In the paper [1] we provide a virtual
modeling technology for objects of cultural and historical heritage. Its
elements include: development of an information model of an object from a complex
of historical and cultural heritage; method of data processing and stages of
creating a realistic spatial model of a territory.
In this paper, we consider the
implementation of the proposed technology using software that allows creating virtual
reconstruction of historical buildings under the conditions of uncertainty and discrepancies
in the initial data.
Virtual reality (VR) raised great
expectations for solving this problem: the possibility of (re)creating
environments, buildings, objects, etc. It can be used for conservation, study
and restoration of works [2]. In addition, objects, sites and
monuments can be accessible to a wider audience employing network and computer
technology. In the last decade 3D digital models for virtual access to Cultural
Heritage have been widely used for the increasing interest on their
application.
The use of modern information technologies
for preserving historical and cultural heritage objects has been extensively
discussed in the literature.
The general purpose of [3] is to provide an idea of making museums
available for those who cannot visit them physically, whereas the main purpose
is to protect the original cultural heritage, i.e. the artifact, by reproducing
the same artifact with respect to the original size as well as various
dimensions. Digitization can be accomplished in many ways such as photography,
panoramic display or by saving 3D coordinates of the art object.
This research by Shaw and Krug [4] was conducted as part of the project
designed to offer guidance on the development of a youth oriented online space
for a popular Canadian museum of heritage and immigration. This space would
allow young people to learn about heritage, ethnicity, and cultural identity,
and, ideally, aid in the development of a positive ethnic identity.
As demonstrated in several case studies 3D
digital acquisition techniques may greatly help in documenting an archeological
site and the related findings. An accurate reality-based representation may be
also used as the starting point for creating a scientifically sound virtual
reconstruction of the site, embedding historical information of different
provenances. The paper by Guidi et al [5] describe this whole process step by
step, focusing on the iterative feedback that can allow us to reach the best
virtual reconstruction solutions, helping the archeologists to better focus
their reasoning through a detailed visual representation, and the technological
experts to avoid misleading details in the final virtual reconstruction. The
methodology has been experimented on a group of Cham temples located at MySon,
an UNESCO archeological area in central Vietnam
Sequeira and Morgado [6] present an overview of four different
approaches to virtual archaeology projects that are present in Second Life®,
and its open source counterpart, OpenSimulator and that have been publicly
discussed and analyzed; in particular, the last type shows a novel approach to
virtual archaeology which is not found in other platforms, and explains how researchers
have managed to extend the concept to new areas and develop methodologies to
incorporate the validation of historical accuracy to encompass these areas.
A collaborative virtual museum and library
exhibit tour in the virtual world of Second Life is described in the paper by Hill
and Mystakidis [7]. Colleagues from the University of
Washington’s Certificate in Virtual World course created Maya Island, a
simulated environment which represents aspects of the ancient Mayan
civilization. Through collaboration with librarians across the globe, the
virtual museum was exhibited at the Community Virtual Library and live tours
were provided for avatar visitors. This collaborative project demonstrates
potential for virtual museums in libraries and education along with predictions
for future virtual museum and library projects and environments.
Flotyński et al. [8] present a method of modeling and dynamic
multi-platform presentation of interactive 3D web content. The method is based
on a multi-platform extension of previously developed Flex-VR approach, which
provides a rich data model for 3D content, covering both the geometrical and
the behavioral aspects. Based on the model, interactive 3D presentations can be
dynamically generated in different formats, allowing seamless presentation of
3D content on different platforms—different web browsers with different
capabilities and sets of plug-ins.
The research work by Rua and Alvito [9] is a useful contribution to historical
research, specifically to the study of architectural history. Its purpose is to
create a series of methods and tools for testing and analyzing theories and
hypotheses for historical scenarios through the use of 3D modeling tools and VR
engines. The project was developed in two stages: The first was the creation of
several 3D models, each representing a different theory or hypothesis. The
models were based on accurate Computer Assisted Design (CAD) (Autodesk®
AutoCAD) models for the reconstruction of the buildings, and Geographic
Information Systems (GIS) (ESRI®) for the recreation of the terrain, thereby
creating a realistic representation of what exists now, and a close
approximation to what may have once existed. In the second stage, a simplified
version of the models was imported into a VR game engine (Bethesda Softworks®)
to create the ambience of the villa at the time, allowing full exploration of
the space. It also includes fauna and flora, as well as Artificial Intelligence
(AI)-driven avatars.
Nowadays, the problem of preservation and
reconstruction of lost or modified monuments of historical and cultural
heritage is important not only for Russia but for the entire world. Some of
them have been lost completely, while others were subjected to alteration and
reconstruction at various historical periods, and so on.
The problem is also relevant for the
existing historical objects, which may be lost due to the influence of negative
factors ranging from the lack of funding for their conservation and restoration
to the changes in political regimes and local military conflicts.
The use of modern information technologies
makes it possible to solve these problems and also to attract interest to the
monuments of historical and cultural importance and formation of their modern
image. They help not only to preserve the current image of historical objects
for future generations, but also to show the descendants various stages of
their existence [10]–[12].
One way to provide information about the
objects of cultural and historical heritage is virtual museums - specialized
web sites designed to display various types of museum materials: pieces of art,
historical artifacts, monuments, etc. This information includes not only
textual information, but also images, sounds, videos, animation [13]. Often,
these sites are information resources of the existing museums. Standard
WEB-browsers can be used to view these sites.
Another trend is to use 3D-technology for
virtual reality simulations. Three-dimensional modeling allows recreation of
lost or partially damaged historic sites, unrealized projects and architectural
monuments that have disappeared. In 1990 a term “virtual archeology” was
introduced; its purpose is application of computer technology for creating of
high-quality images of archaeological sites and promotion of archaeological
research [14]. Modern information technologies make it possible to reconstruct
the objects that were destroyed or damaged as a result of the archaeological
excavations.
Technically, a virtual 3D-reconstruction of
a historical object can be represented as a sequence of the following steps.
At the initial stage of reconstruction, it
is necessary to study information about the monument in detail and to explore
historical materials and archival information about the object in museum
collections and archives.
Using 3D-modeling programs (Google
SketchUp, Blender, Maya, Autodesk 3Ds Max) 3D-models of historical objects
(buildings, houses, etc.) are built based on known parameters (dimensions,
material). Graphics editors (GIMP, Adobe Photoshop) are used for texturing of
the objects.
Using landscape design programs (L3DT,
Terragen) a 3D-model of the landscape is constructed based on available topographic
data (maps, plans, diagrams, images from space).
Then, on the basis of these 3D-models of
objects and the landscape a final virtual space is created using software
systems for creating three-dimensional multi-user virtual worlds
(OpenSimulator, Second Life, Unity3D). With the help of a specialized software
client (Cool VL Viewer, Singularity) users control the movement of an avatar
(virtual character) in a simulated virtual world.
The authors have developed a
three-dimensional reconstruction of Tambov fortress of the XVII century. Tambov
was founded in 1636 at the confluence of the rivers Students and Cna as a
military fortress on the southern borders of Moscow State. Figure 1 shows a
perspective view of the fortress area, Figures 2 – 4 show its individual
elements.
OpenSimulator was used as a platform for
creation of a three-dimensional virtual world [15]. OpenSimulator is an
international project, which aims on creating an open technology platform for
building three-dimensional virtual worlds, which are similar to Second Life.
OpenSimulator uses an innovative feature such as a three-dimensional Web.
OpenSimulator project has an open-source code (under the BSD license) and is
distributed free of charge.
Thus, the technology for creating a
three-dimensional virtual world allowed the authors to perform a historical
reconstruction of Tambov fortress of the XVII century.
Figure 1.
General view of the model of Tambov fortress in the XVII century
Figure 2.
View of the church model
Figure 3.
Interior decoration of the church model
Figure 4.
Visualization of the eastern part of the fortress model
Figures 5-7 represent the fragments of virtual
reconstruction of the «Market square" area of the city of Tambov at the
initial stage of its urban development in the middle of the XIX century.
Figure 5.
Visualization of the «Public house» model
Figure 6.
Visualization of the «Merchant’s rows» model
Figure 7.
Visualization of the «Tavern» model
In this paper, the authors have proposed a
technology for creating a virtual three-dimensional reconstruction of Tambov
fortress of the XVII century and the «Market square» area of the city of Tambov
at the initial stage of its development in the middle of the XIX century that
includes consistent use of the following software: 3D-modeling programs (Google
SketchUp, Blender, Maya, Autodesk 3Ds Max) for building of spatial 3D-models of
historical objects (buildings, houses, etc.) based on known parameters
(dimensions, material); landscape design software (L3DT, Terragen) for building
of a 3D-model of the landscape based on available topographic data (maps,
plans, diagrams, images from space); software systems for creating of
three-dimensional multi-user virtual worlds (OpenSimulator, Second Life,
Unity3D) in order to form a final virtual space on the basis of 3D-models of
objects and the landscape. At the same time, with the help of specialized
software client (Cool VL Viewer, Singularity) user controls the movements of an
avatar (virtual character) in a simulated virtual world.
With the use of this technology, the
authors plan to perform virtual reconstruction of all objects that have ever
been built on the given territory up to the present and, thus, to reconstruct
the history of urban development of the central part of the city of Tambov
during the whore period of its development. In the future, this technology can
be used for virtual reconstruction of other especially significant objects of
the Russian Federation cultural heritage.
This work was generously supported by the
Russian Foundation for Basic Research within the framework of the project «Virtual
Museum of urban development history of the «Market Square» area of Tambov»,
project ¹ 17-01-12017.
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