929 research outputs found

    Cracks in the Glass: The Emergence of a New Image Typology from the Spatio-temporal Schisms of the 'Filmic' Virtual Reality Panorama

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    Virtual Reality Panoramas have fascinated me for some time; their interactive nature affording a spectatorial engagement not evident within other forms of painting or digital imagery. This interactivity is not generally linear as is evident in animation or film, nor is the engagement with the image reduced to the physical or visual border of the image, as its limit is never visible to the viewer in its entirety. Further, the time taken to interact and navigate across the Virtual Reality panorama’s surface is not reflected or recorded within the observed image. The procedural construction of the Virtual Reality panorama creates an a-temporal image event that denies the durée of its own index and creation. This is particularly evident in the cinematic experiments conducted by Jeffrey Shaw in the 1990s that ‘spatialised’ time and image through the fusion of the formal typology of the Panorama together with the cinematic moving-image, creating a new kind of image technology. The incorporation of the space enclosed by the panorama’s drum, into the conception and execution of the cinematic event, reveals an interesting conceptual paradox. Space and time infinitely and autonomously repeat upon each other as the linear trajectory of the singular cinematic shot is interrupted by a ‘time schism’ on the surface of the panorama. This paper explores what this conceptual paradox means to the evolution of emerging image-technologies and how Shaw’s ‘mixed-reality’ installation reveals a wholly new image typology that presents techniques and concepts though which to record, interrogate, and represent time and space in Architecture

    A critical practice-based exploration of interactive panoramas' role in helping to preserve cultural memory

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    I am enclosing the content of two DVDs which are integral part of the practice-based thesis.The rapid development of digital communication technologies in the 20th and 21st centuries has affected the way researchers look at ways memory – especially cultural memory – can be preserved and enhanced. State-of-the-art communication technologies such as the Internet or immersive environments support participation and interaction and transform memory into ‘prosthetic’ experience, where digital technologies could enable 'implantation' of events that have not actually been experienced. While there is a wealth of research on the preservation of public memory and cultural heritage sites using digital media, more can be explored on how these media can contribute to the cultivation of cultural memory. One of the most interesting phenomena related to this issue is how panoramas, which are immersive and have a well-established tradition in preserving memories, can be enhanced by recent digital technologies and image spaces. The emergence of digital panoramic video cameras and panoramic environments has opened up new opportunities for exploring the role of interactive panoramas not only as a documentary tool for visiting sites but mainly as a more complex technique for telling non-linear interactive narratives through the application of panoramic photography and panoramic videography which, when presented in a wrap-around environment, could enhance recalling. This thesis attempts to explore a way of preserving inspirational environments and memory sites in a way that combines panoramic interactive film and traversing the panoramic environment with viewing the photo-realistic panoramic content rather than computer-generated environment. This research is based on two case studies. The case study of Charles Church in Plymouth represents the topical approach to narrative and focuses on the preservation of the memory of the Blitz in Plymouth and the ruin of Charles Church which stands as a silent reminder of this event. The case study of Charles Causley reflects topographical approach where, through traversing the town of Launceston, viewers learn about Causley’s life and places that provided inspirations for his poems. The thesis explores through practice what can be done and reflects on positive and less positive aspects of preserving cultural memory in these case studies in a critical way. Therefore, the results and recommendations from this thesis can be seen as valuable contribution to the study of intermedia and cultural memory in general

    Architectural Digital Photogrammetry

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    This study is to exploit texturing techniques of a common modelling software in the way of creating virtual models of an exist architectures using oriented panoramas. In this research, The panoramic image-based interactive modelling is introduced as assembly point of photography, topography, photogrammetry and modelling techniques. It is an interactive system for generating photorealistic, textured 3D models of architectural structures and urban scenes. The technique is suitable for the architectural survey because it is not a «point by point» survey, and it exploit the geometrical constraints in the architecture to simplify modelling. Many factors are presented to be critical features that affect the modelling quality and accuracy, such as the way and the position in shooting the photos, stitching the multi-image panorama photos, the orientation, texturing techniques and so on. During the last few years, many Image-based modelling programmes have been released. Whereas, in this research, the photo modelling programs was not in use, it meant to face the fundamentals of the photogrammetry and to go beyond the limitations of such software by avoiding the automatism. In addition, it meant to exploit the potent commands of a program as 3DsMax to obtain the final representation of the Architecture. Such representation can be used in different fields (from detailed architectural survey to an architectural representation in cinema and video games), considering the accuracy and the quality which they are vary too. After the theoretical studies of this technique, it was applied in four applications to different types of close range surveys. This practice allowed to comprehend the practical problems in the whole process (from photographing all the way to modelling) and to propose the methods in the ways to improve it and to avoid any complications. It was compared with the laser scanning to study the accuracy of this technique. Thus, it is realized that not only the accuracy of this technique is linked to the size of the surveyed object, but also the size changes the way in which the survey to be approached. Since the 3D modelling program is not dedicated to be used for the image-based modelling, texturing problems was faced. It was analyzed in: how the program can behave with the Bitmap, how to project it, how it could be an interactive projection, and what are the limitations

    The use of low cost virtual reality and digital technology to aid forensic scene interpretation and recording

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    © Cranfield University 2005. All rights reserved. No part of this publication may be reproduced without the written permission of the copyright owner.Crime scenes are often short lived and the opportunities must not be lost in acquiring sufficient information before the scene is disturbed. With the growth in information technology (IT) in many other scientific fields, there are also substantial opportunities for IT in the area of forensic science. The thesis sought to explore means by which IT can assist and benefit the ways that forensic information can be illustrated and elucidated in a logical manner. The central research hypothesis considers that through the utilisation of low cost IT, the visual presentation of information will be of significant benefit to forensic science in particular for the recoding of crime scenes and its presentation in court. The research hypothesis was addressed by first exploring the current crime scene documentation techniques; their strengths and weaknesses, giving indication to the possible niche that technology could occupy within forensic science. The underlying principles of panoramic technology were examined, highlighting its ability to express spatial information efficiently. Through literature review and case studies, the current status of the technology within the forensic community and courtrooms was also explored to gauge its possible acceptance as a forensic tool. This led to the construction of a low cost semi-automated imaging system capable of capturing the necessary images for the formation of a panorama. This provides the ability to pan around; effectively placing the viewer at the crime scene. Evaluation and analysis involving forensic personnel was performed to assess the capabilities and effectiveness of the imaging system as a forensic tool. The imaging system was found to enhance the repertoire of techniques available for crime scene documentation; possessing sufficient capabilities and benefits to warrant its use within the area of forensics, thereby supporting the central hypothesis

    From ”Sapienza” to “Sapienza, State Archives in Rome”. A looping effect bringing back to the original source communication and culture by innovative and low cost 3D surveying, imaging systems and GIS applications

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    Applicazione di tecnologie mensorie integrate Low Cost,web GIS,applicazione di tecniche di Computational photography per la comunicazione e condivisione dei dati, sistemi di Cloud computing.Archiviazione Grandi DatiHigh Quality survey models, realized by multiple Low Cost methods and technologies, as a container to sharing Cultural and Archival Heritage, this is the aim guiding our research, here described in its primary applications. The SAPIENZA building, a XVI century masterpiece that represented the first unified headquarters of University in Rome, plays since year 1936, when the University moved to its newly edified campus, the role of the main venue for the State Archives. By the collaboration of a group of students of the Architecture Faculty, some integrated survey methods were applied on the monument with success. The beginning was the topographic survey, creating a reference on ground and along the monument for the upcoming applications, a GNNS RTK survey followed georeferencing points on the internal courtyard. Dense stereo matching photogrammetry is nowadays an accepted method for generating 3D survey models, accurate and scalable; it often substitutes 3D laser scanning for its low cost, so that it became our choice. Some 360°shots were planned for creating panoramic views of the double portico from the courtyard, plus additional single shots of some lateral spans and of pillars facing the court, as a single operation with a double finality: to create linked panotours with hotspots to web-linked databases, and 3D textured and georeferenced surface models, allowing to study the harmonic proportions of the classical architectural order. The use of free web Gis platforms, to load the work in Google Earth and the realization of low cost 3D prototypes of some representative parts, has been even performed

    Trail View

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    In recent years, the National Park Service has been looking for more ways to incorporate technology into the preservation, research, and enjoyment of nature. Trail View serves as a way to close the gap between humans and nature by offering an interactive virtual tour of Acadia National Park’s hiking trails. Similar to the concept of Google Street View, Trail View is an interconnected series of panoramic photos. It is further expanded into an educational tool by displaying information about natural phenomena alongside the trail. Its intended use is to increase interest in Acadia, educate people on environmental and conservation issues, and create a database of relevant trail information

    Symbiosis between panoramic photography, CGI and freehand drawing in landscape representation

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    [EN] This article aims to highlight the value of immersive panoramic photography, computerized drawing and traditional freehand drawing when representing the landscape, not only analyzing the particular interest inherent to each one of these techniques, but also underlining the added value that involves the integration of these three techniques when representing a landscape project. Architects learn to use most of the above mentioned representation methods, but photography seems to be the great absent in many of the curricula of the Spanish architecture schools. Therefore, in our lectures at Master¿s degree in Landscape, we emphasize the importance of photography as a representation technique and we show several panoramic photography techniques that are really useful in landscape representation. Panoramic landscape photography will help us to represent the landscape environment, since these panoramic images compose a starting canvas on which we can already work from an early phase of the project superimposing the elements that will conform the project, with the freshness spontaneity and dynamism that characterizes the freehand drawing. Later, when the project is mature, we can also superimpose more elaborate elements that can be carried out with the help of software tools that allow us a very detailed and precise definition. This methodology has an additional advantage, so the representations can complementarily be viewed interactively from a computer or mobile device or they can even be visualized immersively using a personal viewer such as the affordable Google Cardboard, which uses a Smartphone as a display. In order to illustrate the advantages and the interest of this integrative representation methodology, we will describe bellow the used techniques and tools, together with some results and application examples.Cabezos Bernal, PM.; Barros Da Rocha E Costa, HA.; Iñarra Abad, S. (2019). Symbiosis between panoramic photography, CGI and freehand drawing in landscape representation. DisegnareCon. 12(22):4.1-4.11. http://hdl.handle.net/10251/155706S4.14.11122

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    Let's Sketch in 360º: spherical perspectives for virtual reality panoramas

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    Conferência realizada em Stockholm, Sweden de 25–29 julho de 2018In this workshop we will learn how to draw a 360-degree view of our environment using spherical perspective, and how to visualize these drawings as immersive panoramas by uploading them to virtual reality platforms that provide an interactive visualization of a 3D reconstruction of the original scene. We shall show how to construct these drawing in a simple way, using ruler and compass constructions, facilitated by adequate gridding that takes advantage of the symmetry groups of these spherical perspectives. We will consider two spherical perspectives: equirectangular and azimuthal equidistant, with a focus on the former due to its seamless integration with visualization software readily available on social networks. We will stress the relationship between these panoramas and the notion of spherical anamorphosis.info:eu-repo/semantics/publishedVersio
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