15 research outputs found

    Conservación digital del patrimonio cultural y científico: participación de estudiantes universitarios para concienciarles de su importanica

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    [EN] Cultural heritage is a relevant issue in contemporary society. While its preservation is a challenge, its dissemination, can contribute for an economic balance between costs and benefits. Scientific heritage can be considered as a special domain of cultural heritage, not yet sought by the mass tourism, but worth being preserved as the roots of today’s knowledge. Considering that university students of engineering and computer science traditionally do not address cultural or scientific heritage issues in their syllabus, and that they constitute a layer of young citizens that will come to be influential in the future of society, an effort was undertaken to focus on this theme in disciplines of different courses, allying the learning of technical skills with the natural interest of younger people for 3D and animation for the profit of heritage. The goal was to raise the awareness of this particular group to the importance of maintaining heritage issues, in particular, in a virtual way, both for documentation and for divulgating their existence. Raising funds for buildings’ restoration, attracting the public to visit buildings and collections that are outside the usual tourism routes, contributing to revenue generation, or allowing virtual visits of not accessible issues, complementing physical visits on site, were the general aims of the proposed projects. A survey was undertaken under the participating students to evaluate how the projects influenced their attitude towards heritage. The obtained feedback was very positive: 76% agreed that the project alerted them for the importance of preserving historical and cultural heritage, while 72% considered it was interesting that the topic of digital cultural heritage was used for the assessments of the disciplines.[ES] El patrimonio cultural es un tema relevante en la sociedad contemporánea. Mientras que su conservación es un reto, su difusión puede contribuir a un equilibrio económico entre costes y beneficios. El patrimonio científico puede ser considerado como un dominio especial del patrimonio cultural, y aunque todavía no es buscado por el turismo de masas, vale la pena ser conservado. Teniendo en cuenta que los estudiantes universitarios de ingeniería e informática tradicionalmente no abordan cuestiones de patrimonio cultural o científico en su plan de estudios, y que estos constituyen un grupo de ciudadanos jóvenes que serán influyentes en el futuro de la sociedad, se ha realizado un esfuerzo para centrarse en este tema en las disciplinas de diferentes cursos, uniéndose el aprendizaje de habilidades técnicas con el interés natural de las personas más jóvenes hacia el3D y la animación para el beneficio del patrimonio. El objetivo era aumentar la conciencia de este grupo en particular en la importancia de mantener los temas de patrimonio. La recaudación de fondos para la restauración de edificios, atraer al público a visitar los edificios y colecciones que se encuentran fuera de las rutas turísticas habituales, contribuyendo a la generación de ingresos, o permitir visitas virtuales de cuestiones que no son accesibles, eran los objetivos generales de los proyectos propuestos. Se llevóa cabo una encuesta entre los estudiantes que desarrollaron estos proyectos para evaluar si estos tenían una influencia positiva en su actitud hacia el patrimonio. La información obtenida fue muy positiva: 76% están de acuerdo en que el proyecto les alertó de la importancia de la conservación del patrimonio histórico y cultural,mientras que el 72% consideró que sería interesante que se utilizara el tema del patrimonio cultural digital enlas evaluaciones de las disciplinas.We acknowledge the students Pedro Lopes, Fernando Berenguer, Bogdan Rosu, Robin Burgess, Vitor Pinto, Marine Granger, Inês Gomes, Jorge Gomes, Rui Flores, João Moreira for their work in the models presented in this paper. The projects were partially supported by the R&D Unit BioISI, UID/MULTI/04046/2013 financed through FCT/MCTES/ PIDDAC, by the project PTDC/EMSENE/4525/2014 from FCT, Portugal, and by NEXUS, Spain.Redweik, P.; Cláudio, AP.; Carmo, MB.; Naranjo, JM.; Sanjosé, JJ. (2017). Digital preservation of cultural and scientific heritage: involving university students to raise awareness of its importance. Virtual Archaeology Review. 8(16):22-34. doi:10.4995/var.2017.4629.SWORD223481

    Educational Technology and Related Education Conferences for June to December 2015

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    The 33rd edition of the conference list covers selected events that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2015 are complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held from January 2016 onward. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses to anyone. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next

    Digital 3D Technologies for Humanities Research and Education: An Overview

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    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

    8th. International congress on archaeology computer graphica. Cultural heritage and innovation

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    El lema del Congreso es: 'Documentación 3D avanzada, modelado y reconstrucción de objetos patrimoniales, monumentos y sitios.Invitamos a investigadores, profesores, arqueólogos, arquitectos, ingenieros, historiadores de arte... que se ocupan del patrimonio cultural desde la arqueología, la informática gráfica y la geomática, a compartir conocimientos y experiencias en el campo de la Arqueología Virtual. La participación de investigadores y empresas de prestigio será muy apreciada. Se ha preparado un atractivo e interesante programa para participantes y visitantes.Lerma García, JL. (2016). 8th. International congress on archaeology computer graphica. Cultural heritage and innovation. Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/73708EDITORIA

    Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.

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    The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration

    Patterns and Pattern Languages for Mobile Augmented Reality

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    Mixed Reality is a relatively new field in computer science which uses technology as a medium to provide modified or enhanced views of reality or to virtually generate a new reality. Augmented Reality is a branch of Mixed Reality which blends the real-world as viewed through a computer interface with virtual objects generated by a computer. The 21st century commodification of mobile devices with multi-core Central Processing Units, Graphics Processing Units, high definition displays and multiple sensors controlled by capable Operating Systems such as Android and iOS means that Mobile Augmented Reality applications have become increasingly feasible. Mobile Augmented Reality is a multi-disciplinary field requiring a synthesis of many technologies such as computer graphics, computer vision, machine learning and mobile device programming while also requiring theoretical knowledge of diverse fields such as Linear Algebra, Projective and Differential Geometry, Probability and Optimisation. This multi-disciplinary nature has led to a fragmentation of knowledge into various specialisations, making it difficult to integrate different solution components into a coherent architecture. Software design patterns provide a solution space of tried and tested best practices for a specified problem within a given context. The solution space is non-prescriptive and is described in terms of relationships between roles that can be assigned to software components. Architectural patterns are used to specify high level designs of complete systems, as opposed to domain or tactical level patterns that address specific lower level problem areas. Pattern Languages comprise multiple software patterns combining in multiple possible sequences to form a language with the individual patterns forming the language vocabulary while the valid sequences through the patterns define the grammar. Pattern Languages provide flexible generalised solutions within a particular domain that can be customised to solve problems of differing characteristics and levels of iii complexity within the domain. The specification of one or more Pattern Languages tailored to the Mobile Augmented Reality domain can therefore provide a generalised guide for the design and architecture of Mobile Augmented Reality applications from an architectural level down to the ”nuts-and-bolts” implementation level. While there is a large body of research into the technical specialisations pertaining to Mobile Augmented Reality, there is a dearth of up-to-date literature covering Mobile Augmented Reality design. This thesis fills this vacuum by: 1. Providing architectural patterns that provide the spine on which the design of Mobile Augmented Reality artefacts can be based; 2. Documenting existing patterns within the context of Mobile Augmented Reality; 3. Identifying new patterns specific to Mobile Augmented Reality; and 4. Combining the patterns into Pattern Languages for Detection & Tracking, Rendering & Interaction and Data Access for Mobile Augmented Reality. The resulting Pattern Languages support design at multiple levels of complexity from an object-oriented framework down to specific one-off Augmented Reality applications. The practical contribution of this thesis is the specification of architectural patterns and Pattern Language that provide a unified design approach for both the overall architecture and the detailed design of Mobile Augmented Reality artefacts. The theoretical contribution is a design theory for Mobile Augmented Reality gleaned from the extraction of patterns and creation of a pattern language or languages
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