7,875 research outputs found

    Getting virtual 3D landscapes out of the lab

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    Increasingly realistic virtual three dimensional (3D) models have been created that demonstrate a variety of landscape designs. They have supported a more collaborative and participative approach in planning and design. However, these 3D landscape models are often developed for use in bespoke virtual reality labs that tie the models to expensive graphics hardware, or complex arrays of screens, with the viewer spatially detached from the actual site. Given the increase in prevalence of advanced “smartphone” and tablet technology with GPS and compass functionality, this paper demonstrates two methods for on-demand dissemination of existing virtual 3D landscape models using: (1) a touch based interface with integrated mapping; (2) a standard web browser interface on mobile phones. The latter method demonstrates the potential to reduce the complexity of accessing an existing 3D landscape model on-site to simply pointing a smartphone in a particular direction, loading a web page and seeing the relevant view of the model as an image. A prototype system was developed to demonstrate both methods successfully, but it was also ascertained that the accuracy of GPS positional data can have a negative effect on the browser based method. Finally, potential developments are presented exploring the future of the technology underpinning the method and possible extensions to the prototype as a technique for increasing public participation in planning and design

    Towards the 3D Web with Open Simulator

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    Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.Postprin

    A Pedagogical Retrospective: Gamifying the Konza Prairie through an Interdisciplinary Studio

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    Recently we embarked on developing an interdisciplinary pedagogical approach that integrates concepts of virtual reality and gaming design to leverage these technologies’ potential to influence how we interpret, visualize, design and analyze environments. The approach was developed as part of an advanced studio at Kansas State University led by two professors and represented by students across three different disciplines: landscape architecture, education and computer science. The entire project consisted of a core studio, buttressed by a seminar and technical module. We refer to the courses and project as “Studio Konza.” This retrospective paper highlights why this effort was undertaken, what resources were required, how the game was conceptualized and developed, what milestones were achieved, and what challenges remain for continued development and application

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    An overview of virtual city modelling : emerging organisational issues

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual Reality Methods

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    ePDF and ePUB available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology

    Museos virtuales y entorno construido: narrativas y experiencias inmersivas vía centros de geodatos multitemporales

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    [EN] Our built environment is nowadays considered as a dynamic complex, stretching and transforming across space and time, with the interaction of human, social and economic dimensions. It needs to be safeguarded as living places for the future taking into account such complexity. The general aim of this work is to contribute to the comprehension of landscape values, enhancing participation processes by tourists and local communities, considering the built environment as a system: the sum of natural transformation, ancient artefacts stratification and human activities, partially covering the tangible traces, and functioning as a vehicle for the comprehension of intangible values. Multi-temporal, multi-scale and geospatial datasets can play an important role in such knowledge transfer processes by means of narratives and immersive experiences in a multimedia museum approach. In particular, the cartographic heritage, in the form of metric and non-metric maps, can be progressively used as a source of information for innovative narratives. Virtual Museums (VMs)are additional "channels" to disseminate content and to provide knowledge about cultural heritage; they have emerged from the crossbreeding process between museums and digital technologies. Investigating how digital storytelling may support communication and understanding of complex systems, such as the built environment and landscape, it is relevant because cultural awareness may foster the sense of belonging and identity construction of which Europe is thirsty, contributing to the safeguarding of fragile sites. The paper provides useful information for museums that would like to follow this pathway. It retraces the main steps of storytelling production and presents interesting examples of immersive narrative models based on geospatial data and a virtual hub, helping people to retrieve and access information and to recognize places of memory mostly unknown. Moreover, it offers an evaluation of existing tools that can be adopted for this purpose. Eventually, by virtue of the research carried out for the case study of the Virtual Museum of Como Lake Landscape, the paper aims at ascertaining which kind of stories and experiences can be designed, the potential of these tools and possible weaknesses or constraints that deserve future researches.[ES] El entorno construido se considera hoy en día como un complejo dinámico, que se extiende y transforma a través del espacio y el tiempo, con interacción de dimensiones humanas, sociales y económicas. Debe salvaguardarse como lugares donde vivir el futuro teniendo en cuenta tal complejidad. El objetivo general de este trabajo es contribuir a la comprensión de los valores paisajísticos, potenciando los procesos de participación de los turistas y de los autóctonos, considerando el entorno construido como un sistema: suma de la transformación natural, de la estratificación de artefactos antiguos y de actividades humanas, cubriendo parcialmente los rastros tangibles, y vehículo de comprensión de valores intangibles. Los conjuntos de datos multitemporales, a multi-escala y geoespaciales pueden desempeñar un papel importante en dicho proceso de transferencia de conocimiento a través de narrativas y experiencias inmersivas en el enfoque de un museo multimedia. En particular, el patrimonio cartográfico, en forma de mapas métricos y mapas no métricos, puede utilizarse progresivamente como fuente de información para narrativas innovadoras. Los Museos Virtuales (VM) son “canales” adicionales que permiten difundir contenido y proporcionar conocimiento sobre el patrimonio cultural; surgen del proceso de mestizaje entre museos y tecnologías digitales. Investigar cómo la narración digital puede apoyar la comunicación y la comprensión de sistemas complejos, como el entorno construido y el paisaje, es relevante porque la conciencia cultural puede fomentar el sentido de pertenencia y la construcción de identidad de los que Europa tiene sed, contribuyendo a la protección de sitios frágiles. El artículo proporciona información útil para los museos que deseen seguir este camino. Describe los principales pasos que deberían considerarse a la hora de producir narrativas y pone ejemplos interesantes de modelos narrativos inmersivos basados en datos geoespaciales y centros virtuales, que ayudan a las personas a recuperar y acceder a información, y a reconocer lugares desconocidos o vagamente retenidos en la memoria. Además, ofrece una evaluación de las herramientas existentes que se pueden adoptar con este propósito. El objetivo es aclarar, finalmente, en virtud dela investigación desarrollada en el caso de estudio del Museo Virtual del Paisaje del Lago di Como, qué tipo de historias y experiencias se pueden diseñar, el potencial de estas herramientas y las posibles debilidades o limitaciones que merecen futuras investigaciones.We thank Stefano Della Torre (Head of Polimi dABC) as Sc. Responsible of the Advisory within the PORL FESR 2007/2013 ‘Multimedia system for the presentation and participated recognizing of the environmental values of the landscape of the Lake of Como’; and Leoni Marco (Director of the Museum of Como Lake Landscape) for the concession of museum’s data and his support in developing the PhD research of which this paper presents a summary of preliminary findings.The research leading to the results of this paper is partially funded under the ICT Policy Support Programme (ICT PSP) as part of the Competitiveness and Innovation Framework Programme by the European Community (CIP) GA no. 620400.Brumana, R.; Oreni, D.; Caspani, S.; Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review. 9(19):34-49. https://doi.org/10.4995/var.2018.9918SWORD3449919Bedford, L. (2001). Storytelling: The real work of museums. Curator: the museum journal, Vol. 44, Issue 1, 27-34. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, Vol. 9(1-2), 39-52. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). doi: 10.1007/978-3-319-09147-1_4Barazzetti L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In Geomatics Workbooks n° 12, "FOSS4G Europe Como 2015" (pp.1-12).Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. In Core spatial databases - updating maintenance and services. From theory to practice (pp. 90-95). Haifa, Israel.Brumana, R., Oreni, D., Cuca, B., Rampini, A., & Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework. In ICCSA 2012 (pp. 397-413). Springer Int. Publishing. doi: 10.1007/978-3-642-31075-1_30.Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined Geometric and Thermal Analysis from Uav Platforms for Archaeological Heritage Documentation. In XXIV International Cipa Symposium (pp. 49-54). Strasbourg, France.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015). A geo-swot chart, using a values centered approach and multitemporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values, Theme 1 "Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Bedford, L. (2001). Storytelling: The real work of museums. Curator: the Museum Journal, 44(1), 27-34.https://doi.org/10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, 9(1-2), 39-52.Barazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). Guimaraes, Portugal. https://doi.org/10.1007/978-3-319-09147-1_4Barazzetti, L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In FOSS4G Europe 2015(pp.1-12). Como, Italy.Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XXXVIII, 4-8-2/W9, 90-95.Brumana, R., Oreni, D., Cuca, B., Rampini, A., &Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework .In ICCSA 2012(pp. 397-413).Salvador de Bahia, Brazil. https://doi.org/10.1007/978-3-642-31075-1_30Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined geometric and thermal analysis from UAV platforms for archaeological heritage documentation. ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Science, II-5/W1, 49-54. https://doi.org/10.5194/isprsannals-II-5-W1-49-2013Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015a). A geo-swot chart, using a values centered approach and multi temporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values", Theme 1"Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Banfi, F., Oreni, D., Roels D., & Roncoroni, F. (2015b). Towards a virtual hub approach for landscape assessment and multimedia ecomuseum using multi temporal-maps. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XL-5/W7, 49-56. https://doi.org/10.5194/isprsarchives-XL-5-W7-49-2015Bruner, J. (1991). The Narrative Construction of Reality. Critical Inquiry, 18 (1), 1-21. https://doi.org/10.1086/448619Caquard, S. (2013). Mapping narrative cartography. Progress in Human Geography, 37(1), 135-144.https://doi.org/10.1177/0309132511423796Caspani, S., Brumana, R., Oreni, D., Previtali, M. (2017). Virtual museums as digital storytellers for dissemination of built environment: possible narratives and outlooks for appealing and rich encounters with the past. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 113-119.https://doi.org/10.5194/isprs-archives-XLII-2-W5-113-2017Castells, M. (2000). The construction of European Identity. Retrieved October25, 2017, fromhttps://www.chet.org.za/files/CASTELLS%202004%20European%20Identity.pdfCouncil of Europe. (2000). European Landscape Convention. Retrieved October25, 2017, from https://rm.coe.int/1680080621Cuca, B., Brumana, R., Scaioni, M., & Oreni, D. (2011). Spatial Data Management of Temporal Map Series for Cultural and Environmental Heritage. International Journal of Spatial Data Infrastructures Research, 6, 97-125.https.//doi.org/10.2902/1725-0463.2011.06.art5Cuca, B., Previtali, M., Barazzetti, L., & Brumana, R. (2017). Benefits of using Open Geo-spatial Data for valorization of Cultural Heritage: GeoPan app. In 19th EGU General Assembly (p. 19101). Wien, Austria. Retrieved June 20, 2018, from https://meetingorganizer.copernicus.org/EGU2017/EGU2017-19101.pdfGiaccardi, E., & Fogli, D. (2008). Affective geographies: toward a richer cartographic semantics for the geospatial web. In AVI 8 Proceedings of the working conference on Advanced visual interfaces (pp. 173-180). Napoli, Italy. https://doi.org/10.1145/1385569.1385598Hooper-Greenhill, E. (2005). I musei e la formazione del sapere: le radici storiche, le pratiche del presente. Milan: Il Saggiatore.ICOMOS. (1996). The Declaration of San Antonio. Retrieved April 1, 2018, from https://www.icomos.org/en/charters-and-texts/179-articles-en-francais/ressources/charters-and-standards/188-the-declaration-of-san-antonioICOMOS. (2008a). Charter on cultural routes. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Charters/culturalroutes_e.pdfICOMOS. (2008b). Quebèc Declaration on the preservation of the spirit of place. Retrieved April 1, 2018, from https://www.icomos.org/quebec2008/quebec_declaration/pdf/GA16_Quebec_Declaration_Final_EN.pdfICOMOS. (2014). The Florence Declaration on Heritage and Landscapes as Human Values. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Secretariat/2015/GA_2014_results/GA2014_Symposium_FlorenceDeclaration_EN_final_20150318.pdfMacdonald, S. (2013) .Memorylands: Heritage and Identity in Europe Today. London: Routledge.Monti, C., Achille, C., Brumana, R., Musumeci, S., Oreni, D., & Signori, M. (2009). Perspectives on the 3-D analysis through the cadastral map series (XVIII -XX sec.) and the first geodetic large scale map of Milan realized by the 'Astronomidi Brera' (Astronomers of Brera): toward an advanced portal. E-PERIMETRON, 4(2), 86-100.Nativi, S., Craglia, M., & Pearlman, J. (2013). Earth science infrastructures interoperability: the brokering approach. IEEE Journal of Selected Topics. Applied Earth Observations and Remote Sensing, 6(3), 1118-1129. https://doi.org/10.1109/JSTARS.2013.2243113Pierdicca, R., Malinverni, E., Frontoni, E., Colosi, F., & Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review, 7(15), 44-53.https://doi.org/10.4995/var.2016.5904Pini, L. (2003). Tremezzo il paese dove fioriscono I limoni. Tremezzo: Silvana Editoriale.Previtali, M. (2017). Geopan atl@s: A brokering based gateway to georeferenced historical maps for risk analysis. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 583-589.https://doi.org/10.5194/isprs-archives-XLII-2-W5-583-2017Redweik, P., Cláudio, A., Carmo, M., Naranjo, J., & Sanjosé, J. (2017). Digital preservation of cultural and scientific heritage: involving university students to raise awareness of its importance. Virtual Archaeology Review, 8(16), 22-34. https://doi.org/10.4995/var.2017.4629Scazzosi, L. (2003). Landscape and Cultural Landscape: European Landscape Convention and UNESCO Policy .World Heritage papers, 7, 55-59.Scazzosi, L., (2004).Reading and assessing the landscape as cultural and historical heritage. Landscape Research, 29(4), 335-355.https://doi.org/10.1080/0142639042000288993ViMM. (2018).Virtual Multimodal Museum. Retrieved April 1, 2018, from https://www.vi-mm.euV-MUST. (2015). D. 2.3c State of the art on Virtual Museums in Europe and outside Europe: Report. Commissioned by the V-MUST project. Retrieved October25, 2017, from http://www.v-must.net/sites/default/files/D2.3d_StateArt_VirtualMuseums_2015.pdfWong, A. (2015). The whole story, and then some: 'digital storytelling' in evolving museum practice. In MW2015: Museums and the Web 2015, Chicago, United States. Retrieved October25, 2017, from http://mw2015.museumsandtheweb.com/paper/the-whole-story-and-then-some-digital-storytelling-in-evolving-museum-practice

    CGAMES'2009

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    Cyber-Archaeology: Notes on the simulation of the past

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    [EN] Thirteen years after the book “Virtual Archaeology” (Forte, 1996, 97) it is time to re-discuss the definition, the key concepts and some new trends and applications. The paper discusses the introduction of the term “cyber-archaeology” in relation with the simulation process deriving from the inter-connected and multivocal feedback between users/actors and virtual ecosystems. In this new context of cyber worlds, it is more appropriate to talk about simulation of the past rather than reconstruction of the past. The multivocality of the simulation opens new perspectives in the interpretation process, not imposing the final reconstruction, but suggesting, evocating, simulating multiple output, not “the past” but a potential past. New epistemological models of cyber archaeology have to be investigated: what happens in a immersive environment of virtual archaeology where every user is “embodied” in the cyber space? The ontology of archaeological information, or the cybernetics of archaeology, refers to all the interconnective relationships which the datum produces, the code of transmission, and its transmittability. Because it depends on interrelationships, by its very nature information cannot be neutral with respect to how it is processed and perceived. It follows that the process of knowledge and communication have to be unified and represented by a single vector. 3D information is regarded as the core of the knowledge process, because it creates feedback, then cybernetic difference, among the interactor, the scientist and the ecosystem. It is argued that Virtual Reality (both offline and online) represents a possible ecosystem, which is able to host top-down and bottom-up processes of knowledge and communication. In these terms, the past is generated and coded by “a simulation process”. Thus, from the first phases of data acquisition in the field, the technical methodologies and technologies that we use, influence in a decisive way all the subsequent phases of interpretation and communication. In the light of these considerations, what is the relationship between information and representation? How much information does a digital model contain? What sorts of and how many ontologies ought to be chosen to permit an acceptable transmittability? Indeed, our Archaeological communication ought to be understood as a process of validation of the entire cognitive process of understanding and not as a simple addendum to research, or as a dispensable compendium of data.[ES] Trece años después de la publicación del libro "Arqueología virtual" (Forte, 1996, 97) es el momento de volver a discutir sobre la definición, los conceptos clave y algunas nuevas tendencias y aplicaciones de la arqueología virtual. El presente documento analiza la introducción del término "cyber-arqueología" en relación con el proceso de simulación derivado de la interconexión y la retroalimentación multivocal y entre los usuarios / actores y ecosistemas virtuales. En este nuevo contexto de mundos cibernéticos, es más adecuado hablar de simulación del pasado que de reconstrucción del pasado. La multivocalidad de la simulación abre nuevas perspectivas en el proceso de interpretación, no imponiendo la última reconstrucción, sino sugiriendo, evocando, simulando múltiples resultados, y no "el pasado", sino un potencial pasado. Nuevos modelos epistemológicos de la arqueología cibernética deben ser investigados: Que ocurre en un entorno inmersivo de arqueología virtual cuando cada usuario es "materializado" en el espacio cibernético? La ontología de la información arqueológica, o la cibernética de la arqueología, se refiere a la interconectividad de todas las relaciones que produce el dato, el código de envío, y su transmisibilidad. Porque depende de las interrelaciones, por su propia naturaleza, la información no puede ser neutral con respecto a la forma en que se procesa y percibe. De ello se deduce que el proceso de conocimiento y la comunicación han de ser unificadas y representadas por un único vector. La información 3D se considera como el núcleo del proceso de conocimiento, porque propicia la retroalimentación, entre el usuario, el científico y el ecosistema. Se argumenta que la Realidad Virtual (tanto fuera de línea como en línea) representa un posible ecosistema, que es capaz de ser anfitrión de los procesos de conocimiento y comunicación tanto de arriba a abajo como de abajo a arriba. En estos términos, el pasado se genera y codifica por "un proceso de simulación". Así, desde las primeras fases de adquisición de datos sobre el terreno, las metodologías técnicas así como las tecnologías que usamos, influyen de manera decisiva en todas las fases de interpretación y comunicación. A la luz de estas consideraciones, ¿cuál es la relación entre la información y la representación? ¿Cuánta información quedará incluida en el modelo digital? ¿Qué clase y cuántas ontologías deberían ser elegidas para permitir una transmisibilidad aceptable? De hecho, la comunicación arqueológica debe ser entendida como una fase de validación de todo el proceso cognitivo de comprensión del conocimiento, y no como una simple adición a la investigación, o como un compendio de los datos prescindible.The Virtual Museum of the Ancient Via Flaminia was supported by Arcus spa and managed by CNR-ITABC (scientific direction) and National Roman Museum in RomeForte, M. (2011). Cyber-Archaeology: Notes on the simulation of the past. Virtual Archaeology Review. 2(4):7-18. https://doi.org/10.4995/var.2011.4543OJS71824ANTINUCCI, A., 2004, Comunicare il museo, Laterza, Roma, 2004.BAUDRILLARD J.. 1994, Simulacra and Simulation, Ann Arbor: University of Michigan Press, 1994.BATESON, 1967, "Cybernetic explanation", in SEM, 410.BATESON, 1972, Steps to an Ecology of Mind , San Francisco, Chandler Press.BATESON G., 1979, Mind and Nature. A Necessary Unit, Dutton, New York.BIOCCA F. 1997, The cyborg's dilemma: Progressive embodiment in virtual environments, Journal of Computer-Mediated Communication, vol. 3, n. 2, 1997. http://dx.doi.org/10.1111/j.1083-6101.1997.tb00070.x http://dx.doi.org/10.1109/ct.1997.617676DELEUZE G., GUATTARI, F., 1987, A Thousand Plateaus: Capitalism and Schizophrenia, University of Minnesota Press, 1987FORTE, M. 1997, (ed. by) Virtual Archaeology, (forward by Colin Renfrew) Thames & Hudson Ltd, 1997 (1st edition 1996, Milan).FORTE, M., 2000, About virtual archaeology: disorders, cognitive interactions and virtuality, in Barcelo J., Forte M., Sanders D., 2000 (eds.), Virtual reality in archaeology, Oxford, ArcheoPress (BAR International Series S 843), 247-263.FORTE M., 2003, Mindscape: ecological thinking, cyber-anthropology, and virtual archaeological landscapes, in "The reconstruction of Archaeological Landscapes through Digital Technologies" (eds. M.Forte, P.R.Williams), Proceedings of the 1st Italy-United States Workshop, Boston, Massachussets, USA, November 1-3, 2001, BAR International Series 1151, Oxford, 2002, 95-108.FORTE M., 2005, A Digital "Cyber" Protocol for the Reconstruction of the Archaeological Landscape: Virtual Reality and Mindscapes in Recording, Modeling and Visualization of Cultural Heritage (eds: E.Baltsavias, A.Gruen, L.Van Gool, M.Pateraki) Published by Taylor & Francis / Balkema ISBN 0 415 39208 X, 339-351, 2005.FORTE et alii, 2006; M.Forte, S.Pescarin, E.Pietroni, C.Rufa, 2006, Multiuser interaction in an archaeological landscape: the Flaminia Project, in (M.Forte, S.Campana, eds.by) From Space to Place, Proceedings of the 2nd International Conference on Remote Sensing in Archaeology, Rome, December 4-7, 2006, BAR International Series 1568, Archaeopress, Oxford, 2006, 189-196.FORTE, M, Pescarin, S. Pietroni, E., 2006, Transparency, interaction, communication and open source in Virtual Archaeology, in (M.Forte, S.Campana, eds.by) From Space to Place, Proceedings of the 2nd International Conference on Remote Sensing in Archaeology, Rome, December 4-7, 2006, BAR International Series 1568, Archaeopress, Oxford, 2006 535-540.FORTE, M., 2007, Ecological Cybernetics, Virtual Reality and Virtual Heritage, in "Theorizing Digital Cultural Heritage. A Critical Discourse" (Edited by Fiona Cameron and Sarah Kenderdine), MIT Press, Cambridge, MA, 389-407. http://dx.doi.org/10.7551/mitpress/9780262033534.003.0020FORTE M., 2008 (ed.), La Villa di Livia. Un percorso di ricerca di archeologia virtuale, L'Herma, Rome, 2008.GALLESE, V. 2005, Embodied simulation: From Neurons to Phenomenal Experience, "Phenomenology and the cognitive sciences", 4, 23-48. http://dx.doi.org/10.1007/s11097-005-4737-zGIBSON, J. J., 1999. 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    Searching for New Landscapes

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    “Searching for New Landscapes” ventures beyond familiar environments to explore new territories in graphic design. By changing our environment and patterns, looking at things anew with a fresh perspective, and transforming the tools we use, we can spark new insights and catalyze evolution for growth. This study proposes getting away from known environments and breaking existing habits by responding instinctively and rapidly to unexpected prompts. The collected works and writing underpin the importance of thinking flexibly with a lighthearted “why not?” attitude and looking at things beyond existing definitions. These methodologies are further applied to the action of teaching, to create spaces that empower students to push beyond the traditional boundaries of their discipline. As a present continuous, “Searching for New Landscapes” keeps seeking ways to discover new horizons
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