3D technologies for cultural heritages
Ambito disciplinare
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An Automatic Method for Geometric and Morphological Information Extraction and Archiving of Ceramic Finds
Lecture Notes in Mechanical Engineering, pp. 48-59
Abstract
The study of potteries is still today almost entirely performed manually by archaeologists. The primary limits of the traditional approach are lack of repeatability in the results, the time required for the analysis and difficulty in exchanging information between researchers. Taking advantage of the previous research results obtained by the Authors in this field, a fully automated procedure for the analysis and cataloguing of potteries is presented in this paper. The procedure allows performing the geometric and semantic analysis of sherds, starting from their 3D scanned model. The method can also determine a set of meaningful measurements of the analyzed sherds and classify them according to the analysis results. Finally, the results are collected into a public and web-based application, which can be interacted with by interested people.
Keywords: 3D database , Computer-aided procedure , Pottery analysis , Semantic segmentation
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Advanced Technologies for Maritime and Underwater Archaeology
Journal of Marine Science and Engineering, 11(3)
Abstract
Editorial - [No abstract available]
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Development of an automatic methodology for the recognition and dimensional characterization of constant-radius sweeping features from ancient ceramic artefacts
International Journal on Interactive Design and Manufacturing
Abstract
Developing an automatic process for the segmentation and dimensional characterization of high-semantic level features from a ceramic find is an essential prerequisite for obtaining faster, reproducible, and more accurate measurements than the manual approach. These measurements are essential for analyzing, interpreting, and classifying the archaeological pottery, comparing and analyzing similarities, identifying the presence of standard attributes in the ceramics recovered from a specific archaeological site, or studying ancient manufacturing technologies. This paper proposes a new methodology for the recognition and dimensional measurement of a specific class of geometric features starting from high-density tessellated models acquired by 3D scanners, the Constant-Radius Sweeping Features (CRSFs). The recognition process is performed based on a fuzzy algorithm, which aggregates similar adjacent nodes, according to values of appropriate membership functions, into a single geometric feature. CRSFs are frequently seen in ancient artifacts as convex traces on the ceramic surface, such as plastic and molded reliefs, or concave features, such as engravings, graffiti, working signs, and impressions/stampings. Although they are frequently characterized, from a geometric point of view, by free-form surfaces, CRSFs may also be axially symmetrical geometry: this occurs quite often in archaeological pottery in correspondence with rims, bases, or external walls. In the proposed experimentation, the new methodology is applied to three fragments belonging to the same ceramic vessel and sharing a part of its rim. The results show that the algorithmic implementation of rules for CRSF recognition and measurement enables the automation of the entire process, from feature segmentation to the evaluation of the relevant characteristic dimensions, with the benefit of obtaining more robust and precise measurements than those performed manually. Furthermore, in some circumstances, the methodology proposed here allows for assessing dimensional attributes that would otherwise be impossible to evaluate by conventional methods: this is the case of CRSF not attributable to analytical geometric types, as frequently occurs in archaeological ceramics in the form of decorations, grooves, and processing marks.
Keywords: Computer methods in archaeology , Dimensional features for cultural heritage , Fuzzy logic , Geometric feature recognition
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Integrating quantitative and qualitative analysis to evaluate digital applications in museums
Journal of Cultural Heritage, 62, pp. 304-313
Abstract
Analyzing the effectiveness of a digital museum application is generally a complex process. This is due to the interaction between a digital tool capable of a limited number of narration paths and a human being whose multifaceted reactions are uniquely affected by many cultural, psychological, and emotional elements. The classical approaches in the literature can be divided into two main areas: qualitative methods, usually based on interviews at the end of the experience for assessing the cognitive effect of the digital interaction, and quantitative approaches, generally more oriented with the assessment of the subjects' emotional reactions. Among the quantitative methods, we can mention those dealing with measurements of physiological parameters during the experience, such as ECG, EEG, temperature, etc. This paper proposes a novel approach based on integrating a qualitative process using a two-stage interview, with the quantitative analysis of the user's keystrokes during his digital interaction with the application. The results show how the quantitative component can decouple the interview answers from the interviewer's possible interferences, simultaneously delivering: i) a more transparent assessment of the user's learning experience and ii) mapping of the application's least effective sections. This provides crucial input for improving the design of digital applications for museums.
Keywords: Digital application for museums , Digital interaction assessment , Learning experience , Qualitative analysis , Quantitative analysis
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Combining pattern projection and cross polarization to enhance 3d reconstruction of featureless reflective surfaces
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, 48(M-2-2023), pp. 427-432
Abstract
3D digitisation is essential to enhance knowledge and conservation processes for Cultural Heritage (CH). However, movable heritage collected in museums, e.g., archeological finds, statues, coins, and musical instruments, often consists of highly reflective surfaces and/or featureless textures. The aim of this work is to stress the Structure from Motion Dense MultiView Reconstruction (SfM-DMVR) of objects, whose optical properties are challenging to this image-based technique. To improve the results obtained by SfM-DMVR standard acquisition workflow, this study exploited the potential of combining Noise Function Pattern (NFP) projection and light Cross Polarization (CP). Moreover, High Dynamic Range (HDR) image reconstruction was tested on images acquired according to different CP angles. The SfM-DMVR of a texture-less shiny ceramic object was then compared to the one obtained by a structured light triangulation scanner, the most reliable tool for such surfaces, but unfortunately quite expensive. The advantages and limitations of the presented method are discussed.
Keywords: 3D reconstruction , Cross polarization , Featureless surface , HDR blending , Pattern projection , Reflective surface
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A framework study on the use of immersive XR technologies in the cultural heritage domain
Journal of Cultural Heritage, 62, pp. 268-283
Engineering educationVirtual and augmented reality
Abstract
Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users' senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests' experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study's purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain.
Keywords: Augmented reality (AR) , Cultural heritage , Digital heritage , Head-mounted display (HMD) , Mixed reality (MR) , Virtual reality (VR)
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Artificial Intelligence Assisted Social Failure Mode and Effect Analysis (FMEA) for Sustainable Product Design
Sustainability (Switzerland), 15(11)
Design for sustainabilityProduct design and engineering
Abstract
Nowadays, the social dimension of product sustainability is increasingly in demand, however, industrial designers struggle to pursue it much more than the environmental or economic one due to their unfamiliarity in correlating design choices with social impacts. In addition, this gap is not filled even by the supporting methods that have been conceived to only support specific areas of application. To fill this gap, this study proposed a method to support social failure mode and effect analysis (SFMEA), though the automatic failure determination, based on the use of a chatbot (i.e., an artificial intelligence (AI)-based chat). The method consists of 84 specific questions to ask the chatbot, resulting from the combination of known failures and social failures, elements from design theories, and syntactic structures. The starting hypothesis to be verified is that a GPT Chat (i.e., a common AI-based chat), properly queried, can provide all the main elements for the automatic compilation of a SFMEA (i.e., to determine the social failures). To do this, the proposed questions were tested in three case studies to extract all the failures and elements that express predefined SFMEA scenarios: a coffee cup provoking gender discrimination, a COVID mask denying a human right, and a thermometer undermining the cultural heritage of a community. The obtained results confirmed the starting hypothesis by showing the strengths and weaknesses of the obtained answers in relation to the following factors: the number and type of inputs (i.e., the failures) provided in the questions; the lexicon used in the question, favoring the use of technical terms derived from design theories and social sustainability taxonomies; the type of the problem. Through this test, the proposed method proved its ability to support the social sustainable design of different products and in different ways. However, a dutiful recommendation instead concerns the tool (i.e., the chatbot) due to its filters that limit some answers in which the designer tries to voluntarily hypothesize failures to explore their social consequences.
Keywords: artificial intelligence , chatbot , social FMEA , social sustainability
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The laboratory didactics in the training-learning processes of sea sciences applied to cultural heritage and environment: the case of "An Ocean of Science" project
Acta IMEKO, 12(3)
Engineering educationVirtual and augmented reality
Abstract
The "An Ocean of Science" project encourages effective interventions and innovative educational paths to support the growth of knowledge and skills in schools, helping competent institutions to guarantee more inclusive cohesion policies with a high cultural and scientific impact. The project also provides innovation in education and training by providing cultural and socio-educational development opportunities in the framework of cultural heritage located in the marine environment and sea protection. The purpose of this study was to evaluate the effects and involvement of secondary school students during several educational laboratory activities, focusing on the development of their practical skills and training. With a view to active learning, which makes the students actors, responsible and aware of the learning process, this study shows an experimental work designed to demonstrate the usefulness and the validity of the scientific approach as the main pillar of the teaching of the sciences related to the marine issues, with special focus to submerged cultural heritage and sea pollution.
Keywords: Educational innovation , serious games , teaching/learning experiences , underwater cultural heritage , virtual reality
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A Conceptual Framework to Support a New Collaborative Design Process for Immersive Technology Integration in Museum Exhibitions
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14219 LNCS, pp. 160-178
Abstract
Immersive technologies are often used in museum visits due to their numerous advantages, including the possibility of enhancing Cultural Heritage dissemination, improving accessibility, and learning activities. Despite the advantages, museum professionals may be reluctant to integrate immersive technologies during the museum visit due to their potential intrusiveness. In addition, a technology-driven approach is often used, which sometimes leads to scattered results and does not exploit the technological potential to meet the museum's objectives. Moreover, the design process for the creation of immersive exhibition visits is based on a trial-and-error approach rather than on specific guidelines regarding the use of immersive technologies in the museum context. The paper presents a study that investigates the immersive technology-related factors that influence the visitors' experience in museum exhibitions and the immersive technology awareness, benefits, and hindering factors perceived by museum professionals. Specifically, the study focuses on the occurring design process for the integration of immersive technology in museum exhibitions involving multidisciplinary professionals. It presents mixed methods that include experimental case studies, online surveys, semi-structured interviews, and a participatory action research activity. The result consists of a conceptual framework for a new collaborative design process that aims to facilitate the design of immersive museum exhibitions and, consequently, to help museums achieve their objectives and improve visitors' experience.
Keywords: Design process , Extended Reality , Immersive technology , Museum exhibitions
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Impact of Multisensory XR Technologies on Museum Exhibition Visits
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14021 LNCS, pp. 120-132
Abstract
The use of digital technologies in museums is becoming increasingly popular, with a growing trend towards using multisensory eXtended Reality (XR) technologies to enhance visitor engagement and involvement. XR technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) have the potential to bring numerous advantages to museums, including increased accessibility and inclusivity. By allowing visitors to experience a sense of immersion and actively engage with cultural artifacts, XR technologies can improve emotional engagement and learning activities. However, the integration of these technologies is often related to temporary exhibitions, and there are concerns about the costs associated with implementation and the potential for technology to negatively impact the visitor experience. Despite these challenges, evaluating the impact of multisensory XR technologies on visitor experience is difficult. This paper outlines a laboratory-based research activity that compares the impact of traditional exhibitions and XR technologies on visitor experience and learning performance. The study simulates a museum exhibition and allows the user to interact with different paintings using different XR technologies in a controlled environment.
Keywords: Cultural Heritage , Multisensory XR technologies , Museum exhibitions
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A Virtual Reality application for the exploration of a modern shipwreck: the case study of the Christoforos wreck
Acta IMEKO, 12(3)
3D scanningVirtual and augmented reality
Abstract
The paper presents the development of a Virtual Reality (VR) application to perform dives in the Christoforos Shipwreck. The huge wreck lies in the Panormos Bay of Skopelos island (Greece) at a depth of 45 meters. Based on a well-known methodology designed for ancient shipwrecks, the 3D reconstruction of the underwater site has been carried out by adjusting the workflow to survey modern shipwrecks. In particular, the methodology, based on photogrammetry, is capable to provide a highly detailed 3D reconstruction of the shipwreck in a few dives, considering issues like working depth, elevations, and thin elements modelling. Moreover, the paper describes the optimization of the 3D model and the software to be executed in low-performance Head Mounted Display (HMD) devices. The resulting VR application, realized for touristic purposes, recreates the exact ambient conditions inside and outside the water simulating the flora and fauna of the place, the coastline, allowing users to live a recreational and educational experience by virtual diving in the underwater site.
Keywords: computer graphics technologies , cultural heritage , modern shipwreck , underwater photogrammetry , virtual reality
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Architecture of a Low-Cost Solution for ROVs to Improve Navigation and Data Collection
Lecture Notes in Networks and Systems, 741 LNNS, pp. 214-223
3D scanningDesign for sustainability
Abstract
The documentation, conservation, and preservation of underwater archaeological sites is conventionally performed by divers in shallow waters. However, when dealing with significant depths, the sites can be inaccessible for humans, presenting significant challenges and risks, making these activities hazardous. Recently, the use of robotic platform such as remotely operated vehicles (ROVs) allows to overcome the difficulty of such a harsh environment. Nevertheless, professional-grade ROVs employed for this purpose are expensive and specifically designed with integrated advanced sensor systems for data acquisition and navigation. In the context of the MSCA-RISE H2020 Technological Consortium TO develop sustainability of underwater Cultural heritage (TECTONIC) project, a solution consisting of an optical payload and an acoustic localization system for low-cost ROV, was defined in order to support ROV pilots during documentation and monitoring activities. The project aims to preserve underwater cultural heritage (UCH) encompassing the selection of a commercially available ROV and the definition of a customized hardware/software (HW/SW) architecture. After market research, a suitable commercial off-the-shelf (COTS) low-cost ROV was defined and used as the foundation for integration. Mechanical, electric, and data interface modules were designed to seamlessly integrate and manage the sensor suite. The results of the integration demonstrate the potential of the chosen algorithms and the sensor suite for improved navigation and data collection in challenging underwater environments, where high-grade and expensive sensors are not available, thereby making more accessible the field of underwater survey missions.
Keywords: Underwater 3D Reconstruction , Underwater Cultural Heritage (UCH) , Underwater Localization , Underwater Mapping , Underwater Survey
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Environmental Impact Assessment of Different Manufacturing Technologies Oriented to Architectonic Recovery and Conservation of Cultural Heritage
Sustainability (Switzerland), 15(18)
3D scanningDesign for sustainability
Abstract
Our cultural society has made remarkable advancements in creating digital models that depict the built environment, landscape, and reality. The advent of technologies such as terrestrial laser scanning and drone-based photogrammetry, coupled with sophisticated software capable of processing hundreds of photographs to generate point clouds, has elevated the significance of three-dimensional surveying in documentation and restoration. Point cloud processing and modeling software enable the creation of precise digital replicas of the investigated architecture, which can be scaled down and transformed into physically identical models. Through the export of STL files and the utilization of both subtractive and additive 3D printing technologies, tactile models resembling traditional manually crafted plastics can be obtained. An exemplary study focuses on the Gothic church of Santa Maria Alemanna in Messina, Italy, where laser scanner surveys and 3D prints using various technologies were applied to different parts of the building. The models were produced using a CNC milling machine and a 3D printer for fused deposition modeling. The sustainability of these production technologies was assessed through a Life Cycle Assessment, demonstrating the environmental advantages of additive manufacturing, including the use of materials with high recyclability and lower energy consumption. Additionally, the additive approach helps reduce processing waste.
Keywords: 3D printing , architecture recovery , cultural heritage , digital models , Life Cycle Assessment
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A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14021 LNCS, pp. 3-16
Human factors and ergonomicsVirtual and augmented reality
Abstract
The use of eXtended Reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR), has become increasingly popular in museums to enhance the visitor experience. However, the impact of XR technologies on Learning Performance in the context of archeological museums needs to be better understood. This study aims to investigate the relationships between Usability, Presence and Learning Performance by developing XR experiences showcasing archeological artefacts and conducting user testing to evaluate their effectiveness. A laboratory test is conducted to compare a VR application with a mobile AR one, presenting the digital models of five archeological findings. Descriptive statistics are used to compare the two case studies, providing valuable insights into the impact of XR technologies on the visitor experience from a learning perspective. The study confirms that Usability has a more significant effect on learning than Presence and can help designers and museum managers better understand the factors contributing to a successful XR experience. The findings suggest that while Presence is an important factor in improving visitors' experience, Usability should be the priority when designing XR experiences for museums.
Keywords: Cultural heritage , Technological Benchmarking , XR Technologies
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Exploring User Engagement in Museum Scenario with EEG—A Case Study in MAV Craftsmanship Museum in Valle d'Aosta Region, Italy
Electronics (Switzerland), 12(18)
Human factors and ergonomicsVirtual and augmented reality
Abstract
In the last decade, museums and exhibitions have benefited from the advances in Virtual Reality technologies to create complementary virtual elements to the traditional visit. The aim is to make the collections more engaging, interactive, comprehensible and accessible. Also, the studies regarding users' and visitors' engagement suggest that the real affective state cannot be fully assessed with self-assessment techniques and that other physiological techniques, such as EEG, should be adopted to gain a more unbiased and mature understanding of their feelings. With the aim of contributing to bridging this knowledge gap, this work proposes to adopt literature EEG-based indicators (valence, arousal, engagement) to analyze the affective state of 95 visitors interacting physically or virtually (in a VR environment) with five handicraft objects belonging to the permanent collection of the Museo dell'Artigianato Valdostano di Tradizione, which is a traditional craftsmanship museum in the Valle d'Aosta region. Extreme Gradient Boosting (XGBoost) was adopted to classify the obtained engagement measures, which were labeled according to questionnaire replies. EEG analysis played a fundamental role in understanding the cognitive and emotional processes underlying immersive experiences, highlighting the potential of VR technologies in enhancing participants' cognitive engagement. The results indicate that EEG-based indicators have common trends with self-assessment, suggesting that their use as ‘the ground truth of emotion' is a viable option.
Keywords: craftsmanship , cultural heritage , EEG , user engagement , Virtual Reality , XGBoost
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A review of computer-based methods for classification and reconstruction of 3D high-density scanned archaeological pottery
Journal of Cultural Heritage, 56, pp. 10-24
Abstract
Ceramics analysis, classification, and reconstruction are essential to know an archaeological site's history, economy, and art. Traditional methods used by the archaeologists for their investigation are time-consuming and are neither reproducible nor repeatable. The results depend on the operator's subjectivity, specialization, personal skills, and professional experience. Consequently, only a few indicative samples with characteristic components are studied with wide uncertainties. Several automatic methods for analysing sherds have been published in the last years to overcome these limitations. To help all the involved researchers, this paper aims to provide a complete and critical analysis of the state-of-the-art until the end of 2021 of the most important published methods on pottery analysis, classification, and reconstruction from a 3D discrete manifold model. To this end, papers in English indexed by the Scopus database are selected by using the following keywords: “computer methods in archaeologyâ€, “3D archaeologyâ€, “3D reconstructionâ€, “3D puzzlingâ€, “automatic feature recognition and reconstructionâ€. Additional references complete the list found through the reading of selected papers. The 125 selected papers, referring to only archaeological potteries, are divided into six groups: 3D digitalization, virtual prototyping, Fragment features processing, geometric model processing of whole-shape pottery, 3D Vessel reconstruction from its fragments, classification, and 3D information systems for archaeological pottery visualization and documentation. In the present review, the techniques considered for these issues are critically analysed to highlight their pros and cons and provide recommendations for future research.
Keywords: Automatic features recognition , Computer methods in archaeology , Computer-based methods for sherds classification and reconstruction , Mesh segmentation , Pottery profile detection , Pottery profile dimensions
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Measurement of constant radius swept features in cultural heritage
Journal of Physics: Conference Series, 2204(1)
Abstract
The dimensional characterization of archaeological fragment is a very complex operation and could prove to be useful for identifying the presence of standard attributes in the ceramics found from a specific archaeological site, or for making comparisons and analysis of similarities or for studying ancient technologies used for manufacture of objects. The dimensional analysis of the fragments is now carried out manually with traditional measuring devices. Typically, the results obtained are inaccurate and non-repeatable measurements. This paper focuses on the dimensional characterization of a specific geometric class of features: the constant radius swept features (called here CRS features). Several archaeological features, such as rims, bases, decorative motifs, processing marks and grooves are referable from a geometric point of view to the class of CRS features. These are detail features, which may be very interesting for the investigation of some aspects related to the historical-archaeological classification of the find. CRS features are often found on worn, damaged (e.g. chipped) or fragmented objects; they are frequently characterized, from a geometric point of view, by free form surfaces and by a limited cross sectional extension. In some cases, CRS features can be of axially symmetrical geometry: this occurs quite frequently in the case of archaeological pottery. For all these reasons, it is often difficult to apply traditional manual methods for the quantitative dimensional characterization of CRS features. This paper describes an original methodology for the measurement of CRS features acquired by scanning technologies. The algorithmic implementation of this methodology, consisting of a suitable processing of the feature nodes, allows to carry out automatically the dimensional characterization of the feature.
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A computer-based method for the accurate analysis of the trilobate spouts found in the cathedral of Amiternum
Journal of Physics: Conference Series, 2204(1)
Geometric modeling and processing
Abstract
The traditional manual method of analysis of ceramic finds involves expert operators in long and routine activities whose results depend on their subjectivity, specialization, and professional experience. This implies that the analysis of sherds is carried out using few data affected by high uncertainty. These limitations are even more clear with fragments with small axially symmetric portions whose elements of the investigation are not axially symmetric, such as handles, spouts, decorations. In this way both the axis of symmetry of the original object and the reference planes and/or axes of the characteristic dimensions of the elements are identified with such approximations as to compromise subsequent analyses and comparisons. To overcome these limitations, in this paper a new computer-based procedure is proposed. As a case study, the analysis fragments of jugs/bowls with trilobed spouts found in the site of Amiternum, coming from 12th-13th century contexts are considered; their analysis is fundamental to analyze the site where they were found since there is no archival documentation about their use.
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Automatic Segmentation of Sweep Features of Constant Radius from Archaeological Artifacts
Lecture Notes in Mechanical Engineering, pp. 901-908
3D scanningGeometric modeling and processing
Abstract
The sweep features of constant radius are particularly significant for the purposes of the historical-archaeological investigation and classification of ancient artifacts. The paper focuses on the automatic recognition of this specific class of features from triangulated 3D models experimentally acquired from cultural heritage objects. This is not a trivial problem. The ancient artifacts, although repeatable, are unique handmade pieces with a geometry commonly characterized by complex and non-analytical shapes. Their surfaces are also usually damaged and worn, so that the related geometric properties are altered or lost. The methodology proposed here is inspired by the one previously developed by the authors for the automatic segmentation of fillets, rounds and grooves from high-density triangulated models of mechanical components. The paper, in particular, focuses on the aspects of this methodology that must be tuned to allow the recognition of the sweep features of constant radius from archaeological finds. The methodology has been implemented and finally applied to an archaeological find acquired by a laser scanner.
Keywords: 3D archaeology , 3D digital models , Computer methods in archaeology , Feature recognition , Laser scanning
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A Review on Computer-Based Methods for Archeological Pottery Classification and Reconstruction
Lecture Notes in Mechanical Engineering, pp. 909-919
Abstract
The knowledge of the history, economy, and art of an archeological site is based on information that can be taken from ceramics analysis, classification, and reconstruction. The traditional methods used by the archeologists for their investigation are time-consuming, not reproducible, and repeatable, and the results depend on the subjectivity, specialization, personal skills, and professional experience of the operator. An as consequence, only a few indicative samples that have characteristic components are analyzed with wide uncertainties. In order to overcome these limitations, in the last years, some automatic methods for studying archeological pottery's findings are proposed in the literature. To help all the researchers involved in this field, this paper aims to provide a complete and critical analysis of the state-of-the-art until the end of 2020 of the published methods on pottery classification and reconstruction from a 3D discrete manifold model. For this purpose, papers in English by the Scopus database are collected by using the following keywords: “computer methods in archaeologyâ€, “3D archaeologyâ€, “3D reconstructionâ€, “automatic feature recognition and reconstructionâ€, “3D puzzlingâ€. The list is completed by additional references found through the reading of selected papers. The 35 selected papers are divided into three groups: Geometric model fragment processing, 3D information systems for archaeological pottery visualization and documentation, 3D puzzling of archaeological fragments. The results of the present review are focused on the presentation of the pros and cons of the techniques used on these different issues.
Keywords: 3D archaeology , Automatic feature recognition , Computer methods in archaeology , Computer-based methods for sherd classification and reconstruction , Surface segmentation