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GCH 2019: Eurographics Workshop on Graphics and Cultural Heritage

Fellner, Dieter W. and Rizvic, Selma and Rodriguez Echavarria, Karina and Ramic-Brkic, Belma (eds.) (2019):
GCH 2019: Eurographics Workshop on Graphics and Cultural Heritage.
Goslar, Eurographics Association, ISBN 978-3-03868-082-6,
DOI: 10.2312/gch.20192026,
[Book]

Abstract

The Graphics and Cultural Heritage research community has vast experience in interdisciplinary research and in seeking technical innovation which has a societal application. As such, in this 17th edition of the Workshop on Graphics and Cultural Heritage (GCH 2019) we placed special attention on the role of this research community for proposing novel research which underpins the safeguarding of Cultural Heritage in the digital age while addressing the social, environmental and economic challenges. Taking place at the heart of the Balkans, in the city of Sarajevo, this year’s event explores the role of computer graphics and other digital technologies in the preservation and provision of access to cultural heritage which might be vulnerable from natural and man-made threats such as climate change, economic hardship, violence and neglect. The programme includes a variety of research contributions that address these pressing needs. Novel methods for the digitisation of artefacts are presented, including open and end-to-end processes for 3D documentation and reproductions, capturing complex materials, introducing multispectral imaging processes and finding compression methods for images resulting from digitisation processes. The analysis and classification of cultural heritage material is also presented, including methods for the analysis of historical films, analysis of cracks on painted surfaces, classification of clay statuettes, retrieval of painted pottery and the exploration methods for annotated datasets. Engagement with virtual environments is presented through research conducted on virtual museums, and Augmented Reality (AR) to engage the public and Virtual Reality (VR) environments to enable them to experience seismic simulations. 3D design research includes the design of ancient garments and the extraction of 3D scenes from bas-reliefs. Community engagement with cultural heritage is proposed through storytelling mechanisms using technologies such as AR, VR and 3D printed replicas.

Item Type: Book
Erschienen: 2019
Editors: Fellner, Dieter W. and Rizvic, Selma and Rodriguez Echavarria, Karina and Ramic-Brkic, Belma
Title: GCH 2019: Eurographics Workshop on Graphics and Cultural Heritage
Language: English
Abstract:

The Graphics and Cultural Heritage research community has vast experience in interdisciplinary research and in seeking technical innovation which has a societal application. As such, in this 17th edition of the Workshop on Graphics and Cultural Heritage (GCH 2019) we placed special attention on the role of this research community for proposing novel research which underpins the safeguarding of Cultural Heritage in the digital age while addressing the social, environmental and economic challenges. Taking place at the heart of the Balkans, in the city of Sarajevo, this year’s event explores the role of computer graphics and other digital technologies in the preservation and provision of access to cultural heritage which might be vulnerable from natural and man-made threats such as climate change, economic hardship, violence and neglect. The programme includes a variety of research contributions that address these pressing needs. Novel methods for the digitisation of artefacts are presented, including open and end-to-end processes for 3D documentation and reproductions, capturing complex materials, introducing multispectral imaging processes and finding compression methods for images resulting from digitisation processes. The analysis and classification of cultural heritage material is also presented, including methods for the analysis of historical films, analysis of cracks on painted surfaces, classification of clay statuettes, retrieval of painted pottery and the exploration methods for annotated datasets. Engagement with virtual environments is presented through research conducted on virtual museums, and Augmented Reality (AR) to engage the public and Virtual Reality (VR) environments to enable them to experience seismic simulations. 3D design research includes the design of ancient garments and the extraction of 3D scenes from bas-reliefs. Community engagement with cultural heritage is proposed through storytelling mechanisms using technologies such as AR, VR and 3D printed replicas.

Place of Publication: Goslar
Publisher: Eurographics Association
ISBN: 978-3-03868-082-6
Uncontrolled Keywords: Cultural heritage Computer graphics applications Data acquisition 3D Documentation Semantic modeling Virtual museums 3D Printing
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 09 Apr 2020 13:03
DOI: 10.2312/gch.20192026
Official URL: https://diglib.eg.org:443/handle/10.2312/gch20192026
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