GCH 2023 - Eurographics Workshop on Graphics and Cultural Heritage
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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 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 AI Based Image Segmentation of Cultural Heritage Objects used for Multi-View Stereo 3D Reconstructions(The Eurographics Association, 2023) Kutlu, Hasan; Brucker, Felix; Kallendrusch, Ben; Santos, Pedro; Fellner, Dieter W.; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaImage segmentation (or masking) finds a very useful use case within 3D reconstruction of cultural heritage objects. The 3D reconstructions can be accelerated, reconstructing the object without any background noise. Conventional segmentation methods can calculate erroneous masks for certain objects and environments, which can lead to errors within the reconstruction: Parts of the 3D reconstruction may be missing or are incorrectly reconstructed, which contradicts adequate archiving. The automated iterative Multi-View Stereo (MVS) scanning process makes it necessary to obtain masks that reconstruct the object in the best possible way, regardless of the environment, the stabilizing mount, the color of the background and the object. In addition, it should not be necessary to tweak the best possible parameters for conventional masking procedures and to create masks manually. State-of-the-art artificial intelligence (AI) segmentation networks will be trained and applied to the MVS scans to verify the behavior of the associated 3D reconstructions and the automated iterative scanning process. In addition, a comparison between different AI segmentation networks and a comparison between conventional masking methods and AI segmentation networks is performed.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 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 Authenticity in VR and XR Experiences: a Conceptual Framework for Digital Heritage(The Eurographics Association, 2023) Pescarin, Sofia; Città, Giuseppe; Gentile, Manuel; Spotti, Samuele; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaAlthough people search for authentic, memorable and meaningful experiences in cultural tourism, these requirements are not considered as part of a virtual or hybrid experience and therefore are not considered keys in their design. This paper presents an analysis of the concept of authenticity, extending its meaning well beyond the traditional interpretation in ICT. Through the study of how this concept has been developed and used in different domains and through an exploration in the wild, adopting a Cultural Probe Kit approach, it has been possible to identify the three interconnected dimensions of authenticity, their characteristics and design strategies that should be adopted to strengthen the perception of authenticity in the users of Virtual and Hybrid experiences.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 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.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 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 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 Effective Interactive Visualization of Neural Relightable Images in a Web-based Multi-layered Framework(The Eurographics Association, 2023) Righetto, Leonardo; Bettio, Fabio; Ponchio, Federico; Giachetti, Andrea; Gobbetti, Enrico; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaRelightable images created from Multi-Light Image Collections (MLICs) are one of the most commonly employed models for interactive object exploration in cultural heritage. In recent years, neural representations have been shown to produce higherquality images, at similar storage costs, with respect to the more classic analytical models such as Polynomial Texture Maps (PTM) or Hemispherical Harmonics (HSH). However, their integration in practical interactive tools has so far been limited due to the higher evaluation cost, making it difficult to employ them for interactive inspection of large images, and to the difficulty in integration cost, due to the need to incorporate deep-learning libraries in relightable renderers. In this paper, we illustrate how a state-of-the-art neural reflectance model can be directly evaluated, using common WebGL shader features, inside a multiplatform renderer. We then show how this solution can be embedded in a scalable framework capable to handle multi-layered relightable models in web settings. We finally show the performance and capabilities of the method on cultural heritage objects.Item Estimating the Number of Chases used for Printing Books with Movable Metal Types(The Eurographics Association, 2023) Kim, Dongkeun; Ahmed, Maaz; Choi, Kang-Sun; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaMany books were printed with movable metal types during the Joseon Dynasty (A.D. 1392-1897), and even early books are older than the Gutenberg Bible which was the earliest book printed using movable metal type in Europe (A.D. 1455). However, there is little information about the printing technology, such as the scale of metal type at that time and the management system. In this paper, we propose an algorithm to estimate the number of chases simultaneously used to print a book with movable metal types, which can provide not only insights into the level of printing technology at that time but also important clues for estimating the number of movable metal types. In contrast to previous studies of chase count estimation based on the subjective comparison, we propose an algorithm to estimate the number of chases using the similarity of character spacing distribution in the central part of the printed sheets, assuming that the metal types for the central part were set once and reused without replacement during the production of the book. The central part of each sheet in one book is cropped. After rotational deviations of all the central part images are removed using the principal component analysis, the images are binarized. Morphological operations are performed to remove noise and facilitate character analysis. The profile histogram of the binarized image is used as a probability distribution for character spacing, and the Wasserstein distances among the profile histograms of all the central part images in the book are calculated to obtain a similarity matrix of the central part images. By performing an eigenvalue analysis using spectral clustering with the similarity matrix, we determine the number of clusters of the central part images, which indicates the number of chases simultaneously used in printing the book. When applying the proposed algorithm to the images of "Neungumgyeoung" Volume 4 (A.D. 1462), "Seokbosangjeol" Volume 6 (A.D. 1446), and "Worin cheongangjigok" Volume 1 (A.D. 1447), it was estimated that 3, 6, and 4 chases were used, respectively. To verify the reliability of the results, subjective classification of the core part based on the size or style of the characters was performed for "Neungumgyeoung" Volume 4, and it was classified into 3 groups, consistent with the results of the proposed algorithm. This proposed method can be utilized for the analysis of various metal movable chases.Item Exploring Expert and Non-Expert Perception of 3D Digital Models of Museum Objects(The Eurographics Association, 2023) Zumkley, Kira; Echavarria, Karina Rodriguez; Weyrich, Tim; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaIncreasingly, museum objects are documented as 3D digital models (3dDM) for scientific study, online exhibition, or personal enjoyment; however, 3dDMs invariably exhibit imperfections due to technological limitations and/or the lack of standardisation in museum object digitisation. Little is known how such inaccuracies are perceived and interpreted by users. Through qualitative interviews and deductive thematic analysis this user study first investigates which inaccuracies in 3dDMs lead to misinterpretations by users and then considers six factors based on the concept of Epistemic Vigilance (EV) and to what extend these factors play a role in the users' ability to correctly understand the information presented within 3dDMs. Only one of eight explored inaccuracies was correctly identified by all participants and background knowledge of the museum object and 3D imaging technology (3DIT) had the most influence on correct interpretation of inaccuracies. Furthermore, trust in the museum publishing the 3dDM and in 3DIT also played a role in how the inaccuracies were perceived. Publishing data about the issues present alongside the 3dDM will increase transparency and further work should therefore concentrate on mechanisms that promote correct interpretation of 3dDMs' limitations to enable museum practitioners to make the most of their digitisation efforts.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 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 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 Hybrid XR Collaborative and Guided Experiences in Cultural Heritage: Brancacci POV Prototype(The Eurographics Association, 2023) Pescarin, Sofia; Cerato, Ivana; D'Annibale, Enzo; Fanini, Bruno; Ferdani, Daniele; Fà, Rachele Manganelli Del; Marasco, Alessandra; Massidda, Marcello; Palombini, Augusto; Ronchi, Diego; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaIn this work, we present a research prototype of a hybrid XR experience for cultural tourism, accessible by any potential device, including immersive VR headsets. It has been designed to better answer visitors' expectations and to overcome the limitations offered by traditional Virtual Tours (VT). We present the conceptual model, prototype, applied case study and users survey. The overall result has shown how the development of a collaborative and guided experience, enhanced by the use of a gamified narrative, has produced an increased perception of authenticity of the VT.Item Inferring the Routes of Prehistoric Humans(The Eurographics Association, 2023) Rahary, Adrien Ramanana; Lorre-Guidt, Mylène; Grégoire, Sophie; Cani, Marie-Paule; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaPrehistoric research is in high demand for 3D simulation to help validate hypotheses and enrich knowledge. While previous multidisciplinary studies focused on the reconstruction of ecosystems around excavation sites, this work takes up a new issue: deducing and visualizing the routes and the time taken by the hominids to reach the places where they harvested their resources, based on field data about raw material sources, the paleoclimate, and the surrounding ecosystem. We rely on the energy consumption of a simplified version of a walking character to compute the most likely locomotion speed and the best routes between input sites of interest, while taking into account local slopes, ground types and the presence of vegetation along the way. We show that this approach allows to evaluate the duration of the typical journeys of Homo heidelbergensis staying at the Caune de l'Arago (France) to collect lithic raw materials and to hunt - allowing archaeologists to deepen their knowledge of economic and territorial practices to the Lower Paleolithic and the Acheulean culture, 500,000 years ago.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.