3D Information Technologies in Cultural Heritage Preservation and Popularisation

A special issue of Applied Sciences (ISSN 2076-3417).

Deadline for manuscript submissions: closed (31 January 2022) | Viewed by 29421

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Lublin University of Technology, Department of Computer Science, ul Nadbystrzycka 36B, 20-618 Lublin, Poland
Interests: software engineering; project management; 3D information technology; 3D motion acquisition and analysis; human-computer interaction
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Guest Editor
Department of Computer Science, Lublin University of Technology, ul Nadbystrzycka 36B, 20-618 Lublin, Poland
Interests: computer graphics; 3D scanning and visualization; 3D-imaging
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

This Special Issue of the journal Applied Sciences entitled 3D Information Technologies in Cultural Heritage Preservation and Popularisation aims to present recent advances and developments in the use of digital 3D technologies to protect and preserve cultural heritage. All interested authors are invited to submit for possible publication in this Special Issue the latest results in 3D digital technology applications to record, document and protect cultural heritage and make it available online.

All papers need to present original, previously unpublished work and will be subject to the normal standards and peer-review processes of this journal. Potential topics include but are not limited to:

  • 3D scanning of cultural heritage objects;
  • Virtual and augmented reality technologies in cultural heritage dissemination;
  • Virtual and interactive exhibitions;
  • Virtual 3D historical Worlds;
  • 3D modelling and visualisation of historical artefacts;
  • 3D digitalisation technologies, devices and methods;
  • Digital reconstruction of damaged historical artefacts and buildings;
  • Information technologies in documenting archaeological sites and artefacts;
  • 3D printing of models of historical objects;
  • Digital simulations of the process of development and deterioration of buildings, settlements or cities;
  • Digital archives of 3D artefact models;
  • Visualization and dissemination of digital 3D models of historical artefacts;
  • Historical digital games for cultural heritage popularisation;
  • 3D information technologies in the renovation of historical objects.

Prof. Dr. Marek Milosz
Dr. Jacek Kęsik
Guest Editors

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

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Keywords

  • IT in cultural heritage
  • Digital availability of cultural heritage
  • 3D scanning and visualization
  • Mixed reality
  • 3D modelling
  • Cultural heritage dissemination
  • 3D archiving
  • Virtual reconstruction
  • Virtual presence
  • Modern exhibition techniques
  • Gamification in cultural heritage
  • 3D printing

Published Papers (12 papers)

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Editorial

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4 pages, 198 KiB  
Editorial
Special Issue on 3D Information Technologies in Cultural Heritage Preservation and Popularization—Motivations, Works Overview, and the Future
by Marek Milosz and Jacek Kęsik
Appl. Sci. 2023, 13(1), 204; https://doi.org/10.3390/app13010204 - 23 Dec 2022
Viewed by 847
Abstract
Elements of cultural heritage preservation and popularization are defined in the Convention Concerning the Protection of the World Cultural and Natural Heritage, which came into force in 1975 and obliges United Nations Educational, Scientific and Cultural Organization (UNESCO) member states to protect cultural [...] Read more.
Elements of cultural heritage preservation and popularization are defined in the Convention Concerning the Protection of the World Cultural and Natural Heritage, which came into force in 1975 and obliges United Nations Educational, Scientific and Cultural Organization (UNESCO) member states to protect cultural and natural heritage [...] Full article

Research

Jump to: Editorial

16 pages, 11341 KiB  
Article
Automated Graffiti Detection: A Novel Approach to Maintaining Historical Architecture in Communities
by Jongseong Choi, Lazaros Toumanidis, Chul Min Yeum, Patrikakis Charalampos, Ali Lenjani, Xiaoyu Liu, Panagiotis Kasnesis, Ricardo Ortiz, Ning-Jun Jiang and Shirley J. Dyke
Appl. Sci. 2022, 12(6), 2983; https://doi.org/10.3390/app12062983 - 15 Mar 2022
Cited by 2 | Viewed by 2867
Abstract
Graffiti is common in many communities and even affects our historical and heritage structures. This leads to a decrease in the revenue associated with commercial activities or services (e.g., shops, restaurants, residences), and potentially reduces tourism in a region. Visual data, in the [...] Read more.
Graffiti is common in many communities and even affects our historical and heritage structures. This leads to a decrease in the revenue associated with commercial activities or services (e.g., shops, restaurants, residences), and potentially reduces tourism in a region. Visual data, in the form of photographs, is becoming an efficient mechanism to record information. Photographs can be quickly captured, and are already frequently posted online by ordinary citizens (e.g., tourists, residents, visitors). Exploiting image data through automation and computer vision provides a new opportunity to simplify the current manual graffiti-monitoring processes, enabling automated detection, localization, and quantification of such markings. In this study, we developed a vision-based graffiti-detection technique using a convolutional neural network. Images collected from historical structures of interest within a community can be utilized to automatically inspect for graffiti markings. In the case in which citizens collect and contribute data, there is a high degree of duplication and repetition, and potentially a lack of GPS information. These hinder the direct use of the images for automating the process. To address these challenges, we built high-resolution, single-view façade images (orthophotos) before applying our robust graffiti detector. The robust graffiti detector was built using a database with 1022 images of damaged or contaminated structures gathered during a recent European Union project, entitled “Safeguarding Cultural Heritage through Technical and Organisational Resources Management” (STORM). A total of 818 images were used for training (10% of the training set was randomly chosen for the validation set), achieving 88% accuracy among the remaining 204 samples for testing. Using the trained detector, the technique developed was demonstrated using data collected from the Church of Agios Nikolaos (Leontariou), Kantza, Greece. Full article
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14 pages, 2876 KiB  
Article
Preliminary Application of the Algorithm Highlighting Petroglyph Patterns
by Piotr Wojcicki, Sylwester Korga and Marek Milosz
Appl. Sci. 2022, 12(3), 1660; https://doi.org/10.3390/app12031660 - 05 Feb 2022
Cited by 3 | Viewed by 1375
Abstract
One of the greatest problems in the field of cultural heritage is the process of material destruction of monuments. In most cases, the cause is operational or random wear. Such processes can be slowed down or eliminated thanks to the maintenance process. The [...] Read more.
One of the greatest problems in the field of cultural heritage is the process of material destruction of monuments. In most cases, the cause is operational or random wear. Such processes can be slowed down or eliminated thanks to the maintenance process. The most dangerous processes of monument wear and tear are those in which historical objects are exposed to environmental impact. Cycles of weather changes have a particularly negative impact on objects of this type. These types of objects are significantly damaged and are the most difficult to scan. The research work included the scanning of such an object and attempts were made to digitise the point cloud. The monument selected for the model laser scanning was a rock petroglyph located on the slope of the Chatkal mountain near the town of Tashkent in Uzbekistan. The article describes the process of digitally recording a historic object with the use of the Artec Eva scanner. The process of data acquisition from points in space and the processes of highlighting petroglyphs are described. The highlighted model was obtained using proprietary software created for this purpose by the authors of the article. As a result, data were saved which would be difficult to save and read using the previously used 3D scanning techniques. The obtained data can be made available to recipients in the form of exhibits in virtual museums. Full article
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13 pages, 2602 KiB  
Article
Implementation of AHP Methodology for the Evaluation and Selection Process of a Reverse Engineering Scanning System
by Juraj Beniak, Ľubomír Šooš, Peter Križan and Miloš Matúš
Appl. Sci. 2021, 11(24), 12050; https://doi.org/10.3390/app112412050 - 17 Dec 2021
Cited by 3 | Viewed by 1947
Abstract
Generally speaking, the proper selection of a suitable system for various uses is key to its full use in practice. In all areas, there is a large number of technologies, equipment, and systems to choose from, so it is necessary to determine the [...] Read more.
Generally speaking, the proper selection of a suitable system for various uses is key to its full use in practice. In all areas, there is a large number of technologies, equipment, and systems to choose from, so it is necessary to determine the individual parameters and their weight, which are important for selection. In the field of reverse engineering, several technological devices are particularly expensive, and the selection of one will influence the long-term functioning of the system. Reverse engineering systems are widely used for the registration and documentation of historical objects in the sense of cultural heritage, and the presented scanning systems are suitable for this purpose. In this case, the selection of a scanning system is discussed. This paper deals with the methodology of selecting the most suitable reverse engineering system by the method of pairwise comparison of expert evaluation criteria (analytical hierarchical process (AHP)). This paper contains a comparison of several systems and the selection of the most suitable solution for the particular company. Full article
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17 pages, 13601 KiB  
Article
Methodology of 3D Scanning of Intangible Cultural Heritage—The Example of Lazgi Dance
by Maria Skublewska-Paszkowska, Pawel Powroznik, Jakub Smolka, Marek Milosz, Edyta Lukasik, Dilbar Mukhamedova and Elzbieta Milosz
Appl. Sci. 2021, 11(23), 11568; https://doi.org/10.3390/app112311568 - 06 Dec 2021
Cited by 11 | Viewed by 3016
Abstract
Traditional dance is one of the key elements of Intangible Culture Heritage (ICH). Many scientific papers concern analysis of dance sequences, classification and recognition of movements, making ICH data public, creating and visualising 3D models or software solutions for learning folklore dances. These [...] Read more.
Traditional dance is one of the key elements of Intangible Culture Heritage (ICH). Many scientific papers concern analysis of dance sequences, classification and recognition of movements, making ICH data public, creating and visualising 3D models or software solutions for learning folklore dances. These works make it possible to preserve this disappearing art. The aim of this article is to propose a methodology for scanning folklore dances. The methodology was developed on the basis of capturing 3D data via an optical motion capture system with a full body Plug-in Gait model that allows for kinematic and kinetic analysis of motion sequences. An additional element of this research was the development of a hand model with which it is possible to precisely analyse the fingers, which play a significant role in many dances. The present methodology was verified on the basis of the Lazgi dance, included in the UNESCO ICH list. The obtained results of movement biomechanics for the dance sequence and the angles of the fingers indicate that it is universal and can be applied to dances that involve the upper and lower body parts, including hand movements. Full article
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16 pages, 5617 KiB  
Article
XRF and 3D Modelling on a Composite Etruscan Helmet
by Joshua Emmitt, Andrew McAlister, Neda Bawden and Jeremy Armstrong
Appl. Sci. 2021, 11(17), 8026; https://doi.org/10.3390/app11178026 - 30 Aug 2021
Cited by 4 | Viewed by 1878
Abstract
The presentation of X-ray fluorescence data (XRF) assays is commonly restricted to tables or graphical representations. While the latter may sometimes be in a 3D format, they have yet to incorporate the actual objects they are from. The presentation of multiple XRF assays [...] Read more.
The presentation of X-ray fluorescence data (XRF) assays is commonly restricted to tables or graphical representations. While the latter may sometimes be in a 3D format, they have yet to incorporate the actual objects they are from. The presentation of multiple XRF assays on a 3D model allows for more accessible presentation of data, particularly for composite objects, and aids in their interpretation. We present a method to display and interpolate assay data on 3D models using the PyVista Python package. This creates a texture of the object that displays the relative differences in elemental composition. A crested helmet from Tomb 1036 from the Casale del Fosso necropolis, Veii, Italy, is used to exemplify this method. The results of the analysis are presented and show variation in composition across the helmet, which also corresponds with macroscopic and decorrelation stretching analyses. Full article
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18 pages, 3232 KiB  
Article
Scanning of Historical Clothes Using 3D Scanners: Comparison of Goals, Tools, and Methods
by Kamil Żyła, Jacek Kęsik, Filipe Santos and Ginevra House
Appl. Sci. 2021, 11(12), 5588; https://doi.org/10.3390/app11125588 - 17 Jun 2021
Cited by 11 | Viewed by 2581
Abstract
Due to the UN and EU’s strong interest in digitizing cultural heritage, the application of 3D scanning technology is gaining importance, even in the case of under-explored areas, such as the 3D scanning of historical clothes. This article discovers and compares methodologies of [...] Read more.
Due to the UN and EU’s strong interest in digitizing cultural heritage, the application of 3D scanning technology is gaining importance, even in the case of under-explored areas, such as the 3D scanning of historical clothes. This article discovers and compares methodologies of 3D scanning of historical clothes presented in the literature in order to determine if a new methodology is needed. PRISMA protocol was used to browse scientific sources in an organized way. We posed the following research question: How have 3D scanners been used to digitize historical clothes? The very limited number of works identified, despite our thorough search, allows us to conclude that this topic is very new, and a lot of research can be conducted in the future. We analyzed the methodologies proposed by other authors, taking into account factors such as what was scanned, what was the purpose of scanning, what hardware and software was used, how detailed the description was, etc. It was revealed that other authors explored the topic insufficiently and no complex and coherent methodology of 3D digitization of historical clothes is present. Generally, the field of 3D scanning of historical clothing remains, at this point, very small and fragmented. This work is one of steps to change it. Full article
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20 pages, 8029 KiB  
Article
Comparative Analysis of Digital Models of Objects of Cultural Heritage Obtained by the “3D SLS” and “SfM” Methods
by Marcin Barszcz, Jerzy Montusiewicz, Magdalena Paśnikowska-Łukaszuk and Anna Sałamacha
Appl. Sci. 2021, 11(12), 5321; https://doi.org/10.3390/app11125321 - 08 Jun 2021
Cited by 14 | Viewed by 2968
Abstract
In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of [...] Read more.
In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of 3D digital models of the same museum artefacts from the Silk Road area generated by two completely different technologies: Structure from Motion (SfM)—a method belonging to the so-called low-cost technologies—and by Structured-light 3D Scanning (3D SLS). Moreover, procedural differences in data acquisition and their processing to generate three-dimensional models are presented. Models built using a point cloud were created from data collected in the Afrasiyab museum in Samarkand (Uzbekistan) during “The 1st Scientific Expedition of the Lublin University of Technology to Central Asia” in 2017. Photos for creating 3D models in SfM technology were taken during a virtual expedition carried out under the “3D Digital Silk Road” program in 2021. The obtained results show that the quality of the 3D models generated with SfM differs from the models from the technology (3D SLS), but they may be placed in the galleries of the vitrual museum. The obtained models from SfM do not have information about their size, which means that they are not fully suitable for archiving purposes of cultural heritage, unlike the models from SLS. Full article
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18 pages, 6077 KiB  
Article
Component Materials, 3D Digital Restoration, and Documentation of the Imperial Gates from the Wooden Church of Voivodeni, Sălaj County, Romania
by Călin Neamțu, Ioan Bratu, Constantin Măruțoiu, Victor Constantin Măruțoiu, Olivia Florena Nemeș, Radu Comes, Ștefan Bodi, Zsolt Buna and Daniela Popescu
Appl. Sci. 2021, 11(8), 3422; https://doi.org/10.3390/app11083422 - 11 Apr 2021
Cited by 10 | Viewed by 2159
Abstract
The wooden churches from Transylvania, Romania, are a unique and representative cultural heritage asset for rural communities, both in terms of architecture and the style of painting that defines them as monuments of national heritage. These churches are in danger of degradation because [...] Read more.
The wooden churches from Transylvania, Romania, are a unique and representative cultural heritage asset for rural communities, both in terms of architecture and the style of painting that defines them as monuments of national heritage. These churches are in danger of degradation because rural communities are beginning to abandon them for various motives (e.g., they are too small, are expensive to maintain, or are being replaced by modern churches, built of stone and modern materials). The reason behind their accelerated degradation is that they are covered with shingles that need to be periodically changed and repaired to prevent water from reaching the inner painting layer, a process that is, in many cases, ignored. Imperial gates are the symbol of these churches and separate the nave from the narthex. They are made entirely out of wood and were sculpted and painted manually by skilled craftsmen and still represent the central element of these churches, in terms of art and aesthetics. The digital preservation of these heritage assets is an interdisciplinary undertaking, which begins with the physico-chemical analysis of the pigments in the painting layer, continues with three-dimensional (3D) digitization of the monument and of the objects of interest (such as the imperial gates), and finishes with a digital restoration of these monuments and artefacts. This paper presents a working methodology, successfully applied in digitizing and digitally restoring imperial gates from wooden churches in Transylvania, namely from the wooden church of Voivodeni, Sălaj County, Romania (Transylvania region). X-ray fluorescence and FTIR spectroscopy were used to determine the pigments in the painting layer of these artefacts, and after they were identified, they were synthesized in laboratory conditions. The resulting color was digitized and used for digitally restoring the artefact(s) to its (their) pristine condition. To popularize these cultural heritage assets, the authors make use of virtual reality to mediate the interaction between the general public and heritage objects in their current state of preservation, in a digital environment. Moreover, to showcase how these heritage objects were degraded over time, a digitally restored version of the artefact in pristine condition is presented alongside a version in its current state (as is, digitized, but not yet digitally restored). Full article
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19 pages, 1512 KiB  
Article
Towards a More Accessible Cultural Heritage: Challenges and Opportunities in Contextualisation Using 3D Sound Narratives
by Veranika Lim, Sara Khan and Lorenzo Picinali
Appl. Sci. 2021, 11(8), 3336; https://doi.org/10.3390/app11083336 - 08 Apr 2021
Cited by 4 | Viewed by 2181
Abstract
This paper reports on the exploration of potential design opportunities for social media and technology to identify issues and challenges in involving people in generating content within a cultural heritage context. The work is divided into two parts. In the first part, arguments [...] Read more.
This paper reports on the exploration of potential design opportunities for social media and technology to identify issues and challenges in involving people in generating content within a cultural heritage context. The work is divided into two parts. In the first part, arguments are informed by findings from 22 in-depth semi-structured interviews with representatives of cultural institutions and with people from a general audience who recently participated in a cultural activity. The key findings show that social media could be used more extensively to achieve a deeper understanding of cultural diversity, with opportunities in redefining the expert, extending the experience space, and decentralising collaboration. To further support these findings, a case study was set up evaluating the experience of a mini audio tour with user-generated (i.e., personal stories from a local audience) vs. non user-generated (i.e., professional stories including facts) narratives. These were delivered using text and 3D sound on a mobile device. The narratives were related to a built environment in central London near world-renown museums, cultural buildings, and a royal park. Observations, a standardised spatial presence questionnaire, and a short open interview at the end of the tour were used to gain insights about participants preferences and overall experience. Thematic analysis and triangulation were used as a means for understanding and articulating opportunities for social media to better involve and engage people using user-generated narratives presented through 3D sound. Full article
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20 pages, 4329 KiB  
Article
Good Practices in the Use of Augmented Reality for the Dissemination of Architectural Heritage of Rural Areas
by M. J. Merchán, P. Merchán and E. Pérez
Appl. Sci. 2021, 11(5), 2055; https://doi.org/10.3390/app11052055 - 25 Feb 2021
Cited by 14 | Viewed by 2686
Abstract
When it concerns dissemination, the relationship between cultural heritage and technology has not always been easy. On the one hand, the emotions involved in knowing, enjoying, and feeling a real heritage remain should not be eclipsed by the technological experience. On the other [...] Read more.
When it concerns dissemination, the relationship between cultural heritage and technology has not always been easy. On the one hand, the emotions involved in knowing, enjoying, and feeling a real heritage remain should not be eclipsed by the technological experience. On the other hand, technology cannot be relegated to the point where its use is so superficial as to make it irrelevant. Hence, in the search of good practices in the dissemination of cultural heritage, it is essential that interdisciplinary work teams, composed of humanists and technicians, design new experiences that try to achieve a balance between what must be shown and the way in which it is done. This paper aims to show the potential of augmented reality (AR) for the dissemination of cultural heritage, since it allows the perceiving of real remains while offering virtual reconstructions and complementary information, sounds, images, etc. A bibliometric analysis focusing on its use for the preservation of the memory of vernacular architecture is made. Then, from the understanding and interpretation of the ideas exposed in literature, a decalogue of good practices in the use of AR for architectural heritage is established considering the holistic perspectives that any dissemination initiative must have. These initiatives can attract people to rural areas and contribute to the improvement of their social and economic situation. As an example, a proof of concept of an AR experience is presented at the end of the paper. Full article
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22 pages, 3876 KiB  
Article
Design and Evaluation of a Web- and Mobile-Based Binaural Audio Platform for Cultural Heritage
by Marco Comunità, Andrea Gerino, Veranika Lim and Lorenzo Picinali
Appl. Sci. 2021, 11(4), 1540; https://doi.org/10.3390/app11041540 - 08 Feb 2021
Cited by 7 | Viewed by 2605
Abstract
PlugSonic is a suite of web- and mobile-based applications for the curation and experience of 3D interactive soundscapes and sonic narratives in the cultural heritage context. It was developed as part of the PLUGGY EU project (Pluggable Social Platform for Heritage Awareness and [...] Read more.
PlugSonic is a suite of web- and mobile-based applications for the curation and experience of 3D interactive soundscapes and sonic narratives in the cultural heritage context. It was developed as part of the PLUGGY EU project (Pluggable Social Platform for Heritage Awareness and Participation) and consists of two main applications: PlugSonic Sample, to edit and apply audio effects, and PlugSonic Soundscape, to create and experience 3D soundscapes for headphones playback. The audio processing within PlugSonic is based on the Web Audio API and the 3D Tune-In Toolkit, while the mobile exploration of soundscapes in a physical space is obtained using Apple’s ARKit. The main goal of PlugSonic is technology democratisation; PlugSonic users—whether cultural institutions or citizens—are all given the instruments needed to create, process and experience 3D soundscapes and sonic narratives; without the need for specific devices, external tools (software and/or hardware), specialised knowledge or custom development. The aims of this paper are to present the design and development choices, the user involvement processes as well as a final evaluation conducted with inexperienced users on three tasks (creation, curation and experience), demonstrating how PlugSonic is indeed a simple, effective, yet powerful tool. Full article
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