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Book
Digital imaging of artefacts
Authors: ---
ISBN: 1789690269 9781789690262 9781789690255 1789690250 Year: 2018 Publisher: Oxford

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Abstract

Proceedings from a workshop held at Wolfson College, Oxford in 2017. In light of rapid technological developments in digital imaging, this volume aims to inform specialist and general readers about some of the ways in which imaging technologies are transforming the study and presentation of archaeological and cultural artefacts.


Book
Chapter Interactive Image Reconstruction from its Incomplete, Irregular and Imprecise Fragments
Authors: ---
Year: 2018 Publisher: Florence : Firenze University Press,

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Book
Archaeological Survey and the City.
Authors: ---
ISBN: 1782970878 1782970894 9781782970897 Year: 2012 Publisher: Havertown Oxbow Books

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In the past 30 years archaeological field survey has become central to the practice of Classical Archaeology. During this time, approaches have developed from the systematic collection of artefacts to include the routine deployment of various geophysical and remote sensing techniques. The ability of archaeologists to reveal the topography of buried urban sites without excavation has now been demonstrated through a wide range of projects across the ancient world. Archaeological Survey and the City reviews the results of such projects and in particular discusses the ways in which the subject mig


Book
Archaeogaming
Authors: --- --- ---
ISBN: 9781785338748 1785338749 9781785338724 Year: 2018 Publisher: New York Oxford

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A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games…  As will be described in the following chapters, digital games are archaeological sites,  landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture… Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.


Book
Archaeogaming : an introduction to archaeology in and of video games
Author:
ISBN: 1785338749 1785338730 9781785338724 1785338722 9781785338731 Year: 2018 Publisher: New York ; Oxford : Berghahn Books,

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A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games…  As will be described in the following chapters, digital games are archaeological sites,  landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture… Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.


Book
The materiality of texts from ancient Egypt
Authors: ---
ISBN: 9789004375284 9004375287 9004375279 9789004375277 Year: 2018 Publisher: Leiden Boston

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This volume contains nine contributions from well-known papyrologists, Egyptologists, archaeologists and technical specialists. They discuss the materiality of ancient writing and writing supports in various ways through methodological considerations and through practical case studies from the early Pharaonic to the Late Antique periods in Egypt, including Greek and Egyptian papyri and ostraca, inscriptions and graffiti.0The articles in this volume present new approaches to the study of textual material and scribal practice, especially in the light of the ongoing development of digital techniques that uncover new information from ancient writing materials. The aim of the book is to encourage researchers of ancient texts to consider the benefits of using these new methods and technological resources.


Book
Satellite remote sensing : a new tool for archaeology
Authors: ---
ISBN: 9048188008 9400796153 1280396814 9048188016 9786613574732 Year: 2012 Publisher: New York : Springer,

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This book provides a state-of-the-art overview of satellite archaeology and it is an invaluable volume for archaeologists, scientists, and managers interested in using satellite Earth Observation (EO) to improve the traditional approach for archaeological investigation, protection and management of Cultural Heritage. The recent increasing development of EO techniques and the tremendous advances in Information and Communication Technologies (ICT) have resulted primarily in Cultural Heritage applications. The book focuses on new challenging prospects for the use of EO in archaeology not only for probing the subsurface to unveil sites and artifacts, but also for the management and valorization as well as for the monitoring and preservation of cultural resources. The book provides a first-class understanding of this revolutionary scenario which was unthinkable several years ago. The book offers: (i) an excellent collection of outstanding articles focusing on satellite data processing, analysis and interpretation for archaeological applications, (ii) impressive case studies, (iii) striking examples of the high potential of the integration of multi-temporal, multi-scale, multi-sensors techniques. Each chapter is composed as an authoritative contribution to help the reader grasp the value of its content. The authors are renowned experts from the international scientific community. Audience: This book will be of interest to scientists in remote sensing applied to archeology, geoarcheology, paleo-environment, paleo-climate and cultural heritage.

Keywords

Earth sciences -- Remote sensing. --- Environmental monitoring -- Remote sensing. --- Environmental monitoring. --- Global environmental change -- Remote sensing. --- Remote sensing -- Environmental aspects. --- Remote sensing. --- Archaeology --- Imaging systems in archaeology --- Remote-sensing images --- History & Archaeology --- Geography --- Earth & Environmental Sciences --- Cartography --- Geography-General --- Remote sensing --- Imaging systems in archaeology. --- Remote-sensing images. --- Images, Remote-sensing --- Multispectral scanning images --- Satellite images --- Side-looking airborne radar images --- SLAR (Side-looking airborne radar) --- Archaeological imaging systems --- Antiquities --- Geography. --- Cultural heritage. --- Image processing. --- Archaeology. --- Remote Sensing/Photogrammetry. --- Cultural Heritage. --- Image Processing and Computer Vision. --- Archeology --- Anthropology --- Auxiliary sciences of history --- History --- Remote-sensing imagery --- Remote sensing systems --- Remote terrain sensing --- Sensing, Remote --- Terrain sensing, Remote --- Aerial photogrammetry --- Aerospace telemetry --- Detectors --- Space optics --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Cultural heritage --- Cultural patrimony --- Cultural resources --- Heritage property --- National heritage --- National patrimony --- National treasure --- Patrimony, Cultural --- Treasure, National --- Property --- World Heritage areas --- Cosmography --- Earth sciences --- World history --- Cartographic materials --- Computer vision. --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Optical data processing. --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- Optical equipment


Book
Digitally archiving cultural objects
Authors: ---
ISBN: 1281205362 9786611205362 0387758070 0387758062 1441945431 Year: 2008 Publisher: New York : Springer,

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A large number of cultural heritage objects around the world are deteriorating or being destroyed due to the work of natural disasters, such as earthquakes and floods, and human-inflicted destruction, such as war and vandalism. In the wake of these threats, 3D data becomes a critical component to permanently recording the shapes of these important objects so that they might be passed down to future generations. Digitally Archiving Cultural Objects describes thorough research and methods for preserving cultural heritage objects through the use of 3D digital data. These methods were developed through using computer vision and computer graphics technologies. This data can also be used for simulation and restoration purposes as well as towards various multimedia applications. This comprehensive book is organized into four parts. Part 1 describes various sensors designed to obtain data. Part 2 contains a collection of papers that describe the geometric pipeline, converting obtained data into a consistent geometric model, through determining relative relations among digital data and connecting those data into a uniform representation. Part 3 concerns photometric issues, including how to map color pictures on a geometric model and how to remove the effect of sunlight in the pictures obtained. Part 4 reports on the effort to establish a digital museum to restore and display the original appearance of heritage objects as well as conduct analyses of obtained data for heritage research.


Book
Playing with the past
Author:
ISBN: 128297324X 9786612973246 1849965013 Year: 2011 Publisher: London ; New York : Springer,

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How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.

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