dc.contributor.author |
Cláudio, Ana Paula
|
es_ES |
dc.contributor.author |
Carmo, Maria Beatriz
|
es_ES |
dc.contributor.author |
Carvalho, Alexandre Antonio
|
es_ES |
dc.contributor.author |
Xavier, Willian
|
es_ES |
dc.contributor.author |
Antunes, Rui
|
es_ES |
dc.date.accessioned |
2017-07-31T09:19:49Z |
|
dc.date.available |
2017-07-31T09:19:49Z |
|
dc.date.issued |
2016-10-27 |
|
dc.identifier.isbn |
9788490484555 |
|
dc.identifier.uri |
http://hdl.handle.net/10251/85990 |
|
dc.description.abstract |
[EN] Creating 3D reconstruction of the past is a challenging task requiring a vast set of technical skills, with teams usually including historians, 3D artists and IT technicians. In this paper, we describe our combined efforts to work under a low-budget pipeline to make a 3D simulation of the medieval village of Mértola in the south of Portugal. The work we describe in this paper is part of a larger project called "BIHC - Bio- Inspired Human Crowds" whose partial objectives are the development of a set of tools for the animation of 3D reconstructions of cultural heritage sites. We have focused on developing a lightweight model of the village that would allow the incorporation of virtual autonomous inhabitants in a simulation running in real-time and visitable by online audiences in both i) bird’s-eye and ii) first-person points of view. The contribution of this paper is the identification of a set of tools and stages that can be used to obtain the final interactive environment recreating the inhabited ancient village |
es_ES |
dc.format.extent |
4 |
es_ES |
dc.language |
Inglés |
es_ES |
dc.publisher |
Editorial Universitat Politècnica de València |
es_ES |
dc.relation.ispartof |
8th International congress on archaeology, computer graphics, cultural heritage and innovation |
es_ES |
dc.rights |
Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) |
es_ES |
dc.subject |
Data acquisition |
es_ES |
dc.subject |
Photogrammetry |
es_ES |
dc.subject |
Remote sensing |
es_ES |
dc.subject |
Documentation |
es_ES |
dc.subject |
Cultural heritage |
es_ES |
dc.subject |
Digitisation |
es_ES |
dc.subject |
3D modelling |
es_ES |
dc.subject |
Virtual archaeology |
es_ES |
dc.subject |
Virtual museums |
es_ES |
dc.subject |
Virtual exhibitions |
es_ES |
dc.subject |
Gaming |
es_ES |
dc.subject |
Collaborative environments |
es_ES |
dc.subject |
Internet technology |
es_ES |
dc.subject |
Social media |
es_ES |
dc.subject |
Architecture |
es_ES |
dc.title |
VIRTUAL CITIES INHABITED BY AUTONOMOUS CHARACTERS: A PIPELINE FOR THEIR PRODUCTION |
es_ES |
dc.type |
Capítulo de libro |
es_ES |
dc.type |
Comunicación en congreso |
es_ES |
dc.identifier.doi |
10.4995/arqueologica8.2015.4185 |
|
dc.rights.accessRights |
Abierto |
es_ES |
dc.description.bibliographicCitation |
Cláudio, AP.; Carmo, MB.; Carvalho, AA.; Xavier, W.; Antunes, R. (2016). VIRTUAL CITIES INHABITED BY AUTONOMOUS CHARACTERS: A PIPELINE FOR THEIR PRODUCTION. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 500-503. https://doi.org/10.4995/arqueologica8.2015.4185 |
es_ES |
dc.description.accrualMethod |
OCS |
es_ES |
dc.relation.conferencename |
ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation |
es_ES |
dc.relation.conferencedate |
September 05-07,2016 |
es_ES |
dc.relation.conferenceplace |
Valencia, Spain |
es_ES |
dc.relation.publisherversion |
http://ocs.editorial.upv.es/index.php/arqueologica20/arqueologica8/paper/view/4185 |
es_ES |
dc.description.upvformatpinicio |
500 |
es_ES |
dc.description.upvformatpfin |
503 |
es_ES |
dc.type.version |
info:eu-repo/semantics/publishedVersion |
es_ES |
dc.relation.pasarela |
OCS\4185 |
es_ES |