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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 |