GCH 2023 - Eurographics Workshop on Graphics and Cultural Heritage
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Item GCH 2023: Frontmatter(The Eurographics Association, 2023) Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, Selma; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaItem Large Room Scale Augmented Reality in an Unaltered World Heritage Site(The Eurographics Association, 2023) Olbrich, Manuel; Zapf, Andreas; Stiegemann, Christoph; Pröbe, Annika; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaAugmented Reality (AR) has found use in cultural heritage exhibitions in many forms during the last decade [BBG∗22], but usually by preparing the environment with markers or focusing on smaller exhibits like single statues [KKK∗14]. In this paper we present our approach to apply the technology to a larger unaltered environment. We show how we use Augmented Reality in this cultural heritage site to superimpose what was lost in time over what is preserved today, and virtually illustrate different aspects of the creation or reconstruction. Furthermore, we explain how the application, which is purely an extension of guided tours, is set up so that the guide can control the visitor's experience and steer them to the current point of interest. In this way, the visitor moving through the room is virtually shown the originally existing rich design of the cultural heritage site and is able to access it.Item High Resolution 2D-/3D-Scanning and Deep Learning Segmentation for Digitization of Fragmented Wall Paintings(The Eurographics Association, 2023) Kroeger, Ole; Krumpek, Oliver; Koch, Paul; Pape, Martin; Schneider, Jan; Krüger, Jörg; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThe preservation and study of mural wall paintings often involve the collection of numerous fragments with unknown context. In this paper the authors present a case study involving a Roman wall painting discovered in 2013 at the European Cultural Park Bliesbruck-Reinheim. The objective of this work was to develop a semi-automated assistance system for the digitization, visualization, and digital repositioning of the Roman wall painting fragments. Therefore an easy-to-use scanner system was developed, that captures high-resolution 2D images of the front and back surfaces of the fragments, along with a height map of the backside. The contributing partners also developed a control and operating software for the scanner, as well as an automated software platform for visualization and repositioning of the digital fragments. The contributions of this paper include the introduction of a ML-based algorithm for background subtraction and segmentation of the front surface of the fragments. The technical realisation for fast and accurate image acquisition of the fragments, including sensor registration and highresolution capture, has been worked out. The system calibration process, hardware setup and data correction techniques are described in detail. Additionally, the challenges of pixel-wise image segmentation for distinguishing between background, inner contour (wall painting), and outer contour (fragment surface without painting) are discussed. Our proposed approach overcomes the limitations of training ML algorithms on high-resolution images by employing patch-wise training and leveraging small features instead of large-scale features. The digitization and segmentation process demonstrated promising results in preserving and reconstructing the roman wall painting fragments. The findings of this study contribute to the field of cultural heritage preservation and provide valuable insights as the developed equipment and methods are highly transferable to future digitization projects.Item Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences(The Eurographics Association, 2023) Restivo, Simone; Cannavò, Alberto; Terzoli, Martina; Mezzino, Davide; Spallone, Roberta; Lamberti, Fabrizio; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaWith the continuous advancement of Virtual Reality (VR) and related technologies, it is possible to envisage ever new ways to let users experience cultural heritage. Like in any application domain, however, one of the limitations to the effectiveness of VR is related to the level of immersion and presence that can be delivered. This paper presents the pipeline that has been developed to create narrative experiences in which users are immersed in a visually realistic virtual environment, where a curator of the Museo Egizio in Turin guides them in the interaction with some of the objects of the Museum's collection.Item Project ''Wall facing Automatic Image Identification Laboratory'' - W.A.L.(L)(The Eurographics Association, 2023) Buscemi, Francesca; Gallo, Giovanni; Figuera, Marianna; Atani, Yaser Gholizade; Duca, Angelica Lo; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThe advantages of digitalization of cultural heritage artifacts go beyond the basic documentation of the archeological findings contexts and offer a tool to gain new scientific insights. W.A.L.(L) is an on-going project whose results show that the interdisciplinary collaboration between archeologists, data and computer scientists, carried on with rigorous methods of data collection, processing, organization and analysis may offer great opportunities for archeological data sharing and understanding.Item Prototyping Care: Two Case Studies(The Eurographics Association, 2023) Clay, Arthur; Trumpy, Giorgio; Weinmann, Michael; Wetzel, Richard; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaTo enable a richer presentation of cultural heritage and its needs, a shift in how artworks are exhibited is necessary. This paper explores two case studies that highlight the significant role of reproductions in showcasing restoration processes and associated technologies. This approach raises awareness about concepts of care and authenticity and their impact. It goes beyond merely displaying restored digital images that fail to capture the true state of the artworks or the artist's original intent. To achieve this, we propose employing glass layers or lenticular print technology, allowing a restored version of the artwork's original state while maintaining the ability to view the original artwork and restoration process separately.Item Towards Crowd-Sourced Collaborative Fragment Matching(The Eurographics Association, 2023) Houska, Peter; Kloiber, Simon; Masur, Alessandra; Lengauer, Stefan; Karl, Stephan; Preiner, Reinhold; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaMany artifacts of our archaeological heritage are preserved only in fragments. The reassembly of these parts to their original form is therefore an essential task for archaeologists. Our project aims at incorporating the intellect of many participants from the broad public in the solution of this complex task. To this end, we develop a web-based 3D environment, in which users can interactively and collaboratively reassemble virtual fragments of real-world artifacts, supported by computer-aided methods. Our primary research focus lies on identifying how to best design and setup such a system in order to maximize the collaboration efficiency. By participating in this open reassembly process, users can gain valuable insight into the archaeological task, thus raising awareness for our common cultural heritage in a multitude of people.Item Interaction Styles in a Multi-Modal Virtual Museum(The Eurographics Association, 2023) Southall, Ethan; Hulusic, Vedad; Hargood, Charlie; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaVirtual Reality is used for creating immersive experiences with rich interactions in many application domains, from video games, simulations, and training, to cultural heritage and educational applications. Taking advantage of this technology, the experience in traditional museums can be enhanced with digital content, the museum or their collections can be replicated for remote visitors, or entirely new virtual museums can be created. In this paper, a demo of a multi-modal virtual museum is presented and interaction discussed from the point of view of a consumer and a virtual museum creator.Item Augmenting Local and Remote Cultural Visits with Mixed Reality(The Eurographics Association, 2023) Lourenço, Pedro; Correia, Nuno; Rodrigues, Armanda; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaWith the rapid evolution of technology in the last decades came the possibility of executing certain activities remotely. Museum and gallery visits can greatly benefit from remote interaction and can be enhanced by visitor participation and collaboration. The pandemic setting contributed to the active search for its implementation in several areas of society. The framework presented in this paper aims to tackle both of the aforementioned opportunities instantiated by companion and collaborative virtual and augmented reality applications. The first application was built for Oculus Quest devices and serves as a means to immerse the user and provide a sense of presence in remote visits. The second is a smartphone application meant to augment the onsite visitor experience with digital information and the possibility for commenting and annotating the visit. The latter application can also stream a camera perspective to the virtual environment accessible in the first application, enabling a sense of participation and presence in the physical exhibit, to the to the virtual visitor . The system's usability and presence were evaluated in a series of questionnaires performed by a variety of participants.Item Advanced Interactive Digital Storytelling in Virtual Reality presentation of Austrian-Hungarian fortresses around Trebinje(The Eurographics Association, 2023) Rizvic, Selma; Boskovic, Dusanka; Mijatovic, Bojan; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaInteractive Digital Storytelling (IDS) is a way of communicating information in the metaverse [BH22]. Gameplay elements added to these applications turn them into serious games that can offer unique immersive experiences of historical objects and events to museum visitors and online. In this paper, we describe this "Advanced IDS" methodology on a use case of the Trebinje Fortresses VR project. Austrian Hungarian Fortresses around Trebinje, Bosnia, and Herzegovina, are in decay, hardly accessible, and completely neglected. They can be explored in Virtual Reality through an application that combines Interactive Digital Storytelling narrated by officers who used to inhabit them with gameplays where the user becomes a carrier pigeon and carries the messages from one fortress to another while avoiding eagle attacks. After the first mission is successfully completed the user gets a task to accomplish in a fortress underground, and, if successful, gets the opportunity to explore digitized museum exhibits found in the fortress. The application is installed in the Trebinje Museum. The quality of user experience will be proven through an evaluation study.Item A Digital Data Curation-Based Photogrammetric Acquisition Methodology for Cultural Heritage, expanded with CIDOC CRM Compatibility: protocol BeA-PG(The Eurographics Association, 2023) Lauro, Vittorio; Lombardo, Vincenzo; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThe increasing digitalization of cultural heritage assets and the exponential expansion of digital repositories have created new opportunities for archaeological documenting, preservation, and dissemination. Photogrammetry, a survey approach that uses photographic acquisitions to construct highly detailed 3D models of objects, buildings, and landscapes, is one of the most promising techniques in this field. The effectiveness of the photogrammetric process, however, has still limitations due to a lack of experience sharing and data interoperability, which have resulted from the singularities of the techniques in both process and data format. To address this issue, this paper proposes a novel workflow for the photogrammetric process, called BeA-PG, developed for the BeArchaeo archaeological project. BeA-PG implements two relevant features for improving the effectiveness: on the one hand, sharing is improved by widening the scope of the process representation from the specific archaeological context to the broader cultural heritage context, by adopting the Digital Data Curation process abstraction; on the other, it improves the interoperability by describing the process with a shared ontological vocabulary, namely the CIDOC-CRM model. The paper introduces the major features of the photogrammetric process, its description through the abstract flow of the Digital Data Curation process, and its encoding through the CIDOC-CRM vocabulary. We illustrate the BeA-PG workflow and its experimental application in the practical setting of the BeArchaeo project.Item HerMeS - HERitage sMart social mEdia aSsistant: from Requirement Elicitation to Data Modelling for Feeding Artificial Intelligence Recommendation System(The Eurographics Association, 2023) Bucciero, Alberto; Chirivì, Alessandra; Jaziri, Mohamed Ali; Muci, Irene; Orlandini, Andrea; Umbrico, Alessandro; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaIn the last years, several mobile APPs have been developed within the cultural tourism domain to give new impetus to this sector which is booming both in Italy and worldwide. In the wake of the increasing importance of technologies based on artificial intelligence, even mobile applications for the use of cultural tourism heritage are increasingly taking advantage of these techniques. Machine learning strategies are increasingly used to recommend points of interest and itineraries that are compatible with the user's preferences, requirements and constraints. The quality and integrity of the data acquired become the starting point for training and implementing AI models. By levering well-structured data, these algorithms can offer valuable insights, personalised recommendations, and enhanced user interaction in the cultural tourism domain. The HerMeS APP that we present in this paper was designed starting from these premises. The application aims to provide a wide range of artificial intelligence-based features to enhance the enjoyment and exploration of cultural heritage, both tangible and intangible.Item Developing a VR Game Featuring Optical Illusion Challenges to Support Cultural Heritage - A Progress Report(The Eurographics Association, 2023) Nisiotis, Louis; Elia, Konstantinos; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThis paper presents the development state of a Virtual Reality game to support cultural heritage through puzzle-based optical illusion gaming challenges. It is an immersive escape room type of game focusing on the cultural heritage of Cyprus, where players must complete a series of optical illusion challenges to progress, while learning historical information about key landmarks, monuments and objects of significant heritage to the Cypriot community. The main project objective is to bring together various archaeological artefacts in a virtual space and providing an immersive gaming experience to its users/visitors. The paper highlights the need for investigating the topic of VR gaming to support cultural heritage. It presents the development progress to date, including information on the digitisation process, environment design, and the mechanics of the VR game. Some of the future directions of the project are also presented.Item Interaction Design as Catalyzer of Creative and Interpretative Praxes in Museum Context(The Eurographics Association, 2023) Veggi, Manuele; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThis paper argues that interaction design (IxD) can suggest valid solutions in rethinking museum mediation, focusing on conservation data as reference case study. Eliciting interest, it is possible to conceive meaningful and authentic experiences, aimed at activating a transformative dialogue with the visitors: with this approach, audiences are creatively engaged to reconsider their own expectations, behaviours and beliefs. To support this hypothesis, major attention will be paid to describe the set up and the results of a first proof of concept, conceived in the framework of the PERCEIVE Project and based on Les demoiselles à la rivière by Matisse, now exhibited at the Art Institute of Chicago.Item Artificial Intelligence Algorithms for the Analysis of User Experience in Palazzo Braschi Museum(The Eurographics Association, 2023) Ceccarelli, Sofia; Cesta, Amedeo; Cortellessa, Gabriella; Benedictis, Riccardo De; Fracasso, Francesca; Leopardi, Laura; Ligios, Luca; Lombardi, Ernesto; Malatesta, Saverio Giulio; Oddi, Angelo; Pagano, Alfonsina; Palombini, Augusto; Romagna, Gianmauro; Sanzari, Marta; Schaerf, Marco; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaAnalysing visitors' behaviour in museums and cultural sites is a key element to manage spaces and artworks arrangement. Museum stakeholders and curators may benefit from technology to improve the visit experience. This paper presents the preliminary results of the ARTEMISIA project, which aims to exploit Artificial Intelligence (AI) techniques to study, design and develop a methodology to interpret visitors' behaviour within a museum context. The Museum of Rome (Italy) Palazzo Braschi was selected for the project's first stage. The objective is to combine existing research with analytical techniques using data acquired from new generation stereo cameras (users' stand-still positions, viewpoint direction, movements) and other biases commonly used in the retail market (users' flow towards corridors, level of attention, etc). Mapping, and further predicting, users' patterns in regard to the museum arrangement may help to suggest changes in the space (new indications, updated storytelling or changes in thematic configuration). AI algorithms analyse data gathered from motion sensors in order to obtain a grid of references of all criteria related to users' experience (UX) and the effect of a museum visit on them, identifying new forms of visitors profiling and leading to the development of customised applications in public and private contexts.Item Automatic Detection of Windows Reflection or Transparency Pollution in TLS Acquisitions(The Eurographics Association, 2023) Badalyan, Edgar; Schenkel, Arnaud; Debeir, Olivier; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThree-dimensional acquisitions have been more and more used in recent years, for multiple applications, such as cultural heritage preservation. When these point clouds are generated through laser scanning, transparent and/or reflective objects such as windows can generate inexact or undesirable data. These must be cleaned up by a human, which is often time-consuming and requires experience. This work provides an insight on some methods that can be used to automate this task. It investigates the usage of Mask R-CNN with intensity images in equirectangular projections. The huge images are tiled into squares of 2048x2048 pixels for both training and prediction. The model has good performances on the test and validation sets to handle both types of problems; but also to manage the presence of a mirror in a scene.Item The Scream (ca. 1910) through the Years: from Photographic Documentation to Spatio-Temporal Modelling(The Eurographics Association, 2023) Ciortan, Irina; Trumpy, Giorgio; Sandu, Irina; Bjørngård, Halvor; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThe Scream (ca. 1910) is one of Edvard Munch's representations of the well-known scene of a man awestruck by the beauty and colors of the sunset over the fjord, painted in oil and tempera on cardboard. Given the age of the artwork, it is expected that its appearance has significantly changed since its creation to the current state. Previous studies found that the yellow and dark red hues that depict the sky are especially sensitive to moisture and light exposure, respectively. In addition, several film photographs were taken of the painting between 1970 and 2003. In this work, we aim to use these photographs in an attempt to model the changes that the artwork withstood, and reconstruct its past appearance. We perform color correction of the photographs, by comparing the unfaded values in the films against reference values in the current version of the painting. To define the reference values, we use the existing knowledge on the highly sensitive areas and other damages that occured to the painting. Finally, we obtain a color transformation function that facilitates the digital rejuvenation of the painting appearance.Item 4D Thermo-reflectography of Cultural Heritage(The Eurographics Association, 2023) Mercuri, Fulvio; Pietroni, Eva; D'Annibale, Enzo; Paoloni, Stefano; Orazi, Noemi; Ferdani, Daniele; Zammit, Ugo; Ronchi, Diego; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThis paper proposes a new method for the study of cultural heritage. A 3Dmodel in the mid-wavelength spectral range of infrared radiation is realized for the depth-resolved study of artworks. In particular, pulsed thermography is used to obtain a virtual 4D representation of some artifacts. The goal is to facilitate the end-user experience making it possible to explore subsurface elements in a digital 3D model. In the proposed approach, the three-dimensional geometry of the artifact is reconstructed by directly processing the infrared images using Structure from Motion techniques. Finally, the results of the humanities and natural sciences studies are mapped onto the 4D model in the form of interactive semantic annotations and visualized in a 3D web platformItem Digitisation of Temporary Exhibitions: the Aldrovandi Case(The Eurographics Association, 2023) Barzaghi, Sebastian; Collina, Federica; Fabbri, Francesca; Giacomini, Federica; Bordignon, Alice; Balzani, Roberto; Bitelli, Gabriele; Bonifazi, Federica; Cipriani, Luca; Colitti, Simona; Daquino, Marilena; Fanini, Bruno; Fantini, Filippo; Ferdani, Daniele; Fiorini, Giulia; Formia, Elena; Forte, Anna; Girelli, Valentina Alena; Gualandi, Bianca; Heibi, Ivan; Iannucci, Alessandro; Fà, Rachele Manganelli del; Massari, Arcangelo; Moretti, Arianna; Peroni, Silvio; Pescarin, Sofia; Renda, Giulia; Ronchi, Diego; Sullini, Mattia; Tini, Maria Alessandra; Tomasi, Francesca; Travaglini, Laura; Vittuari, Luca; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaTemporary exhibitions in the cultural heritage system have become diffused. They are tools to enhance cultural heritage and to gather, in the same context, cultural goods that otherwise would never be exposed together. Their temporal limitation gives them the uniqueness of an event that will not be repeated. The exhibition ''The Other Renaissance: Ulisse Aldrovandi and the Wonders of the World'' was created to offer visitors a tour of an exceptional legacy of objects, some of which have never been exhibited before, combined with objects, works of art from several Italian museums, and digital installations that together tell the story of how the first generation of naturalists took their first steps into science as we know it today. To store this exhibition a photogrammetric and structured light scanner survey campaign was launched to acquire 3D objects. By leveraging a combination of 3D, LOD, and Semantic Web technologies, we propose to create a digital twin (intended as an aggregation of different information about real-world heritage objects) of Aldrovandi exhibitions, to create a new digital tool differentiated from the physical exhibition, but that could store all the information and objects exposed together physically.Item DataSpace-ISPC: a Semantic Platform for Heritage Science(The Eurographics Association, 2023) Bucciero, Alberto; Chirivì, Alessandra; Anglada, Gerardo; Demetrescu, Emanuel; Fanini, Bruno; Paraciani, Nicolò; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaThe contribution presents the DataSpace of the Institute of Heritage Science (ISPC) of the Italian National Council for Research. Cultural Heritage is well known to be a multidisciplinary domain where heterogeneous data, methods and techniques overlap, co-exist and collaborate to create evidence-based wisdom represented with local and (rarely) inter-operable standards. DataSpace aims to overcome the need to harmonise converging research perspectives, allow collaborative research, and debabelize the presentation of data. This horizontal perspective is based on a graph of knowledge, ruled by a semantic reference model, and acts as a glue to connect different digital resources created with different perspectives. The DataSpace, which is built on top of the Arches platform integrated and customised with original tools, has been validated with positive results against two case studies to cover the wider domain of Heritage Science. The contribution explains the activities and technological solutions adopted and goes into detail about the problems and limitations that arose with the implementation of the DataSpace offering a critical yet positive perspective on the use of the DataSpace-ISPC in production scenarios.