From Discovery to Exhibition - Recomposing History: Digitizing a Cultural Educational Program Using 3D Modeling and Gamification

  • Maria Xipnitou
  • Sofia SoileEmail author
  • Ioannis Tziranis
  • Michail Skourtis
  • Alcestis Papadimitriou
  • Athanasios Voulodimos
  • Georgios Miaoulis
  • Charalabos Ioannidis
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 961)


The main objective of this paper is to show the need for redefining the role of digitalization in the field of interpreting archaeological sites and museum exhibitions. Digitalization of archaeological fragments provides an excellent research platform, useful to distant researchers. New experiential activities will be provided in the process of knowledge development, communication and sharing. All ages and levels of students make practical, effective use of the produced platform, where, using 3D models, they will study and recompose the past. The aim is to enrich the educational methods, so that they respond fully to sustainable economic and social development. The research presented is developed in two levels. The first creates digital laboratories, where students follow findings from revealing till exhibition. The second investigates the use of this platform as a management tool by professional users (archaeologists, historians, conservators) in order to elaborate fragments of objects or even the whole findings, without real contact. The project enables distant research and mainly the possibility to examine findings that may be lost in future.

To meet the above objectives, high-accuracy digital copies and 3D models are of significant importance. The project investigates the potential of using a structured light scanner and image-based modeling. The multi-image techniques using images of findings taken from different angles, distances, level of illumination, create a dense point cloud in 3D space and develop an interface, which enables users to process it using simple tools. The produced ‘game’ offers a playful, interactive and engaging experience. The application developed encompasses important functionality (kinematics, collision detection, point intersection, movement validation, lightmapping, skinning, animation state machines). In addition, the environment of the tool enables the students to provide feedback about the application and the entire experience, which can be used for further study and improvement planning.


Educational programs Virtual laboratory Artifacts 3D textured model MVS Visualization Educational games 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Maria Xipnitou
    • 1
  • Sofia Soile
    • 2
    Email author
  • Ioannis Tziranis
    • 3
  • Michail Skourtis
    • 1
  • Alcestis Papadimitriou
    • 1
  • Athanasios Voulodimos
    • 3
  • Georgios Miaoulis
    • 3
  • Charalabos Ioannidis
    • 2
  1. 1.Ephorate of Antiquities of Argolida, Ministry of CultureNafplioGreece
  2. 2.Laboratory of Photogrammetry, School of Rural and Surveying EngineeringNational Technical University of AthensAthensGreece
  3. 3.Department of Informatics and Computer EngineeringUniversity of West AtticaEgaleoGreece

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