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63 Research products, page 1 of 7

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  • Restricted
    Authors: 
    Eden, Grace; González-Martínez, Esther; Widmer, Antoine; Schaer, Roger; Müller, Henning; Henry, Marcel; Evéquoz, Florian;
    Publisher: 25-28 octobre 2016
    Country: Switzerland

    L'évaluation naturaliste de prototype est une approche utilisée pour évaluer (1) le potentiel pratique d'une technologie dans des contextes et des situations du monde réel (son utilité) et (2) son interface (son utilisabilité). Cet article présente une nouvelle technique d'évaluation de prototype, le Modèle d’Evaluation de l’Activité (MEA) (Activity Evaluation Framework – AEF), qui s’inspire d’orientations sociologiques dont l’ethnométhodologie (EM). Le modèle repose sur la vidéo pour analyser la « parole-en-interaction » des participants interagissant avec un prototype technologique. Nous discutons l'utilisation du MEA comme une technique qualitative systématique et robuste pour l'évaluation à la fois de l'utilité et de l’utilisabilité de prototypes et nous l’illustrons au moyen d’un cas d’utilisation dans une installation muséale de réalité virtuelle et augmentée.

  • Other research product . Other ORP type . 2003
    English
    Authors: 
    Palamidese P.; Carreras F.; Coltelli P.;
    Country: Italy

    VBP, the Virtual Baptistery of Pisa, is a virtual reality prototype for cultural heritage presentation and communication. It combines education and entertainment methods to create a playful even though correct way to deliver artistic and cultural information. The virtual reality provides added values to the public with respect to the traditional media, as it lets group multimedia contents from various sources in a unique virtual environment. The visitor can see situations that he cannot see in a real visit - a reference to another monument, a cross section, architectural details that are too high up- and also situations that attract his attention and curiosity -lighting and acoustic effects, meet remotely connected visitors, ask questions to synthetic guides-. VBP presents a scenographic representation of the Baptistery of Pisa for interactive and distributed exploration. VBP contains the concepts of non linear intersecting storylines based on storytelling methods and techniques that can fits various levels of users. In addition it is a general framework for developing new stories, and for changing and adapting the ones already created. VBP requires an immersive stereo visualization system equipped with adequate audio and interaction devices. When the proper VR hardware is not available, it can run on the PC screen as well, though one looses immersion characteristics. The beta version has been released in 2003 while the final version has been planned at half 2005.

  • Open Access English
    Authors: 
    Rettberg, Jill Walker; Berry, David M.; Borra, Erik; Helmond, Anne; Plantin, Jean-Christophe;
    Publisher: Digital Humanities Quarterly

    This paper documents the results of an intensive "data sprint" method for undertaking data and algorithmic work using application programming interfaces (APIs), which took place during the Digital Method Initiative 2013 Winter School at the University of Amsterdam. During this data sprint, we developed a method to map the fields of Digital Humanities and Electronic Literature based on title recommendations from the largest online bookseller, Amazon, by retrieving similar purchased items from the Amazon API. A first step shows the overall Amazon recommendation network for Digital Humanities and allows us to detect clusters, aligned fields and bridging books. In a second step we looked into four country-specific Amazon stores (Amazon.com, Amazon.co.uk, Amazon.fr and Amazon.de) to investigate the specificities of the Digital Humanities in these four countries. The third step is a network of all books suggested for the Electronic Literature field in the four Amazon stores we searched, which offers a comparison to the field of Digital Humanities.

  • Open Access Finnish
    Authors: 
    Nieminen, Topi;
    Country: Finland

    Uudet teknologiat otetaan vastaan usein tunneperäisesti, toiset ovat kiinnostuneita, toiset epäilevät. Uudet keksinnöt ja teknologiat oikein käytettyinä avaavat meille uuden maailman, tehostavat toimintoja, lisäävät luovuutta ja mahdollistavat asioita. Tämän työn tilaajat olivat sovelluskehitysyhteisö Viastar ja kulttuurialan toimija Carnivale. Tilaajia kiinnostavat uudet teknologiat kulttuuriperinnön sovelluksissa ja hankkeissa. Tämä kehittämistyö tutki ja tarkasteli, miten voimme paremmin hyödyntää uusia teknologioita sukututkimuksen apuna. Työssä tutkittiin, miten voimme yhdistää perinteisen ja DNA-analyysiin pohjautuvan sukututkimuksen. Tässä työssä käytiin myös läpi muita uusia teknologioita, joita voidaan hyödyntää sukuhistorian ja kulttuuriperinnön tallennuksessa, tutkimuksessa sekä myös yleisemmin kulttuurituotantojen tukena. Kehittämistyötä tehtiin tutkimalla ja kokeilemalla uusia teknologioita sekä käymällä läpi laajasti opinnäytetyön tekijän sukuun liittyviä sukututkimuksia ja niiden kautta esiin tullutta kulttuuriperintöä, vanhoja kuvia, karttoja ja paikkoja. Geneettisen sukututkimuksen avulla tutkittiin isä- ja äitilinjoja eri tekniikoilla ja jäljitettiin eri sukujen kulkureittejä menneiden vuosisatojen aikoina. Tässä opinnäytetyössä analysoitiin tekijän omasta suvusta teetettyjen DNA-testien tuloksia ja osoitettiin, miten ne toimivat käytännössä sukututkimuksen välineinä. Tässä työssä käsiteltyjä muita kulttuurituotannon tekniikoita olivat drone-kuvaus, lidar-kuvaus, virtuaali- ja lisätty todellisuus. Tutkimusmenetelminä käytettiin aineistotutkimusta, DNA-testejä, havainnointia, haastattelua ja kenttätyötä kokeilemalla käytännössä erilaisissä ympäristöissä uusia teknisiä välineitä. Työn tuloksina todettiin, että uudet tekniikat toimivat sukututkimuksessa ja kulttuuriperinnön tallentamisessa erittäin hyvin. Uudet tekniikat avaavat uusia sisältöjä ja osallistavat kulttuurin tuottajan sekä kuluttajan tuotantoihin syvällisesti. Toimenpide-ehdotuksena esitettiin, että sukututkimuksessa ja kulttuurituotannoissa otettaisiin rohkeasti uusia tekniikoita laajasti käyttöön toiminnan parantamiseksi ja tehostamiseksi. New technologies are often embraced emotionally: others show interest and others doubt. It is a fact that new inventions and technologies, when used properly, open up new worlds for us, streamline operations, increase creativity and enable things. This thesis was commissioned by the application development company Viastar and the cultural sector enterprise Carnivale. Both commissioners are interested in new technologies on cultural heritage applications and projects. The objective of this study was to explore and examine how new technologies can better be utilized in genealogy. The study explored how to combine traditional and genetic genealogy research. It also reviewed some other new innovative technologies that can be used on cultural heritage research and in cultural productions. The study was carried out by exploring and experimenting new technologies and going through extensive genealogy and cultural heritage materials, old images, maps, and places that have emerged through genealogy research. In terms of genetic genealogy, lineages have been studied using different DNA techniques and the pathways of different genera have been traced over the past centuries. The study analyzed the DNA research results from the author's own lineage and show how they work in practice as a tool for genealogy. Other cultural production techniques covered in this study include drone imaging, lidar imaging, as well as virtual and augmented reality. The research methods used were document analysis, observation, interview and fieldwork by experimenting new technical tools in different environments. The results indicate that the new technologies work very well in genealogy and in saving cultural heritage. New technologies open up new content and deeply involve producers, researchers and cultural consumers in productions. The thesis proposes that genealogists and cultural sector make widespread use of new technologies to improve and increase their efficiency.

  • Greek
    Authors: 
    Stathopoulou, Ellie F.;
    Country: Greece

    VTraditionally, photogrammetry has been the most appropriate tool for the documentation of a variety of complex objects, whether they are architectural constructions, sculptures or monuments in general. During the recent years, due to the spectacular technological advances and the use of terrestrial laser scanners and digital photogrammetry, the workflow in this field is continuously being revisited and updated. In this respect, the combination of 3D acquisition systems with photogrammetric processes still remains a very challenging task which includes some unsolved problems. The main aim of such procedures is to convert an acquired point cloud into a realistic 3D polygonal model. It is desired that the 3D model should not only be detailed, but also suitable and easy to handle. For that purpose, a combination of classical surveying methods, laser scanning, photogrammetric and computer graphics processes should be used. Through such a workflow satisfactory accuracies may be achieved, but also the display of the resulting 3D model is useful for dissemination and interaction purposes as well (web GIS, Digital Libraries etc.). This Diploma Thesis describes the various steps carried out to produce 3D models of complex objects by the use of data acquired from terrestrial laser scanners. Moreover, it includes the procedure of producing orthophotos from such models. The experience was gained by the geometric documentation of a highly detailed object, the Romanesque Door of the Cathedral of Valencia in Spain, by a terrestrial laser scanner. Η φωτογραμμετρία, από πολύ παλιά ήταν το πιο κατάλληλο εργαλείο για την τεκμηρίωση σύνθετων αντικειμένων, είτε αυτά είναι αρχιτεκτονικές κατασκευές, αγάλματα, ή γενικά Μνημεία Πολιτιστικής Κληρονομιάς. Κατά τη διάρκεια των τελευταίων ετών, η εξέλιξη της τεχνολογίας, η χρήση των επίγειων σαρωτών laser και της ψηφιακής φωτογραμμετρίας έχει επιφέρει πολλές αλλαγές στον τρόπο με τον οποίο δουλεύουν οι ερευνητές σε αυτόν τον τομέα. Ο συνδυασμός των μεθόδων σάρωσης με την ψηφιακή φωτογραμμετρία περιέχει ακόμα πολλά άλυτα προβλήματα και βρίσκεται υπό έρευνα. Κύριος στόχος είναι η μετατροπή του νέφους σημείων που συλλέγεται από τον σαρωτή σε ένα τρισδιάστατο μοντέλο που θα αναπαριστά πλήρως το αντικείμενο. Το τρισδιάστατο αυτό μοντέλο πρέπει να να καλύπτει τις απαιτήσεις ακριβείας και ταυτόχρονα είναι εύκολα διαχειρίσιμο ώστε να είναι κατάλληλο και για διάδοση μέσω διαδικτύου (web GIS, Digital Libraries κτλ.). Για να επιτευχθεί αυτό, χρησιμοποιούνται κλασσικές τοπογραφικές μέθοδοι, μέθοδοι laser scanning και φωτογραμμετρίας, όπως και τεχνικές computer graphics. Η Διπλωματική αυτή εργασία περιγράφει τα διάφορα στάδια της διαδικασίας παραγωγής τρισδιάστατων μοντέλων αντικειμένων με πολύπλοκο ανάγλυφο, με χρήση δεδομένων από επίγειο σαρωτή laser. Ακόμη, αναλύεται και η διαδικασία παραγωγής ορθοφωτογραφιών χρησιμοποιώντας αυτά τα μοντέλα. Η μελέτη αυτή έγινε με βάση την εμπειρία που αποκτήθηκε από την Γεωμετρική Τεκμηρίωση ενός πολύπλοκου αρχιτεκτονικά αντικειμένου, της Ρωμανικής Πύλης του Καθεδρικού Ναού της Βαλένθια στην Ισπανία. Έλλη Φ. Σταθοπούλου 96 σ.

  • Research software . 2015
    C++
    Authors: 
    Stražar, Martin; Čopar, Andrej; Curk, Tomaž; Toplak, Marko; Žagar, Lan; Kernc, Jernej; Demšar, Janez; Tanko, Vesna; Erjavec, Aleš; Starič, Anže; +2 more
    Publisher: bio.tools
    Project: NIH | FUNCTIONAL GENOMICS OF DI... (5P01HD039691-03)

    Open source data visualization and analysis for novice and experts. Data mining through visual programming or Python scripting. Components for machine learning. Add-ons for bioinformatics and text mining. Packed with features for data analytics.

  • Other research product . Other ORP type . 2020
    Open Access Latvian
    Authors: 
    Vilks, Ilgonis;
    Publisher: Latvijas Universitātes Muzejs
    Country: Latvia

    Previosusly it was thought that no picture of the first telescope installed at the Astronomical Tower of the University of Latvia was preserved. During thorough search at the Museum of the University of Latvia a single picture of the telescope was found. This video explains how the picture was found. Agrāk domāja, ka Latvijas Universitātes Astronomiskā torņa pirmā teleskopa fotogrāfija nav saglabājusies. Veicot rūpīgus meklējumus Latvijas Universitātes Muzejā, tika atrasta vienīgā teleskopa fotogrāfija. Video paskaidro, kā tā tika atrasta.

  • Research software . 2021
    Open Source R
    Authors: 
    Arnold, James N.; Kordasti, Shahram;
    Publisher: bio.tools

    A computational framework for the non-specialist to profile cellular heterogeneity in cytometry datasets. The immunoCluster package uses the scDataViz bioconductor package’s vizualization tools and adaptation of the SingleCellExperiment data structure to build simple and flexible cytometry analysis workflows like those outlined in Nowicka et al. (2017) CyTOF workflow: differential discovery in high-throughput high-dimensional cytometry datasets.

  • Restricted Italian
    Authors: 
    Bellia A.; Pietroni E.;
    Country: Italy

    Può il suono aumentare il coinvolgimento dei visitatori delle ricostruzioni virtuali di contesti culturali? La loro caratterizzazione acustica quali obiettivi può perseguire? Attraverso quali metodologie e sistemi di riproduzione? Come si relazionano la filologia e la creatività ai fini della conoscenza e del coinvolgimento? Può la realtà virtuale ricreare il paesaggio sonoro del passato? Sono queste alcune delle tematiche affrontate nel corso dell'evento online curato da Angela Bellia ed Eva Pietroni all'Istituto di Scienze del Patrimonio Culturale (ISPC) del CNR. L'iniziativa si inserisce nell'ambito dell'Anno Internazionale del Suono 2020-2021 (International Year of Sound - IYS 2020-21), un'iniziativa globale riferita alla "Charter of Sound" UNESCO n. 39C/59, che ha l'obiettivo di evidenziare l'importanza del suono in tutti gli aspetti della vita e dell'ambiente naturale, nonché la necessità del controllo del rumore sia nell'ambiente urbanizzato che in quello dei luoghi di lavoro, di formazione, di accoglienza e di cura, incoraggiando anche la comprensione degli sviluppi scientifici e l'applicazione tecnologica riguardante sia gli aspetti fisici del suono sia quelli della sua percezione. Il webinar mira ad esplorare come lo sviluppo di strumenti interattivi finalizzati a coinvolgere i visitatori come "soundwalker" di ricostruzioni virtuali di siti archeologici o luoghi di interesse storico-culturale e architettonico e del loro "historical soundscape" possa aprire nuove prospettive di ricerca non soltanto sulle applicazioni di Immersive Virtual Reality, ma anche sul rapporto tra suono e interazione multisensoriale in ambiente virtuale. Infatti, nel corso degli ultimi anni, attraverso l'Immersive Virtual Reality, è stato possibile sperimentare nuove opportunità di progettazione multisensoriale che combina strumenti e tecniche di modellazione e di Virtual Reality Experience in ambito acustico con il pieno coinvolgimento dell'apparato percettivo del visitatore. Si intende, dunque, porre l'attenzione su come l'esperienza immersiva multisensoriale - ed in particolare l'interazione tra vista e udito nelle ricostruzioni virtuali, senza escludere l'apporto degli altri sensi - possa favorire una più profonda comprensione dei luoghi e degli spazi dove il suono, inteso come insieme di musica, sonorità dell'ambiente e rumori, veniva prodotto e percepito. Inoltre, stimolando l'indagine sul "sonic heritage", l'incontro ha anche lo scopo di contestualizzare e valorizzare lo studio dell'antropofonia, della geofonia e della biofonia del passato e della "digital audible history" come patrimonio culturale da conoscere, preservare e comunicare anche attraverso gli strumenti e le applicazioni per l'interazione con il mondo virtuale. Tenendo conto di quanto è emerso nel corso del progetto di ricerca STESICHOROS finanziato dale Marie Sk?odowska-Curie Actions Individual Fellowship, e delle esperienze del Virtual Heritage Lab nell'ambito della realtà virtuale e della comunicazione multimediale, saranno poste le basi per un metodo innovativo che terrà conto non soltanto delle potenzialità dell'applicazione della tecnologia 3D all'acustica virtuale, ma anche della ricerca acustemologica che considera il suono come strumento di conoscenza attraverso l'intreccio di relazioni che lo lega ai luoghi, allo spazio e al corpo, fornendo nuovi strumenti di analisi e di valutazione dell'impatto delle esperienze immersive e della comunicazione sonora nel patrimonio culturale. Si discute anche di come il suono e il "soundscape" venga usato nei vari media: realtà virtuale, videogiochi, cinema, documentario, secondo regole codificate in modo diverso, al fine di conferire credibilità e verosimiglianza allo spazio simulato, di evocare situazioni e di coinvolgere percettivamente ed emotivamente il visitatore. Queste regole, che sono ormai entrate nell'industria delle grandi produzioni, seguono principi artistici più vicini alla psico-acustica che alla riproduzione scientifica e filologica del suono, o alla sua presa diretta, nello spazio simulato. Esse sono diventate parte dei linguaggi, creando un'aspettativa, un'accettazione e un'identificazione da parte del pubblico in questi universi sonori "artificialmente costruiti". La realtà virtuale, immersiva e non immersiva, è attualmente l'ambito in cui il margine di sperimentazione resta più aperto a future evoluzioni e nuove proposte, anche all'insegna di una simulazione scientificamente fondata sulla propagazione del suono in uno spazio acustico reale o digitalmente ricostruito. Una ricerca molto interessante, in prospettiva futura, sarà testare diversi approcci di simulazione e riproduzione sonora su un campione di utenti, in relazione a varie tipologie di ambientazioni e vari media, così da analizzare il feedback in termini di percezione, impatto estetico e cognitivo, attenzione, memorizzazione. Questi argomenti saranno trattati attraverso i contributi di ricercatori impegnati in vari campi: applicazioni immersive in ambito acustico; archeologia; archaeologia del suono; antropologia del suono e acustemologia; comunicazione; design acustico; 3D modelling; ecoarcheologia; ingegneria acustica; sound arts; video games; virtual heritage.

Advanced search in Research products
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The following results are related to Digital Humanities and Cultural Heritage. Are you interested to view more results? Visit OpenAIRE - Explore.
63 Research products, page 1 of 7
  • Restricted
    Authors: 
    Eden, Grace; González-Martínez, Esther; Widmer, Antoine; Schaer, Roger; Müller, Henning; Henry, Marcel; Evéquoz, Florian;
    Publisher: 25-28 octobre 2016
    Country: Switzerland

    L'évaluation naturaliste de prototype est une approche utilisée pour évaluer (1) le potentiel pratique d'une technologie dans des contextes et des situations du monde réel (son utilité) et (2) son interface (son utilisabilité). Cet article présente une nouvelle technique d'évaluation de prototype, le Modèle d’Evaluation de l’Activité (MEA) (Activity Evaluation Framework – AEF), qui s’inspire d’orientations sociologiques dont l’ethnométhodologie (EM). Le modèle repose sur la vidéo pour analyser la « parole-en-interaction » des participants interagissant avec un prototype technologique. Nous discutons l'utilisation du MEA comme une technique qualitative systématique et robuste pour l'évaluation à la fois de l'utilité et de l’utilisabilité de prototypes et nous l’illustrons au moyen d’un cas d’utilisation dans une installation muséale de réalité virtuelle et augmentée.

  • Other research product . Other ORP type . 2003
    English
    Authors: 
    Palamidese P.; Carreras F.; Coltelli P.;
    Country: Italy

    VBP, the Virtual Baptistery of Pisa, is a virtual reality prototype for cultural heritage presentation and communication. It combines education and entertainment methods to create a playful even though correct way to deliver artistic and cultural information. The virtual reality provides added values to the public with respect to the traditional media, as it lets group multimedia contents from various sources in a unique virtual environment. The visitor can see situations that he cannot see in a real visit - a reference to another monument, a cross section, architectural details that are too high up- and also situations that attract his attention and curiosity -lighting and acoustic effects, meet remotely connected visitors, ask questions to synthetic guides-. VBP presents a scenographic representation of the Baptistery of Pisa for interactive and distributed exploration. VBP contains the concepts of non linear intersecting storylines based on storytelling methods and techniques that can fits various levels of users. In addition it is a general framework for developing new stories, and for changing and adapting the ones already created. VBP requires an immersive stereo visualization system equipped with adequate audio and interaction devices. When the proper VR hardware is not available, it can run on the PC screen as well, though one looses immersion characteristics. The beta version has been released in 2003 while the final version has been planned at half 2005.

  • Open Access English
    Authors: 
    Rettberg, Jill Walker; Berry, David M.; Borra, Erik; Helmond, Anne; Plantin, Jean-Christophe;
    Publisher: Digital Humanities Quarterly

    This paper documents the results of an intensive "data sprint" method for undertaking data and algorithmic work using application programming interfaces (APIs), which took place during the Digital Method Initiative 2013 Winter School at the University of Amsterdam. During this data sprint, we developed a method to map the fields of Digital Humanities and Electronic Literature based on title recommendations from the largest online bookseller, Amazon, by retrieving similar purchased items from the Amazon API. A first step shows the overall Amazon recommendation network for Digital Humanities and allows us to detect clusters, aligned fields and bridging books. In a second step we looked into four country-specific Amazon stores (Amazon.com, Amazon.co.uk, Amazon.fr and Amazon.de) to investigate the specificities of the Digital Humanities in these four countries. The third step is a network of all books suggested for the Electronic Literature field in the four Amazon stores we searched, which offers a comparison to the field of Digital Humanities.

  • Open Access Finnish
    Authors: 
    Nieminen, Topi;
    Country: Finland

    Uudet teknologiat otetaan vastaan usein tunneperäisesti, toiset ovat kiinnostuneita, toiset epäilevät. Uudet keksinnöt ja teknologiat oikein käytettyinä avaavat meille uuden maailman, tehostavat toimintoja, lisäävät luovuutta ja mahdollistavat asioita. Tämän työn tilaajat olivat sovelluskehitysyhteisö Viastar ja kulttuurialan toimija Carnivale. Tilaajia kiinnostavat uudet teknologiat kulttuuriperinnön sovelluksissa ja hankkeissa. Tämä kehittämistyö tutki ja tarkasteli, miten voimme paremmin hyödyntää uusia teknologioita sukututkimuksen apuna. Työssä tutkittiin, miten voimme yhdistää perinteisen ja DNA-analyysiin pohjautuvan sukututkimuksen. Tässä työssä käytiin myös läpi muita uusia teknologioita, joita voidaan hyödyntää sukuhistorian ja kulttuuriperinnön tallennuksessa, tutkimuksessa sekä myös yleisemmin kulttuurituotantojen tukena. Kehittämistyötä tehtiin tutkimalla ja kokeilemalla uusia teknologioita sekä käymällä läpi laajasti opinnäytetyön tekijän sukuun liittyviä sukututkimuksia ja niiden kautta esiin tullutta kulttuuriperintöä, vanhoja kuvia, karttoja ja paikkoja. Geneettisen sukututkimuksen avulla tutkittiin isä- ja äitilinjoja eri tekniikoilla ja jäljitettiin eri sukujen kulkureittejä menneiden vuosisatojen aikoina. Tässä opinnäytetyössä analysoitiin tekijän omasta suvusta teetettyjen DNA-testien tuloksia ja osoitettiin, miten ne toimivat käytännössä sukututkimuksen välineinä. Tässä työssä käsiteltyjä muita kulttuurituotannon tekniikoita olivat drone-kuvaus, lidar-kuvaus, virtuaali- ja lisätty todellisuus. Tutkimusmenetelminä käytettiin aineistotutkimusta, DNA-testejä, havainnointia, haastattelua ja kenttätyötä kokeilemalla käytännössä erilaisissä ympäristöissä uusia teknisiä välineitä. Työn tuloksina todettiin, että uudet tekniikat toimivat sukututkimuksessa ja kulttuuriperinnön tallentamisessa erittäin hyvin. Uudet tekniikat avaavat uusia sisältöjä ja osallistavat kulttuurin tuottajan sekä kuluttajan tuotantoihin syvällisesti. Toimenpide-ehdotuksena esitettiin, että sukututkimuksessa ja kulttuurituotannoissa otettaisiin rohkeasti uusia tekniikoita laajasti käyttöön toiminnan parantamiseksi ja tehostamiseksi. New technologies are often embraced emotionally: others show interest and others doubt. It is a fact that new inventions and technologies, when used properly, open up new worlds for us, streamline operations, increase creativity and enable things. This thesis was commissioned by the application development company Viastar and the cultural sector enterprise Carnivale. Both commissioners are interested in new technologies on cultural heritage applications and projects. The objective of this study was to explore and examine how new technologies can better be utilized in genealogy. The study explored how to combine traditional and genetic genealogy research. It also reviewed some other new innovative technologies that can be used on cultural heritage research and in cultural productions. The study was carried out by exploring and experimenting new technologies and going through extensive genealogy and cultural heritage materials, old images, maps, and places that have emerged through genealogy research. In terms of genetic genealogy, lineages have been studied using different DNA techniques and the pathways of different genera have been traced over the past centuries. The study analyzed the DNA research results from the author's own lineage and show how they work in practice as a tool for genealogy. Other cultural production techniques covered in this study include drone imaging, lidar imaging, as well as virtual and augmented reality. The research methods used were document analysis, observation, interview and fieldwork by experimenting new technical tools in different environments. The results indicate that the new technologies work very well in genealogy and in saving cultural heritage. New technologies open up new content and deeply involve producers, researchers and cultural consumers in productions. The thesis proposes that genealogists and cultural sector make widespread use of new technologies to improve and increase their efficiency.

  • Greek
    Authors: 
    Stathopoulou, Ellie F.;
    Country: Greece

    VTraditionally, photogrammetry has been the most appropriate tool for the documentation of a variety of complex objects, whether they are architectural constructions, sculptures or monuments in general. During the recent years, due to the spectacular technological advances and the use of terrestrial laser scanners and digital photogrammetry, the workflow in this field is continuously being revisited and updated. In this respect, the combination of 3D acquisition systems with photogrammetric processes still remains a very challenging task which includes some unsolved problems. The main aim of such procedures is to convert an acquired point cloud into a realistic 3D polygonal model. It is desired that the 3D model should not only be detailed, but also suitable and easy to handle. For that purpose, a combination of classical surveying methods, laser scanning, photogrammetric and computer graphics processes should be used. Through such a workflow satisfactory accuracies may be achieved, but also the display of the resulting 3D model is useful for dissemination and interaction purposes as well (web GIS, Digital Libraries etc.). This Diploma Thesis describes the various steps carried out to produce 3D models of complex objects by the use of data acquired from terrestrial laser scanners. Moreover, it includes the procedure of producing orthophotos from such models. The experience was gained by the geometric documentation of a highly detailed object, the Romanesque Door of the Cathedral of Valencia in Spain, by a terrestrial laser scanner. Η φωτογραμμετρία, από πολύ παλιά ήταν το πιο κατάλληλο εργαλείο για την τεκμηρίωση σύνθετων αντικειμένων, είτε αυτά είναι αρχιτεκτονικές κατασκευές, αγάλματα, ή γενικά Μνημεία Πολιτιστικής Κληρονομιάς. Κατά τη διάρκεια των τελευταίων ετών, η εξέλιξη της τεχνολογίας, η χρήση των επίγειων σαρωτών laser και της ψηφιακής φωτογραμμετρίας έχει επιφέρει πολλές αλλαγές στον τρόπο με τον οποίο δουλεύουν οι ερευνητές σε αυτόν τον τομέα. Ο συνδυασμός των μεθόδων σάρωσης με την ψηφιακή φωτογραμμετρία περιέχει ακόμα πολλά άλυτα προβλήματα και βρίσκεται υπό έρευνα. Κύριος στόχος είναι η μετατροπή του νέφους σημείων που συλλέγεται από τον σαρωτή σε ένα τρισδιάστατο μοντέλο που θα αναπαριστά πλήρως το αντικείμενο. Το τρισδιάστατο αυτό μοντέλο πρέπει να να καλύπτει τις απαιτήσεις ακριβείας και ταυτόχρονα είναι εύκολα διαχειρίσιμο ώστε να είναι κατάλληλο και για διάδοση μέσω διαδικτύου (web GIS, Digital Libraries κτλ.). Για να επιτευχθεί αυτό, χρησιμοποιούνται κλασσικές τοπογραφικές μέθοδοι, μέθοδοι laser scanning και φωτογραμμετρίας, όπως και τεχνικές computer graphics. Η Διπλωματική αυτή εργασία περιγράφει τα διάφορα στάδια της διαδικασίας παραγωγής τρισδιάστατων μοντέλων αντικειμένων με πολύπλοκο ανάγλυφο, με χρήση δεδομένων από επίγειο σαρωτή laser. Ακόμη, αναλύεται και η διαδικασία παραγωγής ορθοφωτογραφιών χρησιμοποιώντας αυτά τα μοντέλα. Η μελέτη αυτή έγινε με βάση την εμπειρία που αποκτήθηκε από την Γεωμετρική Τεκμηρίωση ενός πολύπλοκου αρχιτεκτονικά αντικειμένου, της Ρωμανικής Πύλης του Καθεδρικού Ναού της Βαλένθια στην Ισπανία. Έλλη Φ. Σταθοπούλου 96 σ.

  • Research software . 2015
    C++
    Authors: 
    Stražar, Martin; Čopar, Andrej; Curk, Tomaž; Toplak, Marko; Žagar, Lan; Kernc, Jernej; Demšar, Janez; Tanko, Vesna; Erjavec, Aleš; Starič, Anže; +2 more
    Publisher: bio.tools
    Project: NIH | FUNCTIONAL GENOMICS OF DI... (5P01HD039691-03)

    Open source data visualization and analysis for novice and experts. Data mining through visual programming or Python scripting. Components for machine learning. Add-ons for bioinformatics and text mining. Packed with features for data analytics.

  • Other research product . Other ORP type . 2020
    Open Access Latvian
    Authors: 
    Vilks, Ilgonis;
    Publisher: Latvijas Universitātes Muzejs
    Country: Latvia

    Previosusly it was thought that no picture of the first telescope installed at the Astronomical Tower of the University of Latvia was preserved. During thorough search at the Museum of the University of Latvia a single picture of the telescope was found. This video explains how the picture was found. Agrāk domāja, ka Latvijas Universitātes Astronomiskā torņa pirmā teleskopa fotogrāfija nav saglabājusies. Veicot rūpīgus meklējumus Latvijas Universitātes Muzejā, tika atrasta vienīgā teleskopa fotogrāfija. Video paskaidro, kā tā tika atrasta.

  • Research software . 2021
    Open Source R
    Authors: 
    Arnold, James N.; Kordasti, Shahram;
    Publisher: bio.tools

    A computational framework for the non-specialist to profile cellular heterogeneity in cytometry datasets. The immunoCluster package uses the scDataViz bioconductor package’s vizualization tools and adaptation of the SingleCellExperiment data structure to build simple and flexible cytometry analysis workflows like those outlined in Nowicka et al. (2017) CyTOF workflow: differential discovery in high-throughput high-dimensional cytometry datasets.

  • Restricted Italian
    Authors: 
    Bellia A.; Pietroni E.;
    Country: Italy

    Può il suono aumentare il coinvolgimento dei visitatori delle ricostruzioni virtuali di contesti culturali? La loro caratterizzazione acustica quali obiettivi può perseguire? Attraverso quali metodologie e sistemi di riproduzione? Come si relazionano la filologia e la creatività ai fini della conoscenza e del coinvolgimento? Può la realtà virtuale ricreare il paesaggio sonoro del passato? Sono queste alcune delle tematiche affrontate nel corso dell'evento online curato da Angela Bellia ed Eva Pietroni all'Istituto di Scienze del Patrimonio Culturale (ISPC) del CNR. L'iniziativa si inserisce nell'ambito dell'Anno Internazionale del Suono 2020-2021 (International Year of Sound - IYS 2020-21), un'iniziativa globale riferita alla "Charter of Sound" UNESCO n. 39C/59, che ha l'obiettivo di evidenziare l'importanza del suono in tutti gli aspetti della vita e dell'ambiente naturale, nonché la necessità del controllo del rumore sia nell'ambiente urbanizzato che in quello dei luoghi di lavoro, di formazione, di accoglienza e di cura, incoraggiando anche la comprensione degli sviluppi scientifici e l'applicazione tecnologica riguardante sia gli aspetti fisici del suono sia quelli della sua percezione. Il webinar mira ad esplorare come lo sviluppo di strumenti interattivi finalizzati a coinvolgere i visitatori come "soundwalker" di ricostruzioni virtuali di siti archeologici o luoghi di interesse storico-culturale e architettonico e del loro "historical soundscape" possa aprire nuove prospettive di ricerca non soltanto sulle applicazioni di Immersive Virtual Reality, ma anche sul rapporto tra suono e interazione multisensoriale in ambiente virtuale. Infatti, nel corso degli ultimi anni, attraverso l'Immersive Virtual Reality, è stato possibile sperimentare nuove opportunità di progettazione multisensoriale che combina strumenti e tecniche di modellazione e di Virtual Reality Experience in ambito acustico con il pieno coinvolgimento dell'apparato percettivo del visitatore. Si intende, dunque, porre l'attenzione su come l'esperienza immersiva multisensoriale - ed in particolare l'interazione tra vista e udito nelle ricostruzioni virtuali, senza escludere l'apporto degli altri sensi - possa favorire una più profonda comprensione dei luoghi e degli spazi dove il suono, inteso come insieme di musica, sonorità dell'ambiente e rumori, veniva prodotto e percepito. Inoltre, stimolando l'indagine sul "sonic heritage", l'incontro ha anche lo scopo di contestualizzare e valorizzare lo studio dell'antropofonia, della geofonia e della biofonia del passato e della "digital audible history" come patrimonio culturale da conoscere, preservare e comunicare anche attraverso gli strumenti e le applicazioni per l'interazione con il mondo virtuale. Tenendo conto di quanto è emerso nel corso del progetto di ricerca STESICHOROS finanziato dale Marie Sk?odowska-Curie Actions Individual Fellowship, e delle esperienze del Virtual Heritage Lab nell'ambito della realtà virtuale e della comunicazione multimediale, saranno poste le basi per un metodo innovativo che terrà conto non soltanto delle potenzialità dell'applicazione della tecnologia 3D all'acustica virtuale, ma anche della ricerca acustemologica che considera il suono come strumento di conoscenza attraverso l'intreccio di relazioni che lo lega ai luoghi, allo spazio e al corpo, fornendo nuovi strumenti di analisi e di valutazione dell'impatto delle esperienze immersive e della comunicazione sonora nel patrimonio culturale. Si discute anche di come il suono e il "soundscape" venga usato nei vari media: realtà virtuale, videogiochi, cinema, documentario, secondo regole codificate in modo diverso, al fine di conferire credibilità e verosimiglianza allo spazio simulato, di evocare situazioni e di coinvolgere percettivamente ed emotivamente il visitatore. Queste regole, che sono ormai entrate nell'industria delle grandi produzioni, seguono principi artistici più vicini alla psico-acustica che alla riproduzione scientifica e filologica del suono, o alla sua presa diretta, nello spazio simulato. Esse sono diventate parte dei linguaggi, creando un'aspettativa, un'accettazione e un'identificazione da parte del pubblico in questi universi sonori "artificialmente costruiti". La realtà virtuale, immersiva e non immersiva, è attualmente l'ambito in cui il margine di sperimentazione resta più aperto a future evoluzioni e nuove proposte, anche all'insegna di una simulazione scientificamente fondata sulla propagazione del suono in uno spazio acustico reale o digitalmente ricostruito. Una ricerca molto interessante, in prospettiva futura, sarà testare diversi approcci di simulazione e riproduzione sonora su un campione di utenti, in relazione a varie tipologie di ambientazioni e vari media, così da analizzare il feedback in termini di percezione, impatto estetico e cognitivo, attenzione, memorizzazione. Questi argomenti saranno trattati attraverso i contributi di ricercatori impegnati in vari campi: applicazioni immersive in ambito acustico; archeologia; archaeologia del suono; antropologia del suono e acustemologia; comunicazione; design acustico; 3D modelling; ecoarcheologia; ingegneria acustica; sound arts; video games; virtual heritage.