Reconstructing Ancient Landscape
Reconstructing Ancient Landscape
Pescarin
Preface by A. Addison
Introduction by M. Forte
Reconstructing Ancient Landscape S. Pescarin
Summary
Sentence
Dedication
This book wouldn't never be published without
Reconstructing Ancient Landscape S. Pescarin
Preface
(Alonzo C. Addison)
Reconstructing Ancient Landscape S. Pescarin
Reconstructing Ancient Landscape S. Pescarin
Introduction
(Maurizio Forte)
Reconstructing Ancient Landscape S. Pescarin
Reconstructing Ancient Landscape S. Pescarin
Chapter 1
Reconstructing ancient landscape
How and where did man use to live in antiquity? What relationship did he have
with his neighbours? How did he use, organize or modify his landscape? These
are some of the questions that landscape reconstruction tries to answer.
But is it possible to reconstruct ancient landscape in a reliable way? Are there
methods, tools, or other indications applicable to this activity?
Although it's impossible to know what real landscape was like in the past,
nevertheless its reconstruction remains a fundamental process, that cannot be
relegated to a “dissemination phase”. Vice-versa it regards the entire
archaeological process, from data acquisition to interpretation, to knowledge
acquisition and dissemination. Communication is a part of it. And archaeology
isn't the only discipline involved.
Recently, interest in environmental aspects has also reached those fields of
archaeology traditionally more focused on “material culture”. We are slowly
moving towards an archaeology of everyday life, where research, adopting a
more ecological perspective, is finally dealing with aspects until now
considered superfluous or unimportant.
although its origins may be traced as far back as the end of the 19th century,
with Metzer’s research (ROBERTS 1987: 78-79).
This discipline has several definitions (BARKER 1992, BERNARDI 1992, LOCK and
STANCIC 1995, ASHMORE and KNAPP 1999, GILLINGS MATTINGLY and VAN DALEN
1999), also because it has been approached in different ways by British and
European, and American scholars. The former have concentrated their studies
more on visual and physical landscapes, while American researchers have
expanded its meaning so as to include a cognitive and perceptive approach.
In this book, landscape archaeology is intended as the discipline that deals with
the relationship between men and their environment, between the people of the
past and their places, as shaped by them consciously or unconsciously. For this
reason I will be adopting a strong (geo)spatial and multidisciplinary approach,
including reference to several different disciplines, technologies and
methodologies (BARKER 1992:265, FORTE 2005: vii, RENFREW 1994). Landscape
cannot take a back seat in archaeological studies, but has to be seen as a
determinant factor for the development of ancient cultures, the result of a
dynamic combination of geophysical, biological, cultural and anthropic
elements in continuous evolution (BERTRAND 1978: 5).
In archaeology, unfortunately, in many cases the fieldwork or excavation is
aimed at reconstructing a single site and not a landscape. In this way it may
become very difficult to acquire sufficient data for a consistent reconstruction
(FORTE PESCARIN 2006).
To study, analyse, interpret and reconstruct this landscape, an ecological and
multidisciplinary perspective is necessary, requiring the application of
disciplines such as remote sensing, GIS analysis, aerial photo interpretation,
field survey, spatial 2d and 3d digital data acquisition, paleo-environmental
researches (geoarchaeology, palaeobotany, etc.), geophysical prospecting, but
also data post-processing and integration in spatial (interactive) systems.
The goal of this process is the reconstruction of the ancient landscape as it
could have been, in its potentiality, and it requires the development of virtual
(conceptual, realistic) models. The result can be useful to get back to
interpretation itself, but it is also a powerful tool to visualise synthetically and
immediately the results of several research projects. It can be integrated into
communicative tools, such as virtual museums, and become part of a three-
dimensional immersive experience, transformed into part of our historical
awareness of the past.
Ancient landscape reconstruction cannot therefore just be considered a marginal
activity, that can eventually be added on to the end of some archaeological
research, just for (relatively unimportant) “communicative” purposes. It is a
part of the research process, a framework for the study, the interpretation and
the communication of many different aspects of ancient man's life, integrated in
Reconstructing Ancient Landscape S. Pescarin
Table 1.1
Over the last ten years I've been working on many projects relating to landscape
research and reconstruction, at CINECA Supercomputing Centre of Bologna
and at the National Council of Research, the Institute of Technologies Applied
to Cultural Heritage (CNR ITABC) in Rome, and in the VHLab, directed by
Maurizio Forte until 2007. Because I had a background in archaeology and
topography, with a specialist qualification in spatial digital systems, I was able
to follow the entire digital pipeline of data acquisition and post-processing and
its further exploitation in communicative networks, from the fieldwork to
virtual reality applications. I've been giving several seminars on these topics,
for post-graduate and post-doctorate students. During these courses I've become
aware of students’ urgent need to acquire practical skills and, most of all, to
experiment with a multidisciplinary approach. At the end of each course they
seemed satisfied, because they had been able to create connections between
specific fields they were already skilled in, “bringing data to life”, changing
them into dynamic information. When I usually start a seminar on this topic, I
can feel the varied expectations in the audience: the defiance of those persuaded
of the usefulness of virtual reconstructions, and also the hope of those interested
in finding reassurance, regarding the worth of the studies they are doing, or
would like to do.
In these years, I've tried to compare the work I have being doing with similar
projects and approaches, to analyse various possible solutions and discuss
problematic aspects. I have found much good work that has reached excellent
Reconstructing Ancient Landscape S. Pescarin
results, but each one in a specific field: GIS, remote sensing, cognitive analysis,
geoarchaeological and palaeobotanical studies, ICT applications, etc.
Dealing with the landscape, on the other hand, requires a broader,
multidisciplinary approach, which forces us to overcome that kind of “solitary
attitude” that often characterizes researchers in the humanities. For this reason,
I have tried to collect and connect some of this specific research work and bring
it into a broad digital methodology, including concepts, hardware and software
tools and formats, and also practical suggestions and technological solutions,
through the analysis of some case studies.
The topic is very complex: it deals with something continuously changing,
uncertain and made up of very many different interconnected aspects. There are
many risks to be taken into account.
Let's start with the title of this book.
What is ancient landscape? Why reconstruct it? How can it be analysed,
interpreted and reconstructed in a coherent way? What are the main problems in
the interpretation process and in the ICT process? How many reconstructions
have been done? How many are widely available? How many are reliable, well-
documented or transparent? How far should we go, in terms of a technological
and epistemological development? What is the state of the art in the field of
ancient landscape reconstruction?
Ancient landscape, in its archaeological and geo-spatial dimension, is one of the
most complex topic both for analysis and reconstruction. Not just from an
archaeological and environmental point of view, but also for Computer
Sciences. This is why it is dealt with from a variety of perspectives, such as
anthropology, archaeology, computer science, history, architecture, geography,
topography, geology, etc. This doesn't mean that anyone interested in landscape
reconstruction necessarily possesses all these skills. But he/she should
understand the entire process and have a basic knowledge of the topics, so as to
address the work correctly and involve the right experts.
Reconstructing ancient landscape includes various perspectives and approaches,
such as cybernetics, cognitive archaeology and ecology (BATESON 1972,
RENFREW 1994, MATURANA AND VARELA 1980 and 1999, FORTE 2008). The process
involves reconstruction at different levels: archaeological landscape, interpreted
landscape, ancient potential landscape and networked landscape.
Archaeological Landscape is the contemporary landscape in its diachronicity;
it includes everything around us, such as archaeological remains and past
historical traces. In this perspective we are in the landscape. The analysis of an
archaeological landscape requires us to deal with actuality, three-
dimensionality, spatiality and relation. Mapping is the primary central activity.
Without it any reconstruction cannot be carried out. A typical bottom-up
approach is commonly followed, since it requires the acquisition of information
Reconstructing Ancient Landscape S. Pescarin
may refer to elevation of ground but also to any layer above” . DTM, Digital
Terrain Model, is generally used as referred specifically and “limited to ground
elevation”, providing information about elevation of any points on ground
(KASSER AND EGELS 2002:160-161). DSM, Digital Surface Model, is an elevation
model that represents the highest available elevation of each points (top of trees
or of houses for instance). These digital elevation data can have three data
structures: (1) regular grids, (2) triangulated irregular networks, and (3)
contours, depending on the source and/or method of analysis2.
The pipeline starts with “mapping” activity, acquisition of information
regarding the archaeological landscape (Chapter 3). The creation of a GIS
project accompanies this activity, constituting the spatial base of the entire
process. It is essential to take into account the spatial dimension of all the data:
geospatial images, historical maps, any vector information on archaeological
sites or remains, plans, and so on. Even 3d models, acquired on the field with
different techniques (such as photogrammetry, 3d scanning and so on) should
be connected to geospatial information (georeferenced plans, the georeferenced
centre of the model).
Although mapping technologies are becoming more and more efficient in terms
of speed and accuracy (a scanner laser can acquire an entire area of a territory
with sub-millimetric resolution, in accordance with the chosen instrument, in
very short time), the longest part of the work is surely that carried out in the lab
(“post-processing” activities: Chapter 3). Here raw data are downloaded and
processed in order to obtain a first digital prototype of models: the terrain
model, the 3d model of a monument, plans, etc. At the end, single elements of
the archaeological landscape are ready to be visualised, interactively or
otherwise, further analysed, or become part of a collaborative environment.
Ancient landscape reconstruction starts at this point (Chapter 4 and 7).
Along the pipeline, there are some characteristics that should be stored, while
carrying on the activities, since they influence the final result:
• acquisition method,
• processing method,
• data resolution,
• accuracy,
• reconstruction reliability level,
2 Square-grid digital elevation models have some disadvantages: the size of the grid mesh
often affect the quality of the results, not handling abrupt changes in elevation. TINs are
based on triangular elements (facets) with vertices at the sample points, usually constructed
with Delauney triangulation. They are quite efficient because the density of the triangles can
be varied to match the roughness of the terrain. The third structure divides landscapes into
small, irregularly shaped polygons (elements) based on contour lines. Good reviews of
digital elevation data sources and data structures are presented by Carter 1988,Weibel and
Heller 1991, and I. D. Moore et al. 1991
Reconstructing Ancient Landscape S. Pescarin
• sources references,
• institution and team member in charge.
Table 1.3
Consistency is to the absence of contradiction in the data, in terms of space,
time and theme, while completeness regards the absence of missing
information.
Reliability concerns to what extent a reconstruction can be called correct, in
accordance with resources used (historical, archaeological, etc.), input data
accuracy and resolutions, the processing method followed (level of
simplification, etc.), and scientific method applied.
Some projects have a stronger ecological approach, for example in the case of
the study and reconstruction of ancient woodlands in Hungary (SZABÓ 2005;
SZABÓ MÜLLEROVÁ 2008), or in the Ca' Tron project (fig. 1.3) where
archaeologists, geologists and botanists have worked together to reconstruct
20,000 years of history (BONDESAN ET ALII 2009). In some cases, interactive
applications have been developed to enable a wider public to access cultural
knowledge, inside physical museums or on line, as with the “Narrative Museum
of Appia archaeological Park”, the “Virtual Museum of the Ancient Via
Flaminia” (fig. 1.4) and “Virtual Rome” projects (Appendix A).
ecologists. The products are used for the visualisation of scientific results aimed
at the scientific community, for knowledge dissemination, and, in some cases,
for preventive and predictive archaeology. Examples of products are
geospecific GIS, webGIS and repositories, drawings and digital images, paper
and traditional publications and videos. Tools commonly used are GIS
software, database, terrain generators or ecosystem generators (Appendix B).
VR-oriented projects are mainly built by computer scientists, architects or
designers interested in landscape, and the computer-game industry; only rarely
by archaeologists, art historians or artists. The products are mainly used for
scientific visualisation or entertainment, although there are also some examples
in the field of collaborative environments (CVE) (Chapter 7). These projects are
based on: advanced 3d programming, massive use of computer-graphic and 3d
tools for off-line or on-line interaction; in some cases game engines (Torque,
OGRE, Quake engine, Unreal, etc.) authoring platforms for VR and games
creation (VirTools DEV, Unity 3d, etc.), 3d graphics toolkits
(OpenSceneGraph, OpenSG, etc) or social network platforms (Second Life,
Active Worlds). They are more oriented to small-medium scale projects, more
than to a wider scale (large territories). Examples of products are: videos
(interactive or not-interactive), multimedia, VR application on line and off line.
Table 1.4
.B.5 Conclusions
As we have seen, the approach to landscape reconstruction is absolutely
multiple. Landscape reconstruction is a complex process that includes tools for
analysis, interpretation, visualisation and communication. It concerns the
reconstruction at different levels: the archaeological landscape, mapscape,
mindscape and webscape.
Reconstructing Ancient Landscape S. Pescarin
There are many interesting projects, but in most cases they are known only at a
local or national level. Even in the case of international publications, final
results remain rather unknown, often confined inside laboratories or research
groups. For this reason, there are projects which develop the same topics.
Transparency therefore is still a long way off in terms of commonly, applied
scientific practice. Although almost every project has underlined the importance
of multidisciplinary approach, there are few examples of data sharing or
collaborative environment. Three-dimensional visualisation is considered, by
researchers themselves, useful mainly: for the presentation of scientific results,
to enhance the general interest in archaeological research, to communicate
contents that facilitate interpretation or the grasping of ancient territory
distribution for visitors. The E-learning perspective is also considered in the
creation of virtual worlds for immersive facilities or for web based learning
environments. The 3d interactive visualisation of reconstructed landscapes is
also felt to be important to attract the attention of cultural authorities. There is
also an increasing awareness over considering 3d and VR applications as useful
for research, if aimed at exploring and studying past living spaces through
virtual and simulation models, or at developing perceptual analyses and
alternative modes of appreciating and constructing places.
I put forward some useful guidelines at this point that will be further discussed
in the book, ten golden rules for ancient landscape reconstruction:
1. Use scientific methods, while defining your digital pipeline
2. Acquire all available archaeological, historical, architectonic but also
environmental information (a multidisciplinary approach is required)
3. Start mapping the contemporary archaeological landscape, then work on
interpretation, and finally propose a hypothesis on potential landscape
reconstruction
4. Consider the spatial and temporal dimension of all data (2d and 3d)
5. Consider relations among data, objects, sites, etc.
6. Organize your data in a structured way (database, GIS etc.): get used to
annotation during the acquisition, interpretation and reconstruction
phases
7. Use an open approach: landscape reconstruction is a never-ending
process. Use open standards and formats as much as you can: landscape
reconstruction is a collective process and you probably need to share
data, information and results
8. Make use of virtual spatial systems
9. Practice observation, comparisons and critical debates to correct or
improve your reconstructions
10. Use Internet and publish your results in a transparent way
Reconstructing Ancient Landscape S. Pescarin
Reconstructing Ancient Landscape S. Pescarin
Chapter 2
Interpretation and Reconstruction
beginning of the 20th century scientists like Henschen and Flechsig developed a
theory which distinguished a main area of the brain, devoted to vision -
interpreted as passive and primitive activity - and a second area around it,
known as the "associative cortex", devoted to understanding - an active task -,
obtained from the association of the received image (main area) and other
images stored in this second area. In this first approach, passive observation
was distinguished from active interpretation (FLECHSIG, 1907: 75-89). Recently,
new observations have changed this theory. It is quite accepted today that there
is a main area, known as V1 or "primary visual cortex" and located in the
bottom left hemisphere of the brain, whose function is vision, and several
distinct areas around it (V2, V3, etc.), committed to specific visual aspects,
such as: shape, colour, movement, depth and relation. The entire observation
process is therefore an active task, starting from vision itself, since it is a
selective activity, defining essential characteristics (ZEKI 1999: 38). While we
are watching a scene, we are already making choices, selecting constant
aspects, referring to the shape, the colour and also to the relation among
objects, situations or concepts.
Maps are perfect examples of the representation of essentiality, as they are built
after a process of observation, selection and exclusion. Interpreted landscape
should make use of interactive maps, exploiting their power to create
mapscapes. A useful constant concerns the identification of similar
characteristics, common to a variety of situations, which can help to define a
representative condition, called by neurologists “situational constant” (ZEKI
1999: 41). A mapscape is a depiction, a description of a representative
landscape, a simultaneous representation of many realities, valid for most cases.
Furthermore, it can really help in the interpretation process, proposing various
potential visions. Ambiguity in this sense becomes a positive aspect, since it lies
in the presentation of many different visions that contribute to the
interpretation. A mapscape is also an interactive vision. Through the connection
to sources and data it acts as a bridge between observation and knowledge, as
an interpretation space.
How reliable is a reconstruction?
We should say that every interpretation uses the “comparison” with what is
already stored in our brain. It is therefore intrinsically personal, since it is based
on previous knowledge. Many archaeological interpretative processes are
commonly considered subjective, since they depend on the skill of the
interpreter, their experience and training. But they are subjective firstly in
another sense: they are part of a personal process. Moreover, there is no
uniquely “true” situation or correct answer. Nevertheless, what we have
described may grant that the visualisation of reconstructions isn't restrictive.
Virtual reconstructions should be striven for to obtain constants and permanent
Reconstructing Ancient Landscape S. Pescarin
4 Norbert Wiener (1948), Cybernetics or Control and Communication in the Animal and the
Machine, (Hermann & Cie Editeurs, Paris, The Technology Press, Cambridge, Mass., John
Wiley & Sons Inc., New York, 1948).
Reconstructing Ancient Landscape S. Pescarin
Dynamic, chaotic and not linear systems, based on neural networks algorithms,
can be used to build very complex environments which can evolve,
independently from initial conditions. Neural networks, as explored by the
mathematician and pioneer of chaos theory Edward Lorenz, can be very useful
to deal with complex systems and to build relations. Today there are also new
approaches which can be applied even to landscape reconstruction. While at the
beginning scientists were much more interested in finding a way to create a
replica of the human mind, today studies are more focused on the development
of relations. There are new generations of neural networks, known as smart
adaptive systems, that can better represent dynamic scenarios, continuously
changing. These systems are built to adapt themselves to an evolving (over
time, space, etc.) environment, recognizing changes and reacting accordingly,
but they are also designed to answer problems very familiar to those who work
in the field of landscape archaeology: is it possible to build a system, starting
from very little information, through incremental learning?5.
Some projects on Artificial Life (AL) are trying to answer this question. AL is
the discipline which is in charge of creating organisms and systems, that might
be considered alive if found in nature (TURKLE 1997:174). One of the first
applications, known as “the blind watchmaker”, was developed by Richard
5 See EUNITE - the European Network of Excellence on Intelligent Technologies for Smart
Adaptive Systems which from 2001 is working on the field (http://www.eunite.org)
Reconstructing Ancient Landscape S. Pescarin
and not casual system, where does the organisation we see everywhere around
us and inside us come from? Complexity generates very much of the order of
the natural world. Selection then acts to further refine it. Every system is in the
middle between chaos and order, at the boundary (KAUFMANN 1995). The
interpretation of ancient landscape should take into account organised and
chaotic elements and it should consider schematic and evolutionary approaches
since a successful exploration of our past lies in a sort of transition between
order and disorder. We will often have to consider, for example, how a
population has shaped its territory. Even in this case, we should know that
communities that have not limited themselves to the exploration of a territory,
and arrive at more remote areas, will find better and more stable conditions. We
often face the problem of neighbouring communities (some GIS analysis, such
as Thiessen Polygons, involves the identification of areas of influence), where a
co-evolutionary approach should be considered: “in co-evolving systems, each
partner clambers up its fitness landscape toward fitness peaks, even as that
landscape is constantly deformed by adaptive moves of its co-evolutionary
partners” (KAUFFMAN 1995: 20-27).
The way we work on the interpretation of our past has changed in the last
century. Computers allow us to manage complex systems and a large quantity
of information together, which was impossible to handle before. The continuous
and rapid access to different information opens up new perspectives in the
knowledge of ancient landscape, but it can also be “dangerous”, since it hides
the risk of superficiality. In the simulation era, understanding depends upon
exploration and upon personal paths, not just upon analysis. In the continuous
navigation from one piece of information to another, we might stop at the vision
of the surface, viewing the word as a collection of signifiers with no meaning.
The risk of being manipulated by our simulations should be considered in the
rapid and multidisciplinary access to information, for a greater awareness of
research contributions (TURKLE 1997).
Another aspect highlighted by researchers such as Maturana and Varela is the
concept of autopoiesis (MATURANA VARELA 1980). This new approach can give
useful suggestions also in our case, since it stresses the prominence of
relationship, rather than properties of living elements. The analysis of relations
should necessarily follow that of separate characteristics and properties.
In the case of the Via Flaminia project the aim was to reconstruct the actual
archaeological landscape, but also the ancient potential landscape. The work
was carried out in a wider perspective, with the idea of analysing also a possible
and more general method to reconstruct ancient landscapes, through the use of a
formal explicit process and of a series of connected "algorithms”. The reason
for this approach was the idea of defining an open process, where observations
and assumptions could be controlled step by step, and where it was possible to
modify, almost automatically, the final result, as initial input data changed
(modifications, new introductions). At the end, a VR application based on final
outputs of such a process was used to test the hypothesis, working with
interpretations. A variety of tools were used to obtain inter-disciplinarity,
reliability and updatability. Although reliability depends strictly upon available
data (quality/quantity), the creation of an updatable system was connected to
the method used.
The final and accepted result was then used and implemented inside the
MultiUser Virtual Reality application, created appositely inside a new room of
the Roman National Museum at the Diocletian Thermal Baths in Rome.
6. Acceptance or Get back to previous step Get back to GIS project and re-
rejection of the for further work and new implementing of new data also in the 3d
hypothesis tests engine
8. Experimenting, test Theory verification on Use of the same algorithm with other case
of the theory and other landscapes and other studies
acceptance or data. Accept, modification
rejection or rejection
Table 2.1
and are employed to create further analysis (new areas of interest, predictive
maps, etc.). At the end of the process 3d terrains and main ecosystems are
generated, then implemented in a 3d real time application obtaining a final
result. If the entire process is formalized and discreted, through the
implementation of single analytic algorithms, connected to each other, it is
possible to have a different final result each time initial inputs change or are
modified (fig. 2.5). Despite the solid confidence that emerges from the
application of this process, it should be said that every hypothesis can be
discussed and demonstrated as false. Nevertheless, as Popper observed in 1934,
a hypothesis should be counterfeitable, and a theory cannot be called scientific
if it doesn't admit the possibility of being demonstrated as false. Theoretically,
in fact, it should be always possible to make an observation that can
demonstrate that the theory is false, even if this observation hasn't yet been
made (POPPER 1934).
After the phases described, it is possible to obtain a more general theory, a self-
consistent explanation of the initial question, based on a valid hypothesis. The
definition of a theory helps to trace the new predictions for further testing
At the end, it is also essential to publish results, for validation by the scientific
community through peer-review mechanisms, even using digital publications or
more advanced interactive systems. Unfortunately, in the humanities it is almost
impossible to define “general laws” and to get to definitive interpretations,
without any uncertainty. Also for this reason archaeologists tend to postpone
this moment as long as possible, although if we consider the development of
research in a broader and collective sense, it would be better to take greater care
over documentation production and results sharing (PESCARIN 2006: 137-155).
.B.3 Conclusions
Every reconstruction is the result of an objective and subjective process at the
same time. Final results’ transparency of interpretation, therefore, visible
through simulation and reconstruction models, is obtained through interactivity
and an open approach (PESCARIN 2006, FORTE PESCARIN 2007).
Following a scientific approach, maintaining as much as possible the detail, can
help in overpass risks and the limits of virtual reality simulations.
The work done in recent years by the Virtual Heritage community has
demonstrated that the convergence of different disciplines in landscape
archaeology can bring about a more efficient, valid study of the territory,
Reconstructing Ancient Landscape S. Pescarin
Chapter 3
Archaeological landscapes reconstruction:
mapping the space
Every project concerning ancient landscape reconstruction should start from the
archaeological landscape, that is the contemporary landscape, considered in its
diachronic dimension, consisting of monuments, sites, scattered remains, signs
of agriculture, natural characteristics and so on. It is therefore necessary to start
“mapping the space”.
As we outlined in chapter one, the archaeological landscape is made up of
several elements (natural, anthropic material and immaterial, etc.) and by the
relations which connect these elements.
The reconstruction process does not involve only “visible” aspects (reality-
based reconstruction), but also “invisible” ones, such as cultural and relational
aspects, or all those elements that might be deducted in the interpretation
process or discovered with the use of specific technologies. In the past, any
visualisation was “restricted” by its scale: objects beyond a certain threshold,
unable to be represented on a map, were drawn at a certain scale. Moreover, the
territorial scale was usually treated separately from the intra-site scale. Sites or
monuments were often reconstructed as single detailed monographic studies,
rarely even placed in relation to their absolute geographical dimension (see
chapter 1). Also in terms of computing capabilities, the two realms, territory
and site, were treated separately in an attempt to solve the various problems
arising, and in developing different technologies to acquire them. Today, there
is increasing interest in a sort of “global” integration, driven also by the
technical capabilities of new hardware and software: terrestrial and aerial 3d
scanners, the developed potential of photogrammetric applications, the accuracy
of new cameras and DGPS, etc. integration of dataset at different resolution is
leading, slowly, to new problems, in terms of precision, data structure, etc., as
has emerged from projects such as Virtual Rome or 3d-ARCHs (PESCARIN ET
ALII 2008, REMONDINO ET ALII 2009 and figure 3.1). How can we visualize models
with different resolutions, and built to different scales, in a single frame? Can
we merge aerial views with the internal reconstructions of monuments? Should
we express the difference explicitly or had we better develop more
homogeneous landscapes? Could these be threshold visualised, e.g. through
transition surfaces (AGUGIARO KOLBE 2009), and how ? Also from a “perceptive”
point of view, this problem has great impact. The process will probably remain
slow, at least until high quality acquisition devices, such as 3d scanners, though
already considered mature, become more affordable for Cultural Heritage and
Reconstructing Ancient Landscape S. Pescarin
8 http://edc.usgs.gov/products/elevation/
9 http://www.landcover.org; http://glcfapp.umiacs.umd.edu:8080/esdi/index.jsp
10 Panchromatic: Imagery Single-band or monochrome imagery.
11 Examples at: Terraserver (www.terraserver.com); FlashEarth (www.flashearth.com);
DigitalGlobe (www.digitalglobe.com); TerraFly (www.terrafly.com); Italian CGR
(www.cgrit.it), and in many other countries.
12 http://www.igmi.org/
13 http://www.cgrit.it/prodotti/modello_digitale.htm
Reconstructing Ancient Landscape S. Pescarin
(EROS). This global DEM, based on the Shuttle Radar Topographic Mission,
has horizontal grid spacing of 30 arc seconds (approximately 1 kilometer)
deriving from several raster and vector sources of topographic information.
Unfortunately the absolute vertical accuracy of the elevation data is 16 meters
(at 90% confidence). Most of the available DTM are the result of
photogrammetric data capture, performed with stereoscopic interpretation of
aerial or satellite images through manual or automatic systems. DEMs can be
acquired also by digitizing contour lines on old topographic maps and alsao by
conducting ground surveys, with GPS devises14.
ASTER /1999 It monitors cloud cover, land temperature, land use, vegetation patterns, etc. The 15m to 90 m
multispectral images are in 14 different colours, used for change detection and
land surface studies including vegetation and ecosystem dynamics.
CARTOSAT- Built by the Indian Space Research Organization as part of the Indian Remote 2.5 m
1 /2005 Sensing series (IRS). It has 2 panchromatic cameras that take black-and-white
stereoscopic pictures in the visible region of the electromagnetic spectrum, used
to create accurate 3d maps.
CBERS-2 /2003 Born of a partnership between Brazil and China. Used for deforestation and fire 20m to 260m
control, soil occupation, etc. It includes cameras for optical observations.
CORONA photographic surveillance satellite used from the late 50's through the early 70's, 2.75 m to 1.8 m
after de-classification 860,000 images are available through Earth Explorer15
EROS /2000 provides 1.8 meter panchromatic imagery (areas: 12,5x12,5 km) 1.8 m
FORMOSAT-2 It is used for land distribution, natural resources research, forestry, environmental 2m to 8m
/2004 protection purposes.
GeoEye-1 /2008 Capable of acquiring image data at 0.41 meters panchromatic (B&W) and 1.65 0.41m to 1.65 m
meters multispectral resolution.
14 There are several archives of old aerial or satellite images in many countries, such as
Historical Aerial Photography in UK (www.oldaerialphotos.com) or the Italian Fototeca
(www.iccd.beniculturali.it/Istituto/Organizzazione/aerofototeca).
15 http://edcsns17.cr.usgs.gov/EarthExplorer/
Reconstructing Ancient Landscape S. Pescarin
LANDSAT 7 + first earth observation satellite. It has seven spectral bands that range from visible 30m
ETM /1999 to thermal infrared regions.
QuickBird / high resolution satellite: Pan: 61 cm (nadir) to 72 cm (25° off-nadir); MS: 2.44 m 0.61 to 2.88 m
2001 (nadir) to 2.88 m (25° off-nadir)
SPOT-5 /2002 It has VEGETATION 2 instruments which provide continuity of environmental 5m to 10m
monitoring. An image covers 60 x 60 km or 60 km x 120 km, and there is good
balance between high res. and wide-area coverage
Table 3.2 List of main satellite imagery. (Source: Satellite Imaging Corporation).
Satellite Sensor Spectral Range Band #s Scene Size Pixel Res
L 1-4 MSS multi-spectral 0.5 - 1.1 µm 1, 2, 3, 4 60 m.
L 4-5 TM multi-spectral 0.45 - 2.35 µm 1, 2, 3, 4, 5, 7 30 m.
L 4-5 TM thermal 10.40 - 12.50 µm 6 120 m.
185 X 185 km
L7 ETM+ multi-spectral 0.450 - 2.35 µm 1, 2, 3, 4, 5, 7 30 m.
L7 ETM+ thermal 10.40 – 12.50 µm 6.1, 6.2 60 m.
L7 Panchromatic 0.52-0.90 µm 8 15 m.
Terrestrial acquisition
Terrestrial acquisitions are used for reality-based modelling. They make use of
several different techniques and devices, and the most widely used are: GPS,
laser total stations, 3d scanners and digital cameras for photogrammetric
purposes. Instead of entering into a detailed description, I will provide general
information with bibliographic references.
There are other techniques that don't require direct contact with the object and
use various systems to obtain a measurement, such as light, X Rays,
microwaves (i.e. radar), or ultrasounds.
Light is used by Range-Based Modelling (RBM) and also by Image-Based
Modelling (IBM), through active sensors (3d scanner, laser total station) or
passive sensors (photogrammetry or shape recovery from edges, texture, or
shading) (REMONDINO, EL-HAKIM 2006).
3d scanner technology is relatively widespread in the field of archaeology and
is an example of RBM18. It uses active sensors, which acquire objects in 3d,
through triangulation or time-delay (TOF) methods. How do they operate?
“They shoot some sort of light over the surface of the artefact and reconstruct
its geometry by checking how the light is reflected by the surface”. Time-of-
Flight (TOF) scanners are largely employed in landscape reconstruction. They
“compute the time elapsed between the emission of a pointwise laser beam and
the detection of the return beam reflected by the surface” (CIGNONI SCOPIGNO
2008: 3). They are generally used for large-scale acquisition projects.
Triangulation 3d scanners use a different technique: they project a single spot or
a pattern on to the object. Reflected images are acquired by an imaging device
nearby, allowing you to compute the 3d position of the points by geometric
triangulation. These scanners are commonly used for small-scale objects.
A typical sequence of activities include: scanner acquisition in the field, post-
processing in the lab where Range-Maps19 can be aligned, merged, edited and
simplified), colour and texture mapping. These activities are supported by
commercial software, although academic tools can present more advanced
features20. There are several advantages in the use of RBM for landscape
acquisition and reconstruction, such as the relative speed in the acquisition
process and the accuracy of acquired data and of the final 3d model.
Unfortunately there are also many disadvantages, due to the still very high cost
of devices and of commercial processing software, to the complexity of post-
processing, and to difficulties in managing very big 3d datasets. There is
another important reason why this sector is still not found very widely, although
successfully tested, in landscape archaeology; this is the “monolithic” way data
are captured, not allowing an easy object extraction and selection. These
problems emerge increasingly in aerial acquisitions21.
Aerial acquisitions
The reconstruction of the archaeological landscape requires the development of
models representing the territory (DTM and Geoimages), its natural aspect, the
identification of preserved archaeological sites, and also of anthropic/natural
traces. We have seen that sources can be purchased or built in various ways.
This section is dedicated to those techniques which can be used to obtain aerial
bi- and three-dimensional representations of a territory and its characteristics,
through the acquisition of 2d images or 3d datasets.
Acquisitions can be taken with different sensors mounted on satellite, airplane,
kite, balloon (figure 3.4), small helicopter, plane or paramotors. While it's
impossible to have control over satellite programs, we can, on the other hand,
directly plan air-campaigns, organising and participating in flights over a
21 Many of these problems are handled in: Laser-Scanners for Forest and Landscape
Assessment. In Intern. Archives of Photogrammetry, Remote Sensing and Spatial
Information Sciences (Thies, M. Koch, B. Spiecker, H. and Wienacker, H. Eds), Vol.
XXXVI, PART 8/W2, 2004
22 A good general review can be found in: REMONDINO, EL-HAKIM 2008 and specifically directed
at site reconstruction, in GRÜN 2000.
Reconstructing Ancient Landscape S. Pescarin
[figure 3.4]
Analysis Aerial photo Corona Landsat Spot ASTER QuickBird Ikonos SRTM
Visual interpretation x x x x x x x
Contrast enhancement x x x x x x
Georeferencing x x x x x x
NDVI x x x x
Classification x x x x
Thresholding x x x x
Principal Components Analysis x x x x
Land Use x x x x x
DEM creation x x x x
Hyperspectral analysis x
23 An historical overview is available in: BOURGEOIS 2005. A review of several techniques can be
found in: PICARRETA 1987, BEWLEY 2002.
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Filtering x x x x x
Table 3.4 Technique of geoimage analysis as referred to satellite imagery (source : PARCAK,
2009: 82)
Oblique photography is very useful for landscape interpretation and is much
more used directly by archaeologists. It is a well known technique enabling you
to recognize patterns on the ground which are otherwise impossible to see from
the ground. Although in fact it gives a “distorted” representation of the features
(perspective deformation), it is employed by archaeologists in the interpretation
process. Through photo-interpretation, in fact, it has been possible to identify
several archaeological sites, networks of tracks, fields and settlements, all over
Europe, and of many historical periods, from the Neolithic onwards. An
example of the use of this technique is the identification and reconstruction of
an Iron Age fort at Bloodgate Hill, South Creake in north Norfolk (figure 3.5)24.
[Figure 3.5. bloodgate_ok.tif]
In photo-interpretation, most of the traces originally derived from excavated
features, such as boundaries, pits or post holes, can be seen as soil marks
(variations of colour and texture of the soil) or crop marks (differential crop
growth: positive marks over a ditch or negative ones over wall or stone
foundations). More consistent remains on the ground can be recognized as
earthworks. From the air, these features appear as dots or lines or areas of
differently coloured crops and soil. Since these traces cannot be easily dated, it
is necessary to verify them on the ground and integrate as much information as
possible: some crop marks, in fact, do not belong to archaeological features, but
are formed, for example, by geological features or modern agricultural practices
(WILSON 2000:163-209). Another problem is correcting those images to draw
the feature in the GIS, as vector layer. Although there are several softwares that
can perform such transformations, two specific programs have been developed:
Aerial and AirPhoto, included in the Bonn Archaeological Software Package
(BASP)25.
In many countries there are accessible aerial archives, such as the atlas of
oblique photos of the University of Siena in Italy26; the Austrian archive27;
several archives in the UK, Scotland and Wales28, etc.
24 Wade-Martins, P. (ed.), 1997. Norfolk from the Air, plates 12-15. And:
http://www.norfarchtrust.org.uk/bloodgate/index.htm
25 To download the software: http://www.uni-koeln.de/~al001/airdown.html
26 http://shaq.archeo.unisi.it/oblique/
27 http://www.univie.ac.at/Luftbildarchiv/archiv/aa_ent.htm
28 Collection at Cambridge University (http://www.uflm.cam.ac.uk), the National Library of
Aerial Photographs (http://www.english-heritage.org.uk), the RCAHMS in Scotland (http://
www.rcahms.gov.uk), the RCAHMW in Wales (http://www.rcahmw.org.uk), the Aerial
Reconnaissance Archives of the University of Keele with several RAF World War 2
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understand how or when its shape (geomorphology) has changed through time
(CREMASCHI BARONI 2000, GOLDBERG MACPHAIL 2006, PANIZZA 2005).
Another field that has been integrating increasingly into landscape
reconstruction is Paleobotany. Vegetation biologists can analyse, within
specific required conditions (such as the presence of water, or sediments), the
remains of seeds or pollen and thus identify plant species, crop cultivation or
deforestation, in a certain area and over a certain period of time (table 3.5).
The first invisible landscape is the one that cannot be seen. Fortunately in recent
decades detectors have been developed to see for us, where we ourselves can't
see. This is the subject of the Remote Sensing field31. These detectors can be
mounted on aeroplanes, satellites or other devices, but also used for terrain
applications. The basic principle is well known: the earth reflects the spectrum
of sunlight, providing us with a lot of information about the composition of this
surface, and revealing also traces of past human activities. The surface is made
up, in fact, of elements which emit heat at various levels, visible to sensors such
as multi-spectral scanners. Differences in the soil or in vegetation can be
detected by variation in temperature. The analysis of infra-red radiation at a
variety of wavelengths, for instance, can help in identifying pathways in the
landscape, irrigation ditches, buried stone walls (stone can absorb more heat
with respect to its surroundings). Moreover, analysis through radar sensors
allows us to study the ground even if it is covered by clouds or canopies or
.B.3 Post-processing
At this point, acquired spatial data needs to be further processed (table 1.2). The
goal in fact is to manage and visualize them, developing a model of the
archaeological landscape, made up of its anthropic and natural features, but also
of the interpretative analysis carried out. This model will also be the reference
point for any interpretation layer emerging out of the post-processing work. At
the end of the process, in fact, on top of the reconstructed archaeological
landscape, a “mapscape” will be created. It will represent all the interpreted
features, identified after remote sensing analysis or aerial photo interpretation,
and will be the basic source of potential ancient landscape reconstruction.
Since all datasets should be considered in their spatial dimension, every
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33 http:// www.mapserver.org
34 http:// www.fastionline.org
35 http:// ka-map.maptools.org
36 http:// pywps.ominiverdi.org/demo/embrio/ka-map/htdocs/index_wps_qgis.html
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maps and layered dataset, located in distributed servers and loaded “under”
personal geographical data37. This last example, as in the case of GoogleMaps,
opens up several possibilities in the field of landscape reconstruction, since it
allows the sharing of various data, without actually “moving” them, but
maintaining them in original servers.
GIS or webGIS are used to store a variety of spatial information during its
process (raster, DTM, vector), to perform analysis, and finally to export spatial
dataset to be used in the 3d modelling process. As mentioned, a basic spatial
dataset is made up of at least one geo-referenced raster image and one digital
elevation model of the terrain.
Generally, architecture or object modelling is carried on separately from terrain
modelling. This is mainly due to the differences in the required computing
work, and of elementary ontologies.
We have already described the way a monument, a site or archaeological
remains can be modelled: mainly by measurement techniques, as in the case of
a 3d scanner (Range Based Modelling) or photogrammetry (Image Based
Modelling), and by non-measurement techniques, as in the case of computer
graphics. Which technique is worth adopting is a question of the aim of the
project, the required post-processing time and level of expertise and, last but not
least, the available budget. No matter which technology is used, the crucial
issue is if and how to integrate the models into the landscape.
As mentioned in chapter 2, the best place to test hypotheses and theory is a 3d
virtual environment, made up of virtual ecosystems. Here the third dimension
gets back to interpretation, and inter-relations and dynamics can be seen. A VR
environment can get across communication in a more direct and simple way,
turning a lesson into an experience, a study into a hyper-research. We should
therefore handle not only GIS datasets in landscape reconstruction, but also
integrate 3d models.
The most problematic (and still open) question is how to integrate those models
in the landscape. A first decision to be taken concerns the use of the
reconstructed environment as a whole: for real time purposes, or not? Real time
applications, in fact, require great care in model optimization, polygon
lowering, levels of detail, and paging generation. Various optimization
techniques are continuously under development. Computer graphic rendering
and animation, on the other hand, can handle much more complicated and
realistic scenarios, using (relatively) less effort in optimization. Another
question concerns the development of on line or off line applications. Even in
this case, bandwidth requirements for on line projects play a central role in the
definition of the dimension of objects. In any case, when we decide to work
with 3d models, the entire team should take responsibility for their geographical
37 http://openlayers.org
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spatial dimension and location. This is usually done inside the GIS, mainly in
two ways: creating a vector layer representing their planimetry (polygons) or
their centre (0,0 axis coordinate). In this way it is easy to locate the models on
the ground automatically. With large models, some software may provide
algorithms to level and smooth the terrain, in order to avoid a “flying” effect, an
operation that can be also done in the GIS, although it requires a modification
of the original DTM. A better solution is normally to avoid saving and using
big models, preferring their subdivision into smaller pieces. With non real-time
applications concerning smaller areas, modellers usually prefer to work in
computer-graphic software38 with a single file, integrating models directly in
the terrain, to provide better control in rendering the effects of the entire scene.
Terrain modelling, on the other hand, requires specific software to be
performed, as well as tools that can handle its complexity, maintaining its
spatial characteristics at the same time, and potentially enabling a final
interactive exploration. It usually follows three steps: 3d terrain generation
(from geoimage and dem), culture generation (both natural and anthropic
characteristics) and 3d models integration. The first programs were created for
the army to train soldiers to fly and hit a target (flight simulators), or drive a
tank without losing direction. Reality-based reconstructions were essential, such
as the geo-referencing of the digital scenario. Software for developing these
kinds of applications were quite expensive at the beginning39. A complete
review of available programs is published every year by the U.S. Army
Topographic Engineering Center (Survey of Terrain Visualisation Software)
and made available on line40. The goal of such a survey is clearly identified in
the premise: “to provide the U.S. Army and DoD with more effective methods
of merging, visualizing and analyzing battlefield terrain and environmental
information.”
In the usual procedure41 (figure 3.7), acquired data are processed in a GIS
software to obtain a geoimage, or mosaic of images, a DTM (or more than one),
and vector datasets representing landscape characteristics (rivers, lakes, roads,
sites, plans , vegetation areas or plants, monument locations, etc.). At this point
a Terrain Generator is required, a software that can import spatial dataset and
produce a fully 3d terrain. Terrain complexity (both in terms of geometry and
texture) is treated with the following techniques: Different Levels of Detail
(LOD), paging and tiling. The final result, the Terrain Database (TD), has a
hierarchical structure, with a “master file” that usually opens all the tiles-files.
Paging capability, which means that it is possible to tile together any number of
Elevation data DTED (levels 0,1,2); USGS 1:250k; Arc Info BIL; ESRI Grid Ascii; ESRI Grid Float; GeoTIFF
(as 16 bit elevation data); BitMap (as 8 bit elevation data); etc.
Imagery GeoTiff; TIFF + Tfw; GIF; BMP; JPEG; etc.
Vector data DFAD (all levels); Shape (import & export); DXF; etc.
Textures SGI .rgb .rgba; TIFF; GIF; BMP; PNG; etc. (OpenGL usually requires power of 2 dimension:
256, 512, 1024, 2048 pixel)
3D models (OpenFlight) FLT, 3DS, DXF, OBJ, WRL, Collada, X3D, OSG/IVE; etc.
Tiled Terrain DB OpenFlight; Terrapage; OSG/IVE; Quantum3D VT; ViewTec Web Streaming TVW; etc.
Various solutions have been proposed concerning ZF, such as the enhancement
of a part of a DTM (KAREL KRAUS 2006), or of the entire DTM, taking
information from a 2D vector dataset of known features and parameters (roads,
rivers), thus increasing the number of known elevation data; in the same way,
others have suggested increasing elevation information by capturing it from
building planimetries. Multiple DTMs are currently supported in many
landscape applications, such as CityGML (GROGER KOLBE ET ALII 2008) and
OSGdem, and successfully applied in projects such as Virtual Rome (CALORI ET
ALII 2009) (fig. 3.10).
Recently Agugiaro and Kolbe have attempted to solve the problem of
integrating laser scanner high resolution and low resolution DTMs in more
detail; the solution presented is addressed to the creation of a correct and clean
“transition surface”, influenced by local parameters of both terrain models.
This surface is generated in order to create a smooth transition in terms of
geometry, precision and density (AGUGIARO KOLBE 2009).
44 The commonest multires techniques are: image pyramids, volumetric methods, vertex
decimation, vertex clustering, edge contraction (mesh optimisation, progressive meshes),
simplification envelopes, wavelet methods, etc. Although not updated, a good reference
point is: http://www.cs.cmu.edu/afs/cs/user/garland/www/multires/bib.html
Reconstructing Ancient Landscape S. Pescarin
Chapter 5
Communicating the landscape
.B.1 Dissemination
Drawings
Images are commonly used in science to present data. There is still some debate
about what image type should be used, whether 2d-digital or 3d-digital or hand-
drawing. Archaeological drawings of human artefacts, such as stone tools, are
sometimes still preferred to photographs. The human drawing system, in fact, is
an observational tool. Drawings are synthetic representations of selected
characteristics. When we consider the innumerable scientific images we can see
a systematic connection between (1) image types, (2) purposes, and (3) contexts
of use (ADKINS 1989, PIGGOTT STUART 1978).
Professional drawers have produced wonderful artistic reconstructions of past
landscapes. The best, along with their artistic skills, often work together with
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45 http://www.inklink.it
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46 http://video.google.com/videoplay?docid=1246762325049132604;
http://www.youtube.com/watch?v=pzYUx4l80m8
47 There is an annual international conference dedicated to interactive story telling
(International Conference on Interactive Digital Storytelling): ICIDS 2008 Erfurt, Germany,
Nov.ember 26-29, 2008, Proceedings, Vol. 5334, Spierling; Szilas, Nicolas (Eds.), 2008
Reconstructing Ancient Landscape S. Pescarin
XII Story telling (video, past literature or sources, contemporary stories and
memories);
XIII Artificial life.
How can we build a Landscape Virtual Museum? Unfortunately there are not
many definitive answers or well-defined guidelines, also because available
examples are in most cases the prerogative of restricted groups or scientific
communities.
Nevertheless, many projects of the VHLab team at the National Research
Council (CNR) or of other institutions and companies such as Visual
Dimension, University of Foggia, University of Virginia, CINECA, etc. have
demonstrated the potentiality of these VR museums: Aksum project (FORTE
2003), Certosa Virtual Museum (GUIDAZZOLI ET ALII 2004), Narrative Museum of
Archaeological Appia Park (FORTE PESCARIN PIETRONI 2005), Delta Po River VR
museum (GUIDAZZOLI ET ALII 2004), Virtual Bononia (PESCARIN ET ALII 2007),
Virtual Rome (PESCARIN ET ALII 2008), Flaminia Virtual Museum (FORTE ET ALII
2007), Ename TimeLine exhibition, Itinera Time Machine, Rome Reborn,
In the case of Aksum, the archaeological landscape was reconstructed by
remote sensing analysis and ethnographic studies, collecting the results of ten
years of excavations in Ethiopia carried out by Boston University, Naples
Oriental University and CNR. The entire territory was generated in 3D, using
Terravista simulation software48, while models of the main archaeological
structures were placed in relation to roads, rivers and geomorphology. A
Desktop VR (DVR) application was developed using the VTree (CG2) OpenGL
library and a Vision Station was used to visualise it, simulating a 360° real time
immersive exploration of the territory (figure 3.6: bottom left). A “sound GIS”
was also created in order to give a deeper perception of being immersed in the
landscape: the sound of water near rivers, of wind on leaves and birds close to
woods, the voices of rituals approaching the villages. The DVR application was
shown during an exhibit on the history of cartography in 2002 in Rome (BARD
ET ALII 2007, FORTE 2003). On the same dataset, another VR application was
developed for a Virtual Theatre, an immersive space characterized by a big
semicircular screen and stereo projection, specifically for researchers’
interaction. This application, in fact, developed with Multigen Vega49, was
strongly oriented to database search and real time visualisation of DB results.
For instance, it was possible to identify in the database all archaeological
structures that shared similar characteristics or belonged to the same
chronological period, and visualize them in 3D in the archaeological landscape,
48 http://www.terrex.com
49 Vega Prime by Multigen Paradigm is a tool for the creation and deployment of visual
simulation, urban simulation, and general visualization applications
(www.multigen.com/products/runtime/vega_prime).
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50 The Virtual Museum of Aksumite landscape was developed by CNR ITABC, under the
direction of Maurizio Forte, Aracnet (VTree library and Vision Station) and CINECA (Vega
and Virtual Theater). More information on: www.vhlab.itabc.cnr.it/Projects_Aksum.htm.
The exhibition took place in Rome at EUR during the annual conference of MondoGIS (22-
24 May 2002).
51 http://www.vhlab.itabc.cnr.it/flaminia
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for the visualisation of scientific and historical ideas, and associated objects52.
figure 5.3 Ename.tif
9-15, in educational tasks (quests) (figure 5.6). “Quest Atlantis leverages multi-
user (online gaming) technologies to have QA students and their families
virtually explore the rich histories and beautiful natural environments of
National Parks. Through such engaging learning environments we hope more
people will develop a greater appreciation of our shared global heritage”. The
virtual experience inside the landscape enables young people to learn without
really noticing that they are. Each one, in fact, is appointed to act as a specific
character (the scientist, the ranger, the archaeologist), solving, alone or together
with other students, impelling problems that even threaten the end of an
ecosystem (BARAB ET ALII 2007)54.
Another example of the possible use of multi-user virtual communities comes
from the University of California, Merced, where the reconstruction of the
Roman Villa of Livia in Rome is used to teach undergraduate students, inside
Second Life world, or in the case of the “Akragas doors project”, developed by
No Real, where visitors can dress up as a Greek hoplite and take part in an
attack, thus gaining understanding of the military tactics of 6th century BC
Akragas in the Valley of Temples near Agrigentum, Sicily (figure 5.7) or also
in the case of the Digital Humanities island developed by King's College of
London (Appendix B).
54 http://www.questatlantis.org
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Mobile communication
We cannot talk about communication without touching on mobile technology.
It was the first to be developed for environmental and tourist purposes with car
navigators, thanks to the integration of commercial GPS in low cost devices.
Today this field is rapidly evolving in terms of digital content, moving toward
future generation devices, such as smart mobile phones. Archaeological sites
can be explored while visiting the areas through systems that integrate geo-
localisation of visitors and information provided directly on PDA or mobile
phones. Precursors of these kinds of application were ArcheoGuide, an
augmented reality systems developed to enable a virtual visit of archaeological
sites such as Olympia in Greece.
Recently there are examples of interactive exploration of archaeological areas
through integrated systems based on a centralized Multi-channel Service, as in
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55 http://www.infobyte.it
56 http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html
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Interfaces Flexibility
Design Updatability
Realism Reliability
Information Data
Content Metadata
Communication Communication
Immersivity 3d geospatial dimension
While in the modelling, design or military fields there are several examples of
CVEs, there aren't as many examples in the Cultural Heritage field, and
specifically in landscape archaeology. The causes may be mainly three: the cost
of these solutions, their complexity and lack of flexibility, and also the lack of
knowledge of their existence. Dealing with landscapes means having to manage
a variety of data, such as: 3d models of different dimensions and resolution,
detailed 3d terrains, high resolution geospecific images, vector thematic layers,
vegetation, natural characteristics, etc. Each one has different attributes and
might become a problem, when it is implemented into a VR system. MultiUser
and On Line access amplify this problem.
There is also a fourth reason. Although there are still many technical problems
in the development of such platforms, most complicated aspects aren't
technical. As in the case of Landscape Virtual Communities, a successful CVE
should be used by researchers. Unfortunately not everybody is interested in
sharing information or data. Some might think that information de-
contextualized and considered just as an exchange object is deprived of
relevance, even dangerous (HAZAN 2004: 9). We need to face the development
of new CVEs also from a sociological point of view, to understand what
interfaces and exchange mechanisms should be used.
In the research field, CVEs might be developed as fully editable environments
or just as interactive spaces used to access complex scientific databases.
Recently, VHLab team at CNR ITABC has been involved in two projects,
whose aim is the reconstruction of ancient landscape: a FIRB project on
Robotics and Virtual Environments (FORTE PIETRONI DELL'UNTO 2008) and
Virtual Rome (PESCARIN ET ALII 2008, CALORI ET ALII 2008). In these projects, as
an archaeologist, I have been able to experience personally the complexity of a
real multidisciplinary approach. For this reason, we have been pushed to
experiment a more efficient approach, testing and developing examples of low-
cost on line Cooperative Virtual Environments, based on Open Source and
Commercial platforms. The FIRB project has developed a multiuser
cooperative environment, available on line, which enables researchers to work
Reconstructing Ancient Landscape S. Pescarin
Simulation models
Reconstructions can be used also as simulation spaces. This is quite a
widespread application field in the hard sciences, such as chemistry, physics,
etc. but is still not very diffused in landscape archaeology. Nevertheless, in
architecture it is a well known practice, even when dealing with ancient
monument reconstruction. An example is provided by a project of the
University of Caen, in France, directed by Philippe Fleury, where a 19th century
plaster of about 70 square metres representing Rome and made by the architect
Paul Bigot is being scanned and completely reconstructed in 3D, becoming an
interactive laboratory on Roman architecture (Fig. 5.10)58. A similar project was
carried out by UCLA, Virginia Universiy and the Politecnico of Milan, on the
plaster conserved in the Museum of Roman Civilization in Rome and
representing this city in the 4th century AD, when Constantine was emperor.
The result of the complex 3D scanning was post-processed and used in various
media, also for communication and educational purposes (GUIDI ET ALII 2005)
A simulation of landscape dynamics was developed in the Exploris project, on
the eruption of the Vesuvius volcano in Italy. In this case, a mathematical
model of the eruption temperature surface was calculated by supercomputers
and visualised in a VR application. The territory around the volcano was
reconstructed in 3D and connected to dynamic databases, containing e.g.
population density. The result of the simulation was then visualised in real-time
and connected to a time display, so as to analyse the effects of the eruption on
the territory (figure 5.11)59. The same simulation could be performed also on
the Roman landscape, reconstructing the original volcano’s shape, as it
probably was before 79 AD .
57 http://a2.media.3ds.com/products/3dvia/3dvia-virtools/
58 Fleury, P. Madeleine, S. Réalité virtuelle et restitution de la Rome antique du IVe siècle
après J.-C., in Histoire urbaine. Société française d'histoire urbaine, vol. 18, 2007: 157-
165; http://doc.ocim.fr/LO/LO044/LO.44(6)-pp.20-23.pdf
59 http://exploris.pi.ingv.it/, Macedonio G., Costa A., LongoA. 2005, A computer model for
volcanic ash fallout and assessment of subsequent hazard. In Computer & Geosciences, 31,
N.7, 837-845.
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These simulations can go beyond the field of research: they can be successfully
applied also in environmental services, for cultural policy evaluations and
preventive archaeology.
Figure 5.10 fleury.tif
60 http://www.communities.gov.uk/index.asp?id=1144057
61 http://ahds.ac.uk/archaeology
62 http:// old-maps.co.uk
63 http://www.multimap.com
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64 http:// www.inrap.fr
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Chapter 6
OpenLand: open source and landscape archaeology
.B.1 Introduction
In 1999, in his famous book “The Cathedral and the Bazaar”, Raymond wrote
that the style of the Linux community looked like a confusing bazaar, full of
projects with different approaches. Although it would seem that only a miracle
could bring about a stable and coherent system, this style works. The
development of an open source project was compared by Raymond to a bazaar
because it was different from a centralized approach like the common software
development style. His objection referred to the need for a centralized
approach, in relation to projects with a high level of complexity. In these cases,
the traditional approach was directed at leaving the entire work of software
development to individual genius or small bands of wizards, without any
intermediate version available (RAYMOND 2000: 19-20). But the history of
Linux and of some open source projects has indicated a valid alternative
approach. The considerations that originally referred to software development
might be of interest also to the archaeological field. Landscape reconstruction
process could be inspired by some developments of Open Source tools.
In Cultural Heritage, projects do not have always a “linear” development, for
several reasons, such as the continuous lack of substantial funding or the
difficulties over sharing, or the way new data are found. This means that the
"natural" development of a project is often subverted by more urgent priorities.
Sometimes the projects themselves have a certain vagueness to allow for a
necessary flexibility. If on the other hand we compare its approach to the one
adopted in industrial and commercial fields, as in all those areas with a more
pronounced economic impact, we can see the latter follows a “vertical
management", from the initial construction phase of a project to the hierarchical
management of human resources. Several business models based on this
approach have been analysed by economists for adoption by the humanities.
There is another reason why we can associate open movement and virtual
heritage: the social aspect. The archaeological landscape, sites, parks, and
historical monuments are heritage properties belonging to the worldwide
community.
Researchers, scholars, and curators also have a social and public mission. This
mission regards the study and conservation of our heritage to enable it to be
transmitted to future memory.
Scientific research itself has a public dimension, in the creation of studies of our
collective heritage and cultural landscapes, and also in the communication of
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such studies.
What is often underestimated is that progress in research is also founded on
information sharing criteria. This will be increasingly clear in Europe, where, in
a sort of “global competition”, will emerge those who can get access to
knowledge. The extension of an open source approach to the field of
archaeological landscape may open up new horizons, in terms of available tools
used and methodologies to be applied to sustainable projects, as EU projects
such as Epoch65 have demonstrated. The question, whether a “conversion” to
open source and a rediscovery of a real public dimension of research in the
actual economic panorama is really possible, is still open (LASER 2005). We
could think about a softer approach, directed at the adoption of alternative
possibilities to already available commercial products.
Although the Open Source movement started from software development, there
is perhaps a lesson to be learnt also by cultural heritage (STALLMAN 2001,
TORVALDS DIAMOND 2001): “visiting a bazaar” might produce good results in
terms of research’s global (not just individual) growth. Open Source therefore
can represent a possible alternative to commercial software and offer different
models of project development and of business (AA.VV. 1999).
Open Source concerns the way a software is distributed, together with its code.
It doesn't just mean access to the source code, as stated by the Open Source
Initiative66, but should satisfy the following requirements:
I free re-distribution;
II source code availability;
III opportunity for modifications and derived works;
IV integrity of the author's source code;
V no discrimination against persons or groups or against fields of
endeavor;
VI continuity in the distribution of licenses;
VII no license specificity for a product;
VIII no restrictions for other software;
IX neutral development of technology.
In archaeology, we can treat Open Source as a movement that offers open (and
often free) software, but we can also use it as a reference methodology for the
development of a project or an application.
As we have seen in chapters 1 and 2, transparency in the reconstruction process
is crucial. As a method, Open Source can offer several solutions to maintain
transparency in the results.
In the next sections, I will try to describe its pros and cons, comparing a typical
Open Source project with one belonging to landscape archaeology.
65 http://www.epoch-net.org
66 http:// www.opensource.org
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FORMAL
Research Networks, Traditional Media
Collaborative (web page, drawing,
Environments, movie, broadcasting
Repositories products), Intranets
DISTRIBUTED CENTRALIZED
Social Networks, Alternative Media
Wikis, Blogs, P2P, (Interactive Kiosks,
MuDs Virtual Museums),
mailing lists, games
INFORMAL
70 http://www.nongnu.org/cvs/
71 http://subversion.tigris.org, http://tortoisesvn.tigris.org/
72 https://launchpad.net/openarchaeology
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into other research on the same topic. Integration is another central issue in data
processing; it can be obtained by working inside a single digital “framework”,
collecting and connecting data, procedures, technologies, formats, and
methodologies, from different disciplines. In this way greater care is taken over
exchange formats more than on standards, or on the methodological approach
rather than on software lists. The more we use open exchange formats, the more
researchers can be free to choose tools better suited to their uses. Projects and
data can therefore be more easily updated and moved from one platform to
another73. Users dependency on the software company in the case of
commercial products is very great and makes for insecurity. If it fails, or
decides not to produce a specific software we are using any more, we will no
longer be able to read our data.
In table 6.2 there is a schematic list of the most common open source tools,
useful for landscape reconstruction, together with their commercial references.
In the Appendix there is a more detailed description of most of these tools.
Wings 3d
Laser Scanner (acquisition, Cyclone, RapidForm Grass, MeshLab, Scanalyze,
processing) MeshAlign, PointShop
3d viewer and web 3d viewer
Software Configuration Management CVS, Turtoise, SVN
tools
Table 6.2
Landscape reconstruction requires the contribution of various disciplines, as we
have explained, in a dynamic process. An open approach contributes therefore
to creating a research network, through which various and distant working
groups could cooperate, using Internet. Moreover, the entire digital pipeline
described in chapter 2 can be successfully designed on Open Source software,
as can be seen in the proposed scheme (fig. 6.2).
Data acquired in the field, with GPS, Laser Total Station or Laser Scanner, are
initially treated with specific software provided by the instruments. Almost all
hardware companies, in fact, do not let their users freely access the source code
of the accompanying software. Nevertheless, there are some projects which are
developing tools to process raw data captured by instruments.
Raw data may be initially uploaded on a server, in order to store the original
data’s accuracy and resolution.
After the acquisition, raw data are processed in the lab with various software
categories. For 3d modeling processing, tools might be used such as
Scanalyze74, MeshLab75 or, although not open but free, the ARC3D webservice
(Automatic Reconstruction Conduit)76, and in the following phase a computer
graphic software more oriented towards realistic rendering and computer
animation, such as Blender77. For terrain generation, the first step requires the
use of GIS and Remote Sensing tools. The most famous and mature GIS
package is GRASS78, that can be used both for vector and raster data. It also has
powerful algorithms for remote sensing analysis. To generate 3d terrains and to
create entire ecosystems consisting of forests, monuments and other objects,
there is for example the Virtual Terrain Project or OSGdem, a tool that belongs
74 http://graphics.stanford.edu/software/scanalyze/
75 http://meshlab.sourceforge.net/
76 http://www.arc3d.be/
77 http://www.blender.org
78 http://grass.itc.it/
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79 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
80 See Virtual Rome project: http://www.virtualrome.net
81 See http://ark.lparchaeology.com/
82 There are several open source Wikis (http://en.wikipedia.org/wiki/Wiki), such as
MediaWiki (http://www.mediawiki.org)
83 http://www.openscengraph.org
84 http://opensg.vrsource.org/trac
85 OGRE game engine: http://www.ogre.org; Crystal Space: http://www.crystalspace3d.org
86 Delta3D is a simulation engine that manages geospatial information:
http://www.delta3d.org/
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project, now available also under Windows, has created new functionalities for
terrain creation and visualization, for GPS and Laser Scanner data
management89. Now it is part of a wider framework, OSGeo.
89 Useful references can be found in the FOSS4G conferences or in the GRASS users
conferences, such as
http://www.ing.unitn.it/~grass/conferences/GRASS2002/proceedings/proceedings/pdfs/Brov
elli_Maria_Antonia.pdf
90 http://exploris.pi.ingv.it
91 http://www.cineca.it/resources/files/visman_en.pdf; to download the software:
http://www.cineca.it/resources/files/visman.zip
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when they are involved inside (open) collaborative environments, where a more
efficient and pragmatic perspective will assure more reliable results.
Archaeologists will still occupy a very important position in these projects even
if they are not computer experts. Their perspective can help in addressing and
testing applications and software development.
From this viewpoint, open source should not be intended only as a collection of
softwares, but as a project that is also a network of people, methods, and
technologies, adaptable to the various applicative contexts. Landscape
reconstruction will be a pre-eminent field in the development of new
applications web-based and GIS oriented, if it follows a few basic rules in the
development of the actual project:
Chapter 7
Webscapes
What can be done for landscape reconstruction through or with Internet? There
is no simple answer to this question. In this book we have analysed the various
aspects of the field: people (scientists and the worldwide community, teachers
and learners, etc.), data (geographical, spatial, bi- or three-dimensional,
multimedia, ecosystems etc.), processes (visualisation, interpretation,
transparency, interaction, exchange, cooperation, land evaluation, data
acquisition, post-processing, etc.) and systems (simulation and communication
systems, interaction, virtual reality, complex systems, etc.). I'll try to answer the
question above by taking as reference this distinction, indicating a few general
categories, analysing problems and state of the art, and finally proposing some
solutions. Table 7.1 proposes a summary.
.B.2 webscapes
People
Social networks represent an interesting possible evolution for scientific
communities to exchange ideas and results. As described in chapter 5, these
Reconstructing Ancient Landscape S. Pescarin
networks aren't necessarily visual environments. In most cases they are places
where people can exchange information, through text-base tools, and
multimedia data, such as pictures or videos. One of the most famous social
networks is facebook. With millions of members, its owes its success to its
structure. First, it was designed for college students, by college students.
Second, it allows information to spread widely but also protects privacy: you
can trust it. Third, it emphasises clusters (socio-economic) and groups, thanks
also to low-involvement communication; and last but not least, it offers
simplicity and speed. It can be used by people interested in specific topics, such
as ancient landscape. In fact the success of a social network depends to a great
extent on having many users. It works when it creates social aggregations with
people joining public discussions and forming personal relationships in the
cyberspace (REINGOLD 1994).
Virtual Communities are more focused on the concept of experience (chapter 5).
They include 3d visual environments at different levels. The user participates in
the VR community through a digital alter-ego or an avatar, employed also to
create a relation and an involvement with other users. A virtual community is
based on the same concept as the social network, from a certain perspective: the
creation of relations among people. In a Virtual Community the cyberspace
becomes place.
In these cases, the language used, the interfaces, and the levels of interaction are
crucial. Virtual reconstructions of ancient landscapes will be interesting for a
wider community of humanists when developed applications start to speak the
language of the humanities, and for a community of scientists when it starts to
speak the language of logic and mathematics. As Sherry Turkle observed in her
“Life on the Screen”, sometimes it is necessary to create a Trojan horse to
enable some ideas or approaches to be introduced into “enemy territories”
(TURKLE 1997: 169).
E-Learning applications are commonly used for online education at various
levels. They involve teachers/students in learning activities. Although in most
cases they are used as the simple re-production of academic lectures, they could
go much beyond the simple lesson, when they become an experience. They
often are based on VR online platforms, such as Second Life or ActiveWorlds,
but they are carefully put together by teachers. These 3D online e-learning
platforms can be particularly successful, as in the Quest Atlantis described in
the following section, since they personally involve students in the solution of
problems, helping them to get to know and understand the basic or specific
information they require.
Data
On Line repositories are particularly useful for landscape reconstruction, since
Reconstructing Ancient Landscape S. Pescarin
they enable us to access basic shared resources, such as geoimages (like the
Global Land Cover Facility), digital elevation models, 3d models, vector files,
etc.. They can be simply FTP spaces, accessible widely or restricted to
registered users, or they can be accessed through more advanced and structured
interfaces, and included in digital libraries and WCMS.
Digital Libraries are structured typological archives of digital content, as in the
case of Roman vegetation library or 3d terrains or 3d architectonic parts library.
They are based on online database structures (like MySql or Oracle), geo-based
in the case of geographical datasets (such as PostGreSQL). They are used in
content management systems.
A web content management system (WCMS or Web CMS) is a content
management system (CMS) software, usually implemented as a Web
application, for creating and managing HTML content and connecting html
pages dynamically to digital libraries and online repositories. It is used to
manage and control a large, dynamic collection of Web material. It facilitates
content creation, editing and maintenance. There are many available CMS
platforms (like Joomla, etc.). Usually this software provides authoring tools
designed to allow users to easily create and manage contents. The most
advanced WCMS can include 3d visualisation and DB visual editing
functionalities, embedding 3d plug-ins.
Other well known and fundamental tools for landscape online visualisation are
webGIS. They started as web extensions of GIS software, used to manage
cartography online, but they are more widely used now and have broader
communicative attitude. A webGIS is used to disseminate geo-spatial
information, but also to archive and share archaeological and environmental
information with other users. In some advanced cases, they have a higher
interaction level, including editing functionalities which more closely involve a
variety of professionals, e.g. in public administration, higher education, tourist
operators, etc.
An evolution of webGIS is 3d webGIS. They enable on line 3d visualisation of
geographical information with basic functionalities such as interactive
exploration and in some cases questioning or problem raising. The first 3d
webGIS platform was Skyline, an Israeli company which first believed in this
promising field as early as 1997. Nevertheless, Google Earth is surely the most
well-known application. Its developments are leading to a further development
of this project directed at VR functionalities creation (VR webGIS).
Processes
There aren't many applications or examples which handle geo-spatial processes.
This specific field, although at its very beginning, is very promising.
A recent tool, used also by specialists to exchange information or share specific
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Systems
In chapter 5, I dedicated some space to the description of Landscape Virtual
Museums. One of the most promising communication systems, in terms of
potential diffusion, of knowledge dissemination and cognitive impact are online
Virtual Museums. If virtual museums, despite being known about and used
Reconstructing Ancient Landscape S. Pescarin
since the early 90s, are still considered at an embryonic stage, this is even more
true for online VR museums. In the inclusive Internet dimension, where
anything can be accessed with a click, it is essential to avoid hyper-information,
which in the end may turn out to be no information. These applications should
therefore provide the careful design of behaviour, the differentiation of levels of
access to information, a well planned storyboard and well constructed
storytelling.
Online computer games are surely more mature applications. The powerful role
that they are playing in culture and society cannot be denied, as well as the
issues that may be raised about the boundaries between the ‘real’ and the
‘virtual’. It doesn't simply involve a “migration” of previous board games into
digital online format, but has a wider social impact. Games have also gained a
place at the academic level today, with thousands of courses held on the subject
throughout the world. One specific type of game is the so-called MMORPG, an
acronym for "Massively Multiplayer Online Role-Playing Game". In a
MMORPG, thousands of players exist in the same game world at the same
time. They play a role game together in a 3d environment. World of Warcraft is
one of the best known MMORPGs. It enables thousands of players to come
together online and battle against the world and each other. Players from across
the globe can leave the real world behind and undertake quests and heroic
exploits in a land of fantastic adventure. It allows players to play the game at
their own pace; it offers interesting quests with story elements, and dynamic
events. There are several game engines which can be used to create interactive
3d experiences, even on line94. Most of them are costly and proprietary, but rich
in available behaviours, such as physics management, multi-user functionalities
or artificial life implementation. Although a few of them are dedicated to
geographical simulation, the majority aren't focused on the treatment of “real-
based” spatial datasets. In order to maintain a high level of speed (frame rate)
and interactivity, especially on line, they use specific techniques to visualise
and create texture and geometry (procedural modelling, procedural texture
creation, normal maps, shaders and similar effects).
While computer-games aren't usually based on geo-spatial scientific datasets,
there is a type of application which includes some aspects typical of Virtual
Reality systems and others of GIS: VR webGIS. These applications can be used
to visualise large territories online, interactively, to explore sites in an intra-site
and inter-site dynamic, to add to and query elements of the environment, to
create personal interpretation paths, and to test simulation models, including
artificial life evolution. They are spatial geographical applications and for this
reason they can be successfully used by the scientific community as working
tools. They can be developed through a cooperative virtual environment or a
94 A complete list is available at http://en.wikipedia.org/wiki/List_of_game_engines
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Table 7.1
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104http://www.igmi.org/ware/
105http://www.archeoserver.it/pobasyn/webgis/index.php
106http://www.skylinesoft.com
107http://earth.google.it/
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In 2007 Microsoft also created its own 3d earth-viewer: Virtual Earth 3D. It is a
stand-alone application that runs only on Windows and mainly on Internet
Explorer, and is based on DirectX113. The Virtual Earth platform consists of two
interfaces: Virtual Earth Map Control that lets users make requests via
JavaScript to an AJAX map object and a MapPoint Web Service API using
SOAP XML to communicate with other applications. Recently there is a new
version of VE embeddable in browsers with sound Javascript SDK. Both
NASA WorldWind and Microsoft VE unfortunately do not allow user 3d model
insertion.
113http://www.microsoft.com/virtualearth/
114http://3d.cineca.it/3d/Nume/nume_3d.php
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115http://www.visual.paginegialle.it/3d; http://www.geomind.it
116http://www.skylinesoft.com
117http://www.sardegna3d.it/
118The source code is available as open source from http://ratman.sourceforge.net
Reconstructing Ancient Landscape S. Pescarin
Applications built on game engines are the TiE project, an EU funded project
whose goal is to create an environment where you can have challenging and
compelling game experiences by interacting with virtual representations of the
European heritage. Specifically in the reconstruction of the scenario of the
Mação archaeological site, that is part of the project, the Instituto Politécnico de
Tomar in collaboration with the Museo Municipal de Mação used an integrated
approach, including GIS data in a Game Engine, with the aim of developing a
credible and educationally valid game adventure contextualized in the settings
of an archaeological site124.
A recent low-cost engine, with great potential for landscape online
visualisation, is Unity 3d. It is an open-ended 3D game/interactive software
engine for web, Windows, Mac OS X, the iPhone, and Nintendo Wii. It
includes a multi platform game development tool, designed from the start to
119http://piazza.opapisa.it/
120Most known game engines are: Doom, Kaneva, Torque, Unreal: proprietary; Delta 3D,
Ogre, Panda 3D: open source.
121Such as VirTools, Unity 3d, etc.
122http://www.internetculturale.it/genera.jsp?s=12&l=en
123http://www.vhlab.itabc.cnr.it/flaminia/VR_DEMO/Release_Ver_1_en.rar
124http://www.tieproject.eu
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ease creation. A pilot project was started by CNR ITABC and SoftLogic with
the aim of building Cultural Heritage VR applications, specifically designed for
IPhone. An example of this approach is the Villa of Livia interactive application
for mobile phone, available on line125.
There are also other case studies not specifically developed for or by the
archaeological or environmental fields, but that are currently exploring new
possibilities of using the network to exchange experience and information. This
is the case of the City Cluster project, an artistic virtual installation created by
Franz Fishnaller
. City Cluster is a virtual reality networking matrix, in which multiple
environments or cities (Chicago and Florence have been the test cases), can be
hosted, coexist and be connected through a common virtual territory, an high-
speed network and a graphical interface, enabling distant users to collaborate in
a shared environments (fig. 7.10).
Other solutions are based on the use of a scene graph, a middleware library
with a level of abstraction between a base graphics library, like OpenGL or
Direct3D, and a complete application as a game engine. It can be a good
solution when multithread capability is needed to enable efficient data paging
and when there is no particular need for advanced interactions, such as physics.
VR webGIS such as the Appia project, Salerno Archaeological District, Cannes
3d or Virtual Rome are all based on a scene graph solution. There are several
problems arising from the publication over the Internet of large 3d geospatial
terrains, interactively explorable through complex behaviour: the dimension of
the dataset (often GB of geoimages or DEMs); the coordinated systems
management; the integration of high resolution 3d models, vegetation and
vector thematic layers; the inclusion of multimedia content; the development of
efficient and scalable navigation tools, useful fly or walk through
functionalities; the creation of the 3d scene through editing tools, and the co-
existence and harmonization of a research space with a communication space.
The development of a specific plug-in, OSG4WEB, by an Italian team
(CINECA and CNR ITABC), tried to offer solutions to these problems. It is
based on the Open Source library OpenSceneGraph, and on previous work
carried out for the Appia project, the Esaro and Salerno Districts (CALORI FORTE
PESCARIN 2005, PESCARIN CALORI 2005, PESCARIN ET ALII 2005). Features of this
library (paging quality, cross platform, Internet publishing tool, large input
formats, active development community, etc.) oriented the choice. It has also
been extended with the osgEarth126 plugin, which is able to page in directly
from OGC repositories as well as Google maps and Nasa servers (CALORI ET ALII
2009).
The Appia archaeological park project, directed by CNR ITABC, besides the
Virtual Narrative Museum described in Appendix A, also created a VR webGIS
for the team and the funding institution, the Superintendency, to offer a view of
the state of the art of the survey work (years 2003-2006) (FORTE PESCARIN
PIETRONI 2005, DELL'UNTO ET ALII 2006). The original idea was to publish in real
time and over the web all the digital dataset, vector layers, DTM and 3d models
acquired in the fieldwork, month after month, enabling the team to visualize
126 OsgEarth builds whole-earth or localized OSG terrain models at run-time: http://wush.net/
trac/osgearth
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them interactively (with free and open access), and to download the raw data
(restricted access). The goal of the project in fact was to acquire, with different
techniques and technologies (DGPS, Total Station, Scanner Laser,
Photogrammetry), several sites and monuments of the archaeological park. The
acquired data were processed with open source software, QGis and GRASS, to
produce Digital Elevation Models, geoimagery and thematic layers. They were
then processed with OSG, obtaining the 3d terrain model, and paged with
various levels of detail, published on line. The landscape, although quite
extensive, could be easily accessed online, maintaining the geographical
information, and explored in 3d, thanks to the Net plug-in of the OSG library.
3d models and vector layers were then added to the landscape using VTP
Enviro127, which was appositely modified so as to use the OSG paged terrain
already created, and to export in the OSG/IVE format other 3d needed content
(fig. 7.12). Thanks to Enviro, which already had a ready-to-use interface and
several functionalities, archaeologists and architects have found a simple way to
dynamically interact with the landscape, adding 3d models (3ds, obj, osg, flt,
etc. file formats) or vegetation taken from a digital library (shp, xml, png),
working at a continuously open and updated reconstruction. All the added or
modified objects could then be exported in .osg or .ive formates and added to
the 3d terrain for online exploration. The first plug-in built by CINECA, an
ActiveX component for Internet Explorer, needed a further integration of PHP
and JavaScript to add some more behaviour (switch, upload, view points). This
plug-in, OSG4WEB, was further developed during two other projects, Esaro
Cultural District and Salerno Archaeological District128, which coincided with
the development of the Mozilla Firefox version of the plug-in (PESCARIN ET ALII
2005, PESCARIN ET ALII 2005b).
Figure 7.12 fig_C_web01.jpg
Based on the same technology and on the same OpenSceneGraph library, there
is another project, Cannes 3D, on the exploration of the city of Cannes, in
France. It is a browser embedded application where users can interact with the
3d scene with the keyboard, the mouse, or simply by using the graphic
interface. It runs only on Windows and on Explorer and Firefox, with an
OpenGL graphic card and a good Internet connection (ADSL)129.
The most updated version of the OSG4WEB software was released for the
Virtual Rome project. This project, described in Appendix A, aims to study,
interpret and reconstruct the archaeological landscape of ancient Rome, and
enable distributed and interactive visualisation through a web-based VR
application, based on Open Source libraries, on Remote Sensing and GIS data,
and on 3d models (VR webGIS: fig. 7.13 left). It includes a front-end
interactive interface, browser embedded, and a back-end 3d CMS online lab
which enable professionals of various disciplines to update and modify a
variety of parts that include archaeological and ancient landscapes (VR
webLAB: fig. 7.13 right). Virtual Rome enables visitors to explore the
landscape at different scales and resolution, thanks to the OSG4WEB plug-in
and its functionalities, such as paged geospatial dataset support, coordination
and projection handling (both in input and output), large 3d terrain dataset
management, 3d models integration (modelled with software such as 3D Studio
Max, etc); natural elements, such as vegetation integration, vector layers
integration; on-line 3d data publication and interaction, possibly embedded into
a web browser; fly and walk navigation tools; behaviour integration: terrain,
model switching, vector information and 3d model loading, selecting and
loading external pages or multimedia content; environment integration (CALORI
ET ALII 2008; CALORI ET ALII 2009). The procedure followed, described in figure
7.16, starts with data processing in a GIS (GRASS). Here vector layers
regarding natural aspects of the landscape are prepared, as described in chapters
3 and 4, and used as input in the ecosystem and terrain generators (Visual
Nature Studio and OSGdem). New geoimages, representing the archaeological
or potential landscape, and digital elevation models are built (river beds, roads
or other modifications are calculated) and exported in GIS formats (geoTiff,
Ascii grid). The vegetation is also exported as a GIS vector file (shape) and as a
XML/database file containing coordinates of each plant, the name of the
species, and the texture associated with it. 3D models are prepared apart, as
multimedia information, but a shape file is also created with the indication of
the position of contents in the territory. All these data are finally joined in the
back-end, where the graphic appearance of the site (the front-end) is
established.
Figure 7.13 - virtualrome_cms.jpg
of its natural, anthropic and perception features, and of the dynamics and
relations which intersect it. This process is developed through the
reconstruction of the archaeological landscape, its ecological significance,
anthropic modifications, and the ancient potential landscape.
The communication of this final result and the creation of collaborative
environments where this process can be approached in a real multi and inter-
disciplinary mode will require, more and more in the future, the use of the Net.
In this section I will try to give a practical indication of the steps, data, and
techniques required to build a simple example of VRwebGIS. The use of open
source, free ware or low cost software will be taken as given, to enable every
interested reader to start “having their finger in the pie”. This section is written
as a tutorial for the creation of a simple three-dimensional terrain ready to be
published on line through the osg4web plug-in. Let's start from the beginning.
What do we need? We need a variety of software and the basic knowledge of
various disciplines:
• A GIS, to create vector layers, georeference geoimages, or re-project
them from one coordinated system to another, to build digital elevation
models of the terrain;
• a 3d modelling software: to include also 3d models on the landscape;
• an Image Processing software to eventually modify raster data;
• the OpenSceneGraph library compiled;
• an html editor to modify web pages and Mozilla Firefox as Internet
browser;
• the osg4web plug-in installed.
It is clear that the basic knowledge required is quite extensive: cartography and
topography to understand scale, projections, detail or accuracy issues; image
processing to edit and modify digital images; GIS to handle geospatial datasets;
photogrammetry, 3d modelling and computer-graphics to acquire, build or
modify 3d models, handling geometric and texture optimization and terrain
modelling.
In order to simplify the work, you can download a complete ready-to-use
packet (OSG_PACK130), created by CINECA, containing OpenSceneGraph
already compiled, and other useful tools such as OpenEV, OSGdem, Gdal_info,
Gdal_translate, Gdal_warp, and osg4web. To use this packet, it is necessary to
unzip the file in a directory and then to double click on the file _osgshell.bat.
This operation will open a DOS shell that will be used to lunch all the
commands of the programs, such as Gdalinfo, Gdal_translate, Gdal_warp,
osgdem, and osgviewer
We should then define the goal of the project, and analyse available datasets, in
130The packet, created by CINECA Visit Lab and L. Calori, is available at:
http://www.vhlab.itabc.cnr.it/openVRwebGIS/software/osg_pack.zip
Reconstructing Ancient Landscape S. Pescarin
Activities Software
1. Spatial dataset creation: DTM, geoimages, vector layers GIS Software (GRASS, ESRI ARCGIS, etc.)
3. 3D models creation and export in OSG/IVE format Plug-in OSG for 3D Studio Max (OSGexp)
5. Web Data integration (terrain, thematic layers, 3d PHP, JavaScript, osg4web, web-design tools
models)
Table 7.2
131Some GIS products, such as GRASS, cover various spatial operations, including remote
sensing analysis and georeferencing.
Reconstructing Ancient Landscape S. Pescarin
the Earth Science Data Interface (ESDI)132, where a wide selection of Landsat
imagery is available. In these repositories files containing different bands
(geotiff format) can be downloaded. A remote sensing software, such as
GRASS or ErMapper or even OpenEV133, can be used to perform data fusion,
combine bands 3, 2 and 1, assigning respectively a Red, Green and Blue value,
as explained in chapter 3 (fig. 7.14).
We should now obtain the DTM. We might already have elevation data (points,
contour lines, grid, tin) or need to interpolate them in a GIS. They can also be
downloaded from a repository, although at a low resolution (90 mt), such as
from the above mentioned ESDI or directly from SRTM134. In this example a
raster DTM is required (ascii grid or geotiff format). The DTM can be used to
carry on further spatial analysis such as: slope, aspect, buffer, viewshed,
Thiessen polygons, cost analysis to identify resource accessibility, site
catchment or site exploitation territory analysis, and cluster analysis (Appendix
B). Vector thematic layers might be acquired from repositories or libraries, or
on the field, or they can be digitized from raster maps in various ways. What we
would need are shape135 files both in input and in output. Vectors can be used in
an ecosystem generator, such as Visual Nature Studio, where they can
contribute to creating new geoimages representing the visual aspect of the
landscape (potential, archaeological, or interpreted).
Terrain generation
We now have all the necessary data to proceed in the creation of the 3d terrain
(Fig.3.7 b). In order to produce a 3d territorial model useful for online
interaction, the model should have a hierarchical structure, different Levels of
Detail (LOD), various tiles, and be paged. Paging is the system which enables
you to access a multi gigabyte hierarchical dataset of geospatial data (images,
terrain, or features) in real time, adapting the image quality produced to the
available bandwidth. It involves image and terrain compression multithreading,
caching etc. Ideally it provides a player component, as well as a server able to
Chapter 8
A step into the future
ecosystems. Those who are probably finding the most difficulties are architects
and in general modellers. The latter are in fact required to develop their final
models at various levels of detail, at least in the last stage adopting common
tools requiring an Internet connection, to check model validity (naming
conventions, group definitions, geometry, texture, metadata, etc.). The final
result, produced in several formats (standard and/or open), should certainly
achieve remarkable results, butat the present stage what is visible in the
webscape is just a series of simplified objects that are increasingly being
substituted by more detailed ones. The way the webscape is changing day by
day is impressive. It has never been “empty”: the initial reported projects could
(and can) be visible in this “restricted” section and may be consulted. But after
this first starting point, the cyberspace has started to grow. I can arrive at the
office and see that the site where I was working the day before has changed.
New thematic layers and objects have been added and new signs indicate that
there are studies or fieldwork going on at that moment. In this way, I can verify
a problem I'm facing in a very short time, contacting the colleague directly or
checking the archive. My lab will soon be able to start working also on ancient
landscape (mainly the Iron, Bronze and Roman ages). We will be working on
two different interactive projects. The museum's director has signed an
agreement to include an interactive installation, in the new section he is
creating, and this will ensure that the work will be widely communicated as
well. There will also be a second project more oriented to educational purposes,
we hope in a couple of years.
In the first part of this final chapter I tried to give a substantial idea of possible
evolutions of the applications and processes we have been discussing in the
book. Most of the technologies are already available, although not integrated or
not off the shelf.
The use of Internet can really be addressed to various objectives: to diffuse
results or just new approaches, to co-operate with people at the same level
(scientists, tourists, students, etc.) or at different levels, to disseminate cultural
information and the memory of our territories. Is it possible to strengthen this
use, in connection with past landscapes? To diffuse the ecological approach in
archaeology? And most of all to support the collaborative model within
landscape reconstruction? A model adopted in a distant field has worked. It was
proposed by the first programmers on Parallel Programming, adopting the
slogan “try it, play it, modify it”. This could be successfully used in our case,
trying hard to create open systems, tested and used by different professionals,
as happened in the Virtual Rome or the FIRB projects I have described in the
Reconstructing Ancient Landscape S. Pescarin
previous chapter144. In the future most of the services will become Internet
provided, as in the case of arc3D145, but also most of our resources will be
moved from our external hard drives to the web and, finally, even programs
will be used through the Net (GRANELLI SARNO 2007).
Virtual ecosystems might be seen as interactive online environments where it is
possible to experience multiple voices, elements, relations, diversifications, and
where new and different cognitive paths, directed to “decentralization”, might
be proposed (TURKLE 1997: 167).
Models emerging from virtual ecosystems, like those discussed in this book,
might support a more integrated vision of ancient landscape itself. But we also
have to be aware of the risk represented by “opaque” systems, where virtual
reality incorporates emotion and aesthetic. Nevertheless the introduction of
complex systems in VR might also contribute to the harmonization and
integration of emotion with logic, and game with analysis, for a better
understanding and for a more efficient interpretation of our landscape, our
memory.
Appendixes
(I. Cerato, A. Palombini, S. Pescarin, E. Pietroni, V. Vassallo)
Reconstructing Ancient Landscape S. Pescarin
Reconstructing Ancient Landscape S. Pescarin
Appendix A
Case Studies
generation and its ecosystems (software VNS), data export into a virtual
interactive GIS (VTP open source software, CNR-CINECA).
Figure A1.3 Catron_VR_archeovirtual08.tif
Acknowledgements
The project is directed by the University of Padova, Italy under the scientific coordination of: F.
Ghedini; Archaeological coordinator: P. Basso, J. Bonetto, M.S. Busana; Geomophology and
Remote Sensing: A. Bondesan, P. Mozzi; Gephysics: E. Finzi, R. Francese; Palinology: A.
Miola, G. Valentini; Excavations: P. Michelini; VR reconstructions: A. Palombini, S. Pescarin,
V. Vassallo, CNR ITABC.
References
http://www.tenutacatron.it/fondazionecassamarca/catron/ciat/index.htm
GHEDINI, F. BONDESAN, A. 2002
La tenuta di Ca' Tron: ambiente e storia nella terra dei dogi. Fondaz. Cassamarca, Cierre 2002
BONDESAN, A. BONETTO, J. BUSANA, M.S. KIRSCHNER, P. MIOLA, A. MOZZI, P.
PESCARIN, S. VILLANI, M.C.
20,000 years of landscape evolution at Ca' Tron (Venice, Italy): palaeoenviroment,
archaeology, VR webGIS. In: Proceedings of “Hidden Landscapes of Mediterranean Europe:
Cultural and methodological biases in pre- and protostoric landscape studies” Collegio S.
Chiara, University of Siena, May 25-27, 2007, in print
[I.C. and V.V.]
Reconstructing Ancient Landscape S. Pescarin
The Project
The Virtual Museum of Ancient Via Flaminia, begun in 2005 by the Virtual
Heritage Lab of the ITABC-CNR, aimed to reach a virtual reconstruction of the
Via Flaminia archaeological landscape (about 2nd century A.D.). The goal was
the creation of a Multiuser Virtual Reality museum installation for the Roman
National Museum in Rome. The VR system is a MUD (Multiuser Domain)
planned for 4 users with single displays and a HD stereo display 1024 x 768.
The visitors share interactively the same virtual space, interacting through their
joined actions and creating a virtual performance which is visible to the other
visitors in stereoscopy (FORTE ET ALII 2007).
The reconstruction of the landscape was conceived of with two uses in mind.
On the one hand it was targeted to be used in the Virtual Reality application and
also to build computer-graphics movies, to be included in the VR multi-user
system, developed using a story telling technique. This application is now
installed in a specific room of the museum and it is characterized by four
computers, connected in a network through a local server (Fig. A2.1). On the
other, it was conceived as a basis for a 3D WebGis system, to allow people to
browse the Via Flaminia landscape and reach its information content through
the web.
The two platforms have different features and requirements. The museum VR
system implies a limited time for users, and a cyclic and structured application,
but at the same time it allows a wide-band of data-flow; whereas the web
system allows users to decide their fruition timing and features, but is more
limited in terms of data-flow.
The ancient landscape reconstruction has been carried out for use on both
systems, aiming for at least two levels of detail: the first related to the whole
territory around the Via Flaminia inside the Roman County area (about 20x40
km); the second, more detailed, for the Virtual Reality high-resolution
application, and limited to the areas of archaeological interest along the path.
At the same time, the double-sided work of reconstruction (monuments and
landscape) implied different strategies. For the monuments, a top-down strategy
Reconstructing Ancient Landscape S. Pescarin
was performed, starting from the hi-res reconstruction (obtained from Laser
scanning), and simplifying data in order to reach a web-optimized version. For
the ecological aspects of landscape, on the other hand, a bottom-up process was
carried out: the simple GIS information layers (landscape features, ecosystems
distribution and so on) were a starting point to obtain virtual reconstructions of
natural items (plants, rivers, etc.) in the landscape context, at varying resolution.
In both situations, the reconstruction needed a complete and reliable definition
of the ecological features for the whole territory studied, corresponding to about
135.000 hectares. As a matter of fact, while for the Virtual Reality application –
focused on a few hi-res monumental areas – vegetation was no more than a
frame for architectural context in the limited areas where users moved, theVR
webGis system required knowledge of the whole browsable territory (Fig.
A2.2).
Figure A2.1 MNV_avatar_sala.jpg
Advanced elaboration
The next step represents the fundamental and original part of the landscape
reconstruction process. Starting from the Digital Terrain Model, a new slope
map was created and then simplified so as to reach a five slope categories map.
Geological and agronomic scientific literature offered a wide range of
documentation about possible cultivation on the terrain slope, so that it was
possible to assign to each slope category a list of the vegetation potentially
present (chapter 4). Such a map was then refined by taking into account a
lithostratigraphic soil map.
It was thus possible to obtain a new map concerning the ancient use of the soils,
including different cultivation areas (vineyards and olives, cereals, and,
particularly, fruits), as well as grazing areas, dense and light woods, bushes and
areas of river shores, normally not cultivated and rich in a dense spontaneous
vegetation (Fig. A2.5). Once all the areas potentially suitable for the various
agricultural uses had been selected, we determined which ones were probably
really cultivated among them. We hypothesized that such areas could be sought
for among the ones closest to living structures and therefore easily accessible.
Study of the ways to determine the most easily accessible areas for food
production purposes in ancient societies is by no means a new subject, having
been carried on since the dawn of spatial analysis in archaeology, well before
the spread of PC use. An important step in such a direction was Site Catchment
Reconstructing Ancient Landscape S. Pescarin
Terrain generation
The reconstruction process performed so far has, for its output, a series of 2D
maps (raster or vector) containing information on ancient landscape features
and various areas. Specific Terrain generator software is used to shift from this
level to the real 3d landscape reconstruction.
Such software (we used Visual Nature Studio) helps in creating simple or
mixed ecosystems, using starting data as a basis, and generating single plants
according to specific graphic libraries which can be customized through
pictures of vegetables.
All ecological parameters (density, dimensions, the presence of species) can be
customized as well. The next step is the insertion in the landscape of
architectural models of monuments.
The final result (Fig. A2.6) is a real, highly impressive landscape, which can be
rendered at various resolution and complexity levels, according to the required
use (local or web-based).
Reconstructing Ancient Landscape S. Pescarin
Acknowledgements
Production: CNR, Istituto per le Tecnologie Applicate ai Beni Culturali di Roma. In
collaboration with: Arcus S.p.A., Soprintendenza Archeologica di Roma, Museo Nazionale
Romano, Complesso delle Terme di Diocleziano; Scientific Director: M. Forte; Project of the
multiuser system of virtual reality: M. Forte, E. Pietroni, C. Rufa; Coordination of the historical
and archaeological content: V. Vassallo; Coordination of the project communication: Eva
Pietroni; Coordination of the archaeological landscape reconstruction: Sofia Pescarin; Texts and
scripts: A. Palombini, E. Pietroni, V. Vassallo; Architectural modelling, photomodelling and
texturing: N. dell'Unto, M. Di Ioia, F. Galeazzi, A. Moro, L. Vico, S. Borghini, R. Carlani;
Landscape modelling: S. Pescarin, E. Pietroni; Virtual characters modelling: N. Dell'Unto, M.
Di Ioia; 2D Graphics: A. Moro; Photos: B. Trabassi, L. Vico; Video recording: B Trabassi; 3D
rendering movies: N. Dell'Unto, M. Di Ioia, F. Galeazzi, A. Palombini, S. Pescarin, No Real, I.
Tumino; Video editing: E. Pietroni, B. Trabassi, I. Tumino, No Real; GIS and VR Web GIS
elaboration: C.Camporesi, A.Palombini, S.Pescarin; Original music: G. Mangiocavallo;
Historical research: G. Messineo,V. Vassallo, L. Vico; Laser scanning: M. Di Ioia, F. Galeazzi,
A. Moro, E. Pietroni, B. Trabassi, L. Vico; Territorial reliefs: F. Galeazzi, M. Mascellani, A.
Palombini; Territorial reliefs in the area of Grottarossa: A. Angelini, R. Gabrielli, D. Peloso;
Resources implementation inside the application of virtual reality: E. Pietroni; Programming
and developing of the application of multiuser virtual reality: C. Rufa; Programming and
developing of the web application: C. Camporesi; Funding: Arcus S.p.a.
References
FORTE, M. 2007
La villa di Livia: un percorso di ricerca di archeologia virtuale, L'Erma di Bretschneider,
Roma.
FORTE, M. PESCARIN, S. PIETRONI E. RUFA, C. 2006
Multiuser interaction in an archaeological landscape: the Flaminia project. In Proceedings
of the 2nd Int. Conference on Remote Sensing in archaeology “From Space to Place”,
Rome 4-7 Dec. 2006, BAR Int. Series. 189-196.
FORTE, M. PESCARIN, S. PIETRONI, E. RUFA C. 2007
Multiuser Virtual Reality museum application for Cultural Heritage: the Ancient via
Flaminia project. In: D. Arnold, F. Niccolucci, A. Chalmers (Eds.), Proceedings of the 8th
International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST
(2007) Project Papers .
VASSALLO, V. PALOMBINI A. 2009
Between Virtual Reality and Spatial archaeology: The Via Flaminia landscape
reconstruction. In CAA2008 proceedings.
web: http://www.vhlab.itabc.cnr.it/flaminia
[A. P.]
Reconstructing Ancient Landscape S. Pescarin
sites, landscape and archaeological objects, the life of the past and the life of the
present. The more information enhances difference and connectivity, the more
the symbolic associations grow up and also the possibility for visitors to
assimilate and elaborate cultural contents. We need to introduce “life” in the
environment, activities, characters, behaviours, narrative contents to allow to
comprehend ancient people mind, in relation with cultural models of the past
and of present. How did ancient people live in the territory? What kind of
activities did they develop? Which symbolic values did they attribute to the
places? What kind of cultural message did ancient people perceived from object
and places? Which relations can we establish between the past and the present
culture?
techniques, are used, while the high resolution version obtained by laser
scanner are employed for a monographic analysis of the monument.
For the Nimphaeum of Egeria and S. Urbano Church we can explore and
compare the models of the monuments as they appear today and their
hypothetical original aspect (fig.A3.3). The Roman road has been reconstructed
from the fourth mile to Casal Rotondo, also in this case monuments have been
acquired by laser scanner or photomodelling techniques.
Fig.A3.3 – Appia3.tif
An important part of the archaeological monuments along via Appia Antica
have been restored, and recomposed by Luigi Canina (1795-1856), an architect
exponent of the neoclassic and antiquarian culture. During his long studies he
made a lot of prints, designs of archaeological views, prospects of building,
detail of decorations. These views show funerary monuments as they were in
the 19th century but also as Canina imagined they could appear in the ancient
time. We have represented one of his views in three-dimensions, so we can
make our avatar walk or run inside Canina’s print, exploring and visiting
monuments as he imagined them (fig. A3.4). The narrative museum of the
archaeological park of Appia Antica has been shown to the public during some
international exhibitions of virtual archaeology: “Immaginare Roma Antica”
(Trajan Market Museum in Rome, Sept.15 – Nov.15, 2005) and “Archeovirtual”
(Paestum, Mediterranean Exchange of Archaeological Tourism, November
2006) obtaining a good success. Public had the possibility to explore and
interact directly with the virtual landscape and cultural contents wearing
stereoscopic glasses to enhance the impression of immersion inside the 3d
environment.
Figure A3.4 – Appia4.tif
[E. P.]
Aknowledgments
GIS and documentation: scientific dir: M. Forte, P. Salonia; Surveys: M. Mascellani, E.
Pietroni, F. Galeazzi, A. Palombini, S. Pescarin; Photomodelling: M. di Ioia, N. Dell’Unto, F.
Galeazzi, E. Pietroni; GIS and webGIS: S. Pescarin, A. Palombini, C.Camporesi; Photos:B.
Trabassi; Direction: Soprintendenza Archeologica Comunale di Roma, L. Sasso D’Elia and A.
Mucci. VR System: Computer graphics: E. Pietroni, N. Dell’Unto, F. Galeazzi, L. Vico, L.
Gomez, Scanner laser post-processing: E. Pietroni, 3d content implementation in VR engine: E.
Pietroni, programming: C. Rufa, 3d landscape: S. Pescarin, E. Pietroni
References
FORTE, M. PESCARIN S., PIETRONI E. 2005
Reconstructing Ancient Landscape S. Pescarin
Results
All these data converge in a virtual scenario in the web where the scientific
community can meet and interact in real time, exchange and test hypothesis,
share data and make simulations in the 3D space146. This virtual space is an
editable and dynamic environment in continuous evolution.
In fact 3D models are not closed and no longer accessible from users, as in most
part of VR applications, on the contrary, they are open to continuous possible
re-elaboration; they can be disassembled and recomposed according to different
combinations and solutions. The models can be also exported from the
application in “obj” format and re-used for different purposes. Beside the 3D
models of architectures and archaeological structures, obtained from
topographical reliefs, the VR application introduces other kinds of ontologies
such as the “Virtuoteca” (fig.A4.2), an imaginary cyberspace, like a library,
where users can find digital contents, papers, multimedia related to the
archaeological site and studies.
146http:// www.vhlab.itabc.cnr.it/FIRB/Release/Home.html
Reconstructing Ancient Landscape S. Pescarin
1) set project path; 2) load object (in .nmo format); 3) load scene, (in .txt
format), 4) delete object, 5) load texture, 6) change the camera; 7) change
textures on models; 8) tools of lightning; 9) tools of measurements; 10) move
object, 11) hide/show objects; 12 link metadata to 3D models; 13) chat; 14)
walk and move in the space through the avatar; 15) export3D models; 16) save
scene.
Figure A4.3: firb3.tif
Every new version of the virtual environment can be saved and uploaded on the
web as a new “space” of the MuD (only users with full rights), so that many
different informative worlds can coexist and be compared in real time. The
possibility to load, share and interact with data in the same spatial virtual
environment can increase the level of learning and scientific communication; in
this way the information become hyper-real and contextualized.
The application is developed in Virtools DEV, a real time rendering engine, and
Virtools Mutiuser Pack.
It can be very usefull for education, collaborative sessions of learning, design
and planning of conceptual maps. A possible scenario is the virtual classroom
where the teacher can interact in 3D with the students, discussing about key
features of the archaeological sites, interpretations, hypotheses and general
overviews.
Acknowledgements
A special thank to my colleagues of Virtual Heritage Lab of CNR ITABC; Claudio Rufa
(Softlogic, Rome), Nicolò dell'Unto from UC Merced, the informatics and archaeological teams
of Scuola S. Anna and University of Pisa (M. Bergamasco, E. Bresciani and F. Silvano, M.
Betrò, A. Avanzini, and their collaborators), A. Giammarusti.
References
Pietroni E., Forte M (2006). The Museum's mind: a cybermap for cultural exhibition, Proceedings
VAST 2008, Nicosia, Cipro 30 ottobre – 4 november “The evolution of Information
Communication Technology in Cultural Heritage”, edited by M. Ioannides, D. Arnold, F.
Nicolucci, K. Mania: 70 -73.
Forte M., Pescarin S., Pietroni E. (2006). Transparency, interaction, communication and open
source in Virtual Archaeology, in proceedings FROM SPACE TO PLACE: II
International Conference on Remote Sensing in Archaeology, 4-7 Dicembre 2006 CNR,
Roma, edizione BAR, pp.535-539.
[E. P.]
Reconstructing Ancient Landscape S. Pescarin
Virtual Rome is an open project whose aim is the interactive exploration and
dynamic editing of 3d cultural information regarding landscape reconstruction
and the territory of Rome. One of the result of the project in fact has been the
identification of a method and the reconstruction of the potential landscape of
Rome during Imperial times (2nd AD) (fig. A5.1). Virtual Rome has also
developed an Open Source VR webGIS application, based on geospecific data,
3d models and multimedia contents, and a VR webLAB Content Management
System dedicated to interactive and shared reconstruction process.
In the web browser final users can interact dynamically in the reconstructed
space and activate different behaviours in order to enhance their knowledge of
the territory. The VR webLAB is developed as to involve different researchers
in the complex activity of landscape reconstruction, inside a cooperative
environment. The VR webGIS, on the other side is built to enable visitors to
explore archaeological landscape, trying to understand how should have been in
the past, where can most important and best preserved monuments be found and
how eventually to visit them, need. The project, started in 2006, has been
directed by the Virtual Heritage Lab of CNR ITABC in Rome (IT), in
cooperation with CINECA Supercomputing Center in Bologna (IT), thanks to
the sponsorship of Seat Yellow Pages and Roman Chamber of Commerce. It is
based on previous works, developed in 2004 and 2005, for the Appia Project
and Esaro Cultural District project (FORTE PESCARIN PIETRONI 2005; PESCARIN ET
ALII 2005). After an analysis of different open source projects and 3d graphic
toolkits, such as Virtual Terrain Project, OpenSceneGraph, OpenSG, etc. , we
decided to base the work on OpenSceneGraph, the only one that in that period
offering paging support for terrains and on-line publication capabilities, through
the .net plug in (KUEHNE MARTZ 2007). It was specifically developed a plug-in,
OSG4WEB, for Internet Explorer and Mozilla Firefox.
Figure A5.1 virtualrome_villa_XX_II.jpg
For Virtual Rome project the following characteristics and behaviours have
been developed:
• paged geospatial dataset support
• coordinate and projection handling (both in input and in output)
• large 3d terrain dataset management
• 3d models integration (modelled with software such as 3D Studio Max,
Reconstructing Ancient Landscape S. Pescarin
etc)
• natural elements, such as vegetation, integration vector layers
integration
• on-line 3d data publication and interaction, possibly embedded into a
web browser
• Fly and walk navigation tools
• Behaviours integration:
• terrains, models switching
• vector information loading
• models loading
• picking and loading external pages or multimedia contents
• overview map
• environment integration
The project followed three main directions:
1.the definition of a digital pipeline which could enable a share
collaborative work,
2.the creation of digital contents (study, interpretation and reconstruction of
the landscape and main archaeological sites)
3.the development of the software.
Digital contents include:
I archaeological and Roman potential landscapes reconstruction;
II 3d models creation, optimization and integration in 3d scene;
III vegetation creation and integration;
IV multimedia Contents creation and integration in the 3d space (fig. A5.4).
Software and developed tools are:
• OSG4WEB plug-in;
• front-end web site, based on JavaScript, PhP. and Ajax programming,
which embed the plug-in (front-end section) (fig. A5.2),
• CMS which integrates the plug-in and enables scene creation and
project publishing (back-end section) (fig. A5.3)
information. Figure A5.5 and table A5.1 describes various activities, software
and formats defined.
10. Virtual Ecosystem generation Visual Nature Studio (or other terrain and
ecosystem generator)
11. GIS and vegetation Export Visual Nature Studio and GIS
12. Ancient Landscape: Terrain Generation OSGdem
13. Vegetation integration OSGdem
14. 3d models integration OSG4WEB, Python and MySQL
15. Publication over the web for end user OSG4WEB and JavaScript
16. Updating of the process through cooperative environment 3d CMS
Table A5.1
Digital Contents
To reconstruct the archaeological landscape, it was necessary to build an initial
GIS archive, containing all spatial information, such as the aerial photographs
(20 cm resolution) provided by Nuova Telespazio, and other satellite images
with different resolutions in integration to not covered areas. The used
coordinate system was WGS84 UTM32N. The entire geoimages dataset was
quite big (35 GB) and in order to handle lower and higher resolution images we
preferred to maintain separately all photographs, after blending and colour
calibration, rather then producing one large mosaic.
The available DTM (10 mt resolution) was used with the geoimages dataset to
build the 3d terrain with OSGdem. The final result was a 3d model of the entire
Roman area, divided, geometry and texture, in various Level of Details (LOD)
and in tiles. During the exploration, the user doesn't have the feeling of the
Reconstructing Ancient Landscape S. Pescarin
amount of data that are loading, because of the hierarchy of the model.
Vector thematic layers regarding the archaeological landscapes were also added
to the GIS, such as location of archaeological sites, Roman roads, river system,
etc. The majority of this information came from archaeological excavations and
surveys, aerial photo interpretation, historical maps and geoarchaeological
observations. A modified version of the open source tool VTP (Builder and
Enviro) was used to export vector layers in the *.osg and *.ive file format. Data
in this formats may be in fact published on line, and, in our case, they have
been published in the front-end, though the 3d plug-in and also thanks to the
back-end interaction.
Potential Roman Landscape was than reconstructed and published as well as a
further “switchable” layer. It was obtained thanks to the soil map and land use
map of Rome developed by Rome City Council. This map was then modified in
order to define different (Roman) Classes, and Land Uses (aLU: chapter 4)
(ARNOLDUS-HUYZENDVELD 2003, VOLPE AND ARNOLDUS-HUYZENDVELD 2005). Each
dominant soil use of the various areas was reconsidered, comparing it with
Roman geomorphology and known Roman archaeological sites or paleo-
botanical analysis. In this way the territory around Rome was divided into
different potential environmental classes, accordingly with different land
capacity values. A new map was thus obtained, representing the different
potential ecosystems of Roman period in that specific part of Rome (fig. A5.6).
Each ecosystem has been better defined by specific species, taken from a digital
library of Roman vegetation appositely created, and also by characteristics,
identified by sub-categories, such as top and bottom vegetation, density, rules
of nature, etc. Visual Nature Studio by 3D Nature was used for this specific
project. At the end of the process a new geoimage was generated and exported.
Different view points have been rendered and movies produced. The entire
coverage was also exported in GIS to generate the 3d terrain models in osg for
real time on line purposes. 3d models have been added in the ecosystem
generator, in the CMS or in the 3D graphic software.
The interpretation and reconstruction process of this project is not finish. New
data and new information can be always found, new hypothesis formulated,
new areas investigated. Nevertheless, although a work in progress, the VR
webGIS has been available since the beginning of the project on line (the front-
end) at www.virtualrome.net (fig. A5.7).
Figure A5.6 virtualrome_ecosystem.tif
[S. P.]
Reconstructing Ancient Landscape S. Pescarin
Acknowledgements
Scientific Direction: S. Pescarin (CNR ITABC) and M. Forte (CNR and Univ. California -
Merced); Software Design: C. Camporesi (CNR ITABC), L. Calori (CINECA); Programmers:
C. Camporesi, B. Fanini (CNR ITABC); L. Calori, S. Imboden, A. Negri, T. Diamanti
(CINECA); Web programmers & graphic: C. Camporesi, M. Pescarin, C. Albano;
Landscape Reconstruction: S. Pescarin, A. Palombini, V. Vassallo; 3D Modelling: F. Galeazzi,
M. di Ioia, A. Moro, L. Vico (ITABC); F. Delli Ponti (CINECA). Foundings and sponsorship:
Seat Yellow Pages, Roman Chamber of Commerce. Cooperatiion: Rome Dept. X - IV° U.O.
and Antonia Arnoldus-Huyzendveld.
References
PESCARIN, S. CALORI, L. CAMPORESI, C. DI IOIA, M. FORTE, M. GALEAZZI, F.
IMBODEN, S. MORO, A. PALOMBINI, A. VASSALLO, V. VICO, L. 2008
Back to II AD. A VR on-line experience with Virtual Rome Project. In: M. Ashley, S. Hermon,
A. Proenca, and K. Rodriguez-Echavarria (Eds), proceedings of the 9th International
Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (2008).
CALORI, L. CAMPORESI, C. PESCARIN, S. 2009
Virtual Rome: a FOSS approach to WEB3D. In Web3d International Symposium 2009.
CALORI, L. CAMPORESI, C., PESCARIN, S., FORTE M. 2008
Virtual Rome. In Siggreph 2008- Poster
web: http://www.virtualrome.net (this version of the site is currently visible mainly with
Mozilla Firefox)
Reconstructing Ancient Landscape S. Pescarin
Reconstructing Ancient Landscape S. Pescarin
Appendix B
Sources and resources
OpenStreetMap
A free editable map of the whole world, made by users. Creating and providing free geographic
data allows to view, edit and use them in a collaborative way from anywhere on Earth. The
project was started to overcome the problem of legal or technical restrictions on the use of
maps, and to enable to use them in creative and productive ways.
http://www.openstreetmap.org/
.B.2 Sources
The reconstruction of the archaeological landscape is a very complex process including many
kinds of data and activities in a virtual ecosystem following a multidisciplinary approach. The
integration of different data, makes it possible to interpret the functions, aspects and uses of
structures and places and propose a reliable reconstruction. Very important for the study of the
ancient landscapes and for the organization of the settlements are: ancient writers (Vitruvius,
Cato, Varro, Columella, Pliny the Elder, etc.), inscriptions of monumental roads, topographical
and thematic maps, etc.
Archaeological Maps
Fundamental to landscape reconstruction. The use of archaeological maps allows to analyse in a
wider way sites distribution within a territory and report survived archaeological elements or
even contribute in sites and remains recognition. Thanks to archaeological maps it is possible to
identify ancient roads, linear structures, ancient buildings etc. They contribute in the evaluation
of preventive archaeology. These maps can be used to find sites position and orientation. They
can be found in every official archaeological offices of different regions or counties, or, in some
cases, they may be recovered on specific texts147.
147Such as the Forma Italiae volumes, founded by G. Lugli and it is currently directed by P.
Sommella, published by Leo S. Olschki, Florence.
Reconstructing Ancient Landscape S. Pescarin
http://geology.wr.usgs.gov/wgmt/aboutmaps.html
http://www.nature.nps.gov/geology/usgsnps/gmap/gmap2.html
Land evaluation
“the process of assessment of land performance when used for specified
purposes" involving the execution and interpretation of surveys and studies of
landforms, soils, vegetation, climate and other aspects of land in order to
identify and make a comparison of promising kinds of land use in terms
applicable to the objectives of the evaluation” (FAO 1976).
Soil Maps
Soil maps present soil classification and distribution in a specific area, through a geographically
referenced soil database generated at a given resolution by using field and laboratory
observation methods coupled with environmental data through quantitative relationships148.
There is an International Soil Classification Systems that serves to correlate experiences on
similar soils all over the world. A World Reference Base for Soil Classification was published
by International Union of Soil Sciences in cooperation with the International Soil Reference and
Information Centre (ISRIC). The classification is based mainly on soil morphology. (FAO
1988)
[ V. V.]
Spatial Analysis
During the second half of 20th century, archaeologists and environmental scholars developed
many models for spatial analysis (HODDER AND ORTON 1990), that is to say, to better understand
the criteria of human organization in relation to settlement distribution in the landscape. Today,
many of these models are easily developed by GIS software. Here below, we'll describe some of
the most diffused operations on raster and vector files, to apply spatial analysis models.
Buffering
Buffering is the operation of defining a circle with a given ray (or more concentric circles)
around points, defining areas referred to sites. This operation has a really high number of
applications. From an ecological/economic point of view the most interesting can be considered
the site catchment analysis.
Cost analysis
It is a study of the cost of paths, from a starting point to different destinations around it. It can
be calculated taking into account the linear distance together with slope and other factors
affecting each grid cell
Reconstructing Ancient Landscape S. Pescarin
Delaunay triangulation
The Delaunay triangulation is the operation to collect all the points on a surface by lines
forming a series of triangles not overlapping each other, the mathematical definition is that “a
Delaunay triangulation for a set P of points in the plane is a triangulation DT(P) such that no
point in P is inside the circumcircle of any triangle in DT(P).” It is used in many applications:
is the basis of 3D modelling, being the first step to create polygonal surfaces from vector points,
and can be used as well to calculate the Clarke-Evans index of randomness/organization in
settlement pattern through the nearest-neighbour analysis (see below). Delauney triangles also
have many important geometrical properties and can be used in a wide range of algorithms.
Thiessen polygons
This method assumes the sites as set of points in a plan without dimensions, hierarchies or
characterizations. It divides the space geometrically in areas belonging to each point. Polygons
are composed by a series of lines equidistant from the two closest points and perpendicular to
the lines which joins the same points. The result is an ideal model of the zones of influence for
individual points: it does not evaluate the geomorphological differences of the areas and
Reconstructing Ancient Landscape S. Pescarin
considers centres of the same type and size. To create models closer to reality, it is possible to
get some corrections taking into account other factors, or improve the model by the use of
polygons "weighed", according to the importance of the site (economic, demographic, etc.).
Viewshed analysis
It is the analysis of the part of a territory that is visible from one or more given points. Taking
into account the terrain's morphology, it is useful to select part of the landscape particularly
suitable for strategic settlements and to study inter-visibility among sites.
[A.P.]
.B.4 SOFTWARE
MeshLab: a software developed by the ISTI-CNR (Pisa, Italy), for the advanced elaboration of
3d Scanner data. It is a mesh processing system, for user assisted editing, cleaning, filtering and
rendering of large unstructured 3D triangular meshes (typical 3D scanning meshes). It relies on
the gpl VCG library (vcg.sf.net); OS: Windows, Linux, MacOS.
http://meshlab.sourceforge.net
ARC3D webservice: It is a web service allowing to create a 3D model from a series of digital
pictures uploaded by the users. OS: Any; http://www.arc3d.be
Blender: is a 3D object creating suite, for 3D modelling and advanced editing. OS: Windows,
Linux, MacOS; http://www.blender.org
3D Studio Max: is a three-dimensional vector graphics and animation. It has strong modelling
capabilities and is mostly used by video game developers, TV studios and architectural
visualization. OS: Win. http://usa.autodesk.com/adsk/servlet/index?
siteID=123112&id=5659302
Cinema 4D: is a commercial, cross-platform, high-end 3-D graphics application. It can operate
with solid modelling or 3D mesh surfaces and is very popular due to its simple interface and
Reconstructing Ancient Landscape S. Pescarin
speed. It is mainly devoted to post-movie for the creation of special effects, but is also
appreciated in the world of graphics and animation, thanks to integration with the most widely
used software. OS: Win, MacOS, Linux http://www.maxon.net/
AutoCad: is the first CAD software (computer aided design) developed for PC. It is mainly
used to produce 2D/3D drawings in engineering, architectural, mechanical, etc. The product is a
vector and it also allows to create three-dimensional models of geometric objects in vector
mode. OS: Windows. http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=2704278
Game engines
A List of game engines, authoring tools and 3d toolkits is available at:
http://en.wikipedia.org/wiki/List_of_game_engines
Delta 3D: It's an open source game engine suitable for a wide range of modeling and simulation
applications. OS: Win, Linux http://www.delta3d.org/
OGRE: is currently one of the most powerful open source rendering engine. OS: Win, MacOS,
Linux http://www.ogre3d.org
Unity 3D: is a multiplatform game development tool, with a high compatibility both in terms of
file formats and hardware applications. OS: Win, MacOS http://unity3d.com
ENVI: it is a powerful software joining GIS and image processing/analysis features. OS: Win
http://www.ittvis.com/
ErMapper: It is the a rich software for remote sensing and advanced multispectral image
analysis OS: Win http://www.ermapper.com
ESRI ArcGIS is a leader services company providing Geographic Information System and
geodatabase management applications. Its products, as ArcGis, are affordable, easy-to-learn
desktop mapping tool. OS: Win http://www.esri.com
Reconstructing Ancient Landscape S. Pescarin
GRASS: is the most famous and powerful Open Source GIS suite. It allows all kind of GIS
analysis, on raster and vector data, as well as advanced geoimage processing. The referring site
includes links to OSGeo4W Project. OS: Windows, Linux, MacOS. http://grass.itc.it
Idrisi: one of the earliest GIS software, still preserves the feature of very impressive and
pleasant graphic outputs. OS: Win http://www.clarklabs.org
MapInfo: one of the earliest GIS software, for geo-spatial data visualization and analysis. OS:
Win http://www.mapinfo.com
OpenEV: Is an open source graphic library and application for viewing and analyzing raster
and vector geospatial data. OS: Windows, Linux. http://openev.sourceforge.net
OSGeo4Win: Project is a binary distribution of a broad set of open source geospatial software
for Win32 environments (Windows XP, Vista, etc). It includes many of the most useful
geographic libraries and applications. OS: Win (GDAL/OGR, GRASS, MapServer, OpenEV,
uDig, QGIS etc.) http://trac.osgeo.org/osgeo4w/
QGis: is a simple and very easy-to-use Open Source GIS allowing to visualize, manage, edit,
analyse data, and compose printable maps. OS: Windows, Linux, MacOS. http://www.qgis.org
Terrain Generators
For a complete list of terrain generators the most updated document is:
http://www.tec.army.mil/research/software/TD/tvd/survey/vendors_web_alpha.
html
OSGdem: it is a part of the OSG (OpeneSceneGraph) package for terrain generation. It is a
command-line tool which allow to create a paged terrain starting from DTM and geoimage data.
OS: Windows, Linux, MacOS. http://www.openscenegraph.org
Presagis Tools: Presagis has acquired and developed some of the earliest suites for terrain and
3d environment generation, such as TerraVista and Multigen Creator. The software still keep an
intuitive interface and realistic immersive outputs. OS: Win, MacOS,
Linux.http://www.presagis.com
Visual Nature Studio: VNS is a terrain generator which allows to create highly realistic
geocoded landscapes from GIS data. It has a wide range of output formats in terms of
raster/vector layers, movies and pictures, and terrain/3d environments. OS: Win
http://www.3dnature.com
VTP: Open Source suite for viewing, creating, editing 3D environments, to be browsed or
exported for web publishing. OS: Windows, Linux. http://www.vterrain.org
interactive mapping applications to the web in a 2d space. OS: Windows, Linux, MacOS. http://
mapserver.org
OSG4WEB is the result of a CINECA and ITABC-CNR effort to provide a framework for in-
browser OpenGL-based application wrapping. The projects started in 2004 to fill the need of
web-enabled 3d terrain and geo-spatial data browsing in a pre-Google-Earth time. The plug-in
allows run-time loading of different application cores at the web page opening, allowing the
same installed plug-in to brows pages that require different application codes. OS: Win, Linux,
MacOS. http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html
3d Via Player is the free on line viewer developed by VirTools Dev for real time on line
experience. http://dl.3dvia.com/software/3dvia-player/
Unity web player is the free on line viewer developed by Unit 3D engine. It enables to view
3D content created with Unity directly in the web browser. http://unity3d.com/unity-web-
player-2.x.html
[A.P.]
.B.5 Projects
Geo-spatial 3d viewers
Google Earth is a stand alone software that allows to explore the 3d World at multiple levels,
from Space to the streets, identifying maps, directions and various kind of points of interest. It
is freely distributed by Google and requires a Microsoft Windows operating system, Mac OS X
or Linux and currently has developed a version for iPhone and iPod Touch. Satellite images and
photographs of the Earth are displayed with a very high detail (res. 15 mt) and, in some cases,
with a resolution less than one meter. http://earth.google.it/
Google Maps allows to view 2d maps in the web browser. On the base of the location, it is
possible to view standard or customized maps and information. Interesting the “StreetView”
application recently automatically available after a certain scale. http://maps.google.com/
Google Plug-In and JavaScript API let embed Google Earth, a true 3D digital globe, into the
browsers. Using the API it is possible to draw markers and lines, drape images over the terrain,
add 3D models, or load KML files, allowing to build sophisticated 3D map applications. The
Google Earth API is a free service, available for any web site that is free to consumers.
http://code.google.com/apis/earth/
Google O3D is an open-source web API for creating rich, interactive 3D graphics applications
(games, ads, 3D model viewers, product demos, virtual worlds) in a browser window. It
provides a browser plug-in that adds graphics capabilities inside standard web browsers, and a
sample COLLADA Converter, which can be used to import files in the COLLADA format, an
open standard for 3D assets that is supported by popular content creation applications
Google SketchUp is a very simple software to learn and allows to create, edit and share 3D
Reconstructing Ancient Landscape S. Pescarin
models. The program is part of the same family of GoogleEarth, which ensures the exchange of
information between them in a very simple way. It allows to import and export different
formats (DXF, DWG and 3DS, JPG, TIFF, etc.).
http://www.google.com/sketchup/download/gsupwitthankyou.html.
Nasa World Wind. World Wind is a free open source virtual globe developed by NASA. The
program overlays NASA and USGS satellite imagery, aerial photography, topographic maps
and available GIS data on 3D models of the Earth and other planets. Apart from the Earth there
are several worlds in World Wind: Moon, Mars, Venus, Jupiter and imagery of stars and
galaxies. http://worldwind.arc.nasa.gov
Skyline, founded in 1997, is a leading provider of 3D earth visualization software and services.
It offers 3D geo-spatial applications, with support for real-time fusion and streaming of massive
data sets, open standards and a full API.
http://www.skylinesoft.com/SkylineGlobe/corporate/home/index.aspx?
[A.P.]
Villa of Livia in Second Life at the UCM Virtual Heritage Island: UC Merced is
experimenting digital learning and research in Second Life. In these experiments of virtual
reconstruction of different landscapes (for example the reconstruction of the ancient Villa of
Livia) is possible to test feedback, reactions, participation, and informational transmission
between users and environments.
Digital Humanities Island is a Sim in Second Life developed by King's College of London,
under the direction of Prof. Beacham. It has been opened in 2007 and it is currently used for
educational activities on ancient theater and Roman architecture.
in the commercial gaming environment with lessons from educational research on learning and
motivation. It allows users to travel to virtual places to perform educational activities, talk with
other users and mentors, and build virtual personae. http://www.questatlantis.org
CyArk is a non-profit entity whose mission is to digitally preserve cultural heritage sites
through collecting, archiving and providing open access to data created by laser scanning,
digital modelling, and other state-of-the-art technologies. CyArk has developed the Total
Process for Digital Preservation. http://archive.cyark.org/
Exhibits 3D, based on VirTools Dev engine, provides a dynamic virtualization system of
historic and cultural reality to organizations, institutions, galleries, museums, both public and
private, for the dissemination and promotion of cultural heritage on-line. In a section it is
possible to visit the virtual gallery of available projects. http://www.exhibits.it
Fasti on line. It is a webGIS database of archaeological excavations since the year 2000. It was
created by AIAC (International Association for Classical Archaeology) and supported by PHI
(Packard Humanities Institute). http://www.fastionline.org/index.php
Florence on Earth (IT). This project, GoogleEarth-based, regards the visualisation of one
century urban archaeological researches in Florence, referred to various periods: Roman, Late
Roman, Early Medieval and Medieval. The archaeological finds have been located in
GoogleEarth (trough the its API) and sub-divided into categories (roads, buildings etc.).
http://florenceonearth.com/
NuME project (IT) aims at creating a digital museum of the historical city of Bologna, with a
specific interest in the reconstruction of the Medieval period, based on historical sources,
archive documents and historical maps. Visitors and scholars may explore the city in different
chronological periods and analyse relating historical sources.
http://3d.cineca.it/3d/Nume/nume_3d.php
Pagine Gialle Visual (IT) by Seat Yellow Pages integrates into a Shockwave-based
multimedia tool the Italian territory. 103 cities can be explored and queried with high spatial
graphic detail (resolution of 20 cm ), accuracy and richness of contents.
http://www.visual.paginegialle.it/3d
Reconstructing Ancient Landscape S. Pescarin
XVR project and Piazza dei Miracoli (Pisa, IT). XVR (eXtreme Virtual Reality) is an
innovative development environment dedicated to virtual reality and augmented reality
applications, created by VR Media, a spin-off company of “S. Anna School of advanced
studies” in Pisa. The website allows multilevel access with guided tours for the simple user.
http://www.vrmedia.it/Xvr.htm, http://piazza.opapisa.it
Virtual Rome, coordinated and directed by CNR ITABC in collaboration with CINECA, aims
at studying and reconstructing the archaeological and potential landscape of ancient Rome (21st
century - 2nd century AD) and at enabling its distributed and interactive visualization through a
web-based Virtual Reality application, based on Open Source libraries, on Remote Sensing and
GIS data and on 3d models and through a OSG based plug-in, OSG4WEB. Detailed exploration
is possible in three areas: via Flaminia, via Appia and Roman Imperial Fora. The project has
also developed a 3D CMS, with the goal of creating an on-line cooperative laboratory for
landscape interactive reconstruction. http://www.virtualrome.net
[V. V.]
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