Next Article in Journal
Feedback Refined Local-Global Network for Super-Resolution of Hyperspectral Imagery
Previous Article in Journal
GA-Net-Pyramid: An Efficient End-to-End Network for Dense Matching
Previous Article in Special Issue
AR-Based 3D Virtual Reconstruction of Brick Details
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Editorial

Editorial for the Special Issue: “3D Virtual Reconstruction for Cultural Heritage”

by
Sara Gonizzi Barsanti
Department of Engineering, Università degli Studi della Campania Luigi Vanvitelli, Via Roma 29, 81031 Aversa, Italy
Submission received: 7 April 2022 / Revised: 13 April 2022 / Accepted: 14 April 2022 / Published: 18 April 2022
(This article belongs to the Special Issue 3D Virtual Reconstruction for Cultural Heritage)
The use of 3D modelling, computer-aided design (CAD), augmented reality (AR) and virtual reality (VR) for the acquisition and virtual reconstruction of Cultural Heritage is of great importance in the analysis, study, documentation and dissemination of the past. Reverse engineering (RE) and computer graphics (CG) are also relevant aids for the visualisation and preservation of Cultural Heritage. The integrated use of AR and VR technologies helps to accomplish the full potential of 3D models obtained with reality-based techniques and CAD data, and it aims at interactively communicating the significance of the heritage to non-experts. AR and VR are valid tools for interacting with 3D models and help make culture more accessible to the wider public. Their flexibility can help museum curators to adapt cultural proposals and information about artefacts based on different types of visitor’s categories. These technologies allow visitors to travel through space and time, have fun and get educated on complicated topics. VR/AR technologies are also extremely useful for recreating a lost or hidden environment, leading to a better comprehension of the site or allowing people to discover important sites that are not visible, both for security and conservation reasons.
In this Special Issue, different uses of CAD reconstruction and virtual technologies have been considered. Nine papers have been published within this Special Issue [1,2,3,4,5,6,7,8,9]. The application of VR and AR are underlined and explained, considering different levels of details and applications. The importance of AR visualisation of brick details is explained in [1], where photogrammetry and smartphone AR are compared in order to verify a suitable methodology for documentation. The cross-referenced results are compared with a simplified reconstruction process to inspect parts of brick warehouses and comprehend their construction complexity. The possibility to build up a collaborative space that allows sharing the reconstruction data and methodology is explained in [2]. The process that led to the virtual reconstruction of buildings from plans is carefully and methodologically explained in order to make the pipeline reliable and reproducible. The authors of [3] present a system to enhance the realism of the experience in VR environments using physical copies coupled with real-time hand tracking systems that allow the user to change the virtual appearance of the virtual object. VR and AR can be a great help in making accessible areas characterised by a high degree of physical and chemical integrity risks. The authors of [4] present a methodology that allows tourists to visit wooden churches while considering the preservation and conservation of the Heritage. With the use of a web portal in which the 3D models are stored, coupled with panoramic images, audio support, photographs and texts, a rendered VR reproduction is displayed for virtual tourism, accompanying the raising awareness in the visitors regarding a delicate Heritage. The documentation and better understanding of an archaeological area are presented in [5], in which the authors, starting from excavation data and 2D information, developed a GIS and 3D reconstruction of a 4th–11th-century cemetery. The 3D models are coupled with geostatistical analyses and taphonomical and anthropological data to create a better understanding of the site both for researchers and the general public. Virtual reality can also be used for underwater heritage, which by its nature is almost impossible for tourists to reach. The Virtual Museum-Underwater Malta [6] was created for the specific purpose of displaying the important underwater archaeological sites of the isle of Malta. Three-dimensional models were obtained through underwater photogrammetry and used for the creation of a virtual underwater world that can be visited by everyone interested. Such applications are hugely important because they allow not only documenting and thus preserving hidden heritages, but also visitors can visit and become aware of the difficulties in conserving these areas. The use of digital and virtual technologies for the digital narrative and storytelling is investigated in [7] to scrutinise the role of digital technologies in facilitating digital placemaking. The process not only aims at capturing, simulating and disseminating lost heritage but also imbuing a sense of place and connection. The performance of feature extraction and feature matching as a basis for automatic 3D reconstruction are evaluated in [8]. After estimating seven different feature extraction methods on problematic surfaces of a 3D real and virtual planar surface and considering the most suitable pattern histogram, the best performing pattern is used to recreate a polygonal model of a 3D-printed object using the feature extraction methods and evaluate the standard deviation in order to identify the best solution. Finally, a new way to interact with a 3D high-quality reconstruction in a real-world scenario is investigated in [9]. The VR application developed for multi-modal purposes is designed for a multi-user digital immersive experience. The application is explained considering scene optimisation, locomotion system and the definition of the multi-user environment, and it was tested in a touristic context.
All the published papers highlight the increasing importance of virtual and augmented reality in the documentation and exploitation of Cultural Heritage and emphasise the different areas of application in the field of Cultural Heritage, underlining their cross-sectoral applications.

Funding

This research received no external funding.

Conflicts of Interest

The author declares no conflict of interest.

References

  1. Shih, N.-J.; Wu, Y.-C. AR-Based 3D Virtual Reconstruction of Brick Details. Remote Sens. 2022, 14, 748. [Google Scholar] [CrossRef]
  2. Gonizzi Barsanti, S.; Giner, S.L.; Rossi, A. Towards a Multimodal Representation: Claudia Octavia’s Bequeathal. Remote Sens. 2022, 14, 429. [Google Scholar] [CrossRef]
  3. Palma, G.; Perry, S.; Cignoni, P. Augmented Virtuality Using Touch-Sensitive 3D-Printed Objects. Remote Sens. 2021, 13, 2186. [Google Scholar] [CrossRef]
  4. Caciora, T.; Herman, G.V.; Ilieș, A.; Baias, Ș.; Ilieș, D.C.; Josan, I.; Hodor, N. The Use of Virtual Reality to Promote Sustainable Tourism: A Case Study of Wooden Churches Historical Monuments from Romania. Remote Sens. 2021, 13, 1758. [Google Scholar] [CrossRef]
  5. Colleter, R.; Barreau, J.-B. 3D Reconstruction and Geostatic Analysis of an Early Medieval Cemetery (Olonne-sur-Mer, France). Remote Sens. 2021, 13, 1688. [Google Scholar] [CrossRef]
  6. Gambin, T.; Hyttinen, K.; Sausmekat, M.; Wood, J. Making the Invisible Visible: Underwater Malta—A Virtual Museum for Submerged Cultural Heritage. Remote Sens. 2021, 13, 1558. [Google Scholar] [CrossRef]
  7. Rashid, M.M.; Khoo, C.K.; Kaljevic, S.; Pancholi, S. Presence of the Past: Digital Narrative of the Dennys Lascelles Concrete Wool Store; Geelong, Australia. Remote Sens. 2021, 13, 1395. [Google Scholar] [CrossRef]
  8. Hafeez, J.; Lee, J.; Kwon, S.; Ha, S.; Hur, G.; Lee, S. Evaluating Feature Extraction Methods with Synthetic Noise Patterns for Image-Based Modelling of Texture-Less Objects. Remote Sens. 2020, 12, 3886. [Google Scholar] [CrossRef]
  9. Poux, F.; Valembois, Q.; Mattes, C.; Kobbelt, L.; Billen, R. Initial User-Centered Design of a Virtual Reality Heritage System: Applications for Digital Tourism. Remote Sens. 2020, 12, 2583. [Google Scholar] [CrossRef]
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Share and Cite

MDPI and ACS Style

Gonizzi Barsanti, S. Editorial for the Special Issue: “3D Virtual Reconstruction for Cultural Heritage”. Remote Sens. 2022, 14, 1943. https://0-doi-org.brum.beds.ac.uk/10.3390/rs14081943

AMA Style

Gonizzi Barsanti S. Editorial for the Special Issue: “3D Virtual Reconstruction for Cultural Heritage”. Remote Sensing. 2022; 14(8):1943. https://0-doi-org.brum.beds.ac.uk/10.3390/rs14081943

Chicago/Turabian Style

Gonizzi Barsanti, Sara. 2022. "Editorial for the Special Issue: “3D Virtual Reconstruction for Cultural Heritage”" Remote Sensing 14, no. 8: 1943. https://0-doi-org.brum.beds.ac.uk/10.3390/rs14081943

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop