2,096 research outputs found

    IMMERSIVE WAYFINDING: VIRTUAL RECONSTRUCTION AND EYE-TRACKING FOR ORIENTATION STUDIES INSIDE COMPLEX ARCHITECTURE

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    Abstract. The study presents a process of digital simulation that aims to investigate the legibility of multiple spaces in a complex architecture through architectural survey, virtual reconstruction and 3D visualization in immersive environment. The collaboration between two research institutions, one Italian and the other Chinese, developed a reconstruction of a building in the campus of the Tsinghua University of Beijing using digital tools, in order to understand the behaviours during the fruition of that space. Digital simulation in the visibility theme guarantees the possibility of testing multiple configurations and showing the impacts of the different environmental hypothesis.</p

    Using of modern technologies for visualization of cultural heritage

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    This paper explores the historical evolution and contemporary applications of photogrammetry and laser scanning in cultural heritage preservation, focusing on the restoration of the Shush synagogue in Iraqi Kurdistan. It traces the development of documentation techniques, highlighting photogrammetry's pivotal role and the impact of the digital revolution. The case study of Project Shush illustrates the practical use of geomatics techniques, advanced 3D modeling, and collaboration with NGOs and authorities. The methodology outlines the use of technologies like terrestrial laser scanners (BLK360, Zeb-Revo) and UAVs, emphasizing their mobility and accuracy. Results detail the project stages, showcasing the creation of a detailed 3D model and the use of Unreal Engine for visualization. The conclusion emphasizes the importance of 3D documentation in cultural heritage and celebrates the success of the Shush synagogue restoration as a testament to technological advancements in preservation. Our research has shown that the joining of different 3D object documentation technologies significantly improves the quality and speeds up the workflow. Comparison of partial point clouds in software Cloudcompare on a case study of a smaller historic building showed differences in the internal structure in centimeters, while for the external parts that were covered with vegetation the differences reached up to decimeters

    A WEB-BASED INTERACTIVE TOOL FOR MULTI-RESOLUTION 3D MODELS OF A MAYA ARCHAEOLOGICAL SITE

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    Continuous technological advances in surveying, computing and digital-content delivery are strongly contributing to a change in the way Cultural Heritage is “perceived”: new tools and methodologies for documentation, reconstruction and research are being created to assist not only scholars, but also to reach more potential users (e.g. students and tourists) willing to access more detailed information about art history and archaeology. 3D computer-simulated models, sometimes set in virtual landscapes, offer for example the chance to explore possible hypothetical reconstructions, while on-line GIS resources can help interactive analyses of relationships and change over space and time. While for some research purposes a traditional 2D approach may suffice, this is not the case for more complex analyses concerning spatial and temporal features of architecture, like for example the relationship of architecture and landscape, visibility studies etc. The project aims therefore at creating a tool, called “QueryArch3D” tool, which enables the web-based visualisation and queries of an interactive, multi-resolution 3D model in the framework of Cultural Heritage. More specifically, a complete Maya archaeological site, located in Copan (Honduras), has been chosen as case study to test and demonstrate the platform’s capabilities. Much of the site has been surveyed and modelled at different levels of detail (LoD) and the geometric model has been semantically segmented and integrated with attribute data gathered from several external data sources. The paper describes the characteristics of the research work, along with its implementation issues and the initial results of the developed prototype

    Beacon Virtua: A Virtual Reality Simulation Detailing the Recent and Shipwreck History of Beacon Island, Western Australia

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    Beacon Virtua is a project to document and virtually preserve a historically significant offshore island as a virtual reality experience. In 1629, survivors of the wreck of VOC ship Batavia took refuge on Beacon Island, Western Australia, followed by a mutiny and massacre. In the 1950s the island became the base of a successful fishing industry, and in 1963 human remains from Batavia were located. The fishing community has recently been moved off the island to protect and preserve the site and allow a thorough archaeological investigation of the island. Beacon Virtua exposes users to the history of both the shipwreck survivors and the fishing community. The project uses the virtual environment development software Unity to present a simulation of the island, with 3D models of buildings and jetties, photogrammetric 3D reconstructions of graves and other features, 360° photographic panoramas, and information on the history of the island. The experience has been made available on a wide range of different platforms including via a web-page, as part of an exhibition, and on head mounted displays (VR headsets). This chapter discusses the features included in Beacon Virtua, the storytelling techniques used in the simulation, the challenges encountered and solutions used during the project

    Digital modeling of the impact of the 1755 Lisbon earthquake

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    Toys have played a role in the development of 3D skills for architects. As a continuation of this, games, a subgenre of which are city building games, the father of all is SimCity, a variant of construction management games, underlay a socio-economic model. Outgoing from a general view of the role of toys and games in building the skills of architects, we focus on the modelling of the impact of earthquakes on urban areas. The particular case considered is Lisbon 1755, set into the context of related developments such as l'Aquila 2009 and Bucharest 1977. We examined the 3D modelling of the city, which can be the base for computer games, namely the GIS based, Google Earth and Second Life. For all these modells we filled forms which are provided in the annexes, to see the usability and potential improvements, which will be considered in the model we propose. The later builds a game with a socio-economic component, but both later ones have the social component of crowd sourcing participation. The Second Life concept can be extended with narratives of chance like in board games, to realise the immersion like in a novel in the historic time depicted, organising for example virtual events in the public space framework modelled. Different Levels of Detail are identified as necessary in order to on one side identify the landmarks of the image of the city in the perception of inhabitants and tourists and on the other hand to model populations of buildings for future economic studies, based on a structural mechanics instead of statistical approach. Outgoing from this analysis we propose an own concept to model the impact of the 1755 earthquake on Lisbon. We based our concept on the analysis of the space and time aspects in the memory of the pre-disaster city, and considered 72 landmark buildings which can be symbolically modeled as spaces, based on a 2D to 3D concept. Depending on where they were situated, these have been affected by the earthquake or not. We provide besides the overview of the literature on games for architecture on urbanism purposes also this one on memory. This includes on its side a game, for lessons learned in the identification of the landmarks of the city. Apart of the game, there is a guided tour with timeline and the 3D model in itself. Codes are provided. For the analysis we used different views of the city: eye-level, silhouette (from the river) and aerial. This can be the basis of a future augmented reality application including the 3D model and the photos/ engravings of the time. The socio-economic component will be based on the modeling of material resources necessary to retrofit or reconstruct, for the detailedly considered „pombalino” buildings. But first of all identifying the urban morphology through 3D modeling is serving as a basis for master planning, especially the strategic planning of the minimal urban structure, in both preventive pre-earthquake intervention and post-earthquake reconstruction, as aimed for in the „Lisbon in motion” workshop and planned related ones

    A Survey on Video-based Graphics and Video Visualization

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    Digital Documentation and Reconstruction of an Ancient Maya Temple and Prototype of Internet GIS Database of Maya Architectur

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    This is a request for Level II Start-Up funding for an international project to develop and test a working prototype for a new platform for an online, searchable database that can bring together GIS maps, 3D models, and virtual environments for teaching and research. (The planning phase was funded by a Level I Start-Up Grant in 2009.) The prototype will employ existing digital collections on Maya architecture at the UNESCO World Heritage Site of Copan, Honduras and a highly-accurate, hybrid 3D model being developed by the project that will test and demonstrate the platform???s capabilities. Art historians and archaeologists from the University of New Mexico (UNM) and the Honduran Institute of Anthropology and History will work with computer experts from ETH Zurich, FBK Trento, and the University of California to design this online tool

    Indoor Mapping and Reconstruction with Mobile Augmented Reality Sensor Systems

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    Augmented Reality (AR) ermöglicht es, virtuelle, dreidimensionale Inhalte direkt innerhalb der realen Umgebung darzustellen. Anstatt jedoch beliebige virtuelle Objekte an einem willkĂŒrlichen Ort anzuzeigen, kann AR Technologie auch genutzt werden, um Geodaten in situ an jenem Ort darzustellen, auf den sich die Daten beziehen. Damit eröffnet AR die Möglichkeit, die reale Welt durch virtuelle, ortbezogene Informationen anzureichern. Im Rahmen der vorliegenen Arbeit wird diese Spielart von AR als "Fused Reality" definiert und eingehend diskutiert. Der praktische Mehrwert, den dieses Konzept der Fused Reality bietet, lĂ€sst sich gut am Beispiel seiner Anwendung im Zusammenhang mit digitalen GebĂ€udemodellen demonstrieren, wo sich gebĂ€udespezifische Informationen - beispielsweise der Verlauf von Leitungen und Kabeln innerhalb der WĂ€nde - lagegerecht am realen Objekt darstellen lassen. Um das skizzierte Konzept einer Indoor Fused Reality Anwendung realisieren zu können, mĂŒssen einige grundlegende Bedingungen erfĂŒllt sein. So kann ein bestimmtes GebĂ€ude nur dann mit ortsbezogenen Informationen augmentiert werden, wenn von diesem GebĂ€ude ein digitales Modell verfĂŒgbar ist. Zwar werden grĂ¶ĂŸere Bauprojekt heutzutage oft unter Zuhilfename von Building Information Modelling (BIM) geplant und durchgefĂŒhrt, sodass ein digitales Modell direkt zusammen mit dem realen GebĂ€ude ensteht, jedoch sind im Falle Ă€lterer BestandsgebĂ€ude digitale Modelle meist nicht verfĂŒgbar. Ein digitales Modell eines bestehenden GebĂ€udes manuell zu erstellen, ist zwar möglich, jedoch mit großem Aufwand verbunden. Ist ein passendes GebĂ€udemodell vorhanden, muss ein AR GerĂ€t außerdem in der Lage sein, die eigene Position und Orientierung im GebĂ€ude relativ zu diesem Modell bestimmen zu können, um Augmentierungen lagegerecht anzeigen zu können. Im Rahmen dieser Arbeit werden diverse Aspekte der angesprochenen Problematik untersucht und diskutiert. Dabei werden zunĂ€chst verschiedene Möglichkeiten diskutiert, Indoor-GebĂ€udegeometrie mittels Sensorsystemen zu erfassen. Anschließend wird eine Untersuchung prĂ€sentiert, inwiefern moderne AR GerĂ€te, die in der Regel ebenfalls ĂŒber eine Vielzahl an Sensoren verfĂŒgen, ebenfalls geeignet sind, als Indoor-Mapping-Systeme eingesetzt zu werden. Die resultierenden Indoor Mapping DatensĂ€tze können daraufhin genutzt werden, um automatisiert GebĂ€udemodelle zu rekonstruieren. Zu diesem Zweck wird ein automatisiertes, voxel-basiertes Indoor-Rekonstruktionsverfahren vorgestellt. Dieses wird außerdem auf der Grundlage vierer zu diesem Zweck erfasster DatensĂ€tze mit zugehörigen Referenzdaten quantitativ evaluiert. Desweiteren werden verschiedene Möglichkeiten diskutiert, mobile AR GerĂ€te innerhalb eines GebĂ€udes und des zugehörigen GebĂ€udemodells zu lokalisieren. In diesem Kontext wird außerdem auch die Evaluierung einer Marker-basierten Indoor-Lokalisierungsmethode prĂ€sentiert. Abschließend wird zudem ein neuer Ansatz, Indoor-Mapping DatensĂ€tze an den Achsen des Koordinatensystems auszurichten, vorgestellt

    Digital twin and its implementations in the civil engineering sector

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    Digital Twin (DT) concept has recently emerged in civil engineering; however, some problems still need to be addressed. First, DT can be easily confused with Building Information Modelling (BIM) and Cyber-Physical Systems (CPS). Second, the constituents of DT applications in this sector are not well-defined. Also, what the DT can bring to the civil engineering industry is still ambiguous. To address these problems, we reviewed 468 articles related to DT, BIM and CPS, proposed a DT definition and its constituents in civil engineering and compared DT with BIM and CPS. Then we reviewed 134 papers related to DT in the civil engineering sector out of 468 papers in detail. We extracted DT research clusters based on the co-occurrence analysis of paper keywords' and the relevant DT constituents. This research helps establish the state-of-the-art of DT in the civil engineering sector and suggests future DT development
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