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1 Virtual Archaeology Review VOLUMEN 2 NÚMERO 4 MAYO 2011 VAR. Volumen 2 Número 4. ISSN: 1989-9947 ISSN Mayo 1989-9947 1989 2011 VIRTUAL ARCHAEOLOGY Virtual Archaeology Review REVIEW RE VIEW 2 EQUIPO EDITORIAL EDITORIAL TEAM Directores / Directors ISSN 1989-9947 Alfredo Grande INNOVA CENTER. European Center for Innovation in Virtual Archaeology Sevilla. España. Edita/ Edit Víctor Manuel López-Menchero Bendicho Laboratorio de Arqueología, Patrimonio y Tecnologías Emergentes (LAPTE). Universidad de Castilla-La Mancha. Ciudad Real. España Consejo de Redacción / Editorial Board Maurizio Forte School of Social Sciences, Humanities and Arts. University of California, Merced. USA Bernard Frischer IATH. Institute for Advanced Technology in the Humanities. University of Virginia. USA Michael Ashley CHI. Cultural Heritage Imaging, USA Daniel Pletinckx Visual Dimension bvba, Ename, Belgium Alan Chalmers The Digital Laboratory, WMG University of Warwick, UK Eva Pietroni CNR Institute of Technologies Applied to Cultural Heritage. Rome, Italy Laboratorio de Arqueologia, Patrimonio y Tecnologias Emergentes (LAPTE) Departamento de Historia Facultad de Letras Universidad de Castilla-La Mancha Avda. Camilo Jose Cela s/n 13071 - Ciudad Real - España Lucrezia Ungaro Sovrintendenza ai Beni Culturali del Comune di Roma. Roma. Italy Jorge Onrubia Pintado Laboratorio de Arqueología, Patrimonio y Tecnologías Emergentes (LAPTE). Universidad de Castilla-La Mancha. Ciudad Real. España Francisco Seron GIGA. Advanced Computer Graphics Group. Computer Science Department, University of Zaragoza. Spain Luis A. Hernández Ibáñez VIDEA LAB. Grupo de Visualización Avanzada en Arquitectura, Ingeniería Civil y Urbanismo. Universidade a Coruña. A Coruña. España. Juan Carlos Torres GIIG, Grupo de Investigación en Informática Gráfica. Universidad de Granada. Granada. España. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Volumen 2 Mayo 2011 Número 4 Sevilla 1 mayo de 2011 Colaboradores/ Colaborators 3 Virtual Archaeology Review CONTENIDOS Coastal Carolina University, Conway, South Carolina, USA. 1.CYBER-ARCHAEOLOGY AND CULTURAL TRANSMISSION Maurizio Forte University of California, Merced. USA Páginas 7-18 2.ART AND SCIENCE IN THE AGE OF DIGITAL REPRODUCTION: FROM MIMETIC REPRESENTATION TO INTERACTIVE VIRTUAL REALITY Bernard Frischer Departments of Classics and Art History, University of Virginia. USA Páginas 19-32 3.VIRTUAL ARCHAEOLOGY AS AN INTEGRATED PRESERVATION METHOD Daniel Pletinckx Visual Dimension bvba, Ename, Belgium Páginas 33-37 4.ARCHAEOLOGICAL RESEARCH AND 3D MODELS (RESTITUTION, VALIDATION AND SIMULATION) L'USAGE SCIENTIFIQUE DES MODÈLES 3D EN ARCHÉOLOGIE. DE LA VALIDATION À LA SIMULATION Robert Vergnieux ARCHEOVISION. Institut Ausonius – Université Bordeaux – CNRS. France. Páginas 39-43 5.VIRTUAL REPRESENTATION OF EGYPTIAN CULTURAL HERITAGE Fathi Saleh CULTNAT. El Cairo. Egipto. Páginas 45-48 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 4 Virtual Archaeology Review 6.CONCERNING THE PARADOX OF PARADATA. OR, “I DON’T WANT REALISM; I WANT MAGIC!” Richard C. Beacham King’s Visualisation Lab. King’s College, University of London. U.K. Páginas 49-52 7.QUÉ HACER CON UN MODELO ARQUEOLÓGICO VIRTUAL. APLICACIONES DE LA INTELIGENCIA ARTIFICIAL EN VISUALIZACIÓN CIENTÍFICA. Juan A. Barceló y Oriol Vicente Universitat Autònoma de Barcelona. Barcelona. España. Páginas 53-57 8.BETWEEN THE REAL AND THE VIRTUAL: 3D VISUALIZATION IN THE CULTURAL HERITAGE DOMAIN - EXPECTATIONS AND PROSPECTS Sorin Hermon and Loukas Kalisperis STARC y CaSToRC. The Cyprus Institute. Cyprus Páginas 59-63 9.PROPUESTA PARA PROFUNDIZAR EN LA CARTA DE LONDRES Y MEJORAR SU APLICABILIDAD EN EL CAMPO DEL PATRIMONIO ARQUEOLÓGICO Víctor Manuel López-Menchero Grupo MAP. Universidad de Castilla-La Mancha. España Páginas 65-69 10.HACIA UNA CARTA INTERNACIONAL DE ARQUEOLOGÍA VIRTUAL. EL BORRADOR SEAV Víctor Manuel López-Menchero Bendicho y Alfredo Grande Grupo MAP. Universidad de Castilla-La Mancha. España Páginas 71-75 ALTAIR4 Multimedia. Roma. Italia. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 5 Virtual Archaeology Review INNOVA CENTER. European Center for Innovation in Virtual Archaeology. Sevilla. España. 11.ITÁLICA FUTURA: DOCUMENTACIÓN, PRESERVACIÓN E INTERPRETACIÓN DIGITAL DE LA CIUDAD ROMANA. Alfredo Grande y José Manuel Rodríguez Hidalgo INNOVA CENTER. European Center for Innovation in Virtual Archaeology. Sevilla España Páginas 77-87 12.ENABLING ARCHAEOLOGICAL HYPOTHESIS TESTING IN REAL TIME USING THE REVEAL DOCUMENTATION AND DISPLAY SYSTEM Donald H. Sanders The Institute for the Visualization of History, Inc., Massachusetts, USA Páginas 89-94 13.PRACTICAL 3D RECONSTRUCTION OF CULTURAL HERITAGE ARTEFACTS FROM PHOTOGRAPHS – POTENTIALS AND ISSUES Dieter W. Fellner Fraunhofer IGD and GRIS, TU Darmstadt, Germany Páginas 95-103 14.UNA VISIÓN VIRTUAL DE LA ARQUITECTURA DE AL-ANDALUS. QUINCE AÑOS DE INVESTIGACIÓN EN LA ESCUELA DE ESTUDIOS ÁRABES Antonio Almagro Gorbea Escuela de Estudios Árabes. CSIC. Granada. España. Páginas 105-114 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 6 Virtual Archaeology Review 15.A.R.T. ANCIENT ROME TOUR 2.0 UPGRADED HOW NERO SAVED ROME Stefano Moretti and Alessandro Furlan ALTAIR4 Multimedia. Roma. Italia. Páginas 115-121 16.RICOSTRUIRE L’ANTICO. DAL MUSEO DELLA CIVILTÀ ROMANA AL MUSEO DEI FORI IMPERIALI Lucrezia Ungaro Sovrintendenza ai Beni Culturali del Comune di Roma. Italia. Páginas 123-126 17.ASHES2ART NOW AND TOMORROW: DELPHI, ALEXANDRIA AND THE RED SEA Arne R. Flaten Coastal Carolina University, Conway, South Carolina, USA Páginas 127-130 18.CURRENT PRODUCTIONS CARNUNTUM, GERMAN LIMES AND RADIOPAST Michael Klein 7REASONS, Vienna. Austria Páginas 131-137 19.LA REALIDAD VIRTUAL Y EL ANÁLISIS CIENTÍFICO: DE LA NUBE DE PUNTOS AL DOCUMENTO ANALÍTICO Mercedes Farjas, Ernesto Moreno y Francisco J. García Lázaro Universidad Politécnica de Madrid. Madrid. España. Páginas 139-144 20.3D-COFORM: MAKING 3D DOCUMENTATION AN EVERYDAY CHOICE FOR THE CULTURAL HERITAGE SECTOR Denis Pitzalis, Jaime Kaminski and Franco Niccolucci STARC, The Cyprus Institute, Nicosia, Cyprus. University of Brighton Business School, Brighton, UK. Páginas 145-146 21.YACIMIENTOS ARQUEOLÓGICOS DE LA SIERRA DE ATAPUERCA: UN SISTEMA INALÁMBRICO Y COMPUTERIZADO DE REGISTRO DE DATOS DE CAMPO. Antoni Canals i Salomó y David Guerra Rodríguez IPHES. Universitat Rovira i Virgili (URV), Tarragona, España Páginas 147-150 22.VIRTUAL ARCHAEOLOGY AND MUSEUMS, AN ITALIAN PERSPECTIVE Augusto Palombini and Sofia Pescarin Istituto per le Tecnologie Applicate ai Beni Culturali, CNR, Roma. Italia. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Páginas 151-154 7 Virtual Archaeology Review Cyber-Archaeology: Notes on the simulation of the past Maurizio Forte Premio Tartessos 2009 School of Social Sciences, Humanities and Arts, University of California, Merced. USA This paper is an updated version of what I published in the Proceedings of VSMM 2008 Conference in Cyprus. Resumen Trece años después de la publicación del libro "Arqueología virtual" (Forte, 1996, 97) es el momento de volver a discutir sobre la definición, los conceptos clave y algunas nuevas tendencias y aplicaciones de la arqueología virtual. El presente documento analiza la introducción del término "cyber-arqueología" en relación con el proceso de simulación derivado de la interconexión y la retroalimentación multivocal y entre los usuarios / actores y ecosistemas virtuales. En este nuevo contexto de mundos cibernéticos, es más adecuado hablar de simulación del pasado que de reconstrucción del pasado. La multivocalidad de la simulación abre nuevas perspectivas en el proceso de interpretación, no imponiendo la última reconstrucción, sino sugiriendo, evocando, simulando múltiples resultados, y no "el pasado", sino un potencial pasado. Nuevos modelos epistemológicos de la arqueología cibernética deben ser investigados: Que ocurre en un entorno inmersivo de arqueología virtual cuando cada usuario es "materializado" en el espacio cibernético? La ontología de la información arqueológica, o la cibernética de la arqueología, se refiere a la interconectividad de todas las relaciones que produce el dato, el código de envío, y su transmisibilidad. Porque depende de las interrelaciones, por su propia naturaleza, la información no puede ser neutral con respecto a la forma en que se procesa y percibe. De ello se deduce que el proceso de conocimiento y la comunicación han de ser unificadas y representadas por un único vector. La información 3D se considera como el núcleo del proceso de conocimiento, porque propicia la retroalimentación, entre el usuario, el científico y el ecosistema. Se argumenta que la Realidad Virtual (tanto fuera de línea como en línea) representa un posible ecosistema, que es capaz de ser anfitrión de los procesos de conocimiento y comunicación tanto de arriba a abajo como de abajo a arriba. En estos términos, el pasado se genera y codifica por "un proceso de simulación". Así, desde las primeras fases de adquisición de datos sobre el terreno, las metodologías técnicas así como las tecnologías que usamos, influyen de manera decisiva en todas las fases de interpretación y comunicación. A la luz de estas consideraciones, ¿cuál es la relación entre la información y la representación? ¿Cuánta información quedará incluida en el modelo digital? ¿Qué clase y cuántas ontologías deberían ser elegidas para permitir una transmisibilidad aceptable? De hecho, la comunicación arqueológica debe ser entendida como una fase de validación de todo el proceso cognitivo de comprensión del conocimiento, y no como una simple adición a la investigación, o como un compendio de los datos prescindible. Palabras Clave: CYBER-ARCHAEOLOGY, INTERACTIVIDAD. Abstract Thirteen years after the book “Virtual Archaeology” (Forte, 1996, 97) it is time to re-discuss the definition, the key concepts and some new trends and applications. The paper discusses the introduction of the term “cyber-archaeology” in relation with the simulation process deriving from the inter-connected and multivocal feedback between users/actors and virtual ecosystems. In this new context of cyber worlds, it is more appropriate to talk about simulation of the past rather than reconstruction of the past. The multivocality of the simulation opens new perspectives in the interpretation process, not imposing the final reconstruction, but suggesting, evocating, simulating multiple output, not “the past” but a potential past. New epistemological models of cyber archaeology have to be investigated: what happens in a immersive environment of virtual archaeology where every user is “embodied” in the cyber space? The ontology of archaeological information, or the cybernetics of archaeology, refers to all the interconnective relationships which the datum produces, the code of transmission, and its transmittability. Because it depends on interrelationships, by its very nature information cannot be neutral with respect to how it is processed and perceived. It follows that the process of knowledge and communication have to be unified and represented by a single vector. 3D information is regarded as the core of the knowledge process, because it creates feedback, then cybernetic difference, among the interactor, the scientist and the ecosystem. It is argued that Virtual Reality (both offline and online) represents a possible ecosystem, which is able to host top-down and bottom-up processes of knowledge and communication. In these terms, the past is generated and coded by “a simulation process”. Thus, from the first phases of data acquisition in the field, the technical methodologies and technologies that we use, influence in a decisive way all the subsequent phases of interpretation and communication. In the light of these considerations, what is the relationship between information and representation? How much information does a digital model contain? What sorts of and how many ontologies ought to be chosen to permit an acceptable transmittability? Indeed, our Archaeological communication ought to be understood as a process of validation of the entire cognitive process of understanding and not as a simple addendum to research, or as a dispensable compendium of data. Key words: CYBER-ARCHAEOLOGY, INTERACTIVITY. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 8 Virtual Archaeology Review 1. Introducción 1.0. About Cyber-Archaeology Thirteen years after the first edition of the book I edited “Virtual Archaeology”, this definition is popularized and we can count thousands of applications all over the world. What happened in all this period? Are this term and its implications still appropriate? In 1996 I was describing virtual archaeology (fig.1) as “process of acquisition, restoration and re-presentation of archaeological data assisted by computers” (Forte, 1996). If this definition can well represent that period, we can also say that the 90’s were representing a “visual age” in the domain of digital-virtual technologies in archaeology. This visuality was principally linked to the simple exploration and rendering of 3D graphic models, without involving complex interactions or behaviors in the cyber-space. This visual virtual archaeology was principally aimed to reconstruction process, without a real emphasis on the relations between the given information (for example the excavations) and the final 3D re-composition. Nowadays, I think we are passing from the first visual-virtual archaeology to a second age of cyber-archaeology. Why cyber? What is the main difference? Below we try to distinguish better the two areas of research and communication: Virtual Archaeology. Visualization Process, 3D mapping, Passive Users, Individual Environments, Migration from Analog to Digital Cyber Archaeology Simulation Process, Feedback, Behaviors, Content Providers, Collaborative Environments, communication from Digital to Digital. common, constituting a very time consuming and not linear process. Today the massive use of 3D scanners, GISs, remote sensing technologies and so on, characterizes the flux of data from a digital domain to another digital domain. In short, this new digital pipeline involves all the processes keeping possibly all the data in the same circuit of digital pre-processing, processing and post-processing: all in digital. In fig. 2 I try to analyze the digital metabolism of the informational process from the fieldwork/data-entry to the various communication and transmission processes. Processing, interpretation, validation, interaction, feedback, cultural transmission, virtual communities, enaction-embodiment, constitute not a temporal sequence, but a possible circuit of cybernetic information. The information co-evolves according to different ontologies and it interacts with the environment. The cybernetic circle is based on the active role of the user as principal actor of the system and on the 3D interactions within the cyber-environment. In short the cybernetic circle produces a simulation process which is aimed to the simulation of the past and not on its reconstruction. The distinction between simulation and reconstruction characterizes the era of cyberarchaeology as science of the simulation of the past, a potential past. Figura 2 The cybernetic circle Figura 1. Virtual Archaeology (ed. by M.Forte) There is not a real contraposition between the two terms (virtual and cyber), given the overlapping areas, but it is possible to identify specific characterizations. For examples in the 80s and 90s the conversion from analogue to digital data was very VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 This cybernetic past can be seen also as a rhizome (Deleuze, Guattari, 1987), a map, an informational code. The rhizome is a map and not a tracing. “What distinguishes the map from the tracing is that it is entirely oriented toward an experimentation in contact with the real. The map does not reproduce an unconscious closed contact with the real. The map does not reproduce an unconscious closed in upon itself; it constructs the unconscious. It fosters connections between fields, the removal of blockages on bodies without organs, the maximum opening of bodies without organs onto a plane of consistency. It is itself a part of the rhizome. The map is open and connectable in all ot is dimensions; it is detachable, reversible, susceptible to constant modification.” (Deleuze, Guattari, 1987). In the theory of rhizome I particularly like the metaphor of the puppet. “Puppet strings, as a rhizome or multiplicity, are tied not to the supposed will of an artist or puppeteer but to a multiplicity of nerve fibers, which form another puppet in other dimensions connected to the first: "Call the strings or rods that 9 Virtual Archaeology Review move the puppet the weave. It might be objected that ITS MULTIPLICITY resides in the person of the actor, who projects it into the text. Granted; but the actor's nerve fibers in turn form a weave. And they fall through the gray matter, the grid, into the undifferentiated […]” (fig.3). I think that the multiplicity represented by the nerve fibers of the puppet can well define and display the simulation process occurring in the multivocal interpretation of the past. The interaction depends on the inter-connection of any single element and the environment. The simulation creates a metamodel through a multiplicity of feedbacks, actions and output. Therefore the metaphor of rhizome can be considered pertinent on the reticular development of the information and on the cybernetic circuit of cultural transmission. totally covered by a permanent roof which prevents the public to have a clear and complete overview of it. The villa is therefore difficult to understand either its archaeological structure and as in its historical and cultural value. 2. The recontextualization of landscapes, objects and monuments concerning the Ancient “Via Flaminia” and the Roman National Museum 3. The virtual reconstruction which aims at effectively communicating complex data throughout a direct and detailed view of the entire area in different archaeological phases. Figura4 Virtual Museum of the Ancient Via Flaminia (Roman National Museum). Fig. 3 Puppets and Rhizomes 1.1. The case of the Villa of Livia and the Virtual Museum In January 2008, in Rome, the virtual multiuser Museum of Ancient Via Flaminia was open at the National Roman Museum (Museo Nazionale delle Terme di Diocleziano). One of the key archaeological sites reconstructed at different levels in the system is the famous Villa of Livia, wife of the emperor Augusts, located in the North-East part of Rome (Forte et alii, 2006, Forte, 2008). The virtual reality system consists in a virtual room provided with four interactive platforms. Users explore and share the virtual space through avatars: with their actions they create a virtual "show" which can be seen from the audience on a central stereo screen (fig.4). On the main screen, through a general “script”, different visual and informative contents show what happens in the virtual environment through the movements of the users/avatars. The "Virtual Museum of the ancient via Flaminia" and particularly the reconstruction of the Villa of Livia Drusilla (fig.5) is the first archaeological project developed through several media and technologies at the same time. The project's final aims are: 1. The reconstruction of a very important archaeological area, even if nowadays its consumption is very limited to the public: although open to the public, the villa is located out of the traditional touristic routes and Figure 5: the archaeological site of the Villa of Livia (Rome). The coverage thwarts the comprehension of the monument 1.2. Methodology The archaeology of the third millennium is able to process, interpret and communicate much more data and information than in the last two centuries. Are we aware of how much data can be produced and disseminated in this era? And how much fast is this process? In the 90’s most part of research projects in virtual archaeology were technologically oriented; now we think VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 10 Virtual Archaeology Review that in the third millennium they should be cybernetic-oriented. These informative-cybernetic models represent the focus of the methodology of validation and the scientific-cultural content we would like to send to the future. But we have to pay attention: most part of what we study is relativized from subjective interpretation, then discretized from the output restrictions (ex. paper’s space, color and resolution of photos, limits of drawing, accuracy of data, etc.) but not fully perceived in a path of final validation. The capacity to transmit knowledge and interpretation depends on a complexity of diverse factors: format, accuracy, argument, induction-deduction, communication, context, ontology. The object of knowledge transmission is what is perceived processed and finally communicated according to a constructivist logic (Watzlawick, 1985). To Piaget the organization is always the result of a necessary interaction between conscious intelligence and the environment (Piaget, 1980). A path of research archaeological exclusively of taxonomic type (mostly bottom-up) is not ever complete, since it is not aimed to the comprehension and communication of the context, while, on the contrary, a syntagmatic approach, based on a chain of codes, meanings and relations, is strongly perceivable and reconnect the original code with the context (Antinucci, 2004). In the field of the ecological thinking it can be explained as a relationship mapterritory (Bateson, 1972, 1979), where the map represents the information code (Korzybski, 1941) and the territory the information not yet coded. For example the archaeological landscape is a territory, while the ancient landscape is a map (Forte, 2003, 2005). Every archaeological context had from its origin a strong information-communication autopoietic content, which is able to produce meanings in its society, since the message is easily understood in its original context. Because of the spatial-temporal decontextualization, major part of this autopoietic code was lost; this is due to the missing meanings (for the observer and consumer) of the cultural and natural landscape and all the artificial relations with monuments and human actions. The archaeological research has from a long time enormous difficulties to face the scientific validation processes of the datum, mainly restricted to excavation reports or written publications. In terms of scientific validation how much is it possible to reconstruct of the long process of archaeological interpretation? Is the quality and quantity of produced information sufficient to validate the entire scientific pipeline? The final response is in the validation system of data, in the transparency of interpretation processes, visualization and interaction and in the ability to codify and transmit information. In these terms we can consider Virtual Archaeology a cybernetic process and not a technological outcome. Our work was inspired by the second cybernetics of Gregory Bateson (1904-1980), by the study of relations between information, environment, organisms, ecosystem (Bateson, 1967), anthropology and ecology of culture (Ingold, 2000), by the concept of affordance-relation of the Gibson’s thinking (Gibson, 1999). Following these premises we have studied the relationship between system and context of archaeological information. In particular we pay more attention to the cybernetic model (who follows rules of information transmission) than to the computerized model. The cybernetic model makes informative models, while the computerized model develops mainly tools of data processing. Therefore the cybernetic model represents a simulation process, an open virtual connective space where the information is generated by feedback’s relations and by interaction. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 In this paper I use the term “cyber-archaeology”, preferred to “virtual archaeology” since I need to explain the complex ecological process/feedback used in the interaction with a virtual environment. Then I use the term “embodiment” to indicate the properties of interaction in a multiuser immersive virtual environment (Biocca, 1997; Gallese, 2005). The creation of the “Virtual Museum of Ancient Via Flaminia in Rome, open in January 2008 (Forte, 2008), constitutes a good premise for discussing the role of cyber-(virtual)-archaeology in this digital age. 2.1. Cyber Archaeology 2.0. Virtual Archaeology In the last decade the concept of Virtual Archaeology was discussed and popularized (Forte, 1997) with the description of many different scenarios. Most part of the discussions was focused on the value and potentiality of the digital reconstruction but I think that not enough attention was paid to the potentiality of the behavioral simulation processes. It is quite easy to follow the reconstruction process in an activity of digital modeling, but it is very difficult to explore the mental abilities of interaction in the cyperspace: here any action and feedback can produces new models of knowledge and interpretative processes. This condition of simulated and increased reality can be defined “hype-reality” (Baudrillard, 1994): for Baudrillard this kind of simulation is “more real than real”. Even if the Baudrillard’s interpretation of hyper-reality is very negative (the danger is that the Virtual can cancel the Real), this vision can help us to understand that the virtual represents a “dense”, augmented information. According to Maturana and Varela the specific dynamics of interaction and embodiment are able to increase the capacities of learning. The feeling of immersion in the virtual world is generated by a multisensorial involvement and by the inclusion of the user in the 3D space (Richardson, Montello, Hegarty, 1999). It is through the mind-body that it is possible to know the virtual world and, to a lower level, models and information are processed. The virtual reality systems, as cognitive technology, interpret successfully an enactive approach to the cognition, such as computer and artificial intelligence interpret the cognitive hypothesis ”(Morganti, Riva, 2006). The enactive cognitivism discusses the dichotomy between intern and extern: therefore cognition is an action “embodied” (Varela et alii 1991). In terms of enaction, the cognition depends on perceptualmotor experience and these capacities belong to a wider biological psychological and cultural context. Thus the issue of the information’s acquisition would be identified in the circularity between action and experience and between action and knowledge (Varela et alii 1991). Every existing object in the world depends on this perceptual-motor interaction. The object takes shape because of our activity and therefore we and the object take shape together (Varela, 1999, 66). The exchange of information in a virtual environment can be totally considered an exchange of information organismenvironment. 11 Virtual Archaeology Review In the evaluation of the cyber archaeological applications it is fundamental to know the epistemological commensurability. The increased information, its “density” constitutes the focus of a research path of virtual archaeology. In this assumption cyber archaeology is a system of communication and validation of the research approaches bottom-up and top-down; it is a syllogis of data and dynamic evidence not deductable by logics of feedback, that is behaviors able to generate other behaviors, actions making contexts and information. In the bottom-up approach we identity the operations of information input, in the top-down phases the actions of representation and mental patterning of information (Forte et alii, 2006). Cyber Archaeology can represent today a research path of simulation and communication, whose ecological-cybernetic relations organism-environment and informative-communicative feedbacks constitute the core, but they have to be still fully investigated (Forte, 2007). Yet if the cybernetic model is the focus, as example of interactive behavior, it is possible to study the relations between observers and models (both inter-connected). This aspect was in part discussed in the volume “Virtual Reality in Archaeology” (Forte, 2000): “It is useful, in fact, to notice that the major part of VA applications so far developed do not have important archaeological “contents”, nor, as would be worthwhile, respond to precise questions. Instead they tend to float in a generically popular and multimedial sphere, or they are used as technological exercises or as a means of rendering the archaeology more spectacular; completely separate from the research context and from the exegesis of the data. Noticeable gaps are represented by the fact that the models are not “transparent” in respect to the initial information (what were the initial data?) and by the use of the peremptory single reconstruction without offering alternatives (it could have been like this but we can also offer other models...). between mind and ecosystem. To see in transparency means to verify the reliability of the work of virtual archaeology and to understand its development from the starting point to the final model. The issue then of the rigidity of the reconstruction (is there one reconstruction or many possible reconstructions?) can be solved in the relation of interaction between observer and model, namely in the dynamics of learning within the virtual ecosystem (Forte, 2007). The virtual reconstruction as research and communication process is always a selection between many possible reconstructions and it cannot represent ever the definitive solution for the archaeologist’s job. Cybernetic archaeology should become mainly the workshop of scientific research, an active and measurable space where to compare datasets, models, hypotheses, archives, a cyber space of interactive knowledge. 2.1 Cybernetic models and reconstructions A simple correspondence virtual archaeology=reconstruction of the ancient world seems, in some terms, reductive, or, otherwise, oversized, utopian. Reductive because it seems finalized to the methods of structural architectural recomposition and not to the study of processes and relations between architectureenvironment-organisms. Utopian because reconstructing the ancient world is interesting as method, but not realizable in a single process. Finally the transmission of an interactive and cybernetic model should allow also the future communities of scientists to continue our work, correcting our errors and suggesting new archaeological interpretations. In epistemological sense the ancient world cannot be reproduced and reconstructed, but in the attempt to recompose the context it is possible to codify the relations/affordances which the spacetime has canceled. In short we could say that cyber archaeology is aimed to the construction of spatial-temporal relations able to reconnect the territory with the “map”, the archaeological landscape with the ancient landscape, following a validated and transparent methodological path. The communication of any artifact or ecosystem depends on the transmitted and connected code. The reconnection of the relationship map-territory gives us the capacity of interpreting the past getting a major amount of information through the mutual interaction between observer and environment, where the same observer is part of the virtual ecosystem (Schroeder, 1997). 3. 3D Information Figure 6: The virtual reconstruction in transparency of the frescos of the villa overlapped to the laser scanner model Two issues over all: transparency of data and peremptory of the reconstruction are not enough considered in the process of multidisciplinary research (Forte, Pescarin, Pietroni, 2006). The transparency of data is a crucial issue because it involves the validation process and all the data entry until to the final architectural modeling. Understanding all the work allows to increase the cybernetic “difference” in the learning activity 3.0 3D Environment If our deeper knowledge of the environment is based from the perception of spatial coordinates and of the third dimension, a 3D digital ecosystem should be able to communicate a major amount of information and, mainly, to increase the dynamics of learning. The modality of perception and mental representation of the models contribute to the mediated knowledge of the world. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 12 Virtual Archaeology Review The Villa of Livia was fully documented by a time of flight’s laser scanner (fig.6): it means that a laser spot of a few millimeters makes almost in real time a model of the Villa. At the beginning the model is around several millions of points, then, after the optimization and decimation in meshes and polygons is a few thousands of points. From this analysis it is possible to understand that new methodologies of archaeological research return us an amount of data much greater than in the past. This involves a different ontological phase, diverse perceptual levels and complex forms of communication. What can we do with all this digital? What happens between representation and knowledge? How much are we influenced by aestheticperceptive properties of the model? Communication and information of a model depend substantially on the interaction, namely we have to imagine a dynamic process modified by the movement, light, perspective, geometry and from all the relations with the environment. For example in fig.7 we can see two different versions of a wall (with plaster and painted decoration) of the Villa of Livia. The high resolution model corresponds to a model of 46.145 polygons generated from a point cloud taken by a laser scanner, while model at low resolution is reduced to 1237 polygons with a normal mapping processing. The visual perception of the two models is very similar, but do they communicate the same kind of information? It depends on the final aim and representation: if we want to make a detailed analysis of the geometry of the model (structural calculations, measurements, volumes, etc.), the version with 1237 polygons would be not enough. On the contrary, if we explore the model in real time, this perception could be enough for a first interpretation. Difference. We learn through the difference: a difference generating a difference is an idea; a bit, that is an information unit (Bateson, 1979). The more is the difference between actor and ecosystem, the more is the capacity of exchange and communicates information. The representation in 3D creates a major difference in cybernetic sense; it means that interacting with datasets in 3D we develop a major exchange with the cybernetic ecosystem. Space. The 3D space is inter-connected and homogenizes relations and objects in the same scale and size. Multisensoriality. Virtual reality is multimodal and partially multisensorial (it is mainly based on audio-video). In any case even a partial involvement of our senses increases the perception of the three dimensions and characterizes the sense of place. Light. The 3D navigation develops the sense of embodiment, the sense of space and the environmental properties. Different light conditions need a more complex reading of information and augment the capacity of environmental learning. Transparency. The reconstructive process can be validated from a sequence of 3D worlds overlapping and spatially compatible. Connectivity. The spatial information in a three dimension multiplies its communication model in a conceptual network of links. Accuracy. The characterization of space depends on the spatial accuracy and on the abilities of representation and consumption of the models. Cyber-realism. Setting and sense of place are correlated with the qualities of photo-realism or from the expectations of the observer in the virtual environment. The expectations of realism increase the level of familiarization and embodiment in the virtual environment. MUDs and social communication. The agents within the system, for example avatars or subjective interactions, can learn through an unconscious imitation, following others’ movements and by spatial sharing. 3.1 Cybernetic model Figura 7: Normal map’s application. Virtual reconstruction of a wall in high (left) and low (right) resolution The perception in 3D spaces is a dynamic phenomenon and concerns firstly behaviors and effects. We list the main items: Feedback. Each action in the virtual space involves a result and a rule of learning. Behaviors. In the cyberspace it is possible to define pre-ordered and not pre-ordered events (for example the 3D navigation). Both categories enrich the virtual ecosystem, embodiment and capacities of learning. Embodiment. Ability to see the body as a place of knowledge processing in the dynamics of the virtual. The places of embodiment are also those of the hyper-real, of the augmented space, of the digital ecosystem. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 The cybernetic model of the Villa of Livia is a system of relations created by the real time interaction and navigation. It means that at theoretic level the cybernetic model does not have a preordered quantity of information, but it is progressively enriched by the explorations, integrating what is observing and what is observed (Forte, 2007). The importance of the cybernetic model in comparison with the computational one is absolute, like the difference between logic and mathematics. For the cybernetics the information is the capacity of the organization level and complexity of a structure, in the sense that if a whole is random, it is not necessary to give some instruction for reproducing it (Wiener, 2001). If the feedback constitutes the focal point of the informative dynamics, the description of the context is given from the relations. In a complex system the relations between elements are more important than the elements themselves (Forte, 2007). The logic of a virtual reality system is similar to an anthill: each action can exchange a small amount of information with the 13 Virtual Archaeology Review system, but in holistic sense the sum of several actions makes a more intelligent and evolved exchange. The logic of the anthill can explain the holistic interpretation of the villa of Livia in the cyberspace. In the exploration of the space of the villa, room by room, area by area, we progressively arrive to recompose the logic and connective unit of the monument as a coherent and working structure. One more important issue regards the criteria for selecting non verbal communication and not explicit codes. Many relations in the cyberspace do not have a name or a label, but transmit information in the dynamic of the system. The communication happens between movement, interaction and representation (Wiener, 1948). In the archaeological landscape, partially visible and readable in the modern landscape, the code is represented by an interpretation of the past aimed to the reconstruction of the ancient landscape (Forte, 2005). verb 'enact'. First is 'to enact' in the sense of 'to portray, to bring forth something already given and determinant of the present', as in a stage actor enacting a role. (Varela et al. 1991). The reciprocity of informative processes is the principle through which the observer is part of the virtual system, increasing its self-organizing capacity. Each action in a virtual environment involves a feedback; the effect of this feedback is the perceptual-motor learning (bottomup). In the case, for example, of a linear transmission of information (for example through a book), we have a symbolicreconstructive learning (top-down). In cybernetic sense this mechanism can be described as in-out, or from the internal to the external environment, from the interaction to the learning. In effect, the brain-training of the observer-actor, determined by the feedback of the system, allows an evolution to the use of the system with active and passive imitative processes. Active, when the observer learns from what he/she is doing, passive, when he/she learns from action of other users/observers. 3.2 3D Models in Archaeology Figura 8: 3D visualization of a detail of a wall of the Villa, room 23, with plaster, frescos and chromatic components This code is the map of the territory (Bateson, 1979), the interpretation key. Following these premises, the virtual reconstruction of the Villa of Livia is a simulation process: hence “the Villa” does not exist by itself, but the complex of potential and real relations linked with it exists, as affordance. The transparency of graphic materials used in the Virtual has allowed seeing trough the models, so that to have an easy structural comparison with the archaeological remains on site (figs.7-8). In this way the virtual anastylosis is interpreted as integration of the remaining architectural models. The enactive vision introduces the definition of an embodied mind in the environment; for this reason it is an appropriate approach to a virtual ecosystem. In fact there is a strong link between world and observer: "A history of structural coupling that brings forth a world. This is the term for the reciprocal process by which an observer educes unities from her medium within the limits of her phenomenology (i.e., as constrained by her embodiment) and the ontogenic coupling results in incremental regularization in the structure of the observer (her embodiment)” (Varela et al., 1991, 206). Then: "The fundament of an enactive account is not an objective ontological substrate, but the phenomenology of the individual defines enaction in terms of two intertwined and reciprocal factors: (1) the influence of an actor's embodiment in determining the trajectory of behaviors; and (2) the historical transformations which generate emergent regularities in the actor's embodiment”. These two aspects can be mapped onto two different usages of the English The balance of the last decades of archaeological research in the use of 3D documentation/representation in terms of scientific investigation is quite critical in terms of models distribution and public accessibility. The use of 3D models was typically oriented to display final reconstructions and not to discuss in detail the scientific interpretation. On the contrary, 3D modeling should constitute a bridge between knowledge and communication. It is remarkable to say that archaeological excavations using 3D technologies in the phases of acquisition and reconstruction are still a few. Therefore the documentation process is fragmented in many different ontologies (totally analog, partially digital and analog), where the 3D information is often missing. A key problem in archaeology is that there is a strong gap between data capturing and data accessibility, because there is a very small percentage of information really open, communicated and public. The separation-segmentation of information in different domains (linear texts, models, spaces, maps, taxonomies, etc.) decreases the level of knowledge and does not validate the interpretation process. So the risk is to construct huge quantity of information free from any reliability and communication processes. It is a big challenge for the future of ICT and for the field of virtual heritage to plan the possible guidelines of cultural communication, and it is quite urgent to discuss about methods, technologies and epistemologies. This shared knowledge constructs new differences and feedback, validates or criticizes models and cybernetic territories through simulation processes, creating unique opportunities of discussion and advanced forms of knowledge. The most interesting perspective of this research project and innovative approach is in the redefinition of a virtual-cyberarchaeology as collaborative simulation process able to reconstruct the past through embodied communities of users/scientists. This distributed mind in the cyber space maybe represents the new frontier of our capacity of learning, understanding, communicating and transmitting culture. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 14 Virtual Archaeology Review 4. Cyber Reconstruction 4.0 The Virtual Reconstruction of Villa of Livia In the case of the Villa of Livia it is possible to access to the information’s digital archive constituted by reconstructions, comparative models and graphic libraries. In short, the model is an open space aimed to grow and to be updated in the future, on the basis of further investigations on site or in post-processing. For what it concerns the issue of the reliability and congruity of the reconstruction three gradients (visualized with different nuances) have been conceived. The darkest nuance indicates a reconstruction which is totally scientific and reliable while the lightest indicates an evocative reconstruction that is based exclusively on generic cultural models of reference. In this way the virtual system is defined as a simulation environment and not as a simple virtual maquette, reproduction in scale of a hypothetic “original”, just because this original cannot exists. Virtual Anastylosis: it deals with reconstruction of the ancient on an architectural and formal base in which the monumental space is privileged in respect to other possible simulations. In this case volumes and architectural forms are privileged in respect to materials, colours and textures. The Virtual Anastylosis can be also the first step to proceed to more complex reconstructions. Evocative Models. In the evocative models the objective is to reconstruct by macro classifications, by comparative analyses without much attention to the relations with the data from fieldwork and to the spatiality of the information. In this category are included the graphic 3D libraries, the serial contextualized architecture of landscapes and every generic modal but identifiable in the cultural attribution. In fact, the creation of maquettes is closer to the idea of replicas than to the model of interactive simulation. The scientific coherence of the model in fact depends also from the faculty to distinguish the different ontologies of data: in situ, reconstructed, simulated, comparatives, dynamics, etc. It would be in fact too authoritative saying “this was the Villa of Livia in I cent. A.D.”, while the simulation enables the coexistence of different hypothesis and models of reconstruction especially in relation to the special context and to the landscape. In practice the dynamics of simulation in a cybernetic process permits the combination of a high number of factors, behaviors, artifacts, ecosystems whose focus lies in the process and not in the single element or in the formalization of unique elaboration. The research prospective of cyber archaeology is therefore of a holistic and constructivist type: the reality of information is in the perception, in the capacity to identify the possible realities not THE REALITY. The Villa of Livia, as a model of knowledge is segmented in different domains: the villa in situ (figs.8-9), the villa through the sources and the excavation documentation, the villa and the landscape, the villa’s reconstruction, the perception, the communication, the relations, the environment, all these and much more is the Villa of Livia Drusilla. The Villas of Livia therefore constitutes the ontology of information to interpret and communicate in reciprocity of intents of communication. A fundamental, I believe, mistake of virtual archaeology or maybe its original sin, was to separate the domains of knowledge and observation (what we know and we see today) from those of the hypothetic reconstruction, with the result of leaving visible and usable only the final state of the dialectic of interpretation. For example the location of a site in the landscape, either in its original geo-context or in the relations with the ecosystem, multiplies the faculties of contextualizing the connection with other elements of the environment (figs.8-9), natural or artificial, as the parts of a monument are broadly speaking interconnected with its structure. The methodologies of reconstruction in virtual archaeology, in particular with reference to the Villa of Livia can be classified schematically in this order: VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figura 9. 3D model of the Villa of Livia by laser scanning data Figura 10. Villa of Livia, 3D reconstruction of the garden in the Republican age. Hybrid models. They are models in which the reconstructed part (how the monument was in ancient times) integrates in transparency also the structures still preserved in situ. The hybridization is obtained from the coexistence of two architectural classes, real and reconstructed. In the model of the villa this hybridization makes easy the interpretation of the monumental structures (foundations and walls, fig.6). 15 Virtual Archaeology Review Holistic reconstructed models. In this case the reconstruction integrates the architectural models, the textures and the furniture (fig.10). The simulation plans an integral reconstruction of the ancient villa. Behaviors and organisms. They constitute the principal activities of avatars and agents: they can be active behaviors determined from users and passive behaviors identified as hypermedia links. For example an avatar-user meets a character in the virtual world which starts a movie or a tale. Landscapes (fig.11). The artificial structures are fully integrated in the landscape and in the environment, whose physiography, vegetal coverage and ecological relations are reconstructed. Natural and artificial landscapes are not separated domains, but they are part of the same ecosystem. Finally, the cybernetic reconstruction of the Villa of Livia (fig.13) is characterized by the following features: transparency and hybridization of the models, affordances, reliability and validation of the reconstruction, geo-spatiality, behaviors, 3D, embodiment, MUD. Figura11: Villa of Livia recontextualized in the ancient Roman landscape. 4.1. Archaeopedia 3D The increasing amount of 3D models, worlds and data in archaeology put new questions and mainly serious problems of accessibility. In particular the consumption of 3D interactions and behavioural models within the scientific community of archaeologists is quite low and disappointing. The usability and operability of these data and cyber spaces depend substantially by the availability of specific repositories and networks. Starting from these premises, at the University of California, Merced we have launched the project Archaeopedia 3D (fig.12). The goal of this proposal is to establish a world-leading network of virtual heritage and collaborative environments in California (fig.12), by connecting pilot centers across five UC Campuses which will demonstrate to the world novel high-end techniques for collaborative learning in virtual heritage. The effort will enable the design, use, and study of collaborative environments for students, scholars and visitors. These collaborative environments will allow users to interact and learn in rich 3D virtual spaces, places where they can exchange data and information of cultural and multidisciplinary content. Immersive environments that permit scholars to collaboratively interpret reconstructed heritage artefacts, sites and landscapes will transform the study of history and archaeology. The proposed activity will be based on participatory learning according to the integration of different immersive systems (Powerwall, Teleimmersive, Visualization Portal) and 3D web virtual environments. The production of 3D content for cultural heritage purposes has become exponential, with thousands of applications worldwide. However, very few are accessible, sharable and validated. This situation has an adverse impact on the interpretation process, in the sense that the virtualsimulation-reconstruction process remains an isolated experience without a public consumption, even within the scientific communities. In order to improve this situation, this proposal’s goal is to create the necessary specific infrastructure where to discuss and improve interpretations in real time using threedimensional tools, spaces and interfaces: virtual worlds, experimental labs, and simulation environments for collaborative work. The proposed network of Virtual Heritage Centers has the potential to lead to valuable discoveries and improved technologies in the area of virtual archaeology but also virtual environments for learning and collaboration. A promising new direction in learning environments is emerging from the use of MUDs (multiuser domains) and collaborative environments where many users/avatars and digital communities can interact each other and exploring in the same time virtual worlds. 4.2 Scenario Figura12 The network of ArchaeoPedia 3D across the UC campuses As today’s humanities scholars amass ever more digital information as the chief byproduct, or even product, of their research, the need for tools to access this data in fast-yetmeaningful ways will be fundamental to an education in the humanities. At the cutting edge of research, 3D laser scanning, remote sensing, global positioning systems (GPS) and geographic information systems (GIS), photogrammetry, and computer modeling have been used to collect and document VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 16 Virtual Archaeology Review data on significant cultural heritage sites. Virtual reconstructions integrate the complex layers of archaeological, historical, and cultural data and provide the tools for scholars to visualize, analyze, and test hypotheses on the data. Yet despite the development of interactive technologies and virtual reality (VR) environments online and in a growing number of art and entertainment venues, adoption of VR technology for humanities research has not kept pace and there are few examples of 3D e-learning and e-communication. The display, sound, and information-retrieval capabilities of the virtual learning environment will allow scholars and students to experience information with a level of immediacy and fluency unheard of just a few years ago; more importantly, it will allow scholars and students to readily make connections between disparate pieces of information that would take years to make without this type of technology. Therefore, new conclusions about the relationship between the complex and many layered natural and human-built physical environment, on the one hand, and human action, on the other, will be possible. It seems hence quite evident as the methodology of the archaeological research has to provide adequate epistemological tools for understanding the cognitive geometry of a cybernetic model. In the dynamics of interactive communication, all this complex of information is cyber archaeology and it belongs to an innovative process of reticular learning, where the observer is part of the ecosystem. We think one has to go towards a diverse formalism of scientific research in archaeology, rethinking the information domain. In the reticular learning which is distributed through dynamic and interactive models, the cybernetic frame moves from the flat area of the display to embrace the environment and the observer in a diverse cognitive and perceptive logic, maybe still to be defined; but it is there, close to the margins of chaos, that the knowledge starts. 5.0 Conclusions The core of a cybernetic model in archaeology is the simulation relational process and the epistemological approach adopted. In this paper we have tried to redefine the role and the definition of virtual-cyber archaeology as a cybernetic simulation process. The focus of this process would be not in the reconstruction itself, but in the multiple relations and “differences” produced by the interaction between users, environment and behaviors. It is quite urgent therefore to plan that, in the mid of the digital era and with so many powerful tool of information processing, the scientific process in archaeology has to be review, mainly in the relationship between knowledge and communication. The importance of the new tools and technologies used in archaeology creates still unexplored ontologies: remote sensing data, laser scanning models, photogrammetric models, virtual models, simulation environments. All this produces an enormous amount of data, whose scientific content is difficult to understand. What are the relations between acquired and represented data? Which capacities of analysis, interaction and simulation? How much information does a cyber model communicate? The case study of the Villa of Livia has created a remarkable amount of models related with the architecture, landscape, and ecosystem. It has integrated the detailed reconstruction of the archaeological landscape (the site today) with the simulation of the ancient landscape (the site in Roman times). This study has suggested new paths in the integration of field technologies, new models of study and communication, until to the virtual museum, the last step of this holistic interpretation. All this is aimed to define a diverse model of knowledge and communication, nomadic, open, accessible and finally definable as ecological digital process. The spatial sharing in a MUD space stimulates imitative and mutual information processes, catalyzing the cultural transmission. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figura 13: Villa of Livia, Southern part, room 6. Acknowledgments The Virtual Museum of the Ancient Via Flaminia was supported by Arcus spa and managed by CNR-ITABC (scientific direction) and National Roman Museum in Rome. 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Mente e cuore verso nuovi spazi di comunicazione, Vol. 2, strutture ambientali n.118/dicembre 1999, Atti della XXV ed. delle Giornate internazionali di studio promosse dal Centro Ricerche Pio Manzù. WATZLAWICK, P. (ed.) (1985) The invented reality. New York, Norton. WIENER, N., 1948, Cybernetics, or control and communication in the animal and the machine. Cambridge, Massachusetts: The Technology Press; New York: John Wiley & Sons, Inc., 1948. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 19 Virtual Archaeology Review Art and Science in the Age of Digital Reproduction: From Mimetic Representation to Interactive Virtual Reality Bernard Frischer Premio Tartessos 2009 Departments of Classics and Art History, University of Virginia. USA Resumen Este artículo sitúa a las humanidades digitales en general y a la arqueología virtual en particular dentro del largo contexto de la evolución de las artes y las ciencias desde la antigüedad a través de la Edad Media y del Renacimiento hasta el presente, el período posmoderno. Palabras Clave: ARQUEOLOGIA VIRTUAL, C.P. SNOW’S TWO CULTURES, ARTES Y CIENCIAS. Abstract This paper places the digital humanities generally and virtual archaeology in particular into the larger context of the evolution of the arts and sciences from antiquity through the Middle Ages and Renaissance to the present, postmodern period.The argument is made that the basis of virtual reality representations of cultural objects is not primarily mimetic but interactive and that in this sense virtual archaeology reflects larger trends in contemporary science and the arts. Key words: VIRTUAL ARCHAEOLOGY, C.P. SNOW’S TWO CULTURES, ARTS AND SCIENCES 1 Introduction: C. P. Snow’s “Two Cultures” C. P. Snow’s famous Rede Lecture, “The Two Cultures,” was given in 1959, so this year is the fiftieth anniversary of a talk that had an enormous impact on its age. Given how influential that the lecture has been, we will undoubtedly see many retrospective assessments in the coming months. I want to begin with Snow because the thesis of his lecture relates directly to the topic I plan to address today: the art of science, the science of art, or, as we might paraphrase it, the interrelationship of science and art. As you will see when I reach my conclusion, I believe that this interrelationship has direct bearing on our activity as virtual archaeologists who strive to remain true to the exact science of antiquity even as we try to take advantage of the new technology of digital graphic arts as powerful tools of illustration and discovery. It is best to begin, then, with Snow’s own summary of his thesis. To quote him: In our society…we have lost even the pretence of a common culture. Persons educated with the greatest intensity we know can no longer communicate with each other on the plane of their major intellectual concern….This is serious for our creative, intellectual and, above all, our normal life….The most pointed example of this lack of communication [concerns] two groups of people, representing what I have christened ‘the two cultures.’ One of these contain[s] scientists, whose weight, achievement and influence did not need stressing. The other contain[s] the literary intellectuals….In the condition of our age… Renaissance man is not possible. But we can do something. The chief means open to us is education….There is no excuse for letting another generation be as vastly ignorant, or as devoid of understanding and sympathy, as we are ourselves. (Snow 1969: 60-61) So Snow posited two cultures that cannot communicate with each other and glare at each other with ill-concealed hostility. One culture consists of scientists, the other of what he called “literary intellectuals.” Snow did not take sides in this division: as a writer and a scientist, his goal was to help bridge the gap, not in his own generation but in the next. And his means of doing that was educational reform: budding scientists need to study more humanities; students of the humanities need to learn something about math and science. Snow’s Rede Lecture grew out of some very particular circumstances, and it was explicitly aimed at England and its educational system in the 1950s. He did not contrast scientists and artists, as our theme might have required, but scientists and “literary intellectuals.” This is another example of how Snow’s thesis is rooted in a very specific situation. But despite these features, I think that Snow’s famous lecture is a good point of departure for this paper. For all its particularism, Snow’s talk does raise the perennial question of the relationship between the arts and the sciences and does so in the most extreme fashion: instead of seeing that relationship as nuanced across a wide spectrum of human behavior, he sees it as one characterized by hostility, lack of communication, and incomprehension. I would like to argue that Snow exaggerated the problem of the “two cultures” in 1959 when he gave his lecture, and he is even more wrong today—at least if we examine the question not, as Snow VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 20 Virtual Archaeology Review did, on the level of the interpersonal interactions of specific scientists and literary intellectuals at the high tables of Cambridge and Oxford, but on the more profound level of the nature of art and of science. the Ionian thinkers such as Thales, philosophy has embraced both what we today call “science” and the “arts.” So our terms “art” and “science” have a history, and when we use them, they carry with them traces of that history. If we want to say anything useful about “the art of science and the science of art” and avoid terminological confusion or ambiguity, we will need to understand that history, at least in its broad strokes. And so we must start with a definition of terms. What do we mean by “art” and by “science”? 2 Defining Our Terms 3 The Ancient Model Let me avoid answering that for a moment by citing a passage in Passage to Modernity, a wonderful book by Louis Dupré, who was Professor of Philosophy and Religion at Yale: The Renaissance idea that the sciences and arts are synonymous goes back to antiquity. Our word “art” derives from the Latin ars, which the Romans used to translate the Greek term techne— the root of our word “technology.” “Science” derives from the Latin word scientia, a translation of the Greek term episteme. Scientia and episteme simply meant “knowledge”—knowledge about anything, not specifically about atoms, molecules, stars, life forms, etc., as it does today. Aristotle (Post An. 100a) understood episteme to mean a body of knowledge about existing things that are unchanging and eternal. Knowledge of such things can be codified, taught, and learned (Nic. Eth. 1139b). Complementary to, but less precise than episteme is techne. Techne is the knowledge of things that might exist (but do not necessarily exist) and that are brought into existence not by themselves but by an efficient cause that is their maker (Nic. Eth. 1140a). Such things might be actions or objects. Thus, Aristotle divides techne into two branches, the practical, concerned with actions, and the “poetic,” concerned with objects. A techne involves logos, or a “rational quality” (hexis meta logou) which must be applied in accordance with the truth (alethous; Nic. Eth. 1140a). So a techne has a necessary relationship to episteme, the study of the truth about unchanging and eternal things. For Aristotle and, as Dupré rightly noted, for the Greeks generally, knowledge is possible because nature is infused with Logos, or Reason, and humans are first and foremost rational creatures. This means that for the Greeks, the work of knowing is mimetic: to know something is to be able to describe it accurately in its essentials, which is to say its rational elements. …artists of the early Renaissance continued to view themselves as creating in unison with nature: mind and nature relate harmoniously to one another. As a microcosmos, the person occupies a central position within nature. According to Leonardo, the mind recognizes itself in the natural form upon which it then bestows its own formal perfection…. Observation of nature’s forms must conspire with creative imagination to realize the truth of nature. Because of the aesthetic importance of observation, Leonardo…considers science and art united. Thus he…concludes that painting is a science, indeed the higher one, since it intuitively reveals the unique, internal structure of its object, which cannot be learned as other sciences can (Dupré, 1993: 49; cf. Kuhn, 1970: 161). I start with Leonardo da Vinci and the Renaissance because I want to challenge any presupposition you may have that “art” and “science” have unambiguous significations and are natural and eternal opposites. In fact, the contrary is the case. Until the late 19th century when the term “physical sciences” was first coined, “art” and “science” were synonyms. We still hear a faint echo of this when we talk about “the art of solving puzzles, or “the art of computer game design,” to cite just two of thousands of hits that I got when Googling the phrase “the art of…” We also hear it when John Ziman, the distinguished theoretician of contemporary science, calls science “the art of the soluble” (Ziman, 1978: 28) and we can detect the synonymy in the title of Martin Kemp’s book, The Science of Art. Optical Themes in Western Art from Brunelleschi to Seurat (Kemp, 1990). It may not be irrelevant to note that Kemp is one of our greatest experts on da Vinci. Also pertinent is the fact that since its very origins with Hence for Aristotle and the Greeks, the key tool in the knowledge worker’s toolkit is logic. As we will see, other tools came later. I will call this notion of what knowledge is and what tool is suited to discover it the Ancient Model (see figure 1), anticipating my invocation in section 4 of Alfred Crosby’s use of the term New Model for the period 1250 to 1600. Ancient Model: Logic Greek Latin English τέχνη Ars1 Art Scientia1 Knowledge πιστήµη Goal: mimetic representation of reality Figure 1. The Ancient Model. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 21 Virtual Archaeology Review be sure, was not without his medieval predecessors such as Roger Bacon in the thirteenth century. Like Bacon, Galileo held that mathematics was “the gate and key” to knowledge about the physical world (Crosby, 1997: 68). Unlike Bacon, Galileo had many students and lived in the age of Gutenberg. In the Hellenistic and Roman periods, Aristotle’s sharp distinction between episteme and techne was lost, and the terms came to be used interchangeably. Thus, in his influential book on education, the late-antique writer Martianus Capella called the following the seven “liberal” arts, that is the subjects that any free-born (liber) man ought to have mastered: Grammar, Dialectic (or Logic), Rhetoric, Geometry, Arithmetic, Astronomy and Music. So, for Capella and in western universities until the seventeenth century, the arts included disciplines such as mathematics and astronomy that we today naturally consider sciences. Thus when Galileo came to the University of Padua in 1592, he was hired as an “artista,” a professor of the art of mathematics, having been recruited by Antonio Riccoboni, the professor of Humanities. So Galileo’s readership and influence were far-flung. It was Galileo who started a new paradigm of scientific research based on the apparently simple idea that you could quantify key characteristics of matter such as force, energy and mass (figure 2). What had held things up? Aristotle and the Ancient Model! In his Metaphysics, Aristotle denied point-blank that math could be applied to physics. Mathematics is “theoretical” and concerns what is eternal and immovable. But physics deals with things constantly moving and perishing, which are anything but immovable and eternal (Met. 1026a; see, in general, Crosby, 1997: 12-14). For a Bacon or Galileo to be possible, a new model of knowledge was needed. When you finished your bachelor’s degree in one of these arts, you then were eligible to proceed to the master’s and doctorate in the faculties of medicine, theology, or law. Whatever you studied at whatever level, you had to be highly proficient in Latin and Greek, since all the textbooks in all disciplines were texts by ancient writers such as Aristotle, Cicero, and Galen (on the concept of the “arts” see Kristeller, 1990: 163-227; on the medieval university, see Le Goff, 1993: 65-166 and Leff, 1992; on the Renaissance university, see Grendler, 2002). At this phase, then, it would not make sense to talk about “the art of science and the science of art,” since art meant science. Alfred W. Crosby, in his excellent book, The Measure of Reality. Quantification and Western Society, 1250-1600, sees this New Model gradually evolving in tandem with the introduction of the money economy in the thirteenth and fourteenth centuries. Crosby quotes a fourteenth century scholar at Oxford who wrote that “every saleable item is at the same time a measured item.” Even time came to have a price once it could be divided into units smaller and more absolute than the ancient hour, whose value fluctuated seasonally and geographically until the invention of mechanical clocks around the 1270s (Crosby, 1997: 84). Within a few centuries, Kepler would compare the universe to a vast clockwork. The new device had given birth to a new and powerful metaphor (Crosby, 1997: 110-111). And let us not forget that Copernicus wrote a treatise on money in which he anticipated the quantity theory of money and even Gresham’s Law. The New Model, then, is based in part on the addition of a second tool to the knowledge worker’s toolkit. Next to logic, we now have applied mathematics. To be clear about our use of these terms, let us call this Art1 and Science1, and we can say that: Art1 = Science1 Both operated under the Ancient Model of knowledge primarily obtained through the tool of logic and aimed at a mimetic description of reality. 4 The New Model When did this paradigm of the branches of knowledge break down, and why? Perhaps the key figure was Galileo, who, to New Model: Logic, Mathematics, Visualization Greek Latin English τέχνη Ars2 Art Scientia2 Knowledge πιστήµη Goal: mimetic representation of reality Figure 2. The New Model. Why could mathematics not have been used as a knowledgeproducing tool in antiquity? Crosby is undoubtedly correct in attributing this to the simple fact that in antiquity “its symbols and techniques were inadequate” (Crosby, 1997: 110-111). A new symbolism was required. With Roman numerals, even the procedure of addition was time-consuming. And then there was VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 22 Virtual Archaeology Review the lack of the concept of zero. It took until the sixteenth century for the Arabic system of numbers and notation to come into widespread use in Europe. Until then, we should not be surprised to find the knowledge-worker’s toolkit to be limited to logic alone. Further progress came in the early 1400s with the rediscovery Ptolemy’s Geography, with its map of the world, which divided the earth into the familiar system of latitude and longitude. This gridding of the earth allowed maps to become more and more accurate and introduced the idea that space, like time, could be divided into small units and measured with precision—not that Ptolemy did: his calculations were, in fact, far from accurate, which explains why when Columbus got to the New World, he thought he was already at the islands off the coast of China, some 10,000 miles away (Crosby, 1997: 97-98). A second work of Ptolemy, rediscovered around the same time was his He Megiste Syntaxis, better known by its Arabic title of Almagest. This work presented a detailed geocentric model of the heavens. Its inelegant use of epicycles inspired Copernicus in the sixteenth century to propose his heliocentric model. Here it is important to note three things. First, Copernicus did not primarily base his argument on new observations. Second, Copernicus felt licensed to propose the heliocentric model because it had already been developed in antiquity by Aristarchus of Samos. Hence, his attack on Ptolemy does not constitute an early skirmish in the Battle of the Ancients and the Moderns, which was to break out in France in the next century. It is rather a case of one ancient authority pitted against other ancient authorities. Since none of the heliocentric texts survived, in a sense Copernicus was philologically recon-structing the line of argument they could have made. Finally, for Copernicus, the criterion of success in his enterprise was less truth than beauty. As he wrote about his geocentric predecessors, “…they [could not] elicit or deduce…the structure of the universe and the true symmetry of its parts. On the contrary, their experience was just like some one taking from various places hands, feet, a head, and other pieces, very well depicted, it may be, but not for the representation of a single person; since these fragments would not belong to one another at all, a monster rather than a man would be put together from them” (Copernicus 1978). As Robert Westman (2008) has noted, Copernicus’ image is based on the opening lines of Horace’s Art of Poetry, which compares a bad poem to the painting of a monster with the head of a woman, neck of a horse, wings of a bird, and tail of a fish. Copernicus sees the strength of his alternative theory in the fact that it can connect the old data points in a new way so as to make the picture of the universe symmetrical and beautiful rather than monstrous and ugly. The root of this new criterion of truth comes from the fifteenth-century Neoplatonic philosophy of Marsilio Ficino. As Dupré showed, in Ficino’s thought, Nature is an aesthetic work, and hence to perceive the truth of Nature is to perceive its beauty (Dupré 1993: 200-202). Oddly, Copernicus’ De revolutionibus had an unintended contribution to make to the progress of knowledge: unbeknownst to its dying author, Copernicus’ text was edited by the theologian Andreas Osiander when it was being prepared for the printer in Nuremberg in 1543. Osiander added a preface that most readers thought must have been written or at least authorized by Copernicus himself. In this text, Osiander called the heliocentric theory a hypothesis which “need not be true nor even probable; it is sufficient if the calculations agree with the observations” (quoted apud Gingerich 2005: 139). Osiander thus introduced the powerful concept that a scientific theory could be proposed not as a mimetic representation of reality but as a VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 thought-experiment or jeu d’esprit (on Osiander’s preface see Kusukawa, 1999). A key moment in the formation of what Crosby calls the New Model occurred in the early seventeenth century. That is when Galileo did three things that were to have a powerful effect on science down to the present day. He violated Aristotle’s injunction against applying mathematics to the study of physical objects. Although he made some errors, Galileo undertook experiments to establish the time-squared law for uniformly accelerated change. He also concluded that objects retain their velocity unless a force—such as friction—acts upon them, refuting the generally accepted Aristotelian hypothesis that objects “naturally” slow down and stop unless a force acts upon them. Galileo also showed the power of observation by using the new invention of the telescope to visualize the heavens, making new discoveries (such as the four, large moons of Jupiter) that are impossible for the unaided eye to see. And so a third tool entered the knowledge-worker’s toolkit: visual devices such as microscopes and telescopes to bring within the range of human vision objects too small or distant to be perceivable. Once again, the reason for the absence of these tools from the Ancient Model is obvious: they did not yet exist. I have noted that Osiander’s preface to Copernicus’ De revolutionibus characterizes the purpose of the work as a mere hypothesis, not a claim that the heliocentric model is an accurate mimesis of the solar system. This softer claim is actually not very characteristic of practitioners of the New Model. More typical is Galileo, who wrote, for example, in the Starry Messenger, “I have observed the nature and material of the Milky Way. With the aid of the telescope this has been scrutinized so directly and with such ocular certainty that all the disputes which have vexed philosophers through so many ages have been resolved, and we are at last freed from wordy debates about it” (Galilei, 1957: 49). “Wordy debates” are, of course, Galileo’s disparaging way of referring to the use of logical reasoning alone. Armed with the new tool of the telescope, the knowledge-worker in the age of the New Model can forward a very strong claim to understanding the precise characteristics of his object of study. Galileo’s contemporary, Kepler, was able to improve on Copernicus’ heliocentric model by replacing Copernicus’ circular orbits of the planets with ellipses, arriving at this correct conclusion solely by use of mathematics and the data of Mars’ orbit. Within fifty years of the deaths of Kepler (1630) and Galileo (1642), Newton, in the Principia mathematica (1687) was able to take Galileo’s terrestrial laws of motion and apply them to heavenly bodies such as the Moon and the planets, thereby giving a principled explanation for Kepler’s observations about planetary motion (cf. Kline, 1967: 337-339). By the beginning of the eighteenth century, Crosby’s new quantitative-visual model had been firmly established as Newton’s work swept all before it, as Feingold has reminded us in his recent book The Newtonian Moment. But the term for this branch of knowledge was still philosophy, or natural philosophy, not “science.” Not surprisingly, the full title of Newton’s classic work was the Philosophiae Naturalis Principia Mathematica, or The Mathematical Principles of Natural Philosophy. For the sake of terminological clarity, let us call this “Science2.” As we have seen, the chief characteristics of science2 are quantification, visualization, model-ing, and experimentation. Note that these are not always all utilized, but they are all in the scientist’s toolkit. For example, in the field of astronomy, 23 Virtual Archaeology Review experiments were not possible for Copernicus, Kepler, Galileo and Newton. At best, they could quantify, observe, model and run thought experiments. If in the seventeenth century natural philosophy embraced the new tools of quantification and visualization, then we may well wonder if there was already a foreshadowing of C.P. Snow’s opposition of what we today would call art and science. Surprisingly, the answer is no. Art itself was evolving in the same direction. Indeed, the move toward the new model actually occurred in what we now call the arts before it occurred in the sciences, and so we now change our nomenclature for “art,” too. Starting from fifteenth-century Florence, painting had undergone what William Ivins has called “the rationalization of sight.” By this concept—which has been quite influential among scholars of New Media—he means that the imprecise sense of perspective found in much of Roman painting and European Gothic painting, starting with Pietro Cavallini and Giotto, had undergone a revolution with Leon Battista Alberti’s formalization of Brunelleschi’s discovery of a simple but logical scheme for pictorial perspective (Ivins, 1975: 9; on Brunelleschi and Alberti, see [anon.], 2006: 371-378). According to Ivins, Alberti’s innovation came from a shift of sensibility: for the Greeks, geometric properties were ultimately derived from the sense of touch, not vision. This can be exemplified by the key issue of perspective painting: the treatment of parallel lines. In Euclid, parallel lines, by definition, never meet. “If we get our awareness of parallelism through touch, as by running our fingers along a simple molding,” writes Ivins, “there is no question of the sensuous return that parallel lines do not meet. If, however, we get our awareness of parallelism through sight, as when we look down a long colonnade, there is no doubt about the sensuous return that parallel lines do converge and will meet if they are far enough extended” (Ivins, 1975: 8). The famous Albertian window used in perspective painting since the mid fifteenth century reflects exactly the same powerful combination of tools seen 150 years later in the work of Galileo, Kepler, and Newton: mathematics and visualization. And as in the work of those natural philosophers, the criterion for success was, of course, beauty and the goal the mimetic representation of Nature. The invention of perspective was not simply a technical innovation useful for painters and architects. By a circuitous route that started with the engineer-architect Girard Desargues and his student Blaise Pascal in the seventeenth century, it led in the nineteenth century to the development of projective geometry, of which Euclidean and non-Euclidean geometries are special cases (Kline, 1967: 232-249). As Morris Kline put it, “this subject born of art makes its primary contribution to mathematics as an art” (Kline, 1967: 248). Of course, this story about how modern geometry developed in the positive interaction of fine artists and scientists has many, many more twists and turns. Those interested can be referred for the details to the splendid account in Martin Kemp’s book, The Science of Art, whose premise is (to quote the Introduction) “that there were special kinds of affinity between the central intellectual and observational concerns in the visual arts and the sciences in Europe from the Renaissance to the nineteenth century” (Kemp, 1990: 1). Crosby’s “New Model,” which we have called science2, is first attested two centuries earlier in the fine art of painting, whose theoretician was Leon Battista Alberti and whose poster boy was Leonardo da Vinci. At this point, then, we also must distinguish this sense of the word “art” from art1. We have called it art2. Here, again, we find that art and science are not polar opposites, as they were in Snow’s essay. Of course, we are now using the word “art” in the sense of the “fine arts,” not in the sense of art1, the traditional liberal arts of Grammar, Logic, Rhetoric, etc. That sense was not to develop before Vasari, who in his Lives of the Most Excellent Painters, Sculptors and Architects, coined the term “le arti del disegno,” the “arts of design,” or what the French were to call the beaux arts and what we call in English the “fine arts.” Since the universities had no place for them, painters, sculptors and architects banded together in academies, of which the first was started in 1563 by Vasari himself in his native Florence (cf. Kristeller, 1990: 181-183). At this point, we can begin to detect a divergence between the old liberal artists and the new fine artists and natural philosophers. The liberal artists show few signs of rebelling against what Crosby called the Old Model that was prequantitative and non-visual. There are, to be sure, some exceptions such as Pierre de la Ramée, better known as Petrus Ramus, who developed a new, anti-Aristotelian logic in mid sixteenth-century Paris and who loved to make his points through the use of illustrative diagrams (Ong, 1958). Ramus’ influence is hotly debated: Walter Ong downplayed it (Ong, 1962: 79-80; see also Sellberg, 2006); Ernst Cassirer and, more recently, Timothy Reiss, see a direct line connecting Ramus to Bacon, Galileo and ultimately to Frege (Reiss, 2000: 54-55). On the other hand, even the old artists of grammar, rhetoric, logic, and ethics were somewhat affected by the spirit of the age, which, after all was the Renaissance and the time when humanism flourished. For the humanists studying the Greek and Latin authors, it was not yet possible to use the tool of quantification, let alone of experimentation. For that, we have to await the late twentieth century and the development of the fields of quantitative linguistics, literary stylometrics, and virtual archaeology. But it was possible to challenge ancient authority, as Galileo did; and by the early nineteenth century it would be possible to visualize textual data in the form of the genealogy of manuscripts, or the discipline we call stemmatics (Bordalejo, 2006). As in the case of the fine arts, in challenging ancient authority the liberal artists were far ahead of the scientists. Probably the greatest challenge made by a Humanist to ancient authority occurred in 1440 when Lorenzo Valla used legal, linguistic and historical arguments to challenge the authenticity of the Donation of Constantine. This was a key text upon which the primacy and power of the Bishop of Rome rested because in it the Emperor Constantine the Great allegedly gave Pope Sylvester I and his successors ownership of property in Rome, Italy, and in other provinces of the Roman empire including Judea, Greece, and Africa. Valla’s challenge set off a chain reaction that, as noted by Hans Küng (1996), caused a paradigm shift in Christianity. Before Valla, authority flowed from the Pope in Rome. After Valla, Martin Luther and John Calvin, authority was rooted in the Bible. No wonder that in sixteenthcentury Italy, there was a saying: “scuola di grammatica, scuola di eresia” (see the chapter with this title in Seidel-Menchi, 1987), or, “school of humanities, school of heresy.” As for the visualization tool called stemmatics, it took centuries of groundwork by philologists following in the wake of humanists such as Valla and Erasmus until the breakthrough could occur in 1850 with the publication of Karl Lachmann’s edition of the ancient Latin poet Lucretius. Lachmann was able to show the family descent of the surviving manuscripts and to take an imaginative leap beyond the surviving witnesses of the VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 24 Virtual Archaeology Review text to derive the characteristics of their common ancestor, or what we call the archetype. Lachmann was able to show that this lost manuscript, called Omega, contained 302 pages with 26 lines to a page. He was also showed that the archetype was a copy of a manuscript written in a minuscule hand, which in itself was a copy of a manuscript of the 4th or 5th centuries written in rustic capitals. These results were astounding and constituted a kind of reverse-engineering of the thousand-year process of scribal copying. Since Lachmann, the use of a genealogical table to visualize the family relationships of the manuscripts of ancient authors has become a standard practice. Sometimes the picture that emerges can be quite complicated. But precisely for that reason visualization has proven to be a useful technique in the field of stemmatics because it makes apparent emergent properties that might otherwise get lost in the overwhelming mass of data (cf. West, 1973: 7-59). In the field of archaeology, we had to wait over a century for a similar breakthrough in data visualization. I refer to the Harris matrix, which was invented in 1973 (Harris, 1989). We might note that in the field of the old liberal arts, the criterion of success was never beauty, a concept not part of the humanists’ critical vocabulary before the development of the new field of aesthetics in the eighteenth century (Kristeller, 1990: 186, 196-204). fashion. Some of the major features that a detailed version of this paper would have to delve into include the development of the modern research university by Wilhelm von Humboldt; the resulting explosion of specialized knowledge with an attendant breakdown in communication, ultimately leading to C.P. Snow’s two-culture thesis (for the influence of the Germanic model in the U.S.A. see Lucas, 2006: 177-181); rapid progress in basic scientific knowledge leading to what can be called the M o d e r n Model for science; and inevitable repercussions positive and negative on the artists of both the ancient and of the modern model. If language reflects consciousness, then it is doubtless significant that it was toward the end of the nineteenth century that the term “science” in its contemporary sense replaced the ancient term “natural philosophy” still used by Galileo, Newton, and all the other early modern researchers in this field. Let us start with what, for lack of a better term, I have called the Modern Model (figure 3). Crosby’s account ends in 1600 so we should not be surprised that by the late 19th century his New Model had been replaced. The key development this time is less the addition of new tools to the knowledge-worker’s toolkit than the end to which they are employed. Instead of the mimetic goal of the arts and sciences of the New Model, now scientists understood their tasks to be not so much modeling reality as exploring the properties and limits of the models themselves. We may simplify and say that play replaces mimesis, though we hasten to note that play can be a very serious thing, as scholars of play (Smith, 1984; Huizinga, 1955) and a popular cultural critic such as Steven Johnson—author of the popular book Everything Bad Is Good for You (2005)—would insist. 5 The Modern Model As noted, Lachmann lived in the nineteenth century, and this was the time when Crosby’s New Model started to pass out of Modern Model: Logic, Mathematics, Visualization, Thought Experiments Greek Latin English τέχνη Ars3 Art Scientia3 Knowledge πιστήµη Goal: playful representation Figure 3. The Modern Model. “Science3” is what we may call this new, ludic kind of science, of which Osiander was the harbinger. An early influential exponent of the Modern Model was the late nineteenth-century physicist Ernst Mach, who wrote: If ordinary ‘matter’ must be regarded merely as a highly natural, unconsciously constructed mental symbol for a relatively stable complex of sensational elements, much more must this be the case with the artificial hypothetical atoms and mole-cules of physics and chemistry. The value of these implements for their special, limited purposes is not one whit destroyed. As before, they remain eco-nomical ways of symbolizing experience. But…we are on our guard VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 now, even in the province of physics, against overestimating the value of our symbols (Mach, 1914: 310). So for Mach, as for Ockham and the nominalists of medieval philosophy (Dupré, 1990: 39-40), the work of scientists is a mental construct, and it is going too far to take concepts like atoms and molecules as really existing parts of reality. Of course, in Mach’s lifetime, atoms could not yet be seen under the microscope. That was not to happen until the development in the twentieth century of the electron microscope and the One-Ångstrom Microscope. Moreover, as a brilliant student of optical illusions, Mach had reason to distrust the evidence of the senses. And if Mach downplayed 25 Virtual Archaeology Review the role of observation, he also was dismissive of logic as a tool of discovery. Thus syllogism and induction do not create new knowledge, but merely make sure that there is no contradiction between our various insights and show clearly how these are connected, and lead our attention to different sides of some particular insight, teaching us to recognize it in different forms. Obviously, then, the genuine source from which the enquirer gains knowledge must lie elsewhere (cited apud Pojman, 2008). So in his version of the Modern Model, the emphasis necessarily falls on mathematics and modeling. The poster boy for this was, of course, Albert Einstein. As Science3 developed and succeeded, it caught the interest of government, especially in time of war. The most obvious example is the Manhattan Project, which gave us the atom bomb and proved that Einstein’s famous thought experiments of roty years earlier were very serious and deadly games indeed. The atomic bomb reminds us that the game of the modern model was one that was not arbitrary and purely fanciful but was played according to the rules of the “falsifiability” principle of Karl Popper (Popper, 1965). It also reminds us that by now science had evolved from the activity of isolated indivudals or small research groups into a large-scale, collaborative Enterprise. According to the US government, at its peak, the Manhattan Project employed more than 130,000 people (www.cfo.doe.gov/me70/manhattan/retro spect. htm). In the era of Big Science (Weinberg, 1961), collaborative research by teams of researchers has become the norm. Scientific papers no longer have a single author, and lists of dozens or hundreds of co-authors are by no means unusual. Meanwhile, other knowledge-workers were implicitly operating on the assumption that if scientific research is a mental construct, then it need not necessarily take its point of departure from observations of reality but can become a self-reflexive activity. By “self-reflexive” I mean that it can take the methods and procedures of science and imagine what would happen if the reality-based constraints were removed. The clearest example of this is non-Euclidean geometry, which was developed in the 1820s and 30s by Bolyai and Lobachevsky. It takes as its point of departure the assumption that parallel lines do meet and works out the consequences. Bolyai “ends his work by mentioning that it is not possible to decide through mathematical reasoning alone if the geometry of the physical universe is Euclidean or non-Euclidean; this is a task for the physical sciences” (anon., 2009A). Of course, twentieth-century physics did find that in certain respects the universe is nonEuclidean and that non-Euclidean geometry—especially as developed by Riemann—is thus very useful. But in terms of the research program of the Modern Model, that is almost beside the point. In the early twentieth century, we can cite the mathematics of David Hilbert, who held that “mathematics is…a series of games” (Anglin, 1996). In the fine arts, too, a major shift had occurred away from mimesis toward ludic self-reflexivity, which we may call Art3. This is doubtless related to the invention of the daguerreotype in the 1830s and the even better calotype, invented by William Henry Fox Talbot in the 1840s. Now, for reality to be outputted through the use of optics or optical theory no longer required the assistance of an artist. Instead, visual data could pass through a lens and be recorded directly onto a photographic plate or film. Stereographic photographs were even given the status of “wholly reliable transcriptions of retinal images, themselves unfailing equivalents to the external world they signified” (Schiavo, 2003: 127). As Walter Benjamin (1968) put it, “photography freed the hand of the most important artistic functions which henceforth devolved only upon the eye looking into a lens.” And, as Benjamin also noted, once freed, the hand of the artist no longer had to operate as the last cog in the wheel of mimesis. Instead, it could carry out the commands of the artist, who replaced the doctrine of mimesis with that of “l’art pour l’art, that is, with a theology of art” (Benjamín, 1968). Like Modern Science, modern art becomes ludically self-reflexive, more about itself than about nature. The history of modern art thus becomes the history of an ever-changing series of doctrines—Impressionism gives way to Cubism, Cubism to Dadaism, Dadaism to Surrealism, Surrealism to Abstract Expressionism, and on and on without stop, let us hope—at least if you enjoy the show as much as I do! And what about artists in the original sense of humanists in the fields of grammar, rhetoric, and logic? Here, too, we can detect the Modern Model. This is particularly the case in philosophy, hermeneutics, and the sociology of knowledge, the foundational fields that inspire the day-to-day work of specialists in the various humanistic subdisciplines. All three are based on the same key idea found in Mach and in modern fine arts that the name of the game is reflexivity. In philosophy, one thinks here of Wittgenstein’s late Philosophical Investigations, where the concept of the “Sprachspiel,” or “language game,” plays a key role. The Mach of modern humanists was perhaps the Heidelberg philosopher, Hans-Georg Gadamer, who died in 2002. His key work was published in 1960 with the ironic title, Wahrheit und Methode, “truth and method.” The irony consists in the fact that, as was the case in Mach’s system, in Gadamer’s there is no method in the humanities that leads us to true knowledge in the sense of a mimetic repre-sentation of reality. Each individual lives in a set of particular historical circumstances that determine his behavior and outlook. When another individual—say a scholar in the humanities—looks back and tries to understand a text, painting, or other creation left by someone who lived in a different set of circumstances, there is no possibility of a completely shared understanding. This does not mean that we cannot understand a text, painting, or other human creation; only that we cannot understand it as its original author intended. We always understand it in our own way, no matter how much we try to be “objective,” that is, to employ an historical method. Moreover, the work of art has a special property: it evokes a response in us and issues a challenge to us. Through interpreting a great intellectual achievement of the past, we do not simply express who we were before we opened the title page; we become transformed in our dialogical encounter with the object we are studying. In Gadamer, the work of art thus functions as Nature does in Mach: it is subject to interpretation, to what we might call “modeling,” but not to straightforward mimetic transcription by a knowledge-worker in the manner of Galileo confidently describing the Milky Way, or Harris meticulously sorting out the relationships of all the stratigraphic deposits on an archaeological site. 6 The Postmodern Model I conclude with our situation today, which is characterized by a Postmodern Model (figure 4). Like all preceding models, this model is not all-pervasive but sits atop archaic survivals of its VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 26 Virtual Archaeology Review predecessors, giving rise to a rich if seemingly contradictory state of affairs characterized both by neo-skepticism and neopositivism in the arts and sciences. In the Postmodern model, the goal is no longer primarily play constrained by rules but playful, ironic self-consciousness. And its new discovery tool is informatics, an outgrowth of the Computer Revolution that started before World War II and took off in the post-war period. Informatics has been defined as “the study of the structure, algorithms, behavior, and interactions of natural and artificial systems that store, process, access and communicate information” (Wikipedia, “Informatics,” seen June 15, 2009). The science that results from using this new tool we may call Science4. the experimental results. But when this breaks down, a crisis and a “paradigm shift” inevitably occur. Moreover, the crisis may not arise only from discrepant data but from a change in world view. The world is seen differently, and different things are seen in the world. The paradigm shift involves a new metaphor that reorganizes the scene and exerts itself by force of its beauty, its aesthetics (Kuhn, 1970: 155). Applying the lessons of Gestalt psychology—traceable to Mach’s work on optical illusions—Kuhn shows how scientific revolutions can also arise from new ways of interpreting the text of Nature—something that Gadamer might have noted was an inevitable feature of the human condition. So the evolution of science is inevitable and unrelenting. This might lead to the depressing thought that all scientific knowledge is relative, that is, temporary. In the second edition of his book (1970), Kuhn tackled that head-on and came up with a Gadamerian answer: yes, in a sense all science is relative, but from the point of view of an individual or a particular generation of scientists you can still achieve the best theory possible given the state of the evidence and the compatibility of the theory with all other dominant theories in related branches of science. Relativity will mainly occur after your death, and even if it occurs while you are still alive, that is nothing to get depressed about because, according to Kuhn, scientists at heart are “puzzle-solvers” (Kuhn, 1970: 35-42, 206). Like devotees of crossword puzzles, they get pleasure from confronting ever-new puzzles to solve. I need hardly point out that puzzles are games, so Kuhn’s theory has a strong ludic element. I would characterize it as simultaneously neoskeptical and neopositivistic. For the individual, it presents a view of science in which positive knowledge can be obtained; looking at the longue durée, Kuhn’s picture is skeptical about the persistence of any single brick in the structure of knowledge. If Crosby was the theoretician of the New Model, then Thomas Kuhn with his influential “paradigm theory” of science plays that role for the postmodern model. According to Kuhn’s famous book, The Structure of Scientific Revolutions, first published in 1962, previous understanding of what science is was too often determined by reading textbooks (Kuhn, 1970: 10: Ziman, 1978: 38-42), not the actual communications of scientists. When we approach science through textbooks, everything is compendious and clear. Science marches ever onward and upward without error or detour. But that gives a very artificial sense of what science is really about, how it really happens. If the data of the theoretician of science focus on the process rather than the product, what is striking is less the neatness and positive results of science than its messiness and tentativeness. No discovery or theory is ever final; everything is subject to doubt, the requirement of replication, and the fate of reintegration into a new theory, or what Kuhn termed a “paradigm.” Science is made by knowledge-workers organized into communities that are self-validating. Within these communities, all goes well during periods of what Kuhn calls “normal science” when a reigning paradigm accords well with Postmodern Model: Logic, Mathematics, Visualization, Thought Experiments, Informatics Greek Latin English τέχνη Ars4 Art Scientia4 Knowledge πιστήµη Goal: interactive representation Figure 4. The Postmodern Model. Of course, since Kuhn’s book appeared, the scientists have continued solving the crossword puzzle of Nature with no sign of any slowdown caused by mental depression. To the contrary, the collaborative teams characteristic of Big Science in the Modern Model have become what Caroline Wagner calls the Invisible College of massive numbers of scientists dispersed around the world linked by the Internet where they apply grid computing to ambitious collaborative projects (Wagner, 2008: VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 1-14). The central, enabling role of informatics in such new scientific projects is striking. The field of physics gives us an excellent example: CERN’s Large Hadron Collider, or LHC. In the LHC, two beams of hadrons will shoot in opposite directions through the accelerator. When the beams collide, the energy will be high enough to simúlate conditions in the early universe. The particles that are generated may confirm or force revision of the Standard Model. These collisions are detected by sensors whose 27 Virtual Archaeology Review data are digitally expressed and processed at a rate of an estimated 300 GB/second, 27 TB/day, or 15 PB/year. They are so massive that they have to be culled for “interesting events” at an estimated rate of 300 MB/second in order to be processed by software and made available to thousands of scientists tied remotely to CERN through the LHC Computing Grid (http://public.web.cern.ch/public/en/LHC/ LHC-en.html, seen June 10, 2009). In other words, in postmodern physics, scientists study not the immediate sensory presentations of Nature but their digital representation. If these are created in a methodical, accurate way, the results can be no less valid than what can be learned from their real-world equivalents. But, of course, in postmodern science, the real-world objects of study are generally not subject to direct observation and manipulation because of constraints of time, distance, or scale. Physics is not the only field where we can see this informatic turn. With the decipherment of the human genome, humanity has become self-conscious of its own coding and integration into the biosphere. The new fields of bioinformatics and computational biology have emerged in recent decades at the very center of the life sciences, bringing us such research programs as genomic sequencing, comparative genomics, and the modeling of biological systems, to name just a few hot areas. This is because, as with the LHC’s subatomic particles, the genomic code is understood not directly but through its digital representations, and these are analyzed computationally. Thus, with the introduction of informatics, biology moves from a discipline primarily devoted to observation and experimentation to one reliant for new advances on the manipulation and analysis of digital data and models. As with the previous three models, we once again find parallel developments in the fine and liberal arts. Specialized shows such as Ars Electronica and SIGGRAPH regularly feature the work of digital artists. They are also gaining access to our major museums. In 2008, the foyer to the Getty Center featured Tim Hawkinson’s Überorgan, a large multimedia structure combining balloons, pipes, and music. The music is based on hymns, fragments of which are randomly activated by sensors as viewers pass by the installation. The artist describes it as follows: …the switches reinterpret the [musical] score. One would kind of flip-flop the orientation of the notes to the keyboard so that what's normally played at the high end is played at the low end. Another switch is the key that it's played in. All these switches are being activated kind of spontaneously just by viewers going through the space so there's no telling when it's going to shift. And so it really is played out a different way each time someone passes through (Hawkinson, 2008). As those of us who have been fortunate enough to experience it can attest, the Überorgan plays for us and with us. Those who have not seen it can enjoy it vicariously on YouTube. Works of art like the Überorgan are excellent emblems of the informatic and interactive spirit of our age, which they both reflect and help to create. They also exemplify irony, as does much of body and performance art of the past several decades: they can never be repeated and only rarely preserved or documented. If one of the original drives behind the creation of art was an individual’s desire to leave a mark or to create a monument recording his existence, then postmodern art does not fulfill this basic human need. But what postmodern art is good at doing is transcending the boundary betwen the individual artist and his audience. Now, the audience participates in the performance and helps co-create the art as it is experienced in ever new ways. And postmodern art also clearly illustrates how the boundaries between science, art, and technology have become very blurred. We may call it Art4. Play: The Video Games World was an enormous show with over 300 video games held at the Palazzo delle Esposizioni in Rome in 2002. In the summer of 2008, the Vancouver Art Museum held a show dedicated in part to video games as art, with exhibition of games such as the Sims, Grand Theft Auto, and Super Mario World. Increasingly, the game is not only the spirit of art, as it was in the Modern Model, but its very content. But in contrast to pre-digital games, the new games are interactive, with shifts of situation caused either by the human players, the randomized algorithms of the game, or both. The new postmodern aesthetic is thus no longer based on the traditional concept of mimetic content wrapped in a static, simple and symmetrical Beauty, on Kant’s notion of the aesthetic experience as “disinterested contemplation” by an isolated viewer (Kant, 1982, para. 1-22). It is grounded instead on the aesthetic object’s ability to engage through dynamism, adventure, imagination, and curiosity-arousal in a social context. One might make the case that the new aesthetic is indeed a conscious and enthusiastic embrace of Horace’s monster, an impulse, “to destroy beauty,” as the artist Barnett Newman characterized modern art in 1948 (apud M. J. Milliner). But we must also note that the new aesthetic is also Gadamerian in emphasizing the dialogical relationship of the observer, the other, and the art-object. We should note in this regard that along with the new aesthetics is a complementary new anthropology associated with the discovery of mirror neurons by neuroscientists. In brief, a mirror neuron is: …a neuron which fires both when an animal acts and when the animal observes the same action performed by another animal (especially by another animal of the same species). Thus, the neuron ‘mirrors’ the behavior of another animal, as though the observer were itself acting. These neurons have been directly observed in primates, and are believed to exist in humans and other species including birds. In humans, brain activity consistent with mirror neurons has been found in the premotor cortex and the inferior parietal cortex ([anon., 2009B]. The first consequence of this discovery is the realization that mimesis is itself a game—indeed the first, constitutive primate game, which begins in humans in the first minutes after birth (Iacoboni, 2008: 47, 49). The second is that there is no isolated individual but only a constant redefinition of the individual self as it interacts with another self (Iacoboni, 2008: 133, 257). The third is that intersubjectivity is neurological (Iacoboni, 2008: 152, 155, 262-265). The fourth is that interactivity—whether real or virtual—is an essential part of what makes us human. This fact alone justifies the enormous project currently underway to make our media interactive (see Svanaes, 2000) and suggests that the future of virtual archaeology is bright indeed. The interactive digital cultural object is an expression and agent of our sense of cultural identity. With this realization comes a duty: it is incumbent on us as virtual archaeologists to understand the phrase “our sense of cultural identity” in as cosmopolitan a way as possible. Otherwise, the wonderful tool of interactive digital cultural objects can quickly become a weapon used by one particular culture to promote itself against all the others (Frischer, 2006). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 28 Virtual Archaeology Review In the humanities we have passed through the neoskeptical phase of poststructuralism when theoreticians like Jacques Derrida and Umberto Eco have wondered whether there is any method or criterion to limit how we interpret a work of art; or if, as Eco asked, it is “open-ended universe where the interpreter can discover infinite interconnections” (Eco, 1992: 39-40). But next to this skepticism run riot we also have something akin to the Large Hadron Collider, the so-called digital humanities generally and virtual archaeology in particular. Of course, since we are talking about the humanities, long the poor cousin of academic disciplines, we are comparing a mountain to a mouse in terms of the scale of the enterprise and its cost. The digital humanities can be defined as the application of information technology as an aid to fulfill the humanities’ basic tasks of preserving, reconstructing, transmitting, and interpreting the human record. The striking thing about this new field is how it has revolutionized many humanistic disciplines, making them resemble the natural sciences more than ever before in their long history. A case in point concerns collaborative research, something very rare in the humanities as recently as ten or twenty years ago. Now collaborative projects are sprouting up all over. The most impressive example is, of course, Wikipedia, started by Jimmy Wales in 2001. It proves what can be done, and how fast it can be done, when you invite the collaboration of just about everyone who is literate and speaks one of the world’s major languages. Digital humanists utilize advanced technology in various ways. Perhaps the most obvious way is simply the conversion of their objects of study—texts, paintings, buildings, and even whole cities—to digital format. Generally, this is quite simple and straightforward, and involves use of a new device that has revolutionized the field of archaeology: the 3D scanner. But sometimes 3D digitization is very difficult, as, for example, happened with our institute’s complex project to digitize the Plastico di Roma antica, a enormous physical model of Rome in 320 CE (Guidi, Frischer, et al., 2007; Guidi, Frischer, et al., 2008). And even 2D digitization can sometimes still pose enormous challenges, as happens when you are trying to recover an ancient text scratched off a medieval manuscript, covered with another text, and then further damaged by fire. In pre-digital times, the only way such a scratched-off text—or “palimpsest”—could be read was if enough of the original letters survived that it could still be seen; or, if not, if you could pick up any faint traces through the use of ultraviolet light. But in the last decade, multispectral imaging has been employed with great success on a range of manuscripts. The most impressive example I can cite is the project to recover the texts of Archimedes and other ancient authors under the text of a thirteenth century monk’s prayer book. Besides the normal difficulties encountered in reading any palimpsest, this particular medieval book presented the additional challenge that it was “charred by fire [and] devoured by mold” (Netz and Noel, 2007: 4). To read it, the humanist team of Reviel Netz and William Noel had to obtain the use of a powerful beam of synchrotron X-rays from the Stanford Linear Accelerator Center. Scanning an object like a text or painting generally does not require such innovation and advanced hardware, but now that we have so many tens of thousands of digital representations of the artifacts humanists study, it is possible and even acceptable for the first time for humanists to use the tools of quantitative analysis, data-mining, modeling, and visualization. That is, like our colleagues in the sciences, we are able to make new VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 discoveries by using digital technology to manipúlate and analyze the digitized representations of the objects we study. Last year, I co-edited a book of pioneering studies showing how our new 2D and 3D technologies can act not simply as representations of knowledge but as tools for new discoveries (Frischer, Dakouri-Hild 2008). As an example, I would cite David Koller’s project to scan in 3D and algorithmically reconstruct the 1200 fragments of an amazing map of ancient Rome made in about A.D. 210 at the enormous scale of 1:240. Thus far, Koller has published more than 20 joins (Koller et al., 2005; Koller et al., 2006; Koller, 2008), an amazing feat when you consider that scholars have been using traditional methods—their eyes and hands—to find joins for over four hundred years, so you would think that there are not still very many discoveries to be made. The application of information technology in the humanities has also resulted in qualitative change to the way in which humanists have understood their central tasks of preserving, transmitting, and interpreting the cultural monuments of the past. Thus, from the Alexandrian librarians to Lachmann and other Classicists working in the Age of Gutenberg, philology was focused on reconstruction of the earliest version of an author’s text and, ideally, of the autograph itself. This goal is understandable from many points of view, not least of all technological: when a text must be written in ink on a piece of papyrus or printed in ink on a piece of paper, then each word must be indelibly correct with respect to some base text. So the editor must make a single choice of which phase in the often long history of a text he will use as his base text. For the past twenty-two hundred years, since the Alexandrian librarian-editors Zenodotus and Callimachus, this choice has almost always come down in favor of the author’s autograph or at least (if this is lost) the closest copy to the autograph. But in this decade, a new approach to philological editing has been developed—appropriately enough for Homer, the touchstone of the Alexandrians. Called a “multitext,” this is a method that takes full advantage of one of the prime differences between print and digital publication, viz., the letters displayed on a computer monitor can be almost instantaneously changed. Based at the Center for Hellenic Studies in Washington, D.C., the “Homer Multitext” (Dué and Ebbott, 2007) has been described as follows: Instead of choosing between variants and ‘plus verses’ in an attempt to recover the ipsissima verba of Homer, we include them in a multitext format that embraces the fluidity of the textual traditions of the Iliad and Odyssey. The ideal medium for a multitext of Homer is not a traditional printed text but an electronic, webbased edition. Unlimited in its ability to handle complex sets of variants, an electronic multitext offers critical readers of Homer the opportunity to consider many possible texts at various stages of transmission. It allows the reader to select and navigate between multiple modes of transmission, and to recover a more accurate and accessible picture of the fluidity of the textual traditions in their earliest stages (www.stoa.org/chs/). One can easily predict that the multitext approach to editing will spread throughout the humanities. It is based on the valid insight that, in the end, the author’s autograph (still worth striving to reconstruct, even with the multitextual approach, as a valid stage in the history of the text!) is simply one of many versions, each of which has its validity, history, and impact. Indeed, what makes a text “classic” is, among other features, 29 Virtual Archaeology Review precisely the fact that its textual transmisión is long and complex: that is to say, the text has repeatedly become fixed and influential in different versions in ever-changing cultural situations. Digital technology is the perfect support for editing a text that does full justice to its classic stature. In the humanities, as in the fine arts and physical sciences, digital technology is not only used to provide tools of discovery and communication but also interactive feedback. The work of digital humanities scholarship is never finished any more than is Hawkinson’s Überorgan, a game of Grand Theft Auto, or an experiment in genomics or physics. The virtualizing of reality, and—via the virtual communities enabled by the Internet—of ourselves—means that we can study both Nature and its digital representation with equal confidence; indeed, we can no longer distinguish between the direct presentations of the senses and the processed presentations of our hardware, since today almost nothing is unprocessed (Frischer, 2008). True to our nature constituted by mirror neurons, we can enter into an endless loop of dialogue with our data, our virtual data, and our virtual colleagues. The endless dialogue that for Gadamer and Modernism played itself out between interpreter and object of interpretation from historical situation to situation now has become an embedded feature of postmodern culture. Or at least we have the opportunity to do so if we design our digital projects in ways that are “wiki”-based, which is to say open to contributions and modification by our users. In the case of virtual archaeology, this is the reason that my research team has been studying how we might create the world’s first online, peerreviewed journal in which digital archaeologists can publish their 3D digital models of cultural heritage monuments and sites in such a way that they can be run in real time. We call the proposed journal “SAVE,” which stands for “Serving and Archiving Virtual Environments” (www.iath.virginia.edu/ save/). There are already several outlets where scholars can publish articles about their 3D models, illustrated by still shots or screen captures of video fly-throughs. SAVE will offer scholars the opportunity of publishing their models to the Internet with full interactivity, so that users can explore them at will. It will also offer peer-review, and require all models to be accompanied by metadata, documentation, and a related article or monograph explaining the history of the monument and its state of preservation, as well as an account of the modeling project itself. SAVE will furthermore provide secure transmission of the 3D models over the Internet, thereby protecting contributors' intellectual property. SAVE is based on the model of "prosumption," a blurring of the gap between producers and customers in a situation where "customers participate in the creation of products in an active and ongoing way" (Tapscott and Williams, 2006: 126). The classic example cited by Tapscott and Williams is Second Life, which "has no preset script—and few limitations on what players can do. Residents create just about everything, from virtual storefronts and nightclubs to clothing, vehicles, and other items for use in the game" (ibid.). SAVE might be thought of as Second Life for scholars. If Second Life harnesses human imagination to create a fictional world primarily for purposes of collaborative diversion and entertainment, SAVE intends to harness human creativity, disciplined by historical methodology, to recreate, with the greatest possible fidelity, the historical cultures that once actually existed across the globe. Thus the project of SAVE can be understood to mean collaboratively building up a virtual spacetime machine that, absent true time travel, will offer scholars, students, and the general public the best opportunity we are ever likely to have to visualize the lost monuments and worlds of the past. That this activity is often carried on under the sign of “serious games” and “virtual worlds” is an indication of how closely the presuppositions of virtual archaeology reflect the Zeitgeist of the postmodern age. So now, no less than in previous centuries, the boundaries between the arts and sciences are porous. For the first time on any large scale, scientists, technologists, artists and humanists are collaborating on projects that are epic in scale or in impact. On a more profound level, the similarity of the arts and sciences in tools and methods is becoming closer than ever. Of course, this does not mean that there are not exceptions. Indeed, this does not mean that the collaboration and similarity of which I speak is still exceptional. Earlier models in the sciences and arts—even the Ancient Model—continue to be applied by individual scholars. The adoption of the Postmodern Model is occurring at different rates in different fields and in different locations. But that there is a Post-modern Model more or less with the features I have described seems to me undeniable. I think it is safe to conclude by asserting that if C. P. Snow were alive to observe how things have evolved since he gave the Rede Lecture fifty years ago, he would be very pleased, indeed, by this convergence between the arts and sciences. His lecture set off a debate in many countries about the need for general education requirements, interdisciplinary studies, and the like. By the 1970s, the reforms Snow called for were largely in place, at least in the United States. The timing could not have been better. When the Information Revolution occurred in the last decades of the twentieth century, a cadre of knowledge-workers was in place who had the training and values needed to apply what they had learned to exploit the new opportunities for communication and discovery afforded by digital technology. So, I conclude by affirming that we owe a great debt of gratitude to C. P. 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ISSN: 1989-9947 Mayo 2011 33 Virtual Archaeology Review Virtual Archaeology as an Integrated Preservation Method Daniel Pletinckx Premio Tartessos 2009 Visual Dimension bvba, Ename, Belgium Resumen Este documento se centra en la arqueología virtual como una actividad científica, que cumple con la Carta de Londres y con la Carta de la UNESCO sobre la preservación del Patrimonio Digital, como una actividad sostenible, y como una actividad de integración para estructurar y preservar toda la información relacionada. Palabras Clave: ARQUEOLOGÍA VIRTUAL, CARTA DE LONDRES, PRESERVACIÓN DIGITAL Abstract This paper focuses on virtual archaeology as a scientific activity, that complies with the London Charter, as a sustainable activity, that complies with the UNESCO Charter on the Preservation of Digital Heritage, and as an integration activity to structure and preserve all related information. Key words: VIRTUAL ARCHAEOLOGY, LONDON CHARTER, DIGITAL PRESERVATION 1. Context Virtual archaeology is more than visualising the human made structures that have disappeared and that are known partially through excavations, iconography, written sources or oral history. We are convinced that virtual archaeology complements perfectly documentation and conservation efforts and even can act as an integration activity to bring all information together in a structured way that allows long term preservation. Virtual archaeology has a problem of credibility and scientific rigour, as it lacks a widely supported methodology on how to turn its sparse sources into 3D models. The London Charter has outlined the methodology how this issue can be overcome in its various aspects. The InMan methodology, as developed within the European EPOCH project, provides a full implementation of the London Charter that easily can be implemented by the archaeological community. Virtual archaeology has also a problem of long term preservation of its results. Not only is the lack of 3D standards an important issue, but also the interpretation of the sources needs a form that can be preserved over time, in connection to the 3D models. 3D documentation of still existing archaeological remains or building elements is an important part of collecting the necessary sources for a virtual archaeology project. New developments allow to do this documentation phase, including obtaining correct measures and groundplans, in 3D from photography only, with free tools. This is also important when restoring archaeological remains, of which older phases are reconstructed in a virtual way, as the original state, the restored state and eventual in between states can be recorded easily through this photomodeling technique. We state that virtual archaeology, as it needs all related sources to come to the most probable virtual reconstruction of historical structures, needs to position itself as an integration activity to structure and preserve all related information. 2. Workflow The methodology to create virtual archaeology is changing significantly. Not only has a large set of useful tools become available and reliable, but the experiences, successes and failures of the starting phase of virtual archaeology have made clear that it is much more than building 3D models only. Most publications until now have focused on the technical aspects of creating virtual 3D models of lost, human made structures and digitising existing structures, but the key elements are appropriate tools, a reliable and well understood workflow and a successful integration into the relevant institutes and organisations. This paper elaborates on the sustainable implementation of virtual archaeology, not as a push-action (“what can we do with the available technology ?”) but as a pull-action (“what do we need as archaeologist ?”). Hence, we don’t focus on presentation aspects only, but merely on the research and documentation issues that an archaeologist needs to deal with when creating virtual archaeology. A first step into the creation of virtual archaeology is the creation of 3D documentation of still existing archaeological remains or building elements. The easy creation of a 3D textured model in a few hours, without complex digitisation devices, relying on only photography skills and a visually VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 34 Virtual Archaeology Review oriented processing, has the potential to change this documentation phase substantially. A second step in the creation of virtual archaeology is the documentation of the creation process itself, where different sources need to be evaluated, correlated and turned into the most probable hypotheses. Following a well documented, standardised methodology and making the results of this process open for peer review are crucial elements for virtual archaeology to obtain scientific credibility, in which publication of virtual archaeology results is an inevitable part. A third step is the long term preservation of the results and all its sources in a structured way, which provides the opportunity to use the virtual archaeology process as an integration process and central hub. We state that results, derived from cultural heritage objects (such a digitisations or virtual archaeology) should be preserved in the same way as the objects themselves. 3. 3D Documentation 3D documentation of still existing archaeological remains or building elements is an important part of collecting the necessary sources for a virtual archaeology project. New developments allow to do this documentation phase, including obtaining correct measures and groundplans, in 3D from photography only. One of these developments is the combination ARC3D – MeshLab, which was made available within EPOCH, a European Network of Excellence on the use of ICT in cultural heritage (EPOCH). Both tools, which are available for free, yield a fully operational method to digitise most sites, monuments and objects through photography only, reducing the cost significantly while producing stunning results in a short time. ARC3D (ARC3D) is in fact fully automatic photogrammetry, it recognises the objects in the photographs and calculates the 3D surface directly from the photographs. The extensive calculations needed to do this are performed on a computer cluster over the internet. In other words, the 3D reconstruction process is implemented as a webservice, the user only needs a normal PC and an internet connection to upload the images. The ARC3D results are returned over the internet and processed on a normal PC by MeshLab (MESHLAB). The processing is simple, intuitive and straight forward (NILSSON, 2007). A major advantage of ARC3D is that is can be used with any uncalibrated camera, even with zoom lenses, as the software calculates the lens parameters automatically from the images. In other words, there is no need for special or calibrated cameras, and any lens from wide angle lenses to extreme telelenses can be used, giving all flexibility that is needed to make optimal photographs, from overviews to detail shots. A second major advantage is that 3D results derived from one set of photographs are in the same coordinate system, in other words there is no need for time consuming and error prone alignment of different views, as is the case with all other scanning techniques such as laser scanning. Typically, the outside of a church building will need 50 to 100 different laser scans, hence all these scans need to be aligned with each other, taking at least two days of work. The same building can be digitised through ARC3D with 1 to 3 sets of photographs, hence zero to one hour of alignment, resulting in major time and cost savings. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 A third major advantage is that the digitisation process is image based, and that the images are linked automatically to the 3D model. In laser scanning, linking images to the 3D model nearly always needs a separate alignment procedure that takes time and effort. This means that the subtle light conditions within a building can be visualised in 3D, providing an extraordinary experience when exploring the building virtually. As the information is three-dimensional, the 3D model can be visualised on the new generation of 3D screens that provide stereoscopic viewing for groups of people without glasses (very well suited for display in museum and visitor centre context). The correlation processes in the ARC3D reconstruction process also yield a quality measure of how good each point of the object has been reconstructed. By discarding points with a lower quality when turning the ARC3D results into 3D models in MeshLab, an automatic cleaning of the results is obtained. Practice shows that good photography allows nearly automatic workflow in which no manual cleaning of the data is necessary, yielding substantial savings in time and costs. The digitised 3D models are metrically correct and undistorted but lack exact scale and orientation as this cannot be derived directly from photographs. Adding correct dimensions to an ARC 3D model requires simple scale and orientation transformation, that can be defined by measuring a few points on the object (preferably through surveyor techniques). In other words, ARC3D reconstructions can be used also to measure precisely such building elements without physical access to those elements. Also, no reference targets, which are common practice in laser scanning and similar techniques, are necessary, yielding extra savings in time and costs. As putting a digital camera up in the air is much easier than other scanning devices, major cost and time savings can be realised compared to other scanning techniques. Simple technologies such as masts, balloons or UAVs can be used to bring the camera up to the appropriate height or viewpoint. As ARC3D also can make 3D reconstructions of landscapes, it can be used to digitise the site of a historical building or excavation. This is not only useful for documentation and presentation purposes but also for preparation and planning of restoration works or site management. Another major advantage is the scale independency of the method as we can digitise a site or a small object of a few centimetres through the same methodology and production process. This yields major cost savings as for laser scanning, at least four different types of scanner are needed to deal with this scale range (the same holds for other scanning techniques). However, the most important advantage is that the digitisation methodology can be integrated easily into the existing structure of heritage institutions as most of these organisations do have a photography department, do have a long term cooperation agreement with a professional photographer or do have employees with sufficient photography skills. As most of the required knowhow to make efficient and successful 3D models through this methodology are professional photography skills, while the computer processing is simple and easy to standardise, the integration in these departments is quite straight forward. We have developed and tested detailed workflows for both outdoor and indoor digitisation of buildings, and for on site digitisation of objects in monuments and museums (avoiding transport of the objects and the inherent insurance fees and administration). Through several digitisation projects of buildings and objects, we have acquired a substantial body of 35 Virtual Archaeology Review practical experience, supported by the required equipment (portable photo studio, zeppelins, photomasts, ...) to ensure a flawless and efficient digitisation project. For example, the outdoors of a historic building typically takes one full day from photography to a finalised 3D model, which can go to two days when using extensive ballooning. represents the correct interpretation of the data. It is exactly this interdisciplinary cooperation that is the kernel of successful virtual archaeology. But this labour intensive, complex process needs guidelines to live up to the expectations of the archaeological community and to gain the necessary credibility as a scientific method. These guidelines haven been created in 2006 by a large group of computer based visualisation experts as the London Charter (LONDON CHARTER) and is based on a preparatory work from scholars since the middle of the 90s (BEACHAM, 2006). The Charter is been discussed in regular meetings and refined accordingly (currently version 2.1). Figure 1. Full 3D model of San Miguel church in Terrassa, Catalunia, Spain, made in one day (ground level photographs : Pol Mayer) A first implementation framework called InMan, based upon the London Charter, has been published shortly after (PLETINCKX, 2008) and is being used in commercial computer based visualisations and virtual archaeology projects. This InMan (interpretation management) framework provides a step by step workflow on how to structure and evaluate the sources we use in the interpretation process, how to ‘correlate’ the sources to define the kind of reliable information that they can provide to the interpretation process, and to create hypotheses that lead to the most probable reconstruction. This framework also proposes a simple, wiki based platform to document this structured interpretation process and to open it up to peer review and scholarly discussion. The InMan methodology has been published as an EPOCH knowhow book (PLETINCKX, 2007). We are convinced that virtual archaeology needs to gain scientific credibility by adopting such methodologies, and by using computer based visualisation as a research tool. In the past, virtual archaeology has been seen too much as a communication tool, with too little attention to scientific background and incorporation of all available research. Figure 2. Balloon to photograph buildings for 3D reconstruction (Aurea Imaging) 4. Credibility Virtual archaeology, as the methodology to visualise human made structures, brings together many skills, ranging from archaeological interpretation over digitisation of sources to creation of 3D models. This means in nearly all cases that virtual archaeology is teamwork, in which interdisciplinarity is the crucial success factor. In the past, we have seen too much virtual archaeology where the archaeologists did not have the knowledge to provide the appropriate data to 3D modelers while the 3D modelers did not have the knowledge to ask the right questions to the archaeologists to create a correct 3D model that Figure 3. Virtual reconstruction of the belfry of Roeselare, Belgium, from unpublished sources VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 36 Virtual Archaeology Review 5. Preservation One of the major problems of virtual archaeology is the long term preservation. If we analyse specific virtual archaeology projects, we have to conclude that most of them are ephemeral. This is due to several reasons. As most virtual archaeology projects are focused on the images and animation sequences that result from the 3D model, there is little attention to safeguard the 3D model and its associated files (texture files, georeferencing, documentation on the file structure, …). In other words, as the imagery gets visibility, it has a chance to get integrated in backup and digital preservation schemes, while the 3D models and associated files remain under the control of their creators and risk to get lost on unstructured, unregistered CDROMs or crashed harddrives. Secondly, the swift evolution of 3D software makes that most 3D file formats don’t have a lifespan of more than five years. Most people creating virtual archaeology only keep their files in the file format of the 3D software but forget to save their work in open file formats that have a longer lifespan and higher compatibility. Without digital preservation procedures, these files become obsolete and unreadable quite fast. Thirdly, understanding and interpreting historical sources is a long and slow process, that is prone to be biased by the current society. Further research yields improved insights and more information about historical issues. These can have an impact on the interpretation of data, resulting in other or better visualisations of the past. If we want this to happen to the virtual archaeology reconstructions we make today, we need to create our models and their associated data in such a way that they still make sense in 10, 20 or 100 years from now. Finally, when analysing the virtual archaeology projects we have realised in the last ten years, we see that most projects are based on unpublished sources, most of them resulting from excavations. Some countries, such as the Netherlands, have rules and quality norms on publishing excavation results, but most countries still lack such regulatory framework. In other words, a virtual reconstruction project is a kind of publication of the unpublished results. In most cases however, the 3D models are ‘orphaned’ as no reference can be made to the unpublished data, hence these 3D models or the derived imagery become easily obsolete or disconnected as soon as the implicit context (website, people that did the research, research project) disappears. Those virtual reconstructions loose much of their significance as soon as it becomes unclear what they represent. The UNESCO Charter on the Preservation of the Digital Heritage (UNESCO) gives a clear priority to digitally born data, such as virtual archaeology data. The InMan methodology, presented in the previous chapter, proposes to use a very simple wiki approach, hosted by a responsible cultural heritage organisation, to achieve not only the easy wiki access and the peer review, but also to have central backup and migration procedures that could prevent the data to become inaccessible or unreadable for a significant amount of time. An important project that will realise this goal in 2009 is SAVE, which stands for ‘Serving and Archiving Virtual Environments’ (SAVE) and packages the update and preservation process as a peer reviewed digital journal in which you can publish your virtual archaeology results. This project is a spin-off of the VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Rome Reborn project and relies on many years of experience in both virtual reconstruction and cooperation between scholars and 3D experts. Finally, the London Charter, currently version 2.1 (LONDON CHARTER), highlights as one of the charter principles the longterm sustainability of the virtual archaeology results. 6. Integration There are many different areas in which virtual archaeology results can be used, we only name a few that are less known. In restoration for example, a physical anastylosis can be prepared by a digital one, in which can be defined which remains fit together and can be used in the anastylosis, and which parts need to be completed by additional elements. Another use in restoration is the creation of a 4D virtual model (several 3D models that show the evolution of a structure) to decide how to conduct the restoration to show the different phases in an optimal way. Such 4D models can also be very useful for site management as the reconstructions, based upon partial archaeological data, are in fact the best possible prediction of the archaeological remains that still could be present on the site, so that optimal preservation or minimal disturbance of the possible remains can be implemented. 4D models are also ideal ways to present a research synthesis, both for public display or research purposes. In any way, appropriate virtual archaeology can only be done if all related sources about a structure or place are collected, structured, analysed and correlated. This also means that virtual archaeology is the activity that brings together all information about a structure or place. If we succeed in storing this information in an organised, sustainable way, then we turn virtual archaeology into an integration activity of cultural heritage information. This means that, when calculating the budget of a virtual archaeology project, appropriate funds need to be allocated to integrate all sources into a common database structure, to document the interpretation process and to translate the useful 3D files into file formats that are open and are expected to have a long lifecycle (VRML, X3D, COLLADA, ...). Europeana, the European digital library, integrates the collections of many cultural heritage institutions in Europe and has proven to be very successful and appealing to a wide audience (EUROPEANA). Major efforts are under way to also integrate 3D and archaeology into Europeana. Virtual archaeology should also become a part of the Europeana collection and can do so if we succeed to turn it into structured and integrated activity. 7. Conclusions Major developments in documentation techniques of cultural heritage through photomodeling, and in structuring and preserving the virtual reconstruction process based upon the London Charter can turn virtual archaeology into a central activity that integrates all related data in a common database, and makes archaeology a much more open and accessible science. 37 Virtual Archaeology Review Acknowledgements I would like to thank the organisations that have given me the opportunity to do virtual archaeology projects since 1997 for their cooperation and trust. I would also like to thank many colleagues for the inspiring discussions and innovative ideas : Franco Niccolucci, Sorin Hermon, Richard Beacham, Hugh Denard, Bernie Frisher, Maurizio Forte, Sofia Pescarin, Eva Pietroni, Nick Ryan, Luc Van Gool, Paolo Cignoni, Marco Callieri, Kate Fernie and many others. References ARC3D webservice (http://www.ARC3D.be/ ) BEACHAM Richard, DENARD Hugh and NICCOLUCCI Francesco (2006), “An Introduction to The London Charter” (http://www.londoncharter.org/introduction.html ) EUROPEANA (http://dev.europeana.eu/ ) FORTE, Maurizio, ed. (2007), “La Villa di Livia, un percorso di ricerca di archeologia virtuale”, l’Erma di Bretschneider, ISBN 8882654613. LONDON CHARTER (http://www.londoncharter.org/ ) MESHLAB software (http://meshlab.sourceforge.net/ ) NILSSON, David (2007), “The ARC 3D Webservice”, EPOCH Knowhow book, available at http://www.her-it-age.net/ , ISBN 978-91-85960-05-7 PLETINCKX, Daniel (2008), “An EPOCH Common Infrastructure Tool for Interpretation Management”, EPOCH Technical Report, available at http://www.epoch.eu/ in the section Tools. PLETINCKX, Daniel (2007), “Interpretation Management, How to make sustainable visualisations of the past”, EPOCH Knowhow book, available at http://www.her-it-age.net/ SAVE project (http://www3.iath.virginia.edu/save/ ) UNESCO Charter on the Preservation of Digital Heritage, http://unesdoc.unesco.org/images/0013/001331/133171e.pdf , p. 80-83 All URLs have been verified on April 15, 2009. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 38 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 39 Virtual Archaeology Review Archaeological research and 3D models (Restitution, validation and simulation) L'usage scientifique des modèles 3D en archéologie. De la validation à la simulation. Robert Vergnieux Premio Tartessos 2009 ARCHEOVISION: Plate-forme Technologique 3D Institut Ausonius – Université Bordeaux – CNRS. France. Abstract Devant la profusion de production 3D il devient important d’identifier en quoi les modèle numériques 3D peuvent être des outils d’aide à la recherche scientifique .Illustrer un programme de recherche avec des images ne synthèse peut créer l’illusion que les images, par l’immédiateté de leur perception par tous prouvent et justifient les restitution présentées. Il n’en est rien. La démarche de restitution est complexe, pluridisciplinaire et nécessite des années de recherche. Les modèles 3D réalisés doivent être stockés au sein de silos de données pérennes. Key words: RESTITUTION, MODÈLISATION, ARCHEOLOGIE, 1. La restitution des sites archéologiques en image de synthèse Le domaine de l’archéologie se prête particulièrement bien à la production d’image de synthèse. Le fait que les sites majeurs du patrimoine culturel sont souvent en partie, voir intégralement, détruits font qu’ils se prêtent merveilleusement bien à cette activité qui consiste à restituer les monuments tels qu’ils devaient être au moment de leur apogée. En effet l’immédiateté de l’impact visuel que produisent ces images facilite grandement la valorisation patrimoniale en alimentant l’imaginaire collectif par des supports visuels. De nombreuses initiatives de ce type ont vu le jour grâce à la démocratisation des moyens de production informatique. De plus en plus de logiciels permettent aux amateurs de modéliser les sites du patrimoine de façon assez simple. Livres, magasines, productions télévisuelles et multimédia se nourrissent d’images et de films numériques restituant en 3D les lieux patrimoniaux de la planète. L’éventail de ces productions est immense allant d’illustrations purement graphiques à des restitutions « pierre à pierre » d’édifices antiques. Devant la grande diversité des productions il me semble important de revenir ici sur un point fondamental qui est d’identifier en quoi les modèles 3D de la recherche scientifique diffèrent des autres modèles. 2. Images de synthèse et modèles 3D pour la valorisation. Produites pour illustrer un propos documentaire ou bien une opération de valorisation d’un site du patrimoine les images de synthèse ont pour objectif de favoriser la compréhension visuelle d’un site archéologique aujourd’hui fort détruit. Dans un souci d’efficacité, seules seront finalisées les parties utiles pour atteindre cet objectif. Les images peuvent être directement construites sur un support 2D, images d’infographie souvent obtenues à partir d’une vue photographique du site sur laquelle seront « ajoutées » les restitutions 3D supposées (figure 1). Dans le meilleur des cas, un modèle numérique 3D sera élaboré mais l’effort de restitution ne portera que sur certains points du site. Seule les parties qui figureront dans le « cadre » seront finalisées. Il est souvent possible de se contenter d’une restitution de «l’épiderme» du site. Figure 1. Production d’illustration 3D sans validation. Les volumes sont graphiquement placés sur une image 2D (d’après DE FRANCISCIS, 1995). Expliciter les parties qui ne seront pas visibles sera considéré comme pure perte. Les détails des structures internes (salles, couloirs de circulation, pièces techniques etc) ne seront ni commentées, ni représentées, ni même évoquées. Si une vue, ou survol de l’ensemble du site est retenu alors c’est le niveau de VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 40 Virtual Archaeology Review précision qui se verra réduit. Les films d’animation coûtent chers à la production et vouloir finaliser jusque dans le détail ces restitutions les mettrait hors de portée des financements de la valorisation. Descendre dans les détails 3D entraîne non seulement du temps de modélisation supplémentaire mais fait exploser les temps de calcul de production des images de synthèse. Le temps consacré à la recherche archéologique pour approcher la restitution des détails passe souvent alors au second plan. Remarquons également qu’il en va de même avec la production d’image de restitution par le dessin ou l’aquarelle qui repose sur la main d’un artiste. Seul les éléments pris en compte dans les vues finales sont traités. Tous ce qui est hors champ est ignoré. Selon le temps consacré tant pour la réalisation matérielle que pour la validation scientifique, ces images produites seront plus ou moins précises selon le niveau de détail retenu. Le temps passé à la validation des structures et à leurs détails est considéré comme secondaire. Toutes ces productions ont pour caractéristique d’avoir pour seul et unique objectif la production d’images et non pas la compréhension des sites antiques, ou la mise en place d’un véritable outil de recherche. 3. Les modèles 3D comme outils d’aide à la recherche Il est à noter que de nombreuses productions d’images sont également commanditées en marge des programmes de recherche au titre de l’illustration. En général, à partir de publication grand public les sociétés d’infographie élaborent, avec conscience, une restitution d’un site antique qui sera ponctuellement validée par un scientifique. Cette illustration est une façon d’attirer l’attention du lecteur où spectateur encore une fois par l’immédiateté de l’image, même si cette dernière ne peut être qu’une approximation. Mais restituer des édifices disparus est un véritable programme de recherche à part entière. Construit à partir des relevés archéologiques des vestiges encore en place, il s’agit ici non plus de produire une ou plusieurs vues ou séquences animées mais bien de réaliser à l’échelle 1/1 un modèle numérique 3D « double » virtuel du site. Ce type de recherche repose sur une équipe scientifique identifiable spécialiste du domaine. Le travail commence impérativement par l’identification de la zone archéologique concernée ainsi qu’un choix des époques concernées. L’équipe pilotant le projet de restitution doit également ce fixée un objectif précis. Est-ce que la restitution est un but en soi ? Ou bien est-elle le moyen d’arriver à d’autres informations ? Si oui lesquelles ? Par exemple si l’on considère le phare d’Alexandrie de très nombreuses restitutions en ont été d’ores et déjà proposées. Certaine ont été réalisées pour illustrer des documentaires, d’autres pour des productions multimédia, d’autres encore pour être publiées dans revues. Or toutes ses restitutions sont présentées le plus souvent sans qu’il soit possible d’identifier ni les auteurs, ni ceux qui ont conçu, ou pour le moins, décidé les hypothèses présentées. De même il est impossible d’identifier sur quelle documentation les restitutions se sont appuyées. Un autre aspect différencie les modèles 3D pour l’illustration de ceux conçus scientifiquement : c’est le niveau de détail auquel ils sont réalisés. Lorsque un modèle 3D est mise en œuvre pour restituer l’état d’un site antique à un instant donné, il est indispensable de réaliser un modèle 3D qui puisse faire figurer toutes les ensembles structurants des constructions qui le composent. Une colonnade ne peut se réduire à une simple texture plaquée sur un simple volume parallélépipédique. Certes VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 cela donnera une illusion visuelle mais cela ne permettra pas de valider les possibilités physiques réelles d’insertion par exemple de ces colonnes à cet endroit précis dans l’architecture. Une validation à ce niveau de détail est indispensable dans le processus de restitution des sites antiques. C’est à dire que tout élément restitué doit être non seulement justifié quant à son existence mais encore doit-il être testé quant à sa possibilité réelle d’insertion à l’endroit supposé. Dans la démarche scientifique que cette action représente, il est nécessaire de conserver tous les argumentaires précis des décisions de restitution ainsi que leur niveau de certitude (VERGNIEUX, 2008b). Contrairement aux images d’illustration, ils restent par endroit des incertitudes sur les restitutions. Il est fondamentale de les identifier car elles représentent autant de problèmes scientifiques qu’il faudra tenter résoudre un jour. Dans bon nombre des restitutions élaborées à seule fin d’illustration il est consternant de voir surgirent de nulle part des modèles 3D présentés comme s’ils étaient l’unique solution alors que les discussions sur les variantes possibles ne sont même pas évoquées. Un élément souvent absent de ces productions est l’identification de la phase chronologique retenue. En effet tous ces vestiges proviennent de sites qui ont eu leur propre vie et ils ne sont pas figés dans le temps. Par exemple les innombrables restitutions du phare d’Alexandrie ne précisent jamais la date retenue alors que nous savons que ce monument a fortement évolué au cours des siècles. Toutes ces questions sont évacuées lors de la production de ces images. Tout se passe comme si elles ne nécessitaient aucun travail de réflexion. Ces restitutions procèdent de l’affirmation. A l’inverse l’objectif méthodologique des modèles 3D est de pouvoir soulever toutes les questions de validation que pose le travail de restitution. C’est pour cela il est donc bien nécessaire de construire des modèles 3D les plus détaillés possible, sans quoi cette démarche de validation ne peut se faire. Figure 2. Modèle de travail, version V1/V2 ville d’Amarna (anr ATON3D). Pour pouvoir revendiquer, au travers de ces images, la moindre pertinence historique il faut pouvoir rendre accessible une «traçabilité» des arguments ayant servi à la restitution. Il faut revenir sur une procédure scientifique minimum pour produire ces images. Les images de synthèse issues de modèles numériques 3D ne sont donc pas toutes du même calibre. Si c’est la liberté de chacun de restituer les sites antiques, les scientifiques ont également le droit d’utiliser les modèles numériques 3D à des fin de recherche. Mais il ne faut pas confondre ces deux démarches qui sont diamétralement opposées bien que les images finales sur papier glacée puissent sembler faussement proches. Dans un cas les productions visuelles ont pour rôle de crédibiliser des affirmations faiblement, voir pas du tout étayées par les sources anciennes. Dans l’autre cas c’est utiliser ces modèles 3D comme 41 Virtual Archaeology Review outil d’aide à la recherche autorisant une approche fine et rigoureuse des hypothèses de restitution. Malheureusement ces procédures scientifiques sont peu usitées laissant la place à de nombreux projets de restitution « affirmant » par le biais de l’imagerie virtuelle leur forme sans les avoir pour le moins étayées mais seulement « pensées ». Deux chartes déjà ont été définies pour essayer de cadrer ces productions, mais elles se préoccupent principalement d’éthique sans aborder les problèmes de fond que pose la méthode scientifique de restitution (Ename, 2005 et 2007 ; London Charter 2.1, 2009). Empereur ont livré des blocs provenant de la porte monumentale du phare. L’un de ces blocs, linteau de la porte monumental, sera alors lié plus en profondeur dans la nomenclature 3D du phare et dans ce cas à :</Alexandrie/baie/phare/base/porte-1/linteau>. Nous voyons donc que parallèlement à l’indexation 3D des sources par le biais d’une nomenclature il faut s’interroger sur la nature de l’information apportée par les différentes sources anciennes pour la compréhension des volumes disparus. Selon le niveau de la nomenclature 3D concerné, il sera possible de modéliser en 3D jusqu’aux composants mais à d’autre endroit du site seuls les secteurs seront attestés sans pouvoir en connaître la forme exacte. Un secteur peut être attesté par des données iconographiques qui nous renseignent sur son existence et ses formes générales sans offrir d’information de détail. Par contre si un élément archéologique épars est retrouvé (c’est le cas pour un linteau de la porte du phare d’Alexandrie par exemple) alors la modélisation de cet élément peut être fait avec une grande précision. En fonction de la nature de leur contribution à la démarche de restitution il est possible de classer les documents (figure 5). a) Vestige archéologique in situ (dont les témoins négatifs) b) Vestige archéologique épars Figure 3. Phare d’Alexandrie, modèle de travail, version V1 (Archéotransfert). c) Attestation iconographique d) Attestation textuelle e) Complément 4. Des procédures minimum liées aux objectifs de recherche. (document en relation avec un site similaire) f) Hypothèse antérieure de restitution. Figure 4. Liste de sources documentaires classées par type. Tout objectif scientifique se fixant de restituer l’architecture d’un site du patrimoine doit dans un premier temps comme pour toute recherche, identifier l’intégralité de la documentation existante sur le sujet. Cette documentation doit aussi être organisée car elle sera indispensable pour toutes les opérations de réflexion autour de la restitution. Il s’agit en fait, d’extraire de cette documentation tout ce qui peut apporter une information même minime sur la compréhension d’une des unités qui composent l’ensemble. Pour cela il est nécessaire de s’appuyer sur une hiérarchie des volumes à restituer. Ainsi nous organisons pour chaque site archéologique au cœur d’une procédure de restitution une nomenclature indispensable pour désigner toutes les unités devant être restituées. Elle se compose de six niveaux pour chaque site </site/quartier/zone/secteur/composant/élément>. La nomenclature permet d’identifier quelles sont les données archéologiques utilisées et à quel niveau de la hiérarchie elles ont justifié les solutions retenues. En effet un texte antique peut livré par exemple des informations sur la hauteur de la base du phare d’Alexandrie à une date donnée sans fournir cependant de détail sur la façon dont il est bâti. Ce document doit donc être retenu comme alimentant l’argumentaire au niveau du « secteur » qui est alors le second étage du phare < /Alexandrie/baie/phare/etage_1/>. Mais pour continuer avec cet exemple, les fouilles sous-marines menées par Jean-Yves A partir de ce constat il devient alors possible de classer les unités architecturales restituées en fonction de leur degré de validation. Cela se fait en fonction du nombre et de la nature des documents connus et cela pour chaque niveau de la hiérarchie. Par exemple dans le cas de la restitution du Circus Maximus de Rome au IVe siècle après J.-C., la restitution des édifices placés sur la Spina au centre de la piste a pu être faite grâce aux attestations iconographiques et textuelles (GOLVIN, 2008). Les attestations iconographiques comme les vestiges archéologiques peuvent fournir des détails précieux concernant le niveau des «éléments» de la nomenclature. 5. Du modèle 3D aux simulations. En fait le travail de modélisation 3D s’il permet de restituer au plus proche les édifices antiques il favorise également le potentiel de simulation. L’archéologie s’attache à comprendre les sociétés anciennes, l’une des voies est d’étudier le fonctionnement des édifices qu’elles nous ont laissés. Mais pour en comprendre ces fonctionnements il est nécessaire des les restituer avec la plus grande exactitude. C’est uniquement à cette condition qu’il devient par exemple possible de comprendre comment se VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 42 Virtual Archaeology Review déroulaient les courses de chars dans les cirques romains (NELIS-CLEMENT & RODDAZ, 2008) ; de comprendre comment fonctionnait une machinerie hydraulique de période romaine; ou encore le déroulement d’un rituel dans un temple égyptien (VERGNIEUX, 2008a). Cependant ici encore il faut être prudent. L’image ne doit pas servir à illustrer des affirmations mais, comme dans le cadre de la restitution des volumes, la simulation des mouvements passe par une validation précise de tous les mouvements et des gestes tant en en validant les possibilités physiques que leur faisabilité technique (VERGNIEUX, 2004, 2006, 2008). Ce n’es pas l’archéologie qui doit être au service de la restitution numérique 3D mais c’est bien l’inverse qui fait sens ? C’est à dire que les outils de modélisation et la réalité virtuelle sont au service des programmes de recherches ayant pour objectif de comprendre les civilisations du passés par l’étude de leurs constructions et au travers elles sur la façon dont elles les ont fait fonctionner. A ce titre les modèles 3D issus de restitutions scientifiques doivent être pérennisés car leur durée de vie doit permettre à tout moment de venir les utiliser soit pour des opérations scientifiques (restitutions, simulations) soit pour des opérations de validation (images et films de synthèse, prototypage etc). Figure 6. Modèle de travail sur le mécanisme d’une machine hydraulique romaine. Figure 5. Phare d’Alexandrie, donnée iconographique attestant de l’inclinaison des fenêtres sur la rampe intérieure. Figure 7. Etude d’éclairage solaire dans le circus maximus de Rome au IV° siècle. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 43 Virtual Archaeology Review References De Franciscis (1995): Pompéï – Les monuments autrefois et aujourd’hui; reconstructions graphiques Vision s.r.l. , Roma 1995. Ename (2005): Charte Icomos Ename pour l’interprétation des sites patrimoniaux (juillet 2005) (http://www.inp.rnrt.tn/Convention/Html/ICOMOS%20Charte%20Ename%205-07-05.htm) Ename (2007): Charte Icomos – Itinéraires Culturels (2007) ; (http://www.international.icomos.org/quebec2008/charters/cultural_routes/FR_Charte_Itineraires_Culturels_Proposition_version_definitive.pdf) Golvin J.- Cl. (2008) : L’exploiration des images antiques : problèmes de méthodologie ; in Nelis-Clément J. & Roddaz M. (2008) ; p. 243260. London Chater 2.1 (2009): The London Charter for the Computer-Based Visualisation of Cultural Heritage, 7 February 2009; (http://www.londoncharter.org/docs/london_charter_2_1_en.pdf) Nelis-Clément J. & Roddaz M. (2008) : Le cirque Romain et son image ; acte du Colloque ocotbre 2006 Bordeaux, Ausonius Editions, Mémoire n°20, Bordeaux 2008. Vergnieux R. (2004), Editeur scientifique en collaboration avec C. Delevoie des Actes du Colloque Virtual Retrospect 2003, Collection Archéovision aux éditions Ausonius, Bordeaux 2004. Vergnieux R. (2006) :, Editeur scientifique en collaboration avec C. Delevoie des Actes du Colloque Virtual Retrospect 2005, Collection Archéovision aux éditions Ausonius, Bordeaux 2006. Vergnieux R. (2008a): L’usage de la 3D en archéologie, in Strudwick N. (2008), p. 147-154. Vergnieux R. (2008b) :Origine et usage de la réalité Virtuelle à l’Institut Auonius et les premiers travaux sur le Circus Maximus ; in NelisClément J. & Roddaz M. (2008), p. 235-242. Vergnieux R. (2008c) :, Editeur scientifique en collaboration avec C. Delevoie des Actes du Colloque Virtual Retrospect 2007, Collection Archéovision aux éditions Ausonius, Bordeaux 2008. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 44 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 45 Virtual Archaeology Review A Virtual Representation of the Egyptian Cultural Heritage Fathi Saleh Premio Tartessos 2010 CULTNAT. Center for Documentation of Cultural and Natural Heritage. El Cairo. Egipto. Abstract In Egypt, the Center for Documentation of Cultural and Natural Heritage (CULTNAT) is treating cultural heritage in a holistic approach whether regarding the diversity of themes of cultural heritage or in the case of museums, the presence of objects in the different museums both within the country or abroad (a sort of global virtual museum). The establishment of CULTNAT marks a unique experience in the application of the latest innovations in the world of telecommunications and information technology towards heritage issues. CULTNAT’s main mandate is to document the various aspects of Egypt's tangible and intangible cultural heritage as well as its natural heritage. INTRODUCTION Egypt the birthplace of civilization is outpouring a tremendous wealth of cultural artifacts, which are of world importance. It is known that a large number of monuments and sites representing the world cultural heritage is found in Egypt. For mankind Egyptian civilization contributed in a very important manner to the making of our history and beliefs. To the Egyptians it represents a national pride and roots and from a scientific prospective it is a source of continuous international interest. human civilization, monitors the development of human livelihood, and represents a cultural and a natural heritage of national and international value. To achieve this goal, CULTNAT is making use of the most up-to-date information technology and is working in collaboration with national and international specialized organizations. The Center also aims to increase public awareness of Egypt's cultural and natural heritage through the dissemination of information using all available media, as well as building capacities of professionals in the field of documentation and management of cultural and natural heritage. Egypt’s wealth in archeological sites, architectural styles, arts, folklore and natural beauty is reflected in CULTNAT's various programs as follows: I. THE CULTNAT PROGRAMS The recent development in the field of information technology and telecommunications: networks, internet, multimedia etc…has played an important role in disseminating knowledge and facilitating the exchange of information. These developments have also changed our knowledge, appreciation and perception of heritage, our own as well as those of other nations worldwide. Telecommunications and information technology have not only provided tools for the documentation, preservation and management of this heritage, but they have also created a sense of closeness between people of various backgrounds, and a feeling of living in a global village where easy access to one’s own heritage and that of his neighbors thousands of miles away is possible. In Egypt, the establishment of the Center for Documentation of Cultural and Natural Heritage (CULTNAT), which is affiliated with the Bibliotheca Alexandrina and supported by the Ministry of Communications and Information Technology, marks a unique experience in the application of the latest innovations in the world of telecommunications and information technology towards heritage issues. CULTNAT’s mandate is to document the various aspects of Egypt's tangible and intangible cultural heritage as well as its natural heritage. This heritage encompasses various aspects of Fig 1: The Center for Documentation of Cultural and Natural Heritage building, Smart Village, Egypt The Archeological Map of Egypt Normally we can not separate museum objects from the location where it was found, which is usually an archeological site (provenance). That is why sometimes we look at the object as part of a collection and sometimes we look at it as related to its archeological site, like in the case of the archeological map of VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 46 Virtual Archaeology Review Egypt project. The archeological map of Egypt is the first complete inventory of all archeological sites in Egypt in a Geographic Information System (GIS) linked to an exhaustive database of the archeological sites, monuments and artifacts found all over Egypt. The information is organized into three consecutive levels: The first is the national one, showing all sites on a large scale map of Egypt and providing basic information about each site; in addition, choosing a certain site one can ask for the collection of objects that moved from this site to a specific museum. At the second level, a detailed map shows the site and its components along with more information about the different components of the site, while the third level provides the complete data of the monument with a plan of the structure and images. For a number of monuments, each wall is depicted with the relief or paintings along with the translation of the hieroglyphs, while for others, a 3-D model is available with the possibility of a virtual visit. The amount of data collected so far and integrated in the program could furthermore be used for a wide variety of products, including archeological atlases, guides, CDs etc. Fig 2 & 3 : The Archeological Map of Egypt : levels 1 and 2 Fig 4 & 5 : The Natural Map of Egypt The Architectural Heritage of Egypt The purpose of this program is to document the nineteenth and twentieth century architectural heritage of Egypt, starting with the Downtown area of Cairo as a pilot project and continuing with more parts of Cairo and other cities. This project constitutes a Geographic Information System (GIS) with an easy to browse database that includes extensive photographic documentation, all published material for each inventoried VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 building, in addition to historic documents, maps and archival material. The Natural Heritage of Egypt The documentation of Egypt’s natural heritage is a multidisciplinary program aiming to document and disseminate information on the natural heritage of Egypt. The program involves the collection of all data available on protected areas 47 Virtual Archaeology Review and their components including detailed information on the Flora, Fauna, geological formations and the related cultural features. The data is further used to create a digital natural map of Egypt in Geographic Information System (GIS). For the dissemination of information, a series of books, CDs and postcards were produced on various subjects related to the natural heritage. The Egyptian Folklore Egypt’s living traditions are embedded in a deep and colorful source stemming from various cultures that have enriched it over the millennia. CULTNAT is undertaking the task of documenting these traditions. A systematic approach is adopted in the compilation process and aims to build up the most comprehensive and inclusive library of scientific and audio-visual material. The library is designed to include a rich array that covers ethnological activities, popular themes, traditional festivities, celebrations, folktales, proverbs and cycles of life. The Musical Heritage of Egypt Collaboration between CULTNAT, the Egyptian Supreme Council of Antiquities and IBM Corporation, led to the development of a premier website, "Eternal Egypt" www.eternalegypt.org, to showcase a selection of Egypt’s treasures and cultural heritage on the Internet, to the global audience, using state-of-the-art technologies. The website covers the different eras of the Egyptian civilization: Pharaonic, GrecoRoman, Coptic and Islamic. It comprises of descriptions of events, characters, museums objects, as well as historical sites, wrapped in a variety of stories covering attractive topics. The descriptive information is available in three languages, Arabic, English and French, and is supported by an innovative text-tospeech technology to generate the audio narrations, by 2D highresolution images, tours and panoramic views of many sites as well as 3D models of various objects. Within this website, one can investigate several collections that are present in different museums. For the Pharaonic period one can investigate the collection at the Cairo museum and the Luxor museum. For the Greco-Roman period the collections of the Greco-Roman museum in Alexandria can be viewed, for the Coptic period the collections of the Coptic museum in old Cairo (Fustat) can be explored and finally for the Islamic period the collection of the Islamic art museum in Cairo can be examined. CULTNAT aims to provide a better understanding of both our musical heritage and arts that have greatly developed during the earliest part of the twentieth century and which are in very serious danger of being lost forever. This is achieved through documenting, classifying and analyzing this heritage. The Arabic music information system consists of three levels: the first level focuses on documenting basic information related to composers, lyrics, singers, modes, forms, and rhythms. The second level compiles the complete works of artists’ with original lyrics, scores, audio and video clips whenever possible. The third level is a multimedia upgrade that targets the production of documented audio-visual deliverable based on the collected data as well as a detailed musical analysis of selected pieces by professional critics. The Photographic Memory of Egypt At the turn of the twentieth century, the Middle East and Egypt in particular, became a destination that attracted a large number of pioneer photographers. Their works documented such vivid topics as archeological sites and excavations, local architecture, landscapes in addition to social life and daily activities of the local community. The program aims to make such rare collections available for researchers, curators, and admirers of old photography online, in addition to producing a number of publications including books and CDs. The Scientific Islamic Manuscripts Heritage The manuscript documentation program aims to document scientific Islamic manuscripts available in various institutions and private collections on the national and regional level, in order to build an electronic encyclopedia of manuscripts on sciences and mathematics that were produced during the peak of the Islamic period. II. ETERNAL EGYPT ON THE WEB Fig 6 : The homepage for www.eternalegypt.org In addition, there is a facility to go thematically through the whole collection like for example the investigation of woman representation along history; it is possible to retrieve objects regarding this subject from different collections. Alternatively, one can choose to see the relation between certain objects and other objects, sites and subjects, following which a diagram appears in a tree format that has the selected objects in the center with links to different objects, sites and subjects. Going one step further one might choose to navigate along this tree from one object to another then the new object becomes the center of the diagram and consequently the center of the diagram links to other objects, sites or subjects. Once an object or site is in the center of the diagram, one can obtain from the database information about this object as well as high resolution images and sometimes a 3-D model. For some objects, a 3-D model was built through the use of a laser scanner and a turntable. This allows the investigation of the object from all sides and also allows electronic restoration of the object such as adding missing parts, cleaning surfaces or retouching colors. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 48 Virtual Archaeology Review For most of the objects, a very high resolution image is obtained which allows multiple zooming allowing for investigating the details of the different parts of the image. For very specific objects, a simulation through animation of its function is available. Some examples are the fire lighter that was used at the time of the ancient Egyptians and the astrolabe that was used at the time of the Arabs. III. THE GLOBAL EGYPTIAN MUSEUM (GEM WEBSITE) As we have seen, eternalegypt.org web site is treating the different collections within the different Egyptian museums in a collective way. It does not extend beyond Egyptian territories. There is another approach that took place between CULTNAT and the Dutch Center for Computer-aided Egyptological Research (CCER), which is directed by the eminent professor of Egyptology Prof. Dr. Van der Plas, to address the different Egyptian collections in other European museums in what is known as the Global Egyptian Museum (GEM). This website presents the Egyptian Treasures from various European museums. Scientific object information, hieroglyphic texts and full color images of the objects are offered in an interactive way. As part of the project scope the current set of ten museums will be enlarged with other collections from worldwide museums. There are two main functions in the website the Basic Mode which is geared towards the interested public and the Advanced Mode which opens up the full database and offers detailed scholarly information to professionals and amateurs. The hyperlinked glossary of over 400 entries explains Egyptological words and concepts, illustrated with pictures and VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 line drawings. Scholarly information about gods, kings, dynasties, archaeological sites, etc., is given in a user-friendly way. The guided tour presents several objects from each collection with a spoken commentary. There are many rotating objects and panoramas throughout the site. The user interface and most of the supplied information on this website is available in seven languages: Dutch, English, French, German, Italian, Portuguese and Spanish. CONCLUSION A holistic approach to the museum collections was developed by the Center for Documentation of Cultural and Natural Heritage (CULTNAT). This approach included incorporation of the compilation of different collections within the content of its different developed programs addressing the various aspects of documenting of the cultural and natural heritage of Egypt. This is reflected more specifically within the archeological map of Egypt program, which relates objects to its site of origin. In addition, the collections are addressed in a second way within the premiere website eternalegypt.org which relates the objects of different Egyptian museums to each other and to sites and subjects as well as using different imaging technologies to investigate each object. Finally, the Egyptian collections in different European museums were treated in a global approach using a developed thesaurus in seven languages and addressing collections in ten European museums jointly with the collections in the Egyptian museum. 49 Virtual Archaeology Review Concerning the Paradox of Paradata. Or, “I don’t want realism; I want magic!” Richard C. Beacham King’s Visualisation Lab. King’s College, University of London. U.K. Abstract Traditional written historical investigation and analysis have from the beginning consisted of a sometimes unstable mixture of fact and conjecture, hard evidence and inspired imagination. To encourage 3-D modelling of cultural heritage artefacts to be taken seriously as historical scholarship this inevitable and ambiguous balance can be highlighted and to a significant degree documented and modulated by London Charter principles. This enhances the scholarly integrity of these models as examples of serious research based historical investigation, and helps avoid the dangers of inflated or unverified “media hype” which can compromise or discredit such work . Key words LONDON CHARTER, PARADATA, 3-D MODELLING 1. Defining our terms Paradox is “a statement or proposition that seems selfcontradictory or absurd but in reality expresses a possible truth”. Paradata according to the London Charter (employing the term coined by my CVL colleague, Drew Baker) is “Information about human processes of understanding and interpretation of data objects. Examples of paradata include descriptions stored within a structured dataset of how evidence was used to interpret an artefact, or a comment on methodological premises within a research publication. It is closely related, but somewhat different in emphasis, to ‘contextual metadata’, which tend to communicate interpretations of an artefact or collection, rather than the process through which one or more artefacts were processed or interpreted.” So what might be thought of in our context here, as paradoxical about paradata? We can approach this by briefly considering two terms conveniently uttered in the quotation in my title by Blanche Dubois in Tennessee Williams’ work of 1947, A Streetcar Named Desire; “I don’t want realism; I want magic.” She goes on to say, by way of defining “magic”; “Yes, yes, magic. I try to give that to people. I do misrepresent things. I don't tell truths. I tell what ought to be truth.” So when we speak about the (possibly paradoxical?) quality of paradata, and its role in the 3-D modelling and documentation process whose nature and methodology is defined and stipulated by the London Charter, where am I suggesting that “realism” or “magic” come in, and what might be the relationship between them? Magic is “the art of producing illusions as entertainment by the use of sleight of hand, deceptive devices”. We should perhaps usefully bear in mind Arthur C. Clarke's Third Law: "Any sufficiently advanced technology is indistinguishable from magic." And its corollary: "Any technology distinguishable from magic is insufficiently advanced". Is this a proposition that those of us working in the area of 3-D modelling, need to take to heart? And if so, does such an aspiration serve to further underscore the central importance of paradata, to enable those viewing the results of our technology, to be able to discern facts from fiction, or if you will, magic from realism? This brings us to our final term, realism. Amongst various choices, perhaps the definition most appropriate to our topic here would be: “treatment of forms, colours, space, etc., in such a manner as to emphasize their correspondence to actuality or to ordinary visual experience” (http://dictionary.reference.com/browse/realism). Alternatively, for a working definition of realism, we might turn to the 1951 US Popular Culture TV series Dragnet. It began with the announcement: “The story you are about to see is true. Only the names have been changed to protect the innocent." As its protagonist, Sergeant Joe Friday, famously said: "All we want are the facts, ma'am, just the facts". 2. Looking at History The relationship between realism and magic is not always as one might think at first, a straightforward dichotomy of opposites, but can involve as well a rather more subtle cognitive blending of various and ostensibly incongruent mental conceptions (and visual perceptions), and this blending itself has an extensive history in the history of “history” or more accurately, in historiography. The writing of history from the very beginning, as pointed out and practiced by Herodotus (who has been called both the “Father of History”, as well as the “Father of Lies”), was to a significant degree itself a form of creative writing. Often he gives several alternative but incompatible versions of the same event, with a nod towards what we might now term “paradata”. “This is what they say, but in my opinion it is just one of those tall stories of the Egyptians”. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 50 Virtual Archaeology Review Antiquity, for us – all of us -- is itself an imagined construct. A great “Lost Continent” populated by cultural, aesthetic and imaginative notions and associations, cluttered with our current and accumulated histories, and to use a plain word: scholarly “make-believe”. We visit that Continent via the mind’s eye (or the computer screen) bearing with us an enormous amount of cultural “luggage”; lots of steamer trunks and extravagant hatboxes. We return too, in the company of ghosts; rather like persistent holiday acquaintances, we can’t shake them off. The greatest of these encumbrances is history itself; indeed the very “idea of history”. One definition of realism according to Webster’s Dictionary is, “Fidelity to nature or to real life; representation without idealization, and making no appeal to the imagination; adherence to the actual fact”. Such a characterisation is analogous to the view asserted by Otto von Ranke in the 19th Century that history was first and last dependent upon objective facts: “das Ding an sich” (the thing itself); “wie es eigentlch gewesen” (as it essentially was); a phrase which we post-positivist know-it-alls (adamantly insisting that in facts we know nothing) -- cannot hear without smiling, or use without blushing. (VON RANKE, 1874: VII). R. G. Collingwood, in the middle of the last century, as he so ingeniously merged history into philosophy, asserted instead that the idea of history was indeed a history not of pure facts, but of thought, and consequently could not remain untouched by the imagination. He saw “The objective fact as the inseparable correlative of the subject’s thought”. (COLLINGWOOD, 1924: 287). Such thought is generated in the first instance by our confrontation when we perceive the facts: “In perception we are immediately aware of our object, which is a concrete and therefore historical fact: perception and history are identical. But the immediacy of perception does not exclude mediation; it is not abstract immediacy (sensation) but implicitly contains an element of mediation (thought)… History is thus as a specific form of experience, identical with perception.” (COLLINGWOOD, 1924: 204-205). As Collingwood went on to point out (235), thought, in facing the facts, seeks of course to make sense of them, and ultimately to tie them together into comprehensive knowledge and understanding. This was essential; otherwise the contemplation of historical events risks becoming mere entertainment. “Take away the conception of a universal history in which every special history finds its place and its justification, and you have committed the first and deepest sin against history, you have confused it with art: you have denied it any concern with truth and made it a mere thing of the imagination”. 3. Looking at Looking Collingwood confessed early in his career, “I have found in my historical inquiries that I can never determine the exact truth about any historical fact, but have to be content with an account containing a large and unverifiable amount of what I know to be conjecture.” (COLLINGWOOD, 1925: 146) And this brings us face to face with the sort of issues that we confront in fashioning virtual reconstructions of historical artefacts, and by extension with the role that the London Charter may provide in helping us both to be aware of, and to address them. Our 3-D modelling might in an ideal form aspire to depict “wie es eigentlich VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 ausgesehen hat” (as it essentially appeared). But we know that just as Collingwood could identity no pure fact, untouched by conjecture, the same is true of our efforts to indentify the facts, as we convey them visually, of spatial structure and appearance. We are all aware how easily – and how often –some practitioners, including, it must be said, from time to time even established and reputable scholars, have been tempted by the publicity and hype of “Virtual Reality” as an element of popular culture, to slip into what might be called the “B. T. Barnum” syndrome, in which scholarship takes second place to showmanship. Models are produced and launched with media hype, articles in the press, and the like, and in the process, too often questions of accuracy and the scholarly basis for such models are displaced by the undeniably compelling “magic” of them. In the long run, although such dubious scholarship may draw attention (and even vital funding) to those creating the models, ultimately it carries the risk of discrediting the integrity of the research-based process which must be fundamental if such 3-D models are to be perceived and taken seriously by scholars as the extraordinarily valuable “publications” they undoubtedly have the potential to be. Seneca described the “arts of entertainment (ludicrae) which give amusement to the eye and ear… Amongst these you may count the engineers (machinatores) who contrive a structure that soars up by itself, or floors that rise silently into the air, and many other unexpected devices such as objects that fit together which come apart, or things separate which automatically join together, or objects which stand erect then slowly collapse. The eyes of the ignorant are astonished by such things” (Epist. Mor. 88.22). Scholars who have pursued such aspects of “show business” in the field of 3-D modelling are at least in a venerable tradition and company. Cicero also called attention to the particularly compelling and seductive nature of visualisation even for those with what he called “oculos eruditos (educated eyes): "you stand gaping spell-bound ….when I see you gazing and marvelling and uttering cries of admiration, I judge you to be the slave of every foolishness (Paradoxa Stoicorum, 5.38.2.) 4. Making Space The ‘”London Charter” initiative seeks to establish what is required for 3-D visualisation to be, and to be seen to be, as intellectually rigorous and robust as any other research method. As Franco Niccolucci (together with me one of the Chairs of the London Charter initiative) has pointed out, “this document and the related activity is a much needed milestone as far as the use of 3-D visualization in archaeological interpretation, presentation and reconstruction is concerned. After several years of theoretical debate on this issue, the Charter finally proposes robust and authoritative guidelines for this important interdisciplinary subject and has to be seen in the context of what has become a constant burning issue in 3-D visualisation circles: ‘transparency’”. (http://www.londoncharter.org/history.html) Transparency is crucial if 3-D visualisation is to “mature” as a research method and acquire widespread acceptance within subject communities. In particular, it must be possible for those communities to evaluate the choice of a given visualisation method, and how it has been applied in a particular case without 51 Virtual Archaeology Review having to rely exclusively on the “authority claims” of the author, however eminent, experienced (or media-savvy”) s/he might be. A significant amount of work has been done in this area, and there is now an extensive bibliography on this and related issues. There had been a number of previous initiatives in the field. They included: In order to ensure the intellectual integrity of computer-based visualisation methods and outcomes, relevant research sources should be identified and evaluated in a structured and documented way. The establishment of the CAA Virtual Archaeology Special Interest Group (VASIG), that first met in Sweden 2001. Sufficient information should be documented and disseminated to allow computer-based visualisation methods and outcomes to be understood and evaluated in relation to the contexts and purposes for which they are deployed. The founding of the Cultural Virtual Reality Organisation (CVRO) launched at the Virginia Association of Science Teachers (VAST) in November 2000 (and which now appears to be inactive). The publication of the British Arts and Humanities Data Service Guide on creating and using virtual reality. the publication of the AHDS “CAD” guide. In July 2005 the Visualisation Lab at King’s College London began a project called “Making Space”. Its objective was to investigate “a methodology for tracking and documenting the cognitive process in 3-D visualisation-based research”, funded by the ICT Strategy Projects scheme of the British Arts and Humanities Research Council. My colleague Drew Baker proposed the term “paradata” (which we discussed earlier) to denote the intellectual capital generated during research, and highlighted that a great deal of the information essential for the understanding and evaluation of 3-D visualisation methods and outcomes is currently being lost. The project subsequently convened a Symposium and Expert Seminar at the British Academy and the Centre for Computing in the Humanities at King’s College London in February 2006. Over a two-day symposium, 50 delegates debated various approaches to the issue of transparency and, on the third day, a smaller group of experts produced the first “discussion document” phase of the draft London Charter. Aims of the London Charter The objective is to establish the London Charter as an EU and international benchmark. The initiative does not aim to make radical new proposals. Rather, it seeks to consolidate the major principles which have been published by diverse authors, but not yet fully taken up by the community. That is why the idea of a “Charter” seemed appropriate. It is also why it is important that it should emerge out of, and evolve through, discussions within the target communities. The fundamental principles (each elaborated in further detail within the body of the Charter) are: Principle 1- Implementation The principles of the London Charter are valid wherever computer-based visualisation is applied to the research or dissemination of cultural heritage. Principle 2 - Aims and Methods A computer-based visualisation method should normally be used only when it is the most appropriate available method for that purpose. Principle 3 - Research Sources Principle 4 - Documentation Principle 5 - Sustainability Strategies should be planned and implemented to ensure the long-term sustainability of cultural heritage-related computerbased visualisation outcomes and documentation, in order to avoid loss of this growing part of human intellectual, social, economic and cultural heritage. Principle 6 - Access The creation and dissemination of computer-based visualisation should be planned in such a way as to ensure that maximum possible benefits are achieved for the study, understanding, interpretation, preservation and management of cultural heritage. 5. The Future of the Past The London Charter is being widely translated and taken up throughout the community of modellers, funders, and cultural heritage stakeholders, to provide guidelines for assessing project proposals prior to their funding; for the actual modelling process itself; and to review and evaluate work upon its completion. It represents the broadest consensus on the principles that should underwrite heritage visualisation, and has the potential for wide take-up and dissemination, and indeed for extension into additional modelling or visualisation environments. Currently Martin Blazeby of King’s Visualisation Lab and Beatrice Rapisarda of the University of Pisa’s Informatica Umanistica programme are the Principal Investigators leading a 9-month collaborative project to take the principles of the Charter into the Second Life online virtual world. The project is funded by The British Council and the Italian Minestero dell’Universita e della Reicerca under the Cultural Heritage Conservation theme of the 2008-9 British-Italian partnership programme for young researchers. It will address the complex tasks of developing usable tools and guidelines for implementing Charter guidelines into Second Life, as well as establishing visual conventions, e.g. for distinguishing in a 3-D reconstruction of an historical artefact between what is known and what remains hypothetical. These are necessary to enable the historical and intellectual validity of heritage visualisations within the Second Life platform to be communicated and evaluated and will provide a model for the development of guidelines, tools and visual conventions for other MUVEs. The project outcomes will thus have widereaching relevance and impact within both cultural heritage and heritage informatics communities. At the same time that we conscientiously pursue “reality” using Charter as a major “reality checking” instrument, it is important that we retain a due regard and openness -- if not to the expectation of “magic” -- then at least to the appearance of new and surprising discoveries that our work in this still relatively unexplored realm of 3-D modelling may uncover. As in any field of research (and particularly, as we have noted, in the case of VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 52 Virtual Archaeology Review history) we must be prepared from time to time to lose our moorings from the strictest (and safest) readings of the texts, or interpretation of the physical evidence, to see where possibly we might intimate new insights and in the process, create new knowledge. We rarely have the knowledge we need fully to understand the ancient phenomena we presume to discuss -there are vast black holes and vacuums. But it is important to remember, that such vacuums do NOT mean that "nothing" was there: something was. Joined up -- or even lateral -- thinking (and the new forms of knowledge that it can enable) very often in the absence of direct connections and absolutely safe conjunctions of meanings, requires us to make some imaginative leaps in the dark; always as securely as possible, and with safety nets in place (qualifications, an indication where fact ends and hypothesis begins etc.). It may be of course that the fleeting fact we are trusting to find on the opposite trapeze will not join hands with us, and we will plunge like Icarus to the earth. But just as often we may actually, as we leap out into the dark, almost magically find something there to catch and hold us, and even dazzle the eyes of our onlookers. Acknowledgements I am indebted to Dr. Hugh Denard, the Associate Director of the King’s Visualisation Lab, for his substantial contribution to this article, and for his role as head of the London Charter Secretariat responsible for its drafting and publication. With Drew Baker and Anna Bentkowska-Kafel he is the editor of Paradata. Intellectual Transparency in Historical Visualization, forthcoming from Ashgate Publishing Company. References COLLINGWOOD, R. G. (1924): Spectaclum Mentis. Oxford University Press. Oxford. COLLINGWOOD, R. G. (1925): "Some Perplexities About Time", in Outlines of a Philosophy of Art. Oxford. VON RANKE, L. (1874): Geschichte der romanischen und germanischen Völker von 1494 bis 1514. Leipzig. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 53 Virtual Archaeology Review Qué hacer con un modelo arqueológico virtual. Aplicaciones de la inteligencia artificial en visualización científica. Juan A. Barceló y Oriol Vicente Universitat Autònoma de Barcelona. Barcelona. España. Resumen. Durante años, los artistas han colaborado con los arqueólogos para “reconstruir” todos esos elementos antiguos que no se han preservado en el registro arqueológico, y han proporcionada a la arqueología ilustraciones artísticas del pasado. Lamentablemente, las modernas “visualizaciones infográficas” no han modificado esta actitud. Hay cientos de miles reconstrucciones infográficas de antiguos edificios y objetos prehistóricos, pero la mayoría de ellas resultan inútiles. Alternativamente, proponemos un enfoque distinto en donde la visualización por ordenador se define como la deducción lógica automatizada de de propiedades visuales de los objetos tridimensionales captadas instrumentalmente. Proponemos una estructura general basada en investigaciones recientes en Inteligencia Artificial. Palabras clave: ARQUEOLOGÍA, VISUALIZACIÓN, INTELIGENCIA ARTIFICIAL, SIMULACIÓN. Abstract. For years, artists have collaborated with archaeologists in order to “reconstruct” all those ancient things not preserved in the archaeological record, and they have provided archaeologists with artistic depictions of the past. Regrettably, modern “computer visualizations” do not modify this attitude. There are thousands of “computer reconstructions” of ancient monuments and prehistoric objects available today, but most of them are absolutely useless. Alternatively, we propose a different approach where computer visualization is defined as the automatic logical deduction of visual properties of three-dimensional objects instrumentally acquired. A general framework inspired in modern artificial intelligence is here proponed. Key words: ARCHAEOLOGY, VISUALIZATION, ARTIFICIAL INTELLIGENCE, SIMULATION Introducción Puede resultar paradójico, pero el actual éxito mediático de las reconstrucciones arqueológicas por medios infográficos revela un profundo vacío teórico en nuestra disciplina. Aquella manera tradicional de expresar los resultados de la investigación arqueológica bajo la forma de exposiciones de artefactos y/o de monografías más o menos ricas en material gráfico, se han sustituido por “imágenes imaginadas”, secuencias animadas imposibles de cosas antiguas sublimadas por el mero hecho de aparecer dentro de un ordenador. Si antaño la palabra impresa otorgaba el marchamo de autenticidad a lo que se podía llegar a decir, ahora, la “informaticidad” de una imagen le otorga peso específico y garantía de autenticidad. “Lo ha hecho el ordenador”, por lo tanto debe ser “científico”, dicen los medios de comunicación. Reunidos en Londres el 5 de marzo de 2006, muchos expertos en este tema pretendieron discutir el “valor” de una reconstrucción virtual. Claro que entre esos “expertos” una mayoría estaba constituida, precisamente, por los infógrafos que nos han metido de cabeza en la confusión. La Carta de Londres para la visualización computarizada del patrimonio cultural (http://www.londoncharter.org/) pretende elaborar un conjunto de principios que aseguren que la visualización del patrimonio cultural se lleva a cabo como un trabajo intelectual y técnicamente riguroso así como metodológicamente mucho más sólido. Parte de una afirmación fundamental, pocas veces tenida en cuenta: “No debe asumirse que el método de visualización computarizada sea siempre el método más apropiado para afrontar los objetivos de investigación y divulgación del patrimonio cultural”. Insiste en que debiera resultar evidente para los usuarios qué es lo que cada visualización computarizada trata de representar. Sin embargo, confunde objetivo (lo que se pretende) con objetividad (lo que se ha obtenido como resultado). No es tanto una cuestión de delimitar las informaciones de partida y el grado de incertidumbre de la representación final, como plantearse qué estamos representando. El conflicto nace de no reconocer expresamente que la imágen o modelo reconstruido no constituye la respuesta a ningún problema concreto. Los consejos que emanan de la carta de Londres resultan, por un lado, obvios, y por otro, claramente insuficientes. Por descontado que todos esos expertos reunidos para sentar las bases de la “calidad” de los modelos infográficos no pretendían enseñar a todo el mundo cómo hacer su trabajo. El problema nace de la propia arqueología, de los mismos especialistas que dicen estudiar el patrimonio cultural, pero lo único que hacen es imaginarlo, creyendo que el objeto –sea real o virtual- constituye una explicación de sí mismo. Si Indiana Jones buscaba tesoros para enviarlos a los museos, los ciber-arqueólogos del presente buscan basura visual VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 54 Virtual Archaeology Review (arqueológicamente obtenida) para convertirla en atractivas imágenes. Explicar el pasado pareciera reducirse a la reconstrucción de aquello que está roto, a convertir la evidencia arqueológica en el presente en una imagen más o menos fiel de cómo fue en el pasado. Pero ¿cree alguien que eso significa explicar qué hicieron en el pasado, cómo lo hicieron, por qué lo hicieron? Creemos que la Carta de Londres tiene su utilidad, pero pasa sólo por encima del auténtico problema. No se trata de encontrar formas de “validar la reconstrucción”, sino de definir realmente para qué sirve la visualización. Obviamente no creemos que el “método” sea el culpable. No son los ordenadores ni los programas de modelado de sólidos, de animación de secuencias, de renderizado de texturas los responsables de que no sepamos para qué sirven realmente todas esas bonitas imágenes que parecen más reales que la realidad misma. Tenemos un importante conflicto con la noción misma de “visualización” que la carta de Londres no resuelve. Por muchos consejos que demos acerca de cómo visualizar la “incertidumbre”, seguimos sin sentar las bases de para qué sirve esa visualización de lo que no se puede ver en el presente, pero que creemos existió en el pasado. La respuesta pasa por una reflexión acerca de las diferencias entre explicación y divulgación, cosa que no hace la declaración de Londres. Ya que la arqueología moderna confunde objeto con explicación, la ciber-arqueología hace lo mismo con la imagen del objeto. Nos olvidamos que en ámbitos más formalizados que el nuestro, como la medicina o la física, la visión por computador ha sido definida como la deducción lógica automática de estructuras y propiedades de los objetos tridimensionales, captadas a través de una o varias imágenes y el reconocimiento de los objetos a través de estas propiedades. Por consiguiente el uso específico de la visión computerizada en la investigación del patrimonio cultural no debería ser la reproducción de la realidad tal y como parece ser a nuestra vista, sino una forma de traducir la datos percibidos sensorialmente en un modelo explicativo de los mismos. No deberíamos crear bonitas e imaginativas ilustraciones del pasado, sino que debiera ser posible usar la geometría para explicar algunas de las propiedades de los datos: las propiedades relativas a su tamaño, forma, textura, tiempo y localización. Por lo tanto, el objetivo de un modelo arqueológico virtual debiera consistir en proveer de un vehículo para la experimentación con datos arqueológicos y la predicción de fenómenos históricos. La declaración de Londres es muy incompleta en ese aspecto. ¿De qué manera podemos completarla? Visualizar el razonamiento “El razonamiento seguido a la hora de elegir un determinado método de visualización computarizada y no otro, debe quedar perfectamente documentado y ser divulgado con objeto de facilitar la evaluación de las actividades metodológicas y para facilitar el seguimiento de posteriores actividades” (Carta de Londres, 4.7). El problema es ¿cómo “documentar” ese razonamiento? Tradicionalmente el razonamiento suele expresarse en largas y retóricas expresiones verbales, que narran ciertas cosas que el autor quiere comunicar. Sin embargo, las palabras no son causas, ni las frases expresan mecanismos. Todo “razonamiento” VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 implica una mecánica concreta de producción de conocimiento, y las narraciones verbales se quedan muy lejos a la hora de caracterizar esa mecánica. ¿Podemos “visualizar” la manera de producir el conocimiento? Creemos que esta es la cuestión clave a la hora de definir una ciber-arqueología. Las tecnologías de la información no deben ser meras herramientas de comunicación, sino útiles de producción del conocimiento. Muchos de los objetivos implícitos en la declaración de Londres pueden realizarse si partimos del supuesto que el objetivo propio de la tecnología aplicada al estudio del patrimonio cultural es su explicación (automatizada). Sólo una vez que esa explicación se ha producido, podremos visualizarla para poder expresarla. La imagen virtual no es la explicación, sino que, como las palabras de un texto, expresa la explicación. La explicación es un constructor lógico, dinámico, y como tal debiera poder ser “visualizada”. La arqueología debe resolver la cuestión del porqué el registro arqueológico observable es como es en términos de cómo los humanos lo produjeron. Y las tecnologías de la información debieran ayudarnos, ya sea por medio de imágenes o sin ellas. La Ciber-arqueología consiste por tanto de una cadena compleja de visualizaciones: modelos geométricos de la realidad captados por sensores automáticos que deben ser procesados por mecanismos lógicos que nos permitan inferir los procesos causales responsables de esa peculiar geometría, esto es, cómo las acciones de los hombres y mujeres del pasado convirtieron ciertas materias naturales en evidencias materiales con determinadas propiedades visuales de tamaño, forma, textura, composición y localización. Una vía para resolver el problema consistiría en “visualizar” el modo de producir “mecánicamente” explicaciones funcionales y/o productivas, antes que “visualizar” objetos. El objetivo no sería pues la reconstrucción, ni tan sólo el proceso físico de la reconstrucción, sino el problema inverso que va del objeto original al proceso de trabajo que en el pasado produjo/utilizó ese objeto y que explica por qué tiene la apariencia que tiene. Si se ha documentado arqueológicamente como una serie de fragmentos, ¿por qué se rompió? Si no ha aparecido fragmentado, ¿por qué tiene la forma que tiene? ¿qué acto de trabajo, qué intención productiva o de uso fue responsable de que una materia prima haya adoptado esta forma final? En otras palabras, antes que el objeto debemos visualizar las acciones que pudieron haber sido realizadas sobre él, dada su estructura física y la estructura física del agente que interactuó con él. La estructura física del objeto y la acción del agente establecen conjuntamente las causas inmediatas de las características percibidas. Así, por ejemplo, para visualizar el “conocimiento” arqueológico y la producción de conocimiento acerca del uso de un vaso prehistórico, tendremos que representar por medio de secuencias animadas de cambio y modificación las distintas fuerzas que hayan actuado sobre el elemento en el pasado, por ejemplo, ponerlo de pie, levantarlo, etc. En el caso de un recipiente o contenedor cerámico: (1) ENTRADAS: por ejemplo, ponerlo de pie, asirlo, etc (2) SALIDAS: por ejemplo, el transporte de líquidos (3) ESTADOS: características físicas del vaso, por ejemplo, su forma (4) PRIMERA RELACIÓN CAUSAL: por ejemplo, el levantamiento (entrada) actúa en su forma 55 Virtual Archaeology Review (estado) → transmitiendo el líquido (salida) (5) SEGUNDA RELACIÓN CAUSAL: por ejemplo, el levantamiento (entrada) actúa en su forma (estado) → pero la forma no cambia (dinámica: el próximo estado). Inteligencia Artificial y razonamiento inverso Nos encontramos con la aparente paradoja de que para resolver la mayor parte de problemas –arqueológicos o no-, deberíamos visualizar (conocer) la solución de antemano, de manera que la mecánica de explicar se reduzca a la selección objetiva de la mejor solución de entre un conjunto de soluciones posibles. La única manera de conocer la causa dada información visual sobre los efectos consiste en elegir cual de entre una serie finita de causas conocidas produjo los efectos observados con mayor probabilidad que las demás. El lector quizás se sorprenda por esta caracterización, típica de la Inteligencia Artificial y de la robótica. Los problemas arqueológicos son definidos comúnmente como “el efecto material de la acción social ocurrida en el pasado que queremos explicar pero no sabemos cómo”. Ahora parece ser que el pasado es conocible si y sólo si ya lo conocemos. En realidad no hay nada extraño en ésta aproximación. Haciendo uso del conocimiento previo, podemos diseñar un sistema computerizado capaz de inferir, desde datos sensoriales, qué es lo que da sentido a esos datos. La explicación ocurre cuando un input perceptual coincide con una definición contenida en la memoria perceptual de cada uno de los eventos causales que el sistema espera reconocer o identificar. Esta visión es también coherente con una concepción de las teorías científicas como una estructura que sirve para elegir un modelo específico de un conjunto de modelos posibles. Los resultados preliminares de un reconocimiento o identificación preliminar deberían combinarse para obtener pautas globales que actuasen como entrada de nuevos patrones de inferencias más complejas. De esta forma un posible arqueólogo autómata resolvería los problemas a partir del reconocimiento de la materialidad, y con la ayuda de este resultado podría llegar a producir la explicación consiguiente. Reconocer el pasado en el presente es pues una tarea gradual que procede de lo general a lo específico y que solapa, guía y limita la obtención de una explicación causal de los inputs adquiridos en el yacimiento o en el laboratorio. El proceso general explicativo trata pues de desglosar y extraer un número de diferentes propiedades físicas observables (bajo nivel de análisis), seguido de una decisión definitiva sobre la base de estas propiedades (análisis de alto nivel). Los procesos de bajo nivel generalmente se basan en la extracción de las características relevantes (tamaño y frecuencia, forma y composición) que caracterizan a la individualidad de cada caso arqueológico (Gibson 1979). En consecuencia, la comprensión automática puede ser entendida como el generador de una serie de descriptores del mundo físico actual que pueden ser suficientes (quizás conjuntamente con otra información contextualizada) para identificar momentos de la acción social ocurrida en el pasado, de acuerdo con lo que el robot conoce de ellas a través de los experimentos del laboratorio, de las simulaciones computerizadas y de las analogías etnoarqueológicas. La Inteligencia Artificial nos ofrece tecnologías capaces de “virtualizar” no sólo la manera de resolver el problema arqueológico, sino la definición misma del problema. Las redes neuronales y la nueva generación de sistemas expertos ejemplifican este enfoque (Barceló 2008, Dawson 2004, Jones 2007, Munakata 2008). Un Sistema Experto es un programa informático escrito como una serie organizada de reglas que pueden ser cambiadas, y que de hecho, están siempre cambiando en una relación reflexiva permitiendo a los expertos dar cabida a una nueva información. A partir de unos datos empíricos sobre una observación particular y algún conocimiento asociativo (Si...Entonces), el problema científico puede ser explicado en términos de los conocimientos almacenados en las bases de reglas. Las redes Neuronales siguen el mismo enfoque, aunque en este caso, el conocimiento asociativo no está expresado de una forma declarativa-proposicional, si no usando transformaciones vectoriales. El input de entrada activa una primera transformación –del input sensorial a la representación vectorial del mismo- y esta activación se propaga a través del sistema por vía de transformaciones sucesivas hacia conceptos cada vez más generales y de mayor nivel de complejidad lógica. En una red neuronal casi todo el conocimiento está implícito en la estructura del dispositivo que lleva a cabo la tarea, más que explícito en los estados de las unidades por ellas mismas. El conocimiento no es directamente accesible a la interpretación, sino que se construye en el propio procesador. Éste determina directamente el proceso. Éste se adquiere a través del ajuste de las conexiones mientras se van utilizando en el proceso, en lugar de hechos explicativos ya formulados y almacenados. El ordenador integra la información de un gran número de fuentes de entrada, produciendo un valor numérico real continuo que representa algo así como la fuerza relativa de éstos inputs (en comparación con otros inputs que podría haber recibido). El modelo computerizado entonces comunica otra señal clasificada (su tasa de activación) a la representación vectorial de otras explicaciones en función de la fuerza relativa de este valor. Estas señales clasificadas pueden transmitir algo así como la probabilidad de la causa en algunas específicas circunstancias limitadas (Bicici y St.Amand 2003). La aplicación mas obvia de los Sistemas Expertos y las redes Neuronales en arqueología y en la gestión del Patrimonio Cultural, está en resolver problemas de diagnóstico. Los ejemplos son varios, desde el estudio de la forma y función de útiles de sílex del Paleolítico hasta la cerámica prehistórica. Los edificios antiguos también puedes ser explicados a través de sus características visuales arquitectónicas, y las características visuales de los huesos humanos y animales pueden ser usadas como categorías explicativas bien definidas. También es posible mecanizar el proceso de clasificación de muestras de madera antigua para su determinación taxonómica. Los sistemas de Inteligencia Artificial también pueden ayudar a la investigación a descodificar los patrones decorativos de la cerámica o del arte parietal. En otras aplicaciones arqueológicas se han explorado las posibilidades de identificar un artefacto entero a partir de sus fragmentos; el análisis y la interpretación histórica a partir de los análisis arqueométricos en el ámbito de los estudios de procedencia, la interpretación de fotografías aéreas y el análisis de imágenes de teledetección para detectar características relevantes en el paisaje (Barceló 2008). Estas técnicas de Inteligencia Artificial pueden vincularse a la representación de los datos arqueológicos mediante modelos geométricos realistas (visualización científica), de manera que es el input sensorial mismo el que es explicado directamente, sin pasar por su tradicional descripción en términos linguísticos. No VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 56 Virtual Archaeology Review es la palabra “yacimiento arqueológico” la que debemos explicar, sino la información sensorial (datos visuales) captada instrumentalmente. También la respuesta del sistema puede aparecer expresada visualmente (modelo geométrico), pero en cualquier caso, lo importante no es la imagen resultante, sino la conexión necesaria entre input (visual) y output (explicación) (Chaigneau et al. 2004). Sistemas expertos y las redes neuronales son metodologías “tradicionales” de Inteligencia Artificial que han sido criticadas, fundamentalmente en base a su “asociacionismo” latente, lo que implica el renacimiento del enfoque empiricista radical que dominó “la edad oscura” de las ciencias sociales. En esa época la explicación se basaba en interpretaciones medioambientales y en los comportamientos ambientales que producía. En muchos aspectos, los sistemas expertos y las redes neuronales hicieron eco de ésta tendencia. Fundamentalmente los sistemas computerizados que hemos analizado dan sentido a los estados del sistema sobre la base de lo que se correlaciona con, y hay graves problemas filosóficos, no sólo en relación con la semántica de un cálculo basado en la correlación de causalidad, sino también, en general, la adecuación de correlación semántica como base de cualquier teoría del significado. Conclusiones La implementación de las potencialidades explicativas en una máquina es lo que comúnmente se denomina “simulación computerizada”. La simulación no es exactamente “virtual” o imaginaria ya que cualquier forma de simular lo que ocurrió en el pasado requiere la implementación de un mecanismo, que, habida cuenta de las propiedades de los elementos constitutivos y del entorno, dé lugar a los fenómenos de interés. Por descontado, no podemos saber qué es lo que realmente ocurrió, pero podemos llegar a saber lo que “probablemente” tuvo lugar. Virtualmente podemos imitar la historia humana en el ordenador, explorando (al alterar las variables) toda la gama de posibles resultados para diferentes comportamientos. Podemos comparar que hubiera pasado con los parámetros introducidos en otro ordenador y conocer la sociedad pasada mejor que nunca. Cuando este tipo de simulación funciona, el sistema funciona de una forma determinada y muestra ciertas conductas. La simulación puede proporcionar una prueba de los modelos y de las teorías implícitas o simplemente permitir al observador experimentar y registrar el comportamiento del sistema. Mientras el énfasis cambia al describir el comportamiento de un sistema objetivo con el fin de comprender los sistemas sociales naturales, así también lo hace el objetivo de la investigación durante la observación y la experimentación con posibles mundos sociales. Al simular la estructura física y la acción del agente para las diferentes categorías de evidencia arqueológica, seremos capaces de predecir el comportamiento pasado. Si las descripciones físicas del objeto son un tanto vagas, entonces el conocimiento sobre la historia del objeto puede influir en las predicciones de cómo conceptualizar su estructura física, que a su vez puede influenciar sobre la explicación arqueológica. Si la historia del objeto no es del todo completa, la máquina puede inferir que la VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 estructura física del objeto puede ser defectuosa. Este enfoque asume que una serie de estados causales vinculados – un modelo causal – soporta inferencias sobre la acción actual y la imaginada. El modelo capta la estructura causal básica a través del examen de la estructura física del objeto y de las capacidades del agente para actuar con el objeto dando un resultado funcional. Como la estructura física de un hacha y la acción de la persona causa el resultado de cortar madera. Evidentemente, no todos los elementos causales deben ser incluidos en este modelo causal. Debemos asumir que cuando definimos los modelos causales de la función de un objeto, estos no incluyen todos los componentes físicos necesarios. Sin embargo, podemos captar la estructura causal central a través de teorías intencionales; es decir, el papel funcional imaginado para un objeto, que se le adscribió a través de su estructura física. Desde esta posición de la función, la estructura física es un efecto del proceso histórico, no una causa de la función. Algunas de estas tecnologías pueden ser difíciles de aplicar en la arqueología. Especialmente, en el enfoque interactivo, los arqueólogos deben darse cuenta de que el único enfoque posible de la explicación funcional es la experimentación y el la cuidada réplica de las antiguas técnicas y comportamientos. De esta manera, un razonamiento a partir de la función puede ser visto como una forma limitada de satisfacer el problema, ya que las descripciones funcionales limitan la estructura o la estructura limita las posibles funcionalidades. Las asignaciones disponibles entre forma y función son muchas actualmente y cada vez hay más que para recuperar un objeto usan la experiencia combinada de la funcionalidad ya reconocida de los objetos. El reconocimiento a través de un modelo es aceptado como una solución. Otro punto de vista es aquel que considera el razonamiento sobre la funcionalidad como un modulo de planificación que está compuesto por procedimientos de ayuda. En este punto de vista, la descripción funcional se lleva a cabo a un alto nivel, descartando la representación completa. Una representación completa del mundo físico debería intentar representar las fuerzas que gobiernan el universo y que van desde las fuerzas gravitacionales entre los planetas a las fuerzas entre los componentes químicos y sus átomos. ¿Qué tiene que ver nuestra perspectiva con la Carta de Londres? Muy sencillo, que esa declaración resulta ambigua al dejar a juicio de los usuarios la utilidad del modelo. Como consecuencia, pareciera que el objetivo de todo el esfuerzo es la producción del modelo por el modelo, como si lo único importante fuese pintar con colores virtualmente atractivos una realidad polvorienta y fragmentada. Por el contrario, las tecnologías de la información nos permiten pensar de otro modo, nos permiten visualizar la manera misma de pensar. En lugar de insistir tanto en la “certidumbre” del modelo visual, debiéramos insistir más en la “formalización” del pensamiento, en la necesidad de crear algoritmos de pensamiento e interpretación. Ciber-arqueología no es pues un conjunto de sueños virtuales, hipótesis libres que flotan a disposición de distintos usuarios con distintas necesidades. Significa utilizar la potencia de la algorítmica para objetivar e instrumentalizar la manera que tenemos de explicar por qué las evidencias que del pasado se han conservado en el presente son como son y no de otra manera. 57 Virtual Archaeology Review Bibliografía BARCELÓ, J.A., 2008, Computational Intelligence in Archaeology. Information Science Reference, The IGI Group, Henshey (VA). BICICI, E. ST. AMANT, R. 2003, Reasoning about the Functionality of Tools and Physical Artifacts. Technical Report TR-2003-22, Department of Computer Science, North Carolina State University. DAWSON, M.R.W., 2004, Minds and Machines. Connectionism and Psychological Modeling. Blackwell Pub. London. CHAIGNEAU,S.E., BARSALOU,L.W. SLOMAN, A. 2004, “Assessing the Causal Structure of Function” Journal of Experimental Psychology: General, 133, (4), pp. 601–625. GIBSON, J.J., 1979, The Ecological Approach to Visual Perception. Mifflin, Boston. JONES, T., 2007, Artificial Intelligence: A Systems Approach. Infinity Science Press, Hingham (MA). MUNAKATA, T., 2008, Fundamentals of the New Artificial Intelligence. Springer, Berlin. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 58 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 59 Virtual Archaeology Review Between the Real and the Virtual: 3D visualization in the Cultural Heritage domain - expectations and prospects Sorin Hermon1 and Loukas Kalisperis2 STARC. Science and Technology for Archaeological Research Center. The Cyprus Institute. Cyprus. CaSToRC. Computational based Science and Technology Research Center. The Cyprus Institute. Cyprus. 1 2 Abstract The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums. Key Words: DATA RELIABILITY, MIMESIS, SCIENTIFIC REQUIREMENTS, NEW MEDIA 1. Introduction Following major shifts in the geo – politics of Europe [COLLINS AND TAYLOR, 2006] of the late 19th century, as a consequence of new ideas regarding economies, societies and national identities, also the concept of "Cultural Heritage" (hereafter CH), simply regarded here as the legacy of physical artifacts and intangible attributes of a society, inherited from past generations and bestowed for future ones, shifted and became "open" – a multi – layered concept shaped by the way nations constructed their identities and collective memories. Consequently, referring to CH as a collective consciousness [DURKHEIM, 1967] that acts as a cohesion force of a society, based on shared beliefs that stands between society and its cultural practices, we may also regard is a major actor playing a substantial role in shaping the modern society of today. As such, the places where CH is mostly exposed to the public, the museums of their different types, should be regarded as "open", following the transformation of CH itself and the ways people refer to it Museums, regarded as a social establishment, gradually changed from an original "exhibits of wealth" and "cabinets of curiosities" of first displays of artifacts to the public of the 18th and 19th centuries, to supposedly "something else", following shifts in the political, social and economical structures of what we label today as Modern and Post Modern era [LYOTARD, 1984], which left a mark in other fields as well, such as aesthetics, philosophy and art. For example, the invention of photography at the beginning of the 19th century released art from its traditional limitation of representing reality, and moved towards other fields and modes of representation. Another shift occurred with the "Information Age" of the 80's, when, by digital means, the concept of large scale of information distribution was spread to the public and visual communication, which apparently had priority as a main means of communication at humanity's dawn, (re)gained importance in an otherwise (still) language dominated communication world, after several hundreds of millennia. Consequently, Information Communication Technologies (ICT) became a common term, and allowed another "quantum leap" in the modern non-linear way of thinking, providing tools for approaching, designing and representing content, among it CH as well. The emergence of ICT and the resulting revised aspects about museology, as a reappraisal of the scope and function of museums, triggered the organization, on a more systematic basis, of the communication policy of museums. Aiming either at the contextualization of objects or to improve the quality of information provided by CH institutions or simply to increase audience appeal, ICT offer today the means for transforming experience without violating the primacy of the artefact. The legalization of the adoption of mediated means for representing CH can be seen as an attempt to lay out the theoretical and factual presuppositions of this use. Turning back to museums, this time regarded as a "non a priori environment", i.e. as spaces where different social interactions, not all as yet clear, take place, we question how new technologies, and in particular VR, integrate in their communication strategies, as to cope with the demands of a modern, technology driven society; in other words, understand the social context in which VR operates and what are their prerequisites, from a social sciences point of view. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 60 Virtual Archaeology Review VR is perhaps a buzz word, due to various factors, such as excitement for new technologies, the influence of cultural industries that suggest the possibility of existence into another reality to live in, or the possibility to create our own reality, through other non- linguistic symbolic systems. Given particular aspects of VR (when used as a communication tool [BIOCCA AND LEVY, 1995] in museums), our basic claim is that in fact we may regard VR as a medium of human expression, and, as such, a new kind of media [MCLUHAN, 1964], with a language and symbolic system of its own. Thus, the article will focus on trying to understand the nature of VR itself (regarded as a dialogue between internal reasoning and visual exteriorization), the dynamics between the information sources of VR, its transmission conditions (e.g. the museum space) and the responding receiver (museum visitors) and how meaning, derived from VR, develops as a modern non-linear way of thinking, providing tools for approaching, designing and representing (CH) content, stimulating a process of interaction between the user and the (VR) technology. Closing the circle, we will investigate how VR, regarded as a medium for archaeological research, may affect the interpretation of CH. This analysis will be done taking into consideration three basic (and yet fundamental, in our opinion) assumptions about the archaeological reality: “…[Archaeology is] the discipline with the theory and practice for the recovery of unobservable hominid behavior patterns from indirect traces in bad samples...” (CLARKE, 1976), Clarke reminding us that we should keep in mind and always remember our data from the past is fragmentary and partial; “…the past is a foreign country: they do things differently there…” (HARTLEY, 1953), indicating that no past societies had norm of behavior and conduit and social dynamics not always clear nor accessible to us in our modern times; and third, “…[W]hat the world wants is for archeology to teach it something about humanity's past ... about Olduvai Gorge, and Stonehenge ... People … look to archaeology as the only science … with the power to uncover that past…” (FLANNERY, 1982), reminding us that we have a social duty, as archaeologists, to enable the past for the citizen. 2. VR – SOME CLARIFICATIONS VR applications to humanities and social sciences have already a long history of more than two decades, traceable to the early 80's of the last century. Related theoretical and methodological issues have been discussed in the past [REILLY, 1989, REILLY AND SHENNAN, 1989, SIMS, 1997, FULK AND STEINFELD, 1997, BARCELO, FORTE AND SANDERS, 2000, NICCOLUCCI, 2002, FORTE, 2000]. In general terms, VR can be viewed as a simulation of a real or imagined environment [ROBERTS AND RYAN, 1997], while (3D) models help to understand, represent and analyze the complexity of the real (modern or past) world, understanding a particular problem or predict the behavior of a particular (modern or past) phenomenon. Researches in cognitive psychology have shown the positive relationship between visualization ability [EKSTROM, FRENCH AND HARMAN, 1976] and the use of visualization tools thus perceiving the information in a more appropriate way. The information visualization process primarily aims to amplify human cognition with different options in order to facilitate data meaning associations and to extent the interpretative or de codifying skills of users. The Information Visualization (IV) VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 process is summarized in transforming data, information, and knowledge into visual form. VR environments assist in this visual processing by, for example, getting an insight of the abstract data values. [SCHREIBER, ET AL., 2000] describes the components of the IV process as follows: data values are input signals to sensory and cognitive processes, information is data with an associated meaning, knowledge is “the whole body of data and information together with cognitive machinery that people are able to exploit to decide how to act, to carry out tasks and to create new information”. The implication is: the better the visual tool, the better the explanation and the interception. Thus, VR allows the 3D visualization of concepts, objects or spaces and their contextualization – it gives a visual framework in which data is displayed. VR also enables interaction with data organized in 3D, facilitating the interaction between human, data, and information [FRISCHER, ET AL., 2002] It also transforms information, making it more accessible to the human eye and thus more easily perceptible, enhancing perception in the context of its interrogation. VR as a system of organizing and conveying information deliver to users multiple meanings which arise and develop by re- interpreting spatiality. It produces thus a sort of duality between virtual space, which is often tied to an imaginary context and real space, closer to our every day life or experience. Information becomes thus the point of contact between real and virtual. VR should therefore be regarded as an intentional activity, and constructed as such. Therefore it requires a decision making process based on information from different sources, incorporating aspects and views of varying actors and offering different possibilities open to visitors. The whole process is also followed by the imperatives of convenience and transparency [SELMAT AND MINTZ, 1998] allowing among others an understanding of the processes of perception and cognition. Transparency and convenience include not only the vision of the whole synthesis, but as well as the representational system, the participation process for the users and the development of edutainment content and services. However, since man – made objects are imitable and replicas and copies were always created [BENJAMIN, 1969], a legitimate question to ask it is to which extent the VR outcome, seen as a replica to something yet to be defined, can reproduce the original? Two major drawbacks characterize this replica: its presence in the spatio-temporal context (related to the original) and the degree of matching between the original and its replica. Moreover, since human sense perception depends on the way it is organised, the medium in which it is accomplished and the historical circumstances into which it is active, we can pose again the previous question: what are reconstructing when creating a VR ? Which facet of the original object's nature we want to capture and reconstruct? VR offers an experience of a multilayered reality, and as such should be conceived. VR is not “the reality", but the representation of “one”, or, several “instances”, possibilities among others, various under different circumstances and contexts. Since VR can be perceived as a visual exteriorization of an internal reasoning process (analysis and interrogation, creation of a fiction and a narrative), a dialogue between the internal cognitive process and its external manifestation occurs. Therefore, the user of the VR should be aware of the intended identity of this outcome and the intentionality of its producer. 61 Virtual Archaeology Review Another aspect to take into consideration is the amount of information provided with the VR outcome – should we consider all facets of a CH object and thus presumably letting the user to choose what to observe (a content oriented approach), or, taking into consideration the historical circumstances of the potential user and his/her previous knowledge (if the target user is identified, which, in museum environments is yet a difficult task), applying a user oriented approach. But, since in most cases evaluating how a user accumulates knowledge and absorbs it is extremely difficult, and the characteristics of target groups can be defined only in very generic terms, we are facing an apparent tough choice when creating a VR, balancing between "an objective representation of the whole", and a "selected visualization", choosing only particular aspects of the real object to be virtually represented. VR should be regarded in our opinion as a dialogue between the characteristics of the real object and the user, VR being not a digital "monolith", but rather an entity with a "changing shape" and a "shifting geometry", allowing the creations of different "metaphors". As such, we should regard visual communication in general and VR in particular, not as an "objective truth", parting from the Platonian perspective that "seeing is believing" [BUR83], but as only one truth among possible others [HERMON, NICCOLUCCI AND D’ANDREA, 2005]. This means that the construction of a VR environment is not merely a technical challenge. Choices made about the conceptualization step, the interpretative frame, the extent of mimic external realities, the narrative structure and functions to adopt, make VR appealing to a wide spectre of disciplines with prevalent epistemological issues. Such a point of view takes into consideration the processes or effects of using VR environments, provides a conceptual framework and the epistemological basis upon which design synthesis is operated, provides the aesthetic premises for the creation of media products, the type of interaction or encounter with users experience and the interpretative frame of the virtual space. world as we internally do, assuming that when we think of a concept, we visualize its structure and geometry and also spatially reconstruct its context. So, if the distance between the external and internal modes of representation is short, we do not need to invest much effort in translating the external information, it is in a way more intuitive. By addressing VR as a new language, a new media, we cannot limit the relation VR user to a mere passive observation by the later, we need an active interaction in order to acquire this language. Following this idea, while learning by acquiring and storing information is an inert knowledge, interpreting reality (or virtual reality) and making sense of it is an active knowledge. Since basically VR is a non- linguistic symbolic system, we can address it through the prism of ideas deriving from visual communication theories. As such, an attempt to characterize VR, mainly as an experiential product [LAUREL, 1992], could derive from theories of social sciences, in an attempt to identify its nature and the relationships with the user. In this sense, VR is a unique technology which enables a very intuitive way of processing data. We can thus refer to the (VR) medium using the Aristotelian terms of mimesis, emphasizing its characters as a form of artistic imitation, which strengths the relationship between user and technology, and encourages the user of a technology to develop a first person, rather than third-person relationship with his or her mediated environment [STEUEUR, 1992]. In other words mimesis is necessary in order to cultivate a direct contact through the subject and its mediated environment. Hopefully, if the mediated environment provides us with different modes of representation; one of our tasks at this stage would be to create group of events relatable to the mimesis, in order to facilitate the interaction user VR system. Moreover, since in many cases there is a discrepancy between a de facto representation and the intended expression [GOODMAN, 1076], we need the mimesis in order to "better relate to the transmitted information"; mimesis can be viewed as the event that connects the user to the mediated environment (in the VR system). 3. VR as a communication medium 4. Issues concerning interpretation When creating a VR, we should be aware of the fact that we are using a different language for gathering, packaging and conveying knowledge; as such, we must be aware of its syntax and the “symbol system” it employs [SALOMON, 1980]. Since VR offers new ways of internal, cognitive representations, it can be seen as cultivators of mental abilities as well. However, these systems are requiring different mental skills – how can we, or should we, adapt, or address, VR to particular targets with (unknown, perhaps only hinted) mental skills? Without a very deep understanding, how can we balance between simplicity of “3D message” and complexity of its structure? How do we balance between simplicity (basic facts) and complexity (more fiction)? If we are willing to accept the assumption that people represent the world to themselves and manipulate it mentally through a number of internal symbol systems, we cannot avoid the possibility of interdependence between externalcommunicational and internal-cognitive symbol systems [SALOMON, 1980]. Consequently, we should identify and characterize these symbols, and express them in the VR outcome, since one of the major advantages of using VR derives from the fact that it uses similar methods of representing the We can summarize our discussion by delineating the main features of VR [DAVIS, 2006]. The following distinction is established only for methodological concerns as the three components appear interrelated in VRE: 1. Spatiality 2. Virtuality 3. Representation Space is not only the frame into which action is located. It is abstract in the sense that is related to the interior life of the objects and the user. Its construction is based primarily upon certain properties of reception and perception of the real world and at the same time it is carrier of determined cultural values. However this space rich of significations, cannot stand alone without being related to the interpretation of the real or the imaginary space by the user. Users recognize and derive pleasure from familiar images of their vision. Virtual space plays a double VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 62 Virtual Archaeology Review role by contributing to the virtual environment acquiring its coherence and verisimilitude. Virtuality refers to the relationship between the user and the system. It is essentially reposed on the idea of direct manipulation as it is determined by the human computer interaction. It characterizes in a large extent the interaction style or interaction paradigm. Graphical display of interaction is linked to direct manipulation by a visible feedback to any operation on the VRE. The 3-D graphical environments offer the possibility of exploration to more realistic environments and interaction with both virtual and autonomous agents. Anthropomorphic interactions, build around interface agents, establishes the human computer interaction in a conversational style, usually as a dialogue with a wizard. Virtuality invalidates the distinction between control interface and user interface. By this distinction we can avoid the confusion occurring when we deal with the meaning within a space (spatiality) from the actual relationship of the user to that space (virtuality). Once we have decided what to model and by what means, the problem of the representation emerges. The choice of the representational means, appropriate to our task, obeys to several parameters which must fulfill several functions: The visual embodiment of the user, The interaction means and modes with the world, The means of feeling various attributes of the world using the senses. Representation models try to respond to the problem of access and visualization of the huge quantity of data stored in a VRE. The semantic representation of 3D CH objects captures the functions, characteristics and relationships between virtual objects. Semantic representation turns objects into a virtual environment and the tools used to display and communicate, the interface, into meaningful entities. The meaning of virtual objects and their relationships in a scene provide an alternative image of the real object, conveying meaningful information that would be impossible to represent otherwise [HERMON, NICCOLUCCI AND D’ANDREA, 2005]. Attached metadata help users to find access and use virtual reality worlds in a more convenient way and for multiple purposes as engineering, interpretation and reconstruction, evaluating methods of mediating and presenting information, exploring the artistic views, and supporting educational activities. The whole enterprise can be seen as a way of structuring information in a digital form. At this point, the use of different communication channels, such as pointing, linguistic utterances, or facial expressions, in an intermixed way expresses the multimodality capabilities of a VRE. It demonstrates the specific channels through which information can be conveyed. It refers to the ability of a VRE of mimicking and understanding humans’ natural use of multiple modalities. 6. Epilogue The paper focused on presenting VR as a communication media and a suitable platform for archaeological research, and, as such, to define its basic characteristics, presented above. Our starting point was that VR should be regarded as a media, and thus defines its language and internal system, either when employed as a research tool in archaeology, or is incorporated in the communication strategy of a CH museum. Therefore, the creation of the mediated environment (the VR content), should, in our opinion, be designed according to the characteristics that identify VR as a communication medium. This would imply that starting from collection of data content, creating the VR content (the mediated environment) and ending with the interface design and the physical place of the exhibited VR, these attributes should be taken into consideration. Thus, apart from the requirements from VR when considered as a “cognitive partner” in the archaeological research, discussed elsewhere as well (HERMON, 2008, HERMON AND NIKODEM, 2007), we propose to regard VR as a medium of human expression, and as such, a new kind of media communication, when employed into the communication strategy of (CH) museums, considering also the particular roles museums may fulfill in the modern society. As such, several aspects should be taken into consideration when designing the VR outcome: what is the reality, or realities that we want to virtually reconstruct, how we mediate between a content oriented, "objectively" recreating all possibilities, and a user oriented approach, visualizing selected attributes, presumably of higher interest than the others and related to the potential target user. The VR product should address aspects such as vividness, creating a rich sensorial environment and interactivity, i.e. the possibility to shift geometry and change content by its users. Moreover, internal, cognitive modes of representation should be taken into consideration, and creating the VR accordingly, in this manner shortening the distance between the internal and external modes of representation, obtaining a VR accessible in a more intuitive way, and as such, also its transmitted message. For such a task, we are suggesting to adopt a "mimesis" approach, as a mediator between the user and the VR. Acknowledgements The authors would like to express their gratitude to their collaborators over the years, in particular at the VAST-Lab, University of Florence and at Penn State University, during work meetings of various EU funded projects, such as EPOCH, No.E. and Chiron, as well as fruitful discussions at the Cyprus Institute. 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ISSN: 1989-9947 Mayo 2011 65 Virtual Archaeology Review Propuesta para profundizar en La Carta de Londres y mejorar su aplicabilidad en el campo del patrimonio arqueológico Víctor Manuel López-Menchero Bendicho 1 Grupo de Investigación Materialidad Arqueología y Patrimonio. Universidad de Castilla-La Mancha. España Resumen La visualización computarizada aplicada al floreciente campo de la gestión integral del patrimonio arqueológico presenta múltiples posibilidades. Sin embargo esas posibilidades pueden ver truncadas sus expectativas sino se presta atención a la parte más teórica de la disciplina. La Carta de Londres ha supuesto un avance muy importante en esta dirección sin embargo todavía es posible seguir profundizando en sus principios así como aumentar sus condiciones de aplicabilidad. En este sentido el presente paper propone que cualquier proyecto en el campo de la visualización computarizada aplicada al mundo del patrimonio arqueológico debería cumplir con los siguientes principios: interdisciplinariedad, finalidad, complementariedad, rigurosidad histórica, autenticidad, eficiencia y transparencia científica. Palabras Clave: CARTA DE LONDRES, VISUALIZACIÓN COMPUTARIZADA, PATRIMONIO ARQUEOLÓGICO, PRINCIPIOS TEÓRICOS. Abstract The application of the computer-based visualisation to the field of comprehensive management of archaeological heritage has many possibilities. However, these possibilities may see their expectations dashed, if we don’t pay attention to the more theoretical part of the discipline. The London Charter has been a very important step forward in this direction but it is still possible to build on its principles and to increase their applicability conditions. In this sense this paper proposes that any project in the field of computer-based visualisation applied to the world's archaeological heritage should meet the following principles: interdisciplinary, purpose, complementarity, historical accuracy, authenticity, efficiency and transparency of science. Key words: LONDON CHARTER, COMPUTER-BASED VISUALISATION, ARCHAEOLOGICAL HERITAGE, THEORETICAL PRINCIPLES. 1. Introducción cipios básicos que regulen las prácticas de esta pujante disciplina. La aplicación a nivel mundial de la visualización computarizada en el campo del patrimonio arqueológico presenta a día de hoy un panorama que podría ser calificado como de “luces y sombras”. El espectacular crecimiento del turismo cultural y los increíbles avances tecnológicos desarrollados en los últimos 15 años han propiciado la elaboración y ejecución de un sin fin de proyectos encaminados a investigar, preservar y poner en valor distintos elementos del patrimonio arqueológico a partir de la utilización de la visualización computarizada. Estos proyectos han servido para demostrar el extraordinario potencial que la visualización computarizada encierra en si misma pero también han dejado al descubierto numerosas debilidades e incongruencias. Brillantes fogonazos y oscuros callejones se han ido sucediendo a lo largo de un desfile interminable de proyectos que no representan sino la punta del iceberg de lo que está por venir. Por ello se hace ineludible plantear un debate teórico de implicaciones prácticas que permita a los gestores del patrimonio aprovechar lo mejor que las nuevas tecnologías pueden ofrecernos en esta materia minimizando sus aplicaciones más controvertidas. En definitiva se trata de establecer unos prin- La Carta de Londres (http://www.londoncharter.org) constituye hasta la fecha el documento internacional que más ha avanzado en esta dirección. Su reciente actualización (versión 2.1) revela la necesidad imperante de encontrar un documento cuyas recomendaciones sirvan como base para diseñar nuevos proyectos cada vez con mayor rigor dentro del ámbito del patrimonio cultural, pero también para plantear nuevas recomendaciones y guías adaptadas a las necesidades específicas de cada rama del saber y comunidad de expertos. Es por ello que entre los objetivos que se marca La Carta de Londres se encuentra “Ofrecer unos sólidos fundamentos sobre los que la comunidad de especialistas pueda elaborar criterios y directrices mucho más detalladas”. Y es que no debemos olvidar la inconmensurable amplitud que presenta el concepto de Patrimonio Cultural dentro del cual quedan englobados campos tan amplios como los de patrimonio monumental, etnográfico, documental, artístico, oral y por supuesto arqueológico. La Carta de Londres es plenamente consciente de la amplitud conceptual que posee el Patrimonio Cultural, y por consiguiente de las necesidades específicas que pueden requerir cada una de VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 66 Virtual Archaeology Review las partes que lo componen. Es por ello que en su Preámbulo, La Carta de Londres ya reconoce estas necesidades: “en la medida en que las pretensiones que motivan el uso de los métodos de visualización varían ampliamente de unos campos a otros, Principio 1: “Implementación”, se deben elaborar directrices específicas que resulten apropiadas para cada disciplina y para cada comunidad de expertos”. Por su parte el Principio 1.1 recomienda: “Cada comunidad de expertos, ya sea académica, educativa, conservativa o comercial, debe desarrollar las directrices de implementación de la Carta de Londres de manera coherente con sus propias pretensiones, objetivos y métodos”. Parece pues evidente que, dada la importancia que el patrimonio arqueológico tiene dentro del patrimonio cultural, y reconocida por muchos la existencia de una comunidad de expertos propia que trabaja de manera habitual entorno al concepto de Arqueología Virtual, se deba plantear la redacción de guías, documentos y recomendaciones que aun siguiendo las directrices generales que marca La Carta de Londres tomen en consideración el carácter específico que posee la Arqueología Virtual. 2. Principios Los principios que se expondrán a continuación pretenden aumentar las condiciones de aplicabilidad de La Carta de Londres de cara a su mejor implantación en el campo específico del patrimonio arqueológico, simplificando y ordenando secuencialmente sus bases, al mismo tiempo que se ofrecen algunas recomendaciones nuevas que toman en consideración la peculiar naturaleza del patrimonio arqueológico con respecto al patrimonio cultural. 1. Principio de interdisciplinariedad: Cualquier proyecto que implique la utilización de nuevas tecnologías, ligadas con la visualización computarizada, en el campo del patrimonio arqueológico, ya sea para investigación, conservación o difusión, debe de estar avalado por un equipo de profesionales procedentes de distintas ramas del saber. Especialmente si el proyecto contempla la realización de reconstrucciones o recreaciones virtuales. No podemos olvidar que la restitución visual del pasado es un reto de tal envergadura que no puede ser abordado únicamente por un solo tipo de experto sino que necesita de la colaboración y complicidad de un buen número de especialistas. Además es indispensable que estos especialistas trabajen intercambiando ideas y opiniones que enriquezcan el resultado final, puesto que el trabajo dividido en compartimentos estanco nunca podrá ser considerado como interdisciplinar aunque participen en él expertos procedentes de distintas disciplinas. Entre los especialistas que deben colaborar en este modelo interdisciplinar es indispensable contar con la presencia concreta de los arqueólogos que tienen o tuvieron a su cargo la dirección científica de la excavación que pretendemos reconstruir, ya que nadie conoce mejor un yacimiento o estructura arqueológica que aquel que lo ha excavado e investigado. Pese a todo un estudio recientemente llevado a cabo por el Getty Conservation Institute (EPPICH y CHABBI, 2006) a puesto de manifiesto como muchos proyectos de investigación en el campo de las nuevas tecnologías aplicadas a la conservación del patrimonio cultural no satisfacen las necesidades reales de conservadores y gestores. Este mismo estudio señala como la mayor parte de los avances realizados en este campo apenas si tiene influencia en la práctica diaria de los profesionales del VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 mundo de la conservación, en gran medida por el desconocimiento que estos tienen de los nuevos avances que están liderando las tecnologías más vanguardistas. De echo si analizamos el perfil de los participantes en uno de los congresos internacionales más influyentes en el campo de la realidad virtual aplicada al ámbito de la arqueología, como es el Simposio Internacional sobre Realidad Virtual, Arqueología y Patrimonio Cultural (VAST) que se celebra todos los años, comprobaremos como la presencia de arqueólogos, conservadores, restauradores o museógrafos es prácticamente testimonial. En el otro extremo de la balanza si nos fijamos en el principal congreso internacional de referencia para el campo de la arqueología, el Congreso Mundial de Arqueología (WAC) que se celebra cada 4 años, comprobaremos como la presencia de informáticos e ingenieros es igualmente minoritaria, aunque en este caso al menos una de las 33 sesiones temáticas que fueron programadas para 2008 versó en exclusiva sobre arqueología en la era digital (Archaeology in the Digital Age 2.0). Estos datos parecen avalar la teoría de la incomunicación entre ambos mundos: el de la visualización computarizada por un lado y el del patrimonio arqueológico por el otro, de tal suerte que por el momento la interdisciplinariedad se muestra como un objetivo a alcanzar y no como una realidad cotidiana, a pesar del potencial colaborativo que presentan ambos mundos y de los tímidos guiños que mutuamente se han hecho hasta la fecha. 2. Principio de finalidad. Previamente a la elaboración de cualquier visualización computarizada siempre debemos preguntarnos cual es la finalidad última de nuestro trabajo. No se puede actuar de la misma manera cuando la visualización computarizada que estamos generando tiene como finalidad ayudar al arqueólogo a interpretar los restos encontrados que cuando su finalidad es la presentación al público a través por ejemplo de un documental. En el primer caso, el referido a la investigación, lo más importante será generar hipótesis de trabajo bien ajustadas a la realidad, es decir precisas, sin importar demasiado la calidad superficial de la imagen generada, a la vez que se ofrece la posibilidad al arqueólogo de poder moverse con libertad sobre el escenario virtual recreado para poder verificar o desechar su modelo interpretativo. Por el contrario, en el segundo supuesto, el referido a la difusión, aun siendo respetuosos con el principio de rigurosidad histórica, deberemos trabajar mucho más los acabados hasta conseguir dar una imagen lo más realista posible del pasado, generando planos virtuales creíbles y fácilmente comprensibles por un público no especializado en la materia. En este segundo caso probablemente no sea necesario que el espectador tenga la posibilidad de recorrer el espacio virtual ya que las reconstrucciones y recreaciones se emplearán por lo general en medios no interactivos como por ejemplo documentales, paneles fijos, folletos... En definitiva todo se reduce a que la visualización computarizada esté siempre al servicio del patrimonio arqueológico y no el patrimonio arqueológico al servicio de la visualización computarizada. 3. Principio de complementariedad. La aplicación de la visualización computarizada en el campo de la gestión del patrimonio arqueológico siempre debe de ser entendida como complementaria, nunca como sustitutiva, de otros instrumentos de gestión más clásicos pero igualmente eficaces. La visualización computarizada no debe ni puede sustituir a otras técnicas y posibilidades en el campo de la gestión del patrimonio, más al contrario debe buscar vías de colaboración que ayuden a 67 Virtual Archaeology Review mejorar los actuales procesos de investigación, conservación y difusión. En este sentido la visualización computarizada puede ayudar a mejorar los procesos de conservación y preservación del patrimonio arqueológico, pero lógicamente, no puede servir como excusa para abandonar los tradicionales métodos de conservación y restauración sobre los restos arqueológicos originales. Su uso debe de ser complementario con otras técnicas como la anastylosis, los recrecimientos o las reconstrucciones parciales, pero nunca sustitutivo. Algo parecido sucede con los procesos de difusión en donde la visualización computarizada ya sea aplicada en museos (HERNANDEZ et al., 2005) o en páginas web (HALKON, 2005) no debe, ni verdaderamente puede, sustituir a la visita real o a la contemplación “in situ” de los restos originales. Este tipo de actuaciones siempre deben tener un carácter complementario, exceptuando los casos en los que los restos originales son destruidos intencional o desafortunadamente y por lo tanto su contemplación real se torna imposible quedando como única forma de disfrute su representación virtual. 4. Principio de autenticidad. La importancia del concepto de autenticidad aplicado al campo del patrimonio cultural quedó adecuadamente tratado en la Conferencia de Nara (LARSEN, 1995). Las conclusiones que se extrajeron en aquella reunión junto con otras que de manera colateral han traído otras reuniones posteriores no pueden pasar desapercibidas para la arqueología virtual. Por otro lado es indispensable que todas aquellas personas que trabajan en el ámbito de la arqueología virtual asuman que la disciplina arqueológica de la que dependen, en cuanto a generadora de conocimiento histórico, no es una ciencia exacta e incontestable sino compleja y, en algunos aspectos, relativa. Sin embargo en muchas visualizaciones tridimensionales orientadas al público se trasmite una idea monolítica, casi positivista, del conocimiento arqueológico sin dejar espacio a las interpretaciones alternativas que en muchos casos presentan igual validez científica que la hipótesis principal. Esta actitud rompe con los principios de autenticidad, rigurosidad y transparencia que debe tener toda investigación científica, pues impide al visitante comprender la complejidad y el alcance de la investigación arqueológica (SAN MARTÍN, 1994: 15). Así mismo, resulta indispensable aceptar que la mayor parte de las reconstrucciones virtuales que se realizan en el ámbito de la arqueología poseen diferentes grados de certeza. Simplificando podríamos decir que dentro de cualquier reconstrucción virtual algunas partes son probables, otras son posibles y otras tantas son hipotéticas. Estos grados de certeza rara vez se muestran o explican al público o a la propia comunidad de expertos lo que fomenta la tradicional mitificación del mundo de la arqueología y genera recelo en una parte importante tanto público como del mundo científico. Para combatir estos efectos no deseados algunas reconstrucciones virtuales deberían mostrar de forma explícita los distintos niveles de veracidad que presentan sus respectivas reconstrucciones (SIFNIOTIS et al., 2006). Además en muchos yacimientos arqueológicos, con objeto de mejorar las condiciones de conservación y presentación del patrimonio, ya se han realizado intervenciones o reconstrucciones sobre los restos originales, por lo que las visualizaciones tridimensionales no solo deben mostrar los grados de certeza sobre las “hipótesis virtuales” sino también sobre las propias “hipótesis reales”. Así, como mínimo se debe poder diferenciar claramente en las visualizaciones tridimensionales entre: los restos que se han conservado “in situ”, los restos que han vuelto a ser colocados en su posición originaria (anastylosis), las zonas que han sido reconstruidas parcial o totalmente sobre los restos originales, y finalmente las zonas que han sido recreadas virtualmente. 5. Principio de rigurosidad histórica: Cualquier forma de visualización o reconstrucción virtual del pasado debe estar basada y sustentada en una sólida documentación histórica y arqueológica. Ya que si la investigación arqueológica es deficiente la rigurosidad de las visualizaciones históricas virtuales también lo será perjudicando de este modo la credibilidad de los sitios arqueológicos. Consecuentemente para lograr aplicar este principio siempre será necesario que previamente los arqueólogos cuenten con los medios técnicos y materiales suficientes como para poder obtener la mayor cantidad de datos posibles de sus excavaciones e investigaciones. Además la persona encargada de realizar las reconstrucciones virtuales debería colaborar de forma activa con el arqueólogo encargado de la excavación, a ser posible durante el propio proceso de investigación, pues esto asegura un mayor rigor interpretativo. Pero la rigurosidad histórica no solo se consigue mediante una colaboración permanente con los arqueólogos, también es necesario tener presentes algunas premisas generales a la hora de lograr la máxima rigurosidad histórica posible: La recreación o reconstrucción virtual de todas las fases históricas registradas durante la investigación arqueológica es indispensable. No se debe mostrar únicamente el momento de esplendor del yacimiento reconstruido sino todas las fases, incluidas las de decadencia, por las que pudo atravesar el lugar. Tampoco se debe mostrar una imagen idílica del pasado con edificios que parecen recién construidos, personas que podrían pasar por modelos, etc.., sino real, es decir con edificios en diferente estado de conservación, personas de distinto tamaño y peso, etc... Siempre debemos tener presente que las imágenes del pasado no son neutras, al igual que tampoco lo son las palabras, ya que todas ellas están cargadas de una gran variedad de mensajes. Priorizar las reconstrucciones virtuales que hacen alusión a los momentos de esplendor de las ciudades o lugares históricos significa esconder otra parte de la realidad tan importante desde el punto de vista histórico como la primera, lo que va en contra del principio de rigurosidad histórica. Es necesario humanizar las reconstrucciones. No se pueden mostrar ciudades vacías, sin vida, edificios solitarios y paisajes muertos, pues ese es un falso histórico. En este punto es bueno recordar las palabras de Sir Mortimer Wheeler (1979: 7), padre de la arqueología moderna, cuando sentenciaba: “el arqueólogo no desentierra cosas, sino gentes. Si los trozos y piezas con los que trabaja carecen de vida para él, sino tiene sentido de lo normal, más valiera que hubiese buscado otra disciplina por oficio […] La arqueología muerta es el polvo más seco que puede soplar”. El entorno o paisaje asociado es tan importante como el yacimiento en sí (Carta de Cracovia, 2000). No se puede menospreciar a la hora de realizar reconstrucciones virtuales el entorno o los paisajes asociados a los yacimientos arqueológicos pues estos jugaron un papel fundamental, en algunos casos determinantes, en la evolución de muchos lugares históricos. Las investigaciones antracológicas, paleobotánicas y paleozoológicas deben servir como base para la realización de reconstrucciones virtuales del paisaje rigurosas y cercanas a la realidad. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 68 Virtual Archaeology Review 6. Principio de eficiencia. El concepto de eficiencia aplicada al campo que nos ocupa pasa inexorablemente por lograr una ajustada sostenibilidad económica y tecnológica. Cualquier proyecto que implique la utilización de la visualización computarizada en el campo del patrimonio debe de tener en cuenta las necesidades de mantenimiento económico y tecnológico que generará una vez se instale y ponga en funcionamiento. Si hablamos de investigación o conservación los medios empleados deben de ser lo menos costosos y complicados posibles pues en gran medida tendrán que ser desplazados, total o parcialmente, al lugar de excavación. Así mismo la información generada en un determinado programa o formato debe poder ser extrapolada con facilidad a otro programa más moderno con objeto de evitar la pérdida definitiva de la información que muchas veces queda atrapada en formatos obsoletos (HOWELL, 2007). Muchos de los proyectos hasta ahora desarrollados han fracasado precisamente por no cumplir con este principio. Consecuentemente se debe de apostar por sistemas que aunque en un primer momento presenten una elevada inversión inicial a largo plazo impliquen un bajo coste de mantenimiento económico y una alta fiabilidad de uso, es decir sistemas resistentes, fáciles de reparar o modificar y de bajo consumo. Si los nuevos medios tecnológicos empleados resultan excesivamente complicados, pesados, o caros de mantener, los gestores del patrimonio arqueológico y los propios arqueólogos los rechazarán y mantendrán sus métodos de trabajo tradicionales. En la actualidad este es uno de los principales retos con el que se enfrentan las nuevas tecnologías, incluida la visualización computarizada, para abrirse paso en el ámbito del patrimonio. 7. Principio de transparencia científica: Toda investigación científica, proceda de la disciplina que proceda, debe de ser esencialmente transparente, es decir, contrastable por otros investigadores, ya que la validez, y por lo tanto el alcance, de las conclusiones producidas por dicha investigación dependerán en gran medida de la capacidad de otros para confirmar o refutar los resultados obtenidos (AROSTEGUI, 1995: 278-279). Consecuentemente para que los proyectos de arqueología virtual caminen por la senda del rigor científico y académico se vuelve indispensable la elaboración de bases documentales en la que quede recogido y expresado con total transparencia todo el proceso de trabajo desarrollado: objetivos, metodología, técnicas, razonamientos, origen y características de las fuentes de la investigación, procedimientos, resultados y conclusiones. No obstante para que estas bases documentales puedan cumplir plenamente con su tarea deben tener en cuenta el carácter multidisciplinar que posee la arqueología virtual ya que para su desarrollo es necesaria la colaboración entre numerosas disciplinas tanto del ámbito de las ciencias naturales como del ámbito de las ciencias sociales. Esta dicotomía científica o disciplinar debería quedar reflejada en las bases documentales, en las que tan importante es que aparezcan datos referentes a los aspectos arqueológico-patrimoniales como a los apartados mas íntimamente relacionados con la informática y las nuevas tecnologías. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 3. Conclusión Todos los principios aquí expuestos emanan directa o indirectamente de la Carta de Londres. Este documento internacional posee un valor infinitamente mayor al que se le ha otorgado hasta el momento y debería convertirse en un documento de trabajo indispensable para todos los profesionales del ámbito de la visualización computarizada. Para favorecer su aplicabilidad se deberían respetar una serie de principios que a modo de pasos convendría seguir en el proceso de desarrollo de cualquier proyecto de visualización 3D ligado al campo del patrimonio arqueológico. En cualquier caso para facilitar y simplificar el proceso de evaluación de los proyectos cada cierto tiempo podría ser recomendable contestar al siguiente cuestionario: ¿Nuestro equipo de trabajo puede ser calificado como interdisciplinar? ¿Tenemos claro cual es el objetivo final de nuestro trabajo? ¿Nuestro proyecto es complementario en relación con otras técnicas tradicionales? En nuestro proyecto, ¿se respeta la autenticidad de los restos arqueológicos? ¿El resultado final de nuestro trabajo es históricamente riguroso? ¿La aplicación práctica del resultado de nuestro proyecto es sostenible económica y tecnológicamente? ¿Es posible que los resultados de nuestra investigación sean contrastados por otros investigadores? Si todas estas cuestiones pueden ser respondidas mediante un sí rotundo, sin lugar a dudas, nuestro proyecto habrá alcanzado un nivel de calidad óptimo. Agradecimientos El presente trabajo ha sido cofinanciado por el Fondo Social Europeo, así como por la Junta de Comunidades de Castilla-La Mancha en el marco del Programa Operativo FSE 2007-2013. 69 Virtual Archaeology Review Bibliografía AROSTEGUI SANCHEZ, Julio (1995): La investigación histórica: teoría y método. Crítica. Barcelona. CARTA DE CRACOVIA (2000): Principios para la conservación y restauración del patrimonio construido. CARTA DE LONDRES (2006): La Carta de Londres para el uso de la visualización tridimensional en la investigación y divulgación del patrimonio cultural. CARTA DE LONDRES (2008): La Carta de Londres para la visualización computarizada del patrimonio cultural. CARTA DE NARA (1994): Documento de Nara sobre la Autenticidad. CARTA DE ENAME (2008): Carta de Ename para la interpretación de lugares pertenecientes al patrimonio cultural. CARTA INTERNACIONAL PARA LA GESTIÓN DEL PATRIMONIO ARQUEOLÓGICO (1990). EPPICH, R. y CHABBI, A. (2006): “How does Hi-tech touch the past? Does it meet conservation needs?”, en The 7th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (2006), pp. 94-99. HALKON, P. (2005): “Creating an award winning website for community Archaeology and research – Valley of the first Iron Masters – a case study (www.ironmasters.hull.ac.uk)”, en The 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST. HERNANDEZ, L. A. et al. (2005): “Physically Walking in Digital Spaces - A Virtual Reality Installation for Exploration of Historical Heritage”, en International journal of architectural computing, nº 3, vol. 5, pp. 487-506. HOWELL, A. (2007): Preserving digital information: challenges and solutions. [en línea] [Ref. de 10 de marzo de 2009]. Disponible en web: http://nla.gov.au/nla.arc-49633. LARSEN, Knut Einer (ed.) (1995): Proceedings of Nara Conference on authenticity, Japan 1994. Tapir Publishers. Trondheim. SAN MARTIN MONTILLA, Concha (1994): “La protección del Patrimonio Arqueológico desde el museo II. Criterios de difusión”, en Boletín Informativo del Instituto Andaluz del Patrimonio Histórico, nº 8, pp. 14-16. SIFNIOTIS, M., MANIA, K., WATTEN, P. y WHITE, M. (2006): “Presenting uncertainty in archaeological reconstructions using possibility theory and information visualisation schemes”, en The 7th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (2006), pp. 198-202. WHEELER, Mortimer (1979): Arqueología de campo. México: Fondo de Cultura Económica, [1a. ed. 2a. reimp.]. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 70 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 71 Virtual Archaeology Review Hacia una Carta Internacional de Arqueología Virtual. El Borrador SEAV Víctor Manuel López-Menchero Bendicho 1 y Alfredo Grande2 1 Grupo de Investigación Materialidad Arqueología y Patrimonio. Universidad de Castilla-La Mancha. España 2 INNOVA CENTER. European Center for Innovation in Virtual Archaeology. Sevilla. España. Resumen Tras la primera reunión mantenida por el Forum Internacional de Arqueología Virtual el 18 de junio de 2009 durante la celebración del I Congreso Internacional de Arqueología e Informática Gráfica, Patrimonio e Innovación ARQUEOLOGICA 2.0 quedó de manifiesto la necesidad de avanzar en la creación de un documento internacional capaz de regular o al menos establecer un conjunto de recomendaciones en relación a la praxis de la arqueología virtual. Fruto de aquella reunión la Sociedad Española de Arqueología Virtual (SEAV) consideró oportuno tomar la iniciativa en la redacción de un primer borrador que sirviera de base para ulteriores debates en el seno de la comunidad científica internacional. Lo que se expone a continuación es el resultado preliminar de esa iniciativa, que comienza a ser mundialmente conocida como La Carta de Sevilla. Palabras Clave: ARQUEOLOGÍA VIRTUAL, ARQUEOLOGICA 2.0, CARTA DE SEVILLA, SEAV Abstract After the first meeting held by the International Forum on Virtual Archaeology June 18, 2009, during the celebration of the First International Conference on Computer Graphics and Archaeology, Heritage and Innovation ARQUEOLOGICA 2.0, revealed the need for progress on the creation of an international document able to regulate or at least establish a set of recommendations regarding the practice of virtual archeology. In result of that meeting the Spanish Society of Virtual Archaeology (SEAV) considered it appropriate to take the lead in writing a first draft as a basis for further discussions within the international scientific community. What follows are the preliminary results of this initiative, which is becoming known worldwide as The Charter of Seville. Key words: VIRTUAL ARCHAEOLOGY, ARQUEOLOGICA 2.0, SEVILLA CHARTER, SEAV. 1. PREÁMBULO La aplicación a nivel mundial de la visualización asistida por ordenador en el campo del patrimonio arqueológico presenta a día de hoy un panorama que podría ser calificado como de “luces y sombras”. El espectacular crecimiento del turismo cultural y los increíbles avances tecnológicos desarrollados en los últimos años han propiciado la elaboración y ejecución de un sin fin de proyectos encaminados a investigar, preservar, interpretar y presentar distintos elementos del patrimonio arqueológico a partir de la utilización de la visualización asistida por ordenador. Estos proyectos han servido para demostrar el extraordinario potencial que la visualización asistida por ordenador encierra en si misma pero también han dejado al descubierto numerosas debilidades e incongruencias. Por ello se hace ineludible plantear un debate teórico de implicaciones prácticas que permita a los gestores del patrimonio aprovechar lo mejor que las nuevas tecnologías pueden ofrecernos en esta materia minimizando sus aplicaciones mas controvertidas. En definitiva se trata de establecer unos principios básicos que regulen las prácticas de esta pujante disciplina. La Carta de Londres (http://www.londoncharter.org) constituye hasta la fecha el documento internacional que más ha avanzado en esta dirección. Sus diversas actualizaciones revelan la necesidad imperante de encontrar un documento cuyas recomendaciones sirvan como base para diseñar nuevos proyectos cada vez con mayor rigor dentro del ámbito del patrimonio cultural, pero también para plantear nuevas recomendaciones y guías adaptadas a las necesidades específicas de cada rama del saber y comunidad de expertos. Es por ello que entre los objetivos que se marca La Carta de Londres se encuentra “Ofrecer unos sólidos fundamentos sobre los que la VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 72 Virtual Archaeology Review comunidad de especialistas pueda elaborar criterios y directrices mucho más detalladas”. Y es que no debemos olvidar la inconmensurable amplitud que presenta el concepto de Patrimonio Cultural dentro del cual quedan englobados campos tan amplios como los de patrimonio monumental, etnográfico, documental, industrial, artístico, oral y por supuesto arqueológico. que será considerado también como formante del patrimonio arqueológico, sirven como fuente histórica para el conocimiento del pasado de la humanidad. Estos elementos, que fueron o han sido abandonados por las culturas que los fabricaron, tienen como sello distintivo el poder ser estudiados, recuperados o localizados usando la metodología arqueológica como método principal de investigación, cuyas técnicas principales son la excavación y la prospección, sin menoscabo de la posibilidad de usar otros métodos complementarios para su conocimiento. Gestión integral: comprende las labores de inventario, prospección, excavación, documentación, investigación, mantenimiento, conservación, preservación, restitución, interpretación, presentación, acceso y uso público de los restos materiales del pasado. La Carta de Londres es plenamente consciente de la amplitud conceptual que posee el Patrimonio Cultural, y por consiguiente de las necesidades específicas que pueden requerir cada una de las partes que lo componen. Es por ello que en su Preámbulo, La Carta de Londres ya reconoce estas necesidades: “en la medida en que las pretensiones que motivan el uso de los métodos de visualización varían ampliamente de unos campos a otros, Principio 1: “Implementación”, se deben elaborar directrices específicas que resulten apropiadas para cada disciplina y para cada comunidad de expertos”. Por su parte el Principio 1.1 recomienda: “Cada comunidad de expertos, ya sea académica, educativa, conservativa o comercial, debe desarrollar las directrices de implementación de la Carta de Londres de manera coherente con sus propias pretensiones, objetivos y métodos”. Parece pues evidente que, dada la importancia que el patrimonio arqueológico tiene dentro del patrimonio cultural, y reconocida por muchos la existencia de una comunidad de expertos propia que trabaja de manera habitual entorno al concepto de Arqueología Virtual, se deba plantear la redacción de guías, documentos y recomendaciones que aun siguiendo las directrices generales que marca La Carta de Londres tomen en consideración el carácter específico que posee la Arqueología Virtual. Los principios que se expondrán a continuación pretenden aumentar las condiciones de aplicabilidad de La Carta de Londres de cara a su mejor implantación en el campo específico del patrimonio arqueológico, incluido el patrimonio arqueológico industrial, simplificando y ordenando secuencialmente sus bases, al mismo tiempo que se ofrecen algunas recomendaciones nuevas que toman en consideración la peculiar naturaleza del patrimonio arqueológico con respecto al patrimonio cultural. 2. DEFINICIONES Restauración virtual: comprende la reordenación, a partir de un modelo virtual, de los restos materiales existentes con objeto de recuperar visualmente lo que existió en algún momento anterior al presente. La restauración virtual comprende por tanto la anastilosis virtual. Anastilosis virtual: recomposición de las partes existentes pero desmembradas en un modelo virtual. Reconstrucción virtual: comprende el intento de recuperación visual, a partir de un modelo virtual, en un momento determinado de una construcción u objeto fabricado por el ser humano en el pasado a partir de las evidencias físicas existentes sobre dicha construcción u objeto, las inferencias comparativas científicamente razonables y en general todos los estudios llevados a cabo por los arqueólogos y demás expertos vinculados con el patrimonio arqueológico y la ciencia histórica. Recreación virtual: comprende el intento de recuperación visual, a partir de un modelo virtual, del pasado en un momento determinado de un sitio arqueológico, incluyendo cultura material (patrimonio mueble e inmueble), entorno, paisaje, usos, y en general significación cultural. 3. OBJETIVOS Dado que el marco teórico de referencia para la Carta de Sevilla es la propia Carta de Londres el documento asumiría todos los objetivos aprobados por la Junta Consultiva de dicha Carta. A estos objetivos generales sería necesario añadir algunos nuevos, a saber: Arqueología Virtual: es la disciplina científica que tiene por objeto la investigación y el desarrollo de formas de aplicación de la visualización asistida por ordenador a la gestión integral del patrimonio arqueológico. Generar criterios fácilmente comprensibles y aplicables por toda la comunidad de expertos, ya sean estos informáticos, arqueólogos, arquitectos, ingenieros, gestores o especialistas en general en la materia. Patrimonio arqueológico: es el conjunto de elementos materiales, tanto muebles como inmuebles, hayan sido o no extraídos y tanto si se encuentran en la superficie o en el subsuelo, en la tierra o en el agua, que junto con su contexto, Establecer directrices encaminadas a facilitar al público un mayor entendimiento y mejor apreciación de la labor que desarrolla la disciplina arqueológica. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 73 Virtual Archaeology Review Establecer principios y criterios que sirvan para medir los niveles de calidad de los proyectos que se realicen en el campo de la arqueología virtual. Principio 2: Finalidad. Promover el uso responsable de las nuevas tecnologías aplicadas a la gestión integral del patrimonio arqueológico. Previamente a la elaboración de cualquier visualización asistida por ordenador siempre debe quedar totalmente claro cual es la finalidad última de nuestro trabajo es decir cual es el objetivo final que se persigue alcanzar. Contribuir a mejorar los actuales procesos de investigación, conservación y difusión del patrimonio arqueológico mediante el uso de nuevas tecnologías. Abrir nuevas puertas a la aplicación de métodos y técnicas digitales de investigación, conservación y difusión arqueológica. Concienciar a la comunidad científica internacional de la necesidad imperante de aunar esfuerzos a nivel mundial en el creciente campo de la arqueología virtual. 4. PRINCIPIOS Principio 1: Interdisciplinariedad. Cualquier proyecto que implique la utilización de nuevas tecnologías, ligadas con la visualización asistida por ordenador, en el campo del patrimonio arqueológico, ya sea para investigación, conservación o difusión, debe de estar avalado por un equipo de profesionales procedentes de distintas ramas del saber. 1.1 Dada la compleja naturaleza que presenta la visualización asistida por ordenador de patrimonio arqueológico, esta no puede ser abordada únicamente por un solo tipo de experto sino que necesita de la colaboración y complicidad de un buen número de especialistas (arqueólogos, informáticos, historiadores, arquitectos, ingenieros…). 2.1 Cualquier proyecto de visualización asistida por ordenador siempre tendrá el objetivo de mejorar aspectos relacionados o bien con la investigación, o bien con la conservación o bien con la difusión del patrimonio arqueológico. La finalidad de todo proyecto debe quedar encuadrada dentro de alguna de dichas categorías (investigación, conservación y/o difusión). 2.2 Además de esclarecer cual es el objetivo o finalidad principal de la visualización asistida por ordenador siempre será necesario definir objetivos más concretos que sirvan para conocer con más exactitud cual es el problema o problemas que se pretenden resolver. 2.3 La visualización asistida por ordenador debe estar siempre al servicio del patrimonio arqueológico y no el patrimonio arqueológico al servicio de la visualización asistida por ordenador. Las nuevas tecnologías aplicadas a la gestión integral del patrimonio arqueológico deben poder satisfacer, como objetivo primordial, las necesidades reales de arqueólogos, conservadores, restauradores, museógrafos, gestores y/o profesionales en general del mundo del patrimonio, y no al revés. Principio 3: Complementariedad. La aplicación de la visualización asistida por ordenador en el campo de la gestión integral del patrimonio arqueológico debe de ser entendida como complementaria, no como sustitutiva, de otros instrumentos de gestión más clásicos pero igualmente eficaces. 1.2 Un trabajo verdaderamente interdisciplinar implica el intercambio de ideas y opiniones entre especialistas de distintos campos de una manera habitual y fluida. El trabajo dividido en compartimentos estanco nunca podrá ser considerado como interdisciplinar aunque participen en él expertos procedentes de distintas disciplinas. 3.1 La visualización asistida por ordenador no debe aspirar a sustituir a otros métodos y técnicas en el campo de la gestión integral del patrimonio arqueológico (por ejemplo la restauración virtual no debe aspirar a sustituir a la restauración real al igual que la visita virtual no debe aspirar a sustituir a la visita real). 1.3 Entre los especialistas que deben colaborar en este modelo interdisciplinar es indispensable contar con la presencia concreta de los arqueólogos, preferiblemente de aquellos que tienen o tuvieron a su cargo la dirección científica de la excavación o del resto arqueológico sobre el que se pretende trabajar. 3.2 La visualización asistida por ordenador debe buscar vías de colaboración con otros métodos y técnicas de distinta naturaleza que ayuden a mejorar los actuales procesos de investigación, conservación y difusión del patrimonio arqueológico. Para ello el cumplimiento del Principio 1: Interdisciplinariedad, se revelará como fundamental. 3.3. Pese a todo, las visualizaciones asistidas por ordenador podrán tener un carácter sustitutivo cuando los restos arqueológicos originales hayan sido destruidos (por ejemplo por la construcción de grandes infraestructuras), se encuentren en lugares de difícil acceso (por ejemplo sin carreteras) o corran riesgo de deterioro ante la visita masiva de turistas (por ejemplo las pinturas rupestres). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 74 Virtual Archaeology Review Principio 4: Autenticidad. La visualización asistida por ordenador trabaja de manera habitual reconstruyendo o recreando edificios y entornos del pasado tal y como se considera que fueron, es por ello que siempre debe ser posible saber que es real, veraz, auténtico y que no. En este sentido la autenticidad debe ser un concepto operativo permanente para cualquier proyecto de arqueología virtual. 4.1 En tanto en cuanto la disciplina arqueológica no es una ciencia exacta e incontestable, sino compleja, se debe apostar abiertamente por realizar interpretaciones virtuales alternativas siempre y cuando presenten igual validez científica. Cuando no exista esa igualdad se apostará únicamente por la hipótesis principal. 4.2 Cuando se realicen restauraciones o reconstrucciones virtuales se debe mostrar de forma explícita o bien mediante interpretación adicional los distintos niveles de veracidad en los que se sustenta la restauración o reconstrucción. 4.3 En la medida que muchos restos arqueológicos han sido y siguen siendo restaurados o reconstruidos en la realidad la visualización asistida por ordenador debe ayudar tanto a los profesionales como al público a diferenciar claramente entre: los restos que se han conservado “in situ”, los restos que han vuelto a ser colocados en su posición originaria (anastylosis real), las zonas que han sido reconstruidas parcial o totalmente sobre los restos originales, y finalmente las zonas que han sido restauradas o reconstruidas virtualmente. Principio 5: Rigurosidad histórica. Para lograr unos niveles de rigurosidad y veracidad histórica óptimos cualquier forma de visualización asistida por ordenador del pasado debe estar sustentada en una sólida investigación y documentación histórica y arqueológica. 5.1 La rigurosidad histórica de cualquier visualización asistida por ordenador del pasado dependerá tanto de la rigurosidad con la que se haya realizado la investigación arqueológica previa como de la rigurosidad con la que se use esa información para la creación del modelo virtual. 5.2 Todas las fases históricas registradas durante la investigación arqueológica tienen un gran valor. Por lo tanto, no se considerará riguroso mostrar únicamente el momento de esplendor del resto arqueológico reconstruido o recreado sino todas las fases, incluidas las de decadencia, por las que pudo atravesar. Tampoco se debe mostrar una imagen idílica del pasado con edificios que parecen recién construidos, personas que podrían pasar por modelos, etc.., sino real, es decir con edificios en diferente estado de conservación, personas de distinto tamaño y peso, etc. 5.3 El entorno, contexto o paisaje asociado a un resto arqueológico es tan importante como el resto arqueológico en sí (Carta de Cracovia, 2000). Las investigaciones antracológicas, paleobotánicas, paleozoológicas y de paleoantropología física deben servir como base para la realización de recreaciones virtuales del paisaje y del contexto rigurosas. No se pueden mostrar sistemáticamente ciudades sin vida, edificios solitarios o paisajes muertos, pues ese es un falso histórico. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Principio 6: Eficiencia. El concepto de eficiencia aplicada al campo que nos ocupa pasa inexorablemente por lograr una ajustada sostenibilidad económica y tecnológica. Usar menos recursos para lograr cada vez más y mejores resultados será la clave de la eficiencia. 6.1 Cualquier proyecto que implique la utilización de la visualización asistida por ordenador en el campo del patrimonio arqueológico debe evaluar previamente cuales serán las necesidades de mantenimiento económico y tecnológico que generará una vez se instale y ponga en funcionamiento. 6.2 Se debe apostar por sistemas que aunque en un primer momento presenten una elevada inversión inicial a largo plazo impliquen un bajo coste de mantenimiento económico y una alta fiabilidad de uso, es decir sistemas resistentes, fáciles de reparar o modificar y de bajo consumo. 6.3 Siempre que sea posible se aprovecharán los resultados obtenidos por proyectos de visualización anteriores, evitando la duplicidad, es decir, la realización de los mismos trabajos por dos veces. Principio 7: Transparencia científica. Toda visualización asistida por ordenador debe de ser esencialmente transparente, es decir, contrastable por otros investigadores o profesionales, ya que la validez, y por lo tanto el alcance, de las conclusiones producidas por dicha visualización dependerá en gran medida de la capacidad de otros para confirmar o refutar los resultados obtenidos. 7.1 Es indudable que toda visualización asistida por ordenador tiene un alto componente de investigación científica. Consecuentemente para que los proyectos de arqueología virtual caminen por la senda del rigor científico y académico se vuelve indispensable la elaboración de bases documentales en las que quede recogido y expresado con total transparencia todo el proceso de trabajo desarrollado: objetivos, metodología, técnicas, razonamientos, origen y características de las fuentes de la investigación, resultados y conclusiones. 75 Virtual Archaeology Review 7.2 En cualquier caso y en líneas generales el registro y organización de toda la documentación concerniente a proyectos de arqueología virtual estará basado en los “Principios para la creación de archivos documentales de monumentos, conjuntos arquitectónicos y sitios históricos y artísticos” aprobada por la 11ª asamblea General del ICOMOS en 1996. 7.3 En aras de la transparencia científica se hace necesario crear una gran base de datos accesible a nivel mundial con aquellos proyectos que posean unos niveles de calidad óptimos (art 8.4), sin menoscabo de la creación de bases de datos de este tipo de ámbito nacional o regional. Principio 8: Formación y evaluación La arqueología virtual constituye una disciplina científica asociada a la gestión integral del patrimonio arqueológico que posee un lenguaje y unas técnicas que le son propias. Como cualquier otra disciplina académica requiere de programas específicos de formación y evaluación. 8.2 Cuando las visualizaciones asistidas por ordenador tengan como objetivo servir como instrumento de disfrute y comprensión para el público en general el método de evaluación mas apropiado será el de los estudios de público. 8.3 Cuando las visualizaciones asistidas por ordenador tengan como objetivo servir como instrumento de investigación o conservación del patrimonio arqueológico el método de evaluación más apropiado será su prueba por parte de un número lo suficientemente representativo de usuarios finales es decir de los profesionales a los que este destinado el producto final. 8.4 La calidad final de cualquier visualización asistida por ordenador deberá medirse en función de la rigurosidad con la que haya sido elaborada y no de la vistosidad de sus resultados. El cumplimiento de todos los principios emanados de la presente Carta determinará que el resultado final de una visualización asistida por ordenador pueda ser considerado “de calidad”. 8.1 Deben fomentarse los programas de formación posgraduada de alto nivel que potencien la formación y especialización de un número suficiente de profesionales cualificados en esta materia. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 76 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 77 Virtual Archaeology Review Itálica Futura: Documentación, Preservación e Interpretación Digital de la ciudad romana. Alfredo Grande 1 y José Manuel Rodríguez Hidalgo 1, 2 1 INNOVA CENTER. European Center for Innovation in Virtual Archaeology. Sevilla. España 1 USLAV. Laboratorio de Arqueología Virtual de la Universidad de Sevilla. España 2 Consejería de Cultura. Junta de Andalucía. Sevilla. España Resumen Tras un trabajo arqueológico de más de doscientos años, la prioridad de la Itálica actual es mantener, conservar, proteger y difundir el patrimonio, tanto los inmuebles arquitectónicos como las piezas escultóricas que se encuentran en los muesos. Asimismo, la restauración de las obras es una de las labores fundamentales, especialmente en el caso de los mosaicos que se mantienen en su ubicación original en el yacimiento in situ. Si se hace una lectura justa y equilibrada del nivel de evocación actual del Conjunto Arqueológico de Itálica y su estado de conservación, se puede determinar que nos encontramos con un yacimiento de cota cero, con sus estructuras a nivel de cimentación y con un recrecido histórico que nos determinan, espacios, volúmenes y estructuras arquitectónicas. Salvo el anfiteatro, el teatro y algunas casas de cañada honda donde el nivel murario es mayor, el nivel de arrase es generalizado. Con motivo del Centenario de su declaración como Monumento Nacional en 2012, la Consejera de Cultura Dª. Rosa Torres, anunció la puesta en marcha de un Plan Director con que darle al yacimiento romano localizado en Santiponce un plus de divulgación y puesta en valor, una asignatura pendiente pese a los esfuerzos realizados en los últimos años. Palabras Clave: HIPÓTESIS VIRTUAL ARQUEOLÓGICA, EQUIPO MULTIDISCIPLINAR, CARTA DE SEVILLA 1. INTRODUCCIÓN Itálica es un monumento visitado al año por más de 170.000 personas, siendo el tercero más visitado de Andalucía. Su integración en los espacios naturales, hacen de este conjunto arqueológico un lugar no solo apasionante por el conocimiento que se ofrece al visitante, si no también un entorno lleno de belleza y de historia que conecta al espectador con su pasado más remoto. Actualmente es posible pasear por la ciudad que mantiene sus caminos y estructuras tal y como fueron en la época de Adriano. El itinerario principal propuesto discurre por el barrio construido por Adriano en el primer tercio del siglo II d. C., protegido a raíz de su excavación y de la creación de un parque moderno que ha contribuido a una mejora paisajística considerable. No obstante, el área visitable del Conjunto Arqueológico recorre también una parte situada en el casco urbano de Santiponce, que incluye el Teatro y las Termas Menores, testigos de la ciudad preadrianea conservada bajo este municipio. El Plan Director del Conjunto Arqueológico de Itálica es el marco estratégico a medio plazo para la gestión del yacimiento que contiene las pautas para organizar, impulsar y orientar las actuaciones de tutela que se han de llevar a cabo durante ocho años en la Zona Arqueológica de Itálica. Establece, de forma encadenada y coherente entre sí, la misión y visión institucional y una serie de objetivos, estrategias, líneas de acción y actuaciones que las desarrollan. El PD del Conjunto Arqueológico se enmarca entre los objetivos de la R.E.C.A., creada por la Ley de Patrimonio Histórico de Andalucía, que, a su vez, constituye un programa transversal de la Dirección General de Bienes Culturales. Fig. 1. Interpretación de una Domus Casa de los Pájaros Entre todas las áreas tratadas en el Plan Director, aparece como prioritaria la interpretación arqueológica in situ, conocer Itálica en Itálica, eso no quiere decir, que sólo se puede conocer en el Conjunto, sino que se interprete el yacimiento real y luego, si se desea, se profundice en la Itálica dispersa, Museo Arqueológico Provincial de Sevilla o en el Palacio de Lebrija, etc. Desde este planteamiento, la dinamización arqueológica de Itálica se plantea por medio de la visualización virtual 3D, auspiciadas por la Arqueología Virtual contemporánea. No debemos olvidar que Itálica, en el pasado siglo, fue la primera ciudad romana reconstruida virtualmente por el Proyecto Itálica Virtual, que ya hemos analizado y su carácter pionero en la incorporación de las nuevas tecnologías en la documentación, investigación, conservación, preservación, presentación y difusión del Patrimonio Arqueológico. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 78 Virtual Archaeology Review 2. DEFINICIÓN Y OBJETIVOS No es Itálica un conjunto arqueológico de especial comprensión por el visitante, su gran extensión, su clima y su nivel de deterioro no hacen fácil la tarea de la interpretación arqueológica. Una excepción es la Casa de los Pájaros, que ofrece una especial restauración que permite al visitante hacerse una idea de los espacios en la vida cotidiana de una familia romana. (Fig. 1). En el último trimestre de 2007 se comenzó a trabajar en el proyecto de dinamización virtual de Itálica bajo la dirección de Alfredo Grande, restaurador virtual y la dirección arqueológica de José Manuel Rodríguez Hidalgo, arqueólogo. A lo largo de dos años el equipo multidisciplinar formado por los arqueólogos Mario Delgado Canela y Sergio Ortiz Moreno, la historiadora Ángeles Hernández-Barahona, el licenciado en BB. AA. Francis Martínez, el alumno de arquitectura Diego Lozano Diéguez y el infografo Luis Mariano Saucedo, han desarrollado una nueva maqueta virtual del Conjunto Arqueológico y las hipótesis virtuales arqueológicas del viario de la ciudad, muralla, Traianeum, Arco Monumental, Casa de los Pájaros, Collegium de la Exedra, Termas Mayores y Anfiteatro. Los objetivos generales del Proyecto de Interpretación Virtual del Conjunto Arqueológico de Itálica se resumen en los siguientes puntos: Crear una Unidad de Interpretación Arqueológica Virtual estable y sostenible en la sede del Conjunto Arqueológico de Itálica, donde se desarrolle un programa de contenidos, que de manera complementaria a la visita del mismo y no sustitutiva, ayude a conocer el yacimiento en su dimensión patrimonial, a entender la cultura y costumbres de sus pobladores y colabore en conocimiento y deleite de la visita a sus monumentos. Desarrollar un Audiovisual de imagen Virtual de 12 minutos de duración que analice la vida en Itálica en el siglo II, por medio de un paseo virtual que recorra la ciudad y sus monumentos más importantes. La concepción del audiovisual ha de responder a los preceptos y criterios más actuales que en el campo de la Arqueología Virtual, se consideren en este momento internacionalmente. Plantear un Programa de divulgación virtual “in situ” en el Conjunto Arqueológico de Itálica y en una segunda fase, en el conjunto urbano de Santiponce, que por medio de gráficos infográficos de rotulética estable y sostenible, ayude a conocer el yacimiento en su dimensión patrimonial, a entender la cultura y costumbres de sus pobladores y colabore en conocimiento y deleite de la visita a sus monumentos. 3. ESTUDIOS GEOARQUEOLÓGICOS Y PALEOTOPOGRÁFICOS Para elaborar un panorama geográfico virtual y dinámico, a partir del cual, explicar los rasgos singulares de este estadio cultural, fueron especialmente importantes los estudios geofísicos y geoarqueológicos realizados, que ofrecieron una morfología territorial fidedigna, para entender las relaciones culturales y el desarrollo civilizador de estos momentos, y dar la capacidad de recrear virtualmente la evolución geográfica del valle del Guadalquivir y modificar su topografía actual. Se llevaron a cabo tutelados por el Prof. Francisco Borja de la Universidad de Huelva. DESEMBOCADURA DEL RÍO GUADALQUIVIR. A partir de esta investigación, se realizó un estudio comparado de la misma, para determinar aquellos aspectos relevantes en un análisis histórico, que configuró el panorama general de un amplio periodo cultural, que presenta importantes cambios y evoluciona en sucesivas etapas con identidad propia. LAGO LIGUSTINO (MARISMA) CAURA (CORIA DEL RÍO) ITÁLICA HISPALIS (SEVILLA) ORIPPO (DOS HERMANAS) Fig. 2. Hipótesis de la desembocadura del río Guadalquivir en Caura (Coria) y Orippo (Dos Hermanas). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 79 Virtual Archaeology Review La definición geoarqueológica del territorio, contemplaba el gran golfo tartésico con la desembocadura protohistórica del Guadalquivir en Caura (Coria del Río) y Orippo (Dos Hermanas) y el curso del río hasta Corduba (Córdoba). (Fig. 2). Desde Ilipa Magna, actual Alcalá del Río (1), fluye un cauce paralelo al cauce principal del Guadalquivir (2) que, coincidente en cierto tramo con el Rivera de Huelva, discurre junto a la cornisa del Aljarafe sobre la que se asienta Itálica. El cauce denominado Madre Vieja (3) permitía río abajo unirse de nuevo al Guadalquivir (4) y a través de su desembocadura tener acceso al gran golfo, en fase de creación de marisma y por consiguiente al mar. Desde el punto de vista geológico, este territorio se incluye en el dominio de la Depresión del Guadalquivir, formando el extremo occidental de esta enorme franja triangular que separa Sierra Morena de las Sierras Béticas y a través de la cual discurre el gran río andaluz. Desde el período Terciario hasta la actualidad, esta gigantesca brecha, que era una extensa cuenca marina, se fue rellenando con los materiales arrancados por ríos y arroyos desde los entornos serranos próximos. Si bien el principal condicionante paisajístico que se le antoja a la mirada es el dominio de lo llano, existen algunos elementos que diversifican el relieve, como la meseta del Aljarafe, en cuyo borde se encaja el río Guadiamar formando un pronunciado y bello escarpe, o los terrenos alomados margosos al oeste del río, en los municipios de Huévar y Aznalcázar, que sirven de contrapunto a los terrenos de la vega. Precisamente, el término Aljarafe, que deriva del árabe Al-Saraf, significa otero o terreno sobresaliente. Estas elevaciones tienen su origen en una mayor resistencia de sus materiales margas y areniscas- a la erosión fluvial, quedando como testigos de la superficie mucho más extensa que antes cubrían sobre el territorio. Los sistemas de terrazas fluviales, de menor entidad en cuanto a relieve pero de enorme interés geomorfológico, están asociadas principalmente a la evolución del río Guadiamar. En el área de influencia de arroyos y ríos de menor entidad, como el Agrio o el Ardanchón, adquieren protagonismo las vegas y las llanuras de inundación, pobladas en otros tiempos por extensos bosques de ribera. Itálica (5) situada en la margen derecha del Guadalquivir y a escasos kilómetros de Hispalis (6), importante puerto fluvial en las inmediaciones del estuario y capital de uno de los cuatro conventos jurídicos, participaba de una de las principales vías terrestres de la península ibérica y de la Bética. Su territorio estaba recorrido por una serie de cauces de agua y arroyos secundarios, que circundaban la ciudad e incluso la atravesaban. Dos de ellos fueron entubados en tiempos de Adriano, el que pasaba por la depresión entre las dos colinas del anfiteatro y el que recorría cañada honda transversalmente. (Fig. 4). El río era vía de comunicación excepcional que permitía el contacto con las ciudades costeras del atlántico y del orbe mediterráneo. Dado que el transporte comercial se realizaba principalmente a través de las rutas marítimas y fluviales, las ciudades costeras y con acceso fluvial tuvieron un factor determinante en su desarrollo económico e impacto cultural frente a las situadas en el interior. Los grandes cursos fluviales conectaban a través de sus afluentes con otras poblaciones más alejadas, creando una extensa red de comunicación vital para el flujo comercial. La relación con especia-les enclaves comerciales como Gades en el mar, así como Hispalis a la que se unía a través del Rivera de Huelva y con las principales localidades el curso superior del Guadalquivir como Córdoba, le hacían estar en uno de los ejes principales de comunicación con Roma, asegurando a Itálica como un emplazamiento duradero y floreciente durante siglos. El río Guadalquivir en su curso desde la sierra de Cazorla hasta su desembocadura en las proximidades de Caura, Coria del Río, a escasos kilómetros de Hispalis, fluía en el siglo II con escasa pendiente a través de la llanura aluvial, creando, en su zona inferior, un sistema de meandros que con el tiempo se van modificando y rectificando en su trayectoria, propiciando áreas de explotación agrícola (Fig. 3). 5 3 2 4 1 6 Fig. 3. Hipótesis fluvial del territorio en el siglo II d. C. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 80 Virtual Archaeology Review Fig. 4. Hipótesis fluvial del territorio de Itálica con todos los arroyos y cauces que rodean y atraviesan la ciudad en el siglo II d. C. 4. ESTUDIO DE ITÁLICA EN EL TERRITORIO COMUNICACIONES TERRESTRES La vía Augusta que unía Gades con la capital del imperio recorría las principales ciudades de la Bética y la Tarraconensis hasta enlazar con la Vía Domitia en la Galia. Esta calzada interprovincial con conexión “transnacional”, se llevó a cabo en los años del emperador Augusto, aunque utilizando diferentes tramos de épocas precedentes y siendo mejorada y ampliada con los sucesores gobernantes. Desde Hispalis discurre paralela al Guadalquivir por las principales ciudades ribereñas, Carmo, Astigi, Córduba hasta Cástulo en que se dirige a la costa mediterránea, continuando su trazado costero por la provincia Tarraconensis en dirección al actual paso de La Junquera. Asimismo, Itálica se encuentra en la ruta de comunicación norte que unía Hispalis con la cornisa cantábrica a través de la Vía de la Plata, pasando por la capital de la Lusitania, Emérita Augusta. Esta junto a la vía Augusta fueron las más transitadas en la antigüedad. La estructura básica de las comunicaciones terrestres de Itálica se aprecian en este estudio de rutas óptimas. (Fig. 5). Otro eje terrestre de importancia se dirigía hacia la provincia de Huelva, a su paso por Tejada, de donde partía el principal abastecimiento hídrico de la nova urbs, y que ponía en comunicación a la ciudad con la zona minera de esta provincia, continuando hacia el valle del Guadiana. RECONSTRUCCIÓN PAISAJÍSTICA. El paisaje ha sido empleado a lo largo del tiempo con muy diversos significados, constituye un patrimonio común de todos los ciudadanos y elemento fundamental de su vida. Se entiende entonces que posee unos valores propios – estéticos, naturales, histórico culturales que pese a la inherente componente de percepción son de indiscutible materia de protección y preservación. La inclusión del paisaje en un proceso de reconstrucción virtual queda justificada atendiendo al desconocimiento del recurso natural original, debido a que se ha convertido en un elemento natural perdido, escaso o modificado como consecuencia de la presión humana sobre el medio ambiente. (Fig. 6). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Fig. 5. Estudio topográfico de rutas óptimas en el siglo II d. C. Para llegar a entender la estructura y funcionamiento de un paisaje es necesario partir del conocimiento de los componentes que lo integran y de sus interacciones. Esto hace que se deban contemplar tanto los componentes del sistema natural como los componentes que forman el sistema socioeconómico. La impronta que caracteriza estos paisajes está definida por la extraordinaria fertilidad de sus suelos. Para entender mejor la tradición agrícola secular de la zona, es conveniente no olvidar la naturaleza de estos suelos, ricos y profundos sobre relieves suaves con materiales blandos y deleznables. Así, el Aljarafe posee sustratos con buena textura, buen drenaje y fácil manejo que los ha hecho apetecibles desde antaño. Suelen ser suelos rojos que se formaron en unos tiempos en los que el clima se caracterizaba por una mayor pluviosidad y temperatura. Por otro lado, la existencia de areniscas, muy permeables, sobre margas impermeables permite el almacenamiento ocasional de importantes reservas de agua freática, origen de los numerosos caños y arroyos que dieron a conocer estos lugares en toda la región. Por el contrario, la zona de campiña se caracteriza por el predominio de las arcillas, lo que hace que sean encharcables y más difíciles de trabajar. En las inmediaciones del Guadalquivir, en su llanura aluvial, los suelos se caracterizan por la influencia directa del río, conformando vegas de gran fertilidad aunque sometidas con frecuencia al acoso de las crecidas del río, asociadas a las pulsaciones propias del clima mediterráneo. Las riberas del río (Fig. 7), presentaban las antiguas alamedas, saucedas, fresnedas y olmedas que lo debieron cubrir como bosque de ribera. Es muy patente la presencia cerca del cauce de carrizos y eneas, mientras que donde los rigores estivales son, los tarajes y las adelfas adquieren cierto protagonismo. Los herbazales pueden llegar a tener un desarrollo importante en determinadas épocas del año, circunstancia que es aprovechada por el ganado. 81 Virtual Archaeology Review Fig. 6. Estudio paisajístico de itálica desde el mirador de Trajano en el siglo II d. C. y en la actualidad Fig. 7. Reconstrucción paisajística del madre vieja y su forestación de ribera a su paso por el Teatro de Itálica en el siglo II d. C. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 82 Virtual Archaeology Review 5. PROCESO DE RECONSTRUCCIÓN VIRTUAL ESTUDIO TOPOGRÁFICO El proceso de levantamiento tridimensional del caserío fue lento y laborioso dado el margen de edificaciones a desarrollar; 66 manzanas de edificaciones en la ciudad antigua y 44 manzanas de edificaciones en la ampliación adrianea, además de la muralla y las villae rurales del contexto territorial cercano a la ciudad. Todo el contenido virtual tiene como soporte una hipótesis tridimensional del terreno a partir de la documentación cartográfica del ICA concretamente del Mapa de Andalucía vectorial 1:10.000. (Fig. 8). Fig. 8. Estudio topográfico del territorio actual desde Coria del Río a Alcalá del Río. Sevilla. HIPÓTESIS VIRTUAL ARQUEOLÓGICA Son múltiples las ocasiones en este proyecto, donde la disciplina de la Arqueología Virtual se ha habilitado como importante medio de investigación y documentación del patrimonio arqueológico y que por medio de la infografía, en especial del 3D, hemos podido dar respuestas o al menos postular hipótesis reales, que la historiografía y la arqueología convencional no había resuelto. Como su propio nombre indica, la hipótesis virtual arqueológica es una hipótesis de naturaleza digital y desarrollo virtual. Su definición podría responder “al conjunto de afirmaciones de carácter hipotético y consensuado, que en su combinación definen y determinan la propuesta virtual, total, parcial o fragmental de un bien del Patrimonio Arqueológico, en un espacio y tiempo determinado”. (GRANDE A. 2008). La consecución de la hipótesis virtual, constituye a nuestro parecer, el punto más importante y trascendente de la metodología o proceso virtual. De ella va a depender el éxito o fracaso del desarrollo intelectual de la misma y un error no podrá ser subsanado por ningún virtuosismo técnico de visualización, animación o posproducción. En las Figs. 9 y 10, se observa la hipótesis virtual de la vetus urbs. LEVANTAMIENTOS 3D El desarrollo del conjunto urbano se basó en la hipótesis virtual creada. Primero se planteó la planta 2D, colocando las curvas de nivel modificadas y el viario ideal determinado en la hipótesis virtual. Posteriormente se levantan los cardos y decumanos siguiendo las curvas de nivel de la topografía histórica. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figs. 9 y 10. Hipótesis virtual arqueológica de la ciudad vieja de Itálica en el siglo II d. C. Por lo que respecta a los edificios virtuales, el proceso se basó en plantas georeferenciadas (aquellas que la Consejería de Cultura aportó). (Figs. 11 / 13). BIENES MUEBLES Los pavimentos romanos normalmente cubiertos de mosaicos se restauraron digitalmente, a partir de ortofotos de gran resolución. Se debe tener en cuenta que gran parte de éstos han sido muy dañados por el paso del tiempo, lo que dificultó la labor de reconstrucción. (Figs. 14 y 15). Son muy escasos los restos de pinturas murales conservados en la Bética, algunos ejemplos de ellos son: los de la Collegium de la Exedra en Itálica (Sevilla), en el criptopórtico, en una bóveda caída de las termas, también de la Exedra, en las Termas de Munigua (Villanueva del Río y Minas) y algunas pinturas murales en domus de Astigi (Écija). Nos vemos en la situación de interpretar motivos decorativos del mundo romano paralelo de otras localizaciones. Se seleccionaron composiciones de pintura mural y artesonados y yeserías de los siguientes yacimientos arqueológicos: Domus Aurea, Casa de los Grifos del Palatino, Casa de la Farnesina, Casa de Livia del Palatino, de Roma; Casa della Caccia Antica, Villa de los Misterios, Casa de Apollina, Casa de Lucretius, Termas Stabianas, Casa de los Vettii, de Pompeya; Casa Sannitica de Herculano; Villa de Poppea de Torre Anunciatta; Villa de Boscoreale, en Boscoreale y la Villa de Stabia, Stabia. Italia. 83 Virtual Archaeology Review Con ellas, se desarrolló un arduo proceso de restauración virtual de las mismas a partir de documentación fotográfica de gran definición. Se cerraron dibujos faltantes por simetría o analogía, dejando lagunas neutras poco perceptivas en las zonas de imposible interpretación. (Fig. 16) Fig. 16. Resultado de mapa de repetición tras la restauración digital del mismo, a partir de documentación fotográfica. Casa del Comediante del siglo I Pompeya. Italia. Se completó un programa suficiente de modelos iconográficos del siglo I y II de nuestra era, que abarcaba a todas y cada una de las funciones de los ámbitos de una domus, un collegium, unas termas, etc. (Fig. 17). Figs. 11, 12 y 13. Proceso de levantamiento tridimensional del Traianeum de Itálica en el siglo II d. C. Planta georeferenciada, levantamiento de cotas y objeto 3D mapeado. Fig. 17. Ejemplos de modelos de pintura mural histórica restaurados virtualmente. Figs. 14 y 15. Vistas del estado actual del Mosaico de Tellus de la Casa de los Pájaros de Itálica (Santiponce) y restauración digital del mismo. Integración digital en la laguna central el emblema robado en la década de los ochenta. En esta parte de la unidad de bienes muebles se desarrolló los elementos de todo el mobiliario de las edificaciones; triclinios, mesas, lechos, sillas, lámparas, lucernas y objetos en general, todos pertenecientes al Museo Arqueológico de Nápoles, poseedor de la colección más importante de ajuar romano del mundo. (Figs. 19 y 20). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 84 Virtual Archaeology Review Figs. 19 y 20. Levantamiento 3D de triclinio. Imagen del mismo tras su mapeado, introducción de texturas y proceso de ambientación. Por último se construyeron los distintos platós virtuales y se procedió a su iluminación fotorrealista de las estancias interiores y exteriores, analizando la luz de Sevilla en las distintas horas del día, mañana, mediodía, tarde y noche. El siguiente paso consistió en la creación de trayectorias de cámara subjetiva que imitaran el transitar de una persona por los ambientes recreados sintéticamente. 6. LA IMAGEN HUMANA Un punto importante desde el principio del proyecto, fue la resolución conceptual de los agentes humanos animados. Éstos, dado el tema del audiovisual “La vida en Itálica”, debían representar una ciudad llena de vida y actividad. Era a todas luces evidente, que no se debían de dejar las estructuras arquitectónicas vacías y sin animación, pero al mismo tiempo, existían ya numerosos ejemplos de representaciones humanas virtuales poco conseguidas, que podían dar al traste al más escrupuloso proyecto de investigación. En la introducción de agentes humanos animados en escena, el ojo humano es bastante sensible a movimientos poco naturales y erráticos. El simple hecho de andar, es un movimiento extremadamente complicado que requiere casi todas las partes del cuerpo para poder participar en un único y fluido movimiento. Figs. 21 y 22. Reproducción de la obra “A Roman Art lover”, de 1870 del artista prerrafaelista Alma Tadema y su integración en escena virtual 3D que ilustre el Salutatio romano. Existen técnicas muy avanzadas mediante el uso de esqueletos articulados o de captura de movimiento de actores reales para realizar las secuencias, pero junto a la Dirección de Itálica se consideró que la verdadera protagonista era la restauración virtual de la ciudad y que la “humanización” de las estancias tenía que estar basada en un recurso sencillo, neutro y digno. El recurso elegido, a pesar de su antigüedad, resultó muy agradecido y original. Para ello, nos remontamos a finales del sigo XIX cuando surge en Europa una escuela de pintura neoclásica e historicista, de gran importancia en su época, denominada prerrafaelinos, liderada por el magnífico pintor e investigador en arqueología, Lawrence Alma-Tadema, que junto a sus discípulos y otros autores, retratan en sus obras el esplendor y ocaso de grandes civilizaciones, egipcia, babilónica, griega, romana, etc. La calidad de las mismas y su hiperrrealismo, las hacían muy oportunas para poder representar la vida y costumbres de los patricios romanos de la ampliación de Adriano. Se realizó una escrupulosa selección de obras, por clases sociales, costumbres romanas, profesiones, etc. que eliminó todo aquello que la hipótesis virtual arqueológica considera “no posible”. (Figs. 21-26) VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figs. 23 y 24. Reproducción de la obra “At the antiquarian”, de 1880 del artista prerrafaelista Vicenzo Capobianchi y su integración en escena virtual 3D que ilustre una tabernae romana. 85 Virtual Archaeology Review Figs. 25 y 26. Reproducción de la obra “Pollice Verso”, de 1872 del artista Jean-Léon Gérôme y su integración en escena virtual 3D que ilustre a los gladiadores de un anfiteatro romano. 7. RESULTADOS VIRTUALES Fig. 27. Ciudad de Itálica en el siglo II. Eje norte/sur y eje este /oeste Fig. 28. Ciudad de Itálica en el siglo II. Eje oeste/estee VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 86 Virtual Archaeology Review Figs. 29 y 30. Vistas arqueológica y virtual del Anfiteatro de Itálica. Figs. 31 y 32. Fachada ¾ y frontal del exterior del Collegium de la Exedra y Peristilum Casa de los Pájaros Figs. 33 y 34. Vistas de la Natalio de las Termas Mayores o de Adriano y el acceso principal del Traianeum. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 87 Virtual Archaeology Review 8. CRITERIOS INTERNACIONALES DE LA ARQUEOLOGÍA VIRTUAL El Proyecto de Interpretación Virtual de Itálica es la primera Hipótesis Virtual Arqueológica que desarrolla integralmente los principios internacionales que rigen la reconstrucción virtual del patrimonio arqueológico. El proyecto se enmarca en las directrices de la comisión europea para coordinar las políticas de digitalización del Patrimonio Cultural y Tecnológico en el seno de los estados miembros; los Principios y el Plan de Lund del 2001. Asimismo, cuenta con los preceptos recogidos en The London Charter, Carta Internacional del 2009 para Visualización 3D del Patrimonio Cultural. Para terminar, la producción audiovisual adelanta internacionalmente las directrices del borrador SEAV 2010 de la futura Carta de Sevilla de la Arqueología Virtual Internacional. Las imágenes virtuales de este proyecto se encuentran codificadas por una clasificación del grado de certeza de la hipótesis virtual del patrimonio arqueológico desarrollado. Esa escala se reduce a tres sencillos niveles de de interpretación: muy probable, posible y evocador: Grado muy probable: presencia de testimonios materiales que por sí solos sustentan la interpretación arqueológica. Grado posible: presencia de indicios materiales que orientan la interpretación, desarrollada en base a coherencia arqueológica, paralelos, simetría y principios de restauración. Grado evocador: ausencia de testimonio materiales que respalden la interpretación, desarrollada en base a coherencia arqueológica, paralelos, simetría y principios de restauración. Con la codificación de imágenes, se consigue que el receptor de información conozca en todo momento el nivel de certeza de la Hipótesis Virtual Arqueológica del conjunto. AGRADECIMIENTOS Desde aquí queremos agradecer a todo el equipo del Conjunto Arqueológico de Itálica su colaboración y entrega en este proyecto de difusión virtual de la ciudad romana de Itálica. BIBLIOGRAFÍA BRANDI, C. (1988) “Teoría de la Restauración.” Madrid. Alianza Editorial, S.A. CARANDIM, A (1997): “Historias en la tierra. Manual de excavación arqueológica”. Ed Crítica. Barcelona. p. 150. FERNÁNDEZ, J. A. (1996): “La Restauración del Patrimonio por Imágenes de Síntesis”. Universidad de Granada. Granada. pp. 21-23 GRANDE, A. (2002) “Itálica Virtual. Un Proyecto educativo que hace Historia”. Sevilla. PH Boletín del Instituto Andaluz del Patrimonio Histórico nº 40/41 Año X Consejería de Cultura. Junta de Andalucía. Sevilla. GRANDE, A. (2005) “Museo de las Culturas del Guadalquivir”. Proyecto de ejecución. Sevilla. pp. 1-75 GRANDE, A. (2008) “La Hipótesis Virtual Arqueológica: Anastylosis Digital de la Baetica de Adriano”. Tesis doctoral. Sevilla. pp. 260. HERNANDO, A. (2006): “Arqueología y Globalización: el problema de la definición de el otro en la Post-modernidad”. Complutum 17. Madrid. Pp. 221-234. MORÓN DE CASTRO, M. F. y GRANDE LEÓN. A. (2007): “Memoria Técnica del Proyecto de Excelencia Anastilosis Virtual del Patrimonio Cultural del bajo Guadalquivir. De los orígenes al 1000 d C. Museo de las Culturas del Guadalquivir”. Sevilla. pp. 1-44. REILLY, P. (1990): “Towards a virtual archaeology. En Computer Applications in Archaeology”, Editado por K. Lockyear and S. Rahtz. Oxford: British Archaeological reports. pp. 133-139. WHELEVER, M. (1945): “Archeology from the earth” . London. E.d. Cast. FCE, México. p. 10 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 88 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 89 Virtual Archaeology Review Enabling Archaeological Hypothesis Testing in Real Time using the REVEAL Documentation and Display System Donald H. Sanders Learning Sites, Inc. & the Institute for the Visualization of History, Inc., Massachusetts, USA Abstract This paper focuses on a system that can ensure that excavations are indeed fully documented and that the record is accurate. REVEAL is a single piece of software that coordinates all data types used at excavations with semi-automated tools that in turn can ease the process of documenting sites, trenches and objects, of recording excavation progress, of researching and analyzing the collected evidence, and even of creating 3D models and virtual worlds. Search and retrieval, and thus testing hypotheses against the excavated material happens in real time, as the excavation proceeds. That is the important advance. Keywords: VIRTUAL REALITY, AUTOMATED 3D MODELING, DATABASES, EXCAVATION TOOLS, DATA INTEGRATION, GEOLOCATED IMAGES, SITE RECORDING, EXCAVATION DOCUMENTATION I. INTRODUCTION Laboratory for Man/Machine Systems, and the University of North Carolina’s Department of Electrical and Computer Engineering. Those are questionable assumptions. From my field experience as a dirt archaeologist, I understand traditional excavation methods and how frustrating it can be to ensure that everything is being noted properly, dug efficiently, and that inferences about the evidence allow for a successful interpretation of the site’s history. Therefore, any automated computer-based documentation and analysis tools would seem beneficial. They can be more accurate and cost effective, saving time and ensuring that all finds and their context are appropriately and thoroughly recorded. I also admit that cool software tools and fancy hardware can create new problems and headaches. But if designed properly, with safeguards in place, new digital field data acquisition systems can enable new types of hypothesis testing, new insight into the past, and new visualizations that in turn can lead to a paradigm shift in how excavations are managed and evidence disseminated. As I made my transition from dirt archaeologist to virtual heritage practitioner, I discovered that interactive 3D computer models permit more innovative inquiries than are possible when using traditional 2D paper-based media (Figure 1; SANDERS 2008). Afterall, the past happened in 3D, so that is the way it should be studied. Only then can we accurately envision historic places and events. But, projects like these assume excavations have already happened and that the virtual environments that re-create the past are using a complete record of the excavated evidence and that the data are correct. This paper focuses on a system that can ensure that excavations are indeed fully documented and that the record is accurate. We call our initiative REVEAL (Reconstruction and Exploratory Visualization: Engineering meets ArchaeoLogy). It is a new collaborative project between the Institute for the Visualization of History, Brown University’s Division of Engineering, Figure 1. Montage of sample project renderings from Learning Sites, Inc. and the Institute for the Visualization of History, Inc.; directed by Donald H. Sanders. There have been many computer-based data collection systems for archaeology; many databases, many digital archives, and many digital publications for the discipline. REVEAL is special, because it is a single piece of software that coordinates all data types with semi-automated tools that in turn can ease the process of documenting sites, trenches and objects, of recording excavation progress, of researching and analyzing the collected evidence, and even of creating 3D models and virtual worlds. Search and retrieval, and thus testing hypotheses against the excavated material happens in real time, as the excavation proceeds. That is an important advance. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 90 Virtual Archaeology Review II. CURRENT ARCHAEOLOGICAL METHODS One of the key problems in archaeology is trying to accurately locate things like trenches, walls, and artifacts in 3D space. Traditionally, archaeologists describe their finds, manually take measurements, and use hand-drawn sketches and occasional photographs to record the contexts of artifacts, strata, and architectural features. This methodology suffers from inaccuracy, inconsistent terminology, transcription errors, and just taking too long. Some things are not recorded at all because their significance is not recognized until too late. Other issues for field teams include noting what was found, who found it, what are the find’s characteristics, figuring out how all this data should be organized, and how other researchers can assimilate all this information. Understanding the meaning, context, and function of an object evolves over time as it is examined and categorized, which often involves multiple specialists each of whom may submit data in different formats. The standard collocation methods do not effectively allow hypothesis testing on all the excavated data in real time; nor allow for planning field strategies while the dig is underway. Normally, we have to wait until all the evidence has been collected, analyzed, and synthesized--that often takes years and is unfair to our colleagues. Has the transition to digital acquisition technologies improved the situation? We now have the choice of laser scans, LIDAR, digital photography, databases, CAD, GIS, GPS, total stations, and even smartphones with high-res cameras and custom apps that can be tailored for use during excavations. data entry tasks; and integrated 2D and 3D media resources to enhance comprehension and dissemination. More specifically, our goals are to enable real-time hypothesis testing during excavation by improving data acquisition through automation, including zero-additional-cost geo-located position recording; 3D model generation from photographs; and full integration of all other user data, from laser scans to chemical analyses (GALOR ET AL. 2009). REVEAL has a single common repository for all data about an excavation, integrated multimedia analysis functions (including immediate access to tabular, photo, video, and 3D data), and integrated display of that data on plans or in spatially located 3D models of excavated remains. This means that from any single data type there is, via context-sensitive menus, direct access to and display of all other related datasets. REVEAL can also export data and query results in a number of file formats. Thus, REVEAL combines multiple modes of input, a back-end database, and a sophisticated user interface. The alpha version of REVEAL, used on-site last summer, tested low-frame-rate continuous video to capture the entire excavation process, allowing the users to “roll-back” and replay the excavation to determine exactly where and when an artifact or wall was discovered. To solve issues of occlusion, multiple cameras were mounted around the trenches to record from many viewpoints. However, the cameras lacked sufficient resolution for locating small finds, and positioning them around the excavation so their cables did not get in anyone’s way proved difficult. We concluded that this process was not worth the effort and expense. Using total stations and related equipment to survey a site is time consuming, only those points that were considered important at the time are recorded, and the points are hard to collate with the rest of the datasets from the site. GIS is superlative for 2D spatial data, but not so useful as a general purpose data exploration tool, and generally has poor integration with interactive 3D visualizations. Harris Matrix tools focus on displaying stratigraphic sequences, with little integration with other datatypes. Custom site-specific databases are uneven in the comprehensiveness of their features and cannot be easily generalized to other excavations. What site directors really need is a complete package that keeps things digital from acquisition to publication, integrates all data types, and can be used across different excavations with minimal modification. The goal would be to ease recording and recall for researchers of all backgrounds. That is exactly what we set out to do. III. REVEAL REVEAL is a four-year US National Science Foundation-funded project. We are currently nearing the grant’s midway point. Our consortium is creating an all-digital toolkit for acquiring, coordinating, and presenting archaeological data in a way that streamlines the excavation documentation process, supports and enhances understanding of the data, and allows for many output formats. REVEAL leverages three aspects of information technology: computer vision algorithms to speed up or replace manual imaging tasks; computer automation tools to speed up VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figure 2. Photos of the REVEAL I camera and scaffolding arrangement from the 2009 alpha tests. In addition, REVEAL I used multiple high-resolution still cameras placed surrounding trenches to photograph finds as they were uncovered, to provide data for 3D reconstructions of the area, and to enable detailed analysis and measurements from any angle (Figure 2). The photography and its automated processing were combined with more traditional form-based object recording into a database whose entries are linked to the digital images. Based on last summer’s tests, the REVEAL interface, image input methods, and automated tools were redesigned. REVEAL II, our current pre-beta version, is programmed for acquiring and analyzing highly integrated tabular data, plan views, photographs, and 3D models. It is being field tested at archaeological sites in Israel this summer. We have significantly 91 Virtual Archaeology Review reduced the equipment cost and enhanced flexibility by replacing the fixed still and video camera array with a single handheld digital camera and a specific picture-taking process. We trade off simplified hardware for more complex software challenges. The REVEAL user interface allows direct, multiple window access to drawings, photos (stills and videos, whether taken on site or via satellite or from scans), 3D models (of objects, trenches, and reconstructions, including GIS, point cloud, and laser scan data), and any text about the site and its finds. The following screen shots of some sample queries will demonstrate a bit of the power and flexibility of the system. The explanations will focus on the query and hypothesis-testing side of REVEAL, assuming that the front-end database forms are being filled out while a (hypothetical) excavation progresses. REVEAL’s screen consists of a side panel (for adding to or changing elements in the display); the main display space, and various context-sensitive pull-down menus (Figure 3). All data types and visualization methods are always available and linked from all other interface and image modes. Users can choose from a set various display preferences, such as, selecting the size and color of icons, the zoom depth for resolving dense clusters of objects, or the transparency and order of stacked images. User navigation methods and menu options are consistent across all screens. Figure 4. Screen grab of REVEAL showing stacked site plan and satellite views of the castle site and the transparency slider. Figure 5. Sreen grab of REVEAL showing the plan browser focused on Area M in the stack and showing the flyout menu options for this top image. Figure 3. Screen grab of REVEAL showing the main panels and selection options from the plan browser. What pottery was found in association with the walls in Area M? To graphically visualize the answer to that question, open the Artifacts filter (from the menu at the left) and choose Pottery from the material list (Figure 6). The easiest way to get oriented is to click on the plan icon, which opens the plan browser window and a list of available topdown images of the excavation (in this case, the Crusader castle at Apollonia-Arsuf, Israel; Figure 3). After selecting (for example, the site plan and a satellite photo), top-down images display as a series of automatically geo-referenced stacked layers and can include site plans, satellite images, trench plans, or any similar top view of a location. Layers can be sorted, and there is a transparency slider to aid understanding of superimposed images (Figure 4). Suppose we want to study the distribution of artifacts in relation to the architecture in a particular trench. Clicking on the Load Plan operation brings back the list of available top views; Area M is selected, which is added to the stack. The Zoom to This Plan feature in the fly-out menu focuses the plan browser on the selected image (Figure 5). Images in the stack can still be sorted here or their transparency changed so that different aspects of each view can be seen. Figure 6. Screen grab of REVEAL showing the selection of pottery artifacts VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 92 Virtual Archaeology Review The type, color, and size of the icon used to represent the selected artifacts can be customized by the user (in this case, red triangles; Figure 7). Figure 9. Screen grab of REVEAL showing the flyout menu generated from a group of selected icons. Figure 7. Screen grab from REVEAL showing the choice of icon shape and color. The interface knows that Area M is already open, so the chosen artifacts are displayed on the plan (Figure 8). In the plan browser, hovering the cursor over each icon brings up a flyout that shows the object ID, material, color, type, and locus for the artifact represented by that icon; clicking on the icon pops up a menu with further options on how to view the object and what other media are available for that selected object. Figure 10. Screen grab of REVEAL showing the photo browser and a high-res image of a selected thumbnail. Returning to the same group of highlighted objects, the artifacts can instead be studied in a data browser. Each of the fields in the data browser can be sorted and the individual artifacts can be compared by as many different fields as there are in the database (preselected characteristics display here, but a wide variety of categories can be viewed as needed simply by clicking in an object’s row; Figure 11). Figure 8. Screen grab of REVEAL showing the distribution of pottery in Area M, in the chosen icon shape and color, as well as the flyout menu resulting from hovering the cursor over an artifact icon. To study how metal objects array with the pottery, the selection process is repeated and a different icon shape and color are chosen. These types of queries can be repeated as many times as relevant to the research. Drawing a bounding box around a group of objects generates a flyout showing related options (Figure 9). For example, selecting to look at photos of these objects opens the photo browser which displays thumbnails of the selected group. Clicking on any thumbnail pulls up the highres image of that object in a window that is zoomable (Figure 10). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figure 11. Screen grab of REVEAL showing the data browser. 93 Virtual Archaeology Review As before, clicking on any object brings up a flyout indicating which other media are available for that object, such as the photo browser or the plan browser, demonstrating that any type of information is directly available from any one of the display options. Further, multiple data browsers can be open simultaneously so that researchers can compare groups of objects and their characteristics and context information. Any query made on an object in the data browser can, also, display on the plan. However, plans are too limiting; excavated evidence should really be studied in 3D. REVEAL also has a 3D model browser. This can be accessed by selecting the 3D model icon, then, for example, chosing the name of the excavation square in which the preselected group of artifacts is located. This sequence brings up a window displaying thumbnails of available 3D models. Clicking on the thumbnail brings up an interactive 3D browser in which the model can be rotated and zoomed. Researchers can now more fully understand the group of selectede artifacts by seeing them in a 3D spatial distribution of their excavated contexts (Figure 12). Figure 12. Screen grab of REVEAL showing the selected group of artifacts displayed in a 3D model of the trench in which they were found (a bit difficult to read the 3Dishness of the model in this image, however). A key feature of REVEAL is its ability to automatically generate accurate 3D models of trenches and in-situ artifacts as the dig progresses with just standard digital camera photographs. REVEAL archaeologists take lots of overlapping photographs to create a chain of images that have sufficient information for a Scale Invariant Feature Transform (or SIFT) algorithm. REVEAL then automatically locates the photos relative to each other. By strategically including patterned markers in the shots and using feature extraction, camera calibration, and position algorithms, REVEAL can locate any object and feature in the photos in real-world coordinates. REVEAL includes the ability to extract accurate and precise measurements from the 3D models to augment or replace traditional measurement methods. The 3D model interface can also import externally created 3D models. Such models can then be geo-located and used in conjunction with the rest of the REVEAL data to examine an archaeological site in great detail. Soon, it will include an automated fragment re-assembly application for creating 3D models of reconstructed pots from sherd photographs, which will then be extended to handle virtual reassembling of wall fragments, based on inferences about architectural features. When REVEAL is used during an excavation, with photos and database information input as the dig proceeds, it is not difficult to imagine how easy it becomes to ask new types of questions about the excavated evidence in real time while the dig ensues, thus enhancing the field team’s ability to grasp the significance of daily activities in each trench and more effectively plan excavation strategies accordingly. IV. CONCLUSION REVEAL will provide a new level of timely and comprehensive exploration of excavation data. It provides the ability to visualize relationships among related artifacts found at different times and to take additional measurements, both during and after excavation, from 3D models of in-situ finds. The user interface reinforces the uniquely flexible data integration, enabling precise contextual examination of data in the field, providing unprecedented analysis detail and support for daily excavation decisions. Powerful tools for post-excavation analysis and publication are welcome byproducts of the system. These features are combined with strong search and filtering capabilities, flexible data export to external applications, and an extensible architecture designed for adding new functionality. By providing all of an excavation’s datasets in a single interface, REVEAL encourages real-time hypothesis testing as the dig ensues; while also providing advantages for use across multiple sites. Thus, REVEAL offers a more complete, coordinated, and accurate solution to excavation data gathering, site documentation, and research querying in comparison to current methods that employ hand-written field notebooks or standalone computer databases, conventional hand-drawn 2D plans or CAD files, or reliance on occasional photographs and other non-geolocated or non-linked image sets. When seen in combination with REVEAL’s ability to automatically build geolocated 3D models, semi-automatically reassemble artifacts from fragments, and infer architectural features from minimal remains, archaeologists can appreciate the dramatically new and potentially paradigm-shifting nature of the package. To be able to see in detail what happened at an excavation last year, last week, or even just three hours ago in a fully textured, virtual recreation, and to be able to query all the recovered data in real time, frees the field team to test hypotheses about the evidence in unprecedented fashion. Future REVEAL releases will be even bolder. We envision a potential scenario whereby the full package becomes a series of linked smartphone apps using the device’s camera and data input features. Photos, videos, data descriptions, automated virtual world generation, and automated artifact reassembly and architecture reconstruction will occur in the cloud. There will be global access to the data for real-time querying as the evidence comes out of the ground. Instant feedback from colleagues around the world using social networking tools, wikis, and virtual memos posted inside the virtual models of the excavation progress and reconstructions will enable timely shifts in excavation strategies, comprehensive analyses of the newly uncovered material, and innovative querying on an unprecedented level of detail so that we can begin to truly understand cultural change, spatial function, and even ancient behaviors. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 94 Virtual Archaeology Review The study of the past need not be constrained by the technology of the past. ACKNOWLEDGEMENTS The REVEAL project consortium includes the following principals (besides the author): John Ballem, David Cooper, Katharina Galor, Eben Gay, Benjamin Kimia, Gabriel Taubin of Brown University; and Andrew Willis of the University of North Carolina. REFERENCES GALOR, Katharina; ISRAEL Roll and OREN Tal (2009): “Apollonia-Arsuf between Past and Future,” in Near Eastern Archaeology 72.1, pp. 4-27. SANDERS, Donald H. (2008): "Why Do Virtual Heritage? Case studies from the portfolio of a long-time practitioner," Archaeology Magazine [online] http://www.archaeology.org/online/features/virtualheritage/ VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 95 Virtual Archaeology Review Practical 3D Reconstruction of Cultural Heritage Artefacts from Photographs – Potentials and Issues Dieter W. Fellner1,2, Sven Havemann1, Philipp Beckmann1 and Xueming Pan1 1 Institute of ComputerGraphics and KnowledgeVisualization (CGV), TU Graz, Austria 2 Fraunhofer IGD and GRIS, TU Darmstadt, Germany Abstract A new technology is on the rise that allows the 3D-reconstruction of Cultural Heritage objects from image sequences taken by ordinary digital cameras. We describe the first experiments we made as early adopters in a community-funded research project whose goal is to develop it into a standard CH technology. The paper describes in detail a step-by-step procedure that can be reproduced using free tools by any CH professional. We also give a critical assessment of the workflow and describe several ideas for developing it further into an automatic procedure for 3D reconstruction from images. Key words: 3D RECONSTRUCTION, PHOTOGRAMMETRY, 3D ACQUISITION, 3D SCANNING, ARC3D, MESHLAB 1. INTRODUCTION The 3D-COFORM project 3D reconstruction from photographs has the potential to revolutionize the digital documentation of Cultural Heritage artifacts. No expensive delicate equipment like 3D-scanners is necessary for capturing data, but an ordinary digital camera is sufficient. Decent cameras are often already part of the equipment of CH professionals for capturing documentary photographs. But in addition to this they can also be used for taking so-called image sequences, and the acquired photos can be used for 3D-reconstruction. This requires today a somewhat tedious workflow, but it may soon be automated. 3D-COFORM (www.3d-coform.eu) is a 4-year integrated project (FP7-IP) funded by the European community. Its main objective is to make the use of 3D technology a standard in Cultural Heritage, and to develop all necessary technologies for data acquisition (in museums and on archeological campaigns), for data processing, for semantics and metadata processing, for museum presentations. Apparently this technology is not so widely known in the professional Cultural Heritage community. It was for instance presented in Graz, Autria, on a workshop of the Steirisches Denkmalamt on the conservation of pre-historic wood. The following presentation was given by Rengert Elburg from the Landesamt für Archäologie Sachsen who presented the enormous effort made for excavating a large scale pre-historic well in Saxonia. He started his presentation with the words: “If only someone had told me three years ago that we should simply take many image sequences!”. In particular, a repository-centric approach is adopted with a distributed central database to document paradata (LONDON CHARTER,2006) describing the digital provenance of all acquired data, processing steps, and results (PAN, 2010). Especially innovative is that all metadata are recorded in a semantic network following a common standard, the CIDOCCRM (CROFTS, 2005), which is in fact an ISO standard for describing cultural facts. At this point the question remaining is how image-based 3D reconstruction works in practice. To make this readily available for testing in the CH community is the purpose of our contribution. 2. THE ACQUISITION PHASE The quality of the 3D reconstruction results can be greatly improved when following only a few rules. The purpose of this paper is to report on the practical experiences we have made in a number of acquisition campaigns. With any such campaign a great challenge is sustainability: Without a faithful documentation of the workflow it is difficult if not impossible to judge the quality, the authenticity, or to re-use intermediate results. The Gipsmuseum of the Institute of Archeology of Karl-Franzens University Graz (KFU) contains more than a hundred 1:1 plaster copies, primarily of ancient Greek and Roman statues. We have selected a set of 24 statues for photogrammetric reconstruction. Each statue has a label showing a number (Figure 1), this number we have taken as object ID for our files and directories (Table 1). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 96 Virtual Archaeology Review Figure 1: The Gipsmuseum of KFU Graz contains more than 100 plaster copies of marble statues. 24 of them were acquired using photo-based 3D reconstruction using projected light to account for the white surface. The labels of the statues were directly used as data reference in the reconstruction workflow. Acquisition Phase: Process Description The Gipsmuseum acquisition process required projecting a random pattern onto the statues: As explained in more detail below, photogrammetric reconstruction proceeds by comparing pairs of images, i.e., individual pixels. If the pixels all have the same color, no distinctions can be made, and thus, no depth value can be computed. Plaster statues are primarily white, this is why we had to apply a high-frequency texture artificially. The setup (Fig. 2) is somewhat complex because the projector has to be put into a different position for every sequence. The camera tripod ideally moves on a half-circle around a chosen point on the surface. However, the camera must not be in front of the projector, so it must either be higher or lower than the projector. In principle, the camera should be as close as possible, so that a larger field of view can be used, which allows for calculating the disparity more robustly. Sometimes this is not possible because of the space constraints in the museum, of course we may not move the artefacts. Figure 2: The acquisition process. The string helps to keep the camera at the same distance from the chosen surface point. The camera autofocus is switched off both for greater speed and accuracy. Preparation and Capture Preparation phase We use a 6 megapixel Nikon D50 camera with a good 18-55 mm zoom lens and a 55-200 mm tele lens. There is a rather informal list of things to do and remember when taking the pictures: • Clear memory cards, load batteries • Projection laptop: Display random image in 1400 x 1050 resolution in presentation mode VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 97 Virtual Archaeology Review • Material: projector, camera, tripod, string, 2nd memory card and 2nd battery pack, long power cable, multi-plug, camera remote control Acquisition planning • Take context pictures of the statue from all sides, at normal light, including ID plate • First take an overview sequence of statue as a whole, then make detail sequences • Plan sequence of camera positions for the detail sequences, in particular whether to place the camera in front or behind the projector, and whether it should be above or below. focus depth. Some experimentation is required; we tend to use a medium F-stop whenever possible. Another delicate issue is lighting. Ideal is a bright, diffuse illumination from all sides, as for instance outside on a cloudy day, where it is impossible to tell where the sun is. – We try to approximate this kind of illumination whenever taking pictures inside (see Fig. 3). Interestingly, it is desirable to use a closer range with a large depth of field (wide-angle zoom, e.g., 18 mm) instead of a tele (50 mm or more). The larger the focal distance is, the more resembles the image an orthographic projection, and the less significant is the needed perspective distortion. – As explained next, significant depth disparity is most vital for any photogrammetric computation. The actual acquisition pattern is highly object dependent, although for some object classes a certain typical schema emerged with experience. For example for a bust we used this schema: Three projector positions, from front left, front right, and from behind. For more complex busts the projector is positioned two times, shining from slightly above and slightly below. Questions to clarify are: Is anything occluded? Is any part of the statue not visible? Then, for each projector position, one sequence is taken from below the projector (camera looking upwards), and one from above the projector (camera looking slightly downwards). Acquisition of a sequence • Determine one fix point on the surface • Determine the camera distance (halfcircle radius), make a mark on the string, fix the camera vertically • Determine the zoom factor: Is the object completely visible at the start, the middle, and end positions on the halfcircle? • At the midpoint: Determine best focus setting, then lock the lens (switch off autofocus) • Set camera to manual operation: F-stop is set above middle to (large depth of field), ISO is always 200 (minimum, e.g., lowest noise), then adjust shutter speed accordingly so that image is sufficiently bright. Avoid over- and underexposure. Use a remote control for the camera. • Go with tripod along halfcircle, take one photo every 10-15 cm, keep fix point in image center • Rule of thumb: 60 images per full circle • Change the height of the camera every 2-3 photos by adjusting the tripod top rod Considerations on camera settings and lighting Concerning the F-stop setting, a compromise is required between a large depth of field (max F-stop, e.g. 28) and the avoidance of refraction blur which occurs at a large F-stop because the pinhole is extremely small. This is a very delicate issue. In case of objects with high depth complexity, a large Fstop is unavoidable, but this leads to a uniform blur over the whole depth range. A medium F-stop (e.g., 14) greatly increases the focus sharpness, but only within some range around the Figure 3: Artificial diffuse illumination. The paper cylinder is illuminated from outside to obtain as diffuse illumination as possible in its interior. Essentials of Dense Matching Knowing some basic facts about photogrammetry is required for understanding the issues with acquisition of photo sequences. First of all, the position and orientation (pose) of all cameras is computed through a global optimization process, the bundle adjustment. It computes 100-200 recognizable feature pixels per image, and it compares the positions of pixels that exhibit the same features. This first phase is followed by a second that is the core of 3D-reconstruction from images, dense matching. Every pair of successive photos P1, P2 in an image sequence is compared pixel by pixel as follows. The positions c1 and c2 of the two cameras (optical centers) are two points in space. Together with a 3rd point p in space that lies on the object, they form a triangle (c1,c2,p) which defines a plane in space. When looking through one of the cameras, this plane is seen from the “side”, i.e., it forms a line, the so-called epipolar line. If q1 is the pixel in image P1 showing point p of the object, then the epipolar line L1(p) goes through this q1. And if p projects on another pixel q2 in P2, then this yields another epipolar line L2(p). The color values of the pixels along L1(p) and L2(p) are very similar. A comparison of the “horizontal” displacements allows, like with the disparity of the human eyes, for computing the position of p and, consequently, of the depth (z-coordinate) of both pixels q1 and q2. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 98 Virtual Archaeology Review When this process is carried out for all epipolar lines, the result is one depth value (z-coordinate) for every pixel in every image of the sequence. cannot be reconstructed. When using a handheld camera, the small variations of the human hand give sufficient variation in x, y, and z to compute the optical centers even when walking along a line. When using a tripod, care must be taken to assure that there is some variation in all 3 spatial directions. Implications for 3D reconstruction All in all it must be acknowledged that taking image sequences requires a bit of training. Most effects can be explained when the implications of the method are understood. With some experience, it is in most cases easy to avoid the pitfalls and to obtain really good reconstruction results. One immediate consequence of the method is that the worst case is in fact a perfect white wall: All pixels along all epipolar lines have the same color, so no disparity at all can be detected. This makes the method especially well suited for Cultural Heritage, since most old objects have rich texture. Matte objects (mud) can be reconstructed much better than shiny materials (metal): Highlights are view dependent, which creates fake color correspondences on epipolar lines of consecutive images, which results in wrong depth values. The computed depth information is most reliable at sharp boundaries of differently colored regions. And of course, blurred but also uniformly colored regions yield bad or no results at all.. Figure 4: Turntable problem. Nearby and far away object parts are out of focus, the background and specular highlights confuse the feature extraction Gipsmuseum trick: Artifical texture In the Gipsmuseum campaign we were faced with the problem that the plaster surface of many statues was too perfect, ie., the statues were too white. Our workaround was to apply a random texture to the surface artificially using a projector (Fig. 5). Figure 5: The 1400 x 1050 random pattern with a uniform noise distribution. The image resolution is half of the camera resolution, both in x and y (1.5 MPixel vs. 6 MPixel), so one projector pixel corresponds to more than one camera pixel. 3. THE PROCESSING PHASE Fig. 4 (left) shows a particularly bad case, a turntable sequence. In this case the object has a high depth. In order to fill the whole image, the camera needs to get too close to allow for the whole object to be in focus; the closest and farthest parts are blurred. This is even the case at the border of the cup since the background of the cup is already blurred. The problem with turntables is that the image features are contradictory: The background stays in place while the turntable and the object move. So the bundle adjustment fails. Figure 4 (right) shows the typical effect of non-diffuse illumination. The highlights on the left and right on the bronze surface stay in place when the object is turned, so the color comparison along the epipolar lines fails to compute the right depth. Each day of an acquisition campaign typically results in 300-500 fotos. These are first stored on a file server as raw data, then they are sorted into sequences. For the Gipsmuseum campaign, we have created one directory for every statue, named after the statue ID on the plate. The plate of statue 83 for instance reads 83. Athena, so-called Lemnia, Dresden, Albertinum, Roman marble copy of a Greek original (from Phidias?), around 450/440 b.c. So the corresponding directory is GM083, GM standing for GipsMuseum. For every campaign we invent such a twocharacter short. The GM083 directory is structured as shown in Table 1. This can be avoided if, like in Fig. 3, the object is put on a table and the camera is moved around the object, instead of moving the object itself. The different files correspond to the individual processing steps. In the following we describe the workflow in more detail. Camera variation in all x, y, and z is mandatory Sequence preparation A not so obvious fact is that the computation of the optical centers requires a variation of the camera position in all three spatial directions over the sequence. A circle, for instance, typically varies only in x and y, but not in z. So if all images are taken with the camera on exactly the same height, all optical centers lie on one plane in space. In this case the bundle adjustment computation of the pose must fail, and the sequence VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 • Store all images from the day into a raw data directory, e.g., GM083/Rawdata/2008-07-23. Raw data are archived and never changed. • Split up the images belonging to one statue into sequences. Review each individual image in full resolution to remove 99 Virtual Archaeology Review the bad images: blurred, over-/under-saturation, parts missing,.. • Send each sequence to the ARC3D web service using the upload client, labeled e.g, as: User scene: GM083, Academic Reference: CGV, Sequence: 01 • After several hours you receive an email with an ftp location of the reconstruction zip to download it to the sequence directory The Arc3D webservice is free for CH users The Arc3D webservice (www.arc3d.be) is a great service provided by the group of Prof. Luc van Gool from the Katolieke Universiteit Leuven (Belgium). Several hundred CPU cores are available for performing the dense reconstruction of uploaded image sequences. The service can be used free of charge for non-commercial applications, it is only required to register. The only limitations are that uploaded images must be from the domain of Cultural Heritage, and that KU Leuven reserves the right to archive and use the uploaded image sequences for academic research. GM083/Rawdata /2008-07-23 63 MB All photographs taken on a specific date for this statue GM083-01/DSC_0055.JPG …. 13 MB Images for sequence 01 of statue GM083, only the good photos, not unsharp or shaken, over/under saturated, parts missing, … GM083-01/DSC_0078.JPG GM083-01/GM083-01.zip 210 MB zip archive with range maps obtained from ARC3D GM083-01/GM083-01_c.ply 91 MB Step 1: Multilayer mesh GM083-01/GM083-01_cc.ply 75 MB Step 2: Multilayer mesh interactively cleaned GM083-01/GM083-01_ccp.ply 17 MB Step 3: Poisson reconstruction single layer mesh GM083-01/GM083-01_ccpc.ply 16 MB Step 4: Poisson reconstruction cleaned GM083-01/GM083-01_ccpcs.ply 11 MB Step 5: Poisson reconstruction cleaned and simplified GM083-01/GM083-01_ccpcsc.ply 21 MB Step 6: Color information re-applied - final result GM083-01/GM083-01.metadata 3 KB Workflow information in XML format Table 1: File structure for the 3D-reconstruction workflow, with file sizes and workflow information Description of the Arc3D data The zip archive obtained from ARC3D contains for each and every image: • Pose: position of the optical center (focal point in world coordinates) and orientation, computed using bundle adjustment. This is also called external camera calibration. • Internal calibration: A few parameters describing the radial distortion of the lens and the deviation of the optical center from the image center • Range map: A 2D floating point number grid with the same resolution as the photo. It gives for each pixel the distance from the focal point, which is obtained using dense matching • Confidence map: 2D grid of integer numbers with the same resolution as the photo. For each pixel this is counts on how many photos this same surface point appears. It is a measure for the reliability of the depth value. • .v3d info file: this is a list in XML format of the individual files mentioned above A 6 MP camera obtains in principle 6 million vertices and consequently 12 million triangles for each range map, since each quadrangular pixel is split into two triangles. A sequence has typically 20-50 photos, resulting in as many as 240-600 million triangles, but with very high redundancy: Each surface point is typically contained in 5-15 photos, so the surface is composed of many layers residing at the same position in space. This multi-layered surface has to be reduced to a single layer (sequence merge), resulting in one single-layered mesh per sequence. Finally, all sequences of one statue have to be merged together to obtain one coherent, integrated mesh for this statue. This final step is difficult to perform with standard software since the different sequence meshes all have different scales: The ARC3D webservice has no information at all about absolute scale. Therefore each sequence is scaled differently, basically with respect to the focal length of the camera, which is the only “absolute” value that is available at this stage. So before merging the sequences together, they have to be re-scaled to a common scale. The Processing Workflow In the following, the six processing steps are described in more detail. They are illustrated in Figure 7. Since many different processing options exist, and new ones are being developed, the standard workflow used for the Gipsmuseum will be subject to change in the future. It is nevertheless worth describing since it was successfully applied for reconstructing as many as 257 different sequences that were acquired for the 24 statues. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 100 Virtual Archaeology Review advantage since it can cope with very noisy data. A great advantage is that it produces a connected manifold mesh (“water tight”). The Poisson method "blows up a balloon" whose surface snaps to data points. Thus, the resulting mesh is closed by construction. It has high resolution where data points are present but low resolution in the balloon parts. Its surface is sampled at regularly spaced intervals using the well known marching cube method, which divides the cell size recursively by a factor of 2 in surface regions with high detail. However, the Poisson mesh resolution is not directly coupled to the resolution of the input mesh, i.e, the range map. With respect to resolution, the limiting factor of this method is the number of these cell divisions, the so-called octree depth. An octree depth of 10 gives acceptable results, but crashes sometimes due to RAM limitations. A depth of 11 would be great, but it typically consumes four times as much RAM as depth 10. Figure 6: Meshlab opening a .v3d file. On the right, every 3rd image of the sequence is selected, blue parts indicate high quality. Required confidence, grazing angle and sub-sampling are the most important parameters for mesh generation. Step 4: Cleaning the Poisson mesh The zip file obtained from Arc3D is opened using Meshlab to which the .v3d extension is associated on our computers. Meshlab is the “swiss army knife” for mesh editing and processing. It is an extensive open source software produced by the group of Roberto Scopigno and Paolo Cignoni from ISTICNR in Pisa, Italy. It can inter-operate with Arc3D and read .v3d files. The balloon is cut away interactively, which is easy in most cases since Meshlab offers a filter to remove faces with edges longer than a percentage of the model (e.g., 0.32%). Exploiting the fact that in regions without data the Poisson mesh has very large triangles, these can be selected and deleted easily. However, the “real” boundaries cannot be detected reliably using this technique, so we additionally apply twice the filter remove border faces. Finally, we use Remove isolated pieces (wrt. Facenum) to delete clusters < 25 triangles and then do Remove unreferenced vertex once in the end. Step 1: Creating a multi-layer mesh Step 5: Simplification When opening a .v3d file, Meshlab offers a dialogue box with many options for the creation of a multi-layer mesh (Fig. 6). Typically only a small subset of the images is selected for conversion to a mesh layer, for instance every 4th or 5th image of a sequence of 25 images. Because of this limitation good data are potentially ignored. But each range map increases the file size by 20-30 MB, and requires up to 80 MB of RAM. Currently no more than 8 layers can reasonably be processed since on 32 bit Windows, a single process may not use more than 1 GByte of RAM. This is expected to be resolved when 64 bit Meshlab becomes available. Besides a long running time of O(n3) the marching cubes method has the drawback of creating many irrelevant small faces, and also faces that have one edge that is much shorter than the other two (lengthy triangles). They are an artifact of the cubic octree grid. A reduction by 50% remove bad faces without throwing away any useful information. This sort of simplification is offered by the Quadric edge collapse decimation filter. Step 2: Manually cleaning the multi-layer mesh The multilayer mesh must be cleaned because the range maps sometimes contain background parts. The unwanted parts of all meshes can be marked in parallel and deleted, so this is in fact a sequence of interactive move-select-delete actions. Meshlab offers many filters for mesh operation. In particular, at the end the filter “Remove unreferenced vertex” must be issued since by default, only the indices to the point list are deleted when deleting a triangle, not the points themselves. Step 3: Poisson reconstruction Many algorithms have been developed for merging multiple surface layers into a single layer mesh. Each of the methods has its pros and cons, and many work only in an out-of-core fashion. The Poisson reconstruction offers a good compromise. Its disadvantage is the unavoidable smoothing effect (which “washes out” small detail), but this is at the same time also an VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Step 6: Adding color The Poisson reconstruction in Meshlab creates a mesh without any color or material information. We have created a tool to transfer colors from one mesh to another. However, it uses vertex colors instead of a bitmap texture. Thus, the color resolution is actually identical to the mesh resolution. This creates annoying artefacts in surface regions with simple geometry (e.g., flat spots) but complex texture (e.g., written text). Question: Why storing intermediate results? Table 1 lists the different files in the sequence directories. This shows that the intermediate files for all processing steps are kept despite of their size. The reason is a conservative strategy: Since we are not sure which files may be used later on, we keep them all for the time being. We can for instance re-do parts of the workflow when new new algorithms or hardware become available. With Meshlab 64-bit we might, for instance, re-do all sequences with an octree depth of only 9. – In order to do so, however, we need to make use of the documentation of the workflow that we have collected. 101 Virtual Archaeology Review Obtaining the final model In order to obtain the final model we currently have to resort to commercial engineering software for professional post processing of 3D scans, namely Geomagic Studio from Raindrop Geomagic. The feature that is missing in Meshlab is the alignment of differently scaled model parts. The iterative closest pair (ICP) algorithm in Meshlab assumes that the parts have the same scaling, which is a true assumption for models from laser scanning. For photogrammetry, there is no absolute scale a priori. 1: Multilayer mesh 2: Cleaned multilayer mesh 3: Poisson reconstruction 4: Poisson cleaned 5: Mesh simplification to remove 50% triangles 6: Re-apply vertex colors from multilayer mesh Figure 7: Six typical Meshlab processing steps for reconstructing a 3D mesh from a series of range maps Figure 8: Six standard processing steps are carried out for each sequence (top). But the GM100 statue was assembled from 20 such sequences (middle)! Bottom: The resulting model with 1.5 MTriangles (751 KVertices) is nice but too smooth. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 102 Virtual Archaeology Review Figure 9: Conventional archeological documentation (top row): A measurement rig with a reflective marker must be kept exactly vertical, then its position is measured as a single point using a total station on a reference position, thus obtaining a point sequence (10 points/minute). The result is a collection of line sequences that are recorded over 2 days using a laptop. – The much more dense 3D reconstruction (top right) was acquired in 5 minutes using a handheld compact camera (Fuji F30). The models in the bottom row were acquired in a more serious way using the 6 MPixel Nikon on a tripod (60 images each). The ICP algorithm from Geomagic Studio does not take scaling into account either, but it is easier to use (1-click alignment). We currently scale manually, align, look at the misalignment, scale again, and so forth. With a bit of experience, this manual iteration process “converges” after four orfive iterations. The result is acceptable only from an aesthetic point of view (Figure 8), but of course this is not a satisfactory engineering solution. Besides improving ICP another viable solution could be to integrate measurement targets that are scanned together with the object. However, we have not explored this approach so far. Figure 10: The eight parts of GM083 unfortunately provide insufficient overlap for 3D reconstruction The great vision: Automatic 3D-reconstruction 4. CRITICAL DISCUSSION The described workflow has the same disadvantage as all other post-processing workflows, namely that data gaps are detected too late. With GM100, this is obvious at the top of the head (Fig. 8). The remedy is simple: Go back and acquire additional sequences from the statue. In most cases this implies much additional cost since an acquisition campaign requires expensive travel, obtaining access permissions, and the hardware setup is in most cases not a trivial thing either. The GM083 example from before is even a much more serious case, since only eight sequences were captured, and during reconstruction it turned out that they provide insufficient overlap to allow for mutual registration. None of the many possible orders that were tried to align one part with another could be successfully continued. So unfortunately, in the end no model could be produced in this case at all (see Figure 10). The described 3D-reconstruction workflow still involves many manual steps, and the resulting models are typically not comparable in terms of quality to models produced by 3D scanning. However, it is important to mention that the method as such has huge potential for further development and optimization. This becomes especially apparent when considering the state of the art in archeological documentation (Fig. 9). In the case of the prehistoric well at Wohlsdorf, a drastic speedup could still be realized, and a much more complete and meaningful model was produced in a fraction of the time and cost required for scanning – which ranges in the area of 1000 Euros for one day of scanning and post-production done by a professional measurement engineer. The model in the top right of Fig. 9 was acquired in five minutes using a handheld compact camera followed by about 1 hour of post processing. The archeologists were enthusiastic about the result. Potential for optimization: Image acquisition The acquisition could be dramatically simplified with cleverly constructed camera rigs. Instead of moving a conventional SLR camera on a tripod, a shutterless high-quality industry camera VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 103 Virtual Archaeology Review could be moved using servo controlled step motors along a predefined trajectory. The lighting situation could be captured along with the images using photographs of a polished steel ball, in order to cope with highlights moving over the surface. The need for more faithful sequence processing Maybe the biggest drawback of the presented workflow is that the triangles produced by Poisson reconstruction have no direct relation to the input triangles (2 triangles/pixel). It is therefore quite difficult to assess the authenticity of the resulting mesh, as there is no direct relation between input data and output mesh. The deviation of the reconstructed surface from the input photographs can only be measured using a posteriori analysis. Furthermore, Poisson reconstruction averages at each surface point all available mesh layers. This is a disaster for sharp features, e.g., corners or creases in the surface. Even if each individual layer has a nice sharp crease, averaging all layers smoothes away the detail even before Poisson washes it out. This and the sparse selection of layers (e.g., 8 out of 25) make that only a tiny fraction of the highly redundant captured information finds its way into the final model. For the 20 sequences of the GM100 statue (Fig. 8) for instance, in total 577 images were taken with 6 MPixel each, which amounts to 3.46 GPixel or 7 GTriangles. Even taking the high redundancy and the background pixels into account, the 750K vertices of the model are in fact only 0.1 promille of the input data. Potential for automatic sequence reconstruction resolution than today. A careful analysis of the 6-stage workflow revealed that all parts of the work that are carried out manually are rather schematic. So the chances of finding algorithmic solutions are good. A greater challenge is the assembly of a complete model from the parts. We envisage reducing this problem to the sequence processing problem. The idea is to introduce overview and detail sequences. An overview sequence captures the complete model, but in low resolution. A number of detail sequences captures only parts, but these in higher resolution. Now an additional bundle adjustment step could use image features to relate the detail sequences to the overview sequence. This way the 4x4 matrices for the transformation from detail to overview coordinate systems could be obtained. 5. CONCLUSION This paper has presented a practical recipe for the reconstruction of 3D models from image sequences. It uses state of the art tools, most of which are available for free to Cultural Heritage professionals. Besides pointing out the great potential for CH documentation we have also presented a critical assessment and highlighted ideas with a huge potential for improvement. Our greatest hope is that we could stimulate a wider take-up of this great technology in the CH community. We firmly believe that in a few years time, all mentioned problems will be solved. Until then remember: Take many many images! We are certain that individual image sequences could be reconstructed in a completely automatic way in a much higher ACKNOWLEDGEMENTS We gratefully acknowledge the funding from the European Commission for the FP7-IP 3D-COFORM under grant No. 231809. With this support, we are confident to provide solutions for the mentioned problems soon. REFERENCES CROFTS N., DOERR M., GILL T., STEAD S., STIFF M.: Definition of the CIDOC Conceptual Reference Model, version 4.2 ed. CIDOC Documentation Standards Working Group, June 2005. Also ISO/PRF 21127, available from cidoc.ics.forth.gr. LONDON CHARTER INITIATIVE (HUGH DENARD): The london charter, June 2006. www.londoncharter.org. PAN, X., BECKMANN, P., HAVEMANN, S., TZOMPANAKI, K., DOERR, M., FELLNER, D.W., A distributed Object Repository for Cultural Heritage, Proc. VAST 2010 conference, Eurographics Press, 2010 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 104 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 105 Virtual Archaeology Review Una visión virtual de la arquitectura de Al-Andalus. Quince años de investigación en la Escuela de Estudios Árabes Antonio Almagro Gorbea Laboratorio de Arqueología y Arquitectura de la Ciudad. Escuela de Estudios Árabes. CSIC. Granada. España. Desde hace más de quince años, en lo que ahora constituye el Laboratorio de Arqueología y Arquitectura de la Ciudad de la Escuela de Estudios Árabes, instituto perteneciente al Consejo Superior de Investigaciones Científicas (CSIC), venimos aplicando tecnologías avanzadas de representación arquitectónica para indagar y reflexionar primero, y mostrar después, nuestras investigaciones sobre la arquitectura de alAndalus. Uno de los objetivos fundamentales que perseguimos con este tipo de trabajos es poder realizar un análisis perceptivo de la arquitectura que hemos desarrollado en aquellos casos para los que contamos con suficiente información. La informática ha puesto a nuestra disposición en los últimos años unos nuevos y poderosos instrumentos de visualización y representación que constituyen una revolución en el campo de la investigación del Patrimonio, al igual que lo son en otros muchos. Los sistemas de CAD ya permitieron, al final de los años ochenta, trabajar con auténticas representaciones tridimensionales, aunque por mucho tiempo se trataba solo de objetos constituidos por líneas o alambres. Con las primeras versiones que permitían trabajar con planos y después con sólidos y daban la posibilidad de iluminar, aunque fuera rudimentariamente, estos objetos, se dio un paso cualitativo importante. Hoy, la capacidad que ofrecen los programas de renderización al permitir incorporar texturas, cualquier tipo de iluminación e incluso los efectos de radiosidad, hacen de ellos unos útiles con una potencialidad impensable hace pocos años y que nos dan acceso a un sistema nuevo de representación. El recurso a los medios informáticos para generar reconstrucciones virtuales que hacen posible observar las cualidades del espacio se ha convertido no sólo en un potente medio de difusión de las investigaciones, sino también de análisis que permite profundizar en el conocimiento de la arquitectura. Este instrumento facilita reconocer las características de una arquitectura reconstruida a través de la inmersión en ella y observar el espacio que genera mediante una experiencia perceptiva recreada. Con ello se nos ofrece la posibilidad de realizar un análisis perceptivo a través de la simulación de un recorrido por el espacio, reconocer la secuencia de ambientes, observar la arquitectura desde distintas posiciones escogidas a voluntad, obtener una visión paisajística a vista de pájaro o bien concreta y específica de la arquitectura reconstruida; es decir, una experiencia personal de visita y recorrido virtual a través del modelo digital 3D. En definitiva, disfrutar y contemplar la arquitectura del pasado a través de una herramienta actual. Así, la reconstrucción virtual de edificios o espacios destruidos o profundamente alterados, realizada a través de los instrumentos informáticos, permite analizar aspectos tan fundamentales como su percepción visual, el carácter que confiere al espacio aspectos tan importantes como el color y la textura de los materiales, los efectos de la luz o la propia escala del edificio. Es fácil con estos medios presentar y estudiar distintas alternativas o hipótesis sin que nada de esto afecte físicamente a los bienes originales. Las posibilidades que ofrecen los programas de infografía son enormes. Podemos visualizar vistas perspectivas desde cualquier ángulo y condición, recrear distintos estados o distintas soluciones, bien sea de formas volumétricas como de texturas, colores o iluminación, hacer animaciones o visiones panorámicas, etc; también brinda la oportunidad de construir sistemas interactivos con participación del usuario en la elección de las distintas soluciones. La capacidad de recrear objetos, sobre todo arquitectónicos, que hayan sufrido grandes transformaciones o incluso ruina y desaparición constituye una de las más interesantes aplicaciones a las que se puede recurrir mediante los sistemas infográficos. Siendo el objetivo de los estudios arqueológicos el análisis de la cultura material, y constituyendo la arquitectura una de las expresiones más importantes y significativas de esta cultura, las posibilidades de recrear visualmente lo que en su origen fueron estos restos cuando han sufrido grandes transformaciones, a veces difíciles de imaginar, supone claramente una ayuda potencial en nuestros trabajos1. Todos estos instrumentos tienen múltiples aplicaciones que podemos considerar dentro de dos grupos generales. Una sería la de facilitar la reflexión y la investigación sobre el patrimonio arquitectónico desaparecido. La recreación virtual obliga a considerar el elemento en toda su extensión, a plantearse soluciones para todos sus detalles y componentes y a reflexionar a la vista de las imágenes sobre nuestras hipótesis previas y también sobre las finales. La experiencia de nuestro grupo a este respecto ha sido muy fructífera, recurriendo a estos métodos para tratar de dar forma a nuestras presunciones y de revisar los resultados como modo de profundizar en la investigación. Este procedimiento nos ha obligado en varias ocasiones a reconsiderar supuestos o a abordar cuestiones que inicialmente José A. FERNÁNDEZ RUIZ, ‘‘El renacimiento del patrimonio a través del dibujo digital’’, Actas del Congreso Nacional: El Dibujo del fin del milenio, Granada: Facultad de Bellas Artes, 2000, 247–250. 1 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 106 Virtual Archaeology Review no se habían siquiera planteado. En algunos casos ha servido para visualizar distintas soluciones y discutir sobre ellas, no sólo como hipótesis sobre el estado original, sino como propuestas de restauración a realizar. En este sentido, estos sistemas evitan cometer errores de difícil, o cuando menos costosa corrección ya que no afectan para nada al edificio u objeto y pueden considerarse por tanto como un método absolutamente reversible. Otra de las grandes aplicaciones de estos sistemas es la difusión del conocimiento. Los métodos tradicionales de representación, mediante plantas, alzados y secciones siempre han resultado poco inteligibles para personas sin formación ni experiencia sobre los sistemas de representación. Las perspectivas, muchos más fáciles de entender, eran antes laboriosas de realizar y por tanto se recurría a ellas de manera limitada debido a su elevado coste. No siempre se acertaba con los puntos de vista más adecuados pero por la causa antes aludida raramente se revisaban. Ello hacía que los frutos de la investigación no quedaran accesibles al público inexperto, no cumpliéndose con ello uno de sus objetivos fundamentales de la ciencia, cual es hacer a la sociedad partícipe de los avances del conocimiento que se van logrando. No cabe duda de que éste es uno de los campos que más interés ofrece y uno de los que más rentabilidad social puede aportar, hasta el punto de hacer pensar que, cada vez más, resulta casi obligado recurrir a estos instrumentos para dar a conocer los resultados de nuestras investigaciones. Sin embargo, el desarrollo de la aplicación de estos sistemas merece una reflexión específica. Disponemos de instrumentos hasta hace poco casi desconocidos y su correcto uso puede dar magníficos resultados, pero un empleo inapropiado también puede generar productos inadecuados y, con ello, reacciones negativas. A este respecto debe tenerse en cuenta que la utilización de estas aplicaciones informáticas se ha difundido de una manera muy amplia entre técnicos y profesionales ajenos a nuestros estudios que, ante la demanda social de este tipo de representaciones, han sentido la lógica tentación de crear imágenes que en muchos casos carecen del adecuado soporte científico en su gestación. El problema puede venir tanto en lo que respecta a la concepción general de las hipótesis como a intentar dar solución a cuestiones de detalle, como puedan ser las texturas, materiales y colores o en la búsqueda de visiones excesivamente fotorrealistas pero sin base científica que las soporte y que pueden producir sensación de falsedad en las propuestas. De aquí se pueden derivar dos reflexiones: La primera es que no podemos mantenernos de espaldas a estos métodos de trabajo excusándonos en que son fuente de falsedades. Será responsabilidad de quienes trabajamos en el campo de la investigación arqueológica y arquitectónica aportar el necesario rigor a las propuestas. Porque si no lo hacemos desde el campo científico, sin duda otros sin las bases adecuadas lo harán y en cualquier caso, este tipo de representaciones están llegando a la sociedad, porque la sociedad las está demandando. La segunda reflexión está en relación con la forma final y el detalle al que debemos llegar en nuestras reconstrucciones y representaciones. Dadas las posibilidades cada vez mayores que las aplicaciones informáticas nos permiten en cuanto a similitud con la realidad en los modos de iluminación, calidades de los materiales, etc., es necesario determinar qué nivel de realismo podemos o debemos conseguir. La primera cuestión que evidentemente se plantea es la cantidad y calidad de información de que disponemos y por lo tanto los niveles de incertidumbre con los que tenemos que trabajar. Salvo casos excepcionales, VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 generalmente siempre tendremos una información limitada pues en todo proceso de ruina y transformación es inevitable la pérdida de datos. Ello nos va a obligar a valernos de casos paralelos e informaciones complementarias para construir nuestras hipótesis, que serán en muchos casos eso, meras hipótesis con mayor o menor grado de certidumbre. En los procesos de restauración existen unos criterios más o menos aceptados en cuanto al alcance permisible de la intervención, los cuales guardan relación con el reconocimiento de la autenticidad de la obra, que debe siempre permitir distinguir con claridad lo que es original de lo que no lo es y lo que es verosímil de lo que es mera hipótesis, dejando este tipo de añadidos limitados a los casos en que se hace necesaria su realización por ineludibles razones de conservación y estabilidad de la obra. En el caso de la reconstrucción virtual es evidente que los criterios no tienen por que ser tan estrictos al no afectar de modo directo a la propia obra. Esto, no obstante, no debiera ser causa de una permisividad absoluta. Aunque la reconstrucción virtual es un proceso intelectual y por tanto no puede ser objeto de limitaciones de ningún tipo, y menos de carácter legal como lo son las intervenciones en el Patrimonio Cultural, sí debería plantearse una determinada ética que en el fondo debe ser la misma que debe presidir cualquier trabajo científico. Sin embargo, resulta difícil establecer unos límites claros en cuanto a nuestra capacidad de Ainvención@ en la recreación de un patrimonio alterado, destruido, y en muchos casos, desaparecido. ¿Hasta donde es lícito llegar en nuestras hipótesis? Seguramente no es fácil dar una respuesta unívoca a esta pregunta, que probablemente deberá ser muy distinta según los casos. Probablemente, más que poner límites al alcance de nuestras hipótesis, habrá que incidir en la explicación y justificación de las mismas asumiendo de todos modos el riesgo del uso indebido que pueda llegar a hacerse de las imágenes que hayamos creado sin el contexto de las explicaciones correspondientes2. En todo caso, el lenguaje de los acabados en luces y texturas puede ser utilizado como medio para expresar la fiabilidad o certeza de las propuestas. Normalmente los acabados de los edificios son las partes que más sufren siendo difícil en muchos casos poder saber cual era su color original o la forma de su decoración. De todos modos, no hay que olvidar que estos acabados definen de un modo especial la naturaleza de la arquitectura. Muchos de los grandes monumentos tal como hoy los contemplamos tienen muy poco que ver con la imagen que ofrecían a sus primitivos usuarios al haber perdido su color y su textura y con ello unas cualidades muy definitorias de esa imagen. Siempre que haya datos para reconstruir ese aspecto de la arquitectura, no cabe duda de que será importante mostrarlo, pero si carecemos de tal información, habrá que ser cautos y deberemos limitarnos a representar exclusivamente los espacios y los volúmenes recurriendo a texturas y colores de carácter neutro que, como mucho, insinúen posibles soluciones, pero sin darles un carácter realístico que pueda inducir a error. En cualquier caso, debemos también considerar que ser excesivamente estrictos en una limitación del usos de texturas y acabados priva a estos instrumentos de una de sus principales cualidades, que es la de permitir revivir percepciones sensitivas como una forma de conocimiento más enriquecedor de las realidades del pasado. Quizás a este respecto se debe ser 2 José A. FERNÁNDEZ RUIZ, "Scientific and Ethical Scope of Digital Modelling in Architectonic Heritage", VAST2001 Virtual Reality, Archaeology and Cultural Heritage, New York, 2001. 107 Virtual Archaeology Review especialmente exigente en dar información sobre los datos de partida y el alcance de nuestras hipótesis para aquellas personas que por sus conocimientos e interés se fijen en el detalle, mientras para los que no tengan estas inquietudes, cabe pensar que en ellos sólo perdurará el recuerdo de las sensaciones generales, pues será raro que se mantenga vivo el de determinadas características que generalmente pasan desapercibidas para la mayor parte de la gente. Esto quiere decir que, en todo caso, deberá haber una explicación de las bases científicas en que se ha asentado la hipótesis y una aclaración de aquellos aspectos que se han tomado de casos semejantes o simplemente de nuestra imaginación. Estas explicaciones tampoco tienen necesariamente que estar contenidas en la propia realización virtual, pues en muchos casos la privarían de algunos de los efectos buscados. Lo ideal es que se expresen a través de publicaciones científicas que no tienen por que ser necesariamente de amplia divulgación. El método de trabajo a seguir en este proceso es también importante y debe adoptar pautas que garanticen el rigor adecuado. En el grupo de investigación del LAAC hemos venido investigando sobre ello teniendo ya una experiencia acumulada que nos ha permitido fijar la metodología que aplicamos de forma habitual en nuestras tareas de investigación3. Todo el proceso se inicia siempre con un detallado levantamiento que implica la medición de las estructuras y su representación en plantas, alzados y secciones. Para ello se utilizan todos los sistemas disponibles, desde la medición directa hasta los sistemas topográficos y fotogramétricos. La representación se realiza en AutoCAD, si es posible generando ya desde el comienzo un modelo tridimensional del estado actual que facilite la creación del modelo de la hipótesis reconstructiva. El modelo del estado actual debe ser lo más detallado posible, recogiendo la forma real de las estructuras, sus deformaciones y lesiones y toda cuanta información pueda interesar para un estudio completo de los restos. Estos modelos, normalmente generados con fotogrametría son solamente alámbricos, sin superficies ni sólidos que no son posibles en dibujos muy detallados. A partir de estas representaciones se inicia la generación de las hipótesis de la forma original de los edificios y espacios, trabajando siempre en AutoCAD. Estos estudios se basan tanto en los restos existentes en el propio yacimiento como en la información que se desprende del análisis de otros paralelos, ya sea de edificios coetáneos como de precedentes o desarrollos posteriores que se procura tener igualmente documentados en dibujos de AutoCAD, dentro de la base de documentación planimétrica y fotográfica de arquitectura andalusí que hemos ido generando en estos últimos veinte años. Una vez definidas las hipótesis, en un proceso que realizamos los investigadores especializados en arquitectura islámica, el trabajo se continúa por otros especialistas en temas infográficos. Constituida la maqueta en AutoCAD, ésta se exporta al programa 3DStudio. A partir de este momento, se inicia la creación del modelo virtual tomando como base el modelo de la hipótesis pero dotándolo de materiales con texturas, colores e iluminación. Este proceso suele requerir una simplificación del modelo alámbrico procurando reducirlo a formas geométricas simples, buscando la forma geométrica teórica de los elementos que facilite la formación de superficies y de sólidos. La formación de la maqueta requiere también seguir un proceso de análisis y descomposición de objetos generando un vocabulario de elementos que se usen de forma repetitiva, a fin de reducir en lo posible el tamaño en memoria de la maqueta virtual. La simplificación debe llevar aparejada igualmente la determinación de simetrías, rotaciones o matrices que faciliten la construcción del modelo. En el proceso de modelado se atiende, entre otros los siguientes puntos: estudio previo de la finalidad del modelo; análisis de otros casos similares para fijar criterios de la representación de lo incierto, dudoso o indeterminado; proyecto de modelo virtual estableciendo los niveles de precisión métrica y de realismo; gestión de la maqueta y de su iluminación; revisión autocrítica de los resultados previos. El salto cualitativo que se produce al pasar a la información en entorno digital es inmenso. En este medio, el modelo se convierte en un potente soporte de información métrica, matérica y perceptiva, abordable para obtener información requerida desde infinitos puntos de vista. Una vez generado el modelo, las posibilidades que ofrece se extienden desde la simple obtención de cualquier tipo de representación, la obtención directa de valores métricos, tanto lineales como en superficie y volumen, la asociación de valores materiales y de textura concretos hasta la búsqueda de efectos fotorrealísticos, la navegación y simulación en entornos virtuales y todo tipo de productos derivados del espacio digital configurado. Con la creación del modelo virtual se pueden visualizar distintas vistas, cambiar la iluminación y, finalmente, obtener las distintas imágenes que se considere de interés. Éstas podrán ser modificadas o recreadas en cualquier momento y, obteniendo series de ellas desde puntos de una trayectoria, lograrse animaciones que acentúan la percepción de las tres dimensiones y permiten una comprensión más adecuada del espacio. Con la generación de este material, en nuestro caso, se han podido abordar distintas investigaciones basadas en el análisis perceptivo de la arquitectura que han dado lugar en estos últimos años a diversas publicaciones4. Como ejemplo de algunas de las realizaciones que hasta ahora hemos hecho, podemos mostrar algunas imágenes de Madinat al-Zahra en que se han hecho reconstrucciones con los tratamientos y acabados interiores de acuerdo con restos aparecidos en diversas zonas del conjunto. La arquitectura de Madinat Al-Zahra ofrece facilidades en la tarea de plantear su reconstrucción gracias a su carácter clásico y canónico, pues sigue modelos y pautas compositivas fácilmente deducibles. Gracias a la anastylosis de los elementos que han podido ser remontados, en especial los paneles decorativos, disponemos de bastante información relativa a los alzados de muchas de las construcciones5. Ello nos ha facilitado plantear hipótesis sobre 3 Antonio ALMAGRO, Julio NAVARRO, Antonio ORIHUELA, “Metodología en la conservación del patrimonio arquitectónico medieval”, La Investigación sobre Patrimonio Cultural, Ed. C. Saiz-Jiménez. M.A. Rogerio-Candela. Sevilla: CSIC, 2008, 87-98; Antonio ALMAGRO GORBEA, Ana ALMAGRO VIDAL, José A. FERNÁNDEZ RUIZ, Miguel GONZÁLEZ GARRIDO, AMadinat al-Zahra, Investigación y Representación@, VIII Congreso Ibero-Americano de Gráfica Digital, SIGraDi 2004, El sentido y el universo digital, Sao Leopoldo (Brasil), 2004. p. 47-49. Ana ALMAGRO VIDAL, El concepto de espacio en la arquitectura palatina andalusí. Un análisis perceptivo a través de la infografía, Madrid: CSIC, 2008. 4 Aparte de las citadas en las notas 7 y 9, cabe también resaltar ALMAGRO, A. “Preserving the Architectural Heritage of al-Andalus. From Restoration to Virtual Reconstruction”. Al-Masaq, Vol. 19, No. 2, September 2007. p. 155-175. ALMAGRO VIDAL, A. La evolución del espacio en la arquitectura palatina andalusí. Un análisis perceptivo a través de la infografía. Madrid 2008. 5 ALMAGRO GORBEA, A. ALMAGRO VIDAL, A. FERNÁNDEZ RUIZ, J.A. GONZÁLEZ GARRIDO, M., AMadinat al-Zahra, VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 108 Virtual Archaeology Review las que realizar una reconstrucción visual de todo el conjunto (Fig. 1, 2). Pese a haber sufrido trasformaciones a lo largo del período de construcción y de su corta vida, el hecho de que esta ciudad palatina fuera destruida muy tempranamente sin haber dado posibilidad a una transformación continua en el tiempo, facilita mucho la definición de sus formas originales. Fig. 1. Vista virtual de la ciudad de Madīnat al-Zahrā’ según hipótesis de A. Almagro e imagen de M. González y F. Garrido. Fig. 2. El Alcázar de Madīnat al-Zahrā’ con la mezquita en primer plano, según hipótesis de A. Almagro e imagen de M. González. recrean los efectos de luz y sombra y la función de diafragmas lumínicos que realizan los pórticos y los sucesivos huecos dispuestos en profundidad. Todo ello nos permite experimentar, con un alto realismo, algunas de las cualidades de esta arquitectura. Fig. 3. La Bab al-Suda o puerta principal del Alcázar de Madīnat alZahrā’ (hipótesis de A. Almagro, imagen de M. González). Fig. 4. Interior del salón de recepciones de la Dar al-Yund de Madīnat alZahrā’ (hipótesis de A. Almagro, imagen de M. González y J. A. Fernández Ruiz). En la ciudad palatina destacan especialmente los grandes edificios protocolarios, desde la gran fachada-pórtico del alcázar, la Bab al-Suda (Fig. 3), hasta los salones de recepciones de la Dar al-Ŷund (Fig. 4) y del salón de Abd al-Rahman III (Fig. 5, 6) con su frontero pabellón situado en medio de los jardines de la Terraza Alta (Fig. 7), rodeado de albercas, canales de agua y vegetación6 (Fig. 8). Elementos especialmente significativos en este conjunto son los jardines, ya sean dispuestos en grandes terrazas, ya dentro de patios domésticos. Las imágenes virtuales nos acercan a la percepción de estos espacios permitiendonos imaginar su interrelación con la arquitectura7. También se Investigación y Representación@ VIII Congreso Ibero-Americano de Gráfica Digital, SIGraDi 2004, El sentido y el universo digital, Sao Leopoldo (Brasil), 2004. p. 47-49. Antonio ALMAGRO, ALa arquitectura en al-Andalus en torno al año 1000. Madinat al-Zahra@, La Península Ibérica en torno al año 1000. VII Congreso de Estudios Medievales, León: Fundación Sánchez Albornoz, 2001, 165-191. 6 7 Antonio ALMAGRO, “An Approach to the Visual Analysis of the Gardens of Al-Andalus”, Conan, M. Ed. Midle East Garden Tradition: Unity and Diversity, Washington: Dumbarton Oaks, Trustees for Harvard University, 2007, 55-73. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Fig. 5. Pórtico del Salón de Abd al-Rahmān III de Madīnat al-Zahrā’ (hipótesis de A. Almagro e imagen de M. González y J. A. Fernández Ruiz). De la mezquita aljama de Madinat al-Zahra conocemos su planta por las huellas de los muros de los que en muchos casos no ha quedado ni siquiera la cimentación, al haber sido expoliados. También disponemos de alguna de las columnas in situ y de muchos elementos decorativos. Existen incluso descripciones que nos dan el dato de la altura de su alminar, y algún paralelo de 109 Virtual Archaeology Review alminares contemporáneos8. Con esta información hemos podido proponer una reconstrucción total de todo el edificio del que se muestra alguna imagen (Fig. 9). Fig. 6. Interior del Salón de Abd al-Rahmān III de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González y F. Garrido. residencia califal ocupa un lugar dominante dentro del alcázar y la ciudad (Fig. 12), y en ella destaca su organización en tres crujías paralelas y sus ricos pavimentos de baldosas cerámicas con incrustaciones de piedra. (Fig. 13) Fig. 8. El pabellón central y el Salón de Abd al-Rahmān III de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González y F. Garrido). Fig. 7. El pabellón central y el jardín alto desde el interior del Salón de Abd al-Rahmān III de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González y F.Garrido). La arquitectura de carácter doméstico del área privada del alcázar nos muestra los precedentes de los edificios residenciales que imperarán en al-Andals en los siglos posteriores9. La Acasa de la Alberquilla@ nos presenta un espacio recogido y doméstico, en consonancia con el uso de este edificio que debió ser una vivienda distinguida de algún príncipe o dignatario de la corte califal. Las dos salas-pórtico enfrentadas que dan paso a las dos salas principales constituyen los fondos de un recoleto jardín que podemos imaginar lleno de flores y con algún árbol de ornato o frutal (Fig. 10). Frente al pórtico occidental hay una pequeña alberca con su escalera de descenso que permite imaginar su uso para mitigar el calor además de permitir el riego de las plantas. Para tal fin, pequeños canales de piedra bordean los parterres. La llamada casa de Ŷafar (Fig. 11) es una residencia de carácter suntuario con sala de recepción en profundidad acompañada de dos alhanías de similar disposición, y la alcoba principal situada en un patio interior íntimo. Finalmente, la Dar al-Mulk o Fig. 9. Interior de la sala de oración de la mezquita de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González). El palacio de la Ajafería de Zaragoza es el mejor ejemplo que poseemos de la arquitectura de las taifas del siglo XI. Aunque de él han llegado hasta nosotros importantes restos que han sido recuperados y restaurados desde mediados del siglo pasado, el obligado respeto a muchas transformaciones posteriores, sobre todo de los siglos XIV y XV, hacen de este monumento un auténtico palimpsesto de muy dificil lectura, por la dificultad de visualizar las distintas etapas sin los añadidos posteriores que las fueron transformando. Aquí las imágenes que presentamos, debidas al trabajo de la Dra. Almagro Vidal nos permiten sumergirnos en el espacio original y percibirlo tal y como fue concebido inicialmente, así como comprender la naturaleza y significado del sistema de arcos entrecruzados10 (Fig. 14). 8 Antonio ALMAGRO, AEl alminar de la mezquita aljama de Zaragoza@, Madrider Mitteilungen, 34, (1993), 251-266. Antonio ALMAGRO, “The Dwellings of Madīnat Al-Zahrā: A Methodological Approach”, Revisiting Al-Andalus: Perspectives on the Material Culture of Islamic Iberia and Beyond. Anderson, G. Rosser-Owen, M. Eds. Leiden: Brill, 2007, 27-52. 9 10 A. ALMAGRO VIDAL, El concepto, 201-224. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 110 Virtual Archaeology Review Fig. 10. El Patio de la Alberca de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González). trata del llamado Patio del Crucero11 y del Patio de la Casa de Contratación12. La primera construcción era sin duda la residencia principal del alcázar a finales del siglo XII. Debió de ser, además de uno de los mayores edificios residenciales de alAndalus, uno de los más originales. Junto a la disposición característica de las casas andalusíes, con dos grandes salones enfrentados precedidos por sus correspondientes pórticos, presenta la singularidad de tener ocupando el espacio del patio, un gran jardín rehundido más de cuatro metros respecto al nivel de los salones. Esta disposición permite aunar en un solo espacio las funciones de jardín y de patio, pues mientras desde los salones se percibe un ambiente abierto alfombrado de verde, desde el nivel inferior del jardín y gracias a la frondosidad que cabe imaginar, la arquitectura quedaría casi oculta a los ojos de quienes por él pasearan. Este edificio sufrió una transformación muy sustancial al constituirse en residencia regia de los monarcas cristianos. Conservando la disposición general del patio, característica de un palacio musulmán, uno de sus frentes fue reconstruido con arquitectura gótica en la segunda mitad del siglo XIII. Varios salones cubiertos con bóvedas ojivales sustituyeron al primitivo salón para dar acomodo a una corte más numerosa y protocolaria. Para dar acceso a estos espacios se construyó un pasaje elevado sobre el jardín sostenido por pórticos abovedados que lo dividían en cuatro partes formando una cruz. Esta original disposición sufrió una drástica mutación al enterrase los jardines en el siglo XVIII y transformar las fachadas del patio en estilo barroco, haciendo hoy difícilmente comprensible los distintos estados por los que pasó tan singular construcción. El recurso a la reconstrucción virtual de cada uno de estas situaciones no solo facilita la comprensión de la historia y de las características de esta obra arquitectónica, sino que sirve al investigador para mejor adentrarse en su estudio. Fig. 11. La portada del salón de la llamada Casa de Ŷafar de Madīnat alZahrā’ (hipótesis de A. Almagro, imagen de M. González). Del siglo XII, sin duda el edificio residencial más interesante que se nos ha conservado sea el Castillejo de Monteagudo ubicado en la vega de Murcia a escasa distancia de esta ciudad. Pese a que el estado de deterioro es notable y vergonzosa la situación en que se encuentra tan singular monumento, una revisión de los estudios realizados y sobre todo un análisis y levantamiento planimétrico cuidadoso de sus restos nos ha permitido plantear la hipótesis de reconstrucción que puede verse en las imágenes que presentamos. Su estructura de patio de crucero, las unidades residenciales organizadas en torno a los pequeños patios situados en los ángulos y su aspecto externo de fortaleza son sin duda sus rasgos más singulares. (Fig. 15) Una aplicación realmente útil de estos instrumentos visuales es la de mostrar las trasformaciones sufridas a lo largo del tiempo por espacios o edificios que han vivido cambios sustanciales en el gusto o la cultura de sus moradores. Casos espacialmente interesantes por las profundas trasformaciones sufridas son los que presentan distintas estructuras del Alcázar de Sevilla y especialmente los dos grandes palacios del periodo almohade que fueron posteriormente transformados en época cristiana. Se Fig. 12. Pórtico de la Dar al-Mulk de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González y L. Yudes). 11 Antonio ALMAGRO, AEl Patio del Crucero de los Reales Alcázares de Sevilla@. Al-Qantara, XX (1999), 331-376. 12 Antonio ALMAGRO, “Una nueva interpretación del patio de la Casa de Contratación del Alcázar de Sevilla”, Al-Qantara, XXVIII, 1 (2007), 181-228. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 111 Virtual Archaeology Review de Alfonso X el Sabio (Fig. 17). Ambas situaciones son difícilmente entendibles hoy en día a la vista del estado actual. Las imágenes realizadas forman parte de un montaje audiovisual realizado para facilitar a los visitantes la comprensión del monumento13. Fig. 13. Salones de la Dar al-Mulk de Madīnat al-Zahrā’ (hipótesis de A. Almagro, imagen de M. González y L. Yudes). Fig. 16. El Patio del Crucero del Alcázar de Sevilla en época almohade (hipótesis de A. Almagro, imagen de M. González). Fig. 14 Patio del Palacio de la Aljafería de Zaragoza (hipótesis de Ana Almagro-Vidal, imagen de M. González). Fig. 17. El Patio del Crucero del Alcázar de Sevilla tras la reforma de Alfonso X (hipótesis de A. Almagro, imagen de M. González). El llamado Patio de la casa de Contratación contiene los restos de un patio de época almohade transformado posteriormente en época cristiana, seguramente a mediados del siglo XIV. Del patio almohade se conservan restos de uno de los pórticos reconstruido con algunos elementos originales, y algo de la estructura del jardín que incluía una decoración pintada en los muros perimetrales de los parterres (Fig. 18). También se han conservado parte de las dos albercas que había frente a cada pórtico. El jardín sufrió una profunda remodelación, sin perder el carácter de patio de crucero pero disponiéndose albercas en Fig. 15. Patio del Castillejo de Monteagudo de Murcia (hipótesis de A. Almagro, imagen de M. González). Las imágenes que presentamos muestran el estado del patio en dos momentos históricos diferentes, uno en el período islámico (Fig. 16) y el otro tras las trasformaciones realizadas en tiempo 13 Antonio ALMAGRO, Ana ALMAGRO, ALa expresión gráfica en el análisis del Patrimonio: El patio del Crucero del Alcázar de Sevilla@, Actas del IX Congreso internacional de Expresión Gráfica Arquitectónica, EGA 2002, Re-Visiones: enfoques en docencia e investigación. La Coruña, 2002, 517522. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 112 Virtual Archaeology Review forma de cruz que discurren por el centro de los andenes. Los pórticos almohades fueron tapiados construyéndose unos nuevos más adelantados dentro del área del primitivo jardín (Fig. 19). contemporáneos, se ha podido realizar una reconstrucción muy verosímil de este gran monumento cuyo tamaño y sobria elegancia impresionan cuando se contemplan en esta imagen15(Fig. 20). Fig. 18. El patio almohade de la Casa de Contratación del Alcázar de Sevilla (hipótesis de A. Almagro, imagen de M. González). Fig. 20. Patio y alminar de la mezquita almohade de Sevilla (hipótesis de A. Almagro, imagen de M. González). Fig. 19. El patio de la Casa de Contratación del Alcázar de Sevilla después de la reforma cristiana (hipótesis de A. Almagro, imagen de M. González). Un caso espectacular es el de la mezquita almohade de Sevilla. Fue uno de los edificios religiosos de mayor tamaño en el Islam occidental y convertido en iglesia perduró hasta el siglo XV cuando se inició la construcción de la nueva catedral que ocupa su mismo solar y que resultó la mayor catedral gótica de Europa. Los restos conservados en el patio así como los encontrados en las excavaciones realizadas en el subsuelo de la catedral14 y el carácter canónico y regular de su arquitectura, nos permiten conocer con gran fiabilidad su primitiva forma y estructura. Con estas informaciones y las que proporcionan otros edificios 14 Alfonso JIMÉNEZ MARTÍN, Ed. Magna Hispalensis I, Sevilla, 2002; Alfonso JIMÉNEZ MARTÍN, “Notas sobre la mezquita mayor de la Sevilla almohade”, Artigrama 22, (2007), 131-153. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Otros casos de interés sobre los que también hemos trabajado en Granada son el Cuarto Real de Santo Domingo, el Palacio de los Abencerrajes y el Maristán. El primero de estos monumentos era una propiedad de los monarcas nazaríes ubicada en el arrabal meridional de la ciudad, compuesta por un jardín y una qubbamirador alojada dentro de una torre de la muralla. En las imágenes que presentamos se puede ver una hipótesis de como pudo ser este pabellón de jardín según nos muestran la arqueología y los documentos gráficos del siglo XIX16 (Fig. 21). En este caso, aprovechando los restos de policromía conservados así como otros similares de la Alhambra, se ha procurado revivir la rica policromía que enriquecía su ornamentación y que nos proporciona una visión muy distinta de aquella a la que estamos acostumbrados a ver en estos monumentos. (Fig. 22). Especial relevancia tiene la visión desde su interior, con la contemplación del jardín a través del arco de ingreso y del pórtico, hoy desaparecido, fundamental para entender el sentido de este tipo de edificios (Fig. 23). El palacio de los Abencerrajes situado dentro del recinto de la Alhambra y demolido a comienzos del siglo XIX, corresponde al modelo de casa-palacio del último periodo andalusí con patio rectangular y dos pórticos enfrentados en los lados menores y 15 Antonio ALMAGRO, “De mezquita a catedral. Una adaptación imposible”. La piedra postrera (1) Ponencias. V centenario de la conclusión de la Catedral de Sevilla. Simposium internacional sobre la catedral de Sevilla en el contexto del gótico final. Sevilla 2007, 9-45. 16 Antonio ORIHUELA, Casas y Palacios Nazaríes, Siglos XIII-XV. Granada: Fundación El Legado Andalusí, Lunberg, 1996, 49-56. Antonio ALMAGRO, AEl análisis arqueológico como base de dos propuestas: El Cuarto Real de Santo Domingo (Granada) y el Patio del Crucero (Alcázar de Sevilla)@. Arqueología de la Arquitectura 1, (2002), 175-192. 113 Virtual Archaeology Review con una gran alberca que ocupa gran parte del espacio. Las recientes excavaciones han permitido confirmar la interpretación del Dr. Antonio Orihuela que ha servido de base a esta reconstrucción17. (Fig. 24) la ciudad de Granada18. Es el único ejemplo de este tipo de edificio en al-Andalus del que tenemos noticias precisas y del que se conservan restos suficientes para analizar su disposición y estructura. La tipología edilicia del Maristán obedece a un modelo profundamente arraigado en la arquitectura islámica. Es un edificio con patio central con pórticos y crujías de habitaciones en torno a éste, introvertido y sin más comunicación con el exterior que la puerta de ingreso (Fig. 25, 26). La absoluta racionalidad del edificio primigenio le confiere un carácter de modernidad. Tanto por la simplicidad y funcionalidad de sus formas como por su planteamiento espacial y tipológico permite con gran facilidad conocer su disposición primitiva gracias a los elementos conservados en elevación y su semejanza con el llamado Corral del Carbón, que aunque de función distinta era tipológicamente muy similar. Fig. 21. Jardín y qubba del Cuarto Real de Santo Domingo de Granada (hipótesis de A. Almagro y A. Orihuela, imagen de M. González y C. Torrecillas). Fig. 24. Patio del Palacio de los Abencerrajes de la Alhambra (hipótesis de A. Orihuela, imagen de M. González). Fig. 22. Pórtico del Cuarto Real de Santo Domingo de Granada (hipótesis de A. Almagro y A. Orihuela, imagen de M. González y C. Torrecillas). Fig. 23. Vista del jardín desde el interior de la qubba del Cuarto Real de Santo Domingo de Granada (hipótesis de A. Almagro y A. Orihuela, imagen de M. González y C. Torrecillas). Fig. 25. El Maristán de Granada (hipótesis de A. Almagro y A. Orihuela, imagen de L. Gómez y M. González). El antiguo Maristán de Granada, hospital fundado por Muhammad V en 1367 ha sido un edificio de triste historia para 17 A. ORIHUELA, Casas, 49-56. 18 Antonio ALMAGRO, Antonio ORIHUELA, AEl Maristán nazarí de Granada. Análisis del edificio y una propuesta para su recuperación@, Boletín de la Real Academia de Bellas Artes de Nuestra Señora de las Angustias de Granada, 10, (2003), 81-109. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 114 Virtual Archaeology Review Todo esto ilustra de forma bastante explícita las posibilidades que ofrece la infografía en el campo de la investigación de la arquitectura y de la difusión de su conocimiento y nos proporciona una visión nueva y enriquecedora del rico legado arquitectónico generado en al-Andalus que recobra, al menos de forma virtual, parte de su pasado esplendor. Fig. 26. El Maristán y la Alhambra (hipótesis de A. Almagro y A. Orihuela, imagen de L. Gómez y M. González). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 115 Virtual Archaeology Review A.R.T. Ancient Rome Tour 2.0 Upgraded How Nero Saved Rome Stefano Moretti y Alessandro Furlan ALTAIR4 Multimedia. Roma. Italia. Abstract: La presentazione di Altair4 ad Arquelogica 2.0 consiste essenzialmente nella presentazione delle ultime produzioni su Roma Antica, attraverso la proiezione di alcune animazioni tratte da "How Nero Saved Rome" film in HD per National Geographic Channel e Il Foro Romano e i Fori Imperiali per la trasmissione RAI Ulisse. Queste produzioni si inquadrano nell'ambito del progetto pluriennale A.R.T. (Ancient Rome Tour). Il progetto nasce nel 1998 con il proposito di creare nuovi strumenti di comunicazione per la conoscenza della storia della costruzione della città di Roma e degli eventi ad essa collegati. Dopo dieci anni dalla prima pubblicazione si è deciso di operare un significativo aggiornamento dei contenuti della parte più monumentale della città, il palatino, il foro romano, i fori imperiali e la valle del colosseo, area un tempo in gran parte occupata dalla fastosa residenza dell'imperatore Nerone: La Domus Aurea. In questi dieci anni infatti si sono raccolti e analizzati i risultati di alcune importanti attività di scavo e ricerca svolte da diverse istituzioni e istituti di ricerca concretizzati in un impegnativo lavoro di sintesi visuale con gli strumenti della computer grafica 3D cercando di restituire una unità spaziale ad un'area che risulta oggi estremamente frammentata e di difficile lettura. Key words: DIGITAL MODELS, DIGITAL HUMANITIES, PEDAGOGY 1. LE ORIGINI: A.R.T. ANCIENT ROME TOUR Il progetto A.R.T. (Ancient Rome Tour) nasce nel 1998 con il proposito di creare nuovi strumenti di comunicazione per la conoscenza della storia della costruzione della città di Roma e degli eventi ad essa collegati. La città di Roma, è il risultato di una stratificazione secolare in cui si sovrappongono, spesso in modo indistinguibile, elementi topografici e architettonici di epoche e stili diversi. A Roma, con il centro storico cinto di mura più esteso del mondo, la problematica della comprensione dell'ordine e della gerarchia con cui i diversi elementi topografici e architettonici sono correlati nella definizione della struttura attuale è particolarmente complesso, e risulta del tutto illegibile non solo ai turisti occasionali, ma anche ai suoi stessi abitanti. Lo scopo del progetto A.R.T era quello di utilizzare le enormi potenzialità delle simulazioni in computer grafica 3D per creare nuovi strumenti di comunicazione che potessero rendere evidenti le correlazioni spaziali degli elementi architettonici risultanti dalla stratificazione ma anche i processi tecnologici, urbanistici, architettonici, e naturalmente sociali e storico politici che li avevano prodotti. La necessità di produrre e rendere disponibili tali strumenti è oramai acquisita anche al livello amministrativo locale e nazionale, ove vengono visti anche come volani di sviluppo del settore turistico. Figura 1 A.R.T. Veduta del modello generale di roma antica nel iv sec d. c. 2. MISSIONE DEL PROGETTO L'acronimo utilizzato è programmatico, l'approccio artistico è essenziale al fine di raggiungere gli obbiettivi di comunicazione auspicati e non è alternativo ad un rigoroso approccio scientifico, ma ne è invece la naturale conseguenza: ogni fase del processo di ricostruzione deve infatti poter beneficiare del contributo specialistico più consono per rendere efficace ed effettivo lo strumento di comunicazione. La visualizzazione dei risultati di una ricerca attraverso l'utilizzo di strumenti multimediali e multisensoriali non potrà non coinvolgere fattori emotivi/soggettivi che risultano fortemente influenzati dal retroterra visivo/culturale dell'autore e dell'utente, VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 116 Virtual Archaeology Review e quindi non può prescindere dal considerare quali sono i parametri di riferimento semiologici e iconografici più diffusi, in particolare sulle piattaforme multimediali utilizzate per la visualizzazione dello strumento di comunicazione. 4. A.R.T. 2.0 UNA NUOVA SFIDA PER IL FUTURO Sia che vengano considerati o no, questi parametri risulteranno predominanti nell'esprimere attraverso i codici del linguaggio visuale le informazioni documentali complesse scaturite dal lavoro di ricerca ed analisi scientifica, ed è bene quindi che vengano gestite al massimo livello da chi ne sa padroneggiare al meglio le potenzialità espressive per individuare il paradigma corretto per visualizzare un determinato dato documentale. Dopo dieci anni dalla prima pubblicazione si è colta l'occasione di alcune importanti produzioni per operare un significativo aggiornamento dei contenuti sia in termini quantitativi che qualitativi. 3. SOSTENIBILITA DEL PROGETTO Il progetto A.R.T. è una iniziativa editoriale di Altair4 che non beneficia di nessun finanziamento pubblico, è un Work in Progress che definisce gli step di evoluzione cercando di ottimizzare al meglio le risorse per produrre contenuti originali suscettibili di essere utilizzati nei più diversi contesti, e sulle più diverse piattaforme. Il punto di partenza è stata la realizzazione di un DVD-ROM interattivo dedicato alla conoscenza dello sviluppo storico urbanistico della città: A partire dal plastico della Roma Costantiniana di Italo Gismondi conservato presso il Museo della Civiltà Romana a Roma si è creato un modello 3D a larga scala della città. Si sono poi individuati una serie di emergenze storico tipologiche rappresentative di fasi importanti e se ne è studiata la ricostruzione essenzialmente sulla base delle informazioni documentali presenti in letteratura. In occasione di ogni nuova edizione dell'opera si è proceduto alla verifica dei contenuti alla luce delle più recenti attività di indagine archeologica, verifica effettuata in collaborazione con le istituzioni e gli istituti di studi e ricerca quali l'assessorato alla cultura del comune di Roma, la soprintendenza Archeologica, l'Università degli Studi di Roma La Sapienza, l'Ecole Francaise de Rome, L'Istituto Archeologico Germanico, l'Università di Tokyo, lo IES (Institute for the International Education of Students) e si sono apportate le necessarie modifiche In particolare una ricerca del prof. Andrea Carandini con nuove ipotesi di ricostruzione della Domus Aurea di Nerone sono alla base di un importante progetto audiovisivo dedicato alla controversa figura dell'imperatore Nerone e del suo ruolo nell'incendio di Roma nel 64 d.C. e nella successiva ricostruzione della città: "How Nero saved Rome" è un film documentario in HD prodotto da Altair4 per National Geographic per la regia di Stacey Mannari (in onda su National Geographic Channel USA dal 20 settembre 2010). "Il Foro Romano e i Fori imperiali" è il titolo invece della puntata della trasmissione "Ulisse, Il piacere della scoperta", la principale trasmissione televisiva della TV pubblica Italiana RAI 3 dedicata alla divulgaazione scientifica a cura di Alberto Angela andata in onda il 29 maggio 2010. La Domus Aurea di Nerone L'ipotesi di Carandini parte dall'assunto che la costruzione della Domus Aurea è la rappresentazione visuale esplicita, di un progetto politico assolutistico, e ne traccia in questo senso le correlazioni anche di carattere tipologico e strutturale con modelli antecedenti, coevi e successivi che rispondono alle stesse logiche: recenti studi sull' l'immenso complesso dei palazzi imperiali e dei parchi che li circondavano fanno pensare che in realtà la Domus Aurea potesse essere almeno in parte aperta alla popolazione, il nome originale del palazzo quale Domus Transitoria è ora intesa nella sua accezione di Domus Aperta, transitabile; l'ala sul colle Oppio in particolare mostra caratteris- Figura 2 Ricostruzione della Domus Aurea, il fronte prospicente il lago (Stagnum Neronis) VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 117 Virtual Archaeology Review Figura 3 Ricostruzione della Domus Aurea, sul Fondo L'ala Sul Colle Oppio Figura 4 La Via Sacra con i Portici Neroniani. Sul Fondo il Colosso tiche compatibili con una destinazione d'uso Museale, l'aula ottagona probabilmente una felice soluzione dei Geniali architetti Celere e Severo (Magistri e Machinatores) per esporre una straordinaria collezione di statuaria greca di cui Nerone era profondo conoscitore ed estimatore. Il fronte scenico sul lago con le imbarcazioni utilizzate quali ali galleggianti del palazzo destinate probabilmente ad ospitare le fastose feste aperte al popolo. Il palazzo sarebbe diventato in questi termini uno strumento funzionale alla politica di Monarca assolutista che Nerone promuoveva in contrapposizione al potere del senato e della classe patrizia. Le Feste offerte alla popolazione, la celebrazione dell'immagine dell'imperatore attraverso lo splendore della sua abitazione, diventano un modo per stabilire un relazione immediata con la popolazione, idonea ad una gestione diretta del potere senza l'ausilio di scomodi intermediari. Carandini traccia paralleli storico tipologici con le grandiose reggie dei monarchi persiani, ma anche con Versaille, la reggia dell'assolutismo per eccellenza che presenta sorprendenti analogie storiche tipologiche e planimetriche con la Domus Aurea. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 118 Virtual Archaeology Review La Domus Aurea arriva ad inglobare anche la Via Sacra, il luogo più antico e "sacro". Il luogo d'origine della città, dello stato, cuore delle sue istituzioni, diviene con Nerone appendice del vestiboolo del suo palazzo attraverso la costruzione di grandiosi portici scenografici che inquadrano un cannocchiale prospettico al cui fuoco c'è la statua colossale dell'imperatore, risplendente d'oro come il sole, figura divina a tutti gli effetti che rivela come lo stesso nome della regale residenza sia da intendere nella sua accezione più ampia non solo di casa dorata, ma di residenza di un dio, la casa del Sole ma con la caratteristica comune di essere molto simili tra loro e si suppone al loro corrispettivo di epoca romana Nell'affrontare la ricostruzione della Domus Aurea per la parte del Vestibolo e del lago ci siamo basati sulle ipotesi del Prof Carandini sviluppate dalla dott.ssa Fabiola Fraioli a partire dagli studi della Prof.sa Panella, mentre per la parte sul colle Oppio ci si è basati sugli studi e i rilievi dell'Arch Martines della Soprintendenza di Roma e delle più recenti ipotesi e misurazioni dell'Arch. Beste dell'Istituto Archeologico Germanico. Per i porticati sulla via sacra ci siamo basati sui dati di scavo della equipe del prof Carandini e del prof. Paolo Carafa diretta dal dott. Niko Arvanidis. Nel progettare la resa delle superfici, dell'aspetto esteriore e dei materiali non direttamente deducibile dalle documentazioni di scavo, e per quanto riguarda quelle parti ricostruttive di un contesto meno specifico ma evocative di una realtà non meno importante si è provveduto ad una attenta analisi iconografica attraverso la riproduzione di spazi urbani e di interni di palazzi tramandataci dalla pittura parietale principalmente di area Pompeiana. Figura 6 Ricostruzione ipotetica di un Vicolo della Suburra Il Foro Romano e i Fori Imperiali Figura 5 Ricostruzione del Colosso di Nerone La Suburra Nella realizzazione del film per National Geographic si è dovuto affrontare il problema della rappresentazione della città prima del grande incendio che la distrusse quasi completamente. In questo caso ci siamo trovati di fronte la pressocchè assoluta carenza di dati documentali e si è dovuto procedere esclusivamente per analogie, con il fine esplicito di rendere un'impatto emotivo più che una descrizione puntuale di un luogo. Molto utili, in questo senso, sono stati gli schizzi presenti nelle pubblicazione di Spinazzola su via dell'Abbondanza che costitiscono un interessante repertorio delle tipologie edilizie ed di elementi architettoni rappresentati negli affreschi di Pompei. L'elaborazione di modelli credibili di edifici costruiti con tecnica a graticcio è stato coadiuvato da una accurata raccolta di studi e documentazioni di costruzioni contemporanee costruite con tale metodo che spaziano in un ambito geografico abbastanza vasto VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 l'obiettivo dei curatori della trasmissione televisiva Ulisse era semplice e al tempo stesso molto impegnativo: riuscire a rendere la complessità dell'area quale sistema megastrutturale interconnesso. Lo stato attuale è di difficile lettura anche per gli specialisti, l'area infatti è estremamente frammentata, tagliata da una ampia strada ad intenso scorrimento che ne rende impossibile la lettura come elemento unitario. Il task era chiaro e inderogabile: occorreva procedre ad una ricostruzione completa di tutta l'area tra il Palatino, la valle del Colosseo, il Campidoglio, il Foro Romano e I Fori imperiali fino alle pendici del Quirinale. La ricostruzione doveva essere di un livello di dettaglio tale da rendere evidenti e facilmente individuabili i diversi monumenti e le precipue caratteristiche tipologiche e architettoniche, non ci si poteva quindi accontentare di una semplice ricostruzione volumetrica quale quella resa disponibile on-line con Google Earth dalla Virginia University, ma occorreva dare pienamente l'idea della straordinaria monumentalità del luogo, risultato di una stratificazione millenaria, cuore pulsante della capitale del mondo antico, catalizzatore di tutte le ricchezze, risplendenti degli ori e dei marmi pregiati a memoria imperitura dei propri 119 Virtual Archaeology Review costruttori, autentico testamento di pietra di Giulio Cesare, di Augusto, Nerone, Vespasiano, Traiano Nel realizzare la ricostruzione del Foro Romano ci si è basati principalmente sulle pubblicazioni del prof Coarelli, sugli studi topografici inseriti nel sistema georeferenziato sulla Forma Urbis sviluppato dall'Università di Roma dal Prof. Carandini e dal Prof Paolo Carafa, Per i Fori Imperiali sugli studi e i rilievi effettuati dalla soprintendenza di Roma e pubblicati dal dott. Meneghini e dal dott. Valenzani Per il foro di Traiano si è fatto riferimento agli studi di Parker e alle pubblicazioni di Eugenio La Rocca e Lucrezia Ungaro mentre Per il Foro della Pace in particolare ci si è basati sulle ipotesi del prof Pier Luigi Tucci. Figura 7 Bozzetti di Spinazzola: Architetture Tratte dagli Affreschi Pompeiani Figura 8 Ricostruzione dell'area del Foro Romano e dei Fori Imperiali Il Templum Pacis la ricostruzione del Templum Pacis o Foro della Pace a cui ha lavorato il dott.r Fabio Cavallero affronta per la prima volta alcuni elementi controversi quali la presenza di un attico sopra la trabeazione, la copertura a doppio spiovente dei porticati e la soluzione del raccordo tra l'ordine gigante del colonnato della cella e l'ordine minore del colonnato del portico. L'ipotesi nasce dalle considerazioni del prof Pier Lugi Tucci sui risultati degli scavi e dei rilievi metrici effettuati dalla soprintendenza, con particolare attenzione al confronto tra gli elementi del portico VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 120 Virtual Archaeology Review con quello che sembra essere il suo modello di riferimento: il Foro di Augusto con il quale condivide molte delle misure e dei rapporti proporzionali e dal quale potrebbe anche derivare la presenza di un'attico sopra la trabeazione. Il tentativo si è subito dimostrato efficace una volta tradotto in termini spaziali, armonizzando il progetto a quello delle altre architetture presenti nell'area e ai frammenti del rilievo della forma urbis rendendo esplicita anche la soluzione per il difficile problema della connessione del Pronao della cella con il colonnato del portico che vede sulla forma urbis la presenza di due colonne affiancate, una maggiore e l'altra minore. Si è quindi cercato altre situazioni analoghe, per verificare se a queste corrispondessero soluzioni architettonice conosciute. Il prof Tucci ha suggerito l'area del portico di Ottavia che presenta una situazione molto simile: un Pronao che costituisce un avancorpo leggermente avanzato rispetto ad un porticato con colonne di ordine minore, con una soluzione architettonica, tuttora visibile in situ, che fu oggetto di studi e rilievi da parte di G.B. Piranesi e che è stato quindi possibile adottare anche per la nostra ricostruzione del Templum Pacis. Figura 9 A sx pianta del Templum Pacis con frammenti forma urbis. A dx il Portico D'ottavia Rilievo di G.B. Piranesi Figura 10 Ricostruzione del Templum Pacis BIBLIOGRAFIA Per la Domus Aurea: CARANDINI, Andrea. "Le case del potere dai re agli imperatori". AudioLibri Laterza. Lezioni di Storia. Sulla scena di Roma - Edizione 2007 http://www.laterza.it/index.php?option=com_laterza&Itemid=97&task=schedalibro&isbn=9788849100037 PANELLA, Clementina. "Archaeological Investigations & Discoveries" (2002-2009) - THE META SUDANS / THE PALATINE HILL / "Roma-Piazza del Colosseo, area della Meta Sudans; pendici nord-orientali del Palatino." La Sapienza Roma (07/2009). http://www.flickriver.com/photos/imperial_fora_of_rome/sets/72157594580930580/ BESTE, Heinz. "Un palazzo imperiale. La domus aurea neroniana" . .S.S. Editorial Service System S.r.l. Forma Urbis Roma, settembre 2010 F. BALL, Larry. "The Domus Aurea and The Roman Architectural Revolution". Cambridge University Press. Cambridge 2003 CONTI, Cinzia, MARTINES, Giangiacomo, SINOPOLI, Anna, "Constructions Techniques of Roman Vaults: Opus Caementicium and the Octagonal Dome of the Domus Aurea". Proceedings of the Third International Congress on Construction History. Cottbus, May 2009 MARTINES, Giangiacomo, "Argomenti di geometria antica a proposito della cupola del Pantheon", Quaderni dell'Istituto di storia dell'Architettura, 13 (1989) VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 121 Virtual Archaeology Review Per i Fori Imperiali: MENEGHINI Roberto, SANTANGELI VALENZANI, Riccardo. "I Fori Imperiali, Gli scavi del Comune di Roma (1991-2007)". Viviani Editore - Roma 2007 TUCCI, Pier Luigi. "Nuove osservazioni sull’architettura del Templum Pacis". in Divus Vespasianus, il bimillenario dei Flavi, Electa - Roma 2009 PACKER. James E."Il Foro di Traiano a Roma, Breve studio dei monumenti" Edizioni Quasar - Roma 2001 LA ROCCA, Eugenio, UNGARO, Lucrezia, MENEGHINI, Roberto, "I luoghi del Consenso Imperiale, Il Foro di Augusto Il Foro di Traiano". Progetti Museali Editore - Roma 1995 Per il Foro Romano: COARELLI. Filippo. "Il Foro Romano". Edizioni Quasar. Roma 1992 VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 122 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 123 Virtual Archaeology Review Ricostruire l’antico. Dal Museo della Civiltà Romana al Museo dei Fori Imperiali Lucrezia Ungaro, Marco Sartini y Paolo Vigliarolo* Sovrintendenza ai Beni Culturali del Comune di Roma. Italia. 1. L’esigenza di ridare volumi e caratterizzazioni dei monumenti antichi romani in una esposizione prima temporanea poi permanente, è alla base della creazione del primo museo virtuale a Roma. Il Museo della Civiltà Romana è infatti l’esito di tre grandi eventi: la grande Mostra Archeologica del 1911 nelle Terme di Diocleziano, la prima sede stabile nel 1926 con la costituzione del Museo dell’Impero, la seconda grande Mostra Augustea della Romanità nel 1937 al Palazzo delle Esposizioni. Infine, tutta la collezione verrà riallestita nel 1955 nell’attuale sede all’EUR. Le riproduzioni in scala 1:1 e i modelli in scale variabili, sono già uno strumento di lettura e comprensione dell’architettura e della scultura antiche di notevole impatto. Certamente, il Museo nelle sale storiche e in quelle tematiche permette di seguire l’evoluzione della città e della sua espansione nell’impero, di comprendere la straordinaria efficacia della penetrazione nel territorio attraverso opere e cultura: cosa manca allora a questo Museo oggi? La narrazione, il contesto, l’essere umano che è sempre dietro un oggetto, un edificio, una qualsiasi realizzazione concreta. Due problemi sono infatti tuttora alla base dell’offerta di una collezione o ambiente museale: la capacità di attrarre e catturare l’attenzione, la riproduzione di un oggetto o di un contesto in modo realistico. Sistina. L’architettura romana, poi, è sì imponente ma ridotta a “schegge” rispetto all’ “intero” di splendenti palazzi ed edifici pubblici imperiali, e non racconta nulla della vita reale se non l’abilità di scalpellini e artisti del passato. Come guadagnare quindi uno spazio in un contesto così difficile? 2. Attraverso un sistema di allestimento e di comunicazione innovativo, che il Museo, inaugurato nell’ottobre del 2007, propone al pubblico. Si tratta, infatti, di un museo archeologico costituito non solo da una prestigiosa archeologici provenienti dai cinque Fori questa è la grande novità espositiva, da ricomposizioni architettoniche. di nuova generazione collezione di reperti Imperiali, ma anche, un ricco numero di Le diverse tipologie di marmi, i diversi ordini architettonici, i loro rapporti dimensionali, nonché la funzionalità degli edifici e le loro antiche volumetrie danno vita ad un museo dedicato all’architettura ed alla decorazione architettonica romana che, in antico, era parte fondamentale e significante per tutti gli edifici che componevano ogni singolo Foro. Alcuni decenni più tardi, nell’era del computer e del cellulare “tuttofare”, ci siamo misurati con una sfida dai rischi molto alti: creare un museo per l’architettura romana a Roma, l’argomento meno facile da visualizzare. Infatti, lavorare alla costituzione del Museo dei Fori Imperiali, ha significato affrontare una massa considerevole di materiali architettonici e scultorei, studiarne la ricomposizione dove possibile, ma anche il significato ideologico e la complessità costruttiva. Per questo sin dall’inizio della progettazione si è pensato, parallelamente, a come raccontare le opere esposte attraverso un apparato multimediale. Problema ulteriore da affrontare è stato quello di mantenere un corretto equilibrio tra le opere e il loro contenitore d’eccezione, i Mercati di Traiano. La progettazione e la realizzazione dell’allestimento museale e del Sistema di Comunicazione Integrato hanno richiesto il lavoro di un team di archeologi, architetti e esperti di comunicazione, dotati di una solida formazione umanistica; le soluzioni tecnologiche sono nate dalla stretta collaborazione di tutte le figure professionali, tema su cui toneremo in seguito. Abbiamo parlato di “sfida dai rischi molto alti”: a Roma i musei archeologici e le mostre archeologiche faticano molto per emergere e attrarre pubblico; la città è un museo a cielo aperto, la permanenza del turista medio è relativamente bassa e vi sono alcuni attrattori ineludibili: San Pietro, Colosseo, Cappella Fig 1. Museo dei Fori Imperiali. Ricomposizione dell’ordine della facciata dei portici del Foro di Augusto. In primo piano, frammenti pertinenti a teste di divinità maschili dalla decorazione a pannelli dall’attico dei portici. L’apparato comunicativo del Museo dei Fori Imperiali si compone, oltre che della tradizionale pannellistica contenutistica e direzionale, di un ricco sistema multimediale che accompagna il visitatore, e lo aiuta, attraverso una comunicazione "semplice e VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 124 Virtual Archaeology Review immediata”, alla comprensione degli snodi contenutistici focali del percorso espositivo. La possibilità di testare sul pubblico l’efficacia di un prototipo dei prodotti multimediali ha determinato la scelta della tecnica con la quale realizzare i prodotti video. Si è utilizzata infatti una “tecnica mista”, un sistema di montaggio che fa uso di tutte le potenzialità comunicative dell’immagine: dalla ripresa diretta, alle foto d’epoca, alle ricostruzioni archeologiche realizzate ad acquerello e, da ultimo, anche al 3D e alle più evolute tecnologie per l’elaborazione dell’immagine. Attualmente l’apparato multimediale del Museo si compone di una sala multimediale, in prossimità dell’ingresso, che introduce il pubblico alla visita, e di 10 postazioni video (o videopannelli) dislocati lungo tutto il percorso museale. Per la realizzazione di questi prodotti si è lavorato secondo un vero e proprio ragionamento semiotico-strutturale dell’immagine in movimento, assunta come linguaggio assolutamente autonomo e universale. I prodotti hanno una durata massima di 3 minuti ciascuno. Al momento attuale non hanno né audio né colonna sonora di accompagnamento, né sottotitoli. La loro realizzazione è stato l’esito di un lungo e accurato lavoro sulla messa a punto degli storyboard, che partono tutti da una base comune. I video hanno inizio con la collocazione dell’antica valle dei Fori in relazione alla moderna situazione urbanistica di Roma, evidenziando come oggi, esattamente come allora, i Fori Imperiali fossero collocati nel cuore della città. Tali informazioni geografiche sono ottenute con tecniche di dissolvenze e sovrapposizioni tra immagini moderne e ricostruzioni della fase romana; ogni singolo prodotto poi mostra, in funzione del materiale e delle ricomposizioni architettoniche presenti nella sala in cui è collocato, una ricostruzione dei frammenti architettonici o statuari. Di qui si mette in luce la funzione dell’edificio in cui è inserito il frammento ed il suo stesso rapporto con il Foro di appartenenza e dei Fori attigui. Questo processo narrativo circolare, comune a tutti i videopannelli, determina un Leitmotif che orienta il visitatore, il quale ritrova in qualsiasi sezione del Museo le informazioni essenziali alla comprensione dei Fori in antico e, nel caso specifico, le notizie necessarie alla comprensione di ciascuna sala museale e dei reperti esposti in essa. Fig 2. Museo dei Fori Imperiali. Il sistema di comunicazione del museo all’interno della taberna dedicata al Foro di Nerva: pannello e videopannello con il fregio proveniente dal tempio di Minerva. La sala multimediale, allestita in una delle tabernae più profonde del piano terra della Grande Aula, è caratterizzata da un maxischermo retroproiettato per mezzo di un sistema video, dotato al suo interno di un pc ed equipaggiato con un impianto audio. L’esigenza di trasmettere le informazioni di base alla visita del Museo, rivolgendosi a tutto il pubblico possibile, quindi anche ai giovanissimi, ha reso necessaria l’ideazione di uno storyboard molto particolare. Ad un anno dall’apertura del Museo dei Fori Imperiali è possibile trarre le prime considerazioni sul suo Sistema di Comunicazione Integrato; considerazioni che nascono da dati concreti e scientifici elaborati da alcuni degli operatori del Servizio Civile Volontario attivi ai Mercati di Traiano. La notevole quantità di informazioni acquisite ed elaborate ci permette di progettare precisi interventi, nell’immediato futuro, sul Sistema di Comunicazione. Si è deciso dunque di dotare i prodotti video di una leggera banda sonora che accompagni i filmati, rispettandone ed enfatizzandone il ritmo narrativo, e, soprattutto, si sta lavorando per dotarli di uno speakeraggio essenziale e didascalico in italiano ed in inglese, affinché i contenuti possano arrivare nella forma più chiara possibile a tutte le tipologie di pubblico. Una mascotte: Columnus, dalla Roma dei nostri giorni, guida il pubblico indietro nel tempo, in un viaggio che dai Mercati di Traiano e attraverso la visione di tutti i Fori, nelle varie epoche storiche, lo fa tornare all’età imperiale, ed alla fine gli permette di “ritrovare se stesso” in un capitello nell’allestimento museale del Foro di Augusto. Completamente diversa è invece la struttura e la caratteristica comunicativa degli altri 10 prodotti video dislocati nelle sale espositive del Museo. Le postazioni video sono infatti composte da schermi LCD collegati a mini-player tramite un cavo s-video. Tutto l'hardware è stato inserito all'interno di pannelli del tutto simili a quelli didattici presenti nel percorso museale, creando uniformità e riducendo l'impatto visivo. Il video è compresso in qualità DVD (formato mpeg2) ed è contenuto in una flash card inserita nel player stesso. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Fig. 3. Uno screenshot del video con la ricostruzione sullo stato attuale della peristasi del tempio di Marte Ultore all’interno del Foro di Augusto. Inoltre, al fine di migliorare la qualità visiva dei prodotti, e mantenersi quindi aggiornati con le proposte che il mercato offre costantemente, verranno adeguati gli apparati hardware con 125 Virtual Archaeology Review soluzioni più performanti. Ma tutto ciò non basta, è in programma anche un implemento degli apparati multimediali del Museo dei Fori Imperiali. Si prevede infatti la realizzazione di nuovi filmati – uno dei quali già terminato, ed in attesa di essere testato sul pubblico – e l’utilizzo di uno spazio con postazioni multimediali fisse affinché il visitatore, se interessato, possa approfondire la visita accedendo a materiale d’archivio tramite schede di approfondimento relative ai reperti esposti, e soprattutto, al sito web del Museo. A tal proposito va infatti sottolineato come un Sistema di Comunicazione di nuova generazione non si concluda con gli apparati e i prodotti presenti in un museo; una grande importanza a livello comunicativo è infatti affidata all’utilizzo di internet. Il sito web del Museo dei Fori Imperiali è stato infatti ideato e realizzato con le caratteristiche del Museo stesso. Ricco di contenuti ma con la possibilità, da parte dell’utente, di accedervi per gradi a seconda delle esigenze di approfondimento e, soprattutto, ricco di immagini e sempre in linea con le scelte comunicative interne al Museo. Esso è corredato, di conseguenza, da una vasta sezione dedicata ai “multimedia”, in cui l’utente può prendere visione e scaricare le anteprime di tutti i video dei quali poi potrà fruire, per intero, visitando il Museo. Il sito web è inoltre concepito come un filo diretto con il visitatore, che può leggere le ultime notizie nella sezione “News” ed ha la possibilità di iscriversi alla newsletter del portale dei musei del Comune di Roma, per essere costantemente aggiornato sulle mostre e le altre manifestazioni culturali programmate dall’Amministrazione. Fig. 4. Uno screenshot con la ricostruzione in dissolvenza delle volumetrie dei Fori Imperiali in rapporto alla situazione urbanistica attuale. 3. Il Sistema di comunicazione costituisce quindi il ‘valore aggiunto’ del Museo: la sua visita deve anche suscitare stupore e far percepire la scoperta dell’architettura dei Mercati, della storia della città, e al tempo stesso della complessità dei Fori. Per questo l’allestimento nel suo insieme non può essere statico, ma deve evolvere con gli studi dei ricercatori e con gli interessi del pubblico, superando il limite che uccide da sempre l’istituzione museale: quello dell’autoreferenzialità e del confinamento in un assetto immobile e definitivo, in sostanza privo di dinamismo, di capacità di rigenerarsi e di produrre fidelity nel proprio pubblico. Torniamo quindi ai problemi citati nel primo paragrafo: la capacità di attrarre e di catturare l’attenzione, la necessità di riproporre oggetti o contesti in modo realistico. Lo sviluppo della proposta virtuale deve e può andare a questo punto in varie direzioni. 3.1 La produzione “editoriale” derivata dall’elaborazione multimediale quale mezzo di comunicazione del brand museale - culturale con una diffusione differenziata tra il mercato nazionale e quello estero, tra i diversi target di pubblico; si tratta di espandere l’applicazione del marketing territoriale a quello culturale ponendo attenzione ad una serie di relazioni: costo (della produzione) - beneficio (indotto occupazionale, ritorno di immagine), elaborazione dei contenuti – attendibilità scientifica – capacità attrattiva del prodotto. 3.2 La possibilità di analizzare il territorio al microscopio e nel contempo di ricostruire l’ambiente antico, il paesaggio e le sue trasformazioni antropiche, facendo riferimento e applicando diverse discipline scientifiche per la ricerca, come la botanica. Esempio eclatante da un monumento apparentemente molto conosciuto, l’analisi del rilievo vegetale dell’Ara Pacis, il cui valore simbolico (e solo secondariamente naturalistico) è stato rivelato proprio dall’apporto della botanica, con conseguenze rilevanti sulle proposte di coloritura del rilievo marmoreo. 3.3 La concreta possibilità di comunicare diacronia e contemporaneità: in una città come Roma, che ha tremila anni circa di continuità sullo stesso suolo, la ricostruzione virtuale (sempre rispondente alla correttezza dei contenuti) permette di “raccontare” tutte le storie possibili e di contestualizzare i resti soprattutto archeologici attraverso nuovi strumenti da utilizzare nei complessi monumentali e museali in grado di fornire al pubblico immersione e interattività. 3.4 Le creazione di banche dati comuni devono contribuire a formalizzare sistemi di comunicazione univoci e multilingue, per favorire una reale diffusione del patrimonio comune: troppe banche dati sono fallite proprio perché studiate dal punto di vista informatico e non da quello dei contenuti. I nuovi bandi “cultura” della Comunità Europea dovrebbero ora concorrere a dare concretezza alla banca dati “Europeana” con l’apporto di dati alfanumerici e l’elaborazione di immagini e proposte ricostruttive. Le reti museali in tal senso sono molto importanti e la creazione di database multilingue alimenta la circolazione di idee e soluzioni comunicative. 3.5 L’elaborazione della terza dimensione deve essere quindi finalizzata a questi obiettivi: diffusione del patrimonio attraverso la sua conoscenza, secondo i principi dell’educazione e dell’ intrattenimento, attraverso linguaggi multilingue ma rispondenti ad un thesaurus comune, secondo un trattamento dell’immagine che restituisca corretta unità visiva di quanto si va ricostruendo: in questa direzione si lavorerà all’interno del progetto 3D COFORM. Altro contributo fondamentale della terza dimensione è lo studio della salvaguardia del patrimonio: la tecnologia analitica ci permette di mettere a confronto lo stato di conservazione di monumenti e collezioni museali attraverso il rilievo laser dello stato attuale confrontato con documentazione precedente. E’ il caso dei calchi di opere realizzati nel secolo scorso o addirittura nel XIX secolo: la Colonna Traiana, ad esempio, può essere indagata attraverso il confronto tra i calchi del XIX secolo conservati in più sedi e la documentazione dei restauri recenti e dello stato attuale. Torniamo così al nostro primo Museo virtuale sulla romanità e ai principi culturali ispiratori ieri come oggi della ricostruzione e riproduzione dell’opera d’arte. 4. Una diffusa e corretta comunicazione con il pubblico ha riflessi molto positivi sulla convivenza in ambito urbano tra l’archeologia, considerata di solito un “ostacolo” dello sviluppo urbanistico, e le esigenze del vivere quotidiano. Si deve riconoscere che solitamente mancano l’informazione e il VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 126 Virtual Archaeology Review coinvolgimento del cittadino nelle attività di scavo e restauro urbano (oltre che della piena consapevolezza di memoria e patrimonio comuni): il “museo diffuso” sul territorio e nei luoghi deputati deve fornire anche quegli elementi di aggiornamento sulle indagini e sulle nuove acquisizioni che motivano la formazione della piena consapevolezza della memoria e del patrimonio comuni, contribuendo ad educare i cittadini, dai piccoli ai grandi, alla difesa e alla valorizzazione dei beni culturali. 5. In sintesi il linguaggio multimediale - quello della nostra era deve migliorare la comunicazione e la divulgazione della ricerca anche attraverso suggestioni emotive, in poche parole: evocare, informare, conoscere, ovvero semplificare senza banalizzare. Proprio per questo non possiamo trascurare un tema appena sfiorato al suo inizio: quello della formazione. A questo proposito deve essere aperto un dibattito a tutto campo: ancora oggi le due sfere formative – umanisti e informatici – studiano e si formano in ambienti completamente diversi e separati; quando si parla di formazione, si intende a senso unico, ossia destinata agli umanisti perché apprendano i rudimenti delle tecnologie applicate. Ciò non tiene conto del fatto che l’informatico deve pure conoscere i rudimenti del bene culturale, del patrimonio per poter progettare architetture informatiche realmente utili alla conoscenza, alla gestione e alla comunicazione al pubblico nei musei oppure on line. * Il presente contributo ha una concezione unitaria ma il paragrafo 2 è a firma di Marco Sartini e Paolo Vigliarolo, il rimanente testo è a firma di Lucrezia Ungaro Bibliografia UNGARO L. (a cura di), Il “Pubblico” ai Mercati di Traiano e dintorni, tra apprendimento, suggestione, comunicazione, in Esperienze e progetti, III, Ferrara, 2009. UNGARO L., “Roma: El Museo de los Foros Imperiales en los Mercados de Trajano. Conservaciòn, puesta en valor y comunicaciòn de la arquitectura antigua y de la decoraciòn escultòrico-arquitectònica” in Museos.es, 4, Madrid, 2008. UNGARO L. (a cura di), Museo dei Fori Imperiali – Mercati di Traiano, Milano, Guida, 2008. UNGARO L. (a cura di), Il Museo dei Fori Imperiali nei Mercati di Traiano, Milano, Electa, 2007. UNGARO L., “ ‘Esporre’ i Fori Imperiali: ricostruzione, ricomposizione, integrazione, comunicazione nel sistema museale. Le ragioni della conservazione, le ragioni della fruizione”, in Palladio, 36 (2005) Roma, 2006, pp. 69-86. UNGARO L., “Comunicare i Fori Imperiali nel museo: tra immagine e integrazione reale”, in L. HASELBERGER, J. HUMPHREY (a cura di), Imaging ancient Rome. Documentation – visualization – imagination, Proceedings of the third Williams Symposium on classical architecture, Rome 20-23 Mai 2004, “JRA”, Suppl. s. 61, Rome 2004, pp. 191-201. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 127 Virtual Archaeology Review Ashes2Art Now and Tomorrow: Delphi, Alexandria and the Red Sea Arne R. Flaten Department of Visual Arts, Coastal Carolina University, Conway, South Carolina, USA Resumen Ashes2Art es una iniciativa cooperativa de investigación de estudiantes universitarios que se centró en la aplicación de herramientas digitales a proyectos culturales de Patrimonio Cultural. El programa comenzó en 2005 en Coastal Carolina University, y de 2007 a 2009, la Universidad trabajó con estudiantes de Arkansas State University para estudiar y construir varios recursos digitales que pertenecen a Delfos, Grecia. En enero 2011 el proyecto Ashes2Art en Coastal Carolina University comienza la colaboración con el Centro para la Arqueología Marítima y Herencia Submarina y Cultural de la Universidad de Alejandría, Egipto. Trabajaremos con directores de excavación en el Lago Mareotis (cerca de Alejandría) y en varios sitios del Mar Rojo. Palabras clave: MODELOS DIGITALES, HUMANIDADES DIGITALES, PEDAGOGÍA Abstract Ashes2Art is a collaborative undergraduate research initiative focused on the application of digital tools to cultural heritage projects. The program started in 2005 at Coastal Carolina University, and from 2007 to 2009, Coastal Carolina University worked with students and faculty at Arkansas State University to study and build various digital resources pertaining to Delphi, Greece. In January 2011 the Ashes2Art project at Coastal Carolina University begins collaboration with the Center for Maritime Archaeology and Underwater Cultural Heritage at Alexandria University, Egypt. We will work with excavation directors on Lake Mareotis (near Alexandria) and at various sites along the Red Sea. Key words: DIGITAL MODELS, DIGITAL HUMANITIES, PEDAGOGY 1. INTRODUCTION 2. ASHES2ART Students are digital natives. Cellphones, GPS, iPods, CAD designs, email, digital projection systems, home computers, the internet…all are commonplace. Digital models, too, have become common to a wide range of programs and projects, including mass media productions (feature films and television), museum displays, ipod apps, and various cultural heritage initiatives. There persists an underlying suspicion about digital models since there exists no coherent international body to assess and jury the accuracy of digital models and related materials. The SAVE project (Serving and Archiving Virtual Environments), discussed at length at the annual Computer Applications and Quantitative Methods conference (CAA) in Budapest in 2008, proposed just such a governing body. Although the Ashes2Art project is directly interested in the construction of accurate, publicly available digital models, this is a topic for future conversations. The present discussion provides a brief overview of a pioneering undergraduate program that combines digital technologies with various disciplines in the humanities to explore cultural heritage sites. It trains the next generation of digiterati to apply their skills to important heritage issues. Ashes2Art (www.coastal.edu.ashes2art) began at Coastal Carolina University in 2005 as a means of blurring the lines between lecture and laboratory, between art history, archaeology and technology, and between undergraduate students and faculty research. It is an undergraduate interdisciplinary and collaborative program that combines art history, archaeology, web design, 3D computer models, video design and digital panoramic photography to explore and recreate monuments of the ancient past online. As a digital humanities initiative concerned with cultural heritage, it focuses on a web-based, open-source presentation of its materials conducted by faculty and undergraduate students at Coastal Carolina University and other universities, including Arkansas State University in Jonesboro, AR and, most recently, Alexandria University, Egypt. Because it relies exclusively on undergraduates, a program of this kind has distinct limitations which may not affect other programs to the same extent. Budgets are a concern to programs everywhere, especially in our current economy, but our financial concerns are unique, or at least more immediate. The turnover of our workers (ie. students) is more pronounced than one would find in graduate programs, governmental agencies or in the private sector. We also are at the mercy of our student skill sets: in any given year we may have several who can build digital models, but none that with extensive web design skills, or vice versa. As program directors, our schedules are limited by the other courses we teach, by sundry university commitments, by travel/funding restrictions. Our ability to integrate new VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 128 Virtual Archaeology Review technologies and to teach those technologies is restricted by state purchasing regulations, by staffing issues, by the skills and interest levels of our students, and by curricular concerns that do not affect other programs. My co-director, Paul Olsen, and I founded the project with an idea and a graphic design Macintosh computer lab with no additional funding. As an art historian, I was impressed by the work at the University of California-Los Angeles (UCLA) and various programs worldwide, and I wondered if similar ideas and technologies might be applicable to an undergraduate course setting. Our first stage was exploratory: we focused on applying various technologies to three well-known piazze in Renaissance Florence. It was a test case to gauge the potential of our ideas. We did not attempt to reconstruct “lost” monuments, but our students stitched digital panoramas, wrote essays, compiled biographies and bibliographies, designed a website, and built an interactive 3D map. All this with twelve students in one semester. A summer institute at UCLA sponsored by the National Endowment for the Humanities in 2006 (directed by Drs. Sander Goldberg and Diane Favro) allowed me to discuss our preliminary work with a discriminating audience. The results of that first semester (fall 2005) and subsequent conversations with institute directors and attendees were sufficiently encouraging that we decided to expand the project’s scope. 2.1 Ashes2Art: Delphi In fall 2006 we began collaboration with Dr. Alyson Gill at Arkansas State University (also an attendee at the NEH Institute at UCLA) to work on Delphi, Greece, and we planned to include the construction of digital models as a focus of the program. Figure 1. Reconstruction of the southeast corner of the Temple of Apollo, Delphi. Taylor Baldwin, Coastal Carolina University, 2010. Ashes2Art was offered for course credit at both universities in spring 2007, 2008 and 2009. We were awarded a grant from the National Endowment for the Humanities in 2007 and, with permissions from the Hellenic Ministry of Culture and the support of the American School for Classical Studies at Athens, we traveled to Delphi with students in summer 2007 and 2008. We also received permission to work at Corinth, Nemea, Isthmia, Epidauros, Olympia, Delos, and Aegina. Over the course of those two years, students collected GPS data, shot digital panoramas, built digital models of various monuments, designed a new web site, wrote essays, wrote lesson plans in compliance with United States National Standards for Visual Arts Education, built flythrough and educational videos, and designed interactive maps and resources. We hope to post the VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 40-plus panoramas online, but we are still waiting for permission from the Hellenic Ministry of Culture and the Archaeological Museum at Delphi. In support of the project, the administrations at Coastal Carolina and Arkansas State built project-specific computer modeling labs totaling over $150K. At Coastal Carolina, the Ashes2Art course is now crosslisted between Art History, Graphic Design and History, which means students from various disciplines can receive credit toward their major and minor degrees. It also means that we are able to tap into the skills and methods of disparate programs of study. Figure 2. Reconstruction of the entablature, roof, lion heads and acroteria on south side of Temple of Apollo, Delphi. Taylor Baldwin, Coastal Carolina University, 2010. 3. DIGITAL MODELS I have published elsewhere some general remarks about the methodology employed in the construction of our digital models (FLATEN, 2009). Digital models are increasingly common among digital humanities, cultural heritage, and virtual archaeology projects so I will not endeavor to summarize those thoughts here, but there are considerations that pertain to utilizing (and teaching) these kinds of tools in an environment that is exclusively aimed at undergraduates. Our models are focused on 4th century BCE monuments at Delphi, the famous site of the Delphic oracle and of the Pythian games. The models are based primarily on the Fouilles de Delphes, the excavation reports published by the French Archaeological School over the last hundred years. In conjunction with those reports, we use high-resolution photographs of the site and of objects in the Archaeological Museum, and monument-specific articles that revise, refine or supplement the information in the archaeological reports. The marble textures we apply to our models are taken directly from high-res photographs of the marble blocks onsite. In some cases, we are forced to build multiple models to address competing scholarly opinions and concerns, as is the case with the roof of the tholos of Athena Pronaia (single tier versus double tier). Models are built in 3dsMax and Mudbox, with early draft models sometimes sketched out in Google Sketch Up Pro. Beginning in fall 2009, a course in 3dsMax is offered through the Department of Theatre at Coastal Carolina University to train students in the basics of digital modeling before entering the Ashes2Art program. Surprisingly perhaps, the demands of digital set design for largescale theatre productions provide many of the skills our students need for our reconstructions of ancient monuments. Digital models are only one component of the Ashes2Art program, but they are vital to our mission. 129 Virtual Archaeology Review Our philosophy on computer reconstructions and the project in general can be summarized by three points: 1) Uncertainty is a crucial component of knowledge; 2) Precision does not imply accuracy; and 3) Questions are more important than definite answers. These concepts are crucial to our students and to the success of the program, from both a pedagogical standpoint and when surveying our output. Many of the specifics of any given monument that we work on are not Figure 3. Reconstruction of entrance (east) to the Temple of Apollo, Delphi. Taylor Baldwin, Coastal Carolina University, 2010. known, or at the very least are contested; this is not surprising considering that the structures are 2500 years old. The difficulty that derives from this fact is especially evident in trying to reconstruct the interior of the Temple of Apollo (which we are still working on). To my knowledge there exists no generally accepted model in any format of the Temple of Apollo’s interior. Uncertainty in digital reconstruction models (or any type of models) is not only valuable and expected, it is necessary; the key is to make certain that the (meta)data that supports the models is clearly presented and the methods are transparent. Computers allow an almost infinite degree of precision, but designing a model that can be measured in fractions of millimeters does not necessarily have any bearing on the accuracy of that reconstruction: the height and intercolumniation of a Doric column is rendered irrelevant if that column should be Ionic, and so on. Ultimately, the types of questions that are raised by uncertainty become invaluable for the collaborative learning and teaching process: what types of hinges were used? How were treasury or temple doors locked? Was the roof tiles built of ceramic or marble? These “rules” or guiding principles have helped us to define our mission and refine our models, essays, lesson plans and resource materials, and they are valuable lessons for our students regardless of discipline. They encourage research, enhance discovery, support creative solutions. Our methods and our successes have allowed Ashes2Art, along with programs at Duke and Harvard universities, to be identified recently as “inspiring a new kind of undergraduate education that is immersive, experiential, and contributive at the same time.” (VILLANO, 2009: 26-30) 4. ASHES2ART AND ALEXANDRIA UNIVERSITY In 2010 the details were sketched out for a collaboration between the Ashes2Art program at Coastal Carolina University and the Center for Maritime Archaeology and Underwater Cultural Heritage (CMA) at Alexandria University, Egypt. Olsen and Flaten visited Alexandria in March 2010 to discuss our program with students and discuss the details of the collaboration with Dr. Emad Khalil (director, CMA) and other faculty and staff at the University. A signed Memorandum of Understanding is expected in August 2010. Beginning in January 2011, Ashes2Art will work at various excavation sites at Lake Mareotis, immediately west of modern Alexandria (BLUE, 2006, 2007; KHALIL, 2010). When work at Mareotis is sufficiently underway, we plan to work on multiple sites on the Red Sea, perhaps including Wadi Gawasis, Quseir al-Qadim, and the Sadana Island shipwreck. In support of excavation teams led by Dr. Emad Khalil, Dr. Lucy Blue (University of Southhampton, UK), and Dr. Cheryl Ward (Coastal Carolina University), Ashes2Art will collect GPS data, shoot digital panoramas, design and populate site-specific online databases and site-specific virtual museums, build computer models of excavated ancient boats and ports, and design a digital representations of the radical topographic changes to the areas over the past two thousand years. As part of those reconstruction efforts, we plan to introduce LIDAR scanning to the sites to better understand, and better reconstruct, the topography. Figure 4. Detail of reconstructed stereobate and stylobate from the east, Temple of Apollo, Delphi. Taylor Baldwin, Coastal Carolina University, 2010. This collaboration represents a radical and exciting departure for the Ashes2Art program. For the first time, we will have unlimited access to all excavation materials, we will be able to document excavations in realtime, and we will assist in the reconstruction of sites and maritime vessels that heretofore were completely unknown. We will be able to work directly with excavators and play a fundamental role in disseminating data about their excavations worldwide. Moreover, our digital models of individual components of boats will aid in the physical reconstruction of the vessels themselves and to better understand the specifics of boat construction and trade from ancient Egypt through Rome and the Ottomans. The collaboration also is expected to result in faculty and student exchanges between the two universities beginning in spring 2011. Dr. Cheryl Ward and I will take students to Egypt for three weeks in May 2011 to begin that process. Program directors at both institutions will apply for collaborative grants through national agencies in Egypt and in the United States. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 130 Virtual Archaeology Review 5. CONCLUSIONS Figure 5. Map of Lake Mareotis today and in antiquity (Khalil). In 2007 I addressed the historic joint-meeting of the National Endowment for the Humanities (NEH) and Consiglio Nazionale delle Ricerche (CNR) in Washington, D. C. about the Ashes2Art project. (FLATEN, 2008: 76-86) At the time I expressed that my presence there was similar to arriving at a car race riding a bicycle. With the august body of scholars and researchers gathered at Arqueologica 2.0, I feel in some ways as I did then. Ashes2Art is a small and modest project, with a negligible budget and a “staff” of undergraduates that changes from semester to semester. Yet, our project is vital to the future of cultural heritage programs and digital humanities initiatives because we are training the next generation of programmers and researchers. Students are introduced to a heuristic means of acquiring knowledge, they are discovering new approaches to learning, and they are applying the digital skills that pervade our modern world to sensitive heritage issues. I am proud of our students’ successes, and I am excited about the opportunities that our new collaboration with Alexandria University will provide. I look forward to discussing future developments of our program at forthcoming SEAV conferences, and to participate in the International Forum for Virtual Archaeology. ACKNOWLEGMENTS I would like to express my sincerest thanks to SEAV and Arqueológica 2.0 for inviting me to participate in this exciting event. Paul Olsen, Ashes2Art co-founder and co-director, and I are indebted to the administration at Coastal Carolina University for their continued support of the Ashes2Art project, in particular the Dean of Humanities and Fine Arts, Dr. Bill Richardson, and the Provost, Dr. Robert Sheehan. For work at Delphi, the project is grateful for the support of the National Endowment for the Humanities, and the access to archaeological sites provided by the Hellenic Ministry of Culture and the American School for Classical Studies at Athens. Lastly, and perhaps most importantly, we would like to thank the students in Ashes2Art, without whom the project would not exist: in spring 2010 those students were Taylor Baldwin (digital models), Ryan D’Alessandro (digital models), Caitlin Jones (digital models), Braden Pate (web design), Evan Donnevant (lesson plans), Samantha Bailey (lesson plans), Preston Moorhead (research/archives), Jacquelyn Mascia (research/archives), and Jesse Nevins (research/essays). REFERENCES BLUE, Lucy and RAMESES, S. (2006): Lake Mareotis Research Project. Report submitted to the Egyptian Supreme Council for Antiquities on the fieldwork and results of the September 2006 field season. BLUE, Lucy and RAMESES, S. (2007): Lake Mareotis Research Project. Report submitted to the Egyptian Supreme Council for Antiquities on the fieldwork and results of the May & July/August 2007 field seasons. FLATEN, Arne R. (2008): “Ashes2Art: Collaboration in Digital Humanities”, in New Technologies to Explore Cultural Heritage (National Endowment for the Humanities and the Consiglio Nazionale delle Ricerche): Rome & Washington, pp. 76-86. FLATEN, Arne R. (2009): “The Ashes2Art Project: Digital Models of Fourth-Century BCE Delphi, Greece”, in A. Flaten & A. Gill (eds.), Visual Resources: an International Journal of Documentation, vol. 25, special issue: Digital Crossroads: New Directions in 3D Architectural Modeling in the Humanities (12/2009), pp. 355-372. KHALIL, Emad (2010): “Waterfront Installations and Maritime Activities in the Mareotic Region”, in L. Blue (ed.). Lake Mareotis: Reconstructing the Past. Proceedings of the International Conference on the Archaeology of the Mareotic Region held at Alexandria University, Egypt, 5th-6th April 2008. BAR International Series 2113: 135-145. Archaeopress. Oxford. VILLANO, Matt (2009): “Expanding the Canon”, in Campus Technology (10/2009), pp. 26-30. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 131 Virtual Archaeology Review Current Productions Carnuntum, German Limes and Radiopast F. Humer 1, C.Gugl2, M. Pregesbauer 3, F. Vermeulen 4, Ch. Corsi 5 and M. Klein 6 1 Govt. of the State of Lower Austria, Dept. of Cultural Affairs, Archaeological Park Carnuntum. 2 Austrian academy of science, Vienna. Austria 3 Govt. of the State of Lower Austria, Dept. of Hydrology and Geoinformation 4 Department of Archaeology Ghent University, Gent, Belgium 5 Universidade de Évora, Évora. Portugal 6 7REASONS, Vienna. Austria Resumen Presento tres proyectos elegidos que delimitan técnicas diferentes de la producción y su transmisión de contenido. El impacto diferenciado en la absorción pública del contenido es descrito dependiente a experiencias con ello en exposiciones y publicaciones, y puede ser usado para rectificar futuros acercamientos de temas similares. En la mayor parte de estas producciones, las dificultades técnicas fueron estudiadas y solucionadas por el uso extenso de instrumentos diferentes y técnicas para conseguir una salida razonable y representar nuestro estado del conocimiento que nos gustaría compartir. La documentación de la producción así como la comunicación entre la producción y grupo de investigación es indispensable en estos formatos multimedia. Palabras Clave: RECONSTRUCCION, ROMANO, CARNUNTUM, LIMES, RADIO-PAST Abstract The here presented three chosen projects mark out different techniques of production and their transmission of content. The differentiated impact on the public absorption of the transported content are described dependent to experiences with it in exhibitions and publications, and can be used to rectify future approaches of similar topics. In most of these productions, technical difficulties were observed and solved through extensive use of different tools and techniques to achieve a reasonable output and represent our current state of knowledge which we would like to share. The documentation of the production as well as the communication between the production and research team is indispensable to the sucsess of these media formats. Key words: RECONSTRUCTION, ROMAN, CARNUNTUM, LIMES, RADIO-PAST 1. CARNUNTUM 2009-2011 1.1. Assignment Marking the 2000 year anniversary of the former Roman capital of Pannonia superior, Carnuntum, we had the chance to start a long-term project, aiming for a total reconstruction of the city, the legionary fortress and its canabae, including the surrounding landscape. This will result in a 1:300 scale model measuring over 20 x7 meters as well as a series of other media including Film and interactive Applications. The Scale Model will inherit approx. 5600 buildings and will be processed through virtual models which will then be plotted on a 3d printer, either as a single instance or in negative-form in order to duplicate certain smaller buildings by cast moulting. The generated computer models will also be used for the film scenes and have to be prepared accordingly. The final result will be presented in spring 2011. We will present a short overview of the used techniques and show the current state of this project. Figure 1.1 Scene of the reconstructed Forum VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 132 Virtual Archaeology Review 1.2. Technical realisation One of the tasks of the project was the construction of a haptic scale model of the ancient city including its surrounding area. The model displays a section measuring 6,750 m x 4,500 m in a ratio of 1:300 and thus being 22,5m x 15m in size and including over 5000 visible Structures. Therefore extensive planning was necessary for the implementation of this model. Figure 1.3 Set-up of the framework for the Scale Model Figure 1.2 Lidar and STL Model of Carnuntum Unlike traditional model building the scene was entirely built in 3-D programmes and then printed in a 3-D format. For this process a Stereolithographic machine (STL) was used which utilises laser technology to build up the layers of a structure in a matter of hours. For certain repeating buildings a vacuum moulding technique could be used to lower costs since this allowed the replication of existing prototypes. Hence the 3-D Objects had to be made especially to meet the requirements of 3-D printing. Figure 1.4 Virtual and Scale Model of the Great Baths of Carnuntum Due to technical limitations the Terrain had to be divided into 38 terrain tiles that would have to fit perfectly together with a very low error tolerance (<0,5mm). It was decided that instead of placing single houses across this model, a set of structure tiles were used approx 7cm in size. This would ease the production process of the model as well as set further requirements. The base of these Structure tiles had to be subtracted from the Terrain tiles so that these would fit exactly into the indentation afterwards. 1.4. Artefact Database 1.3. Object creation The Database is available online to the public whilst professionals can access additional metadata. The creation of the virtual models involved in this project had to fulfil certain requirements. They would have to be able to be produced by a 3-D Plotter and therefore had to be constructed as STL files. This would mean that the individual models consisted of a single mesh with no holes or vertical elements that were hanging over. Roofs and Structures were separated in the process for alternate coloring and reassembly afterwards. Currently a virtual web based database is being established containing numerous findings of roman artefacts from the carnuntum area. The artefacts are scanned with a professional scanner and then processed to be able to present a lowresolution poly model containing detail information of the high poly model in an interactive flash application alongside photos of the artefact. The original texture however is not shown in these objects as other information regarding the surface properties is more abundant that way. 2. VIRTUAL LIMES OF RAETIA AND GERMANIA SUPERIOR 2.1. Assignment In autumn 2009, a consortium of regional municipal and federal state authorities in Baden -Württemberg, Germany, requested a VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 133 Virtual Archaeology Review proposal for the visualisation of a approx. 90 km long part of the former roman Limes, inheriting 11 military bases and their civil settlements. The output should result in a virtual 3d real-time environment allowing the user to interactively navigate through these settlements while receiving the necessary information about the regions, buildings and local finds, on the fly. Two short films should explain the historical background of this segment of the German Limes, giving an insight view to the daily life of a roman solider, explaining their duties, equipment and architectural environments. All media was to be presented in a stereoscopic format. In addition, a GIS -like application should allow the user to stroll along the former Roman Limes section while gathering information through marked areas and points of interest but also giving him the opportunity to change the appearing maps from the present to the reconstructed state. The great task in this project was to find a solution for deducing the data size to a suitable dimension while still conserving most of its visual quality. realized scenes and objects were also published within this blog and could therefore be documented. 2.4. Technical realisation In a first attempt, a query of existing 3d real-time engines was done, to assure that the large amount of data could be presented fluently in a high quality. Our requirements to the 3d real-time editor where focused on interchangeable data formats, interactive implementation through simple scripting languages, good stability and a comprehensive asset management. After a few weeks of trials we decided that the UNITY3d engine suited these requirements best, and would also be a good option to publish on various operating systems and hardware devices (mobile, web, standalone, consoles, etc..) The output of a stereoscopic format could be assured, since the compiled version of the application allowed to write to its camera buffer and was therefore suitable for both DLP and active stereoscopic devices like 3dVision from Nvidia. 2.2. Resources The research team consisted of five archaeologists assigned to different duties. The content of this Project was broken down to the individual scenes, giving us time to process the given information and present it for correction and validation. Finally, a 130 page manuscript documented all decisions through interpretation of the gathered source material. A coarse DHM together with topographic maps and orthogonal photos of the region was supported by the federal authorities, while a detailed LIDAR (light detection and ranging scan) was produced and processed by our partner (ARCTRON), which presented the base for the used Geographical Information System, where all archaeological and topographical information could be hosted. 2.5. Object creation In order to obtain fluid frame rates for the end -product, we where aiming to keep the polygon count as low as possible while keeping as much visual quality as possible. The base reconstructions where made in high to medium resolution and served as a pattern of textures, which where then applied to low resolution models. A standardisation of objects had to be achieved to meet the large amount of buildings and structures used within these scenes. The various military complexes where constructed of a modular set of parts which could be assembled to fit the archaeological constituent and its interpretations. In case of anomalies, adoptions of the pre modelled objects had to be made. The templates where delivered from standing structures and well known regional reference sites as well as literal sources of antique authors and illustrated examples. A similar approach defined the illustration of the civil architecture. A typology of certain houses was created, using the nearby reference sites of “Wimpfen” and “Wahlheim” which are well documented and assembled to the results of excavation or prospection. To achieve a variety of buildings, the existing models where differentiated through texture, scale and modular compilation. 2.6. Scene creation Through the use of the prepared research data, existing digital elevation models and Lidar scans, a presumption of the former roman terrain was made and illustrated in various maps to discuss the placement of vegetation and settlements. A GIS application was used to gather most of the information and extract certain areas of interest to suitable formats. Figure 2.1. Digital Elevation Model and Lidar Scan inside the Infosys GIS Application 2.3. Communication To assure a good communication between the production and research teams, an internet blog was installed to update all production progresses. Through this we were able to illustrate ideas for reconstructions and obtain crucial information and various suggestions from all participants. The approval of In the real-time editor, scripts where created to allow the placement of textures and objects using these prepared maps as masks. Through this we could achieve a flexible way of modelling the landscape communicating its results through 2d information (maps) which could easily be changed and corrected. The terrain geometry in unity-3d was created through extrusion of 32-bit grayscale images taken from the GIS data which were manipulated by applying fluvial and erosion simulations. The VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 134 Virtual Archaeology Review surface of this terrain was textured using so called “splat maps”, which allowed the placement of different surface features on certain parts of the DHM, depending on slope steepness, height -value and regions defined by the splat maps in their RGB value. Through this, a large area of the landscape could be covered using textures of fairly small sizes and therefore economize the computation costs during runtime. The geometric density of the terrain is dependent to the distance of the viewer’s camera and can therefore adjust its detail which was crucial for the performance of the compiled application. fortress, its canabae and other building structures. Although an individual modelling approach for each of the settlements could not be realized, due to deadlines and budget reasons, the modular setup of the scenes turned out to be satisfying to the artistic and scientific demands. At the end, we could present 11 reconstructed landscapes of that period (233 a.d.) inheriting approx. 2600 buildings with a fairly high degree of quality, still maintaining the necessary performance for the runtime of the stereoscopic, 3d –real-time environment. 2.7. Character creation and animation The 3d Characters used within the short film and the real-time environment where first modelled in high detail and afterwards reduced through re-topologisation of their surface, while retaining most of their visual details through a process of so called “texture baking”, where the surface appearance of the highly detailed model is being transferred to the model of lower detail through projected texture maps. This was especially necessary for the use inside the real-time environment, but also turned out to deliver almost the same quality for the film scenes with the advantage of faster computation in the animation and rendering processes. Different head or body models and textures where used to diverse the characters and generate small crowds of actors. Figure 2.2. Example of a splat map Most of the humanoid characters where animated through our in-house motion capture system, which is driven by magnetic sensors, placed on the actors body on a whole-body suit. The resulting motions are convincing, but still demand more post correction and cleaning than the optical motion capture systems. Figure 2.3. Scene in the runtime environment A similar feature had to be applied to the vegetation of the landscape, using pre-made plant species with three instances of detail, ranging from 3d models of approx. 5000 polygons to simple billboards with only 4 polygons, dynamically switching on and off dependant on the viewers distance. Although the terrain texture, street networks and some of the vegetation could be placed by the use of splat or overlay maps, architectural elements, objects and further vegetation had to be placed by hand, which consumed a great amount of time. The reason for not automating this process, was the detailed placement according to plans of excavation and prospection results which demanded individual decisions for all parts of a VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figure 2.4. Topology of a characters Mesh 2.8. Content assembly and storytelling The four components of this production work as a composite and complement the ported information in different ways. The first short film explains the origin and morphology of the Roman boarder producing a clamp of information around the Period of the Roman occupation of the German territory west of the Rhine and south of the Danube. 135 Virtual Archaeology Review The second film aims to give an insight into the daily life of the soldiers at this frontier, explaining their duties, aspects of warfare and border control as well as the facilities of the military bases. The real-time application lets the viewer explore the 11 settlements with their surrounding landscape while delivering information via text, narration and pictures as the user flies by areas of interest. A mini-game, in each of the main scenes, puts the user’s skills to a test and interrupts the otherwise, more linear approach of information transfer. The flight-height in the scenes is approximately 50m above ground but for some scenes presenting walkthroughs of buildings and castles a first person perspective was used to show the inside of these facilities from a closer range. A map-based information system informs the audience in more depth about areas of finds along the 90 km part of the limes. Information is presented through hotspots, which call up a pop up window, delivering text and pictures concerning the current area. The maps can be changed to compare modern state topographic information, orthogonal photos, lidar scans and the reconstructed terrain and settlements. delivering more excitement to the user, thus transporting the content in a more ludic and enjoyable form. 3. RADIOGRAPHY OF THE PAST 3.1. Assignment In April 2009 a European project, called “RADIO-PAST”, was launched within the Marie Curie framework “Industry-Academia Partnerships and Pathways”. The project aims to join resources and very different skills to tackle each possible aspect connected with "non-destructive" approaches to complex archaeological sites. The consortium of 7 partners has chosen an "open laboratory for research and experimentation” in and around the abandoned Roman site of Ammaia in central Portugal, but some research activities are carried out by the partner institutions in different areas of the Mediterranean. 3.2. Introduction 2.9. Resume I am quite confident that the output of this production is on a high level of quality, considering the large scale of scenes and the huge amount of modelling and animation tasks in comparison to the relative short production time. The reaction of the public in various presentations of these media is good and the fact that the younger audience showed a high interest, due to the 3Drealtime content, was a valuable experience. Some critical comments, concerning the usability of the real-time application for the elder audience, had to be taken into account and corrected. Ammaia is a Roman town whose foundation should predate the inscription mentioning the Civitas Ammaiensis during the reign of Claudius (44 o 45 AD; IRPC, 615: Mantas 2000, 392-393.). It was converted in municipium at the latest in the age of Vespasian, as is witnessed by another inscription conserved in Portalegre (CIL, II, 158 = IRCP, 616). The ruins of the Roman town of Ammaia are located in the heart of the Natural Park of the Serra de São Mamede, a mountainous area of east central Portugal extending into Spanish territory. The site is part of the fertile valley of the river Sever (Marvão). At this stage of research, no traces of settlements preceding the Roman foundation have been detected. In difference to a rendered 3D scene, changes in the real-time application can be altered more easily. This makes the production process more flexible, but can also be of advantage to later changes or follow-up productions. Figure 3.1. Sitemap of Ammaia 3.3. Methodologies Figure 2.5.Scene detail in the runtime environment I am convinced, that within the near future, picture and animation quality of midlevel game engines will be competitive with rendered pictures or films and could therefore substitute these, giving the producer more interactivity and flexibility while We are elaborating an integrated methodology which involves a wide range of field survey techniques (geomorphologic and topographical survey (CORSI, DE DAPPER, DE PREZ, VERMEULEN 2005; DEPREZ, DE DAPPER, DE JAEGER 2006), surface artefacts collection, the main types of geophysical prospection, vertical aerial photography interpretations (CORSI, VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 136 Virtual Archaeology Review VERMEULEN 2007), high resolution LIDAR scanning, innovative low altitude aerial photography, ...) as well as new avenues for data processing, modelling, 3D visualisation and site presentation. The first campaign of geophysical survey has been carried out in 2008 by Ugent (L. Verdonck), mainly with GPR, while the second campaign in 2009, carried out in the framework of the project in collaboration with the University of Southampton (APSS-team), was focussed on the magnetometry and covered an area of almost 5 hectare. 3.4. Results Archaeological data collected until now proves that most urban structures were developed during the 1st c. AD, and the wealth of the town is probably mainly due to its position at the centre of a vast communication network in Lusitania (especially along the road connecting the capital Emerita Augusta (Merida) with the Atlantic harbour Olisipo-Lisboa: It.Ant., 419,7-420,7) and to the exploitation of a wide range of natural resources (metals, stone and rock crystal, pastoral and agricultural activities...). The urban centre of Ammaia was delimited by a wall circuit enclosing some 22 h, and the town had a regular layout, with main axis connecting the gates and a system of terraces regulating the most sloping part of the intra-muros area. The first attempt to produce a 3D reconstruction has chosen the well preserved Porta Sul. The results of the “time slicing” of the GPR data processing allow to prepare the ground for elaborating a digital reconstruction of the Forum. All elements visible on the geophysics results, such as the large basilica, the symmetrically positioned 20 shops, the axial temple and a series of monumental structures on the central square can be well reconstructed, combining the survey data with punctual in situ information and examples from elsewhere. Figure 3.2. Visualisation of the Forum and the eastern Gate of Ammaia Special programs are used to achieve realistic results and breathe life into the scenes. A motion-capture system is used to drive the animation of computer generated people to ensure correct movements while keeping the production costs feasible. Sophisticated render algorithms will enable the creation of thousands of terrain features, like plants, stones and boulders as well as populating the scenes with animated characters. 3.6. Resume The output will result in a short movie clip (approx. 15Min) which can be also used for ongoing productions for television (documentaries) and print publications, with the option to re/use the produced data for other medias like installations for augmented reality, 3d real-time applications (educational games) and VR environments (Dome or Cave -Projections). Here an excavation campaign planned for the summer 2010 will perform the ground truthing tests and will supply more elements for the chronological definition of the different architectural phases. The magnetometer survey produced a fine map of regular town structures, based on a regular grid of city streets, delimiting housing blocks, public spaces (such as the bath complex and a market), workshops and water infrastructures. The results obtained so far give reason to believe that the full intra mural town plan can be revealed, limiting the necessity for grand scale and costly excavation procedures, but at the same time allowing a 3D view of the townscape and opening perspectives on a sustainable touristic exploitation and cultural valorization of the site. 3.5. 3D Reconstructions The visualization of the geophysical results are approached by referencing the existing data with better preserved sites of the region comparing similar structures and dimensions, aiming to preserve architectural local features and details of decoration. Digital Elevation models, geophysical results, 3D Laser and Lidar -scans are taken into account to build the ancient terrain, where the results of the architectural 3D reconstruction will reside. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 Figure 3.3 Reconstructed City of Ammaia 137 Virtual Archaeology Review ACKNOWLEDGEMENTS Carnuntum 2009-2011 Franz Humer/Govt. of the State of Lower Austria , Dept. of Cultural Affairs – Archaeological Park Carnuntum, Christian Gugl/ Austrian Academy of Sciences, Michael Klein/ 7reasons Virtual Limes of Raetia and Germania Superior Martin Schaich/ Arctron GmbH - Germany, Michael Klein/ 7Reasons, Thomas Richter -Emde/ Kulturservice - Germany Radiography of the Past Partnerships: Universidade de Évora (Portugal), Universiteit Gent (Belgium), Univerza v Ljubljani (Slovenia), British School at Rome (United Kingdom), Past2Present (Netherlands),7Reasons Media Agency (Austria) The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/20072013) under grant agreement n° 230679, under the action Marie Curie – People IAPP, with the Project entitled “Radiography of the past. Integrated non-destructive approaches to understand and valorise complex archaeological sites REFERENCES Carnuntum 2009-2011 http://www.carnuntum.co.at/ , http://www.carnuntum-db.at/, http://www.limes.co.at/, http://7reasons.at/ Virtual Limes of Raetia and Germania Superior http://www.limeswelten.net/, http://www.arctron.de/, http://7reasons.at/ References CORSI C., DE DAPPER M., DE PREZ S., VERMEULEN F. (2005). Geoarchaeological observations on the Roman town of Ammaia, Internet Archaeology 19. CORSI C., VERMEULEN F. (2007). Elementi per la ricostruzione del paesaggio urbano e suburbano della città romana di Ammaia in Lusitania, Lusitania, Archeologia Aerea 3: 13-30. DEPREZ S., DE DAPPER M. & DE JAEGER C. (2006), The water supply of the Roman town of Ammaia (Northeastern Alentejo, Portugal): a geoarchaeological case study, Publicações da Associação Portuguesa de Geomorfólogos 3: 109-133. MANTAS V. (2000). A sociedade luso-romano do município de Ammaia, in: Gorges J.-G. & Nogales Basarrate T. (Eds.), Sociedad y cultura en Lusitania romana, Mérida, Museo Nacional de Arte Romano: 391-420. Web References http://www.radiopast.eu/, http://www.portusproject.org/, http://www.flwi.ugent.be/potenza/,http://www.nia.gr/Pharos13.htm VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 138 Virtual Archaeology Review VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 139 Virtual Archaeology Review La realidad virtual y el análisis científico: De la nube de puntos al documento analítico Mercedes Farjas, Ernesto Moreno y Francisco J. García Lázaro Universidad Politécnica de Madrid. Madrid. España. Resumen Desde la Topografía hemos estado trabajando en obtener la modelización tridimensional de elementos arqueológicos haciendo uso de los sistemas láser escáner de corto, medio y largo alcance. Hemos efectuado el modelado de piezas arqueológicas para museos, levantamientos de yacimientos para equipos científicos y documentación general de áreas de interés cultural. En este artículo pretendemos exponer cómo habiendo llegado a un punto de vista lleno de escepticismo, en el que se podía pensar que la realidad virtual había encontrado un límite en la representación de la arqueología, se puede iniciar un nuevo camino. Proponemos una búsqueda de nuevos modos y procedimientos de análisis con la información recopilada, en definitiva de nuevos documentos para la interpretación científica de la arqueología que participen en la creación de conocimiento, desde las nubes de puntos adquiridas en campo. En este trabajo exploramos los documentos de análisis que son utilizados actualmente en el proceso de creación de modelos de realidad virtual e iniciamos la búsqueda de nuevos planteamientos. Palabras Clave: REALIDAD VIRTUAL, MODELIZACIÓN, LÁSER ESCÁNER, NUBE DE PUNTOS, EXPLOTACIÓN DE RESULTADOS. 1. LA REALIDAD VIRTUAL La realidad virtual es una simulación tridimensional interactiva mediante ordenador, en la que el usuario se introduce en un ambiente artificial que percibe como real. Este escenario debe cumplir unos requisitos mínimos de simulación o capacidad de representación, de interacción usuario-modelo y de percepción sensorial por parte del usuario. El término realidad virtual lo encontramos ubicado en múltiples disciplinas, en las que se pretende contar con una fantasía de lo real, con una representación que pueda ser objeto de aplicación práctica, técnica o conceptual. Desde los años 50, donde sitúan los investigadores el comienzo de esta disciplina, hasta el día de hoy, los sistemas de captura, tratamiento y representación han sido variados, y han ido evolucionando en el tiempo a la par que lo hacían los ordenadores, para lograr alcanzar la potencia necesaria que requerían los procesos de cálculo. arqueología están encontrando puntos comunes de trabajo, uno de los cuales es la representación virtual de escenarios de interés arqueológico. En este sentido, las tecnologías de modelización permiten la adquisición de datos utilizando diferentes equipos y métodos para obtener la representación 2D y 3D de objetos, edificios, estatuas, yacimientos arqueológicos y superficies, centrando las investigaciones en obtener y modelizar, estos elementos. Desde la topografía tradicional, el proceso comienza con la adquisición de nubes de puntos, y a continuación se procede a su edición, antes de llevar a cabo la triangulación del modelo y los procesos de curvado u obtención de modelos digitales que posteriormente pueden ser tratados con texturas. Los productos derivados más usuales han sido modelos mallados, videos hiperrealistas y ortoimágenes. A modo de ejemplo recogemos la representación virtual del levantamiento a escala 1/500 con receptores GPS, de la zona arqueológica de Mleiha, en el Emirato de Sharjah [Figura 1]. 2. TOPOGRAFÍA Y MODELOS 3D En el devenir de la ciencia, las técnicas topográficas y cartográficas han estado tradicionalmente ligadas al estudio y representación del terreno, en cualquiera de sus estados o situaciones, obteniéndose resultados digitales en dos o tres dimensiones. Estas técnicas han ido variando poco a poco su concepción primaria monotemática hacia una situación más generalista y multidisciplinar, convirtiéndose en apoyo o soporte para otras ciencias. Una de las disciplinas en la que la colaboración está siendo cada vez más intensa, es la arqueología. Las ciencias cartográficas y la Figura 1: Representación virtual del Levantamiento a escala 1/500 con receptores GPS de la zona arqueológica de Mleiha en el Emirato de Sharjah. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 140 Virtual Archaeology Review Los sistemas de captura han evolucionado y un hito importante fue la incorporación de los sistemas láser escáner 3D. En España aparecieron en el año 2003 [Figura 2] y comenzamos a experimentar con ellos en aplicaciones para patrimonio y arqueología, aceptando el reto de investigar en la modelización tridimensional con nubes de puntos de gran tamaño. Con estos sistemas de adquisición se capturan datos sin discriminación previa de puntos y se obtiene de forma rápida modelos 3D. Desde esta captura global se puede analizar la singularidad del detalle, frente a los sistemas tradicionales en los que se capturaban puntos para imaginar sobre ellos superficies. Una vez finalizada la toma de datos se efectúa el tratamiento de la información capturada. La mayoría de los equipos láser escáner tienen asociado un programa informático de tratamiento y visualización de datos. Este programa está preparado para recibir y tratar la elevada cantidad de puntos de cada toma, que colapsan los sistemas tradicionales de CAD. El tratamiento de datos requiere unos procesos grandes y en algunos de los casos algo tediosos, pero aún así la incorporación de las técnicas escáner 3D, han permitido agilizar los sistemas de modelización. Esta situación unida a la precisión de las tomas y a la posibilidad de disponer de métrica espacio tiempo, hace posible que en el modelo final de realidad virtual, el usuario se encuentre con una imagen cercana a su realidad tridimensional. Las fases de un proyecto con láser escáner las podemos dividir en: Adquisición de datos Tratamiento y procesamiento de la información Explotación 2D y 3D del modelo de nube de puntos En concreto los pasos a seguir son: Pre-edición de cada toma. Si la toma es demasiado densa se puede proceder a un remuestreo. Registro de cada nube de puntos al sistema de referencia del proyecto escogido, generalmente local o global. Eliminación de puntos indeseados y erróneos y de toda la información duplicada en áreas de solape mediante filtrado. Segmentación en tres dimensiones de la nube de puntos. Extracción de geometrías. Modelado tridimensional de entidades. Relleno de zonas huecas. Simplificación de entidades. A modo de ejemplo se presenta la actuación para documentar el yacimiento arqueológico de Minateda, mediante equipos láser escáner 3D, siguiendo todo este proceso [Figura 3]. Figura 2: Captura de la Fuente de Cibeles mediante equipos Láser. UPM-Leica (2003) - Equipo CYRAX 2500 Leica- Geosystem VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 141 Virtual Archaeology Review Figura 3.a : Nube de puntos del Abrigo prehistórico de Minateda Figura 3.b: Asignación de color a la nube de puntos Figura 3.c: Detalle de uno de sus paneles arqueológicos a escala 1/20 Figura 3: Obtención del modelo del abrigo prehistórico de Minateda VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 142 Virtual Archaeology Review 3. BÚSQUEDA DE NUEVOS DOCUMENTOS ANALÍTICOS DESDE LOS SISTEMAS LÁSER ESCÁNER importancia la conservación de las proporciones o relaciones espaciales relativas. El documento 3D con la nube o puntos se obtiene de los datos de campo, con un tratamiento de procesamiento topográfico. Para poder realizar el modelo completo de una superficie exterior cuando se han realizado múltiples tomas desde distintos ángulos, para poder registrar el área en su totalidad, al de unirse todas ellas para representar el objeto. Cada una de las tomas genera una nube de puntos en un mismo sistema de coordenadas, sistema de referencia local perteneciente al instrumental que se haya usado. Para solucionar ese problema se realizan alineaciones o transformaciones entre cada una de las tomas y se obtienen el modelo completo en un único sistema de referencia. Este modelo puede ser triangulado utilizando los algoritmos del programa que se esté utilizando en cada caso. Como hemos indicado anteriormente, la realidad virtual (RV) en arqueología se ha convertido en algo cotidiano con productos que se han incluido en museos, aplicaciones multimedia y páginas web. En esta situación, y cuando empiezan a repetirse los planteamientos, hemos parado nuestra actuación productiva y estamos dedicando nuestro pensamiento al análisis. Se dice que toda investigación comienza cuando nos encontramos ante una pregunta o incertidumbre que nos hace cuestionarnos una situación e iniciar una búsqueda. Nosotros nos planteamos las siguientes preguntas: ¿Qué productos de RV son usados a nivel científico? ¿Por qué la RV está centrada en la representación hiperrealista? Y en este artículo pretendemos iniciar el camino hacia la respuesta a la primera de ellas. La cuestión que queremos plantear en este trabajo es analizar el hecho de una realidad: la potencia de la herramienta RV es inmensa y las dificultades técnicas superadas para llegar a ella también. Sin embargo, la explotación de los resultados y de los documentos obtenidos durante todo el proceso es mínima. La situación actual muestra un panorama en el que tras haberse superado los problemas tecnológicos, el documento final es poco más que un video. La realidad virtual se dirige hacia el hiperrealismo y se detiene cuando lo alcanza, tirando a la basura todos los productos intermedios o archivos tratados. Por un lado en el modelo hiperrealista de realidad virtual obtenido no es usado por los especialistas en arqueología desde los programas originales de tratamiento de datos, quedando reducida la utilización a mostrar el video en formato .avi o similar. Este modelo hiperrealista o tendente a serlo, podría ser obtenido con costes mínimos y resultados semejantes mediante cámaras tradicionales de video o fotografías. El aporte métrico de los modelos de realidad virtual obtenidos desde los sistemas láser escáner no queda accesible de modo sencillo al investigador en ciencias sociales. Es ésta la línea de trabajo que pretendemos abrir delimitando los puntos críticos del proceso e intentando definir instrumentos de fácil manejo y bajos costes, que introduzcan la realidad virtual con toda su potencia a la investigación y creación de conocimiento, en sentido estricto. Explotación 3D Nubes de puntos y triangulación. Modelo sólido y texturizado. El modelo sólido es generado después de la alineación de todas las tomas del objeto, tanto las individuales, como las de que forman parte de los grupos o familias. En la representación tridimensional se busca el modelo completo, pero también se pueden buscar modelos parciales de alguna zona o cara. Dependiendo principalmente de las formas del objeto y de la manera de llevar a cabo la toma de datos, en la superficie generada podrán quedar huecos producidos por la falta de información. Esta falta se produce por zonas de sombra, áreas del objeto en las que no sea posible lleva a cabo la toma de datos o aquellas que se han producido durante la toma por ocultamientos de unos elementos, normalmente hundidos, producidos por otros del propio objeto más prominentes. Si no se diseña de forma adecuada la adquisición de datos también pueden producirse huecos en el modelo por quedar alguna zona del objeto sin datos. Si los huecos fueran de tamaño mayor que la tolerancia que tenga que cumplir el modelo, estos no deberían rellenarse de forma automática y si se rellenan habría que hacerlo de manera que se diferencien estas zonas. También puede optarse por completar la información con una nueva adquisición directa de datos, con el equipo topográfico que corresponda. El modelo se puede simplificar reduciendo el número de triángulos por si necesita utilizar alguna aplicación que así lo requiera. Para ello los programas ofrecen la opción de realizar un pulido para hacer suavizados de zona, generación de aristas o caras en elementos con bordes duros, eliminación de posibles ruidos o elementos, etc. Los métodos de adquisición de datos actuales, permiten obtener modelos digitales del objeto, desde ellos puede trabajarse con productos derivados de los ficheros 3D de nubes de puntos y triangulación, de los modelos sólidos y de los modelos texturizados. Sobre el modelo sólido, puede obtenerse el modelo texturizado. La ventaja que tiene el equipo escáner láser es que permite el registro de las texturas a la vez que toma las nubes de puntos y pueden ser procesadas de forma simultánea. Recordemos que un modelo digital del terreno (MDT) genera una estructura de datos que puede ser tratada por los programas informáticos. Esta estructura numérica de información representa la distribución espacial de la superficie, considerada como una variable cuantitativa y continua. En este sentido aporta una maqueta de la realidad en el que adquiere una especial Una vez obtenidos los dos tipos modelos del objeto, el sólido y el texturizado, se pueden exportar los datos para realizar animaciones y simulaciones infográficas, para su uso científico e histórico, y para otros usos dependiendo de las características del objeto escaneado. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 143 Virtual Archaeology Review Explotación 2D Si bien todos los productos de representación indicados en el apartado anterior, ofrecen un enorme potencial de uso, tal como venimos planteando en el presente trabajo, la formación que requieren en tecnologías específicas, ha dificultado su uso real en la investigación. Es por ello por lo que consideramos interesante, que se recurra a productos tradicionales de representación cartográfica, mediante representaciones 2D que indiquen la geometría de los modelos. A modo de ejemplo se presenta la documentación cartográfica obtenida en el yacimiento arqueológico de Galería, en Atapuerca (Burgos), a partir de la ortofotografía del modelo. Figura 6: Detalle de la cartografía a escala 1/20 de las ventanas del Palacio del Infantado (Guadalajara) 4. CONCLUSIÓN Figura 4: Cartografía a escala 1/30 del yacimiento arqueológico de Galería Para la documentación gráfica de la fachada principal del Palacio del Infantado de Guadalajara, se utilizo el uso de homografías apoyadas en un levantamiento láser escáner. Para ello se uso la aplicación infográfica Homograf.1, como módulo complementaria de un programa de dibujo asistido por ordenador, en nuestro caso el programa AutoCad. La aplicación Homograf.1, resuelve directamente las homografías planas, y facilita considerablemente la representación métrica arquitectónica. Se adjunta un ejemplo de los resultados obtenidos. Planteamos el análisis sobre qué productos del proceso de creación de RV pueden ser útiles para el análisis científico, atendiendo al perfil de los usuarios, intentando identificar nuevos productos finales de análisis y dar respuesta a la cuestión parcial: ¿Es necesario completar todo el proceso de RV en la documentación arqueológica? La RV es una autentica realidad y se ha demostrado su gran utilidad en museológica y exposición, pero apenas se utiliza en la generación de nuevo conocimiento científico. Pretendemos analizarlo desde el punto de vista del análisis científico, concretando qué productos obtener en dos y tres dimensiones, y la utilidad real de los mismos. Es como un gran “elefante dormido” al que queremos despertar. No se trata sólo de aplicar las tecnologías obtener el modelo y trabajar en su representación o reconstrucción virtual, pretendemos que se trascienda este momento, apoyándose en formas de interpretación que vayan más allá. Figura 5: Detalle del la cartografía a escala 1/20 de la parte superior de la fachada principal del Palacio del Infantado (Guadalajara) VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 144 Virtual Archaeology Review Para finalizar presentamos esta idea con el trabajo realizado por Martin Carril Obiols, sobre la modelización de un capitel. El objeto, a través de las nuevas tecnologías de divulgación, adquiere una singularidad, una vitalidad propia. Es como si la textura de la piedra fuera la piel curtida de un rostro, en la que se refleja lo vivido. El capitel tiene su propia historia, que se extiende desde el momento en que hace siglos un escultor extrajo de la piedra su forma, hasta la eternidad. Descubrimos la magia del objeto, que es como un meteorito que recorre nuestro espacio-tiempo danzando y continúa su viaje para mostrar algo del pasado a las generaciones venideras. Su viaje por las aguas y su descubrimiento, brotando ante nuestros ojos como una planta pétrea embozada en sus hojas de acanto, nos revela que es algo más que un hallazgo de interés arqueológico. Nos regala su permanencia en un tiempo en que todo es fulgurante y perecedero, nos introduce en el laberinto de sus sinuosos perfiles, que un niño intenta dibujar. Al contemplarlo reflexionamos sobre el tiempo, nuestro don mas preciado, ya que las personas somos sólo las piedras que forman el gran arco de la historia, y nuestra tecnología se pone al servicio de la belleza. AGRADECIMIENTOS Este trabajo se desarrolla dentro del proyecto I+D: HAR2008-04118/HIST (Segeda y Celtiberia Septentrional: investigación científica, desarrollo rural sostenible y nuevas tecnologías), financiado por el Ministerio de Educación y Ciencia y los fondos FEDER y el Proyecto PADCAM (El Patrimonio Arqueológico y documental de la Comunidad Autónoma de Madrid: Sistematización, gestión, puesta en valor y difusión desde el ámbito local del marco europeo) financiado por la Consejería de Educación, de la Comunidad de Madrid. BIBLIOGRAFÍA BARBER (2004). Towards A Standard Specification For Terrestrial Laser Scanning In Cultural. Comisión V, WG V/2 ISPRS Estambul. ISPRS( International Society for Photogrammetry and Remote Sensing). Commission V, WG V/2 BRACCI S., FALLETTI F., MATTEINI M., y SCOPIGNO R. (2004). Explorando David: diagnóstico y estado de la conservación. Giunti Press. Italia. DEMIR (2004): Laser Scanning For Terrestrial Photogrammetry, Alternative System Or Combined With Traditional System?. Comisión V, WG V/2 ISPRS Estambul. ISPRS( International Society for Photogrammetry and Remote Sensing). Commission V, WG V/2. FARJAS, M. (Ed.) (2007). El registro en los objetos arqueológicos: Métrica y Divulgación. Spain: Reyferr. ISBN 978-84-611-6456-1 FARJAS, M. & GARCÍA-LÁZARO, F. J. (Eds.) (2008). Modelización Tridimensional y Sistemas Láser Escáner. Madrid, Spain: La Ergástula. LIFCHITZ MORALES, Claudia; DE LA ROCHA GÓMEZ, Mercedes (2010). Levantamiento a escala 1/200 mediante láser escáner 3D de la fachada principal del Palacio del Infantado, Guadalajara Proyecto Final de Carrera, no publicado, Universidad Politécnica de Madrid (UPM). LÓPEZ GONZÁLEZ, Jaime (2008). Levantamiento mediante láser escáner 3D de un abrigo paleolítico en el yacimiento de Hellín (Albacete). Proyecto Final de Carrera, no publicado, Universidad Politécnica de Madrid (UPM). VÁZQUEZ PELAEZ, Sergio (2008). Levantamiento mediante Láser Escáner 3D de la zona de Los Zarpazos en el yacimiento arqueológico de Atapuerca (Burgos) Proyecto Final de Carrera, no publicado, Universidad Politécnica de Madrid (UPM). WOLTRING (1995), Smoothong and differentiation techniques applied to 3D data. Champaign, Illinois, USA: Human Kinetic VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 145 Virtual Archaeology Review 3D-COFORM: Making 3D documentation an everyday choice for the cultural heritage sector Denis Pitzalis1, Jaime Kaminski2 and Franco Niccolucci1 1 STARC, 2 University The Cyprus Institute, Nicosia, Cyprus. of Brighton Business School, Brighton, UK. Abstract This paper provides an overview of the 3D-COFORM project which began in December 2008 and aims to advance the state-of-the-art in 3D-digitsation and make 3D-documentation an everyday practical choice for digital documentation campaigns in the cultural heritage sector. Keywords: INDEX TERMS—ARCHAEOLOGY, CULTURAL HERITAGE, DIGITIZATION, 3D DOCUMENTATION 1. INTRODUCTION The 3D-COFORM project aims to advance the state-of-the-art in 3D-digitsation and make 3D-documentation an everyday practical choice for digital documentation campaigns in the cultural heritage sector. The project addresses all aspects of 3Dcapture, 3D-processing, the semantics of shape, material properties, metadata and provenance, integration with other sources (textual and other media); search, research and dissemination to the public and professional alike. A strong technical research program is complemented by research into practical business aspects: business models for exploitation of 3D assets, workflow planning and execution for mass digitisation, socio-economic impact assessment; and the creation of a Virtual Centre of Competence in 3D digitization. The VCC3D will act as a catalyst in enhancing the sector’s capacity for mass digitization of 3D assets – the tangible artefacts of the physical cultural heritage of the world. The 3D-COFORM consortium brings together 19 partners to form a world class team on 3D-digisation complemented by an equally prestigious group of Cultural Heritage organizations, with the Victoria and Albert Museum as a full partner and collaborations from the Louvre, the Florentine Museums authority the Museum of the Imperial Forums in Rome; World Heritage Sites in Cyprus and the Staatliche Museen zu Berlin. The consortium also contains organizations tasked at a national level with helping museums move in these directions. C2RMF, the research arm of the French National Museums and CULTNAT the digitization body for cultural and natural heritage funded by the Egyptian Government. All these institutions have a declared intention to develop their 3D-digitisation capability in order to move forward on the integration of these assets into the infrastructure that is being enabled by initiatives such as Europeana (the EDL). 2. 3D ACQUISITION In the area of acquisition the project follows two major strands. First, the web-based 3D-reconstruction techniques for immovable objects as well the 3D-digitisation process of moveable regular objects based on available laser digitisation technology will be extended towards automatic and user friendly rapid digitisation (in-hand digitisation) of 3D-shape. In addition to 3D-shape colour and reflectance properties of the objects will either be digitized as well or the user will get the possibility to map these data from other sources in order to produce high quality representations of the artefacts. Second, we are developing new approaches for image-based reconstruction which will give use the ability to digitise shape, reflectance properties and if necessary spectral colour of artefacts, e.g. gems, jewellery, etc. for which current techniques are not effective, in one acquisition step. Since the 3D shapes of many 3D objects are already available, 3D-COFORM will also develop techniques for reflectance acquisition for these objects from multiple views of the same known surface. We will deal with all levels of surface reflectance ranging from simple texture maps to full 6D Bidirectional Texture Functions (BTF). This way low cost acquisition of reflectance data will be possible. Last but not least an important goal of 3D-COFORM is the acquisition of spectral reflectance data from CH objects. To come up with a rapid acquisition device we plan to capture only a sparse sampling of the spectral reflectance data and to interpolate the remaining data from this sampling using efficiently acquired RGB data as constraint. From the very beginning of the project we have extended and deployed current tools to support digitisation projects undertaken with major cultural heritage institutions in order to develop operational processes and business solutions for operationalisation of mass digitisation of 3D assets at low cost. 3. 3D ARTEFACT PROCESSING AND ANALYSIS Several efforts need to be undertaken to underpin the development of tools which are capable of recording, processing, analysing, manipulating and exploiting descriptions of 3D-artefacts which embody integrated descriptions of 3Dobject semantics (metadata, provenance data). The approach will be the design of processing tools (following the successful experience of EPOCH’s MeshLab tool) together with the design VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 146 Virtual Archaeology Review of libraries offering data representation schemes and algorithms, which will be used in the development of other COFORM tools. Basically two ways exist to assign semantics to an acquired 3D dataset, namely by shape analysis (segmentation of the raw data into meaningful parts and pieces), or by establishing the correspondence to an informed reconstruction of the same scene. Both ways are being pursued in 3D-COFORM. We will develop tools for knowledge-aware segmentations, which may be geometry-driven or based on subshape matching or through the detection of (self-) similarities of the model (e.g. to detect repetitions and ornament patterns). At the technical level, we will investigate the relationships between ontological standards (METS, CIDOC-CRM), provenance data encoding and de-facto standard geometric representations (X3D, Collada), endorsing both 3D graphics and Digital Libraries perspectives and following the EDL emphasis on a Digital Library spanning a much wider spectrum of artefacts than the traditional text based sources. 4. SEARCHING AND BROWSING Shape-based search. The status of the shape-based search is not consolidated; further research is needed to increase robustness of 3D searching algorithms. However, this research would justify a project in itself, with a more focused and specific partnership. The 3D-COFORM approach is rather different: instead of focusing research on the specific 3D shape-based algorithms, our major concern will be how to integrate the two searching modalities (text-based and shape-based). This is an aspect neglected so far and extremely important in applications such as cultural heritage; to have a real impact in cultural heritage professional daily work, searching instruments should be able to offer an integrated interface to both search specification and visual presentation of results. It should be able to mix any type of request (shape- and text-based) in the specification of the query; as well, it should be possible to sort and present results obtained by this integrated queries. 5. VISUAL BROWSING AND ANALYSIS. New systems are required to support radically new ways to deploy visual browsing and inspection features to the user community. This means that our focus is not limited to overcoming current 3D technological limitations (i.e. how to manage huge 3D models; how to improve visual presentation accuracy) but will also focus on the other issues mentioned above (easy integration of 3D and other media, easy authoring, cooperative management, effective GUI, etc.). 6. 3D ARTEFACT SYNTHESIS The first step in order to improve the situation will be to separate the scientifically based structural reconstructions from photo-realistic models for public dissemination: For scientific reasoning, the decorative artwork is counter-productive, because it occludes the essential. For photo-realistic imagery, the model is more important than the reasoning behind it. Second, a high- VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 level standard representation for historic reconstructions is needed, that allows bidirectional linking to and from each “part” of the model. This uses a geometric markup to distinguish a part of the model. This part can then be annotated (semantic enrichment) and, equally important, it can be referred to by external documents. Third, some sort of database as historic content management system that provides the spatio-temporal context for all individual reconstructions (geo-referencing + time), that manages multiple hypotheses, and it can interface and synchronize with other such databases. Furthermore, the database should be capable of exporting the model data in a standard 3D format, as a basis for the decorative artwork and the laborious DCC workflow that follows in order to produce scientifically justified, accurate, yet high-quality photo-realistic 3D-reconstructions of historic sites. And last, but not least, easyto-use, reliable software tools will be needed to let CH professionals use all of the described functionality in their daily work without causing frustrations. Any scepticism and reservations against using 3D-technology can only be overcome when the benefits of using it are clear. 7. THE BUSINESS CASE FOR 3D The 3D technology is only part of the story. In order to achieve the goals of making “3D-documentation an everyday practical choice for digital documentation campaigns in the cultural heritage sector” it is necessary to establish the business case for doing so. 3D-COFORM has a dedicated business strand which has looked at such issues. During the first year of collaboration with the technical strand, the Business Strand has designed business processes for using digitisation tools and planning of initial tools testing and deployment experiments. Conducted initial deployment experiments with maturing existing tools together with CH institutions. Identified a methodology for strategy and socio-economic impact evaluation. And analyzed business models to generate input and help shape business models for the Virtual Competence Centre-3D. 8. THE VIRTUAL COMPETENCE CENTRE 3D The 3D-COFORM Virtual Centre of Competence in 3D (VCC3D) will be established during the project to promote and further the role of 3D digital assets within the broader EDL context. It will provide independent advice on 3D digitisation technologies including geometry, materials and shape semantics; integrating metadata (including provenance) and legacy sources with 3D assets; mass digitisation business processes and workflow planning; business models for exploitation of 3D digital assets; tools for assessing socio-economic impact of investment in 3D digital assets. ACKNOWLEDGMENT The research has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 231809. 147 Virtual Archaeology Review Yacimientos arqueológicos de la Sierra de Atapuerca: Un sistema inalámbrico y computerizado de registro de datos de campo. Antoni Canals i Salomó y David Guerra Rodríguez IPHES. Institut Català de Paleoecologia Humana i Evolució Social. Universitat Rovira i Virgili (URV), Tarragona, España Resumen Atapuerca y el EIA (Equipo de Investigación de Atapuerca) disponen de un sistema de trabajo propio, diseñado a medida para llevar a cabo la recogida de datos de campo y su posterior procesamiento y análisis. Este sistema, el Sistema de Registro Atapuerca, es un método creado bajo unos requerimientos inamovibles: simplicidad, escalabilidad, portabilidad y flexibilidad. Este sistema o método de trabajo, más allá de sus requerimientos, forma una estrategia de trabajo que marca unas pautas claras y estáticas de manera que obtendremos un flujo de trabajo automatizado, optimizado, computerizado y de fácil mantenimiento. Palabras Clave: BASE DE DATOS, WI-FI, MÓVIL, PDA Abstract Atapuerca and the EIA (Atapuerca Research Team) designed their own working methods in order to collect all relevant archaeological data direct from field. This system, the Atapuerca Recording System, is defined under some rock ideas: simplicity, scalability, portability and flexibility. This system role a working strategy based on achieving an automatized, optimized, computerized and easy learning process. Key words: DATABASE, WI-FI, MOBILE, PDA 1. LA SIERRA DE ATAPUERCA Y LOS YACIMIENTOS La sierra de Atapuerca es un conjunto montañoso situado en el norte de la provincia de Burgos. Se sitúa a unos 20 km de la ciudad de Burgos y a escasos 2 km de las poblaciones de Atapuerca e Ibeas de Juarros. Los Yacimientos de la Sierra de Atapuerca son un conjunto de yacimientos arqueológicos que abastan un amplio abanico cronológico y nos ilustran de la presencia de comunidades humanas en la Sierra de Atapuerca desde el pleistoceno inferior (hace 1,2 millones de años) hasta la actualidad. trinchera para el paso de un ferrocarril minero perforó el complejo cárstico y sacó a la luz los sedimentos de relleno de las cuevas. A lo largo de la trinchera del ferrocarril se encuentran situados los yacimientos de la Sima del Elefante, Galería y la Gran Dolina que nos proporcionan los fósiles de homínidos más antiguos hallados hasta ahora en la península ibérica y en Europa. Entre estos yacimientos destacan: Gran Dolina, Mirador, la Sima de Elefante, Galería y La Sima de los Huesos, pero también de otros, quizás menos conocidos pero de igual importancia como El Portalón de Cueva Mayor, Covacha de los Zarpazos, Hotel California, el Valle de las orquídeas o la Galería del Sílex. 2. LA TRINCHERA DEL FERROCARRIL Unos de los lugares emblemáticos de la Sierra de Atapuerca, es precisamente, la trinchera del ferrocarril. La construcción de una Figura 1. Localización geográfica de la Sierra de Atapuerca. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 148 Virtual Archaeology Review que debemos optimizar los métodos y tener mucho cuidado al aplicarlos. 5. EL REGISTRO DE CAMPO Figura 2. Vista aérea de la trinchera del ferrocarril. 3. LOS HOMÍNIDOS DE LA SIERRA La manera más práctica que tenemos para guardar los datos adquiridos en un yacimiento es mediante el llamado “registro de campo”. Este registro de campo tiene como objetivo documentar todos los elementos arqueológicamente relevantes que localicemos en un yacimiento. Estos elementos relevantes pertenecerán a cada una de las distintas disciplinas que se utilizan para estudiar y modelar un yacimiento arqueológico: datos geoarqueológicos, topográficos, arqueológicos y de documentación gráfica. Las técnicas clásicas de registro de datos de campo implican el uso de lápiz y papel, métodos de posicionamiento 3D arcaicos y una pobre integración informática de los datos obtenidos por las diferentes disciplinas. Como no podría ser de otra manera, los restos más importantes localizados en la Sierra corresponden a Homínidos. Uno de los puntos fuertes de la Sierra de Atapuerca es que ha sido un lugar de asentamiento continuo por distintas comunidades de homínidos en distintas épocas, desde el Homo Antecessor, el Homo Heidelbergensis, Homo Neanderthalensis y finalmente el Homo Sapiens. 4. UN YACIMIENTO ARQUEOLÓGICO Previamente a definir una excavación arqueológica hay que explicar qué es un yacimiento arqueológico: se ha de considerar a un yacimiento arqueológico como libro de historia. Un libro de historia que nos da a conocer cada acción que un grupo de humanos o sociedad realiza para adaptarse a su entorno. En concreto: su organización, su modo de vida y su tecnología. Figura 4. Métodos de registro arcaicos ( cortesía EPPEX) Figura 3.Galería, uno de los yacimientos de la Trinchera del Ferrocarril Así pues, una excavación arqueológica son una serie de métodos y técnicas que nos ayudan a saber y a investigar nuestra historia más remota. Nos encontramos ante un apunte muy importante: una excavación arqueológica es un hecho no repetible, por lo VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 La manera de suplir estas carencias es mediante la implementación de un nuevo método, para nosotros, el llamado Sistema Atapuerca. Este sistema o métodos tienen como objetico automatizar, optimizar, simplificar, mecanizar y computerizar ese conjunto de datos de diferente origen pero con el mismo objetivo: definir un yacimiento arqueológico. Nos centraremos en los registros de campo. Estos registros de campo definen mediante datos descriptivos y cualitativos objetos arqueológicos (fósiles, industria lítica…). A tal fin, se ha desarrollado todo un conjunto de aplicaciones informáticas y una metodología de trabajo específica. Este sistema de trabajo específico incluye una serie de datos descriptivos del objeto arqueológico tales como material, categoría, orientación, etc.… y los datos relativos a su posición espacial tridimensional, bien sea relativa o absoluta. Este conjunto de aplicaciones y metodologías hereda del sistema global una serie de atributos (movilidad, escalabilidad, portabilidad, flexibilidad y modularidad) que hacen posible su evolución en el tiempo y su adaptabilidad a otros yacimientos. Estas metodologías han surgido después de un largo proceso de diseño y análisis que se ha extendido desde la definición de sus requerimientos, entre el 1993 al 1997, y las primeras aproximaciones a la problemática del arqueólogo, 149 Virtual Archaeology Review primero, por parte de IBM en el 2001 y después, en el 2007 gracias a una gran redefinición del sistema por parte de los investigadores del IPHES (Institut Català de Paleoecologia Humana i Evolució Social). 6. UNA SOLUCIÓN GLOBAL Y SUS TECNOLOGÍAS Se entiende por solución global porque incluye todos los aspectos metodológicos necesarios para definir correctamente un objeto arqueológico y su entorno. Además, cumple el deseado ciclo de portar los datos desde el campo hasta el laboratorio, donde facilita la notación en el análisis de los restos encontrados, su catalogación y las posteriores intervenciones para su restauración y conservación. Posteriormente en el laboratorio, este cúmulo de datos obtenidos diariamente, se sincroniza a una base de datos general de análisis, catalogación, gestión, restauración y conservación que permite seguir con detalle el ciclo de vida de los restos arqueológicos recuperados. 7. APLICACIONES Al ser una solución global para arqueólogos, diseñado por y para arqueólogos, el ámbito de uso dentro de la arqueología es bastante amplio. Debemos tener en cuenta que los miembros del EIA también participan en otros proyectos y, gracias a la flexibilidad del sistema, podemos portarlo a otros yacimientos y utilizarlo de formar similar a la que podemos encontrar en Atapuerca. Así, en yacimientos como Abric Romaní (Capellades, Barcelona) o en La cueva de Maltravieso (Cáceres), además de los yacimientos de la trinchera del ferrocarril, encontrarnos el uso de esta metodología de trabajo. 8. BENEFICIOS Son varios los beneficios que obtenemos a primera vista: rápida integración y control de los datos. Más profundamente, podremos observar que las soluciones móviles tienen un gran valor en la arqueología moderna: confieren gran flexibilidad al trabajo en condiciones extremas y definen un flujo de trabajo claro, libre de decisiones condicionadas y de errores de tratamiento. 9. EL FUTURO Figura 5. Flujo de trabajo (cortesía IBM). Adentrando más en los aspectos tecnológicos, sigue siendo un referente globalizador dentro de la captación de datos del mismo yacimiento ya que nos permite agruparlos, catalogarlos y ejercer un control sobre estos desde el primer momento de la captación, es decir, en el campo de trabajo. El sistema informático se basa en una aplicación diseñada especialmente por el equipo del IPHES que se ejecuta en una agenda electrónica o PDA. Los arqueólogos necesitan de este instrumento ya que su función es la de sustituir a la clásica libreta de campo, es decir: el lápiz y el papel. Estos datos recolectados en el campo, son enviados mediante una tecnología de comunicación inalámbrica (Bluetooth o Wi-Fi) a un servidor o gestor de datos ubicado en un ordenador de tipo portátil. Este ordenador de campo, permite la visualización en tiempo real de los datos obtenidos por los arqueólogos y su corrección su fuera necesario. Al ser un sistema evolutivo, flexible y escalable, podemos asegurar de la adaptabilidad de este a nuevas situaciones y su capacidad para recoger nuevos requerimientos e implementarlos. Estos nuevos requerimientos o necesidades pueden aparecer tanto en el proceso de investigación o análisis de laboratorio como en el propio campo. Por supuesto, esas adaptaciones se pueden requerir e implementar tanto en el campo como en las aplicaciones y metodologías del Sistema Atapuerca en el laboratorio. 10. LOS NUEVOS BENEFICIOS Se proveen nuevas líneas de trabajo que nos permitan explorar funcionalidades que no eran necesarias o no eran alcanzables o realizables a día de hoy con la tecnología actual como: la minería de datos, la adquisición de datos multimedia, la arqueología virtual o un sistema de gestión de información predictiva. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 150 Virtual Archaeology Review AGRADECIMIENTOS Todos los agradecimientos se BIBLIOGRAFÍA dirigen hacia el personal técnico e investigador del EIA y al personal de la Fundación Atapuerca asimismo como a todas las instituciones que financian las excavaciones y la investigación de los Yacimientos de la Sierra de Atapuerca. CANALS I SALOMÓ, Antoni et al (2008): “The 3COORsystem for data recording in archaeology”, en Journal of Anthropological Sciences, Vol. 86 2008, pp. 133-141. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 151 Virtual Archaeology Review Virtual Archaeology and museums, an italian perspective Augusto Palombini and Sofia Pescarin Istituto per le Tecnologie Applicate ai Beni Culturali, CNR, Roma. Italia. Resumen El creciente número de museos y aplicaciones virtuales disponibles en la actualidad plantea diversas problemáticas en cuanto a uso y mantenimiento se refiere. El presente proyecto intenta establecer un análisis del problema a través del estudio de tres proyectos de musealización virtual realizados por el Virtual Heritage Lab en el Istituto per le Tecnologie Applicate ai Beni Culturali del CNR (proyectos realizados en los años 2008, 2009 y 2012(en fase de realización). Tales proyectos se realizan en base a tres aspectos: el mantenimiento, la fiabilidad en la gestión de los datos y la densidad semántica. El estudio aporta una contribución al debate sobre el desarrollo de futuros museos virtuales y las posibles formas de abordar la compleja relación entre el rigor científico y la divulgación. Palabras Clave: REALIDAD VIRTUAL, MUSEOS VIRTUALES, ARQUEOLOGÍA, FIABILIDAD DE LOS DATOS. Abstract The growing number of virtual museums and applications today available arises many questions concerning the problems connected to their fruition and maintenance. This paper aims at setting up an analysis of the topic, through the steps of three VM projects carried on by the Virtual Heritage Lab (2008, 2010, 2012 (in progress)). Such case studies are taken into account on the basis of three topics: technical maintenance, reliability and semantic density. The analysis aims also at contributing the debate on the future development of VMs and on the management of the relationships between reliability and wide dissemination. Key words: VIRTUAL REALITY, VIRTUAL MUSEUMS, ARCHAEOLOGY, RELIABILITY. Riassunto Il numero crescente di musei virtuali ed applicazioni attualmente disponibili solleva molte problematiche riguardo al loro uso e alla mantenibilità. Questo lavoro cerca di impostare un'analisi della questione attraverso lo studio di tre progetti di musei virtuali condotti dal Virtual Heritage Lab dell'Istituto per le Tecnologie Applicate ai Beni Culturali del CNR (progetti realizzati nel 2008, 2009 e 2012(in progress)). Tali realizzazioni vengono analizzate sotto tre aspetti: la manutenzione, la gestione dell'affidabilità dei dati, la densità semantica. Dallo studio emerge un contributo al dibattito sugli sviluppi futuri dei musei virtuali e sui possibili modi di affrontare le complessa relazione fra rigore scientifico e divulgazione. Parole chiave: REALTÀ VIRTUALE, MUSEI VIRTUALI, ARCHEOLOGIA, ATTENDIBILITÀ 1. THE TEAM AND THE TOPIC The Institute of Technologies Applied to the Cultural Heritage of CNR-ITABC, since 1981 is a centre of excellence in the field of the advanced researches and technologies. In particular, it is involved in several areas from Geophysical Prospection to VR applications for CH. The Virtual Heritage Lab team's work (www.vhlab.itabc.cnr.it) is focussed on two research aspects: geo-spatial 3d component of cultural information and communication; on-line VR sharing (VR cooperative environments) and dissemination (VR webGIS). The team has developed 2d and 3d tools for CH, following an open source approach, specifically directed to ancient landscapes reconstruction and 3d exploration. Since the late 90's the team has worked on many GIS and VR projects, such as the Kazakhstan Project, the Ancient Appia Projects, Virtual Rome, the Ca' Tron VM, as well as the constant work on the dissemination and support to the Open Source in CH domain, organizing the IV Italian Workshop on Open Source in archaeology (Cignoni, Palombini, Pescarin 2010). Following such experiences, the Lab often faced some of the most common problems and issues connected to Virtual Museums and their planning, realization, everyday life. The evolution of the different choices in this sense may be a possible way to approach a wider reflection on the state of the art. The projects taken into account in the present analysis are: the Ancient Via Flaminia Virtual Museum (2008), the Teramo Virtual Museum (2010), the Bologna Virtual Museum (in progress, to be released in 2011). VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 152 Virtual Archaeology Review 2. THE PROJECTS faculty, for the users, to open some informative windows representing the monuments used for chronological and functional comparisons. 2.1 The Virtual Museum of the Ancient Via Flaminia 3. Semantic density. The choice to concentrate in an unique application all the information contents and levels (technical and emotional) in the same applications, resulted in a very heavy product, hard to be fully lived and comprised. The Virtual Museum of the ancient Via Flaminia is a project financed by ARCUS S.p.A and developed in collaboration with the Archaeological Superintendence of Rome. The application is permanently exposed in a multimedia room at the National Roman Museum-Terme di Diocleziano in Rome (FORTE, 2008). Such problems were the most discussed topics during the analysis of the visitors' reactions in the early opening months. The results of such considerations were the heritage we reached in the perspectrive of experimenting new solutions. The final product is a 1 h 20'' multiuser application with short movies connected to interactive 3d environments (in stereoscopy). 2.2 The Teramo Virtual Museum The Teramo Virtual Museum is a project started in 2009, on behalf of the local Soprintendenza, focussed on the virtual reconstruction of the St. Maria Aprutiensis Cathedral, destroyed in XIII century. The current archaeological complex is composed of the ruins of the cathedral and some roman domus, and one of the project needs was to emphasize the evocative effect of such wall remains, whose height rarely overcome one meter. The final release implied three different outputs: 1. Figure 1. the Virtual Museum of the Ancient Via Flaminia: triclinium of the Livia's villa: the yellow pyramid activates a source window (see text) [courtesy E.Pietroni, M. Di Ioia, L. Vico]. A touch-screen application containing a technical reconstruction of roman domus, in the current and original conditions, in order to provide technical informations for an expert fruition (archaeological plans, historical and chronological details and so on). 2. An interactive VR application, in which a couple of characters, following the story-telling approach, lead the user inside the virtual model of the ancient cathedral, to discover the history of the city. Since the beginning main issues that appeared to be the most problematic have been: 3. An integrated system of music, movies and random spotlights into the archaeological site, following the visitors tour. 1. Maintanance. The system installation comes together with a specific training program for the Museum's personnel. The personnel has been, for the most part, very interested in the topic, and in all the application needs, such as the daily switch on and off and the maintenance. Anyway, this kind of installation implies different levels of possible problems, in terms of software, hardware, settings, which can not be easily solved by non-expert personnel. This is probably one of the reasons why many Museum applications “dies” so early. The solving of the arisen maintanance issues has requested a level of engagement, in terms of work, time and availability, higher than in any expectation. 2. Interpretation. This is maybe the most discussed problem connected to Virtual Museums: how to manage uncertainty and represent the different reliability levels of the monuments? In current times, the graphic quality of VM applications is rapidly growing, as well as the risk, for the users, to mislead the esthetic quality as an index of the reliability. The development of this project made we often face such a question. The solution chosen was double: on the one hand marking each room of the monument visited by the avatars with one two or three stars as an index both for the architectural and the decoration reliability (hypothetic, probable, certain); on the other, setting up the VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 The Teramo project represented, thus, an evolution of the VM's concept, in relation to the three topics stressed above. The semantic density is now shared in three different applications in an increasing scale of interaction and knowledge requested (from 3 to 1). The maintenance issue was studied in order to reduce as much as possible the personnel actions, which is absolutely null for applications 3 (chronometric auto- switch on and off) and need only a limited effort for the others. The problems connected with reliability was crucial in this situation, as the ancient cathedral was completely destroyed and its architectural structure, with the exception of the plan, is completely hypothetical. Thus, the situation made particularly important to remark the difference between reality and virtuality. Among the many possible ways, we opted for an experimental meta-narrative approach, making the game explicit through the presence of a special character, Virtuvius, the virtual architect, who explains to the public how hypothesis and virtual buildings are made. 153 Virtual Archaeology Review Figure 2. the Teramo Virtual Museum: Virtuvius, the virtual architect, at work reconstructing the ancient Cathedral [Courtesy of E.Pietroni, M.Di Ioia, C.Rufa]. 2.3 Bologna Virtual Museum The Bologna Virtual Museum Project is a stereoscopic short movie aimed at bringing visitors of the new City Museum inside 30 centuries of history. Bologna and its territory are reconstructed (from the 9th century BC) through a tremendous scienfic work, dedicated to the communication and the storytelling of its long and complex history. The project is developed by CINECA in cooperation with CNR ITABC and will be released in 2011. Starting from the whole city model, and its neighbourings, two ouputs will be available: 1. A short movie (about 10 min. long) representing a trip inside and around the city (in stereoscopic view). 2. A very simple interactive application which will allow to explore the same scenarios and reach specific information. As it is clear that, here too, the maintenance is reduced to a very low level of interaction, the semantic density in this case is thinned down through its distribution on the lenght of the applications (the movie will be about ten minutes long). Anyway, here too, there will be a two level fruition: the first completely passive, the second interactive. An important research feature of the project, is the use of procedural modeling tools for the city buildings, through the software Blender and City Engine (MUELLER ET AL. 2007). Such a strategy allowed to reduce the modeling work and, thus, to preserve more effort to the graphic quality of the whole context (PESCARIN, PIETRONI, FERDANI, in press). Such an advantage was used to try a new (again meta-narrative) approach to the reliability topic. Figure 3. The reconstructed city of Bologna (20th century): Courtesy of CINECA: Silvano Imboden and CNR ITABC: Daniele Ferdani 3. CONSIDERATIONS Trying to sum up the experience of the described works, it is possible to state some indications as possible strategies to be discussed in order to face specifical VM's aspects. Manteinance: A VM should be planned (both in hardware and software terms) as to limit as much as possible the need of museum operators' technical intervention. Particular effort should be paid to the realization of scripts to automate procedures, and even operations of computer switch-on and shut down – where possible – should be programmed to be automatically activated at time. Interpretation: In the current state of the art, many solutions have been experimented in order both to express different level of reconstruction reliability and the whole concept of virtuality as something ontologically different from reality. Among all the possible ways in such a direction, it seems interesting the challenge of the meta-narrative approach, to make explicit the virtual reconstruction work, inserting in the virtual world characters or elements referring to it. Semantic density: This is a hard topic to be faced, as there are not standard solutions. The starting observation is that a very heavy amount of contents (historical, artistic, geographical and so on) may result unshared for the the same application. Possible solution can be found in the content segmentation through different kind of applications, with different knwoledge and interaction requirements, thus sharing more semantic levels levels on different outputs. Beyond such considerations, it is still important to stress the need of systematic analysis of VMs,, in order to focus their impact on the users and build a theoretically strong corpus of considerations on the topics related to their evolution and life (or death). The graphic quality was set up avoiding an “hyper-realistic” look, and choosing a “cartoon” graphic color palette. The particular color atmosphere automatically suggests an idea of “unrealistic reality”, implicitly marking the distance of virtuality from the real world. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 154 Virtual Archaeology Review ACKNOWLEDGEMENTS The authors wish to thank all the scholars contributing to the Flaminia, Teramo and Bologna projects: Stefano Borghini, Carlo Camporesi, Raffaele Carlani, Marco Di Ioia, Daniele Ferdani, Maurizio Forte, Fabrizio Galeazzi, Alessia Moro, Eva Pietroni, Claudio Rufa, Bartolomeo Trabassi, Valentina Vassallo and Lola Vico (CNR-ITABC); Luigi Calori and Silvano Imboden (CINECA). For the liguistic support, a special thank to Belen Jimenez. REFERENCES FORTE M. and AA.VV., 2008, “La Villa di Livia, un percorso di ricerca di archeologia virtuale”, L'Erma di Bretschneider, Roma. MUELLER P, ZENG G, WONKA P AND VAN GOOL L, 2007, Image-based Procedural Modeling of Facades, ACM Transactions on Graphics, volume 26, number 3, article number 85. pages 1-9. Proceedings of SIGGRAPH 2007. PESCARIN S., PIETRONI E., FERDANI D., in press, “A procedural approach to the modeling of urban historical contexts” in Francisco Contreras & Fco. Javier Melero (Eds) Fusion of Cultures Proceedings of the 38th Conference on Computer Applications and Quantitative Methods in Archaeology Granada, Spain, April 2010. VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011 155 Virtual Archaeology Review INNOVA CENTER European Center for Innovation in Virtual Archaeology Complejo Educativo Jose María Blanco White. Centro de Iniciativas Empresariales CIE. Pabellon 1 Carretera de Isla Menor s/n 41014 - Bellavista - Sevilla – España Telfs: +34 954 692 115 / +34 687 731 111 www.innovacenter.es VAR. Volumen 2 Número 4. ISSN: 1989-9947 [email protected] Mayo 2011 156 Virtual Archaeology Review Directores / Directors Alfredo Grande León López--Menchero Bendicho Víctor Manuel López VAR. Volumen 2 Número 4. ISSN: 1989-9947 Mayo 2011