Abstract

Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods.

Highlights

  • For more than 30 years, digital 3D modelling and visualization technologies have been widely used to support research and education in the humanities, especially but not exclusively for historical architecture

  • The Process of 3D Reconstruction The process of digital 3D reconstruction encompasses the creation of a virtual model by means of software tools, which is mostly done by specialized modelers, followed by visualization, through which the model is rendered into a presentation format

  • In contrast to digitization processes, where the development of technical workflows and tools is a focus in the academic discourse, human-driven workflows for digital reconstruction mostly rely on application of standardized software [394]

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Summary

Introduction

For more than 30 years, digital 3D modelling and visualization technologies have been widely used to support research and education in the humanities, especially but not exclusively for historical architecture. Despite the immense efforts spent on the establishment of information technologies and in particular 3D technologies for digital 3D modelling and visualization as daily use tools for researchers in humanities, the current situation is still ambiguous. Humanities researchers frequently use a wide scope of digital tools for information search, communication, publication, and research support (e.g., reference management or personal organization) [1]. The use of digital tools for research work differs widely between the individual sub-disciplines of humanities, and the development of that field is driven by language and textually related disciplines like linguistics or edition studies. To digital humanities in general [3], the knowledge and skills in practice (e.g., curators) concerning 3D technologies poses a major challenge [4]

The Purpose of This Article
The Structure of This Article
Research on Epistemics
Research on Modelling Technologies
Definitions
A definition of Visual Digital Humanities
Sources
Knowledge as a Theoretical Approach
Education
Research
Preservation of a Specific State
Epistemic Challenges of 3D Modelling in Humanities
Visual Research Processes and 3D Modelling
Scientificity and Scientific Values
Main Authors and Academic Structures
Most Cited Publications
The Process of 3D Digitization
Interdisciplinarity of 3D Reconstruction
Research Spotlight
Volume
Others
Hybrid Methods
Visualization and Design
Images and Films
Extended Reality
Rapid Prototyping
Visual Design and Perception
Interaction and Motivational Design
Interaction Design
Motivational Design
Documentation Strategies
Process Documentation
10.1. Infrastructures
10.1.1. Virtual Research Environments
10.1.3. Challenges for the Design of 3D Information Systems
10.1.4. Research Spotlight
10.2. Legislation
10.3. Teaching
10.4. Research Spotlight
11. Implications
11.1. Organizational Perspectives on 3D Modelling
11.1.1. Infrastructures
11.1.2. Cross Media Linked and Authority Data
11.1.3. Disciplinary Anchoring
11.1.4. Internationalization
11.2.1. Core Curricula
11.2.2. Competency Centers
11.2.3. Lifelong Learning
11.2.4. Citizen Science and Education
Findings
11.3.4. Digitizing Everything

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