文化遗产虚拟可视化的集成和工作流程框架。重温土耳其Çukuriçi Höyük的故事

IF 1.6 N/A ARCHAEOLOGY
Nika Lužnik-Jancsary, B. Horejs, Michael Klein, C. Schwall
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引用次数: 2

摘要

本文建立了一个基于计算机的文化遗产地可视化框架。该项目侧重于可视化工作流程,为土耳其Cukurici Hoyuk定居点的具体解决方案提供说明。通过虚拟演示,一个跨学科研究小组试图向公众和专家提供复杂的科学成果。该小组利用了数据采集和通信技术、解释方法和传播方法。三维(3D)结果基于大量的科学数据,通常只能通过模拟或数字出版物为专业受众提供。作品的重点是构建和个人的真实性,以达到观众的感受。作为一种解释性叙事,选择了居民的日常生活。我们制定了一个传播计划,并选择了一个带有旁白和音乐背景的视频动画作为最合适的传播工具。影片分为绪论、新石器时代、铜器时代、早期青铜器时代四个章节。另外还设计了一个网页,以便在在线观看视频时提供更多信息。该网页分为标签页,描述每个章节和三个额外的主题(可视化过程、进一步阅读和学分)。这段视频在不同的场合被分享,比如在公开演讲和社交媒体上。这个过程产生了一个复杂的工作流程,包括几个阶段:数据采集、第一次解释、3D模型创建、沟通计划、第二次解释、3D模型调整和传播输出。工作流的每个阶段都可以作为示例,以显示这些部分可以包含的节点类型。其结果是一个具有预定义过程阶段的灵活框架,可以在类似的项目中重用。亮点:计算机辅助可视化将隐藏的文化遗产带到了生活中——这是土耳其库库里奇·霍尤克(Cukurici Hoyuk)的一个独立成果。跨学科团队将数据采集和通信技术、解释方法和传播方法相结合,以达到最佳效果。集成框架在预定义工作流阶段的帮助下优化了虚拟可视化的信息和通信潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integration and workflow framework for virtual visualisation of cultural heritage. Revisiting the tell of Çukuriçi Höyük, Turkey
This article sets a framework for computer-based visualisations of cultural heritage sites. The project focuses on a workflow for a visualisation illustrated on a specific solution for the site of Cukurici Hoyuk, a tell settlement in Turkey. With the virtual presentation, an interdisciplinary research group tries to offer complex scientific results to the general public as well as to experts. The team utilised data acquisition and communication techniques, interpretative approaches, and dissemination methods. The three-dimensional (3D) outcome is based on a large amount of scientific data, usually available only via analogue or digital publications for a specialised audience. The work focused on constructed and personal authenticity to reach the viewer’s feelings. As an interpretative narrative, the daily lives of the inhabitants were selected. A communication plan was constructed, and a video animation with narration and a musical background was selected as the most appropriate communication tool. The movie was divided into four chapters (Introduction, Neolithic Period, Chalcolithic Period and Early Bronze Age Period ). A separate webpage was designed to provide additional information when the video is viewed online. The webpage was divided into tabs that describe each chapter and three additional topics ( Visualisation Process, Further Reading, and Credits ). The video was shared in different settings, e.g. at public talks and on social media. The process resulted in a complex workflow that consists of several stages: data acquisition, first interpretation, 3D model creation, communication plan, second interpretation, 3D model adjustment, and dissemination output. Each stage of the workflow serves as an example to show the types of nodes these parts can include. The result is a flexible framework with predefined process stages, which can be re-used for similar projects. Highlights: Computer-aided visualisations bring hidden cultural heritage to life –an individual outcome for Cukurici Hoyuk, a tell settlement in Turkey. The interdisciplinary team combined data acquisition and communication techniques, interpretative approaches, and dissemination methods for achieving the best result. Integrative framework optimises the information and communication potential of virtual visualisations with the help of pre-defined workflow stages.
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来源期刊
CiteScore
5.20
自引率
21.70%
发文量
19
审稿时长
20 weeks
期刊介绍: Virtual Archaeology Review (VAR) aims the publication of original papers, interdisciplinary reviews and essays on the new discipline of virtual archaeology, which is continuously evolving and currently on its way to achieve scientific consolidation. In fact, Virtual Archaeology deals with the digital representation of historical heritage objects, buildings and landscapes through 3D acquisition, digital recording and interactive and immersive tools for analysis, interpretation, dissemination and communication purposes by means of multidimensional geometric properties and visual computational modelling. VAR will publish full-length original papers which reflect both current research and practice throughout the world, in order to contribute to the advancement of the new field of virtual archaeology, ranging from new ways of digital recording and documentation, advanced reconstruction and 3D modelling up to cyber-archaeology, virtual exhibitions and serious gaming. Thus acceptable material may emerge from interesting applications as well as from original developments or research. OBJECTIVES: - OFFER researchers working in the field of virtual archaeology and cultural heritage an appropriate editorial frame to publish state-of-the-art research works, as well as theoretical and methodological contributions. - GATHER virtual archaeology progresses achieved as a new international scientific discipline. - ENCOURAGE the publication of the latest, state-of-the-art, significant research and meaningful applications in the field of virtual archaeology. - ENHANCE international connections in the field of virtual archaeology and cultural heritage.
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