scholarly journals VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE

Author(s):  
F. Agnello ◽  
F. Avella ◽  
S. Agnello

<p><strong>Abstract.</strong> This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.</p><p>The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, subject to post-processing, preparatory to the development of virtual navigation. The tour scenario includes options in order to make it attractive for the player, such as interactive elements, interfaces and animations.</p>

Author(s):  
C. Bolognesi ◽  
D. Aiello

<p><strong>Abstract.</strong> The aim of this paper is to demonstrate the power of the new digitization technologies and, in particular, of Virtual Reality (VR) to document and communicate the knowledge of Cultural Heritage (CH) and to shorten the distance between man and his history, enhancing architectural monuments or art masterpieces (even when they are somehow inaccessible), allowing original educational storytelling and producing innovative ways to learn and enjoy culture. The ultimate goal of this research is the virtual and interactive reconstruction of an important historical site, characterized by a great beauty as well as by a high artistic value: the complex of Santa Maria delle Grazie, in Milan. In order to test an effective digitization workflow, the experimentation focused on the areas of the convent that are closer to the church and that have been characterized by a troubled history: The Cloister of the Frogs, the Cloister of the Prior, the Old Sacristy, the Small Sacristy and the New Sacristy. These environments have been surveyed by combining photogrammetry and terrestrial laser scanning; then they have been modelled as NURBS or reconstructed in the form of meshes. In the end, the entire 3D model was imported in a game engine in order to create a realistic VR simulation, able to revive the convent’s history in a way that no written document could better explain.</p>


Author(s):  
E. P. Canevese ◽  
T. De Gottardo

The morphometric and photogrammetric knowledge, combined with the historical research, are the indispensable prerequisites for the protection and enhancement of historical, architectural and cultural heritage. <br><br> Nowadays the use of BIM (Building Information Modeling) as a supporting tool for restoration and conservation purposes is becoming more and more popular. However this tool is not fully adequate in this context because of its simplified representation of three-dimensional models, resulting from solid modelling techniques (mostly used in virtual reality) causing the loss of important morphometric information. <br><br> One solution to this problem is imagining new advanced tools and methods that enable the building of effective and efficient three-dimensional representations backing the correct geometric analysis of the built model. <br><br> Twenty-year of interdisciplinary research activities implemented by Virtualgeo focused on developing new methods and tools for 3D modeling that go beyond the simplified digital-virtual reconstruction used in standard solid modeling. Methods and tools allowing the creation of informative and true to life three-dimensional representations, that can be further used by various academics or industry professionals to carry out diverse analysis, research and design activities. <br><br> Virtualgeo applied research activities, in line with the European Commission 2013’s directives of Reflective 7 &amp;ndash; Horizon 2020 Project, gave birth to GeomaticsCube Ecosystem, an ecosystem resulting from different technologies based on experiences garnered from various fields, metrology in particular, a discipline used in the automotive and aviation industry, and in general mechanical engineering. <br><br> The implementation of the metrological functionality is only possible if the 3D model is created with special modeling techniques, based on surface modeling that allow, as opposed to solid modeling, a 3D representation of the manufact that is true to life. <br><br> The advantages offered by metrological analysis are varied and important because they permit a precise and detailed overview of the 3D model’s characteristics, and especially the over time monitoring of the model itself, these informations are impossible to obtain from a three-dimensional representation produced with solid modelling techniques. The applied research activities are also focused on the possibility of obtaining a photogrammetric and informative 3D model., Two distinct applications have been developed for this purpose, the first allows the classification of each individual element and the association of its material characteristics during the 3D modelling phase, whilst the second allows segmentations of the photogrammetric 3D model in its diverse aspects (materic, related to decay, chronological) with the possibility to make use and to populate the database, associated with the 3D model, with all types of multimedia contents.


Author(s):  
A. Anastasiou ◽  
E. Syrokou ◽  
S. Tapinaki ◽  
A. Georgopoulos

Abstract. The aim of the present paper is the geometric documentation of the church of St Spyridon using modern digital methods of data collection and processing. The church is located in the Medieval City of Rhodes and the residues of several different historical phases found in the church prove the rarity and the amount of alterations it underwent over the years.Geodetic measurements, laser scanning and acquisition of photographic data were performed, in order to construct the 3D model of the church. 23 drawings were drafted at a scale of 1:50, including horizontal sections, exterior and vertical sections. The projected information of each drawing is described with the help of the corresponding orthophotographs. Moreover, the three-dimensional photorealistic model (textured model) of the church was created, as well as a stereoscopic video and interactive virtual tour, via the 3DHOP platform.


Author(s):  
S. Münster ◽  
K. Fritsche ◽  
H. Richards-Rissetto ◽  
F. Apollonio ◽  
B. Aehnlich ◽  
...  

Abstract. Digital literacy and technology education has gained much relevance in humanities and heritage related disciplines during the recent decades. Against this background, the purpose of this article is to examine the current state of educational programs in digital cultural heritage and related disciplines primarily in Europe with supplemental information from the US. A further aim is to highlight core topics, challenges, and demands, and to show innovative formats and prospects.


Resources ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 43
Author(s):  
Pavel Hronček ◽  
Bohuslava Gregorová ◽  
Dana Tometzová ◽  
Mário Molokáč ◽  
Ladislav Hvizdák

The study provides a methodology for 3D model processing of historic mining landscape, and its features as mining digital cultural heritage with the possibility of using new visualization means in mining tourism. Historic mining landscapes around the towns of Gelnica (eastern Slovakia) had been chosen for the case study. The underground mining spaces around Gelnica, which are currently inaccessible to clients of mining tourism, were processed using 3D modeling. Historically, correctly processed 3D models of mining spaces enable customers of mining tourism to virtually travel not only in space, but what is most important, in time as well. The up-to-date computer-generated virtual mining heritage in the form of 3D models can be viewed via the Internet from different perspectives and angles. The models created this way are currently the latest trend in developing mining tourism.


2021 ◽  
Author(s):  
Selma Alispahić ◽  
◽  
Selma Rizvić ◽  

Digital technologies offer a new way to communicate and experience cultural heritage. It is now becoming possible to virtually recreate the original appearance of cultural monuments and enable the users to take virtual walks exploring interactive 3D models of objects preserved only in remains. Virtual Reality (VR) is a technology that transfers the users to a different place and time through devices called Head Mounted Displays (HMD) and enables a total immersion in another reality.


2021 ◽  
Author(s):  
Bojan Mijatovic ◽  
◽  
Selma Rizvić ◽  

Cultural heritage now can be experienced. Digital technologies recreate original appearances of cultural monuments and life inside them. Interactive digital storytelling (Rizvić et al. 2017a) introduces the viewers to historical information through short interconnected stories resolving the problem of short attention span of the audience and their reluctance to read. Virtual, Augmented and Mixed Reality technologies transfer the users in the past. An important part of digital cultural heritage applications is VR video.


Author(s):  
O. Hulot ◽  
M. Jaouen ◽  
J.-B. Barreau ◽  
Y. Bernard ◽  
Q. Petit ◽  
...  

We present the study of a wreck, in a foreshore area, in the North of Brittany, France, using two different digitization methods, photogrammetry and laser scanning. The digitization process had to deal with the tide constraints. The 3D data produced using these technologies has been deployed in a large immersive infrastructure dedicated to virtual reality research, in order to propose new practises for archaeologists. <br><br> The overall purpose of our research project is to define an innovative and efficient methodology for the study and preservation of cultural heritage in an inter-tidal context. In the inter-tidal context, heritage is really fragile and the risk of destruction is real (storms, erosion, coastal development...). The traditional methods are no longer efficient. This paper describes preliminary results, through the joint work of a research institute specialized in underwater archaeology, a research laboratory of archaeology and archaeosciences, and a research laboratory in computer science.


2021 ◽  
Vol 11 (1) ◽  
pp. 41-48
Author(s):  
V.M. Rădulescu ◽  
G.M.T. Rădulescu ◽  
Sanda Naș ◽  
A.T. Rădulescu ◽  
M. Bondrea ◽  
...  

Abstract The paper presents an application of the methodology used in the paper “Synthetic analysis of geoinformatics technologies for cultural heritage conservation, methodological approach”. The creation of the 3D model of the Rákóczi-Bánffy Castle in Urmeniș, Bistrița Năsăud County, was done by applying and integrating Terrestrial Laser Scanning (TLS) technologies and aerial photogrammetry performed with an Unmanned Aerial Vehicle (UAV). Agisoft Photoscan was used to compare the results and then they were compared with the images scanned using CloudCompare software. Thus, following the performance, with the help of the mentioned software, of a series of processing of the point cloud obtained, through the two imaging technologies, the error between the points belonging to the point cloud taken with UAV and the one taken with Laser Scanner was between 1 and 15 mm, the margin of error being acceptable for monuments without complex architectural details, so that the point cloud resulting from UAVs can be used successfully in this activity. The aim of the paper is to elaborate a geomatic methodology with an optimized cost-quality ratio, later replicable in the analysis of the current state of other constructions of the same type, knowing that over 600 castles in Transylvania alone are in a similar state, and such cases can be found in other Central European states as well.


2020 ◽  
Vol 3 (2) ◽  
pp. 170-185
Author(s):  
Jane-Heloise Nancarrow

Photogrammetry and laser scanning, or combinations of the two, are increasingly used in cultural heritage settings to create three-dimensional digital replicas. Yet the technical production processes involved can sometimes result in undesirable outcomes – flattening shadows, light, and surface textural variations of original artifacts. Many of these important visual cues contribute to our understanding of digital models as ‘historical objects,’ and the resulting overly digitized photogrammetry – lacking visual context and depth – can impede user interactivity. Viewers of digital heritage can become deterred by the uncanny, static, or unreal aesthetic of some photogrammetric and laser scans. This article considers two digital heritage projects: “Emotions3D: Bringing Digital Heritage to Life,”and the Smithsonian Apollo 11 Command Module scans in order to explore how technical and curatorial decisions can address issues in photogrammetric and laser post-processing. While often subtle, different post-processing choices are perceived and deeply cognitively and emotionally internalized by viewers and users of digital cultural heritage. Therefore, this paper assesses the relevance of emotions studies, theories of the ‘uncanny’ and the ‘uncanny valley,’ and issues of authenticity and best-practice digital interventions to enhance user engagement and accessibility through digital post-processing techniques.


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