Papers by doriana de padova
Forma e vita di una città medievale, Leopoli-Cencelle, 2014
Se le mura sono il guscio e il corpo della città, case e botteghe sono il suo cuore, il nucleo pu... more Se le mura sono il guscio e il corpo della città, case e botteghe sono il suo cuore, il nucleo pulsante e infonde vita all’intero organismo. Con l’intento di conoscere ogni singola cellula e studiare ogni caratteristica dell’abitato di Cencelle, si è scelto di ricorrere a un processo ricostruttivo di ediici e azi per visualizzare, sperimentare e studiare le attività che ogni giorno – direttamente dal suo cuore – animavano la città. Le tecnologie digitali si sono rivelate uno strumento essenziale per una tale impresa.
Leopoli-Cencelle: il quartiere Sud-Orientale, 2012
Paralleli fra teorie derivate da dati di scavo e da una
restituzione filologica in 3D.
La rest... more Paralleli fra teorie derivate da dati di scavo e da una
restituzione filologica in 3D.
La restituzione tridimensionale dei lotti abitativi a schiera dei settori di Cencelle si è
svolta in più fasi e nel corso di un lungo periodo, durante il quale si è sperimentato e cercato il metodo più adatto a rendere filologicamente e allo stesso tempo in maniera realistica l’aspetto dei lotti. Le strutture superstiti sono state analizzate con l’ausilio dei dati ricavati dalle precedenti campagne di scavo ma sono stati presi in considerazione anche il rapporto con gli elementi circostanti, la situazione topografica e la posizione all’interno del sito. Per la resa tridimensionale si è scelto Blender.
November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC -Virtual H... more November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC -Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy. The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented realities and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience’s impact towards projects, because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools was implied to evaluate the general visitor’s behavior and the effectiveness of interfaces, understand their expectations and experiences, and obtain a reference grid of values to evaluate if users' experience fit with organizers' ones. The first outcomes said that audience’s impact toward interactive applications seems depending on the capability of technology to be “invisible”; otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.
Fieldwork interpretation of archaeological data can be at the present time a challenging task
inv... more Fieldwork interpretation of archaeological data can be at the present time a challenging task
involving several established methods. Combining traditional techniques with computing tools in the
archaeological field creates opportunities to model historical space and time, providing a possibility for “realtime”
interpretation of archaeological excavation data. In the present project, extensive use was made of
laser scanner data and Computer Vision techniques combined with traditional 2D data, allowing visualization
and interpretation of ancient contexts, thus making evaluations of building features in workshops and stores
possible. Computer Vision and laser scanner data, processed with Agisoft PhotoScan and MeshLab were
used to evaluate and analyze, in a non-intrusive manner, medieval buildings. Applying filters to meshes so
as to inspect small features, real artifacts shapes, measurements, cross sections, it has been possible to
compare the resulting images with traditional drawings, getting additional information and “real-time”
interpretation. From a researcher’s point of view, the possibility of an early visualization of different
hypotheses allows deeper comprehension of an archaeological context. This project is aimed at analyzing
the remains and reinterpreting the function of medieval buildings in an Italian excavation, both during field
work and afterwards. The challenging aspect is to use and reutilize existing 2D data and drawings, matching
them with new acquisitions, trying to see under a new light areas which were investigated many years
before.
In Abstracts of CAA2011, 39th Annual Conference of Computer Applications and Quantitative Methods in Archaeology, "Revive the Past"., 2011
Leopoli-Cencelle il quartiere Sud-Orientale, Dec 2012
Papers and articles by doriana de padova
November 2011 saw the opening of the exhibition
“Archeovirtual” organized by CNR ITABC -Virtual
... more November 2011 saw the opening of the exhibition
“Archeovirtual” organized by CNR ITABC -Virtual
Heritage Lab - and V-MusT Network of Excellence, in
Paestum, Italy, under the general direction of BMTA1. The
event, that was part of a wider European project focus on
virtual museums, turned to be a great opportunity to show
many different projects, applications and installations
about Virtual Reality and Cultural Heritage. The four-days
exhibition was an occasion to get in touch with the newest
experiences with virtual reconstructions, 3D models,
interactive environments, augmented reality and mobile
solutions for cultural contents; at the same time, it was an
opportunity for organizers to directly face the audience’s
impact towards projects. That because of the necessity to
investigate more on social and behavioral aspects in order
to positively affect the learning benefits of public. So doing,
we could build in the future applications much more
tailored on the final costumers, closer to their abilities and
necessities. During the show four types of investigative
tools were employed to evaluate the general visitor’s
behavior and the effectiveness of interfaces, to understand
their expectations and experiences, and to obtain a
reference grid of values to test if users’ experience fit with
organizers’ ones. The first outcomes revealed that
audience’s impact toward interactive applications seems
depending on the capability of technology to be “invisible”;
otherwise technology has to assure a wide range of
possibilities in content accesses. In definitive, virtual
museums need to have an always more integrated
approach between cultural contents, interfaces and social
and behavioral studies.
Uploads
Papers by doriana de padova
restituzione filologica in 3D.
La restituzione tridimensionale dei lotti abitativi a schiera dei settori di Cencelle si è
svolta in più fasi e nel corso di un lungo periodo, durante il quale si è sperimentato e cercato il metodo più adatto a rendere filologicamente e allo stesso tempo in maniera realistica l’aspetto dei lotti. Le strutture superstiti sono state analizzate con l’ausilio dei dati ricavati dalle precedenti campagne di scavo ma sono stati presi in considerazione anche il rapporto con gli elementi circostanti, la situazione topografica e la posizione all’interno del sito. Per la resa tridimensionale si è scelto Blender.
involving several established methods. Combining traditional techniques with computing tools in the
archaeological field creates opportunities to model historical space and time, providing a possibility for “realtime”
interpretation of archaeological excavation data. In the present project, extensive use was made of
laser scanner data and Computer Vision techniques combined with traditional 2D data, allowing visualization
and interpretation of ancient contexts, thus making evaluations of building features in workshops and stores
possible. Computer Vision and laser scanner data, processed with Agisoft PhotoScan and MeshLab were
used to evaluate and analyze, in a non-intrusive manner, medieval buildings. Applying filters to meshes so
as to inspect small features, real artifacts shapes, measurements, cross sections, it has been possible to
compare the resulting images with traditional drawings, getting additional information and “real-time”
interpretation. From a researcher’s point of view, the possibility of an early visualization of different
hypotheses allows deeper comprehension of an archaeological context. This project is aimed at analyzing
the remains and reinterpreting the function of medieval buildings in an Italian excavation, both during field
work and afterwards. The challenging aspect is to use and reutilize existing 2D data and drawings, matching
them with new acquisitions, trying to see under a new light areas which were investigated many years
before.
Papers and articles by doriana de padova
“Archeovirtual” organized by CNR ITABC -Virtual
Heritage Lab - and V-MusT Network of Excellence, in
Paestum, Italy, under the general direction of BMTA1. The
event, that was part of a wider European project focus on
virtual museums, turned to be a great opportunity to show
many different projects, applications and installations
about Virtual Reality and Cultural Heritage. The four-days
exhibition was an occasion to get in touch with the newest
experiences with virtual reconstructions, 3D models,
interactive environments, augmented reality and mobile
solutions for cultural contents; at the same time, it was an
opportunity for organizers to directly face the audience’s
impact towards projects. That because of the necessity to
investigate more on social and behavioral aspects in order
to positively affect the learning benefits of public. So doing,
we could build in the future applications much more
tailored on the final costumers, closer to their abilities and
necessities. During the show four types of investigative
tools were employed to evaluate the general visitor’s
behavior and the effectiveness of interfaces, to understand
their expectations and experiences, and to obtain a
reference grid of values to test if users’ experience fit with
organizers’ ones. The first outcomes revealed that
audience’s impact toward interactive applications seems
depending on the capability of technology to be “invisible”;
otherwise technology has to assure a wide range of
possibilities in content accesses. In definitive, virtual
museums need to have an always more integrated
approach between cultural contents, interfaces and social
and behavioral studies.
restituzione filologica in 3D.
La restituzione tridimensionale dei lotti abitativi a schiera dei settori di Cencelle si è
svolta in più fasi e nel corso di un lungo periodo, durante il quale si è sperimentato e cercato il metodo più adatto a rendere filologicamente e allo stesso tempo in maniera realistica l’aspetto dei lotti. Le strutture superstiti sono state analizzate con l’ausilio dei dati ricavati dalle precedenti campagne di scavo ma sono stati presi in considerazione anche il rapporto con gli elementi circostanti, la situazione topografica e la posizione all’interno del sito. Per la resa tridimensionale si è scelto Blender.
involving several established methods. Combining traditional techniques with computing tools in the
archaeological field creates opportunities to model historical space and time, providing a possibility for “realtime”
interpretation of archaeological excavation data. In the present project, extensive use was made of
laser scanner data and Computer Vision techniques combined with traditional 2D data, allowing visualization
and interpretation of ancient contexts, thus making evaluations of building features in workshops and stores
possible. Computer Vision and laser scanner data, processed with Agisoft PhotoScan and MeshLab were
used to evaluate and analyze, in a non-intrusive manner, medieval buildings. Applying filters to meshes so
as to inspect small features, real artifacts shapes, measurements, cross sections, it has been possible to
compare the resulting images with traditional drawings, getting additional information and “real-time”
interpretation. From a researcher’s point of view, the possibility of an early visualization of different
hypotheses allows deeper comprehension of an archaeological context. This project is aimed at analyzing
the remains and reinterpreting the function of medieval buildings in an Italian excavation, both during field
work and afterwards. The challenging aspect is to use and reutilize existing 2D data and drawings, matching
them with new acquisitions, trying to see under a new light areas which were investigated many years
before.
“Archeovirtual” organized by CNR ITABC -Virtual
Heritage Lab - and V-MusT Network of Excellence, in
Paestum, Italy, under the general direction of BMTA1. The
event, that was part of a wider European project focus on
virtual museums, turned to be a great opportunity to show
many different projects, applications and installations
about Virtual Reality and Cultural Heritage. The four-days
exhibition was an occasion to get in touch with the newest
experiences with virtual reconstructions, 3D models,
interactive environments, augmented reality and mobile
solutions for cultural contents; at the same time, it was an
opportunity for organizers to directly face the audience’s
impact towards projects. That because of the necessity to
investigate more on social and behavioral aspects in order
to positively affect the learning benefits of public. So doing,
we could build in the future applications much more
tailored on the final costumers, closer to their abilities and
necessities. During the show four types of investigative
tools were employed to evaluate the general visitor’s
behavior and the effectiveness of interfaces, to understand
their expectations and experiences, and to obtain a
reference grid of values to test if users’ experience fit with
organizers’ ones. The first outcomes revealed that
audience’s impact toward interactive applications seems
depending on the capability of technology to be “invisible”;
otherwise technology has to assure a wide range of
possibilities in content accesses. In definitive, virtual
museums need to have an always more integrated
approach between cultural contents, interfaces and social
and behavioral studies.