446 research outputs found

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Spatialising Illustration

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    As an illustrator I reflect on human behaviour and the psychological effects of space through drawing. I use people I have met and whose lives intrigue me. Taking a woman I know, I observe and draw. ‘She sat at the table in the sparse kitchen. It had belonged to her grandmother, and her mother before her.’ (Regan, 2012) This quote is taken from the illustrated book I have created ‘The Set,' it is significant in introducing what I discovered about space. Space is not physical and universal. It is personal and formed in the mind. ‘The Set’ explores a woman and the spaces she inhabits. I visualise and try to make sense of this by drawing

    Virtual Heritage

    Get PDF
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Representing Korean Buddhist art and architecture - a 3D animated documentary installation

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    This practice-led research 'One Mind' - seeks to represent Korean Buddhist architectural aesthetics and Buddhist spiritual ideas using the animated documentary genre as a form of creative representation. It is intended that the piece be shown either as an installation in a gallery, or within a museum or cultural exhibition context. The key goal is to offer this digital artwork to European audiences, in a spirit of engendering the same feeling state as when present in the real monastery, encouraging an understanding of the sacred, and experiencing a form of transcendence. My art work in some ways functions as a digital restoration of sacred architecture outside its real environment and context, and seeks to document cultural heritage and knowledge. One Mind is different from a classic form of documentary, though, because it does not echo the idea of documentary based on live-action footage as a mode of non-fiction record and expression. I have particularly stressed the suggestiveness of the architectural aesthetics and the philosophic principles embedded in the environment. I have sought to bring my own subjective artistic interpretation to Korean Buddhism accordingly, resisting typical character animation and classical narrative, seeking instead, to encourage the viewer to be part of the environment. I focus on the meaning in Buddhist buildings and the landscape they are part of, and dramatise the environment, using the poetic tone of the voice over performance, the sound track of Buddhist chanting, and the visual effects and perspectives of computer generated imagery. This digital visualisation of the Buddhist s spiritual world is informed by a Buddhist s traditional way of life, but, most importantly, by my own past experience, feelings and memory of the Buddhist monastery compound, as a practising artist. My thesis is categorised into eight chapters. Chapter One offers an overview of the aims and objectives of my project. Chapter Two identifies my research questions and my intended methodology. Chapter Three focuses on important background knowledge about Korea s natural and cultural aspects and conditions. Chapter Four offers an analysis of the issue of the Korean cultural identity, suggesting that a more authentic image of Korea and Korean-ness is available in the philosophy and spiritual agenda of Buddhism. Chapter Five addresses the practical ways in which digital restoration of architecture has taken place, identifying three previous cases which both resemble and differ from my own project. Chapter Six looks at the specific characteristics of Korean Seon Buddhism and architecture, and engages with three theoretical approaches about the spatial composition of the monastery, and the ways it may help in constructing the monastery in a digital environment. Chapter Seven offers an evaluation and validation of my artwork, having adopted the approach of creating an animated spiritual documentary to reveal Buddhist philosophy and experience as a model of Korean cultural identity. Chapter Eight offers some conclusions about my intention, process and outcomes

    Stratigraphic visualisation for archaeological investigation

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    The principal objective of archaeology is to reconstruct in all possible ways the life of a community at a specific physical location throughout a specific time period. Distinctly separate layers of soil provide evidence for a specific time period. Discovered artefacts are most frequently used to date the layer. An artefact taken out of context is virtually worthless; hence the correct registration of the layer in which they were uncovered is of great importance. The most popular way to record temporal relationships between stratigraphic layers is through the use of the 2D Harris Matrix method. Without accurate 3D spatial recording of the layers, it is difficult if not impossible, to form new stratigraphic correspondences or correlations. New techniques for archaeological recording, reconstruction, visualisation and interpretation in 3D space are described in these works and as a result software has been developed. Within the developed software system, legacy stratigraphy data, reconstructed from archaeological notebooks can be integrated with contemporary photogrammetric models and theodolite point data representations to provide as comprehensive a reconstruction as possible. The new methods developed from this research have the capability to illustrate the progression of the excavation over time. This is made possible after the entry of only two or more strata. Sophisticated, yet easy-to-use tools allow the navigation of the entire site in 3D. Through the use of an animation-bar it is possible to replay through time both the excavation period and the occupation period, that is to say the various time periods in antiquity when human beings occupied these locations. The lack of complete and consistent recording of the soil layers was an issue that proved to be an obstacle for complete reconstruction during the development of these methods. A lack of worldwide archaeological consensus on the methods of stratigraphic recording inhibited development of a universal scientific tool. As a result, new recording methods are suggested to allow more scientific stratigraphic reconstruction.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Substitutive bodies and constructed actors: a practice-based investigation of animation as performance

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    The fundamental conceptualisation of what animation actually is has been changing in the face of material change to production and distribution methods since the introduction of digital technology. This re-conceptualisation has been contributed to by increasing artistic and academic interest in the field, such as the emergence of Animation Studies, a relatively new branch of academic enquiry that is establishing itself as a discipline. This research (documentation of live events and thesis) examines animation in the context of performance, rather than in terms of technology or material process. Its scope is neither to cover all possible types of animation nor to put forward a new ‘catch-all’ definition of animation, but rather to examine the site of performance in character animation and to propose animation as a form of performance. In elaborating this argument, each chapter is structured around the framing device of animation as a message that is encoded and produced, delivered and played back, then received and decoded. The PhD includes a portfolio of projects undertaken as part of the research process on which the text critically reflects. Due to their site-specific approach, these live events are documented through video and still images. The work represents an intertwining, interdisciplinary, post-animation praxis where theory and practice inform one another and test relationships between animation and performance to problematise a binary opposition between that which is live as opposed to that which is animated. It is contextualised by a review of historical practice and interviews with key contemporary practitioners whose work combines animation with an intermedial mixture of interaction design, fine art, dance and theatre

    Art, Shamanism and Animism

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    Art, shamanism, and animism are mutable, contested terms which, when brought together, present a highly charged package. Debates around these three terms continue to generate interest and strong opinions in the first decades of the twenty-first century. The editors recognise the urgency to explore them together in an unprecedented exercise which, to date, has only been attempted with reference to selected disciplines, periods, or regions. The contributors to this collection reignite debates around the status of ‘things’ identified as ‘art’ through the lens of theories drawn from new materialism, new animism, and multi-species and relational thinking. They are concerned with how and when art-like things may exceed conventional understandings of ‘art’ and ‘representation’ to fully articulate multiple scenarios or ‘manifestations’ in which they interface with academic discourses around animism and shamanism. The authors put in sharp focus the materiality of art-things while stressing their agentive, emotive, and performative aspects, looking beyond their appearances to what they do and who they may be or become in their dealings with diverse interlocutors. The contributors are united in their recognition that things and images are deeply entangled with how different communities, human and other-than-human, experience life, shifting attention from an obsolete concept of worldview to how reality is perceived through all the senses, in all its aspects, both tangible and intangible

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation
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