117,443 research outputs found

    INTERDISCIPLINARY DATA FUSION FOR DIACHRONIC 3D RECONSTRUCTION OF HISTORIC SITES

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    In recent decades, 3D reconstruction has progressively become a tool to show archaeological and architectural monuments in their current state, presumed past aspect and to predict their future evolution. The 3D representations trough time can be useful in order to study and preserve the memory of Cultural Heritage and to plan maintenance and promotion of the historical sites. This paper represent a case study, at architectonic and urbanistic scale, based on methodological approach for CH time-varying representations proposed by JPI-CH European Project called Cultural Heritage Through Time (CHT2). The work is focused on the area of Milan Roman circus, relatively to which was conducted both a thorough philological research based on several sources and a 3D survey campaign of still accessible remains, aiming at obtaining the monumental representation of the area in 3 different ages

    Interdisciplinary Data Fusion for Diachronic 3D Reconstruction of Historic Sites

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    In recent decades, 3D reconstruction has progressively become a tool to show archaeological and architectural monuments in their current state, presumed past aspect and to predict their future evolution. The 3D representations trough time can be useful in order to study and preserve the memory of Cultural Heritage and to plan maintenance and promotion of the historical sites. This paper represent a case study, at architectonic and urbanistic scale, based on methodological approach for CH time-varying representations proposed by JPI-CH European Project called Cultural Heritage Through Time (CHT2)

    Image pre-processing for optimizing automated photogrammetry performances

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    The purpose of this paper is to analyze how optical pre-processing with polarizing filters and digital pre-processing with HDR imaging, may improve the automated 3D modeling pipeline based on SFM and Image Matching, with special emphasis on optically non-cooperative surfaces of shiny or dark materials. Because of the automatic detection of homologous points, the presence of highlights due to shiny materials, or nearly uniform dark patches produced by low reflectance materials, may produce erroneous matching involving wrong 3D point estimations, and consequently holes and topological errors on the mesh originated by the associated dense 3D cloud. This is due to the limited dynamic range of the 8 bit digital images that are matched each other for generating 3D data. The same 256 levels can be more usefully employed if the actual dynamic range is compressed, avoiding luminance clipping on the darker and lighter image areas. Such approach is here considered both using optical filtering and HDR processing with tone mapping, with experimental evaluation on different Cultural Heritage objects characterized by non-cooperative optical behavior. Three test images of each object have been captured from different positions, changing the shooting conditions (filter/no-filter) and the image processing (no processing/HDR processing), in order to have the same 3 camera orientations with different optical and digital pre-processing, and applying the same automated process to each photo set

    Design of digital interaction for complex museum collections

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    Interactive multimedia applications in museums generally aim at integrating into the exhibition complementary information delivered through engaging narratives. This article discusses a possible approach for effectively designing an interactive app for museum collections whose physical pieces are mutually related by multiple and articulated logical interconnections referring to elements of immaterial cultural heritage that would not be easy to bring to the public with traditional means. As proof of this concept, a specific case related to ancient Egyptian civilization has been developed. A collection of Egyptian artifacts such as mummies, coffins, and amulets, associated with symbols, divinities, and magic spells through the structured funerary ritual typical of that civilization, has been explained through a virtual application based on the concepts discussed in the methodological section

    3D Capturing Performances of Low-Cost Range Sensors for Mass-Market Applications

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    Since the advent of the first Kinect as motion controller device for the Microsoft XBOX platform (November 2010), several similar active and low-cost range sensing devices have been introduced on the mass-market for several purposes, including gesture based interfaces, 3D multimedia interaction, robot navigation, finger tracking, 3D body scanning for garment design and proximity sensors for automotive. However, given their capability to generate a real time stream of range images, these has been used in some projects also as general purpose range devices, with performances that for some applications might be satisfying. This paper shows the working principle of the various devices, analyzing them in terms of systematic errors and random errors for exploring the applicability of them in standard 3D capturing problems. Five actual devices have been tested featuring three different technologies: i) Kinect V1 by Microsoft, Structure Sensor by Occipital, and Xtion PRO by ASUS, all based on different implementations of the Primesense sensor; ii) F200 by Intel/Creative, implementing the Realsense pattern projection technology; Kinect V2 by Microsoft, equipped with the Canesta TOF Camera. A critical analysis of the results tries first of all to compare them, and secondarily to focus the range of applications for which such devices could actually work as a viable solution

    Methanol and Fuel Cell for Cold Ironing Achieving Emission Reduction and Its Economic Assessment

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    The completely shipping sector is engaged toward the reduction of greenhouse gas emission. Both IMO and the EU already set their pathways along the GHG strategy aiming to reach a shipping sector fully carbon neutral. The two regulatory bodies issued a first set of requirements with further ones under preparation. High-Speed units will be indeed also involved by these efforts in a very specific way, considering their very peculiar operation profiles. In order to improve the carbon footprint for a high-speed craft, a reference unit (e.g. 50mt in length) is considered, engaging innovative technologies and new fuels. Being the port infrastructures also part of the sustainable mobility, the interaction between the ship and the harbor facilities are also considered. Ships at berth generate their electricity depending on their own auxiliary engines, emitting air pollutants and creating noise. This makes ports a major and growing source of pollution. Therefore, using fuel cell, main aims of this paper are the shore-side power concept economic analysis and the shore-side power and environmental effect

    Ammonia as an Alternative Fuel on a Mega-Yacht: An Analysis of Case Studies Using Different Fuel Cell Technologies

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    To meet the aim of emission reduction and decarbonization, the study of alternatives to traditional fuels and thermal machines is increasing, in favour of new technologies, such as Fuel Cells (FCs) and batteries, and the use of innovative fuels, such as methanol, hydrogen and ammonia. In this study, the possibility of using ammonia as a hydrogen carrier for FCs has been investigated. In particular, both direct ammonia-fueled FCs (SOFC, AFC) and indirectly fueled FCs (PEMFC) have been considered. The case study of a 64 m length mega-yacht has been considered and the effects of the installation on board of these new technologies on the general arrangements have been evaluated. Different power configurations are proposed to allow both a hybrid and fully electric propulsion to reach zero-emission conditions. A fuel control strategy is also proposed to support the wide load variation

    Optimized 3D modeling of virtual retail environments

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    The article shows a methodology developed for surveying, 3D modeling, texture mapping, and real-time virtual navigating large commercial environment (200 to 2000 square meters). Its purpose is to define a process for generating a digital model of a commercial environment and all the products contained in it. Such model allows to interactively design the display areas, verifying the relationship between the building and the furniture, and the location of products on the shelves, through a realistic perception of the virtualized Point of Sale (POS). This approach allows to compress the timing of testing, evaluation and physical implementation of such kind of projects. The consequently reduced time-to-market involves a significant advantage on the competitors for the companies and retailers involved
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