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Träfflista för sökning "WFRF:(Pescarin Sofia) "

Sökning: WFRF:(Pescarin Sofia)

  • Resultat 1-7 av 7
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1.
  • Dell'Unto, Nicolo, et al. (författare)
  • Digital reconstruction and visualization in archaeology Case-study drawn from the work of the Swedish Pompeii Project
  • 2013
  • Ingår i: 2013 Digital Heritage International Congress. - 9781479931699 ; , s. 621-628
  • Bokkapitel (refereegranskat)abstract
    • The Swedish Pompeii Project started in 2000 as a research and fieldwork activity initiated by the Swedish Institute in Rome. The aim was to record and analyze an entire Pompeian city-block, Insula V 1. Since autumn 2011 a new branch of advanced digital archaeology, involving 3D reconstructions and documentation methods, was added to the project agenda. The insula was completely digitized using laser scanner technology and the raw data were employed to develop different research activities in the area of digital visualization. This paper presents the recent results of the 3D interpretation of the house of Caecilius Iucundus. This research activity was developed employing a large variety of historical and archaeological sources such as: archaeological reports, historical image documentation (printed as well as in edited material) and analysis of the in situ structures. This work was characterized by the experimentation of a new workflow of data development, where the elaboration of the interpreted structures took place directly in virtual space, using the scanned model as geometrical reference. This method easily connected all the historical and archaeological sources collected for the interpretation, opening a new discussion about different possible interpretation of the house. Moreover, a Cave Automatic Virtual Environment (CAVE) was used in different occasions as platform where the different hypotheses could be discussed in the context given by the actual state of the archaeological structures. The use of an accurate and resolute replica of the site as a backdrop for the virtual reconstruction allowed a high level of control on the proposed hypotheses during the interpretation process. This study enabled the acquisition of new and important information about the house, thus, bringing a significant contribution to the archaeological analysis of Insula V 1, suggested as pilot project for wider use.
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2.
  • Forte, Maurizio, et al. (författare)
  • The Virtual Museum of the Western Han Dynasty: 3D Documentation and Interpretation
  • 2010
  • Ingår i: Space, time, place / BAR International series. - 9781407306599 ; S2118, s. 195-199
  • Konferensbidrag (refereegranskat)abstract
    • This project, aimed to the digital documentation of archaeological sites, artifacts and cultural relics of the Western Han Dynasty, started in 2008. The anticipated outcome will be the creation of a virtual museum, based on collaborative environments, dedicated to the Western Han Dynasty and able to integrate new archaeological datasets coming from fieldwork activities (most part of them unpublished), monuments, and famous collections of artifacts of the Xi’an archaeological museums. All the archaeological datasets will be virtually reconstructed in a very accurate way, keeping all the spatial information even in the cyber space: GIS, remote sensing and laser scanning data, DGPS surveys, 3D reconstructions (landscapes, sites, monuments, artifacts). The Virtual Museum of the Western Han Dynasty will be the first archaeological example of international collaboration between Chinese institutions and Western countries based on virtual heritage methodologies and real time outputs. The archaeological fieldwork, mainly encompassing 3D documentation of new tombs in the center and in the surroundings of Xi’an, is managed integrating different technologies and methods: laser scanning, digital photogrammetry, photomodeling, remote sensing, and GIS. The final plan is to create at least two installations, one in Xi’an and one in California. At UCM, the Virtual Heritage Lab is working on the set up of two different virtual reality systems based on participatory learning: a stereo collaborative environment (virtual heritage room) and a simulation environment (Powerwall). The primary purpose is to visualize and display very high-resolution data from large scientific simulations performed via high-resolution imaging applications. This paper will give an overview on the principal technologies and methods used in the field for the documentation of monumental wall paintings’ tombs, archaeological sites, landscapes and museum artifacts.
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3.
  • Gockel, Bianca, et al. (författare)
  • VMUXE an approach to user experience evaluation for virtual museums
  • 2013. - PART 1
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Berlin, Heidelberg : Springer Berlin Heidelberg. - 1611-3349 .- 0302-9743. - 9783642392283 ; 8012 LNCS:PART 1, s. 262-272
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This paper presents a new approach for the evaluation of User Experience (UX) aspects applied to virtual museums (VM) - VMUXE. A wide percentage of projects and applications for VMs are often "born and buried" in digital labs, without having been experimented and monitored with people. These "prototypes" are the result of experts, technicians, curators, combined together to give birth for multidisciplinary and avant-garde outputs. Earlier attempts to evaluate VM installations failed due to the lack of strategy facing the multidimensional complexity in studying and comparing digital applications in different installations using different devices and metaphors offering different UXs. As a conclusion "communicating" culture through the aid of advanced technology was not a technological issue, but an epistemological one. Setting up a good process of evaluation and analysis is therefore important for establishing next generation virtual museums (NGVM) aiming to reach certain goals such as knowledge exchange, cognitive improvement and heritage communication.
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4.
  • Lindgren, Stefan, et al. (författare)
  • 3D Laser Scanning in Cave Environment: the Case of Las Cuevas, Belize
  • 2013
  • Ingår i: 2013 Digital Heritage International Congress. - 9781479931699 ; , s. 219-222
  • Konferensbidrag (refereegranskat)abstract
    • The Las Cuevas site is a Maya administrative and ceremonial center active during the latter part of the Late Classic period (700-900 AD) in Western Belize. It is of particular interest because a large cave resides directly beneath the largest temple in the site core. This paper presents the use of phase shift variation laser scanning technology (Faro Focus 3D) for the acquisition of the cave’s network of galleries (9 chambers) and a large excavation area (8x5 m) investigated in the entrance chamber in the summer of 2012. More than 300 scans were made to acquire the entire cave and the amount of 3D data collected was more than 400 GB. The creation of different level of details allowed the alignment and triangulation of the 3D models of the different chambers and units. The dimension (24x20x10 cm; 5 kg) and accuracy (± 2 mm at 10-25 m) of the laser scanner allowed complete documentation of the cave and units in just three weeks of work. The importance of this work relies on the possibility to use the processed data to systematically improve the archaeological understanding of Las Cuevas’ complex cave system, favoring the interpretation of socio-cultural dynamics linked to cave environments during the Late Classic. The use of 3D technologies can, in fact, help the understanding of how the space in the cave was used in the past for rituals and ceremonies. Moreover, the 3D millimetric reproduction of the excavation process linked to the 3D survey of the entire cave will be instrumental for the archaeological record’s preservation. Future scholars will have the opportunity to retrace the work made by archaeologists at Las Cuevas, starting new discussion and interpretations of the same 3D archaeological context.
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5.
  • Lucci Baldassari, Guido, et al. (författare)
  • Behind Livia's villa : A case study for the devolution of large scale interactive "in-site" to "on-line" application
  • 2013. - PART 4
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Berlin, Heidelberg : Springer Berlin Heidelberg. - 1611-3349 .- 0302-9743. - 9783642392528 ; 8015 LNCS:PART 4, s. 238-247
  • Konferensbidrag (refereegranskat)abstract
    • This work presents a methodology for designing online web presentations reusing a large scale, interactive and immersive VR installation by mapping assets as well as interactions to a low capability environment. With the emergence of WebGL plugin-free interactive 3D graphics inside limited information processing environments, e.g. browser technologies, becomes reality. However, macro VR worlds typically use large or even out-of-core data sets in order to produce and communicate scientifically relevant content. The major challenge still remains on how we can redesign and optimize applications that have been planned for macro VR worlds and map those to adequate concepts of micro scale worlds. We showcase this in the area of virtual archaeology for the online virtual museum of "Villa Di Livia", part of the bigger project "Flaminia Reloaded", in which several limitations could become crucial. The elaborated workflow could easily be adopted by other VMs and assist in future migrations.
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6.
  • Pescarin, Sofia, et al. (författare)
  • Archeovirtual 2011 : An evaluation approach to virtual museums
  • 2012
  • Ingår i: Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012 : Virtual Systems in the Information Society - Virtual Systems in the Information Society. - 9781467325653 ; , s. 25-32
  • Konferensbidrag (refereegranskat)abstract
    • November 2011 saw the opening of the exhibition "Archeovirtual" organized by CNR ITABC - Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA1. The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented reality and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience's impact towards projects. That because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools were employed to evaluate the general visitor's behavior and the effectiveness of interfaces, to understand their expectations and experiences, and to obtain a reference grid of values to test if users' experience fit with organizers' ones. The first outcomes revealed that audience's impact toward interactive applications seems depending on the capability of technology to be "invisible" otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.
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7.
  • Pescarin, Sofia, et al. (författare)
  • NICH: a preliminary theoretical study on Natural Interaction applied to Cultural Heritage contexts
  • 2013
  • Ingår i: [Host publication title missing]. ; , s. 355-362
  • Konferensbidrag (refereegranskat)abstract
    • Gesture-based interaction constitutes a new paradigm in human-machine interaction. The possibility to control a technical system with gestures on surfaces or in mid air makes it possible to design user interfaces that go beyond the WIMP paradigm (Windows Icons Menus and Pointers), the dominating interaction paradigm since the 1970's. After mainly having been of interest in the human-computer interaction and VR research communities, gesture-based interaction is now quickly becoming part of main-stream applications, thanks to low cost solutions such as Microsoft Kinect and Leap Motion Controller. Gesture-based interaction has proved useful for cultural heritage applications in, for example, a museum or a heritage site since this type of interaction removes the need for physical input devices that might be complicated to use or difficult to maintain. However, the application of gesture-based interaction in the heritage domain is still in an experimental phase. When asking a visitor to interact using gestures, we need to take into consideration what are natural gestures for him/her based on, for example nationality, and culture. Some VR projects using gesture-based interaction (Etruscanning, Giotto's "Rule Approval", Livia's Villa) and also some experiments for objects manipulation have been made by VHLab of CNR ITABC in the last three years. The team became aware about the potentialities and the limits of the actual technologies, the cognitive and perceptive reactions of the users, the need to organize cultural contents in a different way because cultural transmission is strongly influenced by this new paradigm of interaction. The good reaction of the public of museums shows how promising this perspective is and encourages us to go further, starting an extensive mapping of "natural" communication gestures to interact within VR applications. The paper investigates what is perceived as “natural” gestures in different countries and cultures for controlling a computer application. It presents the ideas behind and preliminary data from an ongoing study that aims at exploring what is considered proper gestures for cultural heritage applications in three different countries: Sweden, Italy and Egypt.
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  • Resultat 1-7 av 7

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