scholarly journals ROBOTICS AND VIRTUAL REALITY FOR CULTURAL HERITAGE DIGITIZATION AND FRUITION

Author(s):  
D. Calisi ◽  
F. Cottefoglie ◽  
L. D'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).

2019 ◽  
Vol 11 (14) ◽  
pp. 3894
Author(s):  
Fabrice Monna ◽  
Nicolas Navarro ◽  
Jérôme Magail ◽  
Rodrigue Guillon ◽  
Tanguy Rolland ◽  
...  

Photospheres, or 360° photos, offer valuable opportunities for perceiving space, especially when viewed through head-mounted displays designed for virtual reality. Here, we propose to take advantage of this potential for archaeology and cultural heritage, and to extend it by augmenting the images with existing documentation, such as 2D maps or 3D models, resulting from research studies. Photospheres are generally produced in the form of distorted equirectangular projections, neither georeferenced nor oriented, so that any registration of external documentation is far from straightforward. The present paper seeks to fill this gap by providing simple practical solutions, based on rigid and non-rigid transformations. Immersive virtual environments augmented by research materials can be very useful to contextualize archaeological discoveries, and to test research hypotheses, especially when the team is back at the laboratory. Colleagues and the general public can also be transported to the site, almost physically, generating an authentic sense of presence, which greatly facilitates the contextualization of the archaeological information gathered. This is especially true with head-mounted displays, but the resulting images can also be inspected using applications designed for the web, or viewers for smartphones, tablets and computers.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


Heritage ◽  
2019 ◽  
Vol 2 (1) ◽  
pp. 306-314
Author(s):  
Monica Bercigli

This paper reports the research carried out using Structure from Motion survey techniques, which were developed on the basis of previous surveys and their subsequent representation through two-dimensional (2D) and three-dimensional (3D) drawings of the tomb, comparing them with drawings and watercolors by several painters of the past. This survey technique enables the reconstruction of three-dimensional models through photographs. The aim of this work is to define a procedural process which allows accurate and reliable three-dimensional reconstructions to be performed for the acquisition of knowledge and the dissemination of cultural heritage, taking advantage of representation and visualization techniques that have been developed in the last decade and that are based on historical references. The variety of digital products which can be produced (video games, 3D models, prints, websites, and augmented reality applications) allows a different approach to the representation to be taken, thereby re-evaluating limits, aims, and expressive potential. The virtual representative systems, enriched with cultural content, scientific information, and data, enhance the participation and awareness of knowledge of the final users of the products and are able to increase the interaction between the user and the information.


Author(s):  
Jeena R. ◽  
Dhanalakshmi G. ◽  
Irin Sherly S. ◽  
Ashwini S. ◽  
Vidhya R.

The main objective of this paper is to outline a Cloud Computing based Healthcare Information System that helps bridge the gap between various hospitals, patients and clinics by creating a central hub of patient details and health care history that is accessible via two interfaces- either the mobile app or the web application.


2021 ◽  
Vol 13 (22) ◽  
pp. 12581
Author(s):  
Cecile Meier ◽  
Isabel Sanchez Berriel ◽  
Fernando Pérez Nava

Museums have been the main centers for the dissemination of cultural heritage throughout history. In recent years, they have been increasingly digitizing their content, so that it is now common for each museum to have free digital content available on the Web. This can be photographs of the works with detailed information or even objects created in three dimensions. It is also common to find virtual museums, which might be a representation of an existing museum that has been digitized or a museum created only in digital format. This paper describes the creation of a virtual museum of Spanish clothing from the 16th century, one that exists only in digital format, accessible from a computer or digital tablet. In order to create the museum, various documentation and drawings or pictures of the clothing of that time were studied. The costumes were then created in a specialized 3D costume-modeling program called Marvelous Designer. A 3D model of the exhibition hall was created in Blender, and finally, everything was assembled in the Unity videogame engine, where the interactive part was also added, allowing the virtual visitors to walk through the hall as if they were visiting a real museum.


2011 ◽  
Vol 6 ◽  
pp. 5-9 ◽  
Author(s):  
Dante Abate ◽  
Graziano Furini ◽  
Silvio Migliori ◽  
Samuele Pierattini

Usually the diffusion and sharing of cultural heritage documented 3D models on the web are not first of concern for scholars due to the fear of losing the intellectual property related to them. Sometimes the interaction and navigation of virtual objects via the World Wide Web is also problematic due to their dimension (number of triangles), when high-definition has to be preserved. In this paper we propose a mash up methodology, for a multiple approach to visualize 3D models over the internet. After the digitization of a marble statue placed in the Medieval Museum of the city of Bologna, according to the well known 3D pipeline (from the laser scan survey to the texturing process), we assembled together different solutions for sharing the model on the web.


Author(s):  
Rafael Radkowski ◽  
Alexander Krupp

This paper introduces a virtual reality-based approach for the systematic testing of intelligent mechatronic systems. The method of systematic testing is a model-based and formal testing method for the verification of the information processing of mechatronic systems. Systematic testing emerges from the field of embedded systems where it is used to evaluate the embedded electric circuits especially the discrete controllers, which are represented by these circuits. The challenge in the field of mechatronic is to evaluate and to understand the test results itself, in particular, the relations between the continuous behavior of the system, the reactions of controller, and the test inputs. Virtual reality facilitates the analysis of systematic tests by the combination of virtual 3D models and visualization techniques. The 3D models show the behavior of the system, visualizations explain the abstract test data. The paper explains the use of VR for the systematic testing, the created visualizations techniques and their benefit with an application example.


Author(s):  
Carlo Monti

The main purpose of the paper is to discuss how to use 3D models in the world of Cultural Heritage (CH) by focusing on complex architectures. The experience of survey and modelling of the main spire of the Milan’s Cathedral is described. It is as an example, how a detailed real based 3D model is created and used as base for an information system (BIM) that is now at disposal for the maintenance works of the cathedral. The interesting case of study is the chance to present common problems, adoptable solutions and to discuss about the use and implementation of this kind of system for CH.


Author(s):  
F. Rechichi ◽  
A. Mandelli ◽  
C. Achille ◽  
F. Fassi

BIM3DSG system is described here. It is an ad hoc designed BIM system created for Cultural Heritage applications. It proposes some solutions to solve some issues related to the use of BIM in this field. First, it tries to resolve the problem of managing huge, complex, high resolution and heterogeneous 3D models, and then it offers a practical, easy and efficient solution for a wide sharing of data and information.


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