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1

Calzado, Alberto, Ángel-Luis García-Fernández, Lidia Ortega-Alvarado, and Francisco Feito-Higueruela. "Integrated information system for 3D interactive reconstruction of an archaeological site." Journal on Computing and Cultural Heritage 16, no. 3 (2023): 44. https://doi.org/10.1145/3586077.

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Archaeological recording is intended to preserve as much information as possible about the finds. However, once the pieces are removed from the site, there is information regarding the original positioning of these pieces that may be lost or not accurately recorded, and can be relevant for further studies. This spatial arrangement can also be crucial for subsequent piece restoration or to understand certain aspects of ancient cultures. In this paper, we describe a software prototype and a methodology to virtually reconstruct an archaeological site for posterity, once it has been excavated. The system is implemented with a client-server architecture. In the server, a spatial database stores and manages the 3D models of the finds, as well as several 3D site ground surface models acquired at different times during the excavation process. On the client side, a graphical interface allows the user to manipulate the find models in order to recreate and virtually reconstruct the original spatial arrangement of the archaeological site. Topological relationships among the finds are stored in the database to provide further spatial analysis. The result is an integrated information system that goes beyond 3D visualization, making the site last for posterity after its excavation, and allowing further spatial analysis.
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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 (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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Xiao, Jinliang, Jin Shang, Ming Gao, Jianhua Zhang, and Jianhe Li. "A Reconstruction and Representation System for 3D Digital Archaeological Documentation – A Case Study of Dahecun Archaeological Site in China." Virtual Archaeology Review 4, no. 8 (2015): 50. http://dx.doi.org/10.4995/var.2013.4288.

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<p>In Dahecun, a famous archaeological site in China, the cultural strata have accumulated up to 12.5 meters, including archaeological remains covering 3,300 years. In order to improve the precision and convenience of archaeological work, a digitally aided 3D archaeological reconstruction and representation system is designed for the support of archaeological work and subsequent research and virtual reconstruction and representation of immediate site information and research output. The system shall benefit archaeologists and researchers as well as the general population with easy access to archaeological information.</p>
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Calzado, Alberto, Ángel-Luis García-Fernández, and Lidia Ortega. "Accessing interactively the spatio-temporal data-model of an archaeological site through its 3D virtual reconstruction." Digital Applications in Archaeology and Cultural Heritage 26 (September 7, 2022): e00235. https://doi.org/10.1016/j.daach.2022.e00235.

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Information and communication technologies are increasingly used in all archaeological processes. However, archaeologists sometimes consider them as intrusive, too far from the traditional work methodology and even a hindrance. In this article we propose a framework to allow natural and therefore intuitive access to the archaeological record. The information retrieval process is carried out through a three-dimensional virtual reconstruction of the archaeological site. In this system, navigation and interaction with the three-dimensional elements of the environment triggers database queries. To achieve such functionality, a client-server architecture is designed in which the server maintains a spatio-temporal database with heterogeneous information, including the 3D models of the finds. To do this, a virtual replica of the site is created considering spatial restrictions and topological relationships among the finds.
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Kim, Ingyeong, and Hyoungki Ahn. "Digital Reconstruction and Utilization Strategies for Archaeological Landscapes: A Case Study of the Daegok-ri Site in Suncheon." Hoseo Archaeological Society 60 (February 28, 2025): 46–74. https://doi.org/10.34268/hskk.2025.60.46.

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This study explores methods and processes for digitally reconstructing archaeological landscapes, focusing on the Daegok-ri site in Suncheon, and examines potential applications of such reconstructions. Study on the restoration and digital representation of heritage sites using digital technology has been steadily progressing both domestically and internationally. Notable international examples include the Rome Reborn Project, while domestic projects such as the Hanyangdoseong Time Machine and the Gyeongju Seorabeol Millennium Time Travel exemplify this trend. These large-scale projects have primarily been conducted by IT companies or a limited number of researchers, making digital approaches in archaeology challenging for those less familiar with digital technologies. To facilitate easier digital reconstruction of archaeological landscapes by researchers, a step-by-step study was conducted. The subject of this study is the Daegok-ri site in Suncheon, which is currently submerged, rendering visual observation of the landscape difficult. Visualization was performed by incorporating archaeological data, paleoenvironmental information, and paleotopographic analysis. The site was reconstructed using GIS, 3D graphics technology, real-time rendering engines, and 3D modeling assets, enhancing its value for various applications. From an academic perspective, the visual representation of the surrounding environment and the spatial relationships between Bronze Age pit houses and dolmens aids in research comprehension. Practically, the reconstruction can be utilized as educational and exhibition material through virtual reality (VR) and augmented reality (AR). It can also contribute to cultural heritage preservation by being developed into virtual tourism resources or immersive extended reality (XR) content. To achieve this, establishing 3D modeling platforms and systematic archiving systems for data sharing is essential. For instance, if platforms similar to the Cultural Heritage Administration's National Heritage Portal's 3D Cultural Heritage section or the Korea Cultural Information Service's Metaverse Data Lab, which provide 3D modeling asset data, are developed for archiving and public sharing, study on the digital restoration and representation of archaeological sites will become more active.
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Fazio, Leonarda, and Mauro Lo Brutto. "3D survey for the archaeological study and virtual reconstruction of the “Sanctuary of Isis” in the ancient Lilybaeum (Italy)." Virtual Archaeology Review 11, no. 22 (2020): 1. http://dx.doi.org/10.4995/var.2020.11928.

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<p class="VARKeywords">In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for different archaeological remains and how to use 3D models to improve knowledge and dissemination to a wider audience are open questions.</p><p class="VARKeywords">This paper deals with the use of terrestrial laser scanners and photogrammetric surveys for the virtual reconstruction of an archaeological site. In particular, the work describes the study for the 3D documentation and virtual reconstruction of the “Sanctuary of Isis” in <em>Lilybaeum,</em> the ancient city of Marsala (southern Italy). The "Sanctuary of Isis" is the only Roman sacred building known in this archaeological area. Based on the survey data, it has been possible to recreate the original volumes of the ancient building and rebuild the two best-preserved floors –a geometric mosaic and an <em>opus spicatum</em>– for a first digital reconstruction of the archaeological complex in a 3D environment.</p>
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Aparicio-Resco, Pablo, Alejandro García Álvarez-Busto, Iván Muñiz-López, and Noelia Fernández-Calderón. "Reconstrucción virtual en 3D del castillo de Gauzón (Castrillón, Principado de Asturias)." Virtual Archaeology Review 12, no. 25 (2021): 158. http://dx.doi.org/10.4995/var.2021.14940.

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<p class="VARKeywords">The virtual reconstruction of a site is the mirror in which the archaeological research process is reflected, with all its uncertainties and certainties, generating a space for reflection on the lost materiality while the vestige itself is reconfigured into a didactic and social resource. Here we present the result of the three-dimensional (3D) reconstruction of the archaeological structures preserved in the Peñón de Raíces, in Castrillón (Asturias), which correspond to the ruins of the castle of Gauzón, a famous fortification of the Asturian kings in which La Cruz de la Victoria was made in 908.</p><p>The article begins with an introduction and a first part (Section 2) dedicated to the explanation of the site itself from an archaeological and historical point of view. We believe that this analysis should be the basis of any scientific virtual reconstruction. The virtual reconstruction presented here is dated to the 9-10th centuries and corresponds to the fortification built in the time of the Asturian kings. We offer a detailed analysis of the morphological and architectural components that have been documented in this defensive settlement in the light of archaeological research, and that provide the main foundations for the infographic reconstruction.</p><p>In the second part of the article (Section 3), we analyse the specific sources of historical and archaeological information that support the reconstruction and serve as a reference for it. The historical-archaeological sources used for the representation, for example, of the walls and the palaeoenvironmental environment, are detailed. Likewise, we comment on the process of discussion of the different hypotheses that, finally, lead to the presented result. It is important to note that without this discussion process it is not possible to produce a sound and solid proposal over time.</p><p>In the third part (Section 4), we show the result of the virtual reconstruction with a series of images. To obtain the virtual reconstruction presented in this article, the Blender Geographic Information System (GIS) addon has been used, which allows us to have a digital terrain model (DTM) on our 3D desktop easily so that we can begin to carry out the work from it. The archaeological planimetries were arranged on it and, based on all this information, the modelling process began. In the first place, basic modelling of volumes was carried out that served to raise the first sketches and, on them, to continue discussing the reconstructive hypotheses. Little by little the geometry of the virtual reconstruction was detailed and the castle took shape. The next step was to carry out texturing in a photorealistic way, for which it was decided to use Substance Painter software. We continued with the texturing and addition of details of the surrounding terrain using particle systems, which has been one of the most complex phases to carry out given the level of realism that we set ourselves as a goal. Later, other types of minor details were added: objects, characters and animals, which help to better understand the context. Finally, the final renderings are carried out and their post-processing is developed in Adobe Photoshop, for which matte painting techniques were used that merge 3D images with photographs and digital drawing.</p><p>Our interest was to carry out scientific graphic work, for which we have emphasized the importance of using the scale depicting historical/archaeological evidence for virtual reconstructions, a tool that allows us to ensure the principles of authenticity and scientific transparency of any virtual reconstruction (Aparicio et al., 2016). In this case, thanks to this tool, it is clear that the highest level of evidence is found in the castle itself excavated in the acropolis, while the town and the surrounding palisade clearly show a lower level of evidence. We hope that subsequent excavations in this area will allow us to review the reconstruction and thus also reflect a higher level of evidence in this area.</p><p>We believe that the work presented here constitutes a good example of the use of virtual scientific reconstruction for the development and consolidation of new hypotheses not only reconstructive but also interpretive of an archaeological site. Furthermore, the result presented here demonstrates the power of this graphic resource for the dissemination of historical-archaeological knowledge, a fundamental objective when carrying out any scientific work.</p><p><strong>Highlights:</strong></p><ul><li><p>Reconstrucción infográfica de una de las principales fortificaciones del reino de Asturias (s. VIII-X), a partir de la evidencia material documentada en las campañas de excavación arqueológica realizadas en el yacimiento.</p></li><li><p>Desarrollo de hipótesis reconstructivas de arquitectura militar altomedieval arruinada mediante la interpretación de vestigios arqueológicos aplicando un enfoque multidisciplinar.</p></li><li><p>Ejemplo de uso de la escala de evidencia histórico-arqueológica y de las unidades reconstructivas (UR) como instrumentos que permiten garantizar los principios de autenticidad y transparencia científica.</p></li></ul>
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8

Bruno, F., A. Lagudi, L. Barbieri, et al. "VIRTUAL DIVING IN THE UNDERWATER ARCHAEOLOGICAL SITE OF CALA MINNOLA." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 121–26. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-121-2017.

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The paper presents the application of the technologies and methods defined in the VISAS project for the case study of the underwater archaeological site of Cala Minnola located in the island of Levanzo, in the archipelago of the Aegadian Islands (Sicily, Italy). The VISAS project (http://visas-project.eu) aims to improve the responsible and sustainable exploitation of the Underwater Cultural Heritage by means the development of new methods and technologies including an innovative virtual tour of the submerged archaeological sites. <br><br> In particular, the paper describes the 3D reconstruction of the underwater archaeological site of Cala Minnola and focus on the development of the virtual scene for its visualization and exploitation. The virtual dive of the underwater archaeological site allows users to live a recreational and educational experience by receiving historical, archaeological and biological information about the submerged exhibits, the flora and fauna of the place.
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9

Barreau, Jean-Baptiste, Elen Esnault, Jérôme Foucher, Manon Six, and Cécile Le Faou. "3D modelling of a 15th century city gate of Rennes: Portes Mordelaises." Virtual Archaeology Review 11, no. 22 (2020): 41. http://dx.doi.org/10.4995/var.2020.12653.

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The Portes Mordelaises, remnants of the medieval city walls of Rennes, France, has been the subject of several archaeological excavations until 2017. From these excavations, we created a three-dimensional (3D) model of the site reconstructed as it would have appeared during the 15th century, including the surrounding plus the interiors of its famed towers. Once our efforts and results were officially recognised as being of national interest by the French Ministry of Culture and Communication, Department of Heritage and the National Museum Service of France, we presented our virtual model reconstruction in an exhibition curated by the Museum of Bretagne, entitled "Rennes, les vies d'une ville" (Rennes, the Lives of a City). This approach to 3D reconstruction of the site served to further study Rennes’ origins, its construction, organisation, as well as its historic relationship to surrounding territories. The main objective of this work was to investigate, using of a significant and complex archaeological site as proof of concept, how the digitalisation of an existing structure, the modelling of its hypothetical structures, and the interactions with its virtual spaces enabled the general public to provide critical feedback, and enhance archaeological knowledge and evaluation of such sites. This reconstruction was carried out under a West Digital Conservatory of Archaeological Heritage project, whose mission is to support and advise archaeologists in the production and exploration of 3D archaeological datasets using the latest digitisation, modelling, and virtual reality (VR) techniques. Through a complex but repeatable process, using the valuable data provided by various excavations, in addition to new information provided by the 3D digitalisation itself, we produced a 3D model, fully satisfactory to rigorous scientific standards, which was then incorporated into a VR space ready for diffusion to the general public. Furthermore, the fact that 45850 visitors were welcome to experience our 3D model at an exhibition in a city the size of Rennes proved to be a significant success.
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Basso, Patrizia, Barbara Bianchi, Daniele Bursich, Nicola Delbarba, Alessandra Marinello, and Fiammetta Soriano. "E-Archeo Project: The 3D Reconstruction of the Roman Villae in Sirmione and Desenzano (Brescia, Italy)." Applied System Innovation 6, no. 3 (2023): 59. http://dx.doi.org/10.3390/asi6030059.

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The e-Archeo project, commissioned from ALES S.p.A.by the Ministry of Culture (MIC), aims to valorise the multimedia experience of eight Italian archaeological sites. This paper discusses the University of Verona’s contribution to this project, which focuses on the virtual reconstruction of two Roman villas located in Sirmione and Desenzano (Lombardy). This paper outlines the 3D survey methodologies and scientific back-end approach using Extended Matrix. The architectural and decorative reconstruction process for each site is elucidated, providing a comprehensive understanding of the process followed. Furthermore, the University developed a narrative to accompany virtual visits. One of the main project outputs was e-Archeo 3d, a virtual reality web app that allows remote and on-site use.
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Mazurkevich, Andrey, Ekaterina Dolbunova, and Luca Ottonello. "Archaeological excavations and reconstructions of disappeared archaeological heritage (based on excavations in North-Western Russia)." VITA ANTIQUA 10 (December 20, 2018): 165–75. https://doi.org/10.37098/2519-4542-2018-1-10-165-175.

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Archaeological excavations allow us to investigate archaeological heritage, but at the same time, they lead to its destruction. Multi-layer archaeological sites, which were settled during multiple stages of occupation and include several cultural horizons, represent a number of events. Their “decoding” is possible only by application of various methods – archaeological, natural-scientific, as well as the use of virtual modelling. Archaeological excavations allow tracing of different stages of people inhabitation, whereas digital reconstruction gives the possibility to visualize these stages and reconstruct disappeared archaeological heritage, destroyed in the course of people activity during long time. In this case archaeological field documentation, precise recording, further researches and reconstructions based on them are tightly interrelated. Combination of different methods gives the potential of preserving and telling the stories in a way that was never possible before; creating time pictures of explorable areas with an unprecedented level of detail by using animation and reconstruction methods, which could finally contribute a lot to interpretation of the sites. Computer-based visualisation seeks to represent the existing state, an evidence-based restoration or a hypothetical reconstruction of a cultural heritage object or site, and the extent and nature of any factual uncertainty. Such a combination of methods was applied during researches of Neolithic sites in North-Western Russia, in Dnepr-Dvina region. Analysis made in Dnepr-Dvina area allowed making virtual reconstructions of several sites, tracing particularities of artefacts deposition and cultural layers formation, identifying particularities of paleoenvironmental situation during different periods and finally visualization of ancient sites.
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Scianna, A., G. F. Gaglio, and M. La Guardia. "AUGMENTED VIRTUAL ACCESSIBILITY OF CH: THE WEB NAVIGATION MODEL OF INQUISITION PRISONS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-M-2-2023 (June 26, 2023): 1443–47. http://dx.doi.org/10.5194/isprs-archives-xlviii-m-2-2023-1443-2023.

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Abstract. The latest advances in the architectural survey and 3D reconstruction have produced new technologies and methodologies to enhance cultural assets and improve their accessibility. The possibility of virtually visiting a place of historical and cultural interest is often the only way to have access to it. This can happen for various reasons: users' disabilities, temporary site closure, assets located in remote and inaccessible places, and assets destined to disappear over time. Fortunately, new Geomatics and Computer Science technologies allow the virtual reconstruction of entire archaeological and monumental sites with high levels of accuracy. Considering the technologies related to VR, online virtual fruition techniques were recently adopted, using the open source WebGL JavaScript libraries. These libraries allow users to virtually explore the virtual model employing web browsers without installing any client-side applications. The work presented adopts these technologies. It falls within the VASARI project, whose goal is to create a single digital platform for the enhancement, use, and management of the Italian artistic heritage. In particular, the described work concerns the survey, 3D reconstruction, and web visualization of the archaeological site of the Inquisition Prisons located within the monumental complex of Palazzo Chiaramonte in Palermo, known as the "Steri" and today the headquarters of the Rectorate of the University of Palermo. The adopted workflow and encountered issues during implementation will be described.
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Farella, E., F. Menna, E. Nocerino, D. Morabito, F. Remondino, and M. Campi. "KNOWLEDGE AND VALORIZATION OF HISTORICAL SITES THROUGH 3D DOCUMENTATION AND MODELING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 255–62. http://dx.doi.org/10.5194/isprs-archives-xli-b5-255-2016.

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The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i) to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii) to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausilypon, a maritime villa of Roman period (Naples, Italy). Using Unity3D, the virtual tour of the heritage site was integrated and enriched with the surveyed 3D data, text documents, CAAD reconstruction hypotheses, drawings, photos, etc. In this way, starting from the actual appearance of the ruins (panoramic images), passing through the 3D digital surveying models and several other historical information, the user is able to access virtual contents and reconstructed scenarios, all in a single virtual, interactive and immersive environment. These contents and scenarios allow to derive documentation and geometrical information, understand the site, perform analyses, see interpretative processes, communicate historical information and valorize the heritage location.
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Farella, E., F. Menna, E. Nocerino, D. Morabito, F. Remondino, and M. Campi. "KNOWLEDGE AND VALORIZATION OF HISTORICAL SITES THROUGH 3D DOCUMENTATION AND MODELING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 255–62. http://dx.doi.org/10.5194/isprsarchives-xli-b5-255-2016.

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The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i) to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii) to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausilypon, a maritime villa of Roman period (Naples, Italy). Using Unity3D, the virtual tour of the heritage site was integrated and enriched with the surveyed 3D data, text documents, CAAD reconstruction hypotheses, drawings, photos, etc. In this way, starting from the actual appearance of the ruins (panoramic images), passing through the 3D digital surveying models and several other historical information, the user is able to access virtual contents and reconstructed scenarios, all in a single virtual, interactive and immersive environment. These contents and scenarios allow to derive documentation and geometrical information, understand the site, perform analyses, see interpretative processes, communicate historical information and valorize the heritage location.
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15

Tejeda-Sánchez, C., A. Muñoz-Nieto, and P. Rodríguez-Gonzálvez. "GEOMATIC ARCHAEOLOGICAL RECONSTRUCTION AND A HYBRID VIEWER FOR THE ARCHAELOGICAL SITE OF CÁPARRA (SPAIN)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 1105–11. http://dx.doi.org/10.5194/isprs-archives-xlii-2-1105-2018.

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Visualization and analysis use to be the final steps in Geomatics. This paper shows the workflow followed to set up a hybrid 3D archaeological viewer. Data acquisition of the site survey was done by means of low-cost close-range photogrammetric methods. With the aim not only to satisfy the general public but also the technicians, a large group of Geomatic products has been obtained (2d plans, 3d models, orthophotos, CAD models coming from vectorization, virtual anastylosis, and cross sections). Finally, all these products have been integrated into a three-dimensional archaeological information system. The hybrid archaeological viewer designed allows a metric and quality approach to the scientific analysis of the ruins, improving, thanks to the implementation of a database, and its potential for queries, the benefits of an ordinary topographic survey.
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Biondi, Elena, and Alessandro Bovero. "The virtual journey through history: from projects to building phases of one of the most famous baroque Royal Palace in the UNESCO’s World Heritage List." Virtual Archaeology Review 4, no. 8 (2015): 109. http://dx.doi.org/10.4995/var.2013.4333.

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<p>In this paper we present an experience designed to introduce virtual reality and computer graphic modeling as representing tools in all phases of interpretation, analysis, reconstruction and communication of archaeological and historical researches on Venaria Reale Complex. Ten three-dimensional CG reconstructions represent exterior shapes of the Complex corresponding its five major building phases: the relationship between the old town centre, the Royal Complex and its Gardens has been consistently the result of an unified vision. The virtual pass into the history of that site since seventeenth century to the present has been realized with careful virtual camera flight through 3D reconstructions. The main purpose for the final video was to highlight the most significant elements that mark urban and architectural evolutions.</p>
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Enríquez, Carlos, Juan Manuel Jurado, Alexandro Bailey, et al. "The UAS-Based 3D Image Characterization of Mozarabic Church Ruins in Bobastro (Malaga), Spain." Remote Sensing 12, no. 15 (2020): 2377. http://dx.doi.org/10.3390/rs12152377.

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In recent years, the application of geomatics tools in archaeology has proved to be very useful to obtain meaningful knowledge of the 3D reconstruction of archaeological remains and semantic classification of the 3D surface. These techniques have proven to be an effective solution for the 3D modeling and the extraction of many spatial features on an archaeological site. However, novel methodologies as well as new data exploitation strategies are required to exploit these geospatial data for natural and cultural heritage documentation, monitoring, and preservation. In this paper, we have studied unique archaeological ruins, a Mozarab church in Al-Andalus, using high-resolution RGB images, which was taken by a drone. Thus, a 3D reconstruction of the ruins and the surrounding environment is carried out in order to characterize it on a dense point cloud. Then, a digital elevation model (DEM) was calculated in order to identify critical slope lines, which are significant to determine where the structure of the church was built. Our results can be used for the development of an architectural project and thus a virtual recreation of these archaeological ruins was performed.
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Kowal, Slawomir, Krzysztof Koszewski, Jan Słyk, and Stefan Wrona. "Digital Method for Verifying Archaeological Hypotheses. Medieval Gord Under Pułtusk Castle." Studies in Digital Heritage 1, no. 2 (2017): 444–55. http://dx.doi.org/10.14434/sdh.v1i2.23412.

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This paper describes the process of collaboration between architects and archaeologists started in 2012 on the virtual reconstruction of the medieval proto-urban site in Pultusk, Poland. The result was digital reconstruction of urban structure based on parametric methods supported by 3D printing. The paper summarizes the process consisting of organizing analog data, digitizing it, enriching with experts’ knowledge and creating procedural model of the settlement. The whole process ended with not only digital and physical, 3D printed model, but also a set of conclusions confirming usefulness of such methods in scientific research concerning interpretation of archaeological relicts in situation, when not all information is available and clear. Both archaeological practice and the process of architectural reconstruction confirm that reliability of scientific research and the regime of logical reasoning are independent from used technology, however they may be effectively supported by new methods and tools.
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Castagnetti, C., M. Giannini, and R. Rivola. "IMAGE-BASED VIRTUAL TOURS AND 3D MODELING OF PAST AND CURRENT AGES FOR THE ENHANCEMENT OF ARCHAEOLOGICAL PARKS: THE VISUALVERSILIA 3D PROJECT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 17, 2017): 639–45. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-639-2017.

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The research project <i>VisualVersilia 3D</i> aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy). The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.
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Hiebel, Gerald, Edeltraud Aspöck, and Karin Kopetzky. "Ontological Modeling for Excavation Documentation and Virtual Reconstruction of an Ancient Egyptian Site." Journal on Computing and Cultural Heritage 14, no. 3 (2021): 1–14. http://dx.doi.org/10.1145/3439735.

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In this article we introduce our semantic modeling approach for data from over 50 years of excavations at Tell el-Daba in Egypt. The CIDOC CRM with some of its extensions is used as an ontological framework to provide the semantics for creating a knowledge graph containing material remains, excavated areas, and documentation resources. An objective of the project A Puzzle in 4D is to digitize the documentation and create metadata for analog and digital resources in order to provide the data to the research community and facilitate future work for this important archaeological site. Using an example of 3D reconstruction of a tomb, we show how the knowledge graph linked to digital resources can be exploited for a specific task to encounter available information that is essential for a virtual reconstruction. Moreover, we show an approach of modeling to represent the interpretations supporting reconstructions as well as relate them to the sources used, thus providing transparency for the model and provenance data. Modeling for excavation documentation as well as virtual reconstruction has been tailored to the large amount of data processed from the project. The goal is to propose a semantic modeling feasible even on a large scale while still preserving the basic underlying ontological structures.
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Aricò, Manuela, Marcello La Guardia, and Mauro Lo Brutto. "3D Data Integration for Web Fruition of Underground Archaeological Sites: A Web Navigation System for the Hypogeum of Crispia salvia (Marsala, Italy)." Heritage 6, no. 8 (2023): 5899–918. http://dx.doi.org/10.3390/heritage6080310.

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The diffuse data fruition of archaeological hypogeum sites still represents a challenge due to their limited accessibility and their preservation and maintenance issues. This implies that the fruition of these peculiar archaeological sites is often possible through digital reconstructions and interactive web navigation systems. The survey methodologies based on terrestrial laser scanning and photogrammetry allow making accurate and detailed digital reconstructions of these sites that are useful for virtual fruition purposes. In addition, many different systems can be used for remote web navigation and fruition. This work presents a possible solution for the virtual fruition of archaeological hypogea with a multiscale 3D web navigation system based on WebGL open-source technology. The system has been implemented for the Roman hypogeum of Crispia salvia, located in Marsala (southern Italy). The hypogeum belongs to the Archaeological Park of Lilibeo-Marsala and is considered one of the most important archaeological discoveries in this area for its extraordinary frescoes. Public accessibility of this site is limited because it is located outside the boundaries of the Archaeological Park, in the modern town, and covered by a residential building. In this case, the web navigation system adds an important contribution due to the limited real accessibility to the site. This work shows the framework for the construction of the web navigation system, where 3D surveys, digital reconstructions, 3D modeling, and web development are integrated. The choice of using an open-source technology for the web navigation system limits the costs of the process, and, at the same time, grants the web dissemination of site information.
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Bowen, Gillian E., Thomas Chandler, and Derrick Martin. "Reconstructing Ancient Kellis." Buried History: The Journal of the Australian Institute of Archaeology 41 (January 1, 2006): 51–64. http://dx.doi.org/10.62614/67bcfg80.

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The possibilities offered by Virtual Archaeology generated a great deal of enthusiasm during the 1990s despite limitations of the technology. Today, with advances in computer graphics and processing power, 3D applications are increasingly used in furthering the documentation, conservation and preservation of ancient heritage. This paper examines the digital reconstruction of Ismant el-Kharab, ancient Kellis, Egypt based upon data from excavations carried out by Dr Colin Hope and Dr Gillian Bowen, Centre for Archaeology & Ancient History, Monash University. Presently ancient Kellis exists principally in data not immediately interpretable to the general public. In line with the growing emphasis on Virtual Heritage, comprehensive three-dimensional (3D) visualisations can significantly advance the awareness of historical sites normally inaccessible due to their location or fragile condition. Visualisations stretching across time and space can provide the possibility of visiting places that no longer exist or of viewing how places would have appeared at different times in their history. In the case of ancient Kellis, as in most archaeological excavations, a complete reconstruction is not possible as only a fraction survives. Several theories may compete to explain probable or possible reconstructions; a presentation of plural visualisations is the only way to obtain reasonable results. Interactive applications offer the ability to compare and contrast details of buildings and suggested reconstructions and choose between visualisations where temporal and spatial aspects can be explored. These techniques can significantly advance the archaeological interpretation of the site.
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Stanco, F., and D. Tanasi. "Virtual Acropolis. Digital recreation of a Sicilian Archaic sanctuary." Virtual Archaeology Review 3, no. 5 (2012): 126. http://dx.doi.org/10.4995/var.2012.4541.

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<p>This paper deals with a project of virtual reconstruction of an entire archaeological site, the Sicilian Archaic sanctuary on the acropolis of Polizzello Mountain. This research program, called ’Virtual Acropolis’ has been developed in order to allow the experience of visiting an interactive and immersive 3D environments reconstructed in all and set in a realistic landscape. A visit that in the reality is currently impossible due to the still ongoing restoration works. For improving the archaeologist’s hypotheses about rituals and performances that were carried out in the sanctuary, all votive objects and offerings were digitally recreated and located in their original position and an avatar of a worshipper was implemented within the interactive model in order to directly experience, thanks to the archaeological and literary sources collected, how was one ordinary day in an Archaic sanctuary. Furthermore, the application of this technique represents the more recent frontier in the policies aimed to promotion of cultural and archaeological heritage.</p>
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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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Albiach, Rosa, Héctor A. Orengo, Josep Blasco, and Ana Ejarque. "La Carència (Valencia, España) y su territorio Resultados de la aplicación de metodologías digitales." Virtual Archaeology Review 3, no. 5 (2012): 73. http://dx.doi.org/10.4995/var.2012.4527.

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<p>'La Carència. Chronological and urban change. Evaluation in its territorial context' is an archaeological project whose application of digital methodologies to the study of la Carència Ibero-Roman oppidum and its territory has been prominent during the last ten years. This application has been twofold: archaeological research has employed GIS analyses, photogrammetrical modelling of past landscapes and multispectral imagery analysis. Scientific dissemination has been enhanced by the use of aerial photogrammetry but 3D virtual modelling was also employed to develop a hypothetical reconstruction of the city walled area. In general the application of digital methodologies benefited archaeological analysis and, at the same time, helped developing the heritage value of both site and territory.</p>
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Carvajal-Ramírez, F., A. D. Navarro-Ortega, F. Agüera-Vega, and P. Martínez-Carricondo. "UNMANNED AERIAL VEHICLE PHOTOGRAMMETRY AND 3D MODELING APPLIED TO VIRTUAL RECONSTRUCTION OF AN ARCHAEOLOGICAL SITE IN THE BRONCE AGE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 21, 2019): 279–84. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-279-2019.

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<p><strong>Abstract.</strong> The risk of disappearing of cultural heritage of archaeological sites is directly related to the protection level by the corresponding administrations. This is the case of Cortijo Nuevo, an archaeological site with no known precedents in the Iberian Peninsula in the Bronze Age.</p> <p>The recent development of Unmanned Aerial Vehicles (UAV) used as platform carrying digital cameras, let to adapt the well-known classical Photogrammetry technique, in conjunction with Structure from Motion (SfM) and Multi View Stereo (MVS) algorithms, for very high accurate surveying of the terrain.</p> <p>In this work, several digital cartographic products including point cloud, Digital Elevation Model (DEM) and orthoimage were obtained from UAV-Photogrammetric flight with the purpose of document and virtual reconstruction of a damaged archaeological site. All the technical prescriptions of the flight and photogrammetric project were designed for accurately representing the state of the terrain in both epochs, current and previous to damage. The quality control for quantify planimetric and altimetric errors, based on 33 ground control points, showed RMSE<sub>xy</sub> = 0.0246 m, RMSE<sub>z</sub> = 0.0262 m and the total error sum of 0.0359 m. An integration of virtual 3D archaeological structures with the obtained terrain models was carried out through augmented reality technology, based on the information obtained in this work.</p>
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García-León, Josefina, Jesús A. González-García, and Pedro E. Collado-Espejo. "Documentation and modelling of a hypothetical reconstruction of the first Roman watermill in Hispania." Virtual Archaeology Review 12, no. 25 (2021): 114. http://dx.doi.org/10.4995/var.2021.15316.

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<p class="VARKeywords">The accurate graphic survey of an archaeological site is fundamental for its analysis and research. Furthermore, if this site is to be covered by a building and will not be accessible or visible, its documentation is essential, not only to continue with the research, but also to disseminate and enhance the discoveries. An example of this is the "<em>Hoya de los Molinos</em>" archaeological site in Caravaca de la Cruz (Region of Murcia, Spain). This is where the first mark of the wheel of a Roman vertical watermill in the Iberian Peninsula has been found. This fact is crucial because remains of Roman vertical-wheeled watermills have been found across the Mediterranean but not in the Iberian Peninsula. Moreover, the fact that this watermill still has all its structural elements makes this archaeological site in Caravaca de la Cruz very interesting. Due to these facts, it is essential to disseminate this discovery, so that it can be recognized and considered as archaeological and cultural heritage. To that end, the researchers have carried out a three-dimensional (3D) reconstruction of the most characteristic elements, such as the vertical wheel, the gears that allowed grinding the grain, and the building protecting them. A virtual recreation was carried out, based on the historical and building research, which is displayed in an explanatory video. Furthermore, two reproductions were created: one made to scale of the archaeological site with a 3D printer and another one of the hypothetical structure of the Roman watermill. To achieve this result, historians, archaeologists and engineers have collaborated, thus enabling not only its adequate dissemination, but also its accurate documentation, in an inclusive manner. Thanks to all the work that this paper describes, the Roman watermill found in Caravaca de la Cruz can be known, studied and assessed.</p><p><strong>Highlights:</strong></p><ul><li><p>The first Roman watermill in the Iberian Peninsula has been found with all its structural elements, from the imprints left in the stone by the wheel.</p></li><li><p>Virtual reconstruction of the first vertical wheel watermill discovered in Hispania has been made.</p></li><li><p>An animated video of the hydraulic watermill gears performance has been created for documentation and dissemination.</p></li></ul>
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Davidde Petriaggi, Barbara, Michele Stefanile, Roberto Petriaggi, Antonio Lagudi, Raffaele Peluso, and Paola Di Cuia. "Reconstructing a Submerged Villa Maritima: The Case of the Villa dei Pisoni in Baiae." Heritage 3, no. 4 (2020): 1199–209. http://dx.doi.org/10.3390/heritage3040066.

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Among the activities planned for the MUSAS Project, the digital reconstruction of the underwater sites constitutes a particular challenge, requiring strong cooperation between archaeologists and technicians. The case of the Villa dei Pisoni in Baiae, one of the richest in the Phlaegrean territory, is particularly interesting: the architectural remains, already documented in the 1980s and now inserted in one of the diving spots of the Underwater Park of Baiae, are disseminated on a huge surface, including quays, thermal complexes, a fishpond, and a large, luxurious viridarium. The effort required for the digital reconstruction of the ancient villa improved the previous knowledge and the lack of documentation even in a well-known site. In this paper, we will retrace the long path from the 3D reconstruction of the archaeological remains to the virtual architectural model of the villa, the numerous challenges, doubts, and uncertainties in the creation of the original spaces, and the support offered by the ancient sources, both literary and iconographic, in solving archaeological problems.
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Carrasco-Huertas, Ana, Ana I. Calero-Castillo, David Domínguez Rubio, and Teresa López-Martínez. "Virtual 3D Reconstruction Hypothesis of the Mural Decorations in the Sala de los Amores, Castulo Archeological Site (Linares, Jaén, Spain)." Heritage 8, no. 2 (2025): 73. https://doi.org/10.3390/heritage8020073.

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The advancement of digital techniques and reduced costs have greatly facilitated their integration into cultural heritage preservation. These technologies are especially valuable in archaeology, where detailed documentation is crucial. However, minimal intervention in restorations often limits public understanding of archaeological spaces, making digital tools essential for enhancing engagement. An example is the study and the virtual hypothesis of the mural decorations in the Sala del Mosaico de los Amores, located in the Castulo Archaeological Site (Linares, Jaén, Spain), dated to the late first and early second centuries AD. The hall originally featured an elaborate wall decoration, now largely lost due to the collapse of its walls, leaving only a few fragments in situ. Using SfM photogrammetry, the hall and the original paintings and cornices—restored in a laboratory—were documented and virtually reassembled. This process employed precise color calibration and dimensional scaling to ensure the faithful recreation of the original appearance. In addition to the anastylosis of the surviving fragments, a virtual reconstruction hypothesis was developed, offering the public an immersive visualization of how the space would have looked in its original state.
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Del Pozo, S., P. Rodríguez-Gonzálvez, D. Hernández-López, J. Onrubia-Pintado, and D. González-Aguilera. "SENSOR FUSION FOR 3D ARCHAEOLOGICAL DOCUMENTATION AND RECONSTRUCTION: CASE STUDY OF “CUEVA PINTADA” IN GALDAR, GRAN CANARIA." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 373–79. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-373-2019.

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<p><strong>Abstract.</strong> 3D documentation and reconstruction are decisive when inspecting archaeological sites without any direct contact or when monitoring the changes they have suffered over time are required. In addition, there is a great commitment with the preservation of heritage as well as with the awareness and dissemination of these historical sites. In this sense, this paper presents a visualization system with metric properties that will serve to manage and disseminate the archaeological site under study. Specifically, two techniques were used in an integrated way for the data acquisition: laser scanning and close-range photogrammetry. Both techniques come together in perfect marriage as remote data acquisition techniques to generate high quality 3D spatial products of this type of scenarios. A combined acquisition methodology is proposed in which the design of a network using reference spheres and targets is the key to link data from both technologies. This paper will describe the proposed methodology and the results obtained in the archaeological site of <q>Cueva Pintada</q> in Gran Canaria (Spain) which has an area of around 5400 m<sup>2</sup>. As final products: (i) a laser model of ± 1.68 mm accuracy and 5 mm resolution, (ii) a photorealistic photogrammetric model of ± 8.4 mm accuracy and 1.47 mm of spatial resolution thanks to a specific pole developed for this purpose and (iii) a virtual tour with metric properties of the whole archaeological site were obtained.</p>
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Di Giacomo, Giacomo, Massimo Limoncelli, and Giuseppe Scardozzi. "Rilievo e ricostruzione virtuale del Ponte Sud di Hierapolis di Frigia (Turchia)." Virtual Archaeology Review 4, no. 8 (2015): 20. http://dx.doi.org/10.4995/var.2013.4281.

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<p>The paper concerns the topographical survey and the 3D reconstruction of a Roman bridge-aqueduct located immediately to the south of Hierapolis in Phrygia (south-western Turkey), along the ancient route directed to Colosse and the internal Anatolia; only its southern abutment and scarce remains of the northern one are preserved. It is in a very difficult location, inside the narrow and deep valley, and it was never studied before. During the 2011 field work campaign of the Italian Archaeological Mission, it was surveyed using a high precision differential GPS system (for the plan documentation and its positioning in the digital archaeological map of Hierapolis) and through a Motorized Robotic Total Station (for the documentation of the elevation and the creation of a 3D model of the southern side) with the aim of its virtual reconstruction.</p>
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Faka, M., S. Christodoulou, D. Abate, C. Ioannou, and S. Hermon. "A 3D BASED APPROACH TO THE ARCHITECTURAL STUDY OF THE ROMAN BATH AT THE SANCTUARY OF APOLLO HYLATES (KOURION, CYPRUS)." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-2/W2 (August 16, 2017): 91–98. http://dx.doi.org/10.5194/isprs-annals-iv-2-w2-91-2017.

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Roman baths represented a popular social practice of everyday life, cited in numerous literary sources and testified by ample archaeological remains all over the Roman Empire. Although regional studies have contributed extensively to our knowledge about how baths functioned and what was their social role in various regions of the Mediterranean, their study in Cyprus is yet to be developed. Moreover, despite the increasing availability of devices and techniques for 3D documentation, various characteristics, especially in relation to the heating and water supply system of the baths, were omitted and were not properly and accurately documented. The pilot case study outlined in this paper presents the 3D documentation of the Roman bath, excavated in the 1950s, within the area of the Sanctuary of Apollo Hylates at Kourion (Limassol district). The creation of an accurate 3D model of the documented area through image and range based techniques combined with topographic data, allows the detailed analysis of architectural elements and their decorative features. At the same time, it enables accurate measurements of the site, which are used as input for the archaeological interpretation and virtual reconstruction of the original shape of the bath. In addition, this project aims to answer a number of archaeological research questions related to Roman baths such as their architectural features, function mode, and technological elements related to heating techniques.
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Amel, Bellala. "Digital Reconstruction of Heritage: Case of Ketchawa Mosque Remains." Journal of Recent Activities in Architectural Sciences 4, no. 2 (2019): 12–20. https://doi.org/10.5281/zenodo.2652697.

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In the digital era, new technologies have helped to rethink the traditional museum: people can now visit an exhibition, no matter where they are. The collections and exhibitions are now virtual and interactive. Presenting 3D models instead of simple pictures greatly enriches the virtual experience. However, the main question which is the use of digital tools for the preservation of cultural heritage is more crucial. Technological advances in recent years have helped to make giant leaps in this area, and 3D scanning is included. The digitization of heritage objects through classified catalogues and databases allows a better preservation by keeping them in safe in case of excessive use, or saving their digital references in case of natural disasters or cultural terrorist destruction attacks in time where lot of archaeological sites of the oldest civilisations are demolished without control or protection. The 3D models offer the ability to measure or analyse objects with precision and more malleability according to the better manipulation and the unlimited access to objects that can be shared within the community of researchers, who continually supply and update those databases with new archives documents or new 3D files relative to the same field. This system can gather multi-disciplinary members who can actively provide their support such as architects, archaeologists, paleontologists, historians, historians of art, artists... The 3D models can also contribute to restoration operations. The digital manipulation of parts or pieces by historian of art or restorer makes the work easier by presenting different hypothesis of the correct assembly before starting work on the original object. This operation protects it from several manipulations that can damage it. Thanks to its precision, the 3D scanning provides also a very quick results for unrestored pieces by revealing exactly where the breakdown occurred, which is particularly important for parts exposed to the weather. Archaeologists can scan artifacts directly in the excavations site or in exposed museums and send files for analysis. This scanning operation can both accelerates and simplifies the process of restoration and conservation of monuments. The aim of this works in to show how the digital tools can contribute effectively in the sustainable preservation and management of material heritage and the benefits it can beget.
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Cáceres-Criado, Irene, Paula Triviño-Tarradas, José Manuel Valderrama-Zafra, and Diego Francisco García-Molina. "Digital preservation and virtual 3D reconstruction of "The Baker’s house" in the archaeological site of Torreparedones (Baena, Cordoba-Spain)." Digital Applications in Archaeology and Cultural Heritage 24 (March 2022): e00218. http://dx.doi.org/10.1016/j.daach.2022.e00218.

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Pierdicca, Roberto, Eva Savina Malinverni, Emanuele Frontoni, Francesca Colosi, and Roberto Orazi. "3D visualization tools to explore ancient architectures in South America." Virtual Archaeology Review 7, no. 15 (2016): 44. http://dx.doi.org/10.4995/var.2016.5904.

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<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p>Chan Chan is a wide archaeological site located in Peru. Its knowledge is limited to the visit of Palacio Tschudi, the only restored up to now, whilst the majority of the site remains unknown to the visitors. The reasons are manifold. The site is very large and difficult to visit. Some well-conserved architectures, such as Huaca Arco Iris, are very far from the core centre. Furthermore, there are heavy factors of decay, mainly caused by illegal excavations, by marine salt and by the devastating phenomenon of El Niño. For these reasons, the majority of the decorative elements are protected by new mud brick walls. Finally, the vastness of the buildings makes difficult to understand their real value, even through a direct visit of the site. In order to overcome the aforesaid problems, we designed, developed and realized the museum exhibition presented in this paper. We named Esquina Multimedia an installation where every corner is aimed to solve a specific problem, providing the tourists with interactive and enjoyable applications. The virtual tour allows reaching also the unreachable areas. An Augmented Reality (AR) application has been developed in order to show ancient artefacts covered by the earth. A web-browser has been specifically designed to show bas-reliefs, with HD visualization, anaglyph stereoscopic view and a 3D virtual model of both the structures and the bas-reliefs. At the same time, a wall-mounted panel representing a metric 3D reconstruction of the building helps the user to find the artefact position. Descriptions of the hardware components and of the software details are presented, with particular focus regarding the implementation of the application, arguing how the digital approach could represent the only answer towards a full exploitation of archaeological sites. The paper also deals with the implementation of a web tool, specifically designed to display and browse 3D-Models.</p></div></div></div></div></div></div>
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Steuri, Noah, Oliver Sahli, Johannes Reich, et al. "Virtual Reality applications for visualization of 6000-year-old Neolithic graves from Lenzburg (Switzerland)." Digital Applications in Archaeology and Cultural Heritage 30 (July 5, 2023): 1–8. https://doi.org/10.5281/zenodo.14416930.

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The last decade has seen a steady increase in the application of virtual 3D approaches in cultural heritage research. Although a large literature exists about the advantages of 3D methods in this field, here we go one step further and elucidate a) how image-based 3D reconstructions can be displayed in virtual reality (VR) space using freeware game engine software and low-cost VR hardware and b) highlight the relative benefits and advantages with a focus on interactive museum displays of relatively large archaeological objects. Specifically, we present three 3D models of different stone grave structures from the Neolithic necropolis of Lenzburg (Northern Switzerland, 4450-3500 BCE). The site has been excavated in 1959/60 and certain graves were subsequently preserved for museum display. By means of VR applications, it is now possible to experience these approximately 6000-year-old tombs with an innovative approach circumventing various barriers or constraints and offering interactive display options.
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Elgewely, Eiman. "3D Reconstruction of Furniture Fragments from the Ancient Town of Karanis." Studies in Digital Heritage 1, no. 2 (2017): 409–27. http://dx.doi.org/10.14434/sdh.v1i2.23340.

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Furniture is the most personalized component of architectural space. It reflects or even determines the use of space, but also the standard of living, the gender, and age of the user. Heirlooms, furthermore, are retainers of memory and social relationships. The raw materials used and the level of skill and craftsmanship to produce furniture speak to the availability of such items for the community. Import of wood, techniques, or entire pieces of furniture show connectedness with other production centers. Furniture fragments are abundant among the well-preserved archaeological finds from the ancient Greco-Roman Town of Karanis, a site located on the arid desert edge of the Fayum basin, Egypt. Objects include furniture legs, boxes, reading tables, and table tops. The University of Michigan mission which worked on the site for about ten years (1924-1934), had as its main focus the architecture of Karanis. The furnishings of these structure do, however, provide important information and a study of the woodworking and composition of the pieces has now been undertaken, together with an attempt to place these remains back in their virtual context. The reconstruction of the Karanis furniture provides a major challenge because the fragments belong to various time periods and combine Egyptian, Greek, and Roman influences and tastes. This research is a next phase of the project “Reviving Karanis in 3D”, which we started in 2013. In this research, we aim at using state-of-the-art digital technologies to create multiple interpretations of 3D reconstruction of a selection of furniture pieces based on analysis and photogrammetric models of wood furniture fragments from the Karanis collection of the Kelsey Museum of Archaeology, University of Michigan.
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Bennoui-Ladraa, Baya, and Youcef Chennaoui. "Use of Photogrammetry for Digital Surveying, Documentation and Communication of the Cultural Heritage. Example Regarding Virtual Reconstruction of the Access Doors for the Nameless Temple of Tipasa (Algeria)." Studies in Digital Heritage 2, no. 2 (2018): 121–37. http://dx.doi.org/10.14434/sdh.v2i2.24496.

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 This paper presents a methodological contribution in the field of the archaeological restitution’s process. This latter is based on virtual anastylosis, which concerns the reconstruction of fragments of the ruins of the nameless Temple of Tipasa in Algeria. We have to mention that our work focused more particularly on the virtual restitution of the three access doors of the sacred courtyard of the temple. Here, we have found many fragments including the voussoirs, which were revealed during the excavation work, encouraging the proposition of our hypothesis on the initial state of the temple. The protocol followed is based on the photogrammetric survey of the blocks which has allowed us to generate 3d models of the elements constituting the entrance facade to the sacred courtyard. The historical documentation as well as the architectural treatises made it possible to fill the gaps with the aim of communicating the most relevant image of our temple. The main objective of the research was to provide a corpus of data in 2d and 3d of all the blocks which has served, at first the documentation and the study of the remains; but also for the proposal of virtual reconstitution hypothesis for valorization and knowledge of part of the history of the site of Tipasa.
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Pratali Maffei, S., E. Canevese, and T. De Gottardo. "THE REAL IN THE VIRTUAL. THE 3D MODEL IN THE CULTURAL HERITAGE SECTOR: THE TIP OF THE ICEBERG." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 615–21. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-615-2019.

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<p><strong>Abstract.</strong> The twenty-year and interdisciplinary research activity carried out by Virtualgeo has focused on the development of new methods and tools for 3D modeling that go beyond the simple digital-virtual reconstruction of solid modelling, in order to realize three-dimensional informative and photogrammetric representations that faithfully reproduce reality. These so called Advanced 3D models are the basis for carrying out metrological investigations to support the design and the BIM database population. In particular, in this paper we will deal with the segmentation tool, which allows the classification of the photogrammetric 3D model (material, degradation and chronological features). In detail, we will illustrate the collaboration experience between Virtualgeo and the University of Trieste, course in Technologies for the conservation and enhancement of architectural heritage of the Master's Degree in Architecture. The experience focused on the study of the archaeological site of the Roman river port of Aquileia, which Advanced 3D model was supplied by Virtualgeo. Firstly, the work focused on the informative contents necessary for the subsequent elaborations (different types of materials, alteration/degradation forms), starting from the use of coded lexicons (UNI 11182/2006). Subsequently, the quantitative data were associated to each category of homogeneous elements, obtainable from the segmentation (“mapping”) of the 3D model. This experience gave the chance to test the EasyCUBE PRO software: it was gradually adapted to the specific needs emerged both during the analysis of the site and the definition of conservation interventions, so as the outputs that can be generated after the elaboration of the Advanced 3D model.</p>
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Diez Castillo, Agustín, Alfredo Cortell Nicolau, Oreto García Puchol, and Pilar Escribá Ruiz. "Entorno 3D para el análisis y la recreación virtual de las actuaciones arqueológicas en Cueva de la Cocina (Dos Aguas, Valencia, España)." Virtual Archaeology Review 8, no. 17 (2017): 75. http://dx.doi.org/10.4995/var.2017.7028.

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In this paper we present our procedure for digitising fieldwork information on the fly (data management), and its combination with the virtual reconstruction of the stratigraphy (virtualisation), of the Cueva de la Cocina site in Dos Aguas (Valencia, Spain). The main tool for the Geographic Information System (GIS) implementation has been OpenJUMP, whilst for the three-dimensional (3D) recreation of the cave virtual environment MeshLab, ParaView, CloudCompare and R open software have been used. According to the data recovered during the two last field seasons at the cave -2015 and 2016-, we present the current state of the stratigraphy virtualisation in the excavated sectors. We also provide not only a general view of the cave, but also different points of view to incorporate distinct geomatics tools into archaeological research. The computer treatment of the data collected in the field provides a better understanding of their spatial relations; which in turn facilitates its analysis and interpretation as well as the realisation of virtual profiles. In the same way, the differences in the frequency of materials belonging to adjacent and/or superimposed stratigraphical units, as well as the total quantities, volumetry and density of the artefacts, with respect to their own stratigraphical unit, or even the whole excavated area, can also be analysed. The combination of both approaches -data management and virtualisation- allows us to integrate geographic information technologies in the daily life of the Mesolithic and Neolithic communities, of which the virtual reconstruction of the different test pits carried out in Cueva de la Cocina constitutes a perfect example.
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Farid, Mohamed M. Abdelaziz, and Abdelhamed Ezzat Abdelhamed. "The Cultural And Economical Impacts Of Using Virtual Heritage In Archaeological Sites In Egypt." Resourceedings 1, no. 2 (2018): 183. http://dx.doi.org/10.21625/resourceedings.v1i2.335.

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Egypt is among one of the world’s richest countries in the diverse architectural heritage resulting from the various civilizations that have arisen on the land of Egypt. However, the architectural heritage in Egypt suffers from multiple problems represented in the poor handling of the heritage site and the lack of protection for those sites. Which lead to the deterioration of the situation of some sites, and with the technological advances that the world is witnessing today in all spheres of life. Virtual Heritage Technology is emerging as one of the solutions that can be used in heritage sites in Egypt. This is one of the latest and most innovative technologies for the virtual environment, which is emerging as an integral part of it, and it is the reconstruction of historical sites as they were at the beginning of their construction. This depends on re-documentation of architectural buildings and heritage sites in detail through 3D models and holographic drawings. It also depends on many techniques and one of those that are often used in the applications of the virtual heritage are augmented reality technology, which is used to reconstruct archaeological sites in the site, by using tools or devices that support that technology, whether from portable smartphones or through devices that are worn like glasses and contact lenses. The virtual heritage technology offers many advantages to heritage sites, where it is considered historically as a digital documentation process for heritage which ensures that the artistic and historical value of buildings and heritage sites are preserved. It can also be used in the process of restoration of buildings; in addition to economic assistance in further enhancing heritage sites that attracts many tourists and visitors, which gives them the possibility to view the history of archaeological sites interactively; allowing them the sensory and intellectual integration with the site and this contributes to obtain historical information.
 This research will examine the possibility of utilizing the technology of virtual heritage through its application in the heritage sites in Egypt and the cultural and economic impact of the use of such technology on heritage sites. In addition, some virtual design cases will be discussed for heritage sites around the world and a SWOT analysis would be made to exemplify the challenges and discuss how they may be addressed. These examples are then presented to demonstrate how to deal with some of the difficulties, taking into account the arrival of proposals and recommendations that can be used and applied in Egypt.
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Aiello, Damiano, and Cecilia Bolognesi. "Reliving history: the digital reconstruction of the convent of Santa Maria delle Grazie in Milan." Virtual Archaeology Review 11, no. 23 (2020): 106. http://dx.doi.org/10.4995/var.2020.13706.

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<p class="VARAbstract">Can we preserve cultural heritage and, consequently, the memory of the past? To answer this question, one should look at the digital revolution that the world has gone through in recent decades and analyse the complex and the dialectical relationship between cultural heritage and new technologies. Thanks to these, increasingly accurate reconstructions of archaeological sites and historical monuments are possible. The resulting digital replicas are fundamental to experience and understand cultural heritage in innovative ways: they have complex and dynamic relationships with the original objects. This research paper highlights the importance and the scientific validity of digital replicas aimed at understanding, enhancing and protecting cultural heritage. The study focuses on the virtual reconstruction of the constructive phases, from the mid-15<sup>th</sup> century to date, of one of the most emblematic Gothic-Renaissance buildings in the city of Milan (Italy): the convent of Santa Maria delle Grazie, famous worldwide for hosting Leonardo da Vinci's Last Supper painting. This site proved to be an ideal case study because of its troubled and little-known history that led to numerous changes over the centuries. Thanks to a methodological approach based on the analysis of the documentary sources and three-dimensional (3D) modelling, it was possible to outline the chronological succession of the convent transformations; the way in which these overlapped the pre-existing structures was described starting from the Renaissance harmonious and organic interventions, to finally reach 18<sup>th</sup>-19<sup>th </sup>centuries inhomogeneous and incompatible additions. Finally, the research was completed by mapping the 3D models based on the sources used and their different levels of accuracy. The 3D models have thus become a valid tool for checking and verifying the reconstruction hypotheses.</p><p class="VARAbstract">Highlights:</p><ul><li><p>The study focused on the virtual reconstruction of the convent of Santa Maria delle Grazie, one of the most emblematicGothic-Renaissance buildings in the city of Milan.</p></li><li><p>By combining data from documentary sources, architectural treatises, period photos and digital survey, the mainbuilding phases of the convent, from the 15th century to date, were digitally reconstructed.</p></li><li><p>The 3D models are enriched with information about the accuracy of the digital reconstruction, creating 3D databasesthat can be easily consulted and updated.</p></li></ul>
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Gámiz-Gordo, Antonio, Daniel Antón, and Pedro Barrero-Ortega. "Urban Environment of Disappeared Heritage: Graphic Analysis of Puerta Real in Seville." Heritage 6, no. 7 (2023): 5469–99. https://doi.org/10.3390/heritage6070288.

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The city of Seville experienced a remarkable rise in the 16th century thanks to trade with America. Based on a report by the architect Hernán Ruiz, it was decided to renovate the gates of the walled city. The Puerta Real, also called Puerta de Goles, was remodelled between 1560 and 1566, and King Philip II entered through it in 1570. However, it was demolished around 1864, and only the remains of the adjacent wall stand today. This research aims to graphically analyse the gate and its immediate surroundings to gain a more profound knowledge of it and to promote its heritage value. To this end, an extensive collection and analysis of historical images has been carried out, which are essential for understanding the transformations of the site. A photograph by Masson (c. 1855–1860) was next used to support the virtual reconstruction of the gate. A 3D laser scanner was also used to document the existing archaeological remains and, via game-engine technology, to recreate rigorously, for the first time, this 16th-century gate in its current environment. This research could be useful for future scientific reconstruction to promote the heritage revitalisation of this city area.
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Iacono, Saverio, Matteo Scaramuzzino, Luca Martini, et al. "Virtual Reality in Cultural Heritage: A Setup for Balzi Rossi Museum." Applied Sciences 14, no. 9 (2024): 3562. http://dx.doi.org/10.3390/app14093562.

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This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and convey the site’s heritage through advanced VR technology. Photogrammetry was used for 3D reconstruction of the entire Balzi Rossi coastal cliffs, including the notable “Caviglione” and “Florestano” caves, known for their upper Paleolithic rock engravings. Two subsequent development phases produced the final public VR experience, incorporating Nanite technology for enhanced visual fidelity. This advancement resulted in a more detailed and immersive VR experience, presenting the Balzi Rossi cliffs across different historical periods, including the Würm glaciation. Key to this phase was optimizing the VR experience for performance, focusing on stable frame rates and minimizing motion sickness, and integrating a multi-lingual interface for broader accessibility. Since November 2023, the VR setup at Balzi Rossi Museum has been an educational and interactive feature enabling visitors to virtually explore the site’s history. This study aims to describe a process for optimizing and enabling the creation of VR experiences while maintaining a high polygon count within the context of small teams.
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Gámiz-Gordo, Antonio, Daniel Antón, and Pedro Barrero-Ortega. "Urban Environment of Disappeared Heritage: Graphic Analysis of Puerta Real in Seville." Heritage 6, no. 7 (2023): 5469–99. http://dx.doi.org/10.3390/heritage6070288.

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The city of Seville experienced a remarkable rise in the 16th century thanks to trade with America. Based on a report by the architect Hernán Ruiz, it was decided to renovate the gates of the walled city. The Puerta Real, also called Puerta de Goles, was remodelled between 1560 and 1566, and King Philip II entered through it in 1570. However, it was demolished around 1864, and only the remains of the adjacent wall stand today. This research aims to graphically analyse the gate and its immediate surroundings to gain a more profound knowledge of it and to promote its heritage value. To this end, an extensive collection and analysis of historical images has been carried out, which are essential for understanding the transformations of the site. A photograph by Masson (c. 1855–1860) was next used to support the virtual reconstruction of the gate. A 3D laser scanner was also used to document the existing archaeological remains and, via game-engine technology, to recreate rigorously, for the first time, this 16th-century gate in its current environment. This research could be useful for future scientific reconstruction to promote the heritage revitalisation of this city area.
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46

Christen, Jonas. "Reconstructing Vindonissa as a living document – A case-study of digital reconstruction for output to pre-rendered and real-time applications." Studies in Digital Heritage 1, no. 2 (2017): 396–408. http://dx.doi.org/10.14434/sdh.v1i2.23280.

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The legion camp “Vindonissa” in Switzerland is considered one of the most important roman sites north of the alps. Research there has been going on for over a century and reconstructive drawings have always been a way to showcase scientific findings of the site, the earliest of them dating back as far as 1909.In 2015, it was decided to produce a new series of illustrations. The whole camp and its surrounding settlements had to be constructed as hand-generated 3D models, allowing for quick changes during the reconstructive process and flexibility in future adaptations. Topographical data, archaeological plans as well as building profiles provided by experts were the basis for the model.The main focus was on a general impression of the camp and not on individual buildings but some landmarks as the newly postulated circus were crafted with a higher level of detail as they are the topic of scientific discourse and it helps the discussion if they have a certain fidelity. The circus also serves as a good example for the value of the imaging process in research: Only after trying to fit it into the topography it was noted that it would overlap with a street that was previously thought to run through this area. In the discussion between archaeologists and illustrators a new path for the street was chosen that fits into the landscape and is scientifically acceptable.The new series of illustrations was originally published in the annual report of the archaeological society Vindonissa. The resulting model represents the current state of research but mainly serves as a starting point for future discussion: All buildings are constructed so that they can easily be adapted for real-time use and a Virtual Reality application is the logical next step for its use.
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Michel, P. M. "METHODOLOGY AND MEANING OF THE 3D MODELLING OF THE LOST BAALSHAMIN TEMPLE IN PALMYRA." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-M-2-2023 (June 26, 2023): 1067–72. http://dx.doi.org/10.5194/isprs-archives-xlviii-m-2-2023-1067-2023.

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Abstract. The Baalshamin temple in Palmyra was completely destroyed by ISIL in 2015. To address this issue, the “Collart-Palmyre Project” at the University of Lausanne (UNIL) digitally published the scientific archive of Paul Collart who was in charge of the excavation of the temple in the 1950’. Since 2017, the Project makes the archives accessible on an online open access database (tiresias.unil.ch). A 3D reconstruction of the temple has been realized by the UNIL team in collaboration with ICONEM. The 3D models (including handily drawn elements) are now being integrated onto a PoTree platform ( https://github.com/potree/potree) that allows archival items to be geolocated, associating them with the architectural or archaeological objects they document.The challenge here was to access metadata on the 3D model and to ease access to the archives through online tools.We also published a diachronic 3D model showing the different periods of occupation of the site (from the second century BC to the ninth century AD). Partnership with NGO’s also permit the presentation of 3D models to displaced Syrian refugees in the Spirit of the Faro Convention. Last but not least, the Project follows the guidelines of the London Charter and the Sevilla principles for Virtual Archaeology and questions the broader facets of neo-colonialist, economic and nationalist agendas that emerges from the 'migration of digital heritage' as assets to be exploited. This project wants to explore how these digital assets provide a scaffold for the memories of migrants.
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Rodríguez Miranda, Á., P. Pérez Vidiella, J. Fernández-Eraso, J. A. Mujika-Alustiza, and J. M. Valle Melón. "3D MODELLING IN THE REGISTRATION AND RESTORATION OF A MEGALITHIC TOMB." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 15, 2017): 297–304. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-297-2017.

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This article aims at showing some potential applications of geomatics to works in which both excavation and restoration are carried out simultaneously, so that the three-dimensional layout of the monument undergoes continuous and important changes throughout the intervention. The article offers an overview of several works in geometric documentation and three-dimensional modelling carried out during the archaeological excavations and the restoration of a megalithic monument – dolmen <i>Alto de la Huesera</i> – from 2010 to 2014. The activities described here encompass a wide range of goals, including marking out the excavation grid, the geometric recording of the burials, the three-dimensional modelling of the slabs and the surrounding mound, the virtual visualization and check of possible reconstructions before undertaking actual rearrangements of the components on site as well as the classification and archive of the information so as to maintain the traceability of the tasks accomplished during this period.
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49

Giuffrida, Dario, Viviana Mollica Nardo, Daniela Neri, et al. "Terrestrial laser scanning for the modelling of indoor archaeological areas: two case-studies from Reggio Calabria, Italy." Journal of Physics: Conference Series 2204, no. 1 (2022): 012075. http://dx.doi.org/10.1088/1742-6596/2204/1/012075.

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Abstract The work shows the application of a portable terrestrial laser scanner for the three-dimensional survey and modelling of two archaeological areas preserved in the urban fabric of Reggio Calabria, Italy: the underground site of Piazza Italia, better known as “Ipogeo”, and the ruins of the s.c. odéon, located in the basement of a residential building in via 24 Maggio. The two case studies, compared to the other sites preserved in the city center, share a common element: they are not outdoors but have been incorporated into modern buildings and therefore they are not immediately visible. Due to the specific features of the sites, the use of a portable laser-scanning system has been considered the most suitable, accurate and quick solution in order to produce high-resolution as-built 3d models of the structures. The latter will be used as support to derive plans and sections, to carry out further virtual reconstructions and to plan a scan-to-bim process.
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Giovannini, Elisabetta Caterina, Giorgio Verdiani, and Vieri Cardinali. "Priene, a Monumental Disaster in the Aegean: Digital Approaches to the Doric Stoa’s and the Theater’s Lost Evidence." Heritage 7, no. 8 (2024): 4538–61. http://dx.doi.org/10.3390/heritage7080214.

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This paper uses digital approaches to investigate Priene’s (Turkey) archaeological area. The city was built ex novo, after a catastrophic earthquake around 350 BC, on a new site facing the Mediterranean Sea. The city suffered a slow decline following centuries of development and was abandoned after the 12th century. The remains of Priene were discovered in the 17th century, and different excavations and studies have been conducted in the last few centuries. The city’s remains have been studied from various archaeological and historical points of view. It is documented that the city suffered different earthquakes during its existence, as demonstrated by the partial restorations and damage patterns visible within the remains. This contribution offers a methodological and interdisciplinary approach for studying and enhancing archaeological heritage. This paper presents the preliminary results of the first comprehensive digital acquisition of the Aegean city of Priene. The digitization approaches here described focused on digital acquisition and 3D modeling restitution in the form of virtual reconstructions of two monumental buildings: the Doric Stoa near the Temple of Athena Polias and the Theater. The procedure was complementary to the analysis and comprehension of previous numerous studies carried out by British and German institutions, where digital acquisition and restitution techniques have led to the validation of previously obtained results. For the first time, digital models have been used as tools for accessing heterogeneous knowledge, and they have been incorporated into the discourse of archeological studies. Indeed, the interdisciplinary team went beyond archaeological data to attempt to digitally reconstruct monumental complexes and conduct preliminary structural evaluations scientifically.
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