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    17121 research outputs found

    Virtual Reconstruction and Digital Twin of the Royal Monastery of San Benito of Sahagún: A Strategy for the Documentation, Conservation, and Dissemination of Lost Heritage

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    The virtual reconstruction of lost heritage ensembles has become an essential tool for the research, conservation, and dissemination of cultural heritage. This paper presents the application of advanced digital methodologies-terrestrial and aerial photogrammetry, 3D laser scanning, and 3D modeling using Blender-to the Royal Monastery of San Benito of Sahagún (León, Spain), one of the principal centers of Cluniac monasticism on the Iberian Peninsula. Through an interdisciplinary approach, a rigorous digital model has been developed that integrates historical, documentary, and geometric sources, enabling a substantiated restitution of the architectural configuration of the complex. The results highlight the potential of digital technologies not only for the restitution of lost volumetric structures but also as a basis for preventive conservation strategies, academic research, and the creation of immersive experiences aimed at both specialist and general audiences, thereby contributing significantly to the heritage valorization of the site.Digital HeritageDigitization Case Studie

    Exploring Saudi Arabian Traditions Through Roblox Puzzles For Children

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    The video game sector in Saudi Arabia is experiencing significant expansion due to technological development, along with governmental strategies such as Vision 2030 [AKM23]. The expansion of the gaming industry in Saudi Arabia is currently far more advanced than the range and accessibility of Saudi cultural heritage on digital platforms. Museums, along with documentaries, fail to match the contemporary audience's expectations because they don't provide interactive capabilities, which are preferred by modern listeners, especially younger generations. Roblox is rated as the second most popular game among Saudi children, according to Albaqami's [Alb22] report, making it an ideal platform for offering cultural heritage content via an interactive digital system. This study explores how Roblox can be used to design culturally informed educational games that promote awareness of Saudi Arabia's intangible cultural heritage (ICH). By assessing existing heritage games and theoretical frameworks, a game design prototype with an emphasis on interactive storytelling, exploration, and collaborative gameplay was developed. For children between the ages of 8 and 10, the prototype incorporates traditional elements such as clothing, folklore, and customs. In addition, the prototype will be tested by 30 participants, including both children and their parents, at the project stage. Through exploration of game environments as well as interactive challenges with roleplaying opportunities, active participation in the game model is enabled. Thus, the research will analyse how educational games in Roblox could preserve Saudi historical heritage. Also, design components affect cultural education through player assessments of Saudi tradition understanding, and their knowledge acquisition, together with cultural material contacts. Then, this research develops operational guidelines that help Saudi Arabia include cultural heritage content in its gaming domain for children's cultural heritage connection.Digital HeritageExplorative Approaches for Histor

    An Open-Source Workflow for Handwritten Character Recognition

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    The rich manuscript heritage of Italy, preserved in archives and libraries, is becoming increasingly accessible to a wider audience through dedicated digitization initiatives. However, the interpretation of these manuscripts often proves challenging due to several factors: the linguistic complexity of medieval Latin, the early development of vernacular languages, the continuous evolution of handwriting styles, and the extensive use of abbreviation systems devised to conserve space on costly materials such as parchment and paper. The Artificial Intelligence (AI) tools can significantly boost the last step of the digitization process: the transcription. In particular, the advent of the Handwritten Character Recognition (HCR) technology enables recognition and processing of handwritten text. However, as with all AI tools - especially in the domain of handwritten texts and, more broadly, in the Humanities, training and fine-tuning is required. To support Digital Humanists in tailoring these powerful tools to specific needs - i.e. transcribing different handwriting styles - a Human-AI collaboration approach has been adopted to develop a collaborative web application, named HCR WORKFLOW, designed for the creation of ground-truth data for AI-based manuscript transcription. The platform is composed by a toolkit for document layout analysis based on Neural Networks for text line recognition (P2PaLA), an image Transformer encoder and an autoregressive text Transformer decoder for single-line transcription (TrOCR). This integrated system guides and assists Digital Humanists throughout the entire process - from digitization to transcription supervision. For this study, the platform was used to fine-tune TrOCR on the humanistic script, and in particular to create the ground truth basing on the Copialettere (Letterbooks) of Isabella d'Este and the letters of Lucrezia Borgia. This research paper will discuss in detail the HCR WORKFLOW platform,the dataset used, the approach to create a AI-oriented transcription, and the results of the fine-tuning of the AI tool for manuscript transcription.Digital HeritageExtracting Knowledge from Digitized Asset

    High-Resolution Urban Climate Visualization: A Dual-Screen Approach for Public Engagement

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    Rising urban temperatures and climate variability increasingly affect city residents, yet accessible tools for understanding local climate dynamics remain scarce. This paper presents an interactive visualization of Mannheim's urban microclimate, designed primarily for citizens to explore climate patterns in their neighbourhood. The system is based on a high-resolution, AI-supported climate model that integrates real-time sensor data on temperature, perceived temperature, humidity, wind conditions, and global radiation. To provide intuitive access to climate variability, the visualization presents data for a full summer week, revealing diurnal patterns and variations across different weather conditions. The system aims to balance context and detail and is deployed on an interactive touch-table, complemented by an auxiliary screen in order to display the entire city for an overview, allowing users to focus on selected districts while maintaining comparability and contextualization. By mapping fine-scale climate variations onto familiar administrative units, the tool enables citizens to better understand microclimatic changes and their local implications. This work contributes to environmental visualization by combining geospatial modelling with intuitive visual representations to foster climate literacy and informed urban adaptation strategies. We discuss design choices, user engagement considerations, and the potential for extending the system to predictive modelling and scenario-based exploration.Workshop on Visualisation in Environmental Sciences (EnvirVis)Session I

    NL-2-SPARQL: Ontology-Based Natural Language Querying over 3D Point Cloud Knowledge Graphs

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    Point clouds are an asset in a wide range of applications, including heritage monitoring and conservation. However, querying capabilities over such 3D datasets, a fundamental task for their practical usability, is often highly challenging. In particular, difficulties arise when it comes to natural language querying, which can be in turn highly useful in lowering the technical barrier in inspecting 3D point clouds. The present paper explores various approaches for natural language querying over point clouds, leaning for the SPARQL-based query system allowed by the 3DOnt framework for point clouds management, recasting the problem as a natural language to SPARQL translation. After reviewing existing methodologies, we propose NL-2- SPARQL, a novel and flexible neuro-symbolic approach that integrates a Large Language Model (LLM) with a Graph Exploration and Query Building tool (GEQB). We then evaluate this method and demonstrate its application within the 3DOnt framework, highlighting its broader applicability to knowledge graphs in general, beyond this specific 3D-oriented context. A video presentation of the 3DOnt framework is available at https://3dom.fbk.eu/projects/3DOnt.Digital HeritageSemantics-driven Interaction with Digitized Heritag

    The Geometry of Color in the Light of a Non-Riemannian Space

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    We formalize Schrödinger's definitions of hue, saturation, and lightness, building on the foundational idea from Helmholtz that these perceptual attributes can be derived solely from the perceptual metric. We identify three shortcomings in Schrödinger's approach and propose solutions to them. First, to encompass the Bezold-Brücke effect, we replace the straight-line definition of stimulus quality between a color and black with the geodesic path in perceptual color space. Second, to model diminishing returns in color perception, we employ a non-Riemannian perceptual metric, which introduces a potential ambiguity in defining lightness, but our experiments show that this ambiguity is inconsequential. Third, we provide a geometric definition of the neutral axis as the closest color to black within each equal-lightness surface-a definition feasible only in a non-Riemannian framework. Collectively, our solutions provide the first comprehensive realization of Helmholtz's vision: formal geometric definitions of hue, saturation, and lightness derived entirely from the metric of perceptual similarity, without reliance on external constructs.Computer Graphics ForumVolume and Colo

    Harnessing Artificial Intelligence to Expedite Content Creation for the Development of eXtended Reality Experiences

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    Despite eXtended Reality (XR) many benefits and demonstrated potential, the process of creating content specifically designed for distinct applications remains time-intensive and resource-demanding, hindering broader adoption. This study presents a student-driven project that investigates the role of Artificial Intelligence (AI) in streamlining the content creation process of 3D models. The proposed solution enables a user, equipped with an XR headset to use gesture recognition and perform a query via a text prompt, or as an alternative, to use voice recognition. Afterward, a request will be made to an API, which will generate the 3D model. Finally, the model will be added to a local library and become accessible in the XR environment, allowing users to manipulate, position, and other features. Initial findings highlight both opportunities and challenges, confirming it is already possible to integrate AI into a game engine with interesting results, while also showcasing that additional work is still necessary for obtaining more detailed and complex 3D models moving forward.Eurographics 2025 - Education PapersEducation

    Neural Two-Level Monte Carlo Real-Time Rendering

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    We introduce an efficient Two-Level Monte Carlo (subset of Multi-Level Monte Carlo, MLMC) estimator for real-time rendering of scenes with global illumination. Using MLMC we split the shading integral into two parts: the radiance cache integral and the residual error integral that compensates for the bias of the first one. For the first part, we developed the Neural Incident Radiance Cache (NIRC) leveraging the power of tiny neural networks [MRNK21] as a building block, which is trained on the fly. The cache is designed to provide a fast and reasonable approximation of the incident radiance: an evaluation takes 2-25× less compute time than a path tracing sample. This enables us to estimate the radiance cache integral with a high number of samples and by this achieve faster convergence. For the residual error integral, we compute the difference between the NIRC predictions and the unbiased path tracing simulation. Our method makes no assumptions about the geometry, materials, or lighting of a scene and has only few intuitive hyper-parameters. We provide a comprehensive comparative analysis in different experimental scenarios. Since the algorithm is trained in an on-line fashion, it demonstrates significant noise level reduction even for dynamic scenes and can easily be combined with other noise reduction techniques.Computer Graphics ForumLighting the Way: Scattering and Transport in Rendering44

    Cultural Heritage Dissemination Via Websites - Case Studies

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    This study examines the interplay between web portal architecture, user engagement, and the efficacy of cultural heritage dissemination through an analysis of three heritage-focused web portals, that are presenting results of digitisation efforts undertaken by employees of the Department of Computer Science, Lublin University of Technology, being: Silk Road 3D, Carpatia 3D, and Polish Heritage 3D. While advanced technologies such as virtual reality (VR) and augmented reality (AR) enhance experiential depth for specialized audiences, literature identify intuitive navigation, coherent content organization, and strategic multimedia integration as critical drivers of sustained user interaction. The portals, developed via WordPress CMS with custom plugins and support for multiple languages, emphasize accessibility, inclusivity, and multilingualism to broaden reach. Analytical data spanning several years reveal that niche content differentiation limits audience scalability, underscoring the need for enhanced SEO strategies and supplementary contextual materials. The findings offer actionable insights for developers and researchers aiming to optimize digital platforms for cultural heritage preservation and global engagement.Digital HeritageDigitization, Documentation, and Dissemination Workflow

    Game mechanics and interaction for mixed reality and gamification

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    Realistic and effective interaction plays a very important role for extended reality scenarios, especially when a full integration between the real and synthetic world is required. Augmented reality (AR) frameworks still provide unsatisfactory performance due to the unreliability of the real-time AR systems and the lack of a systematic study on the user experience in the mixed reality environment. Gaming is a strong potential technique to make AR effective to combine immersion, engagement, and (social) interaction. However, the most of current AR games involve standard interaction mechanics that have been designed for generic games without considering the peculiarity of the augmented reality paradigm. In this work we address how to fill this gap between game and mixed reality. Our contribution is twofold. First, we introduce a practical and reliable mixed reality framework that adopt a model-based and marker-less approach to compute the camera matching procedure. Second, we propose and evaluate several game mechanics properly designed to work on the mixed reality scenarios. We employed our methods for cultural heritage application showing the effectiveness of the proposed mixed reality mechanics in improving the knowledge of archaeological findings in a playful way (i.e., gamification).Smart Tools and Applications in Graphics - Eurographics Italian Chapter ConferenceRobotics and Mixed Realit

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