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2020, EAC OCCASIONAL PAPER NO. 15
Rapid technological development in recent years means that virtual reconstructions have evolved from an illustrative complement of archaeological presentation to becoming a standard part of the interpretative process of archaeological data. VirtualArch has been engaged to develop the use of virtual reconstructions as an innovative visualisation tool. Ten partners from eight countries have come together in an EU-funded project (Interreg Central Europe), running from 2017 to 2020. The partnership is comprised of regional and national archaeological institutes and heritage offi ces, two universities/research institutions and also two local communities. Eight pilot sites have been selected across Central Europe. They form three main types; urban areas, mines and underwater sites. All have one thing in common; none are publicly accessible or visible. The aim of the project has been to make all of these sites accessible and comprehensible through the use of virtual and augmented reality.
Conference on Cultural Heritage and New Technologies, 2018
Different approaches and challenges, sharing experiences but reaching the same goal-a better understanding and raised awareness of hidden archaeological heritage and its protection by presenting it via new information and communication technologies like VR/AR. That´s the main background of the EU-project "VirtualArch-Visualize to Valorize", running from July 2017 to June 2020. 10 partners from 8 central European countries try to elaborate a transnational strategy to valorize hidden archaeological monuments by visualizing them. Therefore, 8 selected pilot sites were digitized/visualized and presented to stakeholders via guided field tours and information points on spot. The pilot sites are presenting different archaeological types, forms and periods like prehistoric and medieval mines, roman and medieval harbours as well as cultural landscapes with prehistoric pile dwellings or urban archaeology with huge and complex stratigraphy. This includes also different areas and environments, impacts and audiences. Although the project is still in its first half, the session seems to be a perfect area to present project and its actors as well as share first experiences with all present professionals and experts.
The introductory paper is followed by nine papers focusing on some major (definitely not all), aspects connecting archaeological practice and VR presentations and potentials. In doing this, we have attempted to cover some essential theoretical issues (Chapters: Introduction to virtual reconstructions; Physical vs. virtual reconstruction; Augmented reality as an output), technological aspects (Chapters: A comparison of different software solutions for 3D modeling), learning basics of visual products (Chapter: 2D and 3D visual products: First step towards virtual econstructions) and a series of case studies and examples (Chapters: About digital field documentation; Brief overview of examples of VR projects; Virtual reconstruction of the Vinča-Belo Brdo site; Examples of good practice in 3D visualisation in preventive archaeology). It is important to note here, that with the exception of three cases presented in the chapter Brief overview of examples of VR projects (Catalhöyük, Uruk and Etruscanning 3D project) all other papers derived from the archaeological field research performed by the authors who had the possibility to control all different aspects involved in a complete research, from logistics, field execution to interpretation and presentation of the results. While this may not be so relevant for the VR products themselves it is highly relevant for demonstrating some other important aspects regarding professionalism in preventive archaeology, especially the learning capacities and ‘organic’ development and transfer of knowledge of new ideas and technologies. If preventive archaeology is to go beyond the level of basic field service and strengthen its relevance, which is constantly challenged by other stakeholders in spatial development process, it is necessary also to build up on the experiences and knowledge of the practitioners of preventive research.
Digital Cities
In this chapter, the issue of at-risk cultural heritage in the Middle East is addressed through the application of cyber-archaeology tools for data capture and dissemination. Working with an economic model to create a Heritage Asset District in the environs of Jerusalem, virtual reality for personal head-mounted devices and immersive CAVE platforms are used to help create high-value cultural heritage attractions designed to attract visitors to the district, thereby generating economic benefits. In the case study presented here, the district focuses on the Kidron Valley, which has its origin near the Temple Mount in the Old City of Jerusalem, and follows the river flowing eastward through the Judean Desert, where it empties into the Dead Sea. The most prominent cultural heritage site along the wadi (riverbed) is the Mar Saba Greek Orthodox monastery, dating to the fifth century CE. A helium-balloon photographic platform with high-definition photography and Structure from Motion (SfM)...
The aim of the article is to demonstrate the possibility of presentation of prehistoric sites in locations where there is neither any preserved construction, nor any relic of the original landscape. Such sites usually meet with indifference both from the public and from institutions involved in preservation of historical monuments. This problem, however, does not relate only to the limited capacity to imagine features of which there is no visual evidence in the landscape. The problem consists also in the vast structural difference between the world of prehistoric societies and today’s reality. Bylany near Kutná Hora (Czech Republic), where one of the most important excavations of a Neolithic settlement area in Europe was undertaken, represents a model example of such a situation, no doubt typical for most prehistoric and early historic sites. The possibility of creating virtual and augmented reality proved to be a potential tool to grasp the invisible and to describe the disappeared proved to be. This concept represents a potentially powerful tool for digital heritage management.
2016
Today, the ability to revitalize and promote the complex system of resources pertaining to a specific territory in order to develop cultural tourism is based on the identification of instruments that facilitate a more natural process of communication and connections between all the components involved in the mechanisms of composition of the cultural and tourist proposal in its widest sense. One of the design models used in recent years – employed with differing distinctive features in different territories and in various situations – is the cultural itinerary. It lends itself to a new understanding and interpretation of the landscape, valorising through a bottom-up approach the everyday cultural heritage that determines the very identity of each community. This paradigm can also be applied to the field of archaeology, as experimented in Italy in a recent project financed by the Lombardy Regional Authority and developed by the ArcheoFrame Laboratory of IULM University, Milan, in part...
2010
The visualisation of an archaeological landscape passes through its representation, interpretation and reconstruction. Its various and complex aspects can be described just through an integrated approach of disciplines, data and technologies. Two directions have been undertaken by our research team: a narrative approach and a geographical-spatial one. The narrative approach to cultural data is focused more on graphic and photo realistic scene generation, using software such as 3DStudio Max and Virtools, which allow interactive, game-like quality applications for the web and Virtual Reality. The work is based on the creation of complex behaviours inside the virtual worlds in order to stress the communication through different types of narration (story-telling). (Less)
Although the Archaeology is strongly connected to the past, this is a modern science and the new technologies are widely used to present and better understand the ancient monuments in our modern world. Sometimes this knowledge is the only chance to preserve the information coming from the past. For example - the destruction of the ancient city of Palmyra due to the savage war in Syria shocked the international community. The only way out seems to be the digital technologies: the NGO CyArk offered emergency 3D scanning of the ancient city before to be totally damaged by the Islamic terrorists. Definitely the new digital techniques are not only an exciting way for entertainment but also a scientific method that helps archaeologists in their work and offers wide range of opportunities to interpreting the past. This project will guide you to the basic method of digital documentation of archaeological evidence. The students involved will have a chance to reconstruct the ancient monuments using 3D digital methods, Interactive interfaces, Holograms etc. In addition we going to visit different archaeological localities, will discover the ancient culture of Thracia (South Bulgara) starting from 5th millennium BC till the picturesque architecture of 18th century. Documenting the past through modern technologies will give you confidence in your future.
Digithum, 2004
This article looks at the idea that the virtual archaeological reconstructions seen in museums cannot be considered Virtual Reality (VR) as they are based on an artistic conception of the discipline. The cause is to be found in the origins of Archaeology, which began in the 18 th century and was closely linked to the History of Art. In the era of New Technologies, this concept has become both the cause and the consequence: determining the characteristics of VR from within the discipline, whilst simultaneously reinforcing the virtual reconstructions. To assess the relationship between VR and Archaeology, we must first establish a definition of Virtual Reality. Subsequently, we can take a brief look at the history so as to be able to understand the evolution of Archaeology and museums. This leads us to the analysis of some examples of VR in museums, from which we can gain conclusions on the current use of VR. Finally, we look at the possibilities for VR in terms of publicising Archaeology.
From GIS to Virtual Reality, computer science is transforming the way in which archaeological sites are presented and interpreted. Laser scanning and Photogrammetry are ever more frequently hailed as ‘the future’, yet 3D Reconstruction and scripting offer potentially unlimited applications. Recent development in hardware and software has allowed the reconstruction of high detail 3D models, however publications still favour 2D renders and mathematical equations over interactive environments and scripts. Skepticism regarding the utility of 3D Reconstruction stem from issues of accuracy and accountability. Thomas and Tilley, on the other hand, criticise the lack of human experience. Even the aims of this technology are called in questions, with many relegating it to a ‘pseudoscience’. The reconstruction of the Xagħra Brochtorff Circle offers an alternative view. Detailed recording of the modelling process provides a means of reviewing the overall accuracy. The inclusion of navigational elements and dynamic scripting cause a feeling of presence, enhancing user experience. Coding produces raw data used to analyse lighting, spatial distribution and lines of sight within the site, furthering our understanding of Maltese ritual. The Neolithic hypogea is therefore reinterpreted through the virtual simulation of the original environment.
Hungarian Archaeology, 2020
The project Danube's Archaeological eLandscapes, launched on July 1st 2020, aims to preserve and present the archaeological heritage of the Danube region. The international network of 23 partners from ten countries will visualize ten exceptional archaeological locations of the region with the help of state-of-the-art technologies. The project, which is co-financed by the EU-programme Interreg Danube Transnational Program, gives new impetus to the digitisation and captivating presentation of Europe's archaeological heritage. The success of the European Year of Cultural Heritage 2018 program has demonstrated that cultural heritage is important for Europe. Moreover, it has spectacularly shown that this impressively diverse heritage creates a unique identity and exciting narratives for European regions. Furthermore, it established the conditions and background of cultural tourism developments (RepoRt Com / 2019/548 final). At the same time, cultural heritage faces a huge challenge as its potential is not always recognized. It is especially true for archaeological heritage. The Virtual Archaeological Landscapes along the Danube (DAeL) addresses this lack of recognition, the main objective of the project being to make the archaeological landscapes of the Danube region more visible and attractive. This endeavour is in accordance with the method that approaches the landscape as a dynamic system, constantly changing due to the interaction of man and his environment.
Advances in Archaeological Practice, 2019
Virtual Reconstruction is a powerful tool broadly suited to a diverse array of archaeological heritage applications. In practice, however, reconstruction has largely focused on grand and monumental sites. Here we present two case studies–one from southern Oklahoma, the other from western Nebraska–to explore the use of this technology for more common heritage applications. The goal of this article is to advertise the dilemma we faced with communicating information on ephemeral sites and how we, as nonspecialists, solved the issue using affordable and accessible digital tools. Our workflow makes use of common tools (GIS) and open source software and online tutorials provide step by step instruction to support its replication. In presenting our experiences and the results of these efforts, we hope to spur similar applications in the use of Virtual Reconstruction to communicate information on archaeological heritage more broadly.
PFG – Journal of Photogrammetry, Remote Sensing and Geoinformation Science
Cultural landscapes are those that are shaped through the combined forces of cultural and natural activity, typically over a long period that may reach back to historic and prehistoric times. Amongst these, the documenting, modelling and visualisation of cave landscapes have always been particularly important for scientific communities such as speleology. In the current state of the art, terrestrial laser scanning provides a level of documentation of objects whose accuracy cannot be achieved by conventional methods. In addition to the highly accurate metric and geometric information, visual information brings incredible richness to the presentation of data. Virtual reality (VR) allows individuals to immerse themselves within virtual environments to explore monuments and other cultural heritage sites up close. More and more, VR systems are available at lower prices and are not only limited to VR labs. In this paper, we present research on the generation of a virtual 3D model of the İ...
The aim of the article is to demonstrate the possibility of presentation of prehistoric sites in locations where there is neither any preserved construction, nor any relic of the original landscape. Such sites usually meet with indifference both from the public and from institutions involved in preservation of historical monuments. This problem, however, does not relate only to the limited capacity to imagine features of which there is no visual evidence in the landscape. The problem consists also in the vast structural difference between the world of prehistoric societies and today’s reality. Bylany near Kutná Hora (Czech Republic), where one of the most important excavations of a Neolithic settlement area in Europe was undertaken, represents a model example of such a situation, no doubt typical for most prehistoric and early historic sites. The possibility of creating virtual and augmented reality proved to be a potential tool to grasp the invisible and to describe the disappeared proved to be. This concept represents a potentially powerful tool for digital heritage management.
Acta Terrae Septemcastrensis 9, “Lucian Blaga” University - IPCTE, Sibiu, 2010
How to migrate high motivated museum institutions to virtual museums online, even if they are affected by inadequate ICT competences, low Web presence and restricted financial resources? The article discusses the model-experience of the Virtual Museum of European roots realized by the F-MU.S.EU.M. Network. It is aimed disseminating toward a wide audience the acknowledgment that a major civilization flourished in Neolithic and Copper Age in Southeastern and Central Europe (the Danube civilization) and documenting how the European matrix is still now in part founded upon it. The partnership of the F-MU.S.EU.M.
The virtual reconstruction of the archaeological landscape is a very complex process including in a virtual ecosystem many kinds of data, activities, according to a multidisciplinary approach. This system of relations, interactions and behaviors assumes perceptive, cultural, psychological and relevance. The virtual environment and archaeological structures, as they are today, can be reconstructed through different techniques and data sources, integrated in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation, topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on. Each technique is selected according to the kind of structures and information we need and is intimately connected to the typology and the particularities of the entities to examine.
The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.
2000
Virtual reality, interactive computer generated sites and scenarios, theoretically creates great opportunities for archaeology, history, and education. Immersive computer driven environments impart information regarding space and human experience that would not be possible using traditional means of representation. Places and structures too remote, dangerous or deteriorated to visit can be experienced, and virtual models can provide the context in which to understand other complex issues surrounding an environment. In the ...
ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2011
During the last two decades, since digital technologies have become more sophisticated in acquiring real data and building faithful copies of them, their improvements have suggested interesting applications in the field of valorisation of Historical, Cultural and Artistic Heritage, with significant consequences in the share and widespread of knowledge. But although several technologies and methodologies for 3d digitization have recently been developed and improved, the lack of a standard procedure and the costs connected to their use still doesn't encourage the systematic digital acquisition of wide collections and heritage. The aim of this paper is to show the state of the art of a project whose aim is to provide a methodology and a procedure to create digital reproductions of artefacts for Institutions called to preserve, manage and enhance the fruition of archaeological finds inside museums or through digital exhibitions. Our project's aim is to find the most suitable procedure to digitally acquire archaeological artefacts that usually have small dimensions and have very complex and detailed surfaces. Within our methodology, particular attention has been paid to the use of widely shared and open-source visualization systems that enhance the involvement of the user by emphasizing three-dimensional characteristics of artefacts through virtual reality. Figure 1. The developed methodology, from the analysis of the artefact and of survey conditions and aims (a), to the selection of the most suitable acquisition technology (b), to the survey of metric information (c), to the addition of radiometric information (d), to visualization (e).
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