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1.
IOP Conference Series Earth and Environmental Science ; 1189(1):011001, 2023.
Article in English | ProQuest Central | ID: covidwho-20231601

ABSTRACT

The title of the ConferenceXXII Conference of PhD Students and Young Scientists "Interdisciplinary topics in mining and geology”The location and the date of the conferencevirtual event – online conference, June 29th to July 1st, 2022 in Wrocław, PolandXXIInd Conference of PhD Students and Young Scientists "Interdisciplinary topics in mining and geology” continues a series of events that started in 2000 at Wrocław University of Science and Technology. Scientific programme of the Conference focuses on four thematic panels:1. Mining Engineering: sustainable development, digitalisation in mining, problems of securing, protecting and using remnants of old mining works, underground mining, opencast mining, mineral processing, waste management, mining machinery, mine transport, economics in mining, mining aeronautics, ventilation and air conditioning in mines,2. Earth and Space Sciences: geology, hydrogeology, environmental protection, extraterrestrial resources, groundwater and medicinal waters, engineering and environmental protection, geotourism,3. Geoengineering: environmental protection, applied geotechnics, rock and soil mechanics, geohazards,4. Geoinformation: mining geodesy, GIS, photogrammetry and remote sensing, geodata modeling and analysis.The XXII Conference of PhD Students and Young Scientists was held as a virtual event, that is as a virtual, online conference in real-time. The reason why the Organizing Committee decided to change the traditional formula of the event to online formula was related to the concern for the health of the participants due to the COVID-19 epidemic.The XXII Conference of PhD Students and Young Scientists took place from June 29th to July 1st, 2022 in Wroclaw, Poland. That is the organizers worked and managed the event from the Wrocław University of Science and Technology Geocentre building. Because the conference focused on four thematic panels, four different special opening lectures were delivered by wellknown scientists- Professor Jan Zalasiewicz (University of Leicester, England)- Associate Professor Artur Krawczyk (AGH University of Science and Technology, Poland)- Professor Biljana Kovacević-Zelić (University of Zagreb, Croatia)- Assistant Professor Eduard Kan (Tashkent Institute of Irrigation and Agricultural Mechanizations Engineers, Uzbekistan).The Conference was divided into 8 oral sessions (with 33 presentations) and 1 poster session (with 33 posters). The amount of time provided to one presentation was 15 minutes, after presentation there was 5 minutes available for discussion. The poster session was available throughout the event, and the posters were available for online viewing on the Conference's website with the possibility of make discussion and ask questions in real time via zoom meeting application as well. Every day of the Conference one "virtual coffee break” was devoted for discussion between participants and question and answer session for the Organizers.There were 96 registered participants from 13 countries. The online XXII Conference of PhD Students and Young Scientists was conducted using the Zoom meeting platform with commemorative screen shots taken. By tradition two competitions, for the best oral presentation and for the best poster were held. The award for the best oral presentation was given ex aequo to Julia Tiganj (TH Georg Agricola University of Applied Sciences, Germany) for the presentation entitled Post-mining goes international: hurdles to climate neutrality using the example of China and Oksana Khomiak, Jörg Benndorf (TU Bergakademie Freiberg, Germany) for the presentation entitled Spectral analysis of ore hyperspectral images at different stages of the mining value chain, whereas the best poster was awarded to Adam Wróblewski, Jacek Wodecki, Paweł Trybała, Radosław Zimroz (Wrocław University of Science and technology, Poland) for the poster entitled Large underground structures geometry evaluation based on point cloud data analysis.List of Scientific Committee, Organizing Committee, Editorial Team are available i this pdf.

2.
2023 Future of Educational Innovation-Workshop Series Data in Action, FEIWS 2023 ; 2023.
Article in English | Scopus | ID: covidwho-2327238

ABSTRACT

Undergraduate students enrolled in Civil Engineering, Architecture, and Urban Planning (CAU) must develop competencies in Geomatics and Topography (G&T) as part of their learning process. During this time, theoretical concepts are traditionally taught with field practice using specialized tools such as a theodolite, laser level, and total station. Due to the environmental restrictions of the COVID-19 pandemic, traditional field practice (TFP) was suspended, preventing access to equipment and study areas. The use of Information and Communication Technologies (ICT), such as Building Information Modeling (BIM) and Virtual Reality (VR), have been explored in the last decade for educational purposes. This paper studies the benefits of using these tools for developing G&T skills. This research aimed to assess students' learning outcomes using a traditional G&T teaching method and a new methodology based on Virtual Field Practice (VFP) for CAU students. The methodology provides a virtual study area for the CAU student by integrating point clouds derived from photogrammetry and terrestrial laser scanning. It also assesses their learning results and compares them against a control group using a validated instrument. Findings suggest continuing with fieldwork for a greater understanding and correct application of G&T concepts by students, and using virtual models as an efficient way to complement the acquisition of spatial information in the teaching-learning process. Until the publication of this article, we found no evidence in the literature at the undergraduate level of applying exercises like those proposed. © 2023 IEEE.

3.
Applied Sciences ; 13(9):5598, 2023.
Article in English | ProQuest Central | ID: covidwho-2316974

ABSTRACT

This review attempts to summarize contributions by authors who, in the last decade, have dedicated their efforts to making geoheritage accessible to the public. Geoheritage is composed of geosites, which are, nowadays, real milestones on which field-based geological education can be conducted. However, the COVID-19 pandemic in particular has made it clear that a new paradigm is needed;a series of tools must be introduced and increasingly used to make it possible for potential users, be they academics, students, or the lay public, to experience geosites from locations that can be thousands of kilometers away. All these have been achieved over time by a wide range of evolving techniques and advanced technologies such as GIS tools, virtual reality applications and further innovative technologies such as WebGIS platforms accompanied by appropriate navigation tools (VR headsets and thumbsticks). The viewers, in this way, are provided with a complete view of a virtual geosite, which enables visualizing its characteristics at different scales. VR technologies, especially, have revealed a high degree of satisfaction, based on feedback collected from VR geosite visualization events, both by scientists, students and the general public, and could be the forefront of geosite visualization and valorization in the near future.

4.
J Imaging ; 9(4)2023 Apr 21.
Article in English | MEDLINE | ID: covidwho-2301024

ABSTRACT

The COVID-19 pandemic has underscored the need for real-time, collaborative virtual tools to support remote activities across various domains, including education and cultural heritage. Virtual walkthroughs provide a potent means of exploring, learning about, and interacting with historical sites worldwide. Nonetheless, creating realistic and user-friendly applications poses a significant challenge. This study investigates the potential of collaborative virtual walkthroughs as an educational tool for cultural heritage sites, with a focus on the Sassi of Matera, a UNESCO World Heritage Site in Italy. The virtual walkthrough application, developed using RealityCapture and Unreal Engine, leveraged photogrammetric reconstruction and deep learning-based hand gesture recognition to offer an immersive and accessible experience, allowing users to interact with the virtual environment using intuitive gestures. A test with 36 participants resulted in positive feedback regarding the application's effectiveness, intuitiveness, and user-friendliness. The findings suggest that virtual walkthroughs can provide precise representations of complex historical locations, promoting tangible and intangible aspects of heritage. Future work should focus on expanding the reconstructed site, enhancing the performance, and assessing the impact on learning outcomes. Overall, this study highlights the potential of virtual walkthrough applications as a valuable resource for architecture, cultural heritage, and environmental education.

5.
Worldwide Hospitality and Tourism Themes ; 15(1):8-17, 2022.
Article in English | CAB Abstracts | ID: covidwho-2273080

ABSTRACT

Purpose: This study examines a phygital approach to rural cultural heritage tourism, adopted by a rural community in Sapphaya, Chai Nat Province, Thailand, in response to the Covid-19 crisis. Specifically, it investigates a community's initiatives to amalgamate its physical and digital marketing communications in order to engage with consumers as a strategy for destination recovery and resilience. Design/methodology/approach: This is a qualitative exploratory study involving three stages of action, applying two research approaches: (1) participatory action research (PAR) with Sapphaya's tourism stakeholders, and (2) social media research utilising netnographic analysis of Sapphaya's tourism social enterprise social media pages. Findings: The findings indicate that a phygital rural cultural heritage strategy can facilitate the interconnectivity between a destination's physical and digital dimensions of its cultural heritage tourism product, thereby enhancing its intrinsic value, meaning and experiential perceptions. Specifically, it recommends that a successful community-based phygitalisation strategy requires grassroot engagement across all stages of planning, development, implementation and management of the rural cultural heritage tourism product. Practical Implications: The paper focusses on the cultural heritage tourism strategy adopted by a rural community across the physical-digital-phygital spectrum to augment its sustainable tourism development during a time of crisis. A framework for phygital rural cultural heritage as a strategy for destination resilience and recovery is also proposed. Originality/value: This study adopts a local engagement approach to develop a cooperative community heritage management strategy, based upon local rural capacity building towards digitalisation and empowering innovative partnerships amongst its stakeholders.

6.
Computational Science and Its Applications, Iccsa 2022 Workshops, Pt Vi ; 13382:486-502, 2022.
Article in English | Web of Science | ID: covidwho-2240941

ABSTRACT

The COVID-19 pandemic caused despair, poverty and, above all, pain and death across the planet. Nevertheless, there is no doubt that it has also given a strong global impetus to the digital world, asserting its importance, sustainability and richness of perspectives. With our work we intend to establish a set of best practices aimed at defining methods and technologies that will enable those fascinated by digital technologies to contribute effectively to the digitisation of cultural heritage on a large scale. Various aspects that play a crucial role in the digitisation of artifacts will be discussed, with a focus on the issues involved in the manual realisation of works using Blender and Unity software. For demonstration purposes, two very popular use cases in the Umbria region of Italy are presented: "Piazza IV Novembre" in Perugia with the magnificent "Fontana Maggiore", the "Palazzo dei Priori" and the Duomo on one side and the Republic square in Foligno on the other, with the Duomo, the Bishop's house and the Diocesan Museum, the Town Hall and "Palazzo Trinci". The first realization was carried out using photogrammetry techniques, the software Blender and Unity, while the second was carried out exclusively with Blender and Unity. The theme is highly relevant in Europe, particularly Italy, where the topic is part of the post-COVID-19 National Recovery and Resilience Plan (NRRP).

7.
Geoscience Communication ; 5(4):381-395, 2022.
Article in English | ProQuest Central | ID: covidwho-2202608

ABSTRACT

Geological (Engineering) Field Methods (GEOE/L 221) is a core course for two programs at Queen's University in Kingston, Ontario, Canada, where students learn foundational knowledge, skills, and methods to conduct fieldwork that is used to investigate geological and geological engineering aspects of the Earth. Typically, this fall-term course involves weekly field trips in the Kingston area to visit a variety of rock outcrops to learn and practice methods of field navigation, observation, and measurement. Remote delivery of this course in fall 2020 due to COVID-19, without in-person field trips, required a significant transformation, which included creating field and demonstration instructional videos, using 3D digital photogrammetry models of rock samples and outcrops, developing independent outdoor activities for pace and compass navigation, manual sketching, and graphical measurements on paper, and utilizing a culminating immersive 3D video-game-style geological field mapping exercise. This paper examines these new course elements, how well the course learning objectives were achieved in a remote setting, and the successes and limitations of remote delivery. Although many new virtual elements enhance the course, and some have been incorporated into subsequent in-person offerings, a return to in-person teaching for geological sciences and geological engineering field methods courses is strongly recommended.

8.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 13518 LNCS:46-61, 2022.
Article in English | Scopus | ID: covidwho-2173817

ABSTRACT

Photogrammetry, streaming, virtual reality, and augmented reality are technologies that are having a great impact in fields such as education, medicine, video games, and lately in tourism, especially in recent years due to the COVID19 pandemic;however, the area of tourism had limitations in terms of face-to-face tourism, but thanks to the use of the aforementioned technologies, it has been possible to virtualize the interactions of the users. In this work, we have carried out a review of applications of photogrammetry, streaming, virtual and augmented reality focused on the area of tourism. Which were found through a systematic review of the literature focused on the use of these technologies as tools for the generation of immersive environments for tourist sites. The objective of this work is to serve as a basis for future research focused on virtualizing tourist sites;That is why we focused on the following topics (1) the application of these technologies to tourism in related works, (2) the advantages and disadvantages in the use of these technologies, (3) the problems that these technologies present and how they would be solved and (4) future work. After conducting the research review, we have been able to confirm that photogrammetry, streaming, virtual reality, and augmented reality can be used effectively to generate an inmersive interaction between the tourist and the tourist site in a virtual way, but it is still necessary to take considerations about its use. © 2022, Springer Nature Switzerland AG.

9.
2nd International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2021 ; 1574 CCIS:79-84, 2022.
Article in English | Scopus | ID: covidwho-2173746

ABSTRACT

Nowadays, the need to digitize cultural heritage sites and present them to the public in original and easily accessible ways is very important. The advantages are many both in times when Museums and archeological sites are open, and in times of forced closure such as the Covid-19 pandemic. As a result, there is more motivation and interest from the spectators, young and old, easy access and from remote areas, the ability to travel the collection outside the museums. Also due to the limited space of the museums there are exhibits that remain in warehouses and are not exhibited in the collections. The digital documentation enables the enrichment and display of a large volume of exhibits virtually. The dynamics of Photogrammetry with the rapid and continuous evolution of software and the ability to utilize them by many specialties gives rise to this study. The basic premise is that with simple media such as a compact camera and the right software, 3D exhibits such as the funeral masks and personal belongings of the 18 21 fighters can be reproduced, many of which are in storage. The conjuncture of 200 years since the beginning of the Greek Revolution gave even greater impetus to the investigation of ways of presenting them using AR Technology. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

10.
The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences ; XLVIII-4/W1-2022:1-3, 2022.
Article in English | ProQuest Central | ID: covidwho-2025106
11.
Geoscience Communication ; 5(3):251-260, 2022.
Article in English | ProQuest Central | ID: covidwho-2025104

ABSTRACT

We present two original, video-game-style field geology experiences designed to allow flexible, open-ended exploration for geologic mapping and structural geology. One simulation features the Whaleback anticline, a site in central Pennsylvania (USA), with a three-dimensional exposure of a 30 m high fold, based on a terrain model that was acquired through structure-from-motion photogrammetry. The second example is a fictional location with simplified geology, which was built with digital modeling software and inspired by the geology of northwestern Washington. Users move through the terrain, as if in the field, selecting where to make observations of the geologic structure. Additionally, these virtual field experiences provide novel visualization opportunities through tools like a geodetic compass that instantly plots data to a stereonet and a jetpack simulation, which allows the user to interrogate geologic surfaces in hard-to-reach locations. We designed the virtual field experiences in a widely used video-game-creation software and published the field simulations for access via the internet and common web browsers so that no special hardware or software is required to play. We implemented these field simulations to partially replace field and lab exercises in two different courses offered remotely through the University of Washington Department of Earth and Space Sciences, with assignments that address many of the learning goals of traditional in-person exercises. Because the virtual field experiences are open-ended, other instructors can design different exercises to meet different learning goals. While this game environment currently serves as an enhancement to remote education, this format can also augment traditional educational experiences, overcoming several challenges to accessing the field or particular outcrops and, thereby, broadening opportunities for participation and scientific collaboration.

12.
Remote Sensing ; 14(17):4330, 2022.
Article in English | ProQuest Central | ID: covidwho-2024038

ABSTRACT

Keelung Harbor, which is the most important center of sea freight in northern Taiwan, suffers from deteriorating urban development due to limited land supply. A dilemma arose from the Asahikawa River and the Tianliao River fronts, which evolved from cultural landscapes to buried and truncated rivers. This research was aimed at resolving the urban dilemma of the two adjacent rivers through a dialogue between the physical and augmented interaction of fabrics in three scenarios: GIS to AR, AR to GIS, and both. The physical dynamics were used to trace development chronologically by the area and length assessed from historical maps of hydrogeography, architecture, and the railroad. The augmented dynamics involved AR-based simulations and comparisons in terms of skyline overlay, fabric substitution, and fabric disposition. The dynamics involved AR models made by UAV images and 3D drawings. The assessments and simulations determined the key event in Keelung history when the Asahikawa River was leveled up. The dilemma verified from the augmented dynamics facilitated comprehension of the evolvement of the physical dynamics. With the assistance of AR and GIS, we concluded that the specific instance of riverfront reconstruction was an important landmark of meta-relationship.

13.
International Journal of Cultural Property ; 29(1):1-21, 2022.
Article in English | ProQuest Central | ID: covidwho-2016472

ABSTRACT

While three-dimensional digital renderings of cultural heritage sites have been developed over the past decades for informational and preservation purposes, the COVID 19 pandemic has demonstrated that the audience for virtual cultural heritage – so-called “technoheritage” – is likely to grow, engaging lay persons and specialist scholars alike through creative renditions and experiences of digital sites. Virtual availability affords democratized access to cultural heritage sites in theory, yet the process of digitizing heritage raises questions of intellectual property rights and how they should be allocated among the various stakeholders, including site stewards and heritage recording organizations. This article untangles these knotty intellectual property issues and posits that the current trend to treat all technoheritage and related data as copyrightable intellectual property is a clunky approach and not legally sound. Understanding the intellectual property in and to technoheritage and addressing intellectual property allocation in the complex manner the law requires are crucial to finding workable solutions that can balance concerns regarding appropriation of cultural heritage with open access to information.

14.
The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences ; XLIII-B5-2022:1-5, 2022.
Article in English | ProQuest Central | ID: covidwho-1924524
15.
Springer Series in Design and Innovation ; 21:188-198, 2022.
Article in English | Scopus | ID: covidwho-1877742

ABSTRACT

Acquiring the digital documentation of the Cultural Heritage buildings is a complex process, which varies considerably according to the nature of the artefact and the equipment used. Today it is possible to rely on several survey techniques that lead to the creation of a realistic 3D model, featuring a high metric quality and details in line with the geometric features of the object. The main goal of the present study is the development of a unified process using different architectural survey techniques, such as range-based and image-based techniques, as from the case study of Venosa’s Most Holy Trinity Complex, in Potenza, Italy. In addition, the paper explores the potential of online virtualisation at 360° of the architectural survey, being a contribute to the disciplinary knowledge and, at the same time, to remote tourism, thus overcoming the travel restrictions due to the necessity to preserve the environmental sustainability and cope with the outbreak of the COVID-19 pandemic. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

16.
The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences ; XLIII-B1-2022:317-324, 2022.
Article in English | ProQuest Central | ID: covidwho-1876031

ABSTRACT

The National Oceanic and Atmospheric Administration (NOAA) has been responsible for enabling The United States rapid responders during the hurricane season. Over decades of experience in enabling Rapid Response nationwide resulted in NOAA identifying the detailed engineering requirements for designing the next generation geospatially enabled airborne rapid response systems for aerial survey image capture, georeferencing, and high precision mapping. This paper is focused on presenting the state of the art, new trends, and the performance analysis of NOAA’s DSS version 6 for Rapid Response which development and testing took place in 2020/2021.

17.
The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences ; XLIII-B4-2022:7-8, 2022.
Article in English | ProQuest Central | ID: covidwho-1872021
18.
Mining ; 2(1):86, 2022.
Article in English | ProQuest Central | ID: covidwho-1818179

ABSTRACT

Dumping is one of the main unit operations of mining. Notwithstanding a long history of using large rear dump trucks in mining, little knowledge exists on the cascading behavior of the run-of-mine material during and after dumping. In order to better investigate this behavior, a method for generating high fidelity models (HFMs) of dump profiles was devised and investigated. This method involved using unmanned aerial vehicles with mounted cameras to generate photogrammetric models of dumps. Twenty-eight dump profiles were created from twenty-three drone flights. Their characteristics were presented and summarized. Four types of dump profiles were observed to exist. Factors that influence the determination of these profiles include the location of the truck relative to the dump crest, the movement of the underlying dump material during the dumping process and the differences in the dump profile prior to dumping. The HFMs created in this study could possibly be used for calibrating computer simulations of dumps to better match reality.

19.
Acta IMEKO ; 11(1), 2022.
Article in English | Scopus | ID: covidwho-1811753

ABSTRACT

This paper describes the example of an interesting distance visit approach carried out during the COVID-19 emergency, applied to an underground oil-mill in the town of Gallipoli (Puglia, Italy). The limitations of access for people with disabilities and the complete closure of Italian museums during the emergency have suggested the development of an immersive platform, in the broader perspective of using the output in accordance to digital twin perspectives. Then a tool to support an innovative visit method has been realized: a virtual visit assisted by a real remote guide, hereinafter referred to as “Live-Guided Tour” with e-learning functionality. All this has been made possible starting from a three-dimensional model of an underground oil-mill, from which we extracted the stereoscopic scenes. The stereoscopy is very important for the overall success of the project, because this aspect influences the level of interest, the immersion and the ability to generate emotion and wonder. To the best of Author’s knowledge, this is the only system available today for a shared virtual visit for an inaccessible context, which implements many features of a VR visit in a multi-user and multi-platform environment. © 2022 International Measurement Confederation (IMEKO). All rights reserved.

20.
42nd Asian Conference on Remote Sensing, ACRS 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1787434

ABSTRACT

In recent years, with the remarkable development in game engines, virtual reality (VR) technologies, which immerse users inside a synthetic environment, became very popular and were increasingly integrated into the visualisation of geospatial data. In the Covid-19 pandemic, restricting people's mobility, the interest in VR visits was rapidly increased. In the scope of a scientific research project, a three dimensional (3D) virtual tour for Gebze Technical University Campus was generated by integrating very high resolution unmanned air vehicle (UAV) data into a virtual environment utilizing Unity game engine. Regarding high geolocation accuracy and spatial resolution, low cost, short processing time, and 3D realistic model generation performance, UAV data is largely demanded in varied scientific and commercial applications. In this study, the campus area was collected with 2.18 cm ground sampling distance (GSD) from 80 m flight altitude using 20 MegaPixel UAV digital camera. The UAV data was processed by Agisoft Metashape, structure from motion (SFM) based image matching software, and then high-quality 3D textured models were generated. The aerial imagery was oriented by ground control points (GCPs), carefully distributed in the study area. The geometric accuracy of the image orientation was calculated as ±8 mm (∼0.4 pixels). For virtual reality integration, first, the 3D textured models derived from UAV data were imported into the Unity game engine. After that, optimization techniques including occlusion culling, space subdivision were applied to the models to prevent problems that may arise due to transferring high poly models to game engines. Thus, objects and textures have been transferred with the highest resolution to achieve a realistic virtual experience. For creating a more detailed and realistic environment, 3D models of trees, lighting poles, benches, arbours, and information panels were added to the model using available assets in Unity. Also, the metadata about buildings (e.g. building name, floor area and the number of staff) were added to the 3D building models. Finally, a player with a first-person camera is implemented for the virtual tour in the integrated 3D models. In this study, the encountered problems and recommended solutions for creating a virtual campus are presented. © ACRS 2021.All right reserved.

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