284 research outputs found

    Modelado en 3D de una puerta de la ciudad de Rennes del siglo XV: Portes Mordelaises

    Get PDF
    [EN] The Portes Mordelaises, remnants of the medieval city walls of Rennes, France, has been the subject of several archaeological excavations until 2017. From these excavations, we created a three-dimensional (3D) model of the site reconstructed as it would have appeared during the 15th century, including the surrounding plus the interiors of its famed towers. Once our efforts and results were officially recognised as being of national interest by the French Ministry of Culture and Communication, Department of Heritage and the National Museum Service of France, we presented our virtual model reconstruction in an exhibition curated by the Museum of Bretagne, entitled "Rennes, les vies d'une ville" (Rennes, the Lives of a City). This approach to 3D reconstruction of the site served to further study Rennes’ origins, its construction, organisation, as well as its historic relationship to surrounding territories. The main objective of this work was to investigate, using of a significant and com[ES] Las Portes Mordelaises, restos de las murallas medievales de la ciudad de Rennes, Francia, han sido objeto de varias excavaciones arqueológicas hasta el año 2017. A partir de estas excavaciones, pudimos crear un modelo tridimensional (3D) del sitio reconstruido tal y como habría aparecido durante el siglo XV, incluyendo los terrenos circundantes así como los interiores de sus famosas torres. Una vez que nuestros esfuerzos y resultados fueron reconocidos oficialmente como de interés nacional por el Ministerio de Cultura y Comunicación de Francia, el Departamento de Patrimonio así como el Servicio Nacional de Museos de Francia, presentamos nuestra reconstrucción del modelo virtual en una exposición gestionada por el Museo de Bretaña titulada "Rennes, las vidas de una ciudad”. Este enfoque de la reconstrucción en 3D del sitio sirvió para profundizar en el estudio de los orígenes de Rennes, su construcción, su organización, así como su relación histórica con los territorios circundantes. EBarreau, J.; Esnault, E.; Foucher, J.; Six, M.; Le Faou, C. (2020). 3D modelling of a 15th century city gate of Rennes: Portes Mordelaises. Virtual Archaeology Review. 11(22):41-55. https://doi.org/10.4995/var.2020.12653OJS41551122Ahmad, T., Afzal, M., Hayat, F., Asif, H. S., Ahsan, S., & Saleem, Y. (2012). Need for software design methodology for remote sensing applications. Life Sci Journal, 9(3), 2152-2156.Al-Baghdadi, M. A. S. (2017). 3D printing and 3D scanning of our ancient history: Preservation and protection of our cultural heritage and identity. International Journal of Energy and Environment, 8(5), 441-456.Alix, C., Carron, D., Roux-Capron, E., & Josserand, L. (2016). La porte Bannier, entrée principale de la ville d'Orléans aux XIVe-XVe siècles. Archeologie medievale, (46), 91-122. https://doi.org/10.4000/archeomed.2781Athanasoulis, D., Georgiou, A., Simou, X., Sfika, A., Klotsa, V., Zirogianni, T., Theodoropoulos, C., & Deligianni, E.-O. (2015). Bridging monuments through digital repository and graphic reconstruction methodologies. The Digital Enhancement Project of Argolid, Arcadia and Corinthia castles, Greece. In 2015 Digital Heritage, Vol. 1, (pp. 107- 110). Granada, Spain. https://doi.org/10.1109/digitalheritage.2015.7413846Auer, C. (2017). L'archéologie high tech - xenius arte. Retrieved February 16, 2017, from www.cnrs.fr/CNRSHebdo/bretagne-paysdeloire/actus.php?numero=11666Banfi, F., Brumana, R., & Stanga, C. (2019). Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality. Virtual Archaeology Review, 10(21), 14-30. https://doi.org/10.4995/var.2019.11923Barreau, J. B. (2017). Techniques de production, d'exploration et d'analyse d'environnements archéologiques virtuels.(Production, exploration and analysis techniques of virtual archaeological environments) (Doctoral dissertation, INSA de Rennes, France). Retrieved from https://tel.archives-ouvertes.fr/tel-01633811/documentBarreau, J.-B., Bernard, Y., Petit, Q., Beuchet, L., Petit, E., Platen, V., Gaugne, R., Le Rumeur, J., & Gouranton, V. (2014). Combination of 3D scanning, modeling and analyzing methods around the castle of Coatfrec reconstitution. In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. EuroMed 2014 (pp. 418-426). Limassol, Cyprus. https://doi.org/10.1007/978-3-319-13695-0_40Barreau, J.-B., Gaugne, R., Bernard, Y., Le Cloirec, G., & Gouranton, V. (2013). The West Digital Conservatory of Archaelogical Heritage project. In 2013 Digital Heritage (pp. 1-8). Marseille, France. https://doi.org/10.1109/digitalheritage.2013.6743795Barreau, J.-B., Lanoe, E., & Gaugne, R. (2020). 3D sketching of the fortified entrance of the citadel of Aleppo from a few sightseeing photos. In Kremers H. (Ed.), Digital Cultural Heritage (pp. 359-371). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-15200-0_24Barrera-Vera, J. A. (2005). Generation of virtual models of historical tapial walls in Seville (Spain). In VSMM 2005: proceedings of the eleventh International Conference on Virtual Systems and Multimedia: Virtual reality at work in the 21st century: impact on society. Ghent, Belgium.Bayraktar, C. (2016). V-RAY 3.3. Istanbul: Kodlab Yayin Dağitim Yazilim Ltd.şti.Boochs, F., Hoffmann, A., Huxhagen, U., & Welter, D. (2006). Digital reconstruction of archeological objects using hybrid sensing techniques-The example Porta Nigra at Trier. Bar International Series, 1568, 395-400.Bosser, A. G. (2004). Massively multi-player games: Matching game design with technical design. In Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp. 263-268). Singapore. https://doi.org/10.1145/1067343.1067378Brioso, X., Calderón, C., Aguilar, R., & Pando, M. A. (2019). Preliminary methodology for the integration of lean construction, bim and virtual reality in the planning phase of structural intervention in heritage structures. In Structural Analysis of Historical Constructions (pp. 484-492). Cusco, Peru. https://doi.org/10.1007/978-3-319-99441-3_52Canciani, M., Conigliaro, E., Grasso, M. D., Papalini, P., & Saccone, M. (2016). 3D survey and augmented reality for cultural heritage. The case study of Aurelian wall at Castra Praetoria in Rome. International Archives of the Photogrammetry, Remote Sensing & Spatial Information Sciences, XLI-B5, 931-937. https://doi.org/10.5194/isprsarchives-xli-b5-931-2016Carrión-Ruiz, B., Blanco-Pons, S., Weigert, A., Fai, S., & Lerma, J. L. (2019). Merging photogrammetry and augmented reality: The Canadian Library of Parliament. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 42(2/W11), 367-371. https://doi.org/10.5194/isprs-archives-xlii-2-w11-367-2019Châtellier, L. (2011). Modélisation 3d: la porte Cailhau. Retrieved May 20, 2011, from https://www.kiwimage.com/2011/3d/modelisation-3d-la-porte-cailhau/Contenson, L. D. (1907). Les remparts de Rennes. Bulletin Monumental, 71(1), 431-441. https://doi.org/10.3406/bulmo.1907.11425Debacker, P. (2019). Grâce aux nouvelles technologies, les archeologues sont plus efficaces. Retrieved June 14, 2019, from https://www.1jour1actu.com/science/grace-aux-nouvelles-technologies-les-archeologues-sont-plus-efficacesDelone, W. H., & McLean, E. R. (2003). The DeLone and McLean model of Information Systems success: a ten-year update. Journal of Management Information Systems, 19(4), 9-30. https://doi.org/10.1080/07421222.2003.11045748Du Crest de Villeneuve, E.-R., & Lorette, H. (1841). Album Breton: souvenirs de Rennes. Rennes: Ambroise Jausions.Esnault, E. (2012). RENNES (35). Les Portes Mordelaises. Rapport intermédiaire de fp. Fouille programmée, RAP02792, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/d5dcfe1a4491a228ffac3aa84cca0226.pdfEsnault, E. (2013). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 43, 273-274.Esnault, E. (2014a). RENNES (35). Les Portes Mordelaises. Rapport intermédiaire de fp 2012-2014. Fouille programmée, RAP02919, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.sra-bretagne.fr/files/original/f3e868678cdd1dd64a9cd2fd12efde4b.pdfEsnault, E. (2014b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 44, 279.Esnault, E. (2015a). RENNES (35). Les Portes Mordelaises. Rapport intermédiaire de fp. Fouille programmée, RAP03063, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/912019e9c7133236f6611868b3b0fa86.pdfEsnault, E. (2015b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 45, 250-251.Esnault, E. (2016a). RENNES (35). Les Portes Mordelaises. Rapport intermediaire 2015 de FP. Fouille programmée, RAP03203, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/034c4915717c242d2af1df753ce91089.pdfEsnault, E. (2016b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 46, 266-267.Esnault, E. (2017a). RENNES (35). Les Portes Mordelaises. Rapport intermediaire 2016 de FP. Fouille programmée, RAP03386, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/bcc431b25e3267e4b6995701b6af4594.pdfEsnault, E. (2017b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 47, 246-247.Esnault, E. (2018a). Les fortifications médiévales et les Portes Mordelaises. Retrieved January 5, 2020 from https://multimedia.inrap.fr/atlas/Rennes/syntheses/par-themes/Les-fortifications-medievales-et-les-PortesMordelaises#.XhzRNiNCeUkEsnault, E. (2018b). Les nouvelles techniques de relevés appliquées à l'archéologie du bâti et à l'archéologie urbaine. In S. Eusèbe, T. Nicolas, V. Gouranton, & R. Gaugne (Dir.) - Archéologie: imagerie numérique et 3D: Actes du 3e Séminaire Scientifique et Technique de l'Inrap, 26-27 juin 2018. Rennes, France. Retrieved from https://sstinrap.hypotheses.org/501Esnault, E. (2018c). RENNES (35). Les Portes Mordelaises. Rapport intermediaire 2017 de FP. Fouille programmée, RAP03512, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/d517bc059b5dd79cc80d0997777a3f0b.pdfFerko, A., Martinka, J., Sormann, M., Karner, K., Zara, J., & Krivograd, S. (2004). Virtual Heart of Central Europe. In Proceedings of 9th symposion on Info & Communication Technology in Urban and Spatial planning and Impacts of ICT on Physical Space (pp. 193-200). Wien, Austria.Fisher, M., & Hanrahan, P. (2010). Context-based search for 3D models. ACM transactions on Graphics (TOG), 29(6), 182. https://doi.org/10.1145/1882261.1866204Freudenberg, B., Masuch, M., Rober, N., & Strothotte, T. (2001). The Computer-Visualistik-Raum: veritable and inexpensive presentation of a virtual reconstruction. In Proceedings of the 2001 conference on Virtual Reality, Archeology, and Cultural Heritage (pp. 97-102) Glyfada, Greece. https://doi.org/10.1145/585009.585010Gaugne, R., Gouranton, V., Dumont, G., Chauffaut, A., & Arnaldi, B. (2014). Immersia, an open immersive infrastructure: doing archaeology in virtual reality. Archeologia e Calcolatori, suppl. 5, 1-10.Guillas, N. (2013). Des drones qui fouillent le sol. Sciences Ouest, 312.Haller, M. (2004). Photorealism or/and non-photorealism in augmented reality. In Proceedings of the 2004 ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry (pp. 189-196). Singapore. https://doi.org/10.1145/1044588.1044627Hoda, R., Salleh, N., & Grundy, J. (2018). The rise and evolution of agile software development. IEEE Software, 35(5), 58-63. https://doi.org/10.1109/ms.2018.290111318Inrap (2018). Archéologie de la ville de Rennes, carte des sites de fouilles. Retrieved January 3, 2020, from https://multimedia.inrap.fr/atlas/Rennes/archeo-RennesInrap (2019). Rennes. Retrieved January 8, 2020, from https://www.inrap.fr/communes/rennesJahn, I., Kersten, T., & Kinzel, R. (2004). Erfahrungen mit einem 3d-laserscanning-system bei der erfassung einer industrieanlage und des lubecker holstentores. Photogrammetrie-Laserscanning-Optische 3D-Messtechnik (pp. 222- 229).Koutonen, J., & Leppänen, M. (2013). How are agile methods and practices deployed in video game development? A survey into Finnish game studios. In International Conference on Agile Software Development (pp. 135-149). Berlin, Germany. https://doi.org/10.1007/978-3-642-38314-4_10Le Cloirec, G. (2019). Du crayon au SIG: 30 ans d'archeologie urbaine à Rennes. Retrieved August 5, 2019, from https://musee-devoile.blog/2019/08/05/du-crayon-au-sig-30-ans-darcheologie-urbaine-a-rennesLópez, L., Arroyo, G., & Martín, D. (2012). Computer tool for automatically generated 3D illustration in real time from archeological scanned pieces. Virtual Archaeology Review, 3(6), 73-77. https://doi.org/10.4995/var.2012.4447Marek, M., & Hipp, K. (2011). Cracovia 3D: rekonstrukcje cyfrowe historycznej zabudowy Krakowa. Kraków: Kolegium Wydawnicze Muzeum Historycznego Miasta Krakowa.Ouest-France (2013). L'histoire des Portes mordelaises se visite. Retrieved April 25, 2013 from https://www.ouestfrance.fr/bretagne/rennes-35000/lhistoire-des-portes-mordelaises-se-visite-1078116Mora, P., & Vivier, A. (2007). Le levé tachéométrique et son utilisation dans la numérisation de sites archéologiques. In Virtual Retrospect, 3 (pp. 203-206). Pessac, France.Mortara, M., & Catalano, C. (2018). 3D Virtual environments as effective learning contexts for cultural heritage. Italian Journal of Educational Technology, 26(2), 5-21. https://doi.org/10.17471/2499-4324/1026Ouest-France (2019). "Rennes, les vies d'une ville", une exposition qui vous fait voyager dans le temps. Retrieved January 26, 2019 from https://www.ouest-france.fr/bretagne/rennes-35000/rennes-les-vies-d-une-ville-uneexposition-qui-vous-fait-voyager-dans-le-temps-6197410Ozimek, P. (2007). Rekonstrukcja wirtualna obiektow architektonicznych. Roczniki Geomatyki-Annals of Geomatics, 5(8), 173-185.Pybus, C., Graham, K., Doherty, J., Arellano, N., & Fai, S. (2019). New realities for Canada's Parliament: a workflow for preparing heritage bim for game engines and virtual reality. International Archives of the Photogrammetry, Remote Sensing & Spatial Information Sciences, XLII-2/W15, 945-952. https://doi.org/10.5194/isprs-archives-XLII-2-W15945-2019Regnard, A.-L. (2015). Construction de la maquette 3D de Rennes Métropole: mise en place, analyse et optimisation des processus (Master's thesis, CNAM - École Supérieure des Géomètres et Topographes, Le Mans, France).Remondino, F. (2003). From point cloud to surface: the modeling and visualization problem. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XXXIV-5/W10.Resco, P. A., & Figueidero, C. (2014). Escala de evidencia histórica | Scale of historical evidence. Retrieved January 10, 2015, from https://parpatrimonioytecnologia.wordpress.com/2014/07/21/escala-de-evidencia-historica-scale-ofhistorical-evidenceSix, M. (2018). Rennes, les vies d'une ville. Rennes: Presses Universitaires de Rennes.Tucci, G., Conti, A., Fiorini, L., Corongiu, M., Valdambrini, N., & Matta, C. (2019). M-BIM: a new tool for the Galleria dell'Accademia di Firenze. Virtual Archaeology Review, 10(21), 40-55. https://doi.org/10.4995/var.2019.11943Veillard, K. (2015). Plongeon dans le passé ce week-end avec les journées de l'Archéologie. Retrieved June 18, 2015, from https://france3-regions.francetvinfo.fr/bretagne/2015/06/18/plongeon-dans-le-passe-ce-week-end-avec-lesjournees-de-l-archeologie-749959.htmlZhangyu, D. (2014). Capital gatekeeper. Retrieved November 19, 2014, from http://www.chinadaily.com.cn/beijing/201411/19/content_18939388.ht

    Game Production Studies

    Get PDF
    Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs

    In search of Finnish creative economy ecosystems and their development needs:study based on international benchmarking

    Get PDF
    This report reviews the status of domestic creative economy ecosystem development, benchmarks creative economy focused policies and models in the United Kingdom, the Netherlands and the Republic of Korea (South Korea), and gives recommendations on how to support cross-sectoral use of creative competencies in ecosystem development in Finland. In the review of creative economy in Finland, creative activities are grouped into four categories (creative and cultural products, creative content, creative services, creative environments and platforms) that differ from each other in terms of value creation logic, easiness of scalability and recycling of intangible value, and the role of interaction and communities in the value creation process. This categorisation has been applied in updating the creative sector fact sheets. International benchmarking shows that official recognition, champions and organisations are needed to establish a common voice for creative sector actors. These have had an important enabling role for proactive policies supporting the creative sectors’ development. Strengthening of creative activities and connecting them firmly to wider regional and national networks across the economy are on policy agenda in all the three benchmarking countries. Supporting cross-sectoral collaboration and wider use of creative competencies calls for a clear national policy recognising pivotal role of regional hubs, attention to fostering practise oriented business skills in initial education, and flexible arrangements for accessing complementary expertise and facilities. To improve the availability and relevance of data on creative activity, we propose to study and pilot the use of textual data and text mining techniques to complement official statistics on economic activities, and systemise data collection on publicly funded projects. For ecosystem development, the public-private partnership model based growth engine initiatives of Business Finland could offer a platform for cross-sectoral collaboration and for connecting regional hubs with national and global ecosystems

    Models of ICT Innovation. A Focus on the Cinema Sector

    Get PDF
    The report starts by looking at the competing and overlapping definitions of creative industries, media and content industries. Chapter 1 investigates the fate of R&D and innovation in the creative industries and in the broader Telecom Media and Technology sectors. Chapter 2 summarizes past studies on innovation in distinct media and content industries (videogames, music recording and newspapers publishing) and draws some lessons from them. Chapter 3 delves more deeply into the specific case of cinema. This chapter investigates the film industry's complex and evolving relationship with technologies and technological inventions. Chapter 4 offers a short cross-comparison with R&D in the book publishing industry. Chapter 5 deals with policy issues triggered by the observed digital changes. Chapter 6 concludes with a brief assessment of EU strengths and weaknesses, and offers some recommendations.JRC.J.3-Information Societ

    Practical, appropriate, empirically-validated guidelines for designing educational games

    Get PDF
    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Immersive Journalism as Storytelling

    Get PDF
    "This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.

    Immersive Journalism as Storytelling

    Get PDF
    This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ VR application NYTVR. This book is written for journalism teachers, educators, and students as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice
    corecore