The Eton Myers collection virtual museum

2010 ◽  
Vol 4 (1-2) ◽  
pp. 81-93 ◽  
Author(s):  
Henry P. Chapman ◽  
Vincent L. Gaffney ◽  
Helen L. Moulden

The digitisation of museum collections provides great opportunities for broad communication and access. However, currently the majority of online ‘virtual’ museums present information two-dimensionally. Three-dimensional data capture using laser scanning provides the potential to generate 3D virtual objects that can be used for a much greater interactive experience. This paper presents the results of a JISC-funded project aimed at the generation of a 3D online museum of an internationally important collection of Egyptological artefacts that have not previously been publicly available. The results from the project demonstrate the value of 3D museums, in addition to highlighting some of the future possibilities for interaction with objects and the ways in which such virtual museums can revolutionise access to collections for education and public interest. It also stresses ways in which such collections can benefit scholars in terms of reference collections, object analysis and interpretation. The question of objectivity and authenticity of virtual collections, in comparison with real objects is raised.

2020 ◽  
Vol 12 (7) ◽  
pp. 2698 ◽  
Author(s):  
Linda Daniela

Virtual solutions for exhibiting museum collections are no longer a novelty, as such experiences already exist in the world, but the remote use of museum collections for learning purposes has so far not been widely used in the educational environment. This article analyzes virtual museum applications by evaluating them from a learning perspective, including 25 criteria in the evaluation rubric divided into three groups: (i) Technical performance; (ii) information architecture; and (iii) educational value. This will enable educators to select the most appropriate material for their specific learning purpose and to plan the most appropriate learning strategies by organizing training sessions to acquire knowledge that can be enhanced by museum information and teaching students digital skills in evaluating information available in the digital environment, analyzing its pros and cons to teach them how to develop new innovative solutions. The research is carried out from a phenomenological perspective; to be more precise, virtual museums are analyzed using the principles of transcendental design and a hermeneutic design is used to interpret the resulting data. A total of 36 applications of virtual museums were analyzed, whereupon the results were compiled using static data analysis software, while 13 applications were used for the hermeneutic data analysis. The results suggest that the strength of virtual museums is in information architecture, but less attention is paid to the educational value of the material, which points to the need to change the principles of virtual museum design and emphasizes the role of teachers in using virtual museums as learning agents.


2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


2021 ◽  
Vol 21 (1) ◽  
pp. 15-29
Author(s):  
Lidiane Pereira ◽  
Wellingston C. Roberti Junior ◽  
Rodrigo L. S. Silva

In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.


Author(s):  
Maxim A. Altyntsev ◽  
◽  
Pavel A. Karpik ◽  

Recently, a line of research devoted to the creation of three-dimensional metric simulated models of digital twins has been actively developing. The goal of creating digital twins is to transfer the complicated manufacturing processes, that are performed while monitoring the state of real objects, to a computer environment where a three-dimensional information model was first created. The key requirements are accuracy and efficiency within the conditions of design, construction and operation of real objects when making changes to them. These requirements are met by an active method of the Earth remote sensing, such as laser scanning. Terrestrial laser scanning is used to model objects over a relatively small area and to achieve maximum accuracy. The task of creating digital twin models poses higher requirements for choosing a field stage laser scanning technique and has many features when performing three-dimensional modeling using field data. The article proposes technique of three-dimensional modeling for creating building information models. It analyses the accuracy of the terrestrial laser scanning results. A warehouse space to be reconstructed was selected as the subject of the study. Using the example of laser scanning data for this object, it was indicated that the method under consideration allows ensuring the accuracy of creating a three-dimensional information model up to 1 cm. The laser scanning data of the object show that the considered method ensures 3D information model accuracy up to 1 cm.


Author(s):  
I Gede Aditya Nugraha ◽  
I Ketut Gede Darma Putra ◽  
I Made Sukarsa

Museum Bali is one of the museum which is located in Denpasar City that established since 1910. The Museum collections consist of items such as living equipment, art, religion, handwriting, and other things that show the situation and the development of the Balinese culture. Augmented Reality is a technology which combines two-dimensional virtual objects or three-dimensional virtual objects into the real environment. Museum Bali has decreased the amount of visitors in recent years and requires an innovation to promote Museum Bali. One innovation that is expected to promote the Museum Bali is to create an augmented reality application that called Augmented Reality Museum Bali in Android platform. Utilizing augmented reality technology that works by detecting the marker then it show up the 3D object and the information from one of the objectsin Museum Bali. Markerless method used in detection marker that make this application moreattractive and expected to be a new experience for the people who want to know more about Museum Bali.


Author(s):  
D. Li ◽  
P. Cao

<p><strong>Abstract.</strong> Zhaoxi-ling, the tomb of the Empress Xiao Zhuang who was one of the greatest female politicians of Qing Dynasty, is located in the southeast of the Xiao-ling of Eastern Royal Tombs of the Qing Dynasty. This paper is based on the repeated mapping and research of the Zhaoxi-ling by the School of Architecture of Tianjin University, and a comprehensive mapping work was conducted with digital techniques such as three-dimensional laser scanning and photogrammetry from 2012 to 2018. In addition, the historical research and restoration design of Zhaoxi-ling has been deeply studied by the School of Architecture of Tianjin University since 2011, and a wealth of basic materials and design achievements has been formed, including both the restored 2D drawings and restored 3D model. The paper uses VR and AR technology to build a virtual museum for visualizing the restoration study of Zhaoxi-ling, so that the majority of scholars have the opportunity to further research Zhaoxi-ling. At the same time, a unique display would be designed for Zhaoxi-ling by using VR and AR technology, breaking through the traditional display method and showing the unique value of Zhaoxi-ling.</p>


Author(s):  
O. C. Wei ◽  
Z. Majid ◽  
H. Setan ◽  
M. F. M. Ariff ◽  
K. M. Idris ◽  
...  

<p><strong>Abstract.</strong> In recent years, museums are utilizing the ability of virtual reality (VR) technologies to visualize their collections in three-dimensional (3D) environment. The demands for 3D digitization of cultural heritage have increase greatly to facilitate the development of virtual museum. Among the available techniques, the use of laser scanning for digital recording and 3D reproduction of the heritage sites and archaeological artefacts are technically more reliable due to its rapid and high resolution data capture. However, the suitable 3D laser scanners used greatly depend on the level of details and size of an object. This research used medium and close-range type of laser scanners to digitally record the heritage objects. The aim of this research was to develop methodology framework for digital recording and 3D reproduction of archaeological artefact and heritage sites in Malaysia by using terrestrial laser scanning technology. Besides, this research focused on the reconstruction of photorealistic 3D models based on the colour information yield by close-range photogrammetry. The colour descriptions were obtained either by built-in camera or externally integrated camera on the laser scanner. For better colour descriptions, external images were captured by independent Nikon D300s digital camera. The geometric model accuracy of A’Famosa and terracotta Buddha statuette was in 5<span class="thinspace"></span>mm and 0.41<span class="thinspace"></span>mm respectively. 3D <i>flythrough</i> animation was rendered by using the coloured point clouds model. The development of 3D Virtual Walkthrough Museum (3DVWM) utilized the 3D PDF document and SCENE WebShare platform to offer realistic visualization experience to the visitors where the reality-based models could be manipulate in 3D geometric aspects and use of metric analysis. Thus, 3DVWM can facilitate the virtual museum application in Malaysia and enable wider visitors to virtually appreciate the cultural heritage in Malaysia. Thus, this indirectly stimulates the tourism industry in our country.</p>


2021 ◽  
Vol 08 (04) ◽  
pp. 78-81
Author(s):  
Gulnara Feyziyeva Gulnara Feyziyeva

Over the past 20 years, 3D (three-dimensional) technology has become widespread as an advanced method for creating digital models of objects. This direction of science is used not only in the technical and space fields, but in the storage and protection of pharmaceuticals, museum exhibits and other cultural values in the form of digital data. Currently, the method based on laser scanning is of particular importance for obtaining accurate images among wide-sector methods for constructing digital models of objects. Although the limited application of the method is associated with financial and economic problems, the accuracy of data, the creation of artificial objects, characters using various editors and programs, their animation, as well as harmony with real objects and interiors have become key factors in the spread of this technology. The article analyzes the process of obtaining a three-dimensional image of a model using two cameras using three-dimensional graphics editors. Keywords: 3D technology, digital model, graphic representation, Monge method, modeling.


2020 ◽  
Vol 23 (3) ◽  
pp. 277-288
Author(s):  
Shahad A. Al-Saqal ◽  
Ali A. Al-Temeemy

Three-dimensional reconstruction of real objects comprises capturing the appearance and the shape for these objects and determining the three-dimensional coordinates for their profiles. This reconstruction process can be accomplished either by using active or passive techniques. In this paper, a new fusion method is proposed for 3D reconstruction. This method exploits the advantages of both stereo-based passive and laser-based active techniques and overcomes their limitations to improve the performance of 3D reconstruction. With this method, a hybrid laser-based structured light scanning system is designed and implemented. This system captures the required information using passive and active techniques and uses the proposed fusion method for 3D reconstruction. The performance of the proposed method and its scanning system were experimentally evaluated. The evaluation results show high reconstruction performance for the proposed fusion method over the traditional 3D reconstruction techniques. The results also show the effectiveness of the hybrid laser scanning system and its ability to scan and reconstruct the shape and the appearance for real objects using the proposed fusion method.


Author(s):  
J. Holy ◽  
G. Schatten

One of the classic limitations of light microscopy has been the fact that three dimensional biological events could only be visualized in two dimensions. Recently, this shortcoming has been overcome by combining the technologies of laser scanning confocal microscopy (LSCM) and computer processing of microscopical data by volume rendering methods. We have employed these techniques to examine morphogenetic events characterizing early development of sea urchin embryos. Specifically, the fourth cleavage division was examined because it is at this point that the first morphological signs of cell differentiation appear, manifested in the production of macromeres and micromeres by unequally dividing vegetal blastomeres.The mitotic spindle within vegetal blastomeres undergoing unequal cleavage are highly polarized and develop specialized, flattened asters toward the micromere pole. In order to reconstruct the three-dimensional features of these spindles, both isolated spindles and intact, extracted embryos were fluorescently labeled with antibodies directed against either centrosomes or tubulin.


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