Monday, 8 August 2016

Kinect, a sleeping research branch reacivated

As you probably noticed, one of the topic of ATOR is related with hardware hacking, with the aim to build new archaeological devices from ordinary objects and tools (33).
This concept is close to the one of "reuse" (using an artefact for a purpose which is completely different from the original function), a pretty common phenomenon in archaeology; also in architecture there is something similar,  called "spolia" (but maybe our interest in hacking things is just a kind of McGiver syndrome of people grown up in the 80s).
However, this post is about hacking a common game device like Kinect to use its characteristic in archaeological 3D real-time documentation. If you are a regular reader of ATOR, you will know that we already face this challenge, performing a first test (1) with RGBDemo in February 2012, and controlling accuracy and precision of the device in March of the same year (2), after a discussion with some of the researchers of FBK, during the workshop "Low cost 3D: sensori algoriti e applicazioni". Due to the encouraging results achieved in our first experiments, we worked on the hardware in order to modify it for outdoor projects (3), but soon we experimented the limits of this technology when applied in areas with direct sunlight (4) or in documenting small objects (5, 25). Despite this drawbacks in our research, Kinect worked pretty good in indoor excavations (6), helping us in difficult situations (related with the the workplace safety), and for particular purposed, like for infra-red prospections in dark environment (7).
After all these experiences, our final advice about Kinect is that the device has a potential in archaeology, but its real employment in professional work is restricted to peculiar conditions, while in most of the cases the SfM-based techniques are the best option (due to their versatility, which makes them a perfect choice during missions abroad (8), for small finds documentation (9, 10), for underwater and aerial archaeology (11, 12, 13), considering also the speed which characterize SfM and MVSR open source software development (14) and the wide range of possibilities between the different tools (15, 16).
Well, at least this was our opinion until now... Currently we are changing our mind about Kinect, and this is due to our professional engagement in underground archaeology (17) and to our renovate interest in robotics. Let's deal with these two points separately.

Underground archaeology

Documenting an underground semisubmerged structure in Firuzabad (Iran)

Like any other operation in archaeological 3D documentation, the tolerance regarding accuracy and precision is variable and influenced by some factors, and mainly: research purposes, logistics, characteristics of the structures to be documented.
Without considering some important exceptions (e.g prehistoric rock shelter, which are often simple to document with SfM techniques), most of the structures related with underground archaeology (WW1 artificial caves, medieval mines, etc...) are connected with large scale survey projects (where it is important a "big data" approach, raising the tolerance in data acquisition to increase the number of documented structures); with logistically difficult areas (high mountains, glaciers, (18, 19) etc...); with structures often characterized by vast surfaces without important small details, which (when present) can be recorded with a targeted SfM or RTI (21, 22) documentation (e.g. for graffiti, inscriptions (20), manufacture traces, etc...). For this reason, in most of these projects, it is necessary to deal with precision in documenting (keeping checkpoints thanks to other TOF instruments, like total stations) in order to gain a real-time response from the selected device, and, under this point of view, Kinect is often a good solution, considering also that its infrared sensor helps very much in low light conditions (7).

Documenting WW1 caves in Southtirol (Italy)

Archeorobotics

Arc-Team's UAV during an aerial archaeology project in Storo (Trentino - Italy)

Since 2006, when we joined an aerial archaeological project in Armenia (23), we started to work on "archaeorobotics", trying to develop robotic devices able to help us in the most difficult archaeological missions.
The first positive results we reached in this field were related with aerial archaeology and the building of an open hardware UAV (in 2008), even if at the beginning we underestimated the time needed to practice with our new tool  (24). Soon our experience increased as we built different drones, based on open and closed solutions (like kk multicopter (26) or Naza dji (27) models). The benefits of this research branch were clear (28, 29) and soon other research institutions, like the CNR-ITAB of Rome (30), the University of Lund (31) and  the CNR-ISTI of Pisa (32), asked us to give lessons about this topic.
Another field of archaeorobotics we explored is the one related with CNC machines and especially with 3D Printers. For this topic a precious help came from the society Kentstrapper and Leonardo Zampi (aka +Exekias 87), who helped us in 3D printing the cast of the Taung Child (34, 35). Since RepRap project started (in 2005), 3D printers evolved very fast. Of course our interest regarding these machines is mainly oriented to Cultural Heritage, and this is also the reason why we built a Fa)(a 3D form scratch (36), but results with this kind of instruments can be very impressive, especially considering the wide range of scientific applications (37, 38, 39, 40, 41), even if sometimes you have to deal with difficult boolean operations (42).
However, none of the robotic projects we developed till now needed Kinect, being based on UAV, to 3D document archaeological sites, or on CNC machines, to fast replicate archaeological artefacts. Our renovate interest in Kinect for archeorobotics is due to our new challenge in developing a ROV (Remotely Operated Vehicle), in order to assist us in our underwater archaeological missions. Indeed, in the last months, we started a collaboration with the WitLab, the FabLab of Rovereto (Trentino - Italy), to develop a new Open Hardware ROV, especially designed for archaeological aims. One of the main topic in developing such an instrument is that the new robot will be oriented not only to 3D documentation, but also to the exploration of unknown areas. For such reason SfM and MVS software are no more enough, but we had to start again in testing Open Source SLAM (Simultaneous  Localization And Mapping) algorithms, due to the fact that we need to register in 3D the submerged landscape (Mapping), but also to recover the path the "ArcheoROV" did (Localization) to reach new hidden archaeological evidences (for a better planning of human operations).

Testing the ArcheoROV at night


Testing Open Source SLAM solutions

The importance of SLAM algorithms in exploring devices is the main reason why we started again to experiment Kinect. Indeed, despite Kinect cannot be used as an on-board optical device in our ArcheoROV (due to the infrared camera), this tool is the perfect system to check SLAM software.
If, you ever started in working on robotics, probably sooner or later you stepped into ROS (Robot Operating System), an Open Source (BSD License) collection of software frameworks for robots. Of course SLAM is a very important task for any robotic vehicle, and the ROS package RTAB-Map is a perfect solution to implement this capability into any autonomous or remotely operated machine, like our ArcheoROV. For this reason, before starting experiments in more sophisticated (and complicated) systems, we checked RTAB-Map performance with an old Kinect, and here is the video of the result:



As you can see, the performance of real-time 3D is pretty responsive, respect our old experiments with the Open Source software RGBDemo (also considering that the Kinect used in this video is the first version, and it is now pretty obsolete) and, most important, the localization function within SLAM algorithm works very good. As I wrote at the beginning of the post, our current impression is that this combination of hardware (Kinect) and software (ROS) can be a good solution for underground environment documentation, while the software can be the right choice for archaeological exploring robotic devices.

I hope that this long post will be useful, if you have any feedback, please just write your comment below. Have a nice day!

PS:

we will present the ArcheoROV at the ArcheoFOSS (43) of Cagliari (Sardinia - Italy), this year. Also our partner of WitLab will be with us!

Webography

ATOR:

(1) Kinect, real-time 3D; (2) Kinect accuracy and precision with RGBDemo; (3) Kinect 3D outdoor: hacking the hardware; (4) Kinect 3D outdoor: first test; (5) Kinect 3D limits: documenting small objects; Kinect 3D indoor: excavation test (6); Kinect - Infrared prospections (7); Aramus 2014: 2D and 3D documentation of archaeological excavation (8); 3D for archaeological finds (9); Taung Project: 3D with SfM & IBM (10); Extreme SfM: underwater archaeology (11); From drone-aerial pictures to DEM and ORTHOPHOTO: the case of Caldonazzo's castle (12); Documentation of a bas-relief on a cliff : the workflow (13); CMVS/PMVS2 40% faster (14); OpenMVG VS PPT (15); MicMac and PPT: two FLOSS solutions for 3D data (16); SfM for Underground Documentation (17); Archaeology as a profession (18); Glacial Archaeology: About the challange to work in extreme conditions (19); WW1: High Alpine Survey Data - Work in Progress (20); Arc-Team tries Large Scale Reflectance Transformation Imaging (RTI) (21); WebRTIViewer (22); UAVP (Universal Aerial Video Platform) (23); UAVP indoor flight (24); 3D documentation of small archaeological finds (25); Building an Xcopter (26); Arc-Team's UAVP: testing the NAZA dji (27); Xcopter drone and SFM techniques (28); ArcheOS and UAVP for archaeological remote sensing (29); Open Source Remote Sensing Platform (30); Remote sensing with UAV in archeology (lessons at Lund University) (31); Aerial archaeology with FLOS Hardware and Software (32); A DIY endoscope for emergencies during excavation fieldwork (33); 3D PRINTING THE PAST: SOME ISSUES (34); The Taung Child is now touchable, thanks to 3d printing (35); 3D printing for Cultural Heritage (36); Space archaeology (37); 3D PRINTING GOOGLE MAPS IS NOW EASY (38); When Veterinary Medicine and 3D printing meet each other (39); Three more animals are saved with the aid of Blender and 3D printing (40); Augmented Reality at Cultways (41); Boolean operations - the powerful Cork! (42); ArcheoFOSS 2016 in cagliari! (43)

Kentstrapper website: http://kentstrapper.com/

Fa)(a 3D website: http://www.falla3d.com/

WitLab website: http://www.witlab.io/

ROS website: http://www.ros.org/

RTAB-Map website: http://introlab.github.io/rtabmap/

Friday, 29 July 2016

Automatic Soil Texture Triangle

As the regular ATOR readers know, since some years we are trying to improve our laboratory's technologies in order to achieve a better metric classification of archaeological data and to expand our research interests in other archaeological sub-disciplines and mainly in archaeo-anthropology (as well as taphonomy and mummiology), archaeo-zoology, archaeo-bothany in general (and carpology and dendrochronology in particular), geoarchaeology and archaeometry. 
Soon we will start a series of post about our lab (aka ATLAB, Arc-Team LABoratory), which is evolving fast thanks to the effort of +Gianluca Fondriest  and +Mattia Segata.
Today I want to illustrate one of the tool we developed to speed up the geo-archaeological interpretation of the soil texture of the different layers during our excavations. This project (which is now in its early stage) starts from the need to use the Soil Texture Triangle to help archaeologists (especially the new diggers) in correctly interpreting the texture components using an objective method like the sedimentation test (because often new archaeologists are not comfortable with more subjective analysis like the Ribbon test or the squeeze-ball test). I leave the explanations of the operations to perform on the field for another post, while I want here to show the small software "geTexture", which +Giuseppe Naponiello developed to use automatically the Soil Texture Triangle from internet.
To illustrate how the application works, I recorded a short videotutorial:




The software is currently just in Italian, but we will translate it in English soon. The development is still active and this can be considered just a pre-release (it will be implemented also with a tutorial explaining how to perform the sedimentation test on the excavation). If you want to help us, on GitHub you can find the source code, while if you need already to use the software, here is the link where is is accessible. In the next days I will try to program also a small app for Android devices.

Stay tuned and have a nice day!

Notes

Some of the results of ATLAB can be seen in the article "Lo Scavo archeologico professionale, innovazioni e best practice mediante metodologie aperte e Open Research" (here in ResearchGate and here in Academia)

Monday, 25 July 2016

Arc-Team "Intervallo" 4

As you notice, ATOR post are getting fewer and fewer in summer time, due to our work on the field: time for a break!




In the meantime we will go on in collecting data and doing test for future post and articles, keeping our "open research" available for everybody!

Stay tuned!

Monday, 18 July 2016

QGIS - Reshape Features

This short Videotutorial shows you the effect of QGIS "Reshape Features" tool on vector lines.
If you have time to clean and smooth vector-lines manually, you can try that possibility.

If you want to keep up always with our latest videos, 
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Wednesday, 6 July 2016

Arc-Team: Open your Mind and share your Knowledge

Arc-Team Archaeology was founded in 2004 as a way to open Archaeology to people through a free & open approach.

Since the first day we have shared our experiences with this type of research with our friends and colleagues.

We are still searching for new horizons and there is no better way than being able to open our mind and share our knowledge.

Let's go on collaborating and sharing our results, our techniques and our experiences!


Monday, 13 June 2016

St. Anthony's day

June, in Padua, is the "mese antoniano" (The month dedicated to St. Anthony) and the day 13 June is the day in which the Saint was born and that the Catholic Church chosed to celebrate him.
Exactly around this period, a couple of years ago (10 June 2014), we presented in Padua the Forensic Facial Reconstruction of the Saint [1], which was performed during the preparation of the open source exhibition "Facce. I molti volti della storia umana" ("Faces. The many aspects of human history") [2].
Today, with a big delay (sorry, too few time...) I'll go on sharing, with open source licenses, the material we produced for the exhibition and, considering the recurrence (13 June), I'll upload some media regarding the Forensic Facial Reconstruction (FFR) of St. Anthony.
First of all, here is the image of the final model, which is already available on Wikimedia Commons. 

FFR of St. Anthony (final model)

The credit for this image are (in order of work-flow): Luca Bezzi (Arc-Team) and Nicola Carrara (Museum of Anthropology of the University of Padua) for the 3D scanning of the cranial cast of the Saint; Cicero Moraes (Arc-Team) for the main work of digital Forensic Facial Reconstruction; Padre Luciano Bertazzo (Center for St. Anthoni Studies) for the historical validation of the final model. Moreover the project relies on on the previous work of the artist Roberto Cremesini, who produced in 1985 the bronze cast of the skull and the jaw of St. Anthony, used for the digital reconstruction (2014) and on the research directed by Prof. Vito Teribile Wiel Marin, who directed the anthropological study of the skeletal remains in 1981 (with particular attention to the work of Prof. Gino Fornaciari, Francesco Mallegni and Giorgio Ragagnini).

Then I report here the complete presentation we did during the "Giugno Antoniano", as until now in ATOR we just published the second half of the slides (by Cicero Moraes) and never the first one (regarding the digital scanning of the bronze cast done by Roberto Cremesini).
Here below is the presentation, which can be view interactively directly online:


 


Since for some people (due to the default browser) there could be some minor visualization erros, I also recorded a vdeo and uploaded it on our YouTube channel:


Have a nice day!

PS

Since the overall presentation is pretty long, I upload separately here the 3 videos embedded in the slides:

1) The FFR of Alberto da Trento


2) The Forensic Facial Reconstruction process



3) The Forensic Facial Reconstruction of St. Anthony



[1]
ATOR: 1, 2, 3

[2]
AOTR: 1, 2, 3, 4, 5, 6, 7

Bibliography

[1] 
Il Volto del Santo. La ricostruzione facciale forense di Sant'Antonio di Padova (ResearchGate, Academia)

[2] 
“FACCE. I molti volti della storia umana”: progettare una mostra Open Source basata sulla Computer Vision (ResearchGate, Academia); 
"Facce. I molti volti della storia umana" Una mostra Open Source (ResearchGate, Academia);
"Facce. I molti volti della storia umana". Una mostra che racconta (ResearchGate, Academia)

Tuesday, 31 May 2016

WW1: High Alpine Survey Data - Work in Progress

Last summer we've had the possibility to survey along the first Italian front-line of WW1 on the ridge between the the two strategically important summits of Mt. Quaternà (2.503m) an Col Rosson (2.305m).
(Commissioned by the Algudnei-Mueseum in Dosoledo) 
They are situated in the north of the Italian region of Veneto, near to the Austrian and Tyrolean border.

The project area. Pay attention to the trenches in the middleground.
It took several weeks to document an unexpected amount of military remains built between May 1915 and November 1917.
Trenches at the foot of Col Rosson

The central part of our approach was an intensive and very accurate DGPS-survey of every visible structure on the surface, attended by sfm-documentation of objects of special interest. Also underground structures, first of all caverns of different typology, were recorded with 3d-pointclouds.
Commemorative inscription of a machine-gun detachment.

Furthermore we've made several thousands of pictures with recorded position of the photographer and viewing direction.
Overview of the survey results

At this moment we've competed the postprocessing of the approx. 80.000 GPS points, prising out 4.194 features with an individual ID number and a description in English, Italian and German language.

High density of remains around of Mt. Rosson.
The next step will be the archaeological interpretation of the results, incorporating documents and maps of different military archives.
First and second Italian line.

The fieldwork was crucially supported by our colleagues Michele Mazzurana and Gianluca Fondriest.
The whole project would not have been possible without the direction of Daniela Zambelli and the confidence of Algudnei's director Arrigo De Martin Mattiò.
All images in this article are free, following the terms of CC-BY-4.0 Creator: Arc-Team Archaeology
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