Through the plan in issue, carried out at the Virtual Heritage Lab of the Itabc at the CNR that l... more Through the plan in issue, carried out at the Virtual Heritage Lab of the Itabc at the CNR that looks at the “reconstruction of the archaeological landscape of the ancient Flaminia with virtual reality systems”, we would like to underline some steps for the reconstruction of the virtual environment and archaeological structures. It can be possible through different techniques and data sources, integrate in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation, topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on. It is possible to build a digital ecosystem, oriented towards a real time desktop Direct X application that individualizes two levels of perception. The first one represents an holistic vision of the road from Rome to Rimini, based on technical cartography and aerial and satellite photos able to support the realization of a web gis; the second one, which dips into a micro...
This paper relates an ongoing research carrying out at the Cyprus Institute-STARC, focusing on th... more This paper relates an ongoing research carrying out at the Cyprus Institute-STARC, focusing on the mobilization of labour required for Santa Cristina sacred well construction, during the Bronze Age period of The Nuragic Bronze Age in Sardinia on the basis on the 3D survey analysis. It adopts a framework for systematically calculating the process and the labour cost of construction, using such cost to deduce relative differences in political control among groups and communities through labour control. The labour cost will be use also for suggest specific systems of recruitment that may have been in place for mobilizing workers, and to argue that sacred well construction would not have been particularly burdensome or demanding for local population.
How does our landscape looks like in the past? How was the original aspect of that monument or ar... more How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the surrounding natural environment and also with other sites? How was monument function and how was it used by ancient men?
How does our landscape looks like in the past? How was the original aspect of that monument or ar... more How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the surrounding natural environment and also with other sites? How was monument function and how was it used by ancient men?
Virtual Rome Project, founded by Seat Yellow Pages and the Chamber of Commerce, has developed a V... more Virtual Rome Project, founded by Seat Yellow Pages and the Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of archaeological and potential past landscapes of Rome. The purpose is the creation of a three-dimensional open source 3d environment, available on line, embedded into a eb-browser, where final users can interact dynamically in the 3d reconstructed space and activate different behaviours in order to enhance their understanding of the territory. The back-end version, in progress, is developed as to involve different researchers in the complex activity of landscape reconstruction. What is already available on line is the reconstruction of the archaeological and ancient landscape of Rome (resolution 10-100 Mt), with a more detailed reconstruction of some areas in the north, south and center of the city (via Flaminia, via Appia and Imperial Fora, at resolution of 20 cm). Sites, monuments and archaeological areas are connected with their context and are reconstructed in accordance with real and hypothetical topography both for the actual and for the past. The presentation will be focused on two main aspects: contents and software development. The methodological approach to ancient landscape reconstruction will also be analysed: from natural environment to the creation of virtual ecosystems based on different aspects (human, architectural, natural, etc.). In fact, through the convergence of several disciplines, such as palaeobotany, archaeology, architecture, geology, pedology, allows to design a landscape, whose exact aspect is impossible to know, it is possible to reconstruct general, and in some case also specific, features. In order to let users, simply through their browsers, to explore dynamically these reconstructions and multimedia contents connected to them, a web plug-in has been developed. With this cross-platform and cross-browser plug-in, OSG4WEB, based on OpenSceneGraph library, it is possible to explore interactively the entire archaeological territory of Rome, as it appears today, and to switch to the 2nd century AD potential landscape. The 3d navigation allows a continuous exploration: from an holistic view of the territory (fly) to a detailed investigation of the archaeological sites (walk). The paper discusses also some problematic aspects that “Virtual Rome” on line application had to face, both from archaeological and ICT points of view: reliability of reconstructed past landscape; reconstruction as open and scientific process; large territory dataset on line management (32 GB of high resolution aerial images); different coordinate systems and data resolutions integration; 3d models complexity and dimension (texture and geometry) integration and efficient exploration; vegetation integration; continuous interaction for inter and intra-site browsing; plug-in integration in most diffused browser. Proposed solutions and final results will be analysed and presented. Virtual Rome web-lab, in the next future, is planning to further develop the back-end VR webGIS builder, in order to allow a continuous modification of the landscape and the integration of different 3d project, as a 3d cooperative environment and a reference point for virtual communities. Furthermore, thanks to the use of technology will not only be possible to guarantee the conservation of the past, but also to bring back to life, through virtual reality systems, the magnificence of Imperial Rome, on line.
The virtual reconstruction of the archaeological landscape is a very complex process including i... more The virtual reconstruction of the archaeological landscape is a very complex process including in a virtual ecosystem many kinds of data,activities, according to a multidisciplinary approach.This system of relations, interactions and behaviors assumes perceptive, cultural, psychological and relevance.The virtual environment and archaeological structures, as they are today, can be reconstructed through different techniques and datasources, integrated in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation,topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on.Each technique is selected according to the kind of structures and information we need and is intimately connected to the typology and theparticularities of the entities to examine.
Stefano Campana and Maurizio Forte (eds), From Space to Place: 2nd International Conference on Remote Sensing in Archaeology. Proceedings of the 2nd International Workshop, CNR, Rome, Italy, December 4–7, 2006, 2006
In this paper we analyse the importance of the relief and the study of the sources finalized to t... more In this paper we analyse the importance of the relief and the study of the sources finalized to the knowledge, interpretation and communication of cultural heritage.
Proceedings of the 38th Annual Conference on Computer Applications and Quantitative Methods in Archaeology. Edited by F. Contreras, M. Farjas, F.J. Melero, 2013
This document is the result of a study, which began five years ago, about the relationship betwee... more This document is the result of a study, which began five years ago, about the relationship between archaeology and architecture, past and present, science of constructing and reconstructive evaluations. Thanks to the opportunity given by a funded project, the work has been carried on as a challenge in the comprehension and reconstruction of the ancient architecture, and the methodologies and techniques useful to this scope.
Moreover, this paper examines how virtual reconstruction models are a spatial observation system for hypothetical environments; it also raises many questions about what kind of perceptual information they can offer, opening a new approach in the analysis of the architecture.
The literary review of Roman architecture virtual reconstructions elaborated with computer graphi... more The literary review of Roman architecture virtual reconstructions elaborated with computer graphics techniques revealed that they often lack scientific rigour, the access to the reconstruction criteria most of the time is not possible and lack the transparency in the process of work and communication. This paper proposes a scientific method based on the architectural and constructive analysis applied to virtual reconstruction field, with an open and transparent process in the validation of the working hypothesis.
Through the plan in issue, carried out at the Virtual Heritage Lab of the Itabc at the CNR that l... more Through the plan in issue, carried out at the Virtual Heritage Lab of the Itabc at the CNR that looks at the “reconstruction of the archaeological landscape of the ancient Flaminia with virtual reality systems”, we would like to underline some steps for the reconstruction of the virtual environment and archaeological structures. It can be possible through different techniques and data sources, integrate in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation, topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on. It is possible to build a digital ecosystem, oriented towards a real time desktop Direct X application that individualizes two levels of perception. The first one represents an holistic vision of the road from Rome to Rimini, based on technical cartography and aerial and satellite photos able to support the realization of a web gis; the second one, which dips into a micro...
This paper relates an ongoing research carrying out at the Cyprus Institute-STARC, focusing on th... more This paper relates an ongoing research carrying out at the Cyprus Institute-STARC, focusing on the mobilization of labour required for Santa Cristina sacred well construction, during the Bronze Age period of The Nuragic Bronze Age in Sardinia on the basis on the 3D survey analysis. It adopts a framework for systematically calculating the process and the labour cost of construction, using such cost to deduce relative differences in political control among groups and communities through labour control. The labour cost will be use also for suggest specific systems of recruitment that may have been in place for mobilizing workers, and to argue that sacred well construction would not have been particularly burdensome or demanding for local population.
How does our landscape looks like in the past? How was the original aspect of that monument or ar... more How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the surrounding natural environment and also with other sites? How was monument function and how was it used by ancient men?
How does our landscape looks like in the past? How was the original aspect of that monument or ar... more How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the surrounding natural environment and also with other sites? How was monument function and how was it used by ancient men?
Virtual Rome Project, founded by Seat Yellow Pages and the Chamber of Commerce, has developed a V... more Virtual Rome Project, founded by Seat Yellow Pages and the Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of archaeological and potential past landscapes of Rome. The purpose is the creation of a three-dimensional open source 3d environment, available on line, embedded into a eb-browser, where final users can interact dynamically in the 3d reconstructed space and activate different behaviours in order to enhance their understanding of the territory. The back-end version, in progress, is developed as to involve different researchers in the complex activity of landscape reconstruction. What is already available on line is the reconstruction of the archaeological and ancient landscape of Rome (resolution 10-100 Mt), with a more detailed reconstruction of some areas in the north, south and center of the city (via Flaminia, via Appia and Imperial Fora, at resolution of 20 cm). Sites, monuments and archaeological areas are connected with their context and are reconstructed in accordance with real and hypothetical topography both for the actual and for the past. The presentation will be focused on two main aspects: contents and software development. The methodological approach to ancient landscape reconstruction will also be analysed: from natural environment to the creation of virtual ecosystems based on different aspects (human, architectural, natural, etc.). In fact, through the convergence of several disciplines, such as palaeobotany, archaeology, architecture, geology, pedology, allows to design a landscape, whose exact aspect is impossible to know, it is possible to reconstruct general, and in some case also specific, features. In order to let users, simply through their browsers, to explore dynamically these reconstructions and multimedia contents connected to them, a web plug-in has been developed. With this cross-platform and cross-browser plug-in, OSG4WEB, based on OpenSceneGraph library, it is possible to explore interactively the entire archaeological territory of Rome, as it appears today, and to switch to the 2nd century AD potential landscape. The 3d navigation allows a continuous exploration: from an holistic view of the territory (fly) to a detailed investigation of the archaeological sites (walk). The paper discusses also some problematic aspects that “Virtual Rome” on line application had to face, both from archaeological and ICT points of view: reliability of reconstructed past landscape; reconstruction as open and scientific process; large territory dataset on line management (32 GB of high resolution aerial images); different coordinate systems and data resolutions integration; 3d models complexity and dimension (texture and geometry) integration and efficient exploration; vegetation integration; continuous interaction for inter and intra-site browsing; plug-in integration in most diffused browser. Proposed solutions and final results will be analysed and presented. Virtual Rome web-lab, in the next future, is planning to further develop the back-end VR webGIS builder, in order to allow a continuous modification of the landscape and the integration of different 3d project, as a 3d cooperative environment and a reference point for virtual communities. Furthermore, thanks to the use of technology will not only be possible to guarantee the conservation of the past, but also to bring back to life, through virtual reality systems, the magnificence of Imperial Rome, on line.
The virtual reconstruction of the archaeological landscape is a very complex process including i... more The virtual reconstruction of the archaeological landscape is a very complex process including in a virtual ecosystem many kinds of data,activities, according to a multidisciplinary approach.This system of relations, interactions and behaviors assumes perceptive, cultural, psychological and relevance.The virtual environment and archaeological structures, as they are today, can be reconstructed through different techniques and datasources, integrated in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation,topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on.Each technique is selected according to the kind of structures and information we need and is intimately connected to the typology and theparticularities of the entities to examine.
Stefano Campana and Maurizio Forte (eds), From Space to Place: 2nd International Conference on Remote Sensing in Archaeology. Proceedings of the 2nd International Workshop, CNR, Rome, Italy, December 4–7, 2006, 2006
In this paper we analyse the importance of the relief and the study of the sources finalized to t... more In this paper we analyse the importance of the relief and the study of the sources finalized to the knowledge, interpretation and communication of cultural heritage.
Proceedings of the 38th Annual Conference on Computer Applications and Quantitative Methods in Archaeology. Edited by F. Contreras, M. Farjas, F.J. Melero, 2013
This document is the result of a study, which began five years ago, about the relationship betwee... more This document is the result of a study, which began five years ago, about the relationship between archaeology and architecture, past and present, science of constructing and reconstructive evaluations. Thanks to the opportunity given by a funded project, the work has been carried on as a challenge in the comprehension and reconstruction of the ancient architecture, and the methodologies and techniques useful to this scope.
Moreover, this paper examines how virtual reconstruction models are a spatial observation system for hypothetical environments; it also raises many questions about what kind of perceptual information they can offer, opening a new approach in the analysis of the architecture.
The literary review of Roman architecture virtual reconstructions elaborated with computer graphi... more The literary review of Roman architecture virtual reconstructions elaborated with computer graphics techniques revealed that they often lack scientific rigour, the access to the reconstruction criteria most of the time is not possible and lack the transparency in the process of work and communication. This paper proposes a scientific method based on the architectural and constructive analysis applied to virtual reconstruction field, with an open and transparent process in the validation of the working hypothesis.
The CNR ITABC (Institute for the Technologies Applied to the Cultural Heritage), through the Virt... more The CNR ITABC (Institute for the Technologies Applied to the Cultural Heritage), through the Virtual Heritage Lab, develops integrated methodologies for data elaboration and visualization and for the creation of virtual archaeological landscape. The Via Flaminia's territory (Rome, Italy) is a composite setup of buildings, terrain and vegetation. Its virtual reconstitution requires the acquisition of architectural and topographic data and the development of a methodology to consolidate all data into a unique real time modelling framework. Gathering data about the current status of the various elements of the territory requires to draw on a broad spectrum of instruments and techniques. Each technique should indeed be adapted to the morphology and scale of the entity that is surveyed. The instruments used to acquire data are: laser scanners, photogrammetry, computer vision, Total Station and differential GPS. Using an advanced technology such as the laser scanner (for example in the case of the Villa of Livia ) we obtained threedimensional sets of points. The level of resolution is 6mm, or about 30,000 points by square meter. A total of 7,000 square meters were surveyed. Points were then triangulated (using Rapidform) and a first model produced decimated. The preparation of a real time model requires such raw and bulky models to be optimised, and especially to reduce the number of polygons and ease the texture management. Two approaches were tested in this respect. The optimized models are finally integrated in the virtual reality system, together with other models, prepared using different technologies, such as photomodelling (applied to regular geometries) that produces low-poly models with textures. Through the 3d reconstruction of the architectural heritage and its real time display, we obtained an accurate and communicative interpretation that both suits research purposes and can transmit the importance of conservation to the general public. It is perceived as an effective way to divulgate and publicise an information that is often only accessed by the scientific community.
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Conference Presentations by Lola Vico
Papers by Lola Vico
application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of
archaeological and potential past landscapes of Rome. The purpose is the creation of a three-dimensional open source 3d
environment, available on line, embedded into a eb-browser, where final users can interact dynamically in the 3d reconstructed space and activate different behaviours in order to enhance their understanding of the territory. The back-end
version, in progress, is developed as to involve different researchers in the complex activity of landscape reconstruction. What is already available on line is the reconstruction of the archaeological and ancient landscape of Rome (resolution 10-100 Mt), with a more detailed reconstruction of some areas in the north, south and center of the city (via Flaminia, via Appia and Imperial Fora, at resolution of 20 cm). Sites, monuments and archaeological areas are connected with their context and are reconstructed in accordance with real and hypothetical topography both for the actual and for the past. The presentation will be focused on two main aspects: contents and software development. The methodological approach to ancient landscape reconstruction will also be analysed: from natural environment to the creation of virtual ecosystems
based on different aspects (human, architectural, natural, etc.). In fact, through the convergence of several disciplines, such as palaeobotany, archaeology, architecture, geology, pedology, allows to design a landscape, whose exact aspect is
impossible to know, it is possible to reconstruct general, and in some case also specific, features. In order to let users, simply through their browsers, to explore dynamically these reconstructions and multimedia contents connected to them, a web plug-in has been developed. With this cross-platform and cross-browser plug-in, OSG4WEB, based on OpenSceneGraph library, it is possible to explore interactively the entire archaeological territory of Rome, as it appears today, and to switch to the 2nd century AD potential landscape. The 3d navigation allows a continuous exploration: from an holistic view of the territory (fly) to a detailed investigation of the archaeological sites (walk).
The paper discusses also some problematic aspects that “Virtual Rome” on line application had to face, both from
archaeological and ICT points of view: reliability of reconstructed past landscape; reconstruction as open and scientific process; large territory dataset on line management (32 GB of high resolution aerial images); different coordinate systems and data resolutions integration; 3d models complexity and dimension (texture and geometry) integration and efficient exploration; vegetation integration; continuous interaction for inter and intra-site browsing; plug-in integration in most diffused browser. Proposed solutions and final results will be analysed and presented. Virtual Rome web-lab, in the next future, is planning to further develop the back-end VR webGIS builder, in order to allow a continuous modification of the landscape and the integration of different 3d project, as a 3d cooperative environment and a reference point for virtual communities.
Furthermore, thanks to the use of technology will not only be possible to guarantee the conservation of the past, but also to
bring back to life, through virtual reality systems, the magnificence of Imperial Rome, on line.
Moreover, this paper examines how virtual reconstruction models are a spatial observation system for hypothetical environments; it also raises many questions about what kind of perceptual information they can offer, opening a new approach in the analysis of the architecture.
application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of
archaeological and potential past landscapes of Rome. The purpose is the creation of a three-dimensional open source 3d
environment, available on line, embedded into a eb-browser, where final users can interact dynamically in the 3d reconstructed space and activate different behaviours in order to enhance their understanding of the territory. The back-end
version, in progress, is developed as to involve different researchers in the complex activity of landscape reconstruction. What is already available on line is the reconstruction of the archaeological and ancient landscape of Rome (resolution 10-100 Mt), with a more detailed reconstruction of some areas in the north, south and center of the city (via Flaminia, via Appia and Imperial Fora, at resolution of 20 cm). Sites, monuments and archaeological areas are connected with their context and are reconstructed in accordance with real and hypothetical topography both for the actual and for the past. The presentation will be focused on two main aspects: contents and software development. The methodological approach to ancient landscape reconstruction will also be analysed: from natural environment to the creation of virtual ecosystems
based on different aspects (human, architectural, natural, etc.). In fact, through the convergence of several disciplines, such as palaeobotany, archaeology, architecture, geology, pedology, allows to design a landscape, whose exact aspect is
impossible to know, it is possible to reconstruct general, and in some case also specific, features. In order to let users, simply through their browsers, to explore dynamically these reconstructions and multimedia contents connected to them, a web plug-in has been developed. With this cross-platform and cross-browser plug-in, OSG4WEB, based on OpenSceneGraph library, it is possible to explore interactively the entire archaeological territory of Rome, as it appears today, and to switch to the 2nd century AD potential landscape. The 3d navigation allows a continuous exploration: from an holistic view of the territory (fly) to a detailed investigation of the archaeological sites (walk).
The paper discusses also some problematic aspects that “Virtual Rome” on line application had to face, both from
archaeological and ICT points of view: reliability of reconstructed past landscape; reconstruction as open and scientific process; large territory dataset on line management (32 GB of high resolution aerial images); different coordinate systems and data resolutions integration; 3d models complexity and dimension (texture and geometry) integration and efficient exploration; vegetation integration; continuous interaction for inter and intra-site browsing; plug-in integration in most diffused browser. Proposed solutions and final results will be analysed and presented. Virtual Rome web-lab, in the next future, is planning to further develop the back-end VR webGIS builder, in order to allow a continuous modification of the landscape and the integration of different 3d project, as a 3d cooperative environment and a reference point for virtual communities.
Furthermore, thanks to the use of technology will not only be possible to guarantee the conservation of the past, but also to
bring back to life, through virtual reality systems, the magnificence of Imperial Rome, on line.
Moreover, this paper examines how virtual reconstruction models are a spatial observation system for hypothetical environments; it also raises many questions about what kind of perceptual information they can offer, opening a new approach in the analysis of the architecture.
develops integrated methodologies for data elaboration and visualization and for the creation of virtual archaeological
landscape.
The Via Flaminia's territory (Rome, Italy) is a composite setup of buildings, terrain and vegetation. Its virtual reconstitution requires the acquisition of architectural and topographic data and the development of a methodology to consolidate all data
into a unique real time modelling framework.
Gathering data about the current status of the various elements of the territory requires to draw on a broad spectrum of instruments and techniques. Each technique should indeed be adapted to the morphology and scale of the entity that is
surveyed. The instruments used to acquire data are: laser scanners, photogrammetry, computer vision, Total Station and
differential GPS.
Using an advanced technology such as the laser scanner (for example in the case of the Villa of Livia ) we obtained threedimensional sets of points. The level of resolution is 6mm, or about 30,000 points by square meter. A total of 7,000 square
meters were surveyed. Points were then triangulated (using Rapidform) and a first model produced decimated.
The preparation of a real time model requires such raw and bulky models to be optimised, and especially to reduce the
number of polygons and ease the texture management. Two approaches were tested in this respect.
The optimized models are finally integrated in the virtual reality system, together with other models, prepared using different technologies, such as photomodelling (applied to regular geometries) that produces low-poly models with textures.
Through the 3d reconstruction of the architectural heritage and its real time display, we obtained an accurate and communicative interpretation that both suits research purposes and can transmit the importance of conservation to the
general public. It is perceived as an effective way to divulgate and publicise an information that is often only accessed by
the scientific community.