2,779 research outputs found

    Digital modeling of the impact of the 1755 Lisbon earthquake

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    Toys have played a role in the development of 3D skills for architects. As a continuation of this, games, a subgenre of which are city building games, the father of all is SimCity, a variant of construction management games, underlay a socio-economic model. Outgoing from a general view of the role of toys and games in building the skills of architects, we focus on the modelling of the impact of earthquakes on urban areas. The particular case considered is Lisbon 1755, set into the context of related developments such as l'Aquila 2009 and Bucharest 1977. We examined the 3D modelling of the city, which can be the base for computer games, namely the GIS based, Google Earth and Second Life. For all these modells we filled forms which are provided in the annexes, to see the usability and potential improvements, which will be considered in the model we propose. The later builds a game with a socio-economic component, but both later ones have the social component of crowd sourcing participation. The Second Life concept can be extended with narratives of chance like in board games, to realise the immersion like in a novel in the historic time depicted, organising for example virtual events in the public space framework modelled. Different Levels of Detail are identified as necessary in order to on one side identify the landmarks of the image of the city in the perception of inhabitants and tourists and on the other hand to model populations of buildings for future economic studies, based on a structural mechanics instead of statistical approach. Outgoing from this analysis we propose an own concept to model the impact of the 1755 earthquake on Lisbon. We based our concept on the analysis of the space and time aspects in the memory of the pre-disaster city, and considered 72 landmark buildings which can be symbolically modeled as spaces, based on a 2D to 3D concept. Depending on where they were situated, these have been affected by the earthquake or not. We provide besides the overview of the literature on games for architecture on urbanism purposes also this one on memory. This includes on its side a game, for lessons learned in the identification of the landmarks of the city. Apart of the game, there is a guided tour with timeline and the 3D model in itself. Codes are provided. For the analysis we used different views of the city: eye-level, silhouette (from the river) and aerial. This can be the basis of a future augmented reality application including the 3D model and the photos/ engravings of the time. The socio-economic component will be based on the modeling of material resources necessary to retrofit or reconstruct, for the detailedly considered „pombalino” buildings. But first of all identifying the urban morphology through 3D modeling is serving as a basis for master planning, especially the strategic planning of the minimal urban structure, in both preventive pre-earthquake intervention and post-earthquake reconstruction, as aimed for in the „Lisbon in motion” workshop and planned related ones

    Documentation of a historical house with close range digital photogrammetry

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    Thesis (Master)--Izmir Institute of Technology, Architectural Restoration, Izmir, 2008Includes bibliographical references (leaves: 121-128)Text in English; Abstract: Turkish and Englishxii, 128 leavesThis study aims to document the original architectural characteristics, alterations and damages of a historical house by combining the digital photogrammetric techniques with the mapping concepts of architectural conservation so that an architectural conservation project can be guided. The proposed documentation is carried on the entrance façade of a 19th century house located in the urban conservation site of Alaçatı, ..zmir, Turkey. The Demiral House has conservation priority among the other listed houses because of its vacant state and damages.Analytic recording of the façades of the historical houses in Alaçatı can be made fast with the rectification option of close range monoscopic softwares. A calibrated digital camera and a total station are the other tools used in this process. The colored thematic maps prepared are accurate enough for 1/50 scale analysis and they possess the qualitative information on the photographs. After it is checked that the threedimensional measurements defining the general geometry overlap with the 1/50 scaled rectified image mosaic, the details concerning the deteriorations are decided to be drawn to the scaled elevation drawing from this mosaic.This study has proposed a contemporary documentation technique so that architect-conservators can easily adapt in their conservation projects. When compared to the frequently applied documentation techniques like hatching on scaled twodimensional elevation drawings, it takes shorter time to prepare the proposed mapping method on rectified image mosaic. The architect-restorer has also the chance to examine many constructional details on the scaled rectified image mosaic. The end results are more realistic. Keywords: Architectural conservation, Close range, Rectification, Mapping, Alaçatı

    PRESERVATION FOR FUTURE GENERATIONS: DIGITAL TECHNOLOGIES, DIGITALIZATION, AND EXPERIMENTS WITH CONSUMERS AS PRODUCERS OF INDUSTRIAL HERITAGE DOCUMENTATION

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    As digital documentation and recording technologies have evolved, so has the perception that they are segregated and intended primarily for use in either engineering/scientific or amateur/consumer applications. In contrast to this notion, the three-dimensionality afforded by these technologies differs only when considering them in the order of priorities; laser scanners and related image acquisition technologies document and visualize while inversely, consumer cameras visualize and document. This broad field of digital acquisition technologies has evolved into a heterogeneity of tools that all capture aspects of the physical world with a line drawn between them becoming blurred. Within this evolution, these tools are becoming less expensive, easier to use, and depending upon the application, can be operated successfully by individuals having modest or semi-professional skills. The proliferation of digital documentation technologies, the ease of their use, and the ability to share visual data on the internet allow us to examine the inclusion of digital documentation into the preservation management of historic industrial resource, pushing heritage to the digitalized culture

    Digital strategies for the valorisation of archival heritage

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    20th century pre-digital architectural archives are a current topic of interest for scholars involved in historical studies as well as those studying conservation, valorisation and communication. These vast archival heritages could be enhanced by the methodologies, techniques and tools offered by the digital revolution. The present proposal demonstrates this potential through the application of structure from motion techniques to a physical scale model that represents the Turin Horse Racing designed by Carlo Mollino. Moreover, the paper presents a comparison of different software, methodologies and modelling tools and suggests a design for virtual and on-site communication strategies. These strategies fuel new interrelations of knowledge and ideas, through which an archive can become a place of convergence between the real and the virtual

    The Educational Experience of Virtual Reality: An Archaeological Case Study of the Maya Site, Vista Alegre

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    Archaeological visualization has a long history within the discipline, relying on technological advancements to aid in recording, interpreting, and educating about sites and projects. Though computer graphics have been used as archaeological visualizations for decades, hardware advancements have begun to allow for broader consumer use of Virtual and Augmented Reality platforms in homes, schools, and museums. This thesis explores the applications of Virtual and Augmented Reality platforms for archaeological visualization, specifically in the area of public education. To this end, a 3D model and virtual experience of the Maya site of Vista Alegre in Mexico are created, methodologically explained, and examined to relate history, theory, and the goals of utilizing this medium within the archaeological discipline while expanding on the ethical requirements and empirical methods of praxis. In all, this technology both produces tangible, quantifiable, and accurate data and makes these data more accessible to the general public. Image from Proskouriakoff (1970[1946]

    WorldBrush: Interactive Example-based Synthesis of Procedural Virtual Worlds

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    International audienceWe present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time approach takes a form of local inverse procedural modeling based on intermediate statistical models: selected regions of procedurally and manually constructed example scenes are analyzed, and their parameters are stored as distributions in a palette, similar to colors on a painter’s palette. These distributions can then be interactively applied with brushes and combined in various ways, like in painting systems. Selected regions can also be moved or stretched while maintaining the consistency of their content. Our method captures both distributions of elements and structured objects, and models their interactions. Results range from the interactive editing of 2D artwork maps to the design of 3D virtual worlds, where constraints set by the terrain’s slope are also taken into account
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