2,485 research outputs found

    Experimental simulation: using generative modeling and palaeoecological data to understand human-environment interactions

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    The amount of palaeoecological information available continues to grow rapidly, supporting improved descriptions of the dynamics of past ecosystems and enabling them to be seen from new perspectives. At the same time, there has been concern over whether palaeoecological enquiry needs to move beyond descriptive inference to a more hypothesis-focussed, or experimental approach. However, the extent to which conventional hypothesis-driven scientific frameworks can be applied to historical contexts (i.e., the past) is the subject of ongoing debate. In other disciplines concerned with human-environment interactions, including physical geography and archaeology, there has been growing use of generative simulation models, typified by agent-based approaches. Generative modeling encourages counter-factual questioning (“what if…?,”) a mode of argument that is particularly important in systems and time-periods, such as the Holocene, and now the Anthropocene, where the effects of humans and other biophysical processes are deeply intertwined. However, palaeoecologically focused simulation of the dynamics of the ecosystems of the past either seems to be conducted to assess the applicability of some model to the future or treats humans simplistically as external forcing factors. In this review we consider how generative simulation-modeling approaches could contribute to our understanding of past human-environment interactions. We consider two key issues: the need for null models for understanding past dynamics and the need to be able learn more from pattern-based analysis. In this light, we argue that there is considerable scope for palaeoecology to benefit from developments in generative models and their evaluation. We discuss the view that simulation is a form of experiment and by using case studies, consider how the many patterns available to palaeoecologists can support model evaluation in a way that moves beyond simplistic pattern-matching and how such models might also inform us about the data themselves and the processes generating them. Our emphasis is on how generative simulation might complement traditional palaeoecological methods and proxies rather than on a detailed overview of the modeling methods themselves

    VIRTUAL MUSEUMS FOR LANDSCAPE VALORIZATION AND COMMUNICATION

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    Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional “sensing” and self- identification. The landscape reflects also the human activities in the territory and the communities’ cultural patterns, their sense of “belonging”. In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or “monographic”, representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people. Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization. The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved

    Using Virtual Reality and Remotely Sensed Data to Explore Object Identity and Embodiment in a Virtual Mayan City

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    3D visualization, LiDAR (Light Detection and Ranging), and 3D modeling are not new concepts in archaeology, however when combined they represent a growing body of research that seeks to understand both how these tools can help us to study the people of the past, and the past itself. Recently, archaeologists have been creating large amounts of 3D digital assets because of new and more advanced technologies. Along with these digital assets has come a myriad of single object viewers—both web and desktop based. These platforms specifically focus on visualizing individual objects (i.e., artifacts or buildings). In contrast, 3DGIS and Virtual Reality (VR) software employ recreated landscapes with multiple 3D objects rather than single 3D models. The MayaCityBuilder Project (http://mayacitybuilder.org) employs Geographic Information Systems (GIS) and LIDAR data to simulate the ancient Maya city of Copan in a virtual space for immersive exploration. Using this environment as a virtual lattice, we embed object data into the actual simulated space of Copan, which users can explore using a virtual reality headset. I propose that such an environment allows us to explore the concept of object identity. Wherein the “objects” in the environment (i.e. 3D models of both remotely sensed extant objects and reconstructed buildings) are immersively evaluated by users who can better perceive the relationships between themselves and the “objects” with which they are interacting; resulting in insights that can push archaeological inquiry in new directions. Further, applying such an approach opens the door for 3D data reuse providing a platform that serves a unique database structure holding intuitive and perceptual data. In order to test these ideas, I embed multiple kinds of 3D models into the Copan VR platform and use the relationships between both the environment and the objects to explain object identity. Advisor: Heather Richards-Rissett

    Across Space and Time. Papers from the 41st Conference on Computer Applications and Quantitative Methods in Archaeology, Perth, 25-28 March 2013

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    This volume presents a selection of the best papers presented at the forty-first annual Conference on Computer Applications and Quantitative Methods in Archaeology. The theme for the conference was "Across Space and Time", and the papers explore a multitude of topics related to that concept, including databases, the semantic Web, geographical information systems, data collection and management, and more

    Visualizing Archaeology - with Virtual Reality tools

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    This thesis is concerning how archaeologists can use virtual reality for the 3D visualization of archaeological data. By studying different case studies concerning virtual reality and archaeology, I will try to define how the use of this technology is employed today to transfer knowledge in the sector of Cultural Heritage. During this work I will develop a virtual reality system about Bishops cellar (Biskopskällaren), an archaeological site located in Scania, Sweden. This work will allow me to design and analyze a workflow data construction for the creation of visualization system, the results of this work will be analyzed and discussed

    Reconciling the dissonance between Historic Preservation and Virtual Reality through a Place-based Virtual Heritage system.

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    This study explores a problematic disconnect associated with virtual heritage and the immersive 3D computer modeling of cultural heritage. The products of virtual heritage often fail to adhere to long-standing principles and recent international conventions associated with historic preservation, heritage recording, designation, and interpretation. By drawing upon the geographic concepts of space, landscape, and place, along with advances in Geographic Information Systems, first-person serious games, and head-mounted Virtual Reality platforms this study envisions, designs, implements, and evaluates a virtual heritage system that seeks to reconcile the dissonance between Virtual Reality and historic preservation. Finally, the dissertation examines the contributions and future directions of such a Place-based Virtual Heritage system in human geography and historic preservation planning and interpretation

    Digital Heritage

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    Abstract Natural and cultural heritage, the common wealth of human beings, are keys to human understanding of the evolution of our planet and social development. The protection and conservation of natural and cultural heritage is the common responsibility of all mankind. Spatial information technology provides a new applied theory and tool for the protection and utilization of natural and cultural heritage. This chapter is divided into four parts. The first part elaborates the connotation of digital heritage, the differences and connections between digital heritage and physical heritage, the technology of digital heritage formation and the research objectives and content of digital heritage. Parts 2 and 3 discuss the contents and methods of digital natural heritage and cultural heritage, respectively, and some practical case studies. In the fourth part, the future development trends of digital heritage research in protection and utilization are described, as well as six research directions that deserve attention

    Photorealistic visualisation of urban greening in a low-cost high- density housing settlement.

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    Thesis (M.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2005.Apartheid housing policies of the pre-1994 South African government, and the low-cost highdensity housing programmes of the post-1994 government, has given rise to numerous urban environmental problems, some of which could be addressed in a cost-effective and sustainable manner through urban greening, while simultaneously promoting biodiversity. Public participation in the planning of urban greening has been identified as being of vital importance, without which urban greening projects run a high, and expensive, risk of failure. Previous studies indicate that the greening priorities of residents in low-cost high-density housing settlements may differ considerably from those of managers and experts tasked with the protection and extension of the natural environment resource base. A system of participatory decision support is therefore required to reconcile the greening requirements of the community, and the ecological benefits of biodiversity. If language, literacy, map literacy and numeracy difficulties are to be avoided, and a sense of place or belonging is to be invoked, such a participatory decision support system should, ideally, be visually based, and capable of generating realistic eye-level depictions of the urban landscape. New computer-based landscape visualisation applications, which can directly utilise GIS, CAD and DEM data to produce detailed photo-realistic viewsheds, were deemed better suited to the task of visualising urban greening than existing GIS based mapping systems, CAD and traditional landscape visualisation methods. This dissertation examines the process of constructing a 3D computer model of the Mount Royal low-cost high-density housing settlement, situated in the eThekwini Municipality, KwaZulu-Natal, South Africa. Visualisations including terrain, natural features, indigenous vegetation, houses and roads were produced and submitted, with a questionnaire, to experts from different disciplines, Mount Royal residents and neighbors. Results from the expert survey indicate moderate support for visualisation in professional decision-making. However, both experts and residents expressed strong support for the accuracy and credibility ofthe visualisations, as well as for their potential in a participatory decision support system
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