The National Gallery in London has recently been testing the potential of 3D scanning technology to record and measure the surface of paintings. To view and interact with the high-resolution scans requires expensive computational hardware. The proposed workflow borrows some of the techniques used in the gaming industry to provide a computationally efficient interactive interface, even suitable for online viewing. The workflow synergises multiple imaging techniques, and therefore provides better texture representation than 3D scanning alone. The process provides a new way of visualising possible relations across paint layers by combining normal maps with existing image based techniques.
3D laser scanning. 3D models. 3D visualisation. Normal maps. Reflectance transformation imaging. Paintings.
This paper describes a working example of semantically modelling cultural heritage information and data from the National Gallery collection in London. The paper discusses the process of semantically representing and enriching the available cultural heritage data, and reveals the challenges of semantically expressing interrelations and groupings among the physical items, the venue and the available digital resources. The paper also highlights the challenges in the creation of the conceptual model of the National Gallery as a Venue, which aims to i) describe and understand the correlation between the parts of a building and the whole; ii) to record and express the semantic relationships among the building components with the building as a whole; and iii) to be able to record the accurate location of objects within space and capture their provenance in terms of changes of location. The outcome of this research is the CrossCult venue ontology, a fully International Committee for Documentation Conceptual Reference Model (CIDOC-CRM) compliant structure developed in the context of the CrossCult project. The proposed ontology attempts to model the spatial arrangements of the different types of cultural heritage venues considered in the project: from small museums to open air archaeological sites and whole cities.
Sustainability in Cultural Heritage (CH) is a complex question that needs to be addressed by a group of experts tackling the different issues. In this light, the present work wishes to provide a multi-level analysis of the sustainability in CH, using as an example a recent European H2020 project (CrossCult) and the lessons learnt from its design, implementation and evaluation. The sustainability of CH has qualitatively changed over the last few years, under the developments in digital technology that seems to affect the very nature of the cultural experience. We discuss sustainability in venues using digital technologies, covering a span of needs of small/unknown and large/popular venues, which try to enhance the visitor experience, attract visitors, form venue networks, etc. Moreover, we explore issues of sustainability of digital content and its re usability through holistic design. Aspects of technology, human networks and data sustainability are also presented, and we conclude with the arguments concerning the sustainability of visitor reflection, the interpretation of social and historical phenomena and the creation of meaning.
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