At the moment when this article is written, a pandemic disease is attacking our lives, our style of living and our economy. The present work uses this occasion for focusing the attention on the importance to make available a digital copy of our knowledge, history and habits. The slower passing of time inside own residence let the individual to rediscover natural indoor activities, like reading a book or watching a documentary, and try to mentally escape by a virtual visit in a museum or a city. The first evidence coming out from these sites is mainly the limits of this technology for appreciating the artworks, even inside 3D environments, and, probably the most important, the lack of standardization in terms of accessibility and quality of the products. The present work focuses the attention only on one of the aspects of the processes for studying and documenting an artwork: the data acquisition and preprocessing data fusion. For approaching these steps, an out-of-the-market 3D technology based on the combination of several laser sources will be described: the description of this kind of systems is the pretext for analyzing the main differences with the available devices and techniques today largely used in Cultural Heritage environment, but especially for highlighting how the research can try to unify the gamification with diagnostic and restoration support in this sector.

The Importance of Artworks 3D Digitalization at the Time of COVID Epidemy: Case Studies by the Use of a Multi-wavelengths Technique

Guarneri M.;Francucci M.;Ciaffi M.
2020

Abstract

At the moment when this article is written, a pandemic disease is attacking our lives, our style of living and our economy. The present work uses this occasion for focusing the attention on the importance to make available a digital copy of our knowledge, history and habits. The slower passing of time inside own residence let the individual to rediscover natural indoor activities, like reading a book or watching a documentary, and try to mentally escape by a virtual visit in a museum or a city. The first evidence coming out from these sites is mainly the limits of this technology for appreciating the artworks, even inside 3D environments, and, probably the most important, the lack of standardization in terms of accessibility and quality of the products. The present work focuses the attention only on one of the aspects of the processes for studying and documenting an artwork: the data acquisition and preprocessing data fusion. For approaching these steps, an out-of-the-market 3D technology based on the combination of several laser sources will be described: the description of this kind of systems is the pretext for analyzing the main differences with the available devices and techniques today largely used in Cultural Heritage environment, but especially for highlighting how the research can try to unify the gamification with diagnostic and restoration support in this sector.
978-1-7281-6661-2
3D scan
colorimetry
Cultural Heritage
gamification
laser
monitoring
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12079/58911
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