Museen der Stadt Wien – Stadtarchäologie

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Informal Farewell

Date: November 10, 2017 – 7:30pm Location: Gasthaus Müller (16., Payergasse 14) Welcome Adress: Roland LÖFFLER, District Council Ottakring, Vienna The first drink is paid by the District Council Ottakring! Menu Meat Goulash with roll Gulasch mit Semmel EUR 10,90 Viennese Schnitzel with potato salad Wiener Schnitzel mit Kartoffelsalat EUR 10,90 Fried chicken with potato salad Backhuhn mit Kartoffelsalat EUR 10,90 Vegetarian Carinthian noddles with curd cheese and herbs Kärntner Kasnudeln EUR 8,90 Salzburger Kasnocken Salzburger Kasnocken EUR 8,90 Sweets Pancake with apricot jam Palatschinken mit Marillenmarmelade EUR 4,90 Apple strudel Apfelstrudel EUR 4,90  ...

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Contribution of 3D photogrammetry for ballistic analysis of lithic projectiles

Vojtěch NOSEK | Ludmila KAŇÁKOVÁ HLADÍKOVÁ (Department of archaeology and museology, Masaryk University, Brno Czech republic) Keywords: 3D photogrammetry ; ballistic analysis ; lithic projectiles ; archaeometry Abstract: We have developed new method for archaeometric analysis of lithic projectiles using 3D photogrammetry and virtual models of projectiles. Till these days ballistic analysise of these archaeological artefacts was done simple by using simple formulas with just few exact metric values so there was possibility of innacurate result. Our method use high definition 3D models of projectiles which provides much more accurate hard data which can be later used for statistical or balistic analyse. Several hundreds of lithic projectiles dated from late neolithic and early bronze age from burial sites as Mýtná Nová Ves, Holešov and several more were analysed and evaluated by our new method with very interesting results. Such number of examined artefacts provides solid base for statistical evaluation of such important complex of artefacts. Digitization using photogrammetry and 3D scanning u provides great oportunities for studying lithic projectiles. In the first place virtual 3D models are easy to orient in virtual space so they can be non – destructive studied in detail, for example making of cross – section cuts and profiles of artefacts or just their parts. Secondly, precise virtual images are great tool for morphometric analysis using landmarks and other applications. Therefore we present our new method as combination of photogrammetric documentation of lithic projectiles and archaeometric and ballistic analyse of archaeological...

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After Pokemon: Discovering The Local Heritage By Gaming

Livia STEFAN | Dragos GHEORGHIU (National University of Arts Bucharest, Romania) Keywords: location-based/Augmented Reality mobile applications, Pokemon, heritage Abstract: With this presentation, the authors will share their previous experience in the domain of location-based/Augmented Reality mobile applications for heritage and will propose a game-play scenario. The research idea was to design a discovery mobile game, similar to the well-known Pokemon. This game should help players, and especially the younger ones already trained with the Pokemon game-play,  discover the local heritage under the form of hidden Points-of-Interest (POIs). In an area around the heritage locations several information are superimposed over the real-life landscape, not in a chronological order, but under the form of cultural categories, e.g.  HISTORY, HISTORIC ART, HISTORIC ARCHITECTURE. Depending on the location in which the player is situated, he will receive one or several informative layers. Some layers will indicate explicit POIs of objectives, while others will invite to POIs’ discovery.  Here comes into scene the gaming part, i.e. these layers will provide hints to help players find the POIs, and also to reach a new gaming level with richer multimedia information (videos or small 3D reconstructions). The hints will also involve information learned from previous levels. Unlike Pokemon which is more a gamification application with the objective to entertain the players while learning biology, the present concept scenario is more a serious game, with greater  educational and cultural awareness impact. Different challenges, e.g. the design of an engaging AR game, either single or multi-player, or which technologies best serve the objectives, can be...

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Vianden Castle3D

“linked” in space and time for historical building research, visualization and presentation Martin SCHAICH (ArcTron 3D GmbH, Altenthann, Germany) The digital recording of Vianden Castle in Luxemburg aimed at realising a complete photorealistic “as-built” documentation. The full data acquisition and modelling was an ArcTron 3D research process for more than 10 years.  During this time all interior rooms, the exterior structures and the surrounding landscape (16 km2) were documented with latest surveying technologies including terrestrial and airborne 3D scanners.  Especially exciting were new approaches to complement the 3D model with brand-new technologies. In 2015 ArcTron and RIEGL realised to scan parts of the castle again using the RiCopter-UAV with the VUX-1 airborne scanner in combination with terrestrial laserscanning and SFM-photogrammetry! Some of these “fused” 3D data, organized in a special 3D information system, can and are enriched with additional archaeological, building research and historical information. Among other topics six different building phases are scientifically reconstructed to supplement the documentation of the current status. The 3D documentation is intensively supported using aspect3D, ArcTron´s own 3D information system and SFM photogrammetry software. For exhibition purposes data are integrated in 3D animations, serious game developments, stereoscopic, interactive and/or immersive visualisations (AR/VR). Also different 3D model building concepts using CNC milling and 3D printing technologies were realized. Thus the data of Vianden Castle is not only the foundation for research purposes and architectural questions, it is also elementary for producing a new museum movie and 3D exhibition concept with interactive VR and...

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Father and Son

Viola ARDUINO | Sean WENHAM | Alessandro SALVATI | Arkadiusz REIKOWSKI | Joan CARLOS | Ludovico SOLIMA | Paolo GIULIERINI (Archeological Museum of Naples, Naples, Italy) Keywords: museum, archeology, videogame, gamification Abstract: Father and Son is the first videogame published by a worldwide archeological museum, freely available on App Store and Google Play since April 2017. Father and Son is a 2D side scrolling narrative game that explores the feelings of love, dreams, fear and the passing of time through the story of an archaeologist and the son he never knew. Throughout the game, the main character crosses the lives of people from different historical eras: Ancient Rome, Egypt and Bourbon Naples. What begins as a personal experience becomes a universal and timeless story where the present and the past are a set of meaningful choices. In Father and Son, each player’s choice will affect the story and lead to different endings. Michael will interact with different characters and will have to make important decisions that can influence the entire narrative. The aim is to fill in gaps not only about his father’s life, but also the characters he meets along the way. And only at the end, will Michael be able to rediscover himself, thanks to meetings with characters from the past and present. Furthmore, in order to bridge the gap between physical vs digital museum experience, we introduce a “check in” option. Players can complete the game anywhere and anytime, but if they want unlock extra features (new playable areas or main character clothes) they need to visit “for real” the museum and check in inside. Firse 5 months results: 900.000 downloads, + 1 billions hours spent in the game, +10000 check...

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Damage assessment method for Syrian built heritage

Issam BALLOUZ | Issam HAJJAR | Eva-Maria AL HABIB NMEIR | Sandra SCHAEFER | Rasha KANJARAWI | Zoya MASOUD, Karin PÜTT | Rania ABDELLATIF | Alaa HADDAD (Syrian Heritage Archive Project, Berlin, Germany) Keywords: Damage Assessment, Data base Abstract: DSDS, or Digital Spaces DataSheets: Is a web-based database for collaborative documentation, developed by Syrian Heritage Archive Project, for the purpose of Building Documentation and Damage Assessment. Main aspects of this work are a unified methodology, accessibility for different contributors and devices and a multi-level documentation from rapid to detailed. Goal is to prepare files with an element documentation and assessment, summarized with a recommendation class for best practice first measurements, in preparation of a further rehabilitation This solution has in detail following objectives: establishing documentation files for a list of monuments by collecting all available plans and photographs performing a damage assessment (DA), ranging between rapid (based on UNESCO forms) and detailed, based on European standard EN 16069, with German conservation expertise. handing over the results to all contributing partners, as well as to Syrian authorities of concern. sharing methods and knowledge with Syrian experts. In this, we are using some main methods, as: using a restricted web-accessible database with collaborative workflow (multilingual) development and test of a mobile app for photographic documentation and data entry preparing documentation files in Berlin consulting multipliers from Syria and acknowledged experts performing training workshops for trainers on building documentation on one hand, and damage assessment on the other hand working with Syrian colleagues on building documentation in situ. for DA: setting a list of damages (kind, grade, consequence) for building documentation: setting an ontology to describe built elements. A new approach in this project would be: adding the state/ condition of an element, of either built heritage or even any other kind of object, it allows us to establish a link between scientific research and subsequent conservation and management. by using a mobile app, It opens the way for civil society to participate in the management of cultural...

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