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The paper presents an interdisciplinary project which is a work in progress towards a 3D Geographical Information System (GIS) dedicated to Cultural Heritage with a specific focus application on the Castle of Shawbak, also known as the “Crac de Montréal”, one of the best preserved rural medieval settlements in the entire Middle East. The Shawbak archaeological project is a specific and integrated...
In the cultural heritage field, since twenty years, tools for 3D acquisition and diffusion devices of historical architecture are progressively developed. The association with traditional techniques of survey allows historians achieving a high level of knowledge of the monument. Several kinds of systems are developed to operate data and to share results of archaeological studies such as digital surveys,...
In this paper, we introduce an application called “Kcanvas”. It is based on the belief that one's thought consist of fragments of knowledge that might be beautiful and enhance one's creativity if they are visualized. Kcanvas provides a canvas as an intuitive and playful interface so that a user can casually collage what he/she is interested in in his/her daily life and others can also enjoy exploring...
Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU's are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that were previously confined to the computer's CPU...
Archaeoastronomical research often suffers from lack of data about the three-dimensional situation of prehistorical monuments in their respective landscapes. In our project, we have reconstructed, in virtual models, a series of similar Neolithic monuments with alleged astronomical orientation pattern in their respective landscape. Astronomical extensions to the modelling software and to the models,...
The museum institution deals with the study, the storage and the fruition of cultural heritage. To fulfill these functions the museum uses, as well as the opinion of experts, even the most modern technologies. In this article we present some cases in which the use of digital and virtual reality effectively contributes to increase the knowledge on cultural heritage. In the last years there have been...
Relevant forensic events are often reconstructed by a 2D documentation made of digital images taken from video surveillance systems. This study presents low cost photogrammetric techniques for reconstructing the full-body size in 3D.
We describe an strategy for automatic detection of discontinuities in jointed rock masses from a 3D point cloud. The method consists on a sequence of processes for feature extraction and characterization of the discontinuities that use voxelization, robust detection of planes by sequential RANSAC and clustering. The results obtained by applying this methodology to the 3D point cloud are a set of discontinuity...
The possibility of deriving 3D digital models characterized by having and accurate description of real objects and surfaces is nowadays possible using both laser scanning surveys and Photogrammetric or Computer Vision methodologies. In conjunction with the development of these techniques also the request of photorealistic models raised up. Texture mapping allows this result mapping the image information...
Giza Plateau Mapping Project (GPMP) directed by Egyptologist Dr. Mark Lehnar achieved digital modeling of the monument of Queen Khentkawess, as known as the fourth pyramid in Giza. As members of GPMP, the authors report how this digital modeling and volume computation of it were done. First, the monument of Queen Khentkawess was scanned by laser radars with 5[mm] mesh accuracy in average. Some parts...
A highly interdisciplinary group of specialists was recently involved in the development of new machinery models and contents for the Museo Leonardiano in Vinci. Virtual models have revealed themselves as extremely effective tools for initiating dialogue between history and technique; they allow quick bidirectional communication of complex concepts without the need for simplification. The study of...
This paper describes a multisensory interactive virtual reality system built for the exploration of the ultra reality. First we discuss the meaning of the term ‘Ultra reality’ which was introduced at a government committee then widely accepted in relation to an activity to explore media technology in Japan. The ultra reality is recognized at a cognitive level similarly to the meta reality that is...
This paper discusses how the Digital Hadrian's Villa Project has used virtual world technology to control the validity of a claimed alignment between the sun's position at sunset on the summer solstice during the reign of Hadrian (117–138 CE) and the tower structure at Hadrian's Villa known as Roccabruna. The conclusion is reached that virtual world technology is usefully applied in investigations...
Re-photographing is a well-established method of acquiring new images in the same location where old photos were taken, in order to visualize changes and evolutions of the analyzed scene. According to the goal of the re-photographing procedure, different techniques can be employed, mainly based on visual methods, image cues or positioning sensors. The paper, after a review of the re-photographing...
The aim of this paper is to identify elements that can contribute to elaborate a proper methodology for 3D content model generation: the availability of advanced surveying technologies (Terrestrial Laser Scanner, Photogrammetry, Multispectral data integration) can have a great potential in generating knowledge, especially if integrated by historical documentation on the ancient constructive technologies...
The present paper describes the design strategies of an ecosystem of tools and services, currently under construction, developed in cooperation among archaeologists and computer science experts of the Università degli Studi di Milano and architects and topographers of the Politecnico di Milano. This ecosystem is based on the archaeological experience carried out in Tarquinia since 1982 in the frame...
The paper presents the results of a research aimed at providing designers and developers with tools able to guide a conscious design of cultural mobile experiences, fully exploiting the potentials of mobile technologies, with clear objectives and the awareness of the means to achieve them. The research fits into the field of mobile interpretation for GLAMs with a particular focus on mobile gaming...
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