Understanding Etruscan art and architecture through 3D modeling: the case of Volterra

IF 0.4 0 ARCHAEOLOGY
E. Taccola, L. Rosselli
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引用次数: 0

Abstract

Nowadays, archaeology and modern 3D modelling and representation technologies form an unbreakable bond, considered essential and indispensable by many experts and scholars. Although with different goals and purposes, new hardware and software available and specially designed web platforms allow the archaeologist adequately trained to create, visualize, analyze, and share 3D data derived from computer graphics or from image- and range-based acquisition procedures. Currently, a very important topic is the relationship between user and 3D model: from the simple passive fruition, we are moving increasingly towards a real interaction within immersive virtual environments. In this sense, the contribution of the archaeologist is critical to determine what to display and what to interact with, according to the end user and his skills and knowledge. In fact, the following case studies related to sites, monuments and artefacts of the Etruscan town of Volterra represent the evolution of this interaction/relationship, helping to make the fruition of archaeological evidence, that at present is still difficult to access and understanding, easier and more interesting.
通过3D建模了解伊特鲁里亚艺术和建筑:Volterra的案例
如今,考古学与现代三维建模和表现技术形成了牢不可破的联系,被许多专家学者认为是必不可少的。尽管目标和目的不同,但新的硬件和软件以及专门设计的网络平台允许考古学家经过充分培训,可以创建、可视化、分析和共享来自计算机图形或基于图像和范围的获取程序的3D数据。目前,一个非常重要的话题是用户和3D模型之间的关系:从简单的被动成果,我们正越来越多地走向沉浸式虚拟环境中的真实交互。从这个意义上说,根据最终用户及其技能和知识,考古学家的贡献对于决定展示什么和与什么互动至关重要。事实上,以下与伊特鲁里亚沃尔泰拉镇的遗址、纪念碑和人工制品相关的案例研究代表了这种相互作用/关系的演变,有助于使目前仍然难以获取和理解的考古证据取得成果,变得更容易和更有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
0.60
自引率
50.00%
发文量
0
审稿时长
40 weeks
期刊介绍: From the outset, the aim was to initiate an open and continuous exchange of information among different countries, thus prompting the creation of an international Scientific Committee. Representatives of the major Italian and foreign institutes interested in archaeological computing agreed to become members. A qualified Editorial board also assures a continuous flow of information and a profitable exchange of data. The journal covers three distinct parts. The first considers methodological approaches: it collects articles concerning theoretical aspects of archaeological computing as well as reports on programmes conducted by dedicated international institutions. The main section contains articles on various computer applications, such as databases, Geographical Information Systems, quantitative methods, expert systems, computer graphics, image processing, multimedia and web tools. A section is also dedicated to the automatic processing of documentary sources. The third aspect of the journal is characterised by book reviews and bibliographic news, with the aim to provide readers with an up-to-date source of documentation. Special thematic issues and Conference Proceedings have also been included.
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