Interactivity and Virtual Reconstructions in Cultural Heritage
Workshop Overview and Abstracts
19 May 2009. Chair: Marco De Niet (DEN)
- Daniel Pletinckx - Introduction to virtual reconstruction from archaeology
Virtual reconstruction where a few archaeological traces are turned into beautiful visualisations of demolished buildings or ancient landscapes always has looked somewhat magical and unscientific. Nevertheless, the international virtual reconstruction community has made the London Charter as a general regulating framework, which has resulted in the InMan methodology, that is London Charter compliant and has been developed in the EPOCH network. Based on many examples, Daniel explained this methodology and showed how scientific research can be turned into appealing results through a well documented, scientifically correct process.
- Jan de Rode - Virtual reconstruction projects in the Netherlands and Germany
Jan revealed how several reconstruction projects in the Netherlands and Germany have been made, by showing the creation process, the pitfalls and successes. He also expanded on the integration of virtual reconstruction into larger projects in museum exhibitions, city marketing and education.
- Daniel Pletinckx - Digitisation of cultural heritage objects
Laser scanning has become a well known and mature way of digitising cultural heritage objects. Nevertheless, laser scanning remains highly technical and requires expensive equipment and specialised skills. New developments in image processing allow to create 3D models through photography only, without any other equipment, through a simple and fast process. Daniel demonstrated this new technology live, with an object from the museum.
- The ARC 3D Webservice:
How to turn images of an object or scene into 3D models for exhibitions and archives. know how books. [pdf]
- Jean-Pierre van Maasakker - A higher level of heritage experience using interactive 3D technology
Jean-Pierre, CEO and founder of Zero Creative, described how to achieve a higher level of experience for visitors using interactive 3D technology. In order to do so he explained the use of the xyZ 3D Displays which make it possible to view and experience REAL 3D in a natural way, without the use of so called '3d glasses'. Besides the applications also some technical background information was presented which illustrated the way this system works. Also, Jean-Pierre took the participants into some fully interactive 3D worlds which make it possible to show "virtual reconstructions", whether this is about one object or a full cityscale project. After these introductions both technologies were combined to maximize the viewers' experience and attention.
- Sofia Pescarin - Goals and implementation of the "Villa di Livia" project
- Eva Pietroni - Virtual reconstruction in the Villa di Livia project
- Sofia Pescarin - Digitisation in the Villa di Livia project
- Marco De Niet - Summary of first day
20 May 2009. Chair: Frans Hoving (Erfgoed Nederland)
- Arjan Egges - Realistic Characters in Interactive Virtual Environments
One of the main challenges in current games and simulation is to provide the user with a realistic interactive experience. This does not only mean realistically designed worlds with coherent buildings and architecture, but also virtual characters that move around in these spaces in a consistent and believable way. Considering a computer character, its two basic tasks are basically navigating around and manipulating its environment. An example would be a character that walks towards a door, followed by opening the door. Unfortunately, most of the current animation techniques are developed for either navigation-oriented animation (e.g. locomotion) or manipulation-oriented animation (e.g. picking up an object). No, or very little, effort has been put in developing techniques that are able to deal with both. An additional problem is that actions are hardly ever performed sequentially. For instance, the character will already stretch its arm and adapt its locomotion before arriving in front of the door. Our goal is to develop models and algorithms to generate these kinds of hybrid animations that both navigate through an environment and manipulate the objects within. The first step in developing these models is to establish a knowledge base on how people perform certain tasks. In this presentation, we discussed the studies we have performed toward establishing this knowledge base, and the ongoing work in developing a novel animation system for controlling realistic virtual characters.
- Fabien Noyer - 3DVIA Virtools for cultural heritage and architectural project reviews
- Eva Pietroni - Villa di Livia as multi-user, Second Life and iPhone applications
- Daniel Pletinckx - Virtual Landscape Reconstruction and Interactive Landscapes
Although we are not always aware about it, our current landscapes are man-made or at least strongly influenced by man. If we want to talk about the way of living in the past, we need to visualise the landscapes of the past and have people explore how our ancestors used the natural resources and changed the landscape to support their lifestyle. Daniel shows how to reconstruct landscapes and visualise them interactively through new methods and technologies.
- Sofia Pescarin - Virtual Landscape Reconstruction in the Virtual Rome project
- Daniel Pletinckx - Results of the digitisation session of some museum objects
Daniel showed the results of the digitisation session at the beginning of the workshop and explained the potential uses of 3D models of museum objects, statues, buildings and archaeological remains, such as digital anastylosis and restoratation, preparation of physiscal restoration, surveying and documentation, Ö
- Frans Hoving - Conclusions of the workshop