scholarly journals BEYOND POINT CLOUDS AND VIRTUAL REALITY. INNOVATIVE METHODS AND TECHNOLOGIES FOR THE PROTECTION AND PROMOTION OF CULTURAL HERITAGE

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.

2021 ◽  
Author(s):  
Vincenzo Barrile ◽  
Antonino Fotia

AbstractThere are several studies related to the cultural heritage digitization through HBIM (Heritage Building Information Modelling) techniques. Today, BIM (Building Information Modelling) software cannot represent old buildings with complex prominent and particularly detailed architecture perfectly, and multiple software are combined to obtain the buildings’ representation. In this paper, in order to find an alternative way of replicating the complex details present in antique buildings, a new methodology is presented. The methodology is based on a process of direct insertion of various 3D model parts (.obj), into a BIM environment. These 3D model elements, coming from the points cloud segmentation (from UAV and Laser Scanner), are transformed in intelligent objects and interconnected to form the smart model. The methodology allows to represent detail of the objects that make up an element of cultural heritage, although not standardizable in shape. Although this methodology allows to ensure a perfect reconstruction and digital preservation and to represent the different “defects” that represent and make unique a particular object of cultural heritage, it is not however fast compared with the traditional phases of point cloud tracing and more software are necessary for data processing. The proposed methodology was tested on two specific structures’ reconstruction in Reggio Calabria (South Italy): the Sant’Antonio Abate church and the Vitrioli’s portal.


2016 ◽  
Vol 7 (14) ◽  
pp. 20
Author(s):  
José Ignacio Rojas-Sola ◽  
José Porras-Galán ◽  
Laura García-Ruesgas

Agustín de Betancourt y Molina was one of the most distinguished engineers of the eighteenth and nineteenth centuries with numerous contributions to various fields of engineering, including civil engineering. This research shows the process followed in the documentation of the cultural heritage of that Canary engineer, especially in the geometric documentation of a machine for cutting grass in waterways presented in England in 1795 after three years researching on theory of machines. The baseline information has been recovered from the Canary Orotava Foundation of History of Science who has spent years collecting information about the Project Betancourt, in particular, planimetric information as well as a small report on its operation and description of parts of machine. From this information, we have constructed a three dimensional (3D) model using CAD techniques with the use of Solid Edge ST7 parametric software, which has enabled the team to create the 3D model as well as different detail plans and exploded views.


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):  
I. Trizio ◽  
F. Savini ◽  
A. Giannangeli ◽  
S. Fiore ◽  
A. Marra ◽  
...  

Abstract. The paper deals with an interdisciplinary research activity aiming at developing a digital and integrated tool able to collect several data concerning the cultural heritage, and to manage and communicate them to a wide community. The small church of San Menna, located in the hamlet with same name in the municipality of Lucoli not so far from L’Aquila city, was the object of the research. The church has been chosen for its historical significance, its architectural peculiarity and for the valuable artworks that it preserves. Based on a photogrammetric model of the church, also used for the remote analysis of cultural asset (planimetric and evolutionary hypotheses, three-dimensional stratigraphic analysis, etc.) a virtual word usable in Virtual Reality (VR) has been developed. The VR setting allows the accessibility of a digital semantic model with information that can be activated with special interactive hotspots (images, texts and audio), which are able to provide an immersive and all-encompassing experience to the tourist. The potentialities of the same tool in the context of diagnosis and conservation process related to cultural heritage in seismic areas, such as those of the Abruzzi Apennines, have also been investigated through the integration of forms concerning the significant features of the artistic assets surveyed in the construction.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Leiming Li ◽  
Wenyao Zhu ◽  
Hongwei Hu

For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.


2018 ◽  
Author(s):  
Yoshihito Masuoka ◽  
Hiroyuki Morikawa ◽  
Takashi Kawai ◽  
Toshio Nakagohri

BACKGROUND Virtual reality (VR) technology has started to gain attention as a form of surgical support in medical settings. Likewise, the widespread use of smartphones has resulted in the development of various medical applications; for example, Google Cardboard, which can be used to build simple head-mounted displays (HMDs). However, because of the absence of observed and reported outcomes of the use of three-dimensional (3D) organ models in relevant environments, we have yet to determine the effects of or issues with the use of such VR technology. OBJECTIVE The aim of this paper was to study the issues that arise while observing a 3D model of an organ that is created based on an actual surgical case through the use of a smartphone-based simple HMD. Upon completion, we evaluated and gathered feedback on the performance and usability of the simple observation environment we had created. METHODS We downloaded our data to a smartphone (Galaxy S6; Samsung, Seoul, Korea) and created a simple HMD system using Google Cardboard (Google). A total of 17 medical students performed 2 experiments: an observation conducted by a single observer and another one carried out by multiple observers using a simple HMD. Afterward, they assessed the results by responding to a questionnaire survey. RESULTS We received a largely favorable response in the evaluation of the dissection model, but also a low score because of visually induced motion sickness and eye fatigue. In an introspective report on simultaneous observations made by multiple observers, positive opinions indicated clear image quality and shared understanding, but displeasure caused by visually induced motion sickness, eye fatigue, and hardware problems was also expressed. CONCLUSIONS We established a simple system that enables multiple persons to observe a 3D model. Although the observation conducted by multiple observers was successful, problems likely arose because of poor smartphone performance. Therefore, smartphone performance improvement may be a key factor in establishing a low-cost and user-friendly 3D observation environment.


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>


2020 ◽  
Vol 11 (23) ◽  
pp. 63
Author(s):  
Nika Lužnik-Jancsary ◽  
Barbara Horejs ◽  
Michael Klein ◽  
Christoph Schwall

<p class="VARKeywords">This article sets a framework for computer-based visualisations of cultural heritage sites. The project focuses on a workflow for a visualisation illustrated on a specific solution for the site of Çukuriçi Höyük, a tell settlement in Turkey. With the virtual presentation, an interdisciplinary research group tries to offer complex scientific results to the general public as well as to experts. The team utilised data acquisition and communication techniques, interpretative approaches, and dissemination methods. The three-dimensional (3D) outcome is based on a large amount of scientific data, usually available only via analogue or digital publications for a specialised audience. The work focused on constructed and personal authenticity to reach the viewer’s feelings. As an interpretative narrative, the daily lives of the inhabitants were selected. A communication plan was constructed, and a video animation with narration and a musical background was selected as the most appropriate communication tool. The movie was divided into four chapters <em>(Introduction, Neolithic Period, Chalcolithic Period </em>and <em>Early Bronze Age Period</em>). A separate webpage was designed to provide additional information when the video is viewed online. The webpage was divided into tabs that describe each chapter and three additional topics (<em>Visualisation Process, Further Reading, </em>and <em>Credits</em>). The video was shared in different settings, e.g. at public talks and on social media. The process resulted in a complex workflow that consists of several stages: data acquisition, first interpretation, 3D model creation, communication plan, second interpretation, 3D model adjustment, and dissemination output. Each stage of the workflow serves as an example to show the types of nodes these parts can include. The result is a flexible framework with predefined process stages, which can be re-used for similar projects.</p><p>Highlights:</p><ul><li><p>Computer-aided visualisations bring hidden cultural heritage to life –an individual outcome for Çukuriçi Höyük, a tell settlement in Turkey.</p></li><li><p>The interdisciplinary team combined data acquisition and communication techniques, interpretative approaches, and dissemination methods for achieving the best result.</p></li><li><p>Integrative framework optimises the information and communication potential of virtual visualisations with the help of pre-defined workflow stages.</p></li></ul>


2021 ◽  
Vol 18 (2) ◽  
pp. 535-551
Author(s):  
Hong Zhong ◽  
Leilei Wang ◽  
Heqing Zhang

Virtual reality technology involves computer graphics, artificial intelligence, network, sensor technology and many other aspects. It can use the powerful computing and graphics processing capabilities of computers to provide alternatives to the original and express its visual, tactile, and auditory technical means. According to archaeological research data And documentary records, virtual reconstruction and simulated display of the cultural heritage that has been wiped out. "Digital protection" of cultural heritage is a new way of protection, relying on computer technology, and the use of digital equipment to collect, save, process, output and disseminate the required information, including databases established on computer systems, So as to achieve the purpose of information sharing and dissemination. This article mainly studies the application research of virtual reality technology in the digital preservation of cultural heritage. Create an immersive environment for users, display the objects realistically in the virtual reality system, thereby digitizing the technical protection of cultural heritage; secondly, use the virtual environment model of material cultural protection to build and use the terrain to generate and edit The device imitates the terrain of the natural world to achieve its position and the effect of being in it. Finally, the radial basis function is used to calculate the value in the virtual environment, so that the digital preservation of cultural heritage is more accurate. Experimental data shows that 35.54% and 64.46% of users are more likely to use the handle to interact with three-dimensional objects. They believe that the speed of the handle has changed and the control is more precise. Experimental results show that: The virtual environment reality technology specification is more efficient than the original technology in the process of digitizing cultural heritage.


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