1,720,993 research outputs found
Additive archaeology: The spirit of virtual archaeology reprinted
Archaeologists in the 1980s were embracing wholeheartedly the rapidly expanding field of computer modelling, hypertext and visualisation as vehicles for dataexploration. Against this backdrop ‘virtual archaeology’ was conceived. The term was originally intended to describe a multi-dimensional approach to the modelling of the physical structures and processes of field archaeology. It described some ways in which technology could be harnessed in order to achieve new ways of experiencing, documenting, interpreting and annotating primary archaeological materials and processes. Despite its initial promise, virtual archaeology failed to have the impact upon archaeological fieldwork which might have been expected. While the archaeological record is now primarily digital, its sections, plans, drawings and photographs are facsimiles of the analogue technologies which preceded them. This retention of analogue conventions is increasingly out of step with the general prevalence of digital technologies and especially 21st century advances in 'additive manufacturing', popularised through 3D printers, which could bring the world of virtual archaeology into closer alignment with the material one.This paper will set out to demonstrate that in spite of technological developments much of the theoretical infrastructure which underpinned virtual archaeology remains as relevant today as it was when the term was first conceived. Through an analysis of rapidly developing additive manufacturing technology, this paper will demonstrate the need to move beyond passive technological appropriation and towards the development of authentically archaeological approaches to technolog
The potential of open models for public archaeology
This paper presents a public archaeology project that aims to train community groups to use computational photography techniques for the recording and dissemination of church gravestones and memorials. The project implements open approaches into its use of technology and also methodological design. The manner by which open principles were engaged by the project is described. The paper ends with an outline of plans for future work, to include crowdsourcing and open access publication in pursuit of these objectives
Representing Roman statuary using computer generated images
This thesis explores the potential of computer graphics as a means of producing hypothetical visual reconstructions of a painted statue of a young woman discovered at Herculaneum in 2006 (inv. 4433/87021). The visualisations incorporate accurate representation of experimentally derived data using physically accurate rendering techniques. The statue is reconstructed according to a range of different hypotheses and is visualised within a selection of architectural contexts. The work presented here constitutes both a technical and theoretical innovation for archaeological research. The methodology describes the implementation of physically accurate computer graphical simulation as a tool for the interpretation, visualisation and hypothetical reconstruction of Roman sculpture. These developments are underpinned by a theoretical re-assessment of the value of computationally generated images and computational image making processes to archaeological practice
Additive archaeology: towards a virtual archaeology reprinted?
Archaeologists in the 1980s were embracing wholeheartedly the rapidly expanding field of computer modelling, hypertext and visualisation as vehicles for data exploration. Against this backdrop ‘virtual archaeology’ was conceived. The term was originally intended to describe a multi-dimensional approach to the modelling of the physical structures and processes of field archaeology. It described some ways in which technology could be harnessed in order to achieve new ways of experiencing, documenting, interpreting and annotating primary archaeological materials and processes. Despite its initial promise, virtual archaeology failed to have the impact upon archaeological fieldwork which might have been expected. While the archaeological record is now primarily digital, its sections, plans, drawings and photographs are facsimiles of the analogue technologies which preceded them. This retention of analogue conventions is increasingly out of step with the general prevalence of digital technologies and especially 21st century advances in 'additive manufacturing', popularised through 3D printers, which could bring the world of virtual archaeology into closer alignment with the material one.This paper will set out to demonstrate that in spite of technological developments much of the theoretical infrastructure which underpinned virtual archaeology remains as relevant today as it was when the term was first conceived. Through an analysis of rapidly developing additive manufacturing technology, this paper will demonstrate the need to move beyond passive technological appropriation and towards the development of authentically archaeological approaches to technology
Datapool Imaging Case Study: Final Report
This paper details the findings of the DataPool project’s imaging case study. The project sought to better understand how researchers working with imaging data are coping with the challenges of data management. The project has also been charged with assembling resources and information which will help researchers to develop new approaches to data management as well as making more efficient use of available facilities.The study encompassed a wide range of disciplines drawing upon the experiences of researchers from Winchester School of Art, Engineering and the Environment, Physics and Astronomy, Archaeology, Geography, the Library Service, Engineering and the Environment, Ocean and Earth Science, the Centre for Biological Sciences and Electronics and Computer Science
Virtual archaeology in a material world: new technologies enabling novel perspectives
In the 1980's archaeologists embraced the rapidly expanding field of computer modelling and visualisation as a vehicle for data exploration. Against this backdrop ‘virtual archaeology’ was conceived. The term was originally intended to describe a multi-dimensional approach to the modelling of the physical structures and processes of field archaeology. It described the way in which technology could be harnessed in order to achieve new ways of documenting, interpreting and annotating primary archaeological materials and processes.Despite their initial promise, these technologies have failed to have the impact upon archaeological fieldwork which might have been expected. Even with the prevalence of digital devices on all archaeological excavations the documentation, interpretation and subsequent narration of archaeological processes have retained their analogue character. While the archaeological record is now primarily digital, its sections, plans, drawings and photographs are facsimiles of the analogue technologies which preceded them. This retention of analogue conventions is increasingly out of step with the general prevalence of digital technologies and especially 21st century advances towards 'programmable matter' which could bring the world of virtual archaeology into closer alignment with the material one. This paper will argue that developments in the capabilities and ubiquity of digital devices coupled with rapid increases in digital literacy among archaeologists, has the capacity to revolutionise the investigation, documentation, interpretation, and narration of the archaeological process<br/
Reflectance transformation: an approach for imaging archaeological finds
Reflectance Transformation Imaging (RTI) is a technology that uses conventional digital photographs to derive detailed surface shape information (Figure 1). It is a digital, interactive version of the raking light photography commonly used in finds photography and (with the sun) on site to represent subtle changes in surface morphology. The University of Southampton is currently leading a project in collaboration with Oxford University funded by the AHRC further to develop and promote the RTI technology. We recently provided a demonstration of the available tools at the IfA conference on April 11th 2011
Supporting data management for 3D and raster data: lessons learned from the DataPool project
Research institutions, funding bodies and researchers themselves are becoming increasingly aware of the need to manage imaging and 3D data. At an institutional level data management policies are playing an increasingly significant role laying down plans for the provision of infrastructure, policy and guidance. Drawing upon the preliminary results of the University of Southampton’s JISC funded DataPool project, this paper will gauge the extent to which institutional policy development might be supplemented or even enhanced by an increased awareness of localised responses to the challenges of imaging and 3D data management. The paper will review approaches to data management that have been adopted by individuals and research groups and will propose that in many cases these developments might be pivotal in defining the form of institutional data management policy should tak
Polynomial texture mapping and related imaging technologies for the recording, analysis and presentation of archaeological materials
Polynomial Texture Mapping (PTM; Malzbender et al 2001) uses multiple images to capture the reflectance properties of a given surface. Multiple captures may be combined in order to produce interactive, relit records of the material recorded. In addition recent research enables the capture and rendition of interactive PTMs for detailed examination of surface details. Cultural heritage examples of the technology include work on Cuneiform tablets, numismatic archives and lithic artefacts.This paper will describe the PTM data capture and processing technologies developed by the University of Southampton, with support from Hewlett Packard Labs Palo Alto. It will also identify the perceived archaeological potential of additional recording to supplement the standard PTM datasets, including the recording of the surface BRDF (bi-directional reflectance distribution function) and accurate extraction of surface normals. Such data offer considerable, under-exploited value in production of comparative conservation datasets. They also enable new forms of analysis, and the possibility for a step-change in the visual fidelity of reconstructions of archaeological surfaces.Case studies will include ongoing work on the examination of Roman wall paintings, Roman stylus writing tablets, medieval wood, bronze artefacts from a maritime contexts, Neolithic architectural plaster, excavation contexts, brick stamps and sculpture. Each of these presents particular challenges and opportunities for recording, analysis and presentation.The paper will conclude by identifying the synergies between PTM, related imaging technologies, photogrammetry and non-contact digitisation through recent case studies on African rock art and on excavated material from the Portus Project (www.portusproject.org). It will identify the ongoing challenges and proposed future developments.<br/
Making digital: Visual approaches to the digital humanities
The Making History Project is an attempt by artists and archaeologists based within the University of Southampton to collaboratively develop innovative uses for 3D technologies. Techniques such as high resolution data capture and 3D printing represent a new era in digital imaging. As these technologies become increasingly affordable they are coming to play a more significant role in archaeological and artistic practice. Both art and archaeology are currently involved in attempting to realise the full implications and potential of these technologies. This paper describes a project undertaken by the Archaeological Computing Research Group and Winchester School of Art at the University of Southampton which seeks to address this moment of technological disruption in order to collaboratively develop creative and methodologically innovative approaches to the use of these technologies
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