120 research outputs found

    3D Data Processing Toward Maintenance and Conservation. The Integrated Digital Documentation of Casa de Vidro

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    During the last decade, 3D integrated surveys and BIM modelling procedures have greatly improved the overall knowledge on some Brazilian Modernist buildings. In this framework, the Casa de Vidro 3D survey carried out by DIAPReM centre at Ferrara University, beside the important outputs, analysis and researches achieved from the point cloud database processing, was also useful to test several awareness increasing activities in cooperation with local stakeholders. The first digital documentation test of the Casa de Vidro allowed verifying the feasibility of a full survey on the building towards the restoration and possible placement of new architectures into the garden as an archive-museum of the Lina Bo and P.M. Bardi Foundation. Later, full 3D integrated survey and diagnostic analysis were carried out to achieve the total digital documentation of the house sponsored by the Keeping it Modern initiative of Getty Foundation (Los Angeles). Following its characteristics, the survey had to take into consideration the different architectural features, up to the relationship of architecture and nature. These 3D documentation activities and the point cloud processing allowed several analysis in a multidisciplinary framework

    Terompah Panjang As Traditional Games In The Perspective Of Teenagers Riau

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    Terompah Panjang is a traditional game in Riau that needs attention. This study aims to analyze how to play and play equipment in the game. The method used is descriptive qualitative. Data were obtained by distributing questionnaires to adolescents in Riau by random sampling in the form of questions about the experience of playing the game Terompah Panjang. The sample was obtained based on teenagers who live and represent each region in Riau Province, as many as 65 teenagers. Data collection techniques through documentation techniques. Adolescents who are sampled meet the requirements as late teens (17-25 years) from the aspect of age and area of residence, which are the general public. Data collection techniques through documentation techniques. Based on the study results, it was concluded that the perspective of Riau youth in the Terompah Panjang game was that this game did not have standard rules, both in the division of teams and the number of teams, and even the length of time from the track. The game is only based on an agreement in each area. Teenagers in Riau tend to play in their home environment, not at festivals organized by the local government or related agencies

    Virtual reconstruction from scan to VR of architecture and landscape of a monumental park

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    The Monza Park, with its more than 7 square meters of green area divided between lawn and woods, its 110,000 tall trees, its 13 farmhouses, 3 historic villas, 13 m of fences and 90,000 visitors on spring Sundays, represents an irreplaceable source of wellness and sustainability for those who live near it. The pandemic situation of the 20s and 21s by reducing the movements and the possibility of coexistence of a large public in an open space has suggested the possibility of new forms of use and interaction of the same, even remotely, reproducing Virtual and Augmented Reality experiences. With this paper, the authors intend to illustrate a workflow from Scan to VR and AR applications, taking advantage of the opportunity to explore digital acquisitions and additional materials available and functional to convey the values and importance of open space and historical monuments immersed in them. The VR/AR experiences have been structured for navigation from the scale of architectural detail to the environmental one, which effectively ensures the fruition of one of the most significant and large historical walled parks in Europe. An unprecedented and still unique park made up of woods, meadows, cultivated fields, the Lambro, the farmhouses and villas, the mills inserted in an apparently natural but carefully designed environment

    Multiscalar Digital Twin. Step Representation towards Urban Multiverse

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    In this paper we describe the representation of the environment where the interaction between user and digital models in architectural and urban settings in the design, construction and subsequent maintenance phases. The purpose lies in establishing scenarios for an evolution of the concept of the space of user-model interaction in a fully virtual digital space containing both. The paper lists the main limitations of current tools related to the fruition of models in the field of construction or urban data reading, with a curious look at immersive reality environments, more developed towards gaming or other realities where it is the representation of the space that becomes the means for interaction with objects. To do this, the paper is divided into 3 parts in which concise graphic diagrams indicate quick summaries: analysis and schematization of the user/architectural model or user/urban model relationship with a brief repertoire of modalities and possible augmented technologies; analysis of the main interaction environments comprising users and objects where the representation of space plays a key role in the development of actions; opportunities in the field for the representation of new in-teraction spaces, limitations and levers for its growth, and methodologies necessary for its fulfillmen

    APPLICATION IN CULTURAL HERITAGE OF STEREOLITOGRAPHY TECHNIQUES FOR THE 3D REPRODUCTION

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    With the use of stereolithography, one of the most widespread and old rapid prototyping techniques, it is possible to reproduce objects, damaged or missing parts, faithful replicas of interest in the field of Cultural Heritage. In this work, some of the applications of the stereolithography technique to replicate objects or missing parts of artistic or cultural interest, are illustrated. The aim of the Authors is to highlight the potential, the advantages, and also the limits if any, of this technique when applied in the field of Cultural Heritage for various needs, reporting some real cases of objects obtained in the laboratory with stereolithography

    H-BIM and the domains of data investigations of heritage buildings current state of the art

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    Heritage BIM can represent many advantages for heritage building documentation, restoration, retrofitting and management. However, the most complicated challenge concerning H BIM is the inevitability of starting at an intermediate point in the asset’s life cycle, which can be much more complex than the relatively straightforward cradle-to-grave model that describes new-build construction (Historic England, 2017). This leads to irregular geometry, non-homogeneous materials, variable morphology, not documented changes, damage and various stages of construction. These challenges put more weight on the surveying, documentation, modelling and visualisation phase within the process of HBIM. Many investigation tools can be used and combined to document and investigate the fabric of historic buildings. This paper reviews the literature and the state of art of the different domains of data that could be included in the documentation and investigation process of the built heritage, in order to assess the breadth and depth by which heritage buildings can be documented. These data can vary from outer geometry survey, to sub-surface materials and structural integrity investigations, to data concerning the building performance, as well as the historic records concerning the building`s morphology over time, which can help to create a more in-depth knowledge about the heritage buildings` status and performance and can create a solid base for any required restoration and retrofitting processes

    Community Archive as a Platform for Development and Preservation of Intangible Heritage—the Community Archives Project

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    BG archives have initiated the Community Archive Project, the objective being to create communal archives that will prepare the material for researching Israeli development towns and Bedouin communities from the bottom – up, fully digital and accessible online. Bedouin towns and development towns are home to thousands of Israelis, and their role in the historical development of the state of Israel is clear. That said, their particular stories have yet to be told, mainly due to the absence of accessible documentation. This ―silence of the archive‖, as it is called in archival studies, inhibits the development of effective research and creates the false impression that ―what you see is what you have‖. Because of the ―silence of the archives,‖ these communities have been portrayed in a similarly passive fashion in public discourse and scholarly research. Their natural growth and development, propelled by internal dynamics as organic communities with ―bottom up‖ growth, has, until now, received little attention from researchers. This project aims to address this gap and to enrich the historical record by including the archival collections of the development towns themselves. The project leans on the theoretical framework and moral motivation of the Canadian concept of Community Archive. We acknowledge that the fundamental challenge for this project is to create authentic archives that will reconstruct the silence of the archive. This paper discusses the meaning of this core challenge, the solutions we formulated and the significant impact this project is expected to have on the thriving field of Israel studies

    Virtuality or Physicality? Supporting Memorization Through Augmented Reality Gamification

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    Augmented reality (AR) is evolving to become a pervasive tool for interacting with virtual objects. We conducted a comparative study to explore the impact of virtuality and physicality in supporting human memorization through gamification. A head-mounted display (HMD) AR memory matching game and a corresponding physical version game with paper boards were harnessed. The proof-of-concept version was demonstrated in an initial user study (n=12) with counterbalancing design to determine that our proposed gamified HMD AR system with virtuality could support better human memorization compared to the physical version game in reducing task time, improving usability, becoming more recommendable, and decreasing cognitive task workload. The study was then followed by quantitative analysis of the respective four metrics: game completion time (GCT), system usability scale (SUS), recommendation level, and NASA task load index (TLX). A brief qualitative analysis is presented. The results show that in our case, the virtuality outperformed the physicality in supporting human memorization in a gamified context through HMD AR in an evident range

    Visual Question Answering for Cultural Heritage

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    Technology and the fruition of cultural heritage are becoming increasingly more entwined, especially with the advent of smart audio guides, virtual and augmented reality, and interactive installations. Machine learning and computer vision are important components of this ongoing integration, enabling new interaction modalities between user and museum. Nonetheless, the most frequent way of interacting with paintings and statues still remains taking pictures. Yet images alone can only convey the aesthetics of the artwork, lacking is information which is often required to fully understand and appreciate it. Usually this additional knowledge comes both from the artwork itself (and therefore the image depicting it) and from an external source of knowledge, such as an information sheet. While the former can be inferred by computer vision algorithms, the latter needs more structured data to pair visual content with relevant information. Regardless of its source, this information still must be be effectively transmitted to the user. A popular emerging trend in computer vision is Visual Question Answering (VQA), in which users can interact with a neural network by posing questions in natural language and receiving answers about the visual content. We believe that this will be the evolution of smart audio guides for museum visits and simple image browsing on personal smartphones. This will turn the classic audio guide into a smart personal instructor with which the visitor can interact by asking for explanations focused on specific interests. The advantages are twofold: on the one hand the cognitive burden of the visitor will decrease, limiting the flow of information to what the user actually wants to hear; and on the other hand it proposes the most natural way of interacting with a guide, favoring engagement.Comment: accepted at FlorenceHeritech 202
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