Geomatics and augmented reality experiments for the cultural heritage
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ORIGINAL PAPER
Geomatics and augmented reality experiments for the cultural heritage Vincenzo Barrile 1 & Antonino Fotia 1 & Giuliana Bilotta 2 Received: 16 January 2018 / Accepted: 29 June 2018 # Società Italiana di Fotogrammetria e Topografia (SIFET) 2018
Abstract For years, the Laboratory of Geomatics of the Mediterranean University of Reggio Calabria has undertaken an interdisciplinary project for the recovery and dissemination of information regarding the cultural-artistic and archeological heritage of the metropolitan area. The combined use of geomatics technologies (laser scanners, GPS positioning, digital photogrammetry, remote sensing, GPR) allows on the one hand to investigate objects and artifacts, providing metric, form, and location information; and on the other, to catalog information and make it accessible to the community. Indeed, the digitalization and reconstruction tools of 3D models can be the answer to the limits related to communicability in the archeological sector. Precision, detail, and very accurate photo-realistic reconstructions are particularly useful for virtual and augmented reality applications, integrating them in the devices used on a daily basis. The present note concerns, therefore, the acquisition of information using the point cloud from UAVs and laser scanners, the subsequent 3D modeling, and their representation in an augmented reality (AR) environment using mobile platforms. The application was tested on the church of Sant’Antonio Abate, located in the North of Reggio Calabria, which according to studies is the only evidence of medieval architecture in the territory of Reggio Calabria. Keywords Laser scanner . 3D modeling . UAV . Archeological and historical structures . Cultural heritage
Introduction Some of the numerous and complex applications to which the development of digital technologies is getting more and more accustomed to us can refer to an increasingly close, articulate, and profitable contamination between real and virtual, which has given rise to application sectors that go under the name of augmented reality and virtual reality. The former consists in superimposing multimedia information levels to the real experience, so that the subject of the experience moves in a real space that expands thanks to the superimposition of further information levels. In virtual reality, on the other hand, it is about introducing elements, objects, and real people into a virtual space, and therefore, several subjects share the experience with each other, through the
* Giuliana Bilotta [email protected] 1
DICEAM – Department of Civil Environmental Energetic and Material Engineering, University BMediterranea^ of Reggio Calabria, 89100 Reggio Calabria, Italy
2
Department of Planning, University IUAV of Venice, Santa Croce 191 Tolentini, 30135 Venice, Italy
digital space in which they are immersed. These subjects, however, are physically dislocated in other realities.
Case study The church of Sant’Antonio Abate is a testimony of medieval architecture in the municipal
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