Regular
ARacetateAncient StudiesAsian LacquerAugmented RealityAudioarchiveaccessAccess Systems
black and white film
cultural heritage datacolor managementConfocal Micriscopycolor profileCivil Warcultural heritageCinematographic workcolor cameraCultural heritagecrowdsourcingColor accuracycolor profilingcolor imaging
data managementdigitisationdigital preservationDigital restorationDigitization/3D imagingdigitizingDigital LibrariesDigital restorerDigitizationdigitizationdata visualizationData Analyticsdata modelsdigital curationdigital archiving
emulation
film digitizationFAIR dataFringe Projection Profilometry
gamesGISgraffitigame design
historic datahistory
image qualityInteractiveImaginginteroperabilityimmersive cultural heritageInternational Collaboration
linked dataLEDLinguisticsLOUDLaccol
Multispectralmicroformmu-factormicrofichemultispectralmaterialitymapsMethod DRAMetadatametadata
ontologiesoptical character recognition
pedagogyphotographypreservationPreservationPackage
Speech-to-Textstandardizationspectral imagingSurface Metrologystorytellingsport tourism and recreationsport and athleticssoftware
TranslationtranscriptionThitsiolTaiwan
USDZUrushiol
value-added applicationVRvinegar syndrome
3D
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  63  27
Image
Pages 1 - 6,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts from a museum. We explore how the critical thinking present in solving puzzles can still encourage engagement of the story the artifacts have to tell without creating an historical fiction. Preliminary results show a preference for our in-game digital interaction over a traditional gallery and a desire to learn more about the artifacts after playing.

Digital Library: ARCHIVING
Published Online: June  2021
  33  1
Image
Pages 7 - 13,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

This study engages in the process of digitizing information concerning interviews of veteran athletes and collections of historical relics, and then establishes metadata pertaining to the archival process. The fruits of this labor are to be demonstrated on the Historical Sport Relics Digital Museum website for public interests. The purpose of this work is to use digital archiving as a method to preserve the culture, heritage, and values of Taiwan’s sport history, as well as to develop value-added applications.

Digital Library: ARCHIVING
Published Online: June  2021
  15  4
Image
Pages 14 - 17,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

People are participating in the digital environment more than ever before and have gotten used to sharing their lives and expertise through social networks. There is a great potential in users sharing private archival materials and their knowledge digitally, but they need adequate guidance. At the same time, the archival sector is struggling to process the fast-growing amount of digital material. Reception and its processes are slowed down by insufficient technological development and lack of resources. What is needed to obtain valuable private archives and enriching metadata from the users, but not increase the workload of archival organizations? In this paper, we are introducing Memoriaali, an easy-to-use platform that provides tools for archival donors and professionals.

Digital Library: ARCHIVING
Published Online: June  2021
  21  4
Image
Pages 18 - 23,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

HistoryForge (<ext-link ext-link-type="uri" xlink:href="https://historyforge.net">https://historyforge.net</ext-link>) is a web application that combines information from U.S. Census records, historical maps, and other records in an interactive framework of human and spatial relationships that illustrate what communities looked like and how they evolved over time. It generates an environment that invites a study of local history at the levels of neighborhood, family, and individual. HistoryForge is being developed using open source software so that any community can adopt it to explore their own local history and add archival material. This paper will describe the project's development, growing potential for enriching records with archival material, and its current implementation in four different communities. The rapid development of the last year has been supported by a two-year grant from the Public Engagement with Historical Records from the National Historical Publications and Records Commission of the National Archives.

Digital Library: ARCHIVING
Published Online: June  2021
  31  6
Image
Pages 24 - 27,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

In the early phases of the pandemic lockdown, our team was eager to share our collection in new ways. Using an existing 3D asset and advancements in AR technology we were able to augment a 3D model of a collection object with the voice of a curator to add context and value. This experience leveraged the unique capabilities of the open Pixar USD format USDZ extension. This paper documents the workflow behind creating an AR experience as well as other applications of the USD/USDZ format for cultural heritage applications. This paper will also provide valuable information about developments, limitations and misconceptions between WebXR glTF and USDZ.

Digital Library: ARCHIVING
Published Online: June  2021
  65  16
Image
Pages 28 - 32,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

Conservation documentation plays a crucial role in preventing misrepresentations about cultural property. Yet conservation records often remain undigitized and unsearchable. As part of efforts to improve access to conservation documentation, members of the Linked Conservation Data Consortium recently embarked on a project to transform paper and born-digital conservation records spanning forty years into linked data. Project team members reviewed existing models for preservation data and found that only the CIDOC Conceptual Reference Model would accommodate documentation of materiality, object structure, and conservation treatment events as prescribed by professional guidelines. Project outcomes revealed meaningful patterns in conservation data that may be useful in future model development as well as shortcomings in the XML technologies employed for transforming the data.

Digital Library: ARCHIVING
Published Online: June  2021
  33  11
Image
Pages 33 - 37,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

One of the ongoing challenges for effective utilization of heritage science data is the lack of access to well-organized and accessible extant data sets and the need to structure data in formats that allow interrogation and integration of related data. This need for data fusion expands to both subjective and objective measurements and descriptors, as well as a long-overdue need for established guidelines for metadata and shared terminologies, or more critically, ontologies. Research into this area has shown the need for Knowledge Organization Systems (KOS) that bridge and integrate multiple ontologies that address specific needs – for example the Getty Vocabularies for cultural heritage terms, the Linked Art model for a simplified core CIDOC-CRM, as well as the OBO Foundry and other scientific ontologies for measurements and heritage science terminology.[1]

Digital Library: ARCHIVING
Published Online: June  2021
  22  5
Image
Pages 43 - 46,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

EN 17650 is a proposed new European Standard for the digital preservation of cinematographic works. It allows organizing of content in a systematic way, the so called Cinema Preservation Package (CPP). The standard defines methods to store content in physical and logical structures and describes relationships and metadata for its components. The CPP uses existing XML schemes, in particular METS, EBUCore and PREMIS to store structural, descriptive, technical and provenance metadata. METS XML files with their core metadata contain physical and logical structures of the content, hash values and UUIDs to ensure data integrity and links to external metadata files to enrich the content with additional information. The content itself is stored based on existing public and industry standards, avoiding unnecessary conversion steps. The paper explains the concepts behind the new standard and specifies the usage and combinations of existing schemes with newly introduced metadata parameters.

Digital Library: ARCHIVING
Published Online: June  2021
  56  5
Image
Pages 47 - 50,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

This paper presents an abbreviated summary of previous work using a distributed emulation network (EaaSI) to allow for the analysis of computer assisted design (CAD) tools including multiple versions of the popular AutoCAD system. It elaborates on the use of EaaSI in a graduate seminar on the history of computational design, presenting a design pedagogy use case for archived software objects and showing how their remediation through emulation can lead to new historical and design insights into contemporary software. It includes further clarification on the relevance of emulation to the archival community and highlights extended use cases not found in the original publication.

Digital Library: ARCHIVING
Published Online: June  2021
  21  9
Image
Pages 51 - 55,  © Society for Imaging Science and Technology 2021
Volume 18
Issue 1

An imaging process is described which captures spectral transmittance for transmissive media. The specific application is positive and negative large-format film. The system is based on a ten channel LED backlight source and a monochrome camera. The LED source sequentially back-illuminated reference targets and film samples, with an image captured for each LED channel. From the measured data and images of reference targets, a model was developed to predict spectral transmittance. With that model, the 10 images of a sample were combined to a single 31-band spectral image. Spectral images can be used to calculate colorimetric data for each pixel. These colorimetric results show that the system produces good colorimetric predictions when compared to the most relevant FADGI guidelines. Some improvement is required for the spectral model particularly in the red region.

Digital Library: ARCHIVING
Published Online: June  2021

Keywords

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