From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition
By F. Bruno, S. Bruno, G. Sensi, M. Luchi, S. Mancuso, M. Muzzupappa. 2010
471 citations recorded by the source corpus.
Subfields: Aerospace Engineering, Computer Vision and Pattern Recognition, Geology
View Paper: https://www.semanticscholar.org/paper/5a226a78c8221373be4100182f37e2312e8624a9
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In Aerospace Engineering
In Computer Vision and Pattern Recognition
In Geology
Citations in the corpus
- Towards a three-dimensional cost-effective registration of the archaeological heritage (2013, methodology): “Furthermore, 3D technologies are frequently used in the reconstruction (e.g. Fatuzzo et al., 2011; Rua and Alvito, 2011) and the presentation (e.g. Bruno et al., 2010; Chow and Chan, 2009; Plets et al., 2012b; Tsiafakis et al., 2004) of the archaeological heritage.”
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, background): “Bruno et al. (2010) demonstrate its use in the DCH domain.”
- Heritage Recording and 3D Modeling with Photogrammetry and 3D Scanning (2011, background): “Indeed remote sensing technologies and methodologies for Cultural Heritage 3D documentation and modeling [10] allow the generation of very realistic 3D results (in terms of geometric and radiometric accuracy) that can be used for many purposes, such as historical documentation [11,12], digital prese”
- Light at the end of the tunnel: Visitors' virtual reality (versus in-person) attraction site tour-related behavioral intentions during and post-COVID-19 (2021, background): “, 2018; Lee, Jung, tom Dieck, & Chung, 2020) or to offer an enhanced user experience (Bruno et al., 2010).”
- The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020, background): “Mixed reality content has traditionally been used for games [2], education [3], training [4], tourism [5], and cultural exhibitions [6].”