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1

Szczepańska, Agnieszka, Rafał Kaźmierczak, and Monika Myszkowska. "Virtual Reality as a Tool for Public Consultations in Spatial Planning and Management." Energies 14, no. 19 (September 23, 2021): 6046. http://dx.doi.org/10.3390/en14196046.

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Planning and management of urban space that involves the local community the process is key to optimal management of the surroundings, in line with social needs. Social isolation imposed because of the COVID-19 pandemic considerably reduces the possibility of conducting public consultations. This study hypothesized that such consultations can be carried out using new visualisation technologies in the virtual reality (VR) area. Owing to the development of new technologies, innovative services can be created which make it easier for recipients to absorb new content. To this end, the ArchitektVR application was developed, which uses enhanced reality for public consultations concerning planned land development. 3D visualisation with VR enables the presentation of various aspects of area development in a clear form, understandable to an average user with no specialist qualifications. It facilitates the presentation and creation of multiple variants/scenarios for the future shape of the area. The research assumptions were tested for a disused area of a water body. According to preliminary tests, the use of virtual reality could provide a new form of communication between decision-makers and citizens. Effective and easy-to-understand visualisations might provide encouragement to participate in local matters and enable citizens to make better decisions. 3D visualisation enabled concerned individuals to assess the potential development of a selected area fragment without an in-person visit, either in the field or to an office. This is of particular importance in relation to the COVID-19 pandemic and sanitary restrictions.
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Wefers, Stefanie, Ashish Karmacharya, Mieke Pfarr-Harfst, and Frank Boochs. "Digital 3D reconstructed models A proposition for structuring visualisation workflows using semantic technologies for recommendations." Studies in Digital Heritage 1, no. 2 (December 14, 2017): 537–46. http://dx.doi.org/10.14434/sdh.v1i2.23327.

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It is common for cultural heritage applications to use spatial and/or spectral data for documentation, analysis and visualisation. Knowledge on data requirements coming from the cultural heritage application and technical alternatives to generate the required data based on object characteristics and other influencings factors paves the way for the optimal selection of a recording technology. It is a collaborative process requiring knowledge of experts from cultural heritage domains and technical domains. Currently, this knowledge is structured and stored in an ontology (so-called COSCHKR). It has the purpose to support CH experts not familiar with technologies through prescribing an optimal spatial or spectral recording strategy adapted to the physical characteristics of the cultural heritage object and the data requirements of the targeted CH application. The creation of digital 3D reconstructed models for analysis and visualisation purposes is getting more and more common within humanities disciplines. Therefore, an implementation of mechanisms involved in visualisation applications into this ontology would have huge benefits in creating a powerful recommendation solution. A structured view on such project workflows facilitates a rough match with the existing knowledge representation. Illustrating the overall structure of COSCHKR, this paper addresses and discusses challenges in structuring the processes of cultural heritage visualisation and implementing these into the ontology.
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Gell, C. M., D. E. Meyer, R. A. Majid, and D. J. Carr. "ADVANCES IN VISUALISATION TECHNOLOGIES: A CASE STUDY, LAHO GAS FIELD—OFFSHORE PENINSULAR MALAYSIA." APPEA Journal 44, no. 1 (2004): 513. http://dx.doi.org/10.1071/aj03021.

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A typical problem facing oil company asset teams today is the integration of new information into existing fields. Recently acquired 3D seismic for example, can add much needed detail for understanding reservoirs from producing wells. The key step of interpreting faults and surfaces, on which many other results depend, can often be time consuming and delay efforts to bring additional oil and gas production on-line. Using a volume-based approach to seismic interpretation with today’s visualisation technology, however, can lead to more accurate results produced up to four times faster than traditional line-by-line methods.Over the last four years, visualisation technologies have advanced to the point where these new techniques provide a faster, more geologically correct interpretation and evaluation of potential reservoirs in a shorter amount of time by comparison with line-by-line methods. These advanced techniques include, but are not limited to: multiple attribute voxel interpretation; interpreting fault planes (rather than fault sticks); real-time volume rendering with the ability to create geobodies; quick reconnaissance work in volume; the ability to combine workflows using non-3D volume tools such as wave-form classification with volume interpretation.This paper provides an example of the Laho gas field, offshore Peninsular Malaysia, where two wells were already producing gas and the operator, Petronas Carigali Sdn. Bhd (PCSB), acquired 3D data to evaluate the possibility of additional drilling locations.
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Zlatanova, Sisi, Laure Itard, Mahmud Shahrear Kibria, and Machiel van Dorst. "A User Requirements Study of Digital 3D Models for Urban Renewal." Open House International 35, no. 3 (September 1, 2010): 37–46. http://dx.doi.org/10.1108/ohi-03-2010-b0005.

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Urban renewal is a multifaceted activity that involves numerous actors, software, and types of data. Design communication tools play an important role in this process. Visual information helps to outline, understand, and choose sustainable solutions for problems in the design, while visual tools should be able to diminish professional differences and establish a common language. Recent 3D geo-technologies offer a great variety of new tools that significantly enrich visualisation possibilities and allow for flexible switching between different 3D representations. However, studies have indicated that particular representations create different perceptions in professional compared to non-professional individuals. This paper discusses the specifics of urban renewal processes in the Netherlands and investigates recently developed 3D geo-information technology, and more specifically multiple 3D representations, that can support this task. The concept of LOD, which uses five levels of information, was evaluated as a very promising approach to agree on abstractions and representations in the different renewal phases. The study did not reveal a lack of digital possibilities for visualisation, but instead showed that the simultaneous visualisation of the proposed alternatives should be a priority. This investigation did reveal that different levels of interactivity could be used for the presentation and communication of project alternatives.
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Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (November 19, 2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

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PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Torregrosa-Fuentes, David, Yolanda Spairani Berrio, José Antonio Huesca Tortosa, Jaime Cuevas González, and Adrián José Torregrosa Fuentes. "Aplicación de la fotogrametría automatizada y de técnicas de iluminación con herramientas SIG para la visualización y el análisis de una piedra con relieves antropomorfos." Virtual Archaeology Review 9, no. 19 (July 20, 2018): 114. http://dx.doi.org/10.4995/var.2018.9531.

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<p><strong>Extended Abstract:</strong></p><p>We present a methodological approach for the representation, visualisation and analysis of three-dimensional (3D) models of meaningful details in stone reliefs provided by digital documentation tools and subsequent processing. For this aim, anthropomorphous shapes engraved on a flat stone slab found in Sierra de Fontcalent (Alicante) are studied. The object under consideration was located near two archaeological sites, Cova del Fum–a cave with presence of the Chalcolithic material (López, 2010)–and the archaeological site of Fontcalent, with remains from different phases of occupation spanning from 7th-6thBC to the 20thcentury (Ximénez, 2012).</p><p>In the last few years, the use of digital tools provided by new technologies and software development has left traditional work methodology behind (De Reu et al., 2014)while enabling the development of new approaches to both minimise heritage alteration and provide objective and accurate information (Lopez-Menchero, Marchante, Vincent, Cárdenas, &amp; Onrubia, 2017). 3D documentation allows recording of cultural heritage at a reasonable cost with precision and quality through digital photography and SfM (Structure from Motion) photogrammetry with specialised software (De Reu et al., 2013).</p><p>In this project, recording and documentation with digital photography and automated photogrammetric techniques are applied to the Fontcalent stone slab for its digitisation and subsequent 3D representation. From the resulting model, a two-folded line of study is obtained. On the one hand, a Digital Elevation Model (DEM) is generated to study the microtopographies of the stone with geographic analysis techniques provided by Geographic Information Systems (GIS) from different lighting conditions and surface reflections, which are calculated by hillshading or LRM (Local Relief Model) for the interpretation of the object (Carrero-Pazos, Vilas, Romaní, &amp; Rodríguez, 2014;Gawior, Rutkiewicz, Malik &amp; Wistuba, 2017).On the other hand, from both the 3D model and the point cloud, the study is completed with the application of the methods of analysis and visualisation based on the Morphological Residue Model (MRM) which stands out every single detail of the surface morphology of the object (Caninas, Pires, Henriques, &amp; Chambino, 2016;Correia, Pires, &amp; Sousa, 2014). Further visualisations are based on Reflectance Transformation Imaging (RTI) which provides different shadows and reflections over the object from the application of a multidirectional illumination (Happa et al., 2010; Malzbender, Gelb, Wolters, &amp; Zuckerman, 2000; Mudge et al., 2010).</p><p>The results thus obtained of the Fontcalent stone slab allow us to visualise several characteristic elements. The anthropomorphous figure awaking interest is also combined with the figure resulting from different visualisations applied with GIS techniques which may resemble a zoomorph. The use of visualisation techniques shown in this study has been fundamental in order to recognise the latter element. The composition reveals a zigzag line already appreciated before the study so that it is interesting to check if visualisations based on GIS techniques are able to highlight it though being shallow incisions. In our experience regarding this study, visualisation by using the hillshading technique shows a greater level of 3D detail than that provided by the application of the sky-view factor technique which offers a flattering view. However, the former technique may occasionally show shadows which hide other details, unlike the latter technique which plots the entire slab surface illuminated while differentiating the associated microtopography on the basis of its marks. The use of shaders in combination with hillshading and particularly combined with high pass filtering, contributes to improving the visualisation and accuracy of shadowed areas. As a result, we conclude that the results obtained in this work by lighting techniques with GIS add a greater level of detail in comparison to those provided by the mesh or the point cloud.</p><p>The study of the Fontcalent stone slab paves the way for two working hypotheses to be developed: on the one hand, its anthropological origin possibly related to the Chalcolithic, and on the other hand, its study as natural geological formations with ichnofossils.</p><p>The digitisation of cultural heritage with available 3D technologies should be a mandatory requirement when facing any study, analysis or intervention. With the current development of such techniques, we have verified their contribution to fundamental characteristics in the corresponding stages of visualisation and study. Thus, the proposed methodology is presented as an accurate and complete alternative for the study and analysis of the existing cultural heritage, and opens new ways for the revision, reinterpretation and revaluation of the previously evaluated heritage through traditional techniques.</p>
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Condell, Joan, Niall McShane, Jorge Avlarez, and Alan Miller. "Virtual Community Heritage – An Immersive Approach to Community Heritage." Journal of Media Innovations 7, no. 1 (May 11, 2021): 4–18. http://dx.doi.org/10.5617/jomi.8791.

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Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage.
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Tadeja, S. K., P. Seshadri, and P. O. Kristensson. "AeroVR: An immersive visualisation system for aerospace design and digital twinning in virtual reality." Aeronautical Journal 124, no. 1280 (June 25, 2020): 1615–35. http://dx.doi.org/10.1017/aer.2020.49.

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ABSTRACTOne of today’s most propitious immersive technologies is virtual reality (VR). This term is colloquially associated with headsets that transport users to a bespoke, built-for-purpose immersive 3D virtual environment. It has given rise to the field of immersive analytics—a new field of research that aims to use immersive technologies for enhancing and empowering data analytics. However, in developing such a new set of tools, one has to ask whether the move from standard hardware setup to a fully immersive 3D environment is justified—both in terms of efficiency and development costs. To this end, in this paper, we present AeroVR—an immersive aerospace design environment with the objective of aiding the component aerodynamic design process by interactively visualizing performance and geometry. We decompose the design of such an environment into function structures, identify the primary and secondary tasks, present an implementation of the system, and verify the interface in terms of usability and expressiveness. We deploy AeroVR on a prototypical design study of a compressor blade for an engine.
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Kuroczynski, Piotr. "Virtual Research Environment for digital 3D reconstructions – Standards, thresholds and prospects." Studies in Digital Heritage 1, no. 2 (December 14, 2017): 456–76. http://dx.doi.org/10.14434/sdh.v1i2.23330.

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Since the 1990s the application of the digital 3D reconstruction and computer-based visualisation of culturalheritage increased. The virtual reconstruction and 3D visualisation revealed a new “glittering” research space forobject-oriented disciplines such as archaeology, art history and architecture. Nevertheless the academicsconcerned with the uprising technology recognised early the lack of documentation standards in the 3Dprojects leading to the loss of information, findings and the fusion of knowledge behind the digital 3Drepresentation. Based on the methodological fundamentals of the digital 3D reconstruction the potentials andchallenges in the light of emerging Semantic Web and Web3D technologies will be introduced. The presentationsubscribes a scientific methodology and a collaborative web-based research environment followed by crucialfeatures for this kind of projects. As the groundwork a human- and machine-readable “language of objects” andthe implementation of this semantic patterns for spatial research purposes on destroyed and/or never realisedtangible cultural heritage will be discussed. Using examples from the practice the presentation explains therequirements of the Semantic Web (Linked Data), the role of controlled vocabularies, the architecture of the VREand the impact of a customised integration of interactive 3D models within the WebGL technology. Thepresentation intends to showcase the state-of-the-art on the way to a digital research infrastructure. The focuslies on the introduction of scholarly approved and sustainable digital 3D reconstruction, complaint withrecognised documentation standards and following the Linked Data requirements.
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Pirard, Eric. "3D IMAGING OF INDIVIDUAL PARTICLES: A REVIEW." Image Analysis & Stereology 31, no. 2 (June 14, 2012): 65. http://dx.doi.org/10.5566/ias.v31.p65-77.

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In recent years, impressive progress has been made in digital imaging and in particular in three dimensional visualisation and analysis of objects. This paper reviews the most recent literature on three dimensional imaging with a special attention to particulate systems analysis. After an introduction recalling some important concepts in spatial sampling and digital imaging, the paper reviews a series of techniques with a clear distinction between the surfometric and volumetric principles. The literature review is as broad as possible covering materials science as well as biology while keeping an eye on emerging technologies in optics and physics. The paper should be of interest to any scientist trying to picture particles in 3D with the best possible resolution for accurate size and shape estimation. Though techniques are adequate for nanoscopic and microscopic particles, no special size limit has been considered while compiling the review.
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Derudas, Paola, and Åsa Berggren. "Expanding Field-Archaeology Education: The Integration of 3D Technology into Archaeological Training." Open Archaeology 7, no. 1 (January 1, 2021): 556–73. http://dx.doi.org/10.1515/opar-2020-0146.

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Abstract This contribution analyses and discusses the use of 3D technology in education and learning. Basing the discussion on a case study performed during two seasons of a field school for 1st-year archaeology students, we explore how to expand traditional didactic programs by developing and testing a web-based system for educational purposes. We examine how these technologies can be used as educational means and supporting tools during an excavation; how universities can incorporate these technologies into pedagogy. We investigate whether the combination of these technologies with a successful pedagogical theory could promote students’ comprehension of the reflexive approach and engagement with the interpretative process. We introduced the students to a complete excavation methodology, including excavation, documentation, data management, and interpretation. Alongside the traditional documentation, a digital approach was added, with 3D technologies and an Interactive Visualisation System that allows fully three-dimensional reasoning from the beginning and throughout the whole archaeological process. Preliminary results show that students easily incorporate 3D documentation into their toolbox for analysing and visualising the material and understand both the possibilities and limitations of the system. However, we identified some limitations in the students’ use of the system. Together with the students’ feedback, we will use them to develop it further and discuss its use in education.
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Ozcelik, Mehmet, and Sevnur Yeniceli. "Importance of 3D Visualization for Land Use Planning, Construction and Management of the Karsıyaka Settlement Area (Izmir-Turkey)." International Journal of 3-D Information Modeling 4, no. 3 (July 2015): 22–33. http://dx.doi.org/10.4018/ij3dim.2015070102.

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Due to recent technological advances in 3D geographic information system (GIS); These 3D visualization technologies have been widely used in urban planning decisions, including: where to build, how to plan for natural disasters, the use of finite resources, how to incorporate sustainable practices, designing for growing populations and other engineering applications. In this study 3D GIS visualization technology is applied to Karsiyaka (Izmir) settlement area to show its applicability for the land use planning, construction and management. This study is carried out in four different stages: In the first stage; 1:25000 scale topographic maps and 1:1000 scale geological maps are digitised in GIS environment and their attribute tables are stored in the GIS databases. In the second stage; sub-surface of the study area was visualized using 3D technologies. This visualisation process is used to assist decision-making for land use planning. In the third stage; and useful soil class zonation maps are performed to be used in further studies. At last stage; after research at this site, the construction applications of Karsiyaka have been multiplied.
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Agius, Tyler, Soheil Sabri, and Mohsen Kalantari. "Three-Dimensional Rule-Based City Modelling to Support Urban Redevelopment Process." ISPRS International Journal of Geo-Information 7, no. 10 (October 18, 2018): 413. http://dx.doi.org/10.3390/ijgi7100413.

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Multi-dimensional representation of urban settings has received a great deal of attention among urban planners, policy makers, and urban scholars. This is due to the fact that cities grow vertically and new urbanism strategies encourage higher density and compact city development. Advancements in computer technology and multi-dimensional geospatial data integration, analysis and visualisation play a pivotal role in supporting urban planning and design. However, due to the complexity of the models and technical requirements of the multi-dimensional city models, planners are yet to fully exploit such technologies in their activities. This paper proposes a workflow to support non-experts in using three-dimensional city modelling tools to carry out planning control amendments and assess their implications. The paper focuses on using a parametric three-dimensional (3D) city model to enable planners to measure the physical (e.g., building height, shadow, setback) and functional (e.g., mix of land uses) impacts of new planning controls. The workflow is then implemented in an inner suburb of Metropolitan Melbourne, where urban intensification strategies require the planners to carry out radical changes in regulations. This study demonstrates the power of the proposed 3D visualisation tool for urban planners at taking two-dimensional (2D) Geographic Information System (GIS) procedural modelling to construct a 3D model.
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Kharroubi, A., R. Hajji, R. Billen, and F. Poux. "CLASSIFICATION AND INTEGRATION OF MASSIVE 3D POINTS CLOUDS IN A VIRTUAL REALITY (VR) ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 165–71. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-165-2019.

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Abstract. With the increasing volume of 3D applications using immersive technologies such as virtual, augmented and mixed reality, it is very interesting to create better ways to integrate unstructured 3D data such as point clouds as a source of data. Indeed, this can lead to an efficient workflow from 3D capture to 3D immersive environment creation without the need to derive 3D model, and lengthy optimization pipelines. In this paper, the main focus is on the direct classification and integration of massive 3D point clouds in a virtual reality (VR) environment. The emphasis is put on leveraging open-source frameworks for an easy replication of the findings. First, we develop a semi-automatic segmentation approach to provide semantic descriptors (mainly classes) to groups of points. We then build an octree data structure leveraged through out-of-core algorithms to load in real time and continuously only the points that are in the VR user's field of view. Then, we provide an open-source solution using Unity with a user interface for VR point cloud interaction and visualisation. Finally, we provide a full semantic VR data integration enhanced through developed shaders for future spatio-semantic queries. We tested our approach on several datasets of which a point cloud composed of 2.3 billion points, representing the heritage site of the castle of Jehay (Belgium). The results underline the efficiency and performance of the solution for visualizing classifieds massive point clouds in virtual environments with more than 100 frame per second.
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Remondino, Fabio, Alessandro Rizzi, Belen Jimenez, Giorgio Agugiaro, Giorgio Baratti, and Raffaele De Amicis. "The Etruscans in 3D: From Space to Underground." Geoinformatics FCE CTU 6 (December 21, 2011): 283–90. http://dx.doi.org/10.14311/gi.6.35.

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eomatics and Geoinformatics deal with spatial and geographic information, 3D surveying and modeling as well as information science infrastructures. Geomatics and Geoinformatics are thus involved in cartography, mapping, photogrammetry, remote sensing, laser scanning, Geographic Information Systems (GIS), Global Navigation Satellite Systems (GNSS), geo-visualisation, geospatial data analysis and Cultural Heritage documentation. In particular the Cultural Heritage field can largely benefit from different Information and Communication Technologies (ICT) tools to make digital heritage information more informative for documentation and conservation issues, archaeological analyses or virtual museums. This work presents the 3D surveying and modeling of different Etruscan heritage sites with their underground frescoed tombs dating back to VII-IV century B.C.. The recorded and processed 3D data are used, beside digital conservation, preservation, transmission to future generations and studies purposes, to create digital contents for virtual visits, museum exhibitions, better access and communication of the heritage information, etc.
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Petitpas, Laurent, and Frédérick Van Meer. "L’utilisation de fichiers 3D pour la création d’un clone virtuel." Revue d'Orthopédie Dento-Faciale 55, no. 1 (February 2021): 53–72. http://dx.doi.org/10.1051/odf/2021005.

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Si bon nombre de praticiens sont équipés de scanners optiques intrabuccaux pour réaliser leurs empreintes numériques 3D, plus rares sont ceux qui utilisent les fichiers 3D issus de l’Imagerie volumétrique par CBCT (Cone Beam Computed Tomography) et encore moins sont ceux qui utilisent des scans 3D de visage de leur patient. Toutes ces images 3D dont la visualisation de l’image en couleur est attirante permettent déjà une analyse immédiate intéressante du patient. Mais peut-on aller plus loin ? Est-ce que ces fichiers 3D issus des différentes technologies sont interfaçables, connectables ? Les fichiers 3D générés par les différents systèmes technologiques d’acquisition correspondent chacun à une partie virtualisée du patient, malgré des formats de fichiers quelque fois différents, il est possible de les regrouper afin d’obtenir un patient virtuel complet : le « Jumeau virtuel ». Plusieurs logiciels de modélisation graphique 3D permettent d’importer, convertir et utiliser les fichiers des différents types d’acquisition 3D. Évidemment, l’utilisation de ces logiciels nécessitent un certain apprentissage initial mais finalement les procédures numériques sont simples. De la sorte, l’objectif de cet article est de vous sensibiliser avec ces techniques d’utilisation de l’imagerie 3D numérique.
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Kersten, T. P., G. Büyüksalih, F. Tschirschwitz, T. Kan, S. Deggim, Y. Kaya, and A. P. Baskaraca. "THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 403–9. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-403-2017.

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Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry &amp; Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Morandi, S., M. Tremari, and A. Mandelli. "TOWARDS THE ENHANCEMENT OF "MINOR" ARCHAEOLOGICAL HERITAGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 503–9. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-503-2017.

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The research is an analysis of the recording, reconstruction and visualisation of the 3D data of a XVIII century watermill, identified in an emergency archaeological excavation during the construction of the mini-hydroelectric plant on the bank of the Adda river in the municipality of Pizzighettone (Cremona, Lombardy, Italy). <br><br> The work examines the use and the potentials of modern digital 3D modelling techniques applied to archaeological heritage aimed to increase the research, maintenance and presentation with interactive products. The use of three-dimensional models managed through AR (Augmented Reality) and VR (Virtual Reality) technologies with mobile devices gives several opportunities in the field of study and communication. It also improves on-site exploration of the landscape, enhancing the “minor” archaeological sites, daily subjected to numerous emergency works and facilitating the understanding of heritage sites.
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Bogue, Robert. "Detecting gases with light: a review of optical gas sensor technologies." Sensor Review 35, no. 2 (March 16, 2015): 133–40. http://dx.doi.org/10.1108/sr-09-2014-696.

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Purpose – This paper aims to provide details of the major optical gas sensing techniques and their applications. Design/methodology/approach – Following an introduction, this paper first identifies the major gas sensing technologies and provides an overview of optical sensing techniques. The sources and impact of the gases most frequently sensed by optical methods are listed. Three non-absorption-based and nine absorption-based methods and their main applications are then described in detail. Brief concluding comments are drawn. Findings – All manner of optical gas sensing techniques have been commercialised and while the majority are absorption-based, several other methods also play a significant role. Some optical gas sensors offer advanced capabilities such as remote monitoring, the creation of 2D and 3D distribution maps, detection of parts per trillion levels and even the visualisation of gases in real time. They play a vital role in protecting workers from hazardous gases, controlling and minimising air pollution and monitoring the atmospheric environment, as well as being used in the food, medical, process, power generation and other industries. Originality/value – This paper provides a detailed insight into optical gas sensing techniques and their uses.
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Pispidikis, I., E. Tsiliakou, D. Kitsakis, K. Athanasiou, E. Kalogianni, T. Labropoulos, and E. Dimopoulou. "COMBINING METHODOLOGICAL TOOLS FOR THE OPTIMUM 3D MODELLING OF NTUA CAMPUS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-4/W6 (September 12, 2018): 57–63. http://dx.doi.org/10.5194/isprs-annals-iv-4-w6-57-2018.

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<p><strong>Abstract.</strong> Rapid urbanisation relates to increased space requirements above and below ground and the development of complex structures. This profound need attracted increasing interest for the collection, modelling, management, visualisation and dissemination of 3D objects through various application fields, such as: 3D Cadastre, 3D City Modelling and Building Information Modelling. Contemporary advances in GIS technology, Geo-Web services and computer graphics facilitate the development of such models accompanied by semantic, geometrical and topological information, while the use of international standards enables the communication and interoperability between the systems. The aim of this paper is to combine state-of-the art methodologies and technologies for the development of semantically enriched 3D models for the Campus of the National Technical University of Athens in Greece. The result is a web-based 3D Campus map that integrates these models as Web Services, providing access to management and navigation for the campus area and can also be used for maintenance purposes from the various NTUA Departments. To this end, the database schema has been designed compatible with CityGML, while attention was given to interoperability issues that arise from differently derived 3D models which had to be stored and visualised while retaining their characteristics.</p>
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Koeva, M. N. "3D MODELLING AND INTERACTIVE WEB-BASED VISUALIZATION OF CULTURAL HERITAGE OBJECTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 297–303. http://dx.doi.org/10.5194/isprsarchives-xli-b5-297-2016.

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Nowadays, there are rapid developments in the fields of photogrammetry, laser scanning, computer vision and robotics, together aiming to provide highly accurate 3D data that is useful for various applications. In recent years, various LiDAR and image-based techniques have been investigated for 3D modelling because of their opportunities for fast and accurate model generation. For cultural heritage preservation and the representation of objects that are important for tourism and their interactive visualization, 3D models are highly effective and intuitive for present-day users who have stringent requirements and high expectations. Depending on the complexity of the objects for the specific case, various technological methods can be applied. The selected objects in this particular research are located in Bulgaria – a country with thousands of years of history and cultural heritage dating back to ancient civilizations. \this motivates the preservation, visualisation and recreation of undoubtedly valuable historical and architectural objects and places, which has always been a serious challenge for specialists in the field of cultural heritage. &lt;br&gt;&lt;br&gt; In the present research, comparative analyses regarding principles and technological processes needed for 3D modelling and visualization are presented. The recent problems, efforts and developments in interactive representation of precious objects and places in Bulgaria are presented. Three technologies based on real projects are described: (1) image-based modelling using a non-metric hand-held camera; (2) 3D visualization based on spherical panoramic images; (3) and 3D geometric and photorealistic modelling based on architectural CAD drawings. Their suitability for web-based visualization are demonstrated and compared. Moreover the possibilities for integration with additional information such as interactive maps, satellite imagery, sound, video and specific information for the objects are described. This comparative study discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.
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Koeva, M. N. "3D MODELLING AND INTERACTIVE WEB-BASED VISUALIZATION OF CULTURAL HERITAGE OBJECTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 297–303. http://dx.doi.org/10.5194/isprs-archives-xli-b5-297-2016.

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Nowadays, there are rapid developments in the fields of photogrammetry, laser scanning, computer vision and robotics, together aiming to provide highly accurate 3D data that is useful for various applications. In recent years, various LiDAR and image-based techniques have been investigated for 3D modelling because of their opportunities for fast and accurate model generation. For cultural heritage preservation and the representation of objects that are important for tourism and their interactive visualization, 3D models are highly effective and intuitive for present-day users who have stringent requirements and high expectations. Depending on the complexity of the objects for the specific case, various technological methods can be applied. The selected objects in this particular research are located in Bulgaria – a country with thousands of years of history and cultural heritage dating back to ancient civilizations. \this motivates the preservation, visualisation and recreation of undoubtedly valuable historical and architectural objects and places, which has always been a serious challenge for specialists in the field of cultural heritage. <br><br> In the present research, comparative analyses regarding principles and technological processes needed for 3D modelling and visualization are presented. The recent problems, efforts and developments in interactive representation of precious objects and places in Bulgaria are presented. Three technologies based on real projects are described: (1) image-based modelling using a non-metric hand-held camera; (2) 3D visualization based on spherical panoramic images; (3) and 3D geometric and photorealistic modelling based on architectural CAD drawings. Their suitability for web-based visualization are demonstrated and compared. Moreover the possibilities for integration with additional information such as interactive maps, satellite imagery, sound, video and specific information for the objects are described. This comparative study discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.
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Meidinger, Manuel, Markantonatou Vasiliki, Marcello Sano, Marco Palma, and Massimo Ponti. "Seafloor mapping and cartography for the management of marine protected areas." Advances in Oceanography and Limnology 4, no. 2 (November 20, 2013): 120. http://dx.doi.org/10.4081/aiol.2013.5340.

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Geographical information systems (GIS) and diagnostic cartography have traditionally been shown to be useful tools for the application of ecosystem-based management (EBM). To date, bionomic and diagnostic cartographic approaches have been commonly used to support decision-making in the selection, zoning and management of marine protected areas (MPAs), with a range of practical tools developed for this purpose. In addition to these, new and emerging technologies have the potential for generating better information for scientists, managers and other stakeholders alike, such as underwater survey tools, three dimensional (3D) visualisation systems and interactive web platforms. These new methodologies allow taking into account the spatial heterogeneity and temporal variability of the marine environment, to be managed for conservation. This paper reviews emerging and innovative technologies for marine mapping and marine spatial planning with a special focus on their use in MPA management. These include the generation and use of benthic cartography, scientific visualisation of ecosystem analyses, web-based GIS platforms and their final use as decision-support tools. Seafloor mapping technology has been improved and become more affordable for local scale MPA management purposes. However, the lack of coherent local scale spatial data still remains an issue, limiting the power of diagnostic cartography analyses within MPAs. The proposed framework can improve the generation and dissemination of cartographic and visual data, and allow for management approaches based on scientific knowledge and EBM principles, taking into account stakeholders needs.
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Herman, L. "3DMOVER 2.0 &#8211; LOW-COST APPLICATION FOR USABILITY TESTING OF 3D GEOVISUALISATIONS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 143–48. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-143-2019.

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Abstract. Three-dimensional (3D) visualisations of geospatial data have become very popular in the last years. Various applications and tools are based on interactive 3D geovisualisations. However, the user aspects of these 3D geovisualisations are not yet fully understood. While several studies have focused on how users work with these 3D geovisualisations, only few studies focus directly on interactive 3D geovisualisations and employ usability research methods like screen logging. This method enables the objective recording of movement in 3D virtual environments and of user interactions in general. Therefore, we created a web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). This tool is based on the user logging method, combined with a digital questionnaire and practical spatial tasks. The design and implementation of this tool follow the spiral model, and its current version is 2.0. It is implemented using open web technologies such as PHP, JavaScript, and the Three.js library. After building this tool, we verified it through load testing and a simple pilot test verifying accessibility. We continued to describe the first deployment of 3DmoveR 2.0 in a real user study. The future modifications and applications of 3DmoveR 2.0 are discussed in the conclusion section. Attention was paid to future deployment during user testing outside controlled (laboratory) conditions.
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Stylianidis, E., E. Valaria, K. Smagas, A. Pagani, J. Henriques, A. Garca, E. Jimeno, et al. "LBS AUGMENTED REALITY ASSISTIVE SYSTEM FOR UTILITIES INFRASTRUCTURE MANAGEMENT THROUGH GALILEO AND EGNOS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B1 (June 6, 2016): 1179–85. http://dx.doi.org/10.5194/isprsarchives-xli-b1-1179-2016.

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There is a continuous and increasing demand for solutions, both software and hardware-based, that are able to productively handle underground utilities geospatial data. Innovative approaches that are based on the use of the European GNSS, Galileo and EGNOS, sensor technologies and LBS, are able to monitor, document and manage utility infrastructures’ data with an intuitive 3D augmented visualisation and navigation/positioning technology. A software and hardware-based system called LARA, currently under develop- ment through a H2020 co-funded project, aims at meeting that demand. The concept of LARA is to integrate the different innovative components of existing technologies in order to design and develop an integrated navigation/positioning and information system which coordinates GNSS, AR, 3D GIS and geodatabases on a mobile platform for monitoring, documenting and managing utility infrastruc- tures on-site. The LARA system will guide utility field workers to locate the working area by helping them see beneath the ground, rendering the complexity of the 3D models of the underground grid such as water, gas and electricity. The capacity and benefits of LARA are scheduled to be tested in two case studies located in Greece and the United Kingdom with various underground utilities. The paper aspires to present the first results from this initiative. The project leading to this application has received funding from the European GNSS Agency under the European Union’s Horizon 2020 research and innovation programme under grant agreement No 641460.
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Stylianidis, E., E. Valaria, K. Smagas, A. Pagani, J. Henriques, A. Garca, E. Jimeno, et al. "LBS AUGMENTED REALITY ASSISTIVE SYSTEM FOR UTILITIES INFRASTRUCTURE MANAGEMENT THROUGH GALILEO AND EGNOS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B1 (June 6, 2016): 1179–85. http://dx.doi.org/10.5194/isprs-archives-xli-b1-1179-2016.

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There is a continuous and increasing demand for solutions, both software and hardware-based, that are able to productively handle underground utilities geospatial data. Innovative approaches that are based on the use of the European GNSS, Galileo and EGNOS, sensor technologies and LBS, are able to monitor, document and manage utility infrastructures’ data with an intuitive 3D augmented visualisation and navigation/positioning technology. A software and hardware-based system called LARA, currently under develop- ment through a H2020 co-funded project, aims at meeting that demand. The concept of LARA is to integrate the different innovative components of existing technologies in order to design and develop an integrated navigation/positioning and information system which coordinates GNSS, AR, 3D GIS and geodatabases on a mobile platform for monitoring, documenting and managing utility infrastruc- tures on-site. The LARA system will guide utility field workers to locate the working area by helping them see beneath the ground, rendering the complexity of the 3D models of the underground grid such as water, gas and electricity. The capacity and benefits of LARA are scheduled to be tested in two case studies located in Greece and the United Kingdom with various underground utilities. The paper aspires to present the first results from this initiative. The project leading to this application has received funding from the European GNSS Agency under the European Union’s Horizon 2020 research and innovation programme under grant agreement No 641460.
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Sutil, Nicolas Salazar. "Laban's Choreosophical Model: Movement Visualisation Analysis and the Graphic Media Approach to Dance Studies." Dance Research 30, no. 2 (November 2012): 147–68. http://dx.doi.org/10.3366/drs.2012.0044.

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This paper explores the impact Rudolf Laban's graphic approach has had on movement analysis and an analytical approach to dance-movement based on an understanding of human motion as a collection of fixed points in a movement continuum. Central to this approach is the idea that movement can be captured graphically for its analysis via different techniques of graphic representation: including drawing, 3D modelling, graphs, diagrams and notation. The article also argues that graphic models play a key role in the development of Laban's theory of harmonic space. Based on a series of geometric and topological models Laban was able to develop a material method as part of his creative research on movement analysis. My claim is that Laban's graphic approach encourages the use of visual media and technologies of graphic inscription as inventive methods for the better understanding of movement, which is why Laban's thinking can be adequately reconceptualised using technologies like video and motion capture. As a unit of analysis, this article explores one of Laban's most fundamental and yet least known material models: the spheric form. I argue that this model presents us with a much broader understanding of Laban's movement analysis as a form of material thinking, and not only within the context of dance-training, but as part of a vision of the dance that is complete in its philosophical perspectives, and which Laban called choreosophy. This article finishes with a brief examination of C8's choreography ‘Solid Sense’ (performed in 2011), which in the author's opinion exemplifies, as creative research, some of the central preoccupations of Laban's choreosophical studies.
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Tommasi, C., F. Fiorillo, B. Jiménez Fernández-Palacios, and C. Achille. "ACCESS AND WEB-SHARING OF 3D DIGITAL DOCUMENTATION OF ENVIRONMENTAL AND ARCHITECTURAL HERITAGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 707–14. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-707-2019.

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<p><strong>Abstract.</strong> The techniques and methods to capture and represent in a three-dimensional digital space the shape of objects belonging to Cultural Heritage have become more widespread, regarding both the economic and practical accessibility of technologies and equipment. At the same time, systems and tools have developed to integrate different 3D survey techniques that allow to achievement a complete acquisition of the tangible assets, considering the purposes of the survey, the required accuracy and the representation scale.</p><p>The product of an integrated (image-based and range-base acquisition) and multi-scale (architectural and landscape scale) digital survey is a metric 3D reconstruction, potentially suitable for a broader ‘use’ and ‘user’ and not only for visualisation and documentation. According to this vision, the 3D model becomes a container of information, which include different type of data depending on the users and the aim of the work. The final result of this process can be the valorisation of the Cultural Heritage and its environment, through the access from experts and non-experts users. The aim of the article is showing the entire pipeline for 3D measurement, survey data acquisition, modelling, and representation of tangible assets and the related layers of information, as “best practice” to improve the Cultural Heritage knowledge, fruition, and sharing.</p>
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Spallone, R., F. Lamberti, M. Guglielminotti Trivel, F. Ronco, and S. Tamantini. "3D RECONSTRUCTION AND PRESENTATION OF CULTURAL HERITAGE: AR AND VR EXPERIENCES AT THE MUSEO D’ARTE ORIENTALE DI TORINO." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (August 28, 2021): 697–704. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-697-2021.

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Abstract. For years, virtual reconstruction in the figurative arts, and sculpture, in particular, has been developing and consolidating. The workflow from the acquisition to three-dimensional modelling and to the integration of missing parts, has been optimized through processes entirely implemented in the digital dimension. The most recent developments in augmented reality and virtual reality technologies, together with the possibility of using low-cost and widely available devices, have made it possible to establish new links between the real and the virtual. The experiences presented in this paper comes up within the agreement between the Politecnico di Torino and the Museo d’Arte Orientale (MAO). The workflow set up for this research involves: structure from motion (SfM) survey, 3D modelling, and 3D philological reconstruction, then develops a proposal to implement augmented and virtual reality experiences aimed at the communication and fruition of the exhibits. The case study concerns two Japanese statues, and proposes their visualisation with the respective weapons virtually reconstructed, and through VR, involving the reconstruction of the interior space of a temple recognised as philologically compatible with the location of the statues within a statuary complex.
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Kuiper, Ilsa, and Dominik Holzer. "Rethinking the contractual context for Building Information Modelling (BIM) in the Australian built environment industry." Construction Economics and Building 13, no. 4 (December 9, 2013): 1–17. http://dx.doi.org/10.5130/ajceb.v13i4.3630.

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Building Information Modelling (BIM) can be defined as a process of generating and managing information of a building or infrastructure during its life cycle. Whilst the 3D visualisation or dimensional functions of BIM are not necessarily new, it is the usage and integration of this information related to project delivery, management and performance analysis that are challenging current construction industry practices. Industry has called for the development of more collaborative and integrated contractual arrangements to facilitate the use of BIM. Such recommendations appeal to the ideal use of BIM, but also provide a potential opportunity to seek improvement within the construction industry. This paper proposes a procurement approach to BIM to establish the applicable contractual context to address the potential legal risks and commercial considerations, relative to current practices in Australia. It als ooutlines why BIM, with other enabling technologies, will drive the evolution of contract delivery methodologies.
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Swiderska, M. A., and C. Ellul. "HOW CAN 3D GIS BE USED TO BETTER STORE, INTEGRATE AND COMMUNICATE RESULTS OF ENVIRONMENTAL IMPACT ASSESSMENTS?" ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W10 (September 12, 2018): 193–200. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w10-193-2018.

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<p><strong>Abstract.</strong> In the United Kingdom, the process of conducting the Environmental Impact Assessment (EIA) is a legal requirement for projects of considerable size or those that can affect the environment. EIA results are presented as an Environmental Statement, which includes multiple long reports often covering thousands of pages on large developments and includes complex information that is hard to understand for the intended audience of planners and the general public. To facilitate understanding, environmental professionals often use 2D maps. However, this approach is only partially useful, as it is difficult to locate specific information or to identify information related to a specific location on a very large site. This paper presents a pilot study into whether 3D GIS provide an alternative to better present, integrate and communicate the EIA results, with specific focus on three core environmental datasets: noise, air quality and bats’ flight paths, in relation to the building model of a real world development site. We focus in particular on off-the-shelf technologies that would be available to a standard Environmental Consultancy not having access to bespoke development, and will be usable by the planners, public and other decision makers, and look at tasks including 3D georeferencing, integration and visualisation of the data to be explored. It was concluded that while 3D GIS has a potential for environmental modelling, current technology and standards of data collection limit the practical use of 3D GIS at this stage.</p>
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Walmsley, A., and T. P. Kersten. "LOW-COST DEVELOPMENT OF AN INTERACTIVE, IMMERSIVE VIRTUAL REALITY EXPERIENCE OF THE HISTORIC CITY MODEL STADE 1620." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 405–11. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-405-2019.

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Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.
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Volpi, Valentina, Mauro Palatucci, and Giuseppe Marinelli de Marco. "The emergent city. Interactive relational systems between public administration and citizen to foster sustainable processes of urban development." Acta Europeana Systemica 5 (July 13, 2020): 11–18. http://dx.doi.org/10.14428/aes.v5i1.56923.

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The widespread of Information and Communication Technologies and the consequently redefinition of roles in the usage and management of the city brought along new systems of relationships and interactions that produce an auto-organisation of territories or communities, showed also through temporary transformation of the environment. In effect, cities are continuously redefined by emergent properties that may, both be originated and then impact on social, political, cultural, and economical people practices. On the other hand, through the arrangement of its patterns the city shapes the social and connective relations occurring among people. So, the city can be regarded as a complex system, that in the last years has been expanded by the widespread of communication devices and sensors connected to the Internet. In this context, the design of new patterns of interactions that focuses on the new relationship opportunities, in part offered by the Information and Communication Technologies, but not limited to them, may significantly affect sustainable processes of urban development. This paper focuses on the civic aspect of the so-called smart cities, and, in details, on the relation between citizens and Public Administration. Some existing interaction patterns are illustrated in order to support the visualisation of the dynamic relationships between citizens and Public Administration, while new possible relations derived by the interaction with the urban space are supposed.
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Portalés, Cristina, Pau Alonso-Monasterio, and María José Viñals. "Reconstrucción virtual y visualización 3d del yacimiento arqueológico Castellet de Bernabé (Lliria, España)." Virtual Archaeology Review 8, no. 16 (May 22, 2017): 75. http://dx.doi.org/10.4995/var.2017.5890.

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3D virtual reconstruction of cultural heritage is a useful tool to reach many goals: the accurate documentation of our tangible cultural legacy, the determination of mechanical alteration on the assets, or the mere shape acquisition prior to restoration and/or reconstruction works, etc. Among these goals, when planning and managing tourism enhancement of heritage sites, it demands setting up specific instruments and tools to guarantee both, the site conservation and the visitors’ satisfaction. Archaeological sites are physical witnesses of the past and an open window to research works and scientific discoveries, but usually, the major structures do no exist nowadays, and the general public takes long time and many efforts to elaborate a mental reconstruction of the volumetry and appearance from these remains. This mental reconstruction is essential to build up a storyline that communicates efficiently the archaeological and historic knowledge and awares the public about its conservation. To develop this process of awareness about conservation, heritage interpretation starts with the mental inmersion of the visitors in the archaeological site, what 3D reconstruction definitely helps to achieve. Different technologies exist nowadays for the3D reconstruction of assets, but when dealing with archaeological sites, the data acquisition requires alternative approaches to be used, as most part of the assets do not exist nowadays. In this work, we will deal with the virtual reconstruction and visualisation of the archaeological site Castellet de Bernabé by following a mixed approach (surveying techniques and archaeological research). We further give a methodology to process and merge the real and virtual data in order to create augmented views of the site.
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Walmsley, Alexander P., and Thomas P. Kersten. "The Imperial Cathedral in Königslutter (Germany) as an Immersive Experience in Virtual Reality with Integrated 360° Panoramic Photography." Applied Sciences 10, no. 4 (February 23, 2020): 1517. http://dx.doi.org/10.3390/app10041517.

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As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.
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Vacanas, Yiannis, Kyriacos Themistocleous, Athos Agapiou, and Chris Danezis. "Metodología contemporánea de Infraestructuras de Gestión de Proyectos, Prevención de controversias y Análisis de Retrasos = Contemporary Methodology for Infrastructure Project Management, Dispute Avoidance and Delay." Anales de Edificación 2, no. 1 (April 7, 2016): 12. http://dx.doi.org/10.20868/ade.2016.3193.

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Resumen Las causas de las interrupciones y retrasos en los proyectos de construcción de infraestructura son conocidos pero inevitables, y los métodos actuales de análisis son caros. En este trabajo se propone una metodología moderna para el mantenimiento de registros eficiente y transparente, y para la gestión eficaz de los proyectos y resolución de disputas más barato. Herramientas tecnológicas modernas (imágenes UAV, escaneo láser 3D, tecnologías BIM, visualización 3D, tecnología GNSS y RFID) se utilizan para proporcionar información útil e importante a un servidor de Sistema de Información Geográfica (GIS) central, que a su vez proporciona informes relacionados con las obras del proyecto. Abstract The causes of disruption and delay to infrastructure construction projects are known but inevitable, and the current methods for delay analysis and dispute resolution are expensive and faced with suspiciousness. In this paper a contemporary methodology is proposed for efficient and transparent record keeping and sharing for effective project management, delay and dispute avoidance and cheaper dispute resolution. Modern technology tools (UAV images, Long-range 3D Laser scanning and BIM technologies can be used for data collection and 3D visual illustration of the milestone works progress; Time lapse camera images can provide visualisation of the daily progress of the works and indication of the conditions and presence of resources in any day; GNSS - Mobile technology can be used to pattern the machinery and human resources presence and motion on site; High resolution satellite images can give periodic images for the general progress of the works, RFID technology can be used for machinery and human resources monitoring and material quantities tracking and management) are utilized to provide important and useful information, both spatial and descriptive, to a Geographical Information System (GIS) central server, which in turn provides reports regarding milestone issues related to the project works.
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Quint, Fabian, Katharina Mura, and Dominic Gorecky. "In-Factory Learning – Qualification For The Factory Of The Future." ACTA Universitatis Cibiniensis 66, no. 1 (July 1, 2015): 159–64. http://dx.doi.org/10.1515/aucts-2015-0046.

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Abstract The Industry 4.0 vision anticipates that internet technologies will find their way into future factories replacing traditional components by dynamic and intelligent cyber-physical systems (CPS) that combine the physical objects with their digital representation. Reducing the gap between the real and digital world makes the factory environment more flexible, more adaptive, but also more complex for the human workers. Future workers require interdisciplinary competencies from engineering, information technology, and computer science in order to understand and manage the diverse interrelations between physical objects and their digital counterpart. This paper proposes a mixed-reality based learning environment, which combines physical objects and visualisation of digital content via Augmented Reality. It uses reality-based interaction in order to make the dynamic interrelations between real and digital factory visible and tangible. We argue that our learning system does not work as a stand-alone solution, but should fit into existing academic and advanced training curricula.
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Strizhnova, Mariana. "TEACHER EXCELLENCE IN THE LECTURES ON LINGUISTIC DISCIPLINES." АRS LINGUODIDACTICAE, no. 3 (2019): 50–57. http://dx.doi.org/10.17721/2663-0303.2019.3.07.

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Background: On the modern stage of development of excellence in lecturing, many innovative technologies and methods to perfect presentation skills of teachers are used. However, these methods are not always effective at teaching of the Humanities. This article considers ways to enhance teaching excellence in lecturing on Linguistics to Philology majors. Purpose: to systematize and describe alternative types of lectures for teaching linguistic disciplines. Discussion: The consideration of non-traditional types of lectures has enabled systematization of those which are effective for teaching linguistic disciplines. They include: problem-based lecture, lecture-conversation, binary lecture (two lecturers), lecture-visualisation, lecture with feedback and brainstorming. It is worthwhile to implement combined non-traditional lectures and interdisciplinary approach which will provide the blended learning with an emphasis on Science, the Humanities and general professional training. Results: The author offers tips on how to enhance the quality of lecture materials, manner of presentation and interaction with the audience. Additionally, some typical lecturer’s mistakes were also considered in the paper. teaching in the tertiary school; methods of teaching; non-traditional lectures; linguistic disciplines.
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Alvite-Díez, María-Luisa. "Linked open data portals: functionalities and user experience in semantic catalogues." Online Information Review 45, no. 5 (February 12, 2021): 946–63. http://dx.doi.org/10.1108/oir-07-2020-0295.

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PurposeThis study seeks to understand the current state of the development of linked open data (LOD) bibliographic portals to discuss their functionalities, contributions, value-adds and user experience.Design/methodology/approachA set of evaluative aspects grouped into three analysis dimensions was established: collections, tools—technologies and standards used—and web user interface. As the object of the study, four projects of diverse nature and volume were selected to help provide a better understanding of the trends in the solutions provided for the end user when accessing linked data collections.FindingsPublishing LOD through visual interfaces maximises information enrichment, contextualisation and discovery, in addition to improving user experience, because of both increased navigation capabilities and interrelationships between data. These more flexible environments have metamorphosised the visualisation of bibliographic information. However, aspects that needed improvement were observed, primarily relating to (1) a more intuitive interaction, (2) possibilities of greater personalisation, (3) enhanced communication with the user to favour user engagement and (4) experimental spaces of data reuse.Research limitations/implicationsFurther quantitative and qualitative studies should be conducted to improve these portals, assess their adaptation to the behaviour of the user and their influence on the use of library collections.Originality/valueThis article investigates the potential of semantic technologies in bibliographic data portals, proposes a methodological model for their evaluation and advances conclusions about the usability and user experience that these platforms provide, compared to classic catalogues.
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Seggie, R. J., S. C. Lang, N. M. Marshall, C. J. Cubitt, D. Alsop, R. Kirk, and S. Twartz. "INTEGRATED MULTI-DISCIPLINARY ANALYSIS OF THE RANKIN TREND GAS RESERVOIRS NORTH WEST SHELF, AUSTRALIA." APPEA Journal 47, no. 1 (2007): 55. http://dx.doi.org/10.1071/aj06003.

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An integrated geological study of the Rankin Trend of the North West Shelf, Australia, was undertaken to underpin the ongoing development of the giant gas fields it contains. The study applied an improved understanding ofthe regional stratigraphy in conjunction with interpretation of the regional-scale Demeter 3D seismic survey and focussed on existing fields, undeveloped discoveries, and exploration prospects. The study included a redescription of 1,500 m of core, a new facies-based petrological analysis, a revision of the well-based stratigraphy and palaeogeographic mapping, and a seismic stratigraphic analysis. Reservoir production and hydrodynamic data were also integrated. The stratigraphic framework was improved by implementing a broad range of depositional and facies analogues and a system-wide sequence stratigraphic approach to understanding lateral and vertical stacking patterns of the reservoir succession. Visualisation and modelling technologies were also employed to more adequately describe genetic reservoir packages.Specific outcomes include: improved correlation of reservoir sequences, application of appropriate subsurface depositional analogues to field descriptions, updated palaeogeographic maps and recognition of palaeosols as stratigraphic marker horizons—resulting in a more consistent regional interpretation framework. This forms the basis for seismic stratigraphic interpretation away from well control.The new regional geological model has enabled the linkage of exploration, development and production understanding across the North West Shelf assets as well as management of geological uncertainties.
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Polomka, S. M., J. Bruins, G. A. Spanninga, and I. P. Mennie. "WA-27I-P, EXMOUTH SUB-BASIN—INTEGRATED PROSPECTIVITY EVALUATION." APPEA Journal 39, no. 1 (1999): 115. http://dx.doi.org/10.1071/aj98008.

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Permit WA-271-P in the southern Exmouth Sub-basin was initially gazetted as W96–20 in the 1996 gazettal round.It was recognised at an early stage that fluids found in Novara-1 (14° API oil), Pyrenees-1 and Macedon-1 (19° API oil and gas) made economic viability of traditional Barrow Group prospects in WA-271-P problematic and dependant upon the accurate prediction of reservoir development and fluid type.After award, Woodside embarked upon an intensive data acquisition program that included 800 km2 3D, 1,600 km 2D seismic, and 34,000 line km of aeromagnetic data. The integration of this data was completed in the latter part of 1998. The evaluation of the exploration 3D survey in the north eastern portion of the permit included volume interpretation and 3D visualisation, the results of which were integrated with an aeromagnetic and gravity study of the permit. The resultant interpretation clearly defined fault patterns and confidently identified and distinguished seismic anomalies caused by fluid effects from those generated by igneous bodies. This interpretation was supported by the application of quantitative interpretation techniques to Near, Full, Far stacks and DMO gathers with the knowledge then extrapolated to the regional 2D seismic grid beyond the 3D survey area.Environmental risk awareness and contingency planning formed an integral part of the early work within the permit. A metocean survey and spill modelling study were conducted leading to the production of a Resource Atlas. The results of the environmental studies were incorporated into the timing of exploration activities to minimise any potential impact on the environment.In summary, a focussed and multidisciplinary approach to the evaluation of the prospectivity of the permit was achieved through an integrated work flow. This has resulted in an attractive portfolio of prospects and leads from a number of play fairways, improved risk assessment, and the development of new plays within the permit, including both the traditional Barrow Group plays, and Jurassic and Triassic deep water plays. This approach has added considerable value to the permit by introducing new technologies and successfully managing risk with old play types.The first prospect drilled in the permit in December 1998, Vincent–1, was an oil and gas discovery.
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Medynska, Nataliia N., Nataliia M. Sovtys, Mykhailo Yu Halatiuk, Nataliia V. Symonovych, and Olena I. Shuryn. "The Analysis of Alternative Distance Learning Implementation into the System of General Professional Training of Teachers." International Journal of Higher Education 9, no. 4 (July 23, 2020): 339. http://dx.doi.org/10.5430/ijhe.v9n4p339.

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The purpose of the study was to justify and check experimentally the efficiency in the application of distance learning technologies to ensure future teachers’ readiness to pedagogical work in the process of general professional training. The quasi-experimental research was conducted while delivering the disciplines of “Pedagogics” and “Psychology” included in the cycle of general professional training. The levels of motivational, activity-oriented, and cognitive components of future teachers’ readiness to pedagogical work were measured using the determination methodology for the factors of the profession’s attractiveness developed by Yadov, the questionnaire entitled “The identifier of problematic dominant level in the process of addressing pedagogical tasks”, and the results of the final tests. To analyse the results obtained and to study objectively dynamics of changes in activity orientated, cognitive, and motivational elements, the research has used methods of mathematical data processing and a STATISTICA software for statistical analysis. The research found the efficiency of distance courses implementation with active teaching methods on the development of all components of future teachers’ readiness to pedagogical work. The author concluded that in the context of the general professional training of teachers and adaptation to the peculiarities of distance learning, the most efficient methods are the following: case-study, a problem-oriented lecture, a method of projects, portfolio, and discussion. In the view of the author, distance educational technologies, means of virtual visualisation and interactive content help broaden the didactical potential of active methods of pedagogical interaction and diversify delivery of the training material.
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Gil-Melitón, Margot, and José Luis Lerma. "Patrimonio histórico militar: digitalización 3D de la espada nazarí atribuida a Ali Atar." Virtual Archaeology Review 10, no. 20 (January 28, 2019): 52. http://dx.doi.org/10.4995/var.2019.10028.

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<p class="VARNormal"><strong>Extended Abstract:</strong></p><p class="VARNormal">Ali Atar, Warden of Loja and Lord of Zagra, was born around 1393. He was one of the principal military leaders of the Nasrid period and came to join the Grenadine Royal House by marrying his daughter Moraima with Boabdil, the last King of Granada. He died in the battle of Lucena in 1483, where one of the magnificent jineta swords of Andalusí manufacture was snatched, which is now conserved and located in the collection of the Toledo Army Museum (MUSEJE). The MUSEJE collections house important scientific, technical, historical and artistic heritage. The historical military heritage needs for its protection, preservation and valorisation the adaptation of new resources and benefit from the usage of new digital technologies. The physical conservation is no longer enough for a resource as valuable as cultural heritage; it needs to be complemented with a comprehensive digital preservation in all its forms, being essential and necessary for its proper safeguard. The virtual era currently emphasizes its presence in the digital documentation, preservation and dissemination of our cultural heritage. In particular, we have oriented and activated it on the historical military heritage, knowledgeable and narrator of our history, of its treasures, and of their relationship within the society as important representations of social and dynastic status. This paper is centred in the 3D digitisation by means of digital photogrammetry and 3D modelling of a historical military weapon. Aided by photogrammetry and information and communication technologies (ICT), we will achieve precise geometric documentation and 3D models that are geared towards research, education, diffusion and the preservation of heritage as important and unknown as is historical military heritage. Photogrammetry gives us the opportunity to bring to light the Ali Atar’s sword, one of the most relevant artistic manifestations belonging to the Nasri armament (Fig. 1, Table 1). The multi-view close-range photogrammetry is key to virtualise this jewel and also to contribute to the democratisation of the museum through the web dissemination of its content in a personalized way.</p><p class="VARNormal">Materials such as metals and precious stones, and gold techniques present in the Andalusian weapon required a particular photogrammetric data acquisition using a light booth and polarizing filter (Fig. 10), as suggested for the latter by <a href="file:///E:/PC%20Port%C3%A1til%20Poli/Mis%20documentos/VAR/En%20Curso/Revisi%C3%B3n/10028/VAR_In_Press_10028.docx#Guidi_2014">(Guidi, Gonizzi, &amp; Micoli, 2014)</a>. This setup brought a substantial improvement when dealing with highly reflective materials such as the metallic blade of Ali Atar's jineta sword. The use of the polarising filter attenuated the light that affects and reflects in the piece, benefiting both data acquisition and processing to deliver 3D models. We offered some results ready to safeguard, preserve and disseminate the jineta sword as a high-quality 3D model (Fig. 13), with submillimetre precision from which to obtain all the necessary metric deliverables. From the dense point cloud, two meshes were delivered: i) a homogeneous high resolution mesh keeping all the original features for archiving, conservation and research, and ii) a medium resolution mesh for web-based visualisation and dissemination. The aim was to achieve a detailed geometric documentation as well as complete and accurate 3D models (Fig. 29) for web repositories (<a href="https://skfb.ly/ZzzA">https://skfb.ly/ZzzA),</a> orthoimages (Figs. 30 and 31) that allow us to plot from CAD programs all the ornamental and decorative information of the piece (Figs. 32 and 33). In addition, we present some results related to monitoring and evaluation of changes in the state of conservation of the piece (Figs. 34, 35 and 36), extending the survey to preventive conservation studies.</p><p>This research proves the value of geometric documentation techniques for the democratisation of museums. It contributes to improving the research processes, opening a new line of study. From this point we can rebuild the past through the virtuality, being able to mark and confirm historical hypotheses. These techniques offer the chance to give value to relevant and singular pieces in and out of museums. Both heritage and virtual archaeology are fundamental pillars to delve into the future of education and knowledge. </p>
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Castillo, D. A., D. J. Bishop, I. Donaldson, D. Kuek, M. de Ruig, M. Trupp, and M. W. Shuster. "TRAP INTEGRITY IN THE LAM IN ARIA HIGH-NANCAR TROUGH REGION,TIMOR SEA: PREDICTION OF FAULT SEAL FAILURE USING WELL-CONSTRAINED STRESS TENSORS AND FAULT SURFACES INTERPRETED FROM 3D SEISMIC." APPEA Journal 40, no. 1 (2000): 151. http://dx.doi.org/10.1071/aj99009.

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Drilling in the Laminaria High and Nancar Trough areas has shown that many hydrocarbon traps are underfilled or completely breached. Previous studies have shown that fault-trap integrity is strongly influenced by the state of stress resolved on the reservoir bounding faults, suggesting that careful construction of a geomechanical model may reduce the risk of encountering breached reservoirs in exploration and appraisal wells. The ability of a fault to behave as a seal and support a hydrocarbon column is influenced in part by the principal stress directions and magnitudes, and fault geometry (dip and dip azimuth). If a fault is critically stressed with respect to the present-day stress field, there is a high likelihood that the fault will slip, thereby elevating fault zone permeability that enables hydrocarbons to leak. Leakage could be intermittent depending on the degree and rate of fracture healing, and on the recurrence rate between reactivated slip events.High-resolution wellbore images from over 15 wells have been analysed to construct a well-constrained stress tensor. Constraints are based on geomechanical parameters, along with drilling conditions that are consistent with the style of drilling-induced compressive and tensile wellbore wall failure seen in each of these wells. This regional stress analysis of permits AC/P8, AC/P16 and surrounding areas indicates a non-uniform strike-slip stress regime (SHmax > Sv > Shmin) with the orientation of the maximum principal horizontal stress (SHmax) varying systematically from north to south, similar to that previously reported for the western reaches of ZOCA. On the Laminaria High (AC/P8 and AC/L5), SHmax is 15°N ± 6°. Just south of the Laminaria High, there is a marked transition in the SHmax stress direction to about 63°N ± 6°. Over the Nancar Trough (AC/P16), the orientation is consistently NE-SW.Fault surfaces interpreted from 3D seismic data have been subdivided into discrete segments for the purpose of calculating the shear and normal stresses in order to resolve the Coulomb Failure Function (CFF) on each fault segment. The results have been displayed using 3D visualisation techniques to facilitate interpretation. The magnitude of hydrocarbon accumulation (column height) and leakage (residual column) deduced from well results may be explained in part by the CFF resolved on their respective reservoir-bounding faults. By integrating these stress determination and fault imaging technologies, explorationists and reservoir engineers will gain the ability to use these predictive tools to help quantify the likelihood of encountering a breached reservoir prior to drilling.
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Bilbokaitė, Renata. "COMPUTER BASED VISUALIZATION TEACHING CHEMISTRY: ANALYTICAL REVIEW OF VISUALIZATION TOOLS AND OBJECTS." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 5, no. 2 (August 20, 2008): 7–14. http://dx.doi.org/10.48127/gu-nse/08.5.07a.

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Background There are lot of books that teachers use in teaching process, but books are still unable to represent difficult view and to enclose 3D features of object. To reduce this lack of information proceeding there can be used computer visualisation in the classrooms. Computer technologies can be essential tools for scientific teachers because of the extensive possibilities to show 3D representations. The teachers do not feel competent in knowledge of modern technology that is why they rarely use them in teaching process-es. Clear computer based visualization helps students to understand difficult concepts and this leads to comprehension in science education. The more concepts and laws of nature they will now the more quali-tative scientific education will be. The article is grounded on visual thinking and genetic structural model of intellect theories. According to these theories all things, if it is possible, should be visualised, because later it helps to create right mental models and perfect comprehension of objects. This research pretends to enclose computer based visualization tools and the mostly visualised objects in chemistry for the reason teachers could use them in chemistry lessons. The subject of research – the practice of possibilities of computer based visualization tools and objects in chemistry Aim – to enclose practice of possibilities of computer based visualization tools and objects in chemistry The research tasks: • To categorize tools of computer based visualization; • To analyze the practice of possibilities of categorized computer based visualization tools teach-ing chemistry; • To analyze - which objects are the mostly visualized teaching chemistry Methods. Scientific literature analysis, systemic structural analysis, reflection Results and conclusion: • All computer based visualization tools are important because of clear visualization and possibil-ity to see very small objects. • Computer programs are designed for concrete theme; it may be proportion to plans of chem-istry education. They are interactive; there are possibilities to subscribe them by internet. It must be installed to the personal computer. Internet programs are significant because of possibility to use them free having internet and installing needful software. Mostly all programs are verbal-ized in English language; this circumstances the good chemistry teachers’ knowledge of Eng-lish language. Pupils can use them independently for self – education, to deepen general knowledge of chemistry. • Molecules and their structures are the most visualized objects in chemistry education; it means that molecules are one of the most difficultly perceivable concepts. It is recommended to use visualization tools teaching about molecules. Key words: computer based visualization, visualization tools, visualization objects, teaching chemistry
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Barvir, Radek, Alena Vondrakova, and Jan Brus. "TouchIt3D: Technology (not only) for Tactile Maps." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-24-2019.

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<p><strong>Abstract.</strong> The majority of information has a spatial context that can be represented on the map, while maps are presenting the real world in the simplified and generalised way, focusing on the key features or specific topic. For some kinds of users, the map as the representation of the real spatial context is not only the possibility but also the necessity. Among these people belong people with visual impairments.</p><p> The number of visually impaired people increases every year and to their full-fledged integration into society is devoted considerable attention. But People with visual impairments are the target group with specific user needs, and the conventional map is insufficient for them. Along the growing number of visually impaired people importance of tactile cartography is increasing.</p><p> Currently, there are many technologies used for creating tactile maps, including very primitive and cheap solutions as well as advanced methods. The simplest way is drawing on the hand which brings only the real-time perception which needs to memorise for next uses. Another technique of hand embroidery consists of thick fibre placed on the cardboard or different paper type. More accurate is drawing on a special paper for blind or using dense colour gels. Also, some kinds of machinery producing technologies are used, e.g: shaping carton, plastic or metal. Braille printers can produce not very complicated tactile maps using 3D dots. Similar results can be obtained using serigraphy. Very popular is printing on heat-sensitive paper as mentioned before in the case of haptic maps by Mapy.cz. Another possibility is to use rubberized colours and nowadays popular technology of 3D printing (Vozenilek and Ludikova, 2010).</p><p> At the Department of Geoinformatics, Faculty of Science, Palacký University Olomouc, Czechia, the research team developed prototypes and methodology for the creation of the modern type of 3D tactile maps, linkable with mobile devices (Barvir et al., 2018).Interactive tactile maps connectable with mobile devices bring new opportunities to develop tactile map production. The prototypes have been verified in practice in cooperation with educational centres for people with visual impairment and blind people, and special schools. It is comprehensive research focusing a lot of scientific challenges. The contribution would like to summarise the most significant findings of the research.</p><p> The developed TouchIt3D technology is based on linking 3D objects, such as tactile maps, 3D models, controls, etc., with a mobile tablet or mobile phone using a combination of conductive and non-conductive filament. Each model is linked to an individual mobile application layout that initiates a pre-action based on user suggestions done within touching the model. For example, such an action may be a vibration or a speech command when the person with visual impairment touch inappropriate map symbol. As example can be introduced a listing of current public transport departures after the user touches the bus-stop map symbol on the 3D transport terminal plan. Data can be acquired in real time via Internet as the tablet can be connected to WiFi or cellular network. TouchIt3D technology is primarily focused on the presentation of spatial data and navigation for the public, people with visual or other impairment.</p><p> There are two ways how to create such tactile map. The first way is to prepare all the data manually. Another approach is the semi-automatic workflow. This approach is significantly different from previous workflows of producing maps for people with visual impairment. The solution based on the open-source and free software and data together with sharing electronic part of the map in the form of tablet dramatically lowered costs of tactile maps production. The designed scripts and models also reduced the time necessary to spend by map designing up to a minimum. User testing provided all data required for the improvement, and maximal adaptation of the cartographic visualisation methods to the target user needs. Nevertheless, maps partly automatically done and based on crowdsourcing data cannot bring the same quality as individually made tactile maps.</p><p> The main aim of the research is to find a workflow of interactive tactile maps creation using the TouchIt3D technology. The research also deals with setting appropriate parameters of the map, e.g. the map scale, cartographic symbol size, map content etc. This optimisation is done to fit the needs of people with visual impairment as much as possible on the one hand and taking into account the limitations of the map creation possibilities.</p><p>This research is implemented within the project <i>Development of independent movement through tactile-auditory aids</i>, Nr. TL01000507, supported by the Technology Agency of the Czech Republic.</p>
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Wheeler, Gavin, Shujie Deng, Nicolas Toussaint, Kuberan Pushparajah, Julia A. Schnabel, John M. Simpson, and Alberto Gomez. "Virtual interaction and visualisation of 3D medical imaging data with VTK and Unity." Healthcare Technology Letters 5, no. 5 (September 21, 2018): 148–53. http://dx.doi.org/10.1049/htl.2018.5064.

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Prokop, Anna, Piotr Nazarko, and Leonard Ziemiański. "Digitalization of historic buildings using modern technologies and tools." Budownictwo i Architektura 20, no. 2 (July 23, 2021): 083–94. http://dx.doi.org/10.35784/bud-arch.2444.

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The aim of the paper is to present some experiences of using modern technologies to historical buildings digitalization. The emphasis is placed on the possibilities of spatial data collecting, as well as on subsequent 3D modelling. The paper describes the proposed survey techniques which are based on the Terrestrial Laser Scanning and photogrammetry. The authors obtained the point cloud by using the laser scanner Faro Focus 3D and dedicated software to combine scans (target based and cloud to cloud methods). The paper also provides an introduction to issues related to a method of building structure modelling based on a pointcloud. The authors proposed some computer software tools that could improve work with a point cloud and the modelling process. The resulting 3D model could be both a source of information about historical building and a sufficient base to create computational model with spatial finite elements. The subject of the case study is the St. Hubert Chapel located in Rzeszów (Poland) and built in the middle of the 18th century under the patronage of the Lubomirski family. This rococo chapel is one of the most valuable architectural monuments in the region. Historical Building Information Model (HBIM) could be helpful in analysis, visualisations and conservation practice of this precious monument. Diagnosing the current object state and assessing its technical condition could be the purpose of creating a computational FEM model.
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Ong, S. K., and Z. B. Wang. "Augmented assembly technologies based on 3D bare-hand interaction." CIRP Annals 60, no. 1 (2011): 1–4. http://dx.doi.org/10.1016/j.cirp.2011.03.001.

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50

Wright, Derek W., Tim Angus, Anton J. Enright, and Tom C. Freeman. "Visualisation of BioPAX Networks using BioLayout Express3D." F1000Research 3 (October 20, 2014): 246. http://dx.doi.org/10.12688/f1000research.5499.1.

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BioLayout Express3D is a network analysis tool designed for the visualisation and analysis of graphs derived from biological data. It has proved to be powerful in the analysis of gene expression data, biological pathways and in a range of other applications. In version 3.2 of the tool we have introduced the ability to import, merge and display pathways and protein interaction networks available in the BioPAX Level 3 standard exchange format. A graphical interface allows users to search for pathways or interaction data stored in the Pathway Commons database. Queries using either gene/protein or pathway names are made via the cPath2 client and users can also define the source and/or species of information that they wish to examine. Data matching a query are listed and individual records may be viewed in isolation or merged using an ‘Advanced’ query tab. A visualisation scheme has been defined by mapping BioPAX entity types to a range of glyphs. Graphs of these data can be viewed and explored within BioLayout as 2D or 3D graph layouts, where they can be edited and/or exported for visualisation and editing within other tools.
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