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Assessing the Accuracy of Underwater Photogrammetry for Archaeology: A Comparison of Structure from Motion Photogrammetry and Real Time Kinematic Survey at the East Key Construction Wreck

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Feature papers represent the most advanced research with significant potential for high impact in the field. A Feature Paper should be a substantial original Article that involves several techniques or approaches, provides an outlook for future research directions and describes possible research applications.

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Editor’s Choice articles are based on recommendations by the scientific editors of journals from around the world. Editors select a small number of articles recently published in the journal that they believe will be particularly interesting to readers, or important in the respective research area. The aim is to provide a snapshot of some of the most exciting work published in the various research areas of the journal.

By Fabio Bruno 1, * , Michela Ricca 2 , Antonio Lagudi 3 , Pari Kalamara 4 , Angelos Manglis 5 , Anastasia Fourkiotou 5 , Dimitra Papadopoulou 5 and Aggeliki Veneti 6

In recent years, the development in digital technologies such as Augmented Reality (AR) and Virtual Reality (VR) has evolved rapidly. These technologies are currently in the process of creating driving change in the Cultural and Creative Industries (CCIs), representing innovative means to share information, facilitating access and increasing the value and public awareness on Cultural and Natural Heritage. This is particularly relevant for underwater environments, where the most interesting cultural and naturalistic sites are accessible only to scuba divers, or not accessible at all, due to depth and/or environmental constraints. In addition, in underwater sites, guided diving tours are carried out by professionals that usually describe the area to be visited during the predive briefings; such step is needed due to the impossibility of underwater verbal communication without dedicated equipment, a practice very rarely adopted for recreational diving. So, these difficulties make it almost impossible to replicate under the sea, the guided tour approach that is usually offered in on-land museums. Considering such limitations, several technological applications are emerging to increase the accessibility underwater and enrich users’ experience both for divers and nondivers. This work aims to identify the potential of underwater sites (either cultural or natural) to support the development of sustainable tourism (economic, environmental, cultural and social) in the Mediterranean. Moreover, it focuses on supplying local/regional authorities and stakeholders with a multidisciplinary plan for managing Underwater Museums and Knowledge Centres, by promoting innovation in the diving industry and improving users’/tourists’ experience through value-added services and cutting-edge technologies.

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The cultural and naturalistic heritage that lies on the seabed around the world is an important resource that raises particular attention among tourists. Such interest is attributed to the sense of mystery that surrounds cultural and natural assets and the harmonic “symbiosis” between the artefacts and sea life.

Although the interest in the field of underwater cultural heritage (UCH) is growing, the difficulty in the enjoyment of underwater archaeological/historical assets is still remarkable. Hence, there is a need to utilize innovative solutions suitable to raise public awareness and knowledge towards such an important and emerging topic.

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Cultural Heritage (CH) represents a very important aspect of our past, reflecting the historical/cultural development of populations over the centuries [1, 2, 3, 4]. People/Tourists who travel to learn about unknown places and cultures, first search for museums to visit and/or Visitor Centres that can provide them relevant information. The growth in users’ demand in enjoying added value/innovative services and in visiting assets located at sea continuously increases, but there are still many limits for their full enjoyment.

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In this direction, to meet users requests and with an attempt to provide them new ways that will satisfy and attract their curiosity, the need rose to exploit new technologies that make it accessible to the general public, resources lying on the seabed. In this respect, the research aims at improving the exploitation modality of UCH and disseminates related knowledge, making the underwater world available, accessible and suitable for all [3]. Such an approach raises awareness on the value of cultural assets and makes underwater archaeological sites enjoyable by everyone, both divers and nondivers (creating the same impact as on-land cultural sites). This is also in accordance with the UNESCO 2001 convention [5], which has among its fundamental pillars the raising of public awareness and the creation of tourism potential through the valorisation and protection of underwater natural and cultural heritage, preferably in situ.

Today’s technological progress provides several ways and options (mainly based on digital technologies) to enhance and extend the traditional museum exhibitions with different contents and solutions. These new technological approaches raise a great interest among visitors and, at the same time, offer many opportunities to convey information otherwise impossible to be presented through traditional exhibitions [6, 7].

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Different technological solutions that enable visitors to enjoy new ways of communication and interactive visualization are already available in many traditional museums. Particularly, Virtual Reality (VR) and Augmented Reality (AR) have been used on several occasions for allowing users/tourists to explore and get educated on cultural heritage [8, 9]. These applications basically assemble visual technologies, which put the image at the centre of the communication, with interactive technologies, demanding users to act and choose. Various embodiments can be used, each characterized by the type of devices, the user workspace and the provided levels of immersion, interaction and presence. VR has been used for exploring the digital replica of archaeological finds [10], complex reality-based 3D models [11] or for creating interactive and immersive experiences in museums to increase visitor engagement and education [12]. As reported in [13], there are still various open issues related to the integration of digital technologies into the exhibition space of traditional museums although it has been proved from the experiences of visitors that it improves knowledge and interest in cultural heritage.

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Even if VR technologies have proven their effectiveness in increasing the value of cultural heritage, fewer applications have been developed for underwater cultural and naturalistic sites, due to various constraints, i.e., environmental conditions [14, 15, 16, 17, 18, 19, 20, 21].

At submerged sites, divers often suffer from low visibility conditions due to water turbidity and biological colonization. This leads to a reduced perception of the surrounding environment and a higher probability (for divers) to lose the sense of direction. In addition, the sea progressively transforms the cultural assets, both shipwrecks and ancient ruins that lie on the seabed. The mechanical action of the seawater, in conjunction with various changing environmental parameters, and the biological colonization of the marine flora and fauna that grow over the surface of the submerged artefacts, make materials (and more generally everything) that lie on the seabed, drastically different, or even completely unrecognizable from their original appearance [22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34].

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So, in this regard, the presentation of submerged sites through the use of new technologies requires more resources and efforts (financially, labour-wise and tech-wise) since much of the required work must first be carried out underwater. For example, if the scope is to explore a digital replica of an underwater cultural site in VR, an underwater 3D survey of the archaeological remains has to be accomplished in order to create a realistic virtual scenario [8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28].

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Some details and specific methods useful for realistic 3D modelling and VR presentation of underwater archaeological assets were presented in recent studies [14, 15, 16, 17, 18, 26, 28] along with the virtual diving exploration of some shipwrecks and further underwater sites. The results achieved in these studies allow users to live an entertaining and interdisciplinary learning experience by receiving archaeological, historical and biological information through several points of interest (POIs), also supported by a virtual dive buddy that guides during the exploration of the digital replica of a submerged site.

Such solution makes visible to people/users that are not used to or unable to dive, or most other stakeholders (e.g., museum managers), that AR and VR have a huge potential since they can reveal the original shape and beauty of the underwater cultural assets to even when they are deeply transformed by the action of the sea [8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 26, 28].

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The main objective of this work is based on the design of exhibitions and Information Centres, so-called KAC (Knowledge Awareness Centre), where advanced digital technologies (i.e., Virtual Reality, Mixed/Augmented Reality, immersive visualization techniques, etc.) merge with traditional museum management practices and with dissemination/communication activities of recreational facilities, such as Visitor Centres and InfoPoints.

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