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Feb. 10, 2010 Second Review Meeting
Archaeology & Cultural Heritage Application Working Group
Archaeology & Cultural Heritage Application Working Group
Manolis Vavalis, CERETETHMarios Pitikakis, CERETETH
Chiara Catalano, CNRPatrick Salamin, EPFL
Content
IntroductionBackgroundActivity summary
Thematic workshopPosition StatementsCritical Problems
Selected Real-life ScenariosVirtual exhibition, crowd animation workflow, automatic identification, …A&CH and Knowledge Management Synergies
Open Problems and Future Directions
Content
IntroductionBackgroundActivity summary
Thematic workshopPosition StatementsCritical Problems
Selected Real-life ScenariosVirtual exhibition, crowd animation workflow, automatic identification, …A&CH and Knowledge Management Synergies
Open Problems and Future Directions
A&CH Characteristics (1/2)
A&CH 3D digital content is becoming more and more demanding Operational A&CH 3D use in its infancyMost A&CH stakeholders are relatively far away from ITThere currently exist (few?) strong objections on the current use of 3D graphics in A&CHSemantics (ontologies in fact) penetrated A&CH a century ago
A&CH Characteristics (2/2)
Currently semantic organization of A&CH restricted to non-3D media
A&CH people desperately need toOrganizeSearch and RetrieveCompareValidate andPresent
their 3D content.
AWG members summary
Total AWG members: 31Total 18 AWG members acquired in the 1st year (6 based on existing contacts)Total 13 AWG members acquired in the 2nd year (all new contacts)
1st year AWG membersAlinari 24 ORE, Italy *Arkaia srl, ItalyBK s.r.l., ItalyCentro Interdipartimentale di Servizi di Archeologia– Università degli Studi di Napoli L’Orientale, ItalyCRS4, ItalyCultural Technologies, Jordan *Cyprus Institute, CyprusEuropean Virtual Engineering Technological Centre (EUVE), SpainFoundation of the Hellenic World, Greece *German Research Center for Artificial Intelligence, GermanyGiunti Labs S.r.l., Italy *Institute of Computer Graphics, TU Graz, AustriaMellaniuM, UKMUSEUM VOLKENKUNDE, The NetherlandsSabanci University / Computer Graphics Laboratory, Turkey *Technische Universität Darmstadt, Interactive Graphics Systems Group, GermanyTELECOM, LIFL (UMR USTL/CNRS 8022), FranceUniversity of Patras – High Performance Information Systems Laboratory, Greece *University of Thessaly, Dept. Of History, Archaeology and Social Anthropology, Greece
• Interested only
in A&CH AWG
• Interested in multiple AWGs
• * Based on existing contacts
2nd year AWG new contacts
Geographic Information Visualization and Analysis, Department of Geography, University of Zurich, SwitzerlandGiusi Grimaudo, TESI Archeologia s.r.l, ItalyMario Santana, Raymond Lemaire International Centre for Conservation, BelgiumMarco Rendina, Centro per la Ricerca e lo Sviluppo di Metodologie e Applicazioni di Archivi Storici, ItalyBreuckmann GmbH, Germany Laura Baratin, University of Urbino, ItalyNadezhda Ilyina, 3DreamTeam, Russia & Czech RepublicRiccardo Berta, ELIOS Lab, University of Genoa, ItalyMaria Economou, Dept. of Cultural Technology & Communication, Univ. of Aegean, Greece Livio De Luca, MAP-Gamsau Laboratory, CNRS, FranceStavroula Zoi, Multimedia-Hypermedia Lab, Athens School of Fine Arts, Greece Communications Research Centre (CRC), Canada *Efi Nanna, National Center for Archaeology Research, Greece *
** Questionnaire submitted Feb. 2010
Highlights of 2nd year activities
Thematic Workshop (at VSMM09)Attended VSMM08 (and organized a workshop)Workshop on “Serious Game in CH”Approached the Underwater Archaeology Community (IMATI)Concrete plans for proposals and spin-offsCollaboration with other EU projects:
3D-COFORM – Tools and Expertise for 3D Collection FormationPROBADO - Innovative Digital Library Services for Nontextual Documents
Content
IntroductionBackgroundActivity summary
Thematic workshopPosition Statements, OutcomesCritical Problems
Selected Real-life ScenariosVirtual exhibition, crowd animation workflow, automatic identification, …A&CH and Knowledge Management Synergies
Open Problems and Future Directions
Thematic Workshop - organization
“3D Knowledge Technologies for Cultural Heritage Applications” was held on
12 September 2009, Vienna, Austria, Half a day event in conjunction with the 15th International Conference on Virtual Systems and Multimedia - VSMM 2009.
An official workshop webpage was developed in the FOCUS K3D portal
was also advertised at the VSMM09 web pages.
Position statements were circulated to the workshop speakers before the event took place.More than 24 participants attended + 5 people from FOCUS K3D partners (CERETETH, IMATI and EPFL).Most participants came from academic and research institutions.
Thematic Workshop - program
09:00 – 09:20 Introduction to the workshop : the FOCUS K3D initiative (Michela Spagnuolo, IMATI)09:20 – 9:40 3D-COFORM - Tools and Expertise for 3D Collection Formation (Franco Niccolucci, STARC-Cyprus Institute)09:40 – 10:20 Invited talk: The e-documentation of the Past in 3D: A Challenge and a Risk for the Present and the Future (Marinos Ioannidis, EC & STARC-Cyprus Institute)10:20 – 10:40 Serious Games in Cultural Heritage Field (Riccardo Berta, ELIOS Lab, University of Genoa)10:55 – 11:15 Virtual Humans in Cultural Heritage projects (Patrick Salamin, EPFL)11:15 – 11:35 Integrating 3D digital technologies for CH: issues and perspectives (Andrea D'Andrea, Franco Niccolucci)11:35 – 12:05 A semantic-based framework for managing, searching and retrieving 3D resources (Marios Pitikakis, CERETETH & Chiara Catalano, IMATI-CNR)12:05 – 12:20 Knowledge technologies in Cultural Heritage (position statement) (Manolis Vavalis, CERETETH & Univ. of Thessaly)12:20 – 13:00 Open discussion
Thematic Workshop – position statements
3D digital representations are often neglected in efforts to create large-scale libraries
lack in effort by cultural heritage institutions to acquire and use knowledge about 3D content.
Whereas text and image digitization and management are rather mature technologies, the technology necessary to fully benefit from 3D knowledge management is not yet within easy reach of most cultural institutions and professionals.
A major challenge towards semantic 3D data management is to provide effective content-based and semantic-based organization and searching.
Content organization is a fundamental service that helps the user to navigate and formulate queries. allows an efficient retrieval of the content of interest, which could strongly reduce a large amount of unproductive time.
Thematic Workshop – position statements
Current limitations are mostly related to the lack of specialized tools for 3D knowledge management.Open problems and future directions to promote and exploit knowledge technologies for 3D content in the Cultural Heritage and Archaeology domain could be focused on the following challenges:
Facilitate automatic semantic annotation of 3D digital content; Enhancement of data repositories to exploit and reuse semantic annotations; Intelligent discovery and retrieval of 3D models by improving the efficiency of semantic search engines and their integration with geometric search engines.
Thematic Workshop – other outcomes
Contact has been made to directly participate and contribute to the European Digital Library (EDL).
Interact with people involved in related fields (serious games, virtual environments & simulations) and understand their perspective.A number of critical problems revealed
Critical Problems (1/4)
Acquisition and processing of 3D dataTraceability to sources and data provenance must be guaranteed. An ontological approach could be a solution.Not only geometry has to be acquired but also colours, materials and the information related to the object have to be preserved.3D compression has to be addressed.
Search and retrievalIndexing and 3D Object Retrieval have to be addressed.
Critical Problems (2/4)
Documentation and annotationThe annotations attached to the objects’ geometry might be lost when the geometry changes due to various reasons. Preserving semantics in the process would be crucial.Adopting a holistic approach to heritage documentation, integrating text, 2D and 3D, requires an ontological approach.There is a management issue and conflict between preservation and provenance.The Semantic (3D-) Web and 3D TV has to be accessed also through other devices, such as mobiles.Watermarking has to be addressed.
Critical Problems (3/4)
VisualizationReal time management of the 3D data representation and visualization has to be treated, also considering the profile of the users.Different solutions to visualize documented information gathered during the 3D model creation can be envisaged (whether a model is created from scratch or captured/digitized).
Critical Problems (4/4)
StandardizationThere no consensus in the CH world on metadata standards. It is necessary to demonstrate the effectiveness and viability of “better” solutions.In view of long-term preservation, there are many proprietary data formats by hardware vendors.The evolution in Standards for Metadata has to be combined with the revolution in computer hardware and software.
General Observations
Audience was in agreement with our point of view and our position statements.Decision makers are not aware of the potential of 3D for Cultural Heritage. Not aware of our work in AIM@SHAPE
they were favourably surprised by their usefulness and effectiveness.
Content
IntroductionBackgroundActivity summary
Thematic workshopPosition StatementsCritical Problems
Selected Real-life ScenariosVirtual exhibition, crowd animation workflow, automatic identification, …A&CH and Knowledge Management Synergies
Open Problems and Future Directions
Virtual exhibition scenario - motivation
In collaboration with an AWG member (MellaniuM)Enabling technologies
Latest game engines (e.g. UNREAL v2.5) Hardware 3D graphical acceleration video cards
The key to effective virtual realism, creation of an environment so well conceived interpretively that the user becomes emotionally involved in the content of the simulation.
Users desire to experience a design that has been created in terms of lighting effects, finishes, surface textures, layout and construction details which will lend itself to a complete suspension of disbelief.
(a) (b)
(c) (d)
Temple of Horus complex (courtesy of MellaniuM) (a) Courtyard near the Entrance to the Hypostyle Hall, (b) Passing through the Hypostyle Hall, (c) Inside the Sanctuary, (d) A chariot outside the Temple of Horus complex
Virtual exhibition scenario - motivation
Museum applications in the future could be used in combination with delivery client (e.g. like the Nortel web.alive). It will be possible in the near future with one URL web link click to enter along with up to 50 others to explore and learn about any ancient site or virtual exhibit.
Geometry and Knowledge Synergy
The benefits of adding semantic information in the different stages of the reconstruction and presentation of an artifact or an entire virtual space are twofold.
From the modeler/creator of 3D content perspective, re-creating an ancient artifact in 3D or an ancient site (architectural space) is difficult and time-consuming work.
Based on available data (pictures, drawings, maps, etc.) and close collaboration with archaeologists, architects, historians
In A&CH, object semantics are typically just as important as the actual geometry. The importation of high polygon models and rich object textures is a key issue for creating the necessary realism.
Geometry and Knowledge Synergy
Form the virtual visitors perspective the organization and presentation of A&CH is crucial. Developing educational/training application scenarios and environments which are visually complex and information-rich are a very effective learning tool.The overall experience of a student or virtual tourist is defined by the virtual reality representation / re-creation. The idea of learning as an active, self-directed, and context-dependent process can greatly contribute to gaining new knowledge.
Geometry and Knowledge Synergy
Embedding semantic information and descriptive metadata related to the original source, age, design and existing knowledge on associated artifacts can be connected effectively to any 3D item in the environment and can contribute to the overall experience. By introducing small unobtrusive icons within the 3D models, which can be approached on the screen, the user will automatically be directed to other sources of information (e.g. web pages, images, movies etc) Such semantic interactivity is vital to produce an environment that will encompass both a truly informative and a sensory experience resulting in an academically accurate and effective educational space.
Vhuman crowd animation workflow
MotivationFocus on the importance of populating virtual A&CH worlds with virtual humans (with natural behavior).Different steps to create a crowd of animated avatars (virtual humans) in order to animate it with a game engine.The requirements and constraints while working with crowds (avatar behavior, collision avoidance, appearance, movement).
Automatic Identification
The model input is processed for automated annotationA generic ontology is availableThe semantic analyzer combines the results of the annotations and the ontology to input it into the inference engine module
Content
IntroductionBackgroundActivity summary
Thematic workshopPosition StatementsCritical Problems
Selected Real-life ScenariosVirtual exhibition, crowd animation workflow, automatic identification, …A&CH and Knowledge Management Synergies
Open Problems and Future Directions
Synopsis, Open Problems and Future Directions
A&CH 3D digital content is becoming more and more demanding in terms of
management, preservation, delivery mechanisms…
3D A&CH content often ishard to access and interpretheld in multiple internal systems
with non-standard schemas and descriptions.
The unavoidable manual annotation of explicit semantics is not a practical approach
especially when the number of resources is expected to grow fast.
Indicative Open Problems – Future directions
The technology necessary to fully benefit from 3D knowledge management is not yet within easy reach of most cultural institutions.
further progress in research and consolidation of approaches is required in the area of 3D digital libraries.
Long-term preservation, re-use and access to 3D digital objects are major concerns
the development of standardized metadata and ontologies can partially ensure this.
Semantically enriched descriptions, indexing, and retrieval will allow the deep integration of 3D content into Digital Libraries.
Indicative Open Problems – Future directions
Current limitations are mostly related to the lack of specialized tools for 3D knowledge management and methodologies – as also our questionnaire survey revealed.Develop particular solutions for improved re-use of 3D datasets by end-users.Developing easy-to-use authoring tools for 3D knowledge management. Promote access to 3D content through the European Digital Library.