
The combination of thermographic and geometric recording has always been an issue for architectural heritage diagnostic investigations. Multidisciplinary projects often require integrating multi-sensor information including metric and temperature data to extract valid conclusions regarding the state-of-preservation of historical buildings. Towards this direction, recent technological advancements in thermographic cameras and three-dimensional (3D) documentation instrumentation and software have contributed significantly, assisting the rapid creation of detailed 3D thermal-textured results, which can be exploited for non-destructive diagnostical surveys. This paper aims to briefly review and evaluate the current workflows for thermographic architectural 3D modeling, which implement state-of-the-art sensing procedures and processing techniques, while also presenting some applications on case studies of significant heritage value to help discuss current problems and identify topics for relevant future research.
Amathus archaeological site is one of the most important monuments (memorials), which remains for up to 2300 years. Last decades, archaeological sites, face anthropogenic and natural disturbances. One of those is the land movements that come from landslides or earthquakes. Improved remote-sensing techniques and new data more contemporary can assist in archaeology because it provides extensive area coverage and access in difficult-to-reach archaeological sites. In the present study, we investigate the use of Synthetic Aperture Radar Interferometry (InSAR) in land movement estimation near archaeological sites. We applied the D-InSAR (Differential Synthetic Aperture Radar Interferometry) methodology in Sentinel-1 data. These data are free and available from Copernicus Open Access Hub. The methodological framework was implemented in SNAP software (Sentinel Applications Platform), which is free and available from the European Space Agency. The analysis had three main steps: a) to prepare the data and check the suitability, b) the production of the interferogram, and c) the production of displacement map in meter units. The results have shown that in the area of interest, the hazard of land movement is low.The abstract should summarize the contents of the paper in short terms, i.e. 150–250 words.
Recent advances in computer science allowed people to explore new possibilities for the fruition of CH all around the world. The development of Geographic Information Systems (GIS) in the field of territorial systems and the evolution of Virtual Reality (VR) solutions opened new scenarios for the valorization of cultural goods. At the same time, recent advances in digital photogrammetry and 3D interactive navigation models on WEB-based on WebGL technologies offered new opportunities of digital fruition of CH. Considering this panorama, the presented work shows how the integration of these technologies gives a precious added value to the virtual fruition of CH. In particular, it has been considered a cultural path in the La Loggia district, located into the historic centre of Palermo. This area is rich in monuments, many of them not accessible to the public, within the I-ACCESS European Project. The starting idea was to enlarge and diffuse, as much as possible, the accessibility to the knowledge of cultural goods in a virtual way, stimulating at the same time their real fruition. The developed solution implemented a GIS platform HTML 5 based and freely available online from desktop and mobile devices. In the virtual tour, everyone could navigate inside the cultural path, accompanied by touristic information, and come and visit the indoor environments of the main monuments. This work offers a new approach to accessibility and represents an example of how new technologies could support the diffusion of knowledge of CH.
This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.