Research and Education in Urban History in the Age of Digital Libraries: Second International Workshop, UHDL 2019, Dresden, Germany, October 10–11, ... in Computer and Information Science)
معرفی کتاب «Research and Education in Urban History in the Age of Digital Libraries: Second International Workshop, UHDL 2019, Dresden, Germany, October 10–11, ... in Computer and Information Science)» نوشتهٔ Florian Niebling (editor), Sander Münster (editor), Heike Messemer (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes selected and revised papers from the Second International Conference on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2019, held in Dresden, Germany, in October 2021. The 11 full papers presented in this volume were thoroughly reviewed and selected from 41 submissions. They are organized in the topical sections on theory, methods and systematization; visualization and presentation; machine learning and artificial intelligence.- policies, legislation and standards. Preface Organization Contents Theory, Methods and Systematization The Critical Digital Model for the Study of Unbuilt Architecture Abstract 1 Introduction 2 Research Topic and Case Studies 3 The Critical Digital Model (CDM) 3.1 What is a Critical Digital Model? 3.2 Constructive Aspects 3.3 Traceability 3.4 Accessibility and Interoperability 3.5 Visualization 4 The Visualization of the CDM 4.1 Premise 4.2 Photorealistic (PR) Shading 4.3 Non-photorealistic (NPR) Shading 4.4 The Surface Appearance of the CDM 4.5 Tridimensional Transposition of Bidimensional Graphical Style (Diplomatic Representation) 4.6 False Colours to Express the Uncertainty 4.7 Optimized Scale of Uncertainty 5 Conclusion References Digital Reconstruction of the New Synagogue in Breslau: New Approaches to Object-Oriented Research Abstract 1 The Use of Digital Methods in the 3D-Reconstruction of Demolished Architecture 2 The Historical Context of the New Synagogue in Breslau 2.1 The Source Material as a Basis for Reconstruction 2.2 The Historical and Socio-cultural Context 3 The Model Behind the Model 3.1 Application Ontology and Data Model 3.2 The Documentation Scheme 4 Reconstruction Methodology in the HBIM Environment: 3D Modelling in ARCHICAD 4.1 Preparation for the Reconstruction Process in BIM-Supporting Software 4.2 Data Stored in the HBIM Model for Reconstruction Purposes 5 Conclusion References User Involvement for Application Development: Methods, Opportunities and Experiences from Three Different Academic Projects Abstract 1 Introduction 2 Research Questions 3 Case 1 – User Group Analysis and User Experience Testing at an Early Stage of the Development Process of a Serious Game 3.1 Introduction to the Project E.F.A. 3.2 Challenges in Developing Human-Centered Serious Game Concepts 3.3 Methodology for User Group Analysis and Early Stage User Experience Testing 3.4 Results and Recommendation for Early Stage User Experience Methods 4 Case 2 – Development of a Click-Dummy Prototype for the User-Centered Creation of a Template with Adobe Captivate 4.1 Introduction of the Project weiter.digital 4.2 The Target Group and Connected Challenges 4.3 Creation and Testing of a High-Fidelity Prototype for Micro-learnings 5 Case 3 – Applying Personas and Thinking-Aloud for a User-Centered Evaluation of a Prototypical Application for 3D Image Repositories 5.1 Introduction of the Project Urban History 4D 5.2 Usability in Digital Humanities 5.3 Research Design 5.4 Implementation of the Workshop 5.5 Results and Discussion 6 Conclusion Acknowledgements References Visualization and Presentation Visual Representations in Digital 3D Modeling/Simulation for Architectural Heritage Abstract 1 Introduction 2 Images of the Past as a Part of Contemporary Visual Culture 3 Reconstructions or Simulations 4 Images as Meta-representations in the Simulation of the Past 5 Required Qualities of Visual Representations and the Ways to Encode Them 6 Conclusion References Toward an Automated Pipeline for a Browser-Based, City-Scale Mobile 4D VR Application Based on Historical Images Abstract 1 Introduction 2 Application Scenario 3 Pipeline 3.1 Step 1: Historical Buildings Recognition (Content-Based Image Retrieval) 3.2 Step 2: Retrieving Image Orientation 3.3 Step 3: Mobile VR Visualization 4 Conclusion and Future Work Acknowledgments References Comparing Methods to Visualize Orientation of Photographs: A User Study 1 Introduction 2 Related Work 2.1 Heat Maps 2.2 Vector and Flow Fields 2.3 Cluster-Based Approaches 3 Rationale and Proposed Visualization Methods 3.1 Heat Map and Surface Heat Map 3.2 Vector Glyphs and Animated Particles 3.3 Radar Chart, Radial Fan, and Radial Arrow 4 Dataset Synthesis 4.1 Imaging Situations and Phenomena 4.2 Stimuli Generator 5 Task Design 5.1 User Instructions 5.2 Measure and Accuracy 6 Study Implementation 6.1 Participant Pool 6.2 Timing and Training 7 Results and Discussion 7.1 Outliers and Obstacles 7.2 Task 1: Identifying Points of Interest 7.3 Task 2: Locating Preferred Photographers' Positions 7.4 Task 3: Finding the Main Perspectives 8 Conclusion References In Which Images Does This Corner Appears? A Novel Approach for Three-Dimensional Query of Historical Photographs Collections in Urban Heritage Research Abstract 1 Introduction 2 Search and Retrieval Challenges 2.1 Current Approaches 2.2 Requirements for Effective Spatial Search of Images 3 A Novel Approach 3.1 Workflow Definition and Implementation 3.2 Expected Applications and Benefits 4 Application and Evaluation 4.1 A Case Study 4.2 Testing Methodology 5 Results 5.1 Point Cloud Generation 5.2 Spatial Querying Functionality and Performance 6 Conclusions 6.1 Discussion 6.2 Future Work Acknowledgments References Visualizing Venice to Visualizing Cities - Advanced Technologies for Historical Cities Visualization Abstract 1 Visualizing Venice to Visualizing Cities 1.1 Advanced Technologies for Historical Cities Visualization 1.2 Key Challenges, Outcomes and Methodologies 1.3 A Forward-Thinking Methodology and Innovative Visualizations: Our Goals 1.4 LIDAR (Light Detecting Radar) and GPR (Ground Penetrating Radar): Measuring the Seemingly Invisible 1.5 HBIM (Historic Building Information Modeling): Interoperable 3D Modeling 1.6 Augmented Reality: The Transmogrification of the Digital into a Real Experience 2 Conclusion and Future Steps References Machine Learning and Artificial Intelligence Semantic Deep Mapping in the Amsterdam Time Machine: Viewing Late 19th- and Early 20th-Century Theatre and Cinema Culture Through the Lens of Language Use and Socio-Economic Status 1 Introduction 2 Related Work 3 Semantic Deep Mapping 3.1 Deep Mapping as Concept and Method for Researching Urban History 3.2 GIS Infrastructure 3.3 Linked Open Data Approach 4 Use Case 4.1 Research Question 4.2 Datasets 4.3 Method 4.4 Results 5 Discussion 6 Conclusion References Deep Learning from History 1 Introduction 2 ArchiMediaL 3 Computer Vision 3.1 Context 3.2 Convolutional Neural Network (CNN) 3.3 Semantic Similarity Learning 3.4 Cross-Domain Retrieval 3.5 Related Work 3.6 Computer Vision Research Question 4 Crowdsourcing Image Pairs 4.1 Dataset and Crowdsourcing Platform 4.2 Technical Details 4.3 Users 4.4 Crowdsourcing Research Question 5 Conclusion References Policies, Legislation and Standards A Framework to Support Digital Humanities and Cultural Heritage Studies Research Abstract 1 Introduction 2 Survey 2.1 Theoretical Framework 2.2 Methodology 2.3 Findings 2.4 Discussion 3 State of the Art in Policy and Funding Practices 3.1 Theoretical Framework 3.2 European Policy and Practices on Cultural Heritage and Digitisation 3.2.1 The European Heritage Strategy for the 21st Century 3.2.2 The European Year of Cultural Heritage 2018 3.2.3 A New European Agenda for Culture 3.2.4 The Work Plan for Culture 2019–2022 3.2.5 The Recovery Plan for Europe 3.2.6 Public Consultation on Opportunities Offered by Digital Technologies for the Culture Heritage Sector 3.2.7 EU Research and Innovation Funding; Horizon Europe Programme 3.3 Discussion 4 State of the Art and Analysis of Legal Frameworks 4.1 Theoretical Framework 4.2 Methodology 4.3 The Open Data Directive and Digitisation of Cultural Heritage 4.3.1 European Data Strategy: Technological and Semantic Web Applications 4.3.2 AI-Related Technologies in the Cultural Heritage Sector 4.4 The Directive on Copyright and Related Rights in the Digital Single Market 4.4.1 Text and Data Mining 4.4.2 Preservation of Cultural Heritage: Exception for Preservation Copies 4.4.3 Use of Out-of-Commerce Works by Cultural Heritage Institutions 4.4.4 Collective Licensing with an Extended Effect 4.4.5 Protection of Public Domain Works and Visual Art 4.5 Discussion 5 Conclusions References Author Index
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