36 research outputs found

    Shaking Heritage

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    Any moment the earth can shake, but we do not know when or where. If it happens, our Heritage might be in danger. Shaking Heritage addresses the topic of the seismic vulnerability of museum collections. It develops a way to assess the seismic risks for movable Heritage, proposing a synthetic method to rate the vulnerable settings. It discusses the necessity of integrating museography and anti-seismic solutions for museums and exhibitions, and studies exhibit solutions that would improve the seismic safety of collections and setups. It stresses the necessity of constructing shared guidelines and policies for the safety of the movable Heritage. Shaking Heritage is a step forward in acknowledging the importance of the anti-seismic culture among museum institutions and researchers

    Specialised Languages and Multimedia. Linguistic and Cross-cultural Issues

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    none2noThis book collects academic works focusing on scientific and technical discourse and on the ways in which this type of discourse appears in or is shaped by multimedia products. The originality of this book is to be seen in the variety of approaches used and of the specialised languages investigated in relation to multimodal and multimedia genres. Contributions will particularly focus on new multimodal or multimedia forms of specialised discourse (in institutional, academic, technical, scientific, social or popular settings), linguistic features of specialised discourse in multimodal or multimedia genres, the popularisation of specialised knowledge in multimodal or multimedia genres, the impact of multimodality and multimediality on the construction of scientific and technical discourse, the impact of multimodality/multimediality in the practice and teaching of language, the impact of multimodality/multimediality in the practice and teaching of translation, new multimedia modes of knowledge dissemination, the translation/adaptation of scientific discourse in multimedia products. This volume contributes to the theory and practice of multimodal studies and translation, with a specific focus on specialized discourse.Rivista di Classe A - Volume specialeopenManca E., Bianchi F.Manca, E.; Bianchi, F

    Structured meshes: composition and remeshing guided by the Curve-Skeleton

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    Virtual sculpting is currently a broadly used modeling metaphor with rising popularity especially in the entertainment industry. While this approach unleashes the artists' inspiration and creativity and leads to wonderfully detailed and artistic 3D models, it has the side effect, purely technical, of producing highly irregular meshes that are not optimal for subsequent processing. Converting an unstructured mesh into a more regular and struc- tured model in an automatic way is a challenging task and still open prob- lem. Since structured meshes are useful in different applications, it is of in- terest to be able to guarantee such property also in scenarios of part based modeling, which aim to build digital objects by composition, instead of modeling them from a scratch. This thesis will present methods for obtaining structured meshes in two different ways. First is presented a coarse quad layout computation method which starts from a triangle mesh and the curve-skeleton of the shape. The second approach allows to build complex shapes by procedural composition of PAM's. Since both quad layouts and PAMs exploit their global struc- ture, similarities between the two will be discussed, especially how their structure has correspondences to the curve-skeleton describing the topology of the shape being represented. Since both the presented methods rely on the information provided by the skeleton, the difficulties of using automat- ically extracted curve-skeletons without processing are discussed, and an interactive tool for user-assisted processing is presented

    Structured meshes: composition and remeshing guided by the Curve-Skeleton

    Get PDF
    Virtual sculpting is currently a broadly used modeling metaphor with rising popularity especially in the entertainment industry. While this approach unleashes the artists' inspiration and creativity and leads to wonderfully detailed and artistic 3D models, it has the side effect, purely technical, of producing highly irregular meshes that are not optimal for subsequent processing. Converting an unstructured mesh into a more regular and struc- tured model in an automatic way is a challenging task and still open prob- lem. Since structured meshes are useful in different applications, it is of in- terest to be able to guarantee such property also in scenarios of part based modeling, which aim to build digital objects by composition, instead of modeling them from a scratch. This thesis will present methods for obtaining structured meshes in two different ways. First is presented a coarse quad layout computation method which starts from a triangle mesh and the curve-skeleton of the shape. The second approach allows to build complex shapes by procedural composition of PAM's. Since both quad layouts and PAMs exploit their global struc- ture, similarities between the two will be discussed, especially how their structure has correspondences to the curve-skeleton describing the topology of the shape being represented. Since both the presented methods rely on the information provided by the skeleton, the difficulties of using automat- ically extracted curve-skeletons without processing are discussed, and an interactive tool for user-assisted processing is presented

    Theatre, performance and digital culture

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    A thesis submitted to the University of Wolverhampton in partial fulfilment of the requirement of the degree of Doctor of Philosophy.This thesis proposes that the theory of aesthetic agency derived from gaming in digital culture may be used as a lens through which live theatre and performance may be analysed. I argue that the aesthetics, immersion and play with identity in live theatre and performance are informed by digital culture through the behaviour and agency of the participants, be they audience or participants. Using a grounded theory methodological approach, four large-scale outdoor immersive productions and two traditional theatrical productions have been selected to provide a comparative analysis using aesthetic agency. Aesthetic agency is central to the analysis of immersion and play with identity in the productions selected. Comprising intention, perceivable consequence, narrative potential, transformation, co-presence and presence aesthetic agency is the feeling of pleasure audience and participants derive through the experience of live theatre and performance. Analysis using aesthetic agency in immersive productions examines qualities such as interaction and participation, discovery, understanding social rules, proximity to points of engagement within the performance, the use of narrative or gameplay, liminality and the suspension of disbelief and the use of physical or imaginary boundaries. Aesthetic agency in play with identity uses qualities of transportation, presence and co-presence and is analysed using themes of liminality, ritual, agency and memory which offer the opportunity of real experience within the virtual environments. The outcomes of the study highlight the opportunities to analyse and understand the meaning making process in live theatre and performance in a new manner through the lens of aesthetic agency derived from digital culture. Through examples, the outcomes show how digital culture theory may be used in live theatre and performance to examine and explain the experience for spectators and participants. The future use of aesthetic agency as a dramaturgical tool then becomes a possibility which may enhance the development process and enrich the subsequent experience of spectators and participants. Further, aesthetic agency may find utility as a dramaturgical tool when used to aid the creation of new live productions

    Aqua Granda Una memoria collettiva digitale / Aqua Granda A digital community memory

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    This book documents the project Aqua Granda, a digital community memory launched on 12 Novem- ber 2020 by the EU H2020 ODYCCEUS project and Science Gallery Venice. It contains background on the historical roots of digital community memories and on today’s role of social media and describes the meteorological phenomena that give rise to big floods in Venice and their impact on the architecture of the city. It details how a digital community memory has been set up about the Aqua Granda floods in Venice and documents the exhibition Navigating Aqua Granda, a digital community memory in which a number of ODYCCEUS scientists and artists show how they have explored this digital community memory to help create memorials for these devastating events

    50 Years World Heritage Convention: Shared Responsibility – Conflict & Reconciliation

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    This open access book identifies various forms of heritage destruction and analyses their causes. It proposes strategies for avoiding and solving conflicts, based on integrating heritage into the 2030 Agenda for Sustainable Development. It reflects on the identity-building role of heritage, on multidimensional conflicts and the destruction of heritage, and considers conflict-solving strategies and future perspectives. Furthermore, it engages theoretically and practically with the concepts of responsibility, reconciliation and sustainability, relating mainly to four Sustainable Development Goals, i.e. SDGs 4 (education), 11 (e.g. World Heritage), 13 (climate action) and 17 (partnerships for the goals). More than 160 countries have inscribed properties on the UNESCO World Heritage list since the World Heritage Convention came into force. Improvements in the implementation of the Convention, such as the Global Strategy for a Representative, Balanced and Credible World Heritage List, have occurred, but other conflicts have not been solved. The book advocates for a balanced distribution of properties and more effective strategies to represent the global diversity of cultural and natural heritage. Furthermore it highlights the importance of heritage in identity building

    50 Years World Heritage Convention: Shared Responsibility – Conflict & Reconciliation

    Get PDF
    This open access book identifies various forms of heritage destruction and analyses their causes. It proposes strategies for avoiding and solving conflicts, based on integrating heritage into the 2030 Agenda for Sustainable Development. It reflects on the identity-building role of heritage, on multidimensional conflicts and the destruction of heritage, and considers conflict-solving strategies and future perspectives. Furthermore, it engages theoretically and practically with the concepts of responsibility, reconciliation and sustainability, relating mainly to four Sustainable Development Goals, i.e. SDGs 4 (education), 11 (e.g. World Heritage), 13 (climate action) and 17 (partnerships for the goals). More than 160 countries have inscribed properties on the UNESCO World Heritage list since the World Heritage Convention came into force. Improvements in the implementation of the Convention, such as the Global Strategy for a Representative, Balanced and Credible World Heritage List, have occurred, but other conflicts have not been solved. The book advocates for a balanced distribution of properties and more effective strategies to represent the global diversity of cultural and natural heritage. Furthermore it highlights the importance of heritage in identity building

    E-government harm:An assessment of the Danish coercive digital post strategy

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