The study and analysis of archaeological elements often swings from large sites to small objects. This variability in dimensions and typology actually determines an equal variability of problems encountered during the surveying and representation process so that it is hard to retrieve a reliable common theoretical and operational background able to guide the researcher through the various steps. The problems connected with the interpretation of data (and their lack of clarity) disturb in fact considerably the final goal of surveying: achieve the most profound knowledge of the object analyzed. Taking into consideration numerous survey campaigns carried out for years, this chapter seeks to present a modus operandi that seems to be indispensable for standardizing and regulating procedures of data collecting, elaborating and representing applied by our research team from the Department of History, Drawing and Restoration of Architecture (Sapienza—University of Rome), the aim being to make the final result scientific, i.e. more objective and correct. Together with a general methodological framing, we shall describe a number of research projects spanning from large sites (Petra), single buildings/architectural structures (The Temple of Divus Claudio, Rome) and small objects (Tombs and artifacts in Crustumerium – Rome
The BIM universe will undoubtedly arouse great and diversified interests amongst actors involved in the design/building process but also of scholars dealing with representation disciplines. The BIM systems appear in fact particularly suitable to respond to both needs providing on a single platform analytic tool, visualization interfaces, assessment instruments but also a bundle for the representation of reality. And, in addition to that, always taking into account the management of the process in terms of timing that is a key element for a correct handling of any building workflow. Nevertheless, the urgency of optimization of time and resources will drive very rapidly this change achieving, eventually, the real result: an evolution of future generation professionals, more willing and able to cooperate beyond personal skills.
The BIM universe will undoubtedly arouse great and diversified interests amongst actors involved in the design/building process but also of scholars dealing with representation disciplines. The BIM systems appear in fact particularly suitable to respond to both needs providing on a single platform analytic tool, visualization interfaces, assessment instruments but also a bundle for the representation of reality. And, in addition to that, always taking into account the management of the process in terms of timing that is a key element for a correct handling of any building workflow. Nevertheless, the urgency of optimization of time and resources will drive very rapidly this change achieving, eventually, the real result: an evolution of future generation professionals, more willing and able to cooperate beyond personal skills.
The paper aims at investigating modelling strategies in HBIM context to identify at what extent the final use of the model might affects, or should affect, the modelling approach itself. Moreover, the discussion wants to shed light on the possibility of connecting in just one digital environment several instances connected to the building. These aims will be discussed presenting and evaluating two different modelling approaches: the “black box” modelling and the “white box” model-ling. The two terms are partially borrowed from computer science to explain two types of testing. The “black box” testing is performed without any preliminary knowledge about the system functionality and internal components; on the contrary, the “white box” testing, implies a full knowledge of the system. These two approaches will be compared to two ways of conceiving a building information model. In conclusion, the paper will investigate the possibility to integrate in just one model, the grey box model, the two ones previously discussed.
No abstract
<p>Este artículo presenta un procedimiento aplicado al levantamiento de los monumentos arqueológicos y arquitectónicos basado en un modelo de gamificación. La metodología puede devolver automáticamente datos científicos (XYZ y RGB) aprovechando el potencial de sistemas de adquisición structure from motion. De esta manera pueden abrirse nuevas perspectivas para el conocimiento y la valorización del patrimonio cultural, tanto en términos de participación del usuario, que se convierte en coprotagonista en el conocimiento del bien, como en relación con la contención de los costos en comparación con los métodos anteriores de levantamiento. </p>
It has been shown that digital games can help people, especially young people, get the most from cultural heritage. Successful usage of these games includes teaching and learning, as well as virtual reality tools used to simulate historical sites and events. They have also been shown to be a powerful and effective tool to make cultural heritage more attractive, especially for those sites that are less known and visited. In this article, we present HeGO, a digital platform for cultural heritage. It allows photos from cultural sites taken by simple users to be sent and stored on a web server. Then the collected photos can be used for an accurate 3D reconstruction of the site of interest. The HeGO platform can be used to implement a social media game, where players get a score for each photo they take and send to the HeGO web server. We also present the case study of the Atina historical center, where we simulated the usage of the HeGO platform for the 3D reconstruction of portions of the urban fabric of its historical center. The results obtained showed that the HeGO platform obtains good 3D reconstructions, whose quality is comparable with those of the more expensive laser scanner technique.
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