• Title/Summary/Keyword: Paper Relics

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Study of the method of production of excavated arrow bundle and its conservation treatment (발굴 출토 화살다발 제작기법 연구 및 보존처리)

  • Lee, Byeonghoon;Choi, Bobae;Huh, Ilgwon
    • Conservation Science in Museum
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    • v.25
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    • pp.9-26
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    • 2021
  • This paper describes the production methods that were originally used for an arrow bundle excavated from a Bronze Age residential area in Auraji in Jeongseon, Gangwon-do Province and the conservation treatment process that it subsequently underwent. An arrow conventionally consists of an arrowhead and a shaft. It is rare to excavate a shaft along with an arrowhead in a complete form since the shaft is made of organic materials. Notably, the arrow bundle from the Auraji site is of great significance as it shows traces of tangless stone arrowheads attached to charred shafts and offers an important case of the split end of a piece of a tree being inserted into an arrowhead. For a further examination of the characteristics of the arrows from Auraji, microscopic investigation was conducted and the type of wood used for the arrow shafts was examined. The sequence and direction of processing and the particle sizes of the grinding tools were revealed through the analysis of traces of grinding on the stone arrowheads. The shaft is presumed to have been made from a green length of three-year-old willow (Salix spp.). A curing agent with a high degree of waterproofing and reversibility was used during the on-site curing process according to demands of the surrounding environment, and a technique that the authors call the "Bridge" method was used for emergency collection of the relics. Once the bundle was transferred to the conservation treatment lab, reinforcing materials were carefully chosen as it was important not to damage the relics during the process of turning them for the repair of their reverse sides. For this purpose, artificial clay was selected since it can safely bear a load and has excellent physical properties. Finally, detached parts were rejoined, the relics and their surrounding materials were cleaned, and the bottom sides were finished with epoxy resin prior to the display of the relics at the museum.

Embodiment of virtual museum using integrated interactive medium (인터렉티브 미디어의 통합적 활용을 통한 가상 박물관의 구현)

  • Rue, In-Young;Song, Keun-Tae;Kim, Jae-Won;Ahn, Eun-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.97-102
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    • 2008
  • The present investigation is concerned with the embodiment of virtual museum offering effective interaction with user. In real museum, we mainly get text-based information and we can't operate ancient relics as well. Nowadays there are various information service system about untouchable articles in the museum on the WEB, but each medium presents rather individual and unilateral information than useful and integrated one. This paper aims at the embodiment of virtual museum makes up for the weak points of the previous services. This cyberspace provides user with free viewpoint and navigation utilities and additional information for the corresponding 3D relics effectively.

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A Study on the Door Discovered at the Shinchang-dong Wetland Site (광주(光州) 신창동(新昌洞) 저습지출토(低濕地出土) 나무문짝(비문(扉門))에 관한 연구(硏究))

  • Cheon, Deuk-Youm;Shin, Sang-Hyo
    • Journal of architectural history
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    • v.15 no.5
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    • pp.7-18
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    • 2006
  • A lot of relics were unearthed in the Shinchang-dong wetland site, which can help restore prehistoric life style, including construction tools such as wood doors, wood hammers, ax handgrips, sickle handgrips, wedges, awls, wood pillars and connection members, food vessels made of earth or wood and fish, shell fish, seeds and remains of weapons. In particular, a door was found in the site, which was measured at 110cm long and 37cm wide. If restored it will be 75cm wide. The door seems to date back as far as the 1st century B. C., which would be the oldest one ever discovered in Korea. This paper is intended to explore the implications of the door by investigating the environment of the Shinchang-dong wetland site bearing the relics intact, manufacturing techniques and times of manufacturing of the door as well as attributes of doors presented in the literature related to old time architecture such as Goguryeo tomb paintings and house-shaped vessels. It also intends to provide basic data for study of residential architecture in prehistoric times.

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A Study on the Digital Drawing of Archaeological Relics Using Open-Source Software (오픈소스 소프트웨어를 활용한 고고 유물의 디지털 실측 연구)

  • LEE Hosun;AHN Hyoungki
    • Korean Journal of Heritage: History & Science
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    • v.57 no.1
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    • pp.82-108
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    • 2024
  • With the transition of archaeological recording method's transition from analog to digital, the 3D scanning technology has been actively adopted within the field. Research on the digital archaeological digital data gathered from 3D scanning and photogrammetry is continuously being conducted. However, due to cost and manpower issues, most buried cultural heritage organizations are hesitating to adopt such digital technology. This paper aims to present a digital recording method of relics utilizing open-source software and photogrammetry technology, which is believed to be the most efficient method among 3D scanning methods. The digital recording process of relics consists of three stages: acquiring a 3D model, creating a joining map with the edited 3D model, and creating an digital drawing. In order to enhance the accessibility, this method only utilizes open-source software throughout the entire process. The results of this study confirms that in terms of quantitative evaluation, the deviation of numerical measurement between the actual artifact and the 3D model was minimal. In addition, the results of quantitative quality analysis from the open-source software and the commercial software showed high similarity. However, the data processing time was overwhelmingly fast for commercial software, which is believed to be a result of high computational speed from the improved algorithm. In qualitative evaluation, some differences in mesh and texture quality occurred. In the 3D model generated by opensource software, following problems occurred: noise on the mesh surface, harsh surface of the mesh, and difficulty in confirming the production marks of relics and the expression of patterns. However, some of the open source software did generate the quality comparable to that of commercial software in quantitative and qualitative evaluations. Open-source software for editing 3D models was able to not only post-process, match, and merge the 3D model, but also scale adjustment, join surface production, and render image necessary for the actual measurement of relics. The final completed drawing was tracked by the CAD program, which is also an open-source software. In archaeological research, photogrammetry is very applicable to various processes, including excavation, writing reports, and research on numerical data from 3D models. With the breakthrough development of computer vision, the types of open-source software have been diversified and the performance has significantly improved. With the high accessibility to such digital technology, the acquisition of 3D model data in archaeology will be used as basic data for preservation and active research of cultural heritage.

Species and Anatomical Characteristics of Straw Shoes of Baekje Kingdom (백제 짚신의 수종과 해부학적 특징)

  • Park, Won-Kyu;Kim, Kyung-Hee;Kim, Yo-jung
    • 한국문화재보존과학회:학술대회논문집
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    • 2004.10a
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    • pp.104-108
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    • 2004
  • Species and anatomical characteristics of twenty-seven straw shoes (around AD 500s-600s) of Baekje Kingdom, excavated at Gwanbukri and Goongnamji relics of Baeje Kingdom, were examined. The shoe tissues were macerated and examined under microscope. They were identified as Typha spp (cattails), not any of straws such as rice. Cattails, a perennial glass, grow in low and swamp places. Cattails are not known as one of major raw materials for straw shoes. The cattail fibers are not as strong as those of rice straws, common raw materials for ancient shows.

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Provenance Study on Lead Isotope of the Bronze Using a Korea Peninsula Lead Isotope Data - Focused on Bronze Relics Excavated from Cheonghaejin - (한반도 납광산의 납동위원소비를 이용한 청동 원료의 산지추정 - 청해진 출토 청동기를 중심으로 -)

  • Hwang, Jin Ju;Kim, So Jin;Han, Woo Rim;Han, Min Su
    • Journal of the Mineralogical Society of Korea
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    • v.27 no.4
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    • pp.263-270
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    • 2014
  • This paper was researched that provenance of the raw material for bronze relics excavated Cheonghaejin using the distribution of lead isotope ratio based on galena ores of South Korea. Also we want to make sure that the trace elements appearing as a by-product can be used as a secondary indicator for provenance research. In the case of the galena map of the East-North Asia (Mabuchi, 1985), data are plotted in China area. Therefore it is estimated that most bronzes were produced with lead ore from China. On the other hand, the same data are plotted in the Okcheon Metamorphic Belt and Yeongnam Massif of the galena map of South Korea (KOPLID, 2012). Also the contents of Ag and Sb are available as indicator due to separate ores from similar zone in lead isotope ratio.

Developing Expert System for Recovering the Original Form of Ancient Relics Based on Computer Graphics and Image Processing (컴퓨터 그래픽스 및 영상처리를 이용한 문화 원형 복원 전문가시스템 개발)

  • Moon, Ho-Seok;Sohn, Myung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.269-277
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    • 2006
  • We propose a new expert system for recovering the broken fragments of relics into an original form using computer graphics and image processing. This paper presents a system with an application to tombstones objects of flat plane with letters carved in for assembling the fragments by placing their respective fragments in the right position. The matching process contains three sub-processes: aligning the front and letters of an object, identifying the matching directions, and determining the detailed matching positions. We apply least squares fitting, vector inner product, and geometric and RGB errors to the matching process. It turned out that 2-D translations via fragments-alignment enable us to save the computational load significantly. Based on experimental results from the damaged cultural fragments, the performance of the proposed method is illustrated.

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Research of Geumdongnanganpyeon excavated from Hwangyongsa temple site (황룡사지 출토 금동난간편 검토)

  • Kim, Dong-Yeol
    • Journal of architectural history
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    • v.23 no.6
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    • pp.47-54
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    • 2014
  • Hwangrong Temple was the center of the Buddhist culture of Silla dynasty. It was built in the 14th year of King Jinheung in Silla dynasty, and completely burnt out when the Mongol Army invaded the Korean peninsula during the reign of King Gojong of Koryeo dynasty. 8-year excavation of the site from 1976 as part of the Gyeongju Tourism Comprehensive Plan revealed many things about the Hwangrongsaji. Recently, a book introduced 'Geumdongnanganpyeon' among relics found in the site, but omitted in the Excavation Report published at that time. Though 'Palgak Geumdongnanganpyeon' has numerical signs 六, 七(six, seven), there was no clear explanation of the signs. Thus, this paper examines it. We can guess, through the remaining iron fragment, that the side of Geumdongnanganpyeon is octagonal, and the width of the side S13 fragment belongs to is about 400mm. The overall form of the face is similar to the Geumdong Palgaktop stored in the Museum of Dongguk University, but, in detail, it is similar to the Zhuanlunzang Pavilion of Longxing Temple and the Sakyamuni Pagoda of Fogong Temple in China. And, numerical signs can be understand to designate the numbers of story and face. The reason why the number might indicate the number of story is that fragments which are presumed to be used for the same purpose contain different measurement values, and the basis of the concept of face can be found in efficiency of manufacturing and manufacturing techniques of artifacts of the time. The two aspects mentioned above cannot be confirmed because of not sufficient relics and related researches. But, the overall form may have been multi-story tower of at least two stories. If more studies in various fields are done in the future, it is expected that the original form will be recovered more accurately.

Use of Visible Storage for Display and Conservation Treatment of a Large-sized Jar Coffin (대형 옹관의 보존처리 과정과 이를 활용한 개방형 수장고의 운용)

  • Kwak, Eungyung;Lee, Hyejin;Yu, Sohyun
    • Conservation Science in Museum
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    • v.19
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    • pp.41-52
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    • 2018
  • This paper describes the restoration and display of a large jar coffin at the Naju National Museum. Excavated from Tomb No. 3 at Bokam-ri, Naju, the large jar is 194 cm in height and its rim diameter is 108 cm. The jar had been broken into approximately forty fragments prior to its restoration, and a supporting structure was installed to ensure the safety of the relic during the restoration process. The restoration was conducted inside a visible storage for large jar coffins for approximately three weeks from February 5 to February 27, 2018. Over two weeks during this period, the restoration efforts inside the storage were visible to the public in the permanent exhibition space so that visitors could observe the process in person. This was planned to help visitors understand and arouse their interest in large-sized relics such as jar coffins and the restoration process. This study also investigates the practices of overseas institutions in order to suggest plans for raising public awareness of conservation treatment at conservation science centers.

3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.