Desktop font licenses are based on the number of users of the fonts in other words, the number of computers in which the font will be installed. This is not to be confused with multiple multi-user Desktop licenses. These licenses are fairly common for e-commerce websites that allow their customers to interact with the font via the business' webpage interface, customize a printed hard-good product, and they'd purchase/receive the hard-good product. Server fonts can be installed on a server and used by remote users or automated processes to create items. A font downloaded with this license cannot be used in SaaS, where the service is the product rather that the item that is created. Development servers do not count toward the limit. The price is based upon the number of servers on which the font is installed. This license is valid for one year and is renewed each year that the font remains in use. The authors of the new paper hope to fill this gap, providing researchers, educators and enthusiasts with step-by-step instructions for creating high quality visualizations of artefacts.A server license is required for sites, web apps, or services that allow a non-licensed user to utilize the font to create a product (for example, personalized t-shirts, PDF receipts, business cards, and pictures with captions, et cetera). "Because visual communication is so important to understanding past behavior, technology and culture, the ability to faithfully represent artefacts is vital for the field of archaeology," says co-author Felipe do Nascimento Rodrigues, from the University of Exeter.Įven as new technologies revolutionize the field of archaeology, practical instruction on archaeological photography and three-dimensional reconstructions are lacking. This enables researchers to use free or open-access software as well, albeit with minor changes to some of the presented steps.īoth the SOAP protocol and the HRP protocol are published openly on protocols.io. Although most of these softwares are readily available in academic environments, SOAP and HRP can be applied to any other non-subscription based softwares with similar features. The SOAP and HRP protocols were developed using Adobe Camera Raw, Adobe Photoshop, RawDigger, DxO Photolab, and Realit圜apture and take advantage of native functions and tools that make image capture and processing easier and faster. "By clearly explaining every step of the process, including theoretical and practical considerations, these methods will allow users to produce high-quality, publishable two- and three-dimensional visualisations of their archaeological artefacts independently." "These new protocols combine detailed, concise, and user-friendly workflows covering photographic acquisition and processing, thereby contributing to the replicability and reproducibility of high-quality visualizations," says Jacopo Niccolò Cerasoni, lead author of the paper. This method aims to give a comprehensive guide for the development of high-resolution 3D models, merging well-known techniques used in academic and computer graphic fields, allowing anyone to independently produce high resolution and quantifiable models. The second method, High Resolution Photogrammetry or HRP, is used for the photographic capturing, digital reconstruction and three-dimensional modelling of small objects. The protocol guides users through small object and artefact photography from the initial set up of the equipment to the best methods for camera handling and functionality and the application of post-processing software. The first method, Small Object and Artefact Photography or SOAP, deals with the photographic application of modern digital techniques. Using expertise from fields which include archaeological science, computer graphics and video game development, the methods are designed to allow anyone to produce high-quality images and models with minimal effort and cost. Now, a paper published in PLOS ONE presents two new methods for producing high-resolution visualizations of small artefacts, each achievable with basic software and equipment. In recent years, 3-D scanning has emerged as an alternative source of high-quality visualizations, but the cost of the equipment and the time needed to produce a model are often prohibitive. Digital photography is the most commonly used method of visual representation, but despite its speed and efficiency, it often fails to faithfully represent the artefact being studied.
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