The present paper describes an algorithmical approach that shortens Ancient Greek sentences by using the morpho-synctatic information attached to each constituent word. This work underpins the content of our eLearning application, AncientGeek, whose unique teaching technique draws from primary Greek sources. A success rate of between 70% and 90% was reached following a single step of refinement.
Storytelling, especially in the form called drama, is a pervasive activity across cultures and ages. Though much attention has been devoted to the preservation of the media supports of drama (e.g., films and tapes), there is a widespread acknowledgement that such tangible heritage is the expression of an intangible notion of drama. This paper introduces the drama as a form of intangible cultural heritage and presents a solution for its preservation in terms of a formal encoding of metadata through a computational ontology. We develop an analysis that identifies the drama elements that abstract from the tangible dramatic media item. We also provide a method for accessing the intangible drama heritage through the visualization of the formal encoding and its mapping on the tangible elements (the drama text). The latter revealed to be useful in teaching and investigating drama.
Ancient Chinese architecture is a prominent example of the ancient oriental architectures. It is based on a standardized module system (Yingzao Fashi). In this paper, we present a rule-based ancient Chinese architecture generation approach. Based on the hierarchical topology of structural patterns and the specification of construction methods in Chinese traditional architectures, the approach formalizes the knowledge of architecture construction rule for each style in a set of rule tables and parameterized the wooden elements of buildings to control the generation of models. XML based description could be generated for displaying of models. To demonstrate the efficiency of our approach, each type of architecture is generated based on the corresponding rules. The fundamental difference between our approach and previous work is that we implement module system in ancient Chinese architecture digitalization in real sense.
In the past 20 years several methods have been proposed for re-coding 3D models with a low spatial frequency 3D representation plus a high frequency 2D map for recovering the details. This approach has been explored with different kind of mapping (bump, normal, relief, parallax, displacement), demonstrating to be effective for dramatically reducing the model size still maintaining a good visual appearance. For this reason it is widely applied in all those situation where the rendering time constraints are critical (e.g. real-time rendering of complex models for gaming). However, the significant difference between the original detailed 3D model and the re-coded version prevented till now to consider the latter as a metrically satisfying substitute of the former one. The purpose of this paper is to propose a re-coding method based on displaced subdivision surfaces, that allows to adapt the re-coded 3D representation to the metrological limitations of the 3D capturing technique used for generating the original mesh, in order to maintain the geometric incoherency between the re-coded and the acquired mesh, below a threshold determined by the natural capturing technology uncertainty. The resulting re-coded model can be therefore considered as close to the physical object/scenario, as the original acquired mesh, with a great advantage in terms of 3D representation size, UV parametrization, topological coherence and scalability. The method has been tested on three cultural heritage objects with different complexity: a damaged wooden painting by Leonardo da Vinci (nearly 2.5D shape), a Roman stone head sculpture (full 3D shape with simple topology), a full body bronze sculpture by Donatello (full 3D shape with complex topology), demonstrating the coherency between the re-coded models and the originals, with a minimal 1:20 model size compression.
The need to preserve and live in cities with value and care for cultural heritage makes information technologies a tool to locate, document, describe and visualize important urban contexts. With technology resources and the convergence of media such as text, data, maps, charts, pictures, virtual models, among others, the cultural heritage can be celebrated, contemplated and admired more easily. However, creating an application for learning of cultural heritage by citizens remains a challenge because there is no clear methodology to be followed for its development and as far as we know no one has proposed a methodological framework to determine for applications in this eld, whose aspects should be considered and whose tools should be used in order to improve cultural heritage learning of the people using the application. This paper proposes a methodological framework that allows a developer to categorize the type of cultural heritage application to develop, and determine which types and quality of resources should be used in the application in order to maximize the usability of the application, and cultural heritage learning achieved by the user while fitting to the technological constraints. The methodology is applied for the reactivation of Cisneros marketplace at Medellin in Colombia as a case study for testing the framework proposed. This paper is part of a project called Reactivation of Cultural Heritage in Colombia using Information and Communication technologies.