as they have properties typical for objects. We characterize these aspects in terms of ‘wicked interactions,’ drawing on and adapting the classic theory of wicked problems in design discourse that has similarly considered the complexity of interactions with and within other types of social infrastructure. In doing this we emphasize the need and the potential for building up connections between philosophy of technology and design discourse, with the hope that this might further the shared goals of understanding digital technologies and their consequences and determining how to act in relation to them and their design.


2020 ◽  
Vol 4 (1) ◽  
pp. 77-94
Author(s):  
Aditi Deo

This article draws upon ethnographic interviews with musicians and archivists to unpack the symbolic, material and pedagogic modes through which contemporary listeners engage with khayal recordings of the past. Even as khayal thrives as a contemporary field of performance, the genre is associated deeply with notions of tradition and heritage. In this context, practitioners and connoisseurs consider twentieth-century master-musicians as frequent points of reference, and their recordings as authoritative expositions of the genre. Accumulated since the beginning of the twentieth century when sound technologies arrived in India, these recordings constitute the audio archive for the genre of khayal. The last two decades have seen attention towards making it accessible to interested audiences, primarily through the affordances of digital technologies. The article addresses questions such as: in what ways are past recordings translated and absorbed as part of khayal’s present? What are the implications of changes in technologies, sonic expectations and musical trends over the past several decades for such translations? And, more broadly, how do recorded sounds that have traversed technological and musical changes participate in the configuration of tradition as a contemporary phenomenon?


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