GCH 2021 - Eurographics Workshop on Graphics and Cultural Heritage
Permanent URI for this collection
Browse
Browsing GCH 2021 - Eurographics Workshop on Graphics and Cultural Heritage by Subject "Applied computing"
Now showing 1 - 8 of 8
Results Per Page
Sort Options
Item 3D for Studying Reuse in 19th Century Cairo: the Case of Saint-Maurice Residence(The Eurographics Association, 2021) Baillet, Vincent; Mora, Pascal; Cou, Corentin; Tournon-Valiente, Sarah; Volait, Mercedes; Granier, Xavier; Pacanowski, Romain; Guennebaud, Gaël; Hulusic, Vedad and Chalmers, Alan3D restitution is now a well-known tool to validate hypotheses on historical buildings that do not exist anymore. The present project takes the method a step further in order to explore the art historical topic of ornament reuse in 19th century revival architecture, particularly in Cairo. The case study is the Saint-Maurice residence, built 1875-79, for which an extensive collection of documents in varied formats, and from multiple locations and disciplines, has been conducted. The paper presents some preliminary results on the 3D restitution, the remaining open questions and the challenges they raise.Item 3D Sound for Digital Cultural Heritage(The Eurographics Association, 2021) Musanovic, Adnan; Mijatovic, Bojan; Rizvic, Selma; Hulusic, Vedad and Chalmers, AlanVirtual Reality enables the users to experience cultural heritage. Time travel through past times is transferring us in virtual environments with 3D reconstructions of cultural monuments inhabited by historical characters. The full immersion in this different reality can be achieved only with proper spatialization of sound. In this paper we discuss the related work in 3D sound implementation for digital cultural heritage applications and compare it with our experiences.Item Challenges in the Digitisation of a High-reflective Artwork(The Eurographics Association, 2021) Catalano, Chiara Eva; Brunetto, Erika; Mortara, Michela; Pizzi, Corrado; Hulusic, Vedad and Chalmers, AlanIn this paper we report about the photogrammetric acquisition and reconstruction of a contemporary artwork, performed by offthe- shelf software. The ceramic piece of art is "Il Libro d'Oro del Terzo Paradiso" ("The Golden Book of the Third Paradise") by Michelangelo Pistoletto, accessed and studied in the framework of a regional project. This artefact is particularly challenging. On the one hand, it is golden coated and, as such, highly reflective. Hence, images are likely to suffer from highlight spots, shadows or self-reflections, and the reconstructed point cloud is typically noisy. On the other hand, the object exhibits simple geometry, mainly composed of planar surfaces, and is highly symmetric; however, it possesses detail features and undercuts. The symmetric nature of the object and reflections misled the image alignment, and the noise in the data turned out to be of the same scale as the detail features. We will discuss all the steps of the process, aimed at obtaining a high quality and accurate 3D model using low-cost tools.Item Interactive 3D Artefact Puzzles to Support Engagement Beyond the Museum Environment(The Eurographics Association, 2021) Rodriguez Echavarria, Karina; Samaroudi, Myrsini; LLoyd, Jack; Weyrich, Tim; Hulusic, Vedad and Chalmers, AlanThe need for online 3D interactive experiences was evidenced during the COVID-19 lockdowns, as audiences across the world have been unable to visit museums, physically interact with their collections on site or digitally interact with technologies and digital media situated within such settings. As a response, this research addresses gaps identified in a review of the digital offerings from UK and US museums during the 2020 lockdowns, highlighting the limited number and nature of 3D interactive offerings provided, despite the wide efforts on 3D digitisation over the last decade. Thus, the research investigates the development and testing of an online 3D interactive activity, resembling a physical activity situated in the archaeological gallery of Brighton Museum and Art Gallery (UK). Through a pilot user survey, the research aims to understand what is the impact of such online offerings to better contextualise heritage collections; enhance cultural heritage learning and appreciation; and complement physical activities of similar nature. The analysis of audiences’' opinions about these interactions can be of great importance, as such activities have the power to enable active access to cultural heritage resources regardless of the physical location of users and transform heritage experiences in the long term. Our research indicates that, while the physical experience might offer advantages as far as it concerns the familiarity with the tactile nature of interaction, the digital counterpart has potential to allow for the experience of assembling the puzzle to achieve a wider reach.Item Reconstructing Dura-Europos From Sparse Photo Collections Using Deep Contour Extraction(The Eurographics Association, 2021) Shen, Yifei; Wang, Zeyu; Sun, Qinying; Chen, Anne; Rushmeier, Holly; Hulusic, Vedad and Chalmers, AlanIn this short paper we present work in progress on creating tools to facilitate 3D reconstruction of cultural heritage. We propose three new types of tools to make reconstruction easier - first we fetch linked open data to help organize source materials, next we extract key contours from photographs to speed up reconstruction, and finally we generate video tours of positioned photos and sketches. We also introduce a new, expanded 3D software system to support these tasks. The system is developed based on previous work on 3D sketching in the context of cultural heritage documentation, in particular CHER-ish. We demonstrate the potential of these tools by describing results obtained from the Dura-Europos data set.Item Tangible Interfaces for VR Cultural Heritage Application - School House Virtual Museum(The Eurographics Association, 2021) Hulusic, Vedad; Gusia, Linda; Luci, Nita; Smith, Michael; Hulusic, Vedad and Chalmers, AlanVirtual museums are an important medium for the preservation and dissemination of tangible and intangible cultural heritage as well as for education and public engagement. This is even more important now that focus is being shifted from museum exhibits to the visitors' experience and the increased attention given to their mobility, and the plurality of voices and perspectives represented. To enhance experience and participation new techniques are being developed and multiple senses stimulated. This paper offers venues to unpack the potentials of VR as a pedagogic vehicle when creative and cross-disciplinary experimentation is employed in and around digital museums. Grounded in a particular site of memory, and co-produced with a 'post-memory generation', the School House Virtual Museum is associated with private and silenced memories of past civic resistance in Kosovo. Using written and orally narrated stories, images, videos and immersion within a virtually reconstructed physical space, the experience offers a means to explore spaces, narratives, and technologies relevant to a particular cultural memory and heritage. The main aim of the user study, with 37 participants presented in this work, was to investigate the design of the system, focusing on three aspects: usability, User Experience (UX) and education, and the effect of the tangible interface provided to one user group. The results are overall very positive and confirm that the UX holds potential as a learning and education tool whether in museums, schools, or when used independently.Item Triggering the Past: Cultural Heritage Interpretation Using Augmented and Virtual Reality at a Living History Museum(The Eurographics Association, 2021) Shitut, Kunal; Geigel, Joe; Decker, Juilee; Jacobs, Gary; Doherty, Amanda; Hulusic, Vedad and Chalmers, AlanIn this paper, we present a use case for the introduction of historical digital characters in the context of a living history museum. We describe a prototype system and framework that enables the use of augmented and virtual reality for placing a these characters in the museum space. The system uses a conversational interface for natural interaction, supports the scanning of objects in the museum space for guiding the conversation, and provides a common user experience on a variety of mixed reality devices including the Microsoft Hololens, mobile devices, and WebXR enabled Web browsers. We describe our character creation workflow, provide technical details on the implementation and discuss the user testing of the system. Findings from our testing suggest, that despite the analog, hands-on tradition of living history museums, the use of immersive technologies has the potential to greatly enhance the visitor experience while engaging users within the physical space of the museum.Item Virtual Dance Museum: the Case of Greek/Cypriot Folk Dancing(The Eurographics Association, 2021) Aristidou, Andreas; Andreou, Nefeli; Charalambous, Loukas; Yiannakidis, Anastasios; Chrysanthou, Yiorgos; Hulusic, Vedad and Chalmers, AlanIn this paper, we have designed and developed a virtual dance museum to provide the technological tools that allow for widely educating the public, most specifically the youngest generations, about the story, costumes, music, and history of our dances. The holistic documentation of our intangible cultural heritage creations is a critical necessity for the preservation and the continuity of our identity as Europeans. In that direction, we have employed a specially designed relational database schema that holistically structures the information within the database, and is ideal for archiving, presenting, further analyzing, and re-using dance motion data. Data have been retargeted to a virtual character, dressed with traditional uniform and simulated to achieve realism. The users can view and interact with the archived data using advanced 3D character visualization in three ways: via an online 3D virtual environment; in virtual reality using headset; and in augmented reality, where the 3D characters can co-inhabit the real world. Our museum is publicly accessible, and also enables motion data reusability, facilitating dance learning applications through gamification.