34 research outputs found

    Editorial

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    [EN] Editorial VITRUVIO - International Journal of Architectural Technology and Sustainability, Volume 5, Issue 2 (2020)Chamel, O. (2020). Editorial. VITRUVIO - International Journal of Architectural Technology and Sustainability. 5(2):VII-VIII. https://doi.org/10.4995/vitruvio-ijats.2020.14826OJSVIIVIII5

    The Role of Education for Intergenerational Income Mobility: A comparison of the United States, Great Britain, and Sweden

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    Previous studies have found that intergenerational income persistence is relatively high in the United States and Britain, especially as compared to Nordic countries. We compare the association between family income and sons’ earnings in the United States (National Longitudinal Study of Youth 1979), Britain (British Cohort Study 1970), and Sweden (Population Register Data, 1965 cohort), and find that both income elasticities and rank-order correlations are highest in the United States, followed by Britain, with Sweden being clearly more equal. We ask whether differences in educational inequality and in return to qualifications can explain these cross-country differences. Surprisingly, we find that this is not the case, even though returns to education are higher in the United States. Instead, the low income mobility in the United States and Britain is almost entirely due to the part of the parent-son association that is not mediated by educational attainment. In the United States and especially Britain, parental income is far more important for earnings at a given level of education than in Sweden, a result that holds also when controlling for cognitive ability. This goes against widespread ideas of the United States as a country where the role of ascription is limited and meritocratic stratification prevails

    Urban visions: Back from the future

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    The persistent growth of the human civilization, fueled in large part by technological progress has brought upon us a series of very serious challenges. The quality of our overall environment, energy and food supply are subjected to increased pressure, while access to decent employment, housing and medical care remains broadly unequal. According to the current trends most of the world’s future population growth will occur in cities, therefore positioning the city as a key component to solving challenges associated with human development. Based on that assumption, it seems crucial to think about what the city of the future should be and look like. If we look for existing and graphically convincing representation of the city of the future, we are inevitably drawn to popular culture media such as movies and graphic novels. For almost a century, movies in particular have proposed realistic constructs of future urban settlements along with the life associated with them. Based on a number of ideas expressed in motion pictures over the years about urban life in the future, one can argue that both past and recent predictions tend to be technologically optimistic but socially and environmentally pessimistic. This paper proposes to identify and discuss a number of challenges as well as opportunities associated with urban development in the next 100 to 200 years and present a series of urban visions to illustrate both positive and negative trends

    VR, Photogrammetry and Drawing Over: Envisioning the City of the Future

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    International audienceThis article proposes to discuss a research/design methodology aimed at developing urban visions based on case study analysis of existing urban environments using Virtual Reality technology and Photogrammetry. In order to visualize possible scenarios for the city of the future the method described here is based on "drawing over" existing urban images whether in a 2D format or a 3D environment. As a preliminary to this creative urban design exercise the urban context of a specific street is analyzed both in terms of its physical and material qualities as well as its experiential ones. This methodology is tied to a pedagogical approach initiated at two different schools of architecture, one located in Nantes, France and the other in Tallahassee, Florida, US. The idea consists in having a team of students in each school engage in a case study of an existing street and then propose design improvements and scenarios for urban development and growth. The process would involve 3 steps; drawing over in 2D, drawing over on a projected 360° flatten image in immersion and finally sketching in 3D in immersion. This last step would allow a "co-presence" of students from both schools in a shared conceptual and design experience. Aside from the obvious differences between urban fabrics in Europe and the US, the value of this exercise would lie in comparing design approaches based on similar methodology but rooted in different geographic locations and urban design cultures. Faced with issues of high density, mobility, low economic growth, inequalities and sustainability, European cities have been under pressure to constantly innovate in terms of urban planning and design whereas the US has only seen such ideas of controlled density an urban environment quality gain traction in the past 20 years with such movements as the New Urbanism. The methodology described here is aimed at inspiring the creation of urban visions by means of using VR technology, photogrammetry and the idea of "drawing over". We see the value of this approach by combining the use of specific technologies and a positioning from two different cultural perspectives

    How digital tools are changing architecture education

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    International audienceThe article presented here takes a step back from 25 years of teaching in schools of architecture to analyze the challenges and issues related to digital tools. Two schools are compared, the Ecole Nationale Supérieure d'Architecture in Nantes, France and the FAMU in Tallahassee, USA.The precise analysis of the courses and the inventory of the tools used shows distinctly two modes of operation from which we forge two concepts: one, which we call " legacy " makes no particular distinction between an analog or digital practice and tends to privilege analog tools. The other, which we call "emergence" is based on the almost exclusive use of digital tools by proposing a cybernetic thinkin

    VR, Photogrammetry and Drawing Over: Envisioning the City of the Future

    No full text
    International audienceThis article proposes to discuss a research/design methodology aimed at developing urban visions based on case study analysis of existing urban environments using Virtual Reality technology and Photogrammetry. In order to visualize possible scenarios for the city of the future the method described here is based on "drawing over" existing urban images whether in a 2D format or a 3D environment. As a preliminary to this creative urban design exercise the urban context of a specific street is analyzed both in terms of its physical and material qualities as well as its experiential ones. This methodology is tied to a pedagogical approach initiated at two different schools of architecture, one located in Nantes, France and the other in Tallahassee, Florida, US. The idea consists in having a team of students in each school engage in a case study of an existing street and then propose design improvements and scenarios for urban development and growth. The process would involve 3 steps; drawing over in 2D, drawing over on a projected 360° flatten image in immersion and finally sketching in 3D in immersion. This last step would allow a "co-presence" of students from both schools in a shared conceptual and design experience. Aside from the obvious differences between urban fabrics in Europe and the US, the value of this exercise would lie in comparing design approaches based on similar methodology but rooted in different geographic locations and urban design cultures. Faced with issues of high density, mobility, low economic growth, inequalities and sustainability, European cities have been under pressure to constantly innovate in terms of urban planning and design whereas the US has only seen such ideas of controlled density an urban environment quality gain traction in the past 20 years with such movements as the New Urbanism. The methodology described here is aimed at inspiring the creation of urban visions by means of using VR technology, photogrammetry and the idea of "drawing over". We see the value of this approach by combining the use of specific technologies and a positioning from two different cultural perspectives

    VR, Photogrammetry and Drawing Over: Envisioning the City of the Future

    No full text
    International audienceThis article proposes to discuss a research/design methodology aimed at developing urban visions based on case study analysis of existing urban environments using Virtual Reality technology and Photogrammetry. In order to visualize possible scenarios for the city of the future the method described here is based on "drawing over" existing urban images whether in a 2D format or a 3D environment. As a preliminary to this creative urban design exercise the urban context of a specific street is analyzed both in terms of its physical and material qualities as well as its experiential ones. This methodology is tied to a pedagogical approach initiated at two different schools of architecture, one located in Nantes, France and the other in Tallahassee, Florida, US. The idea consists in having a team of students in each school engage in a case study of an existing street and then propose design improvements and scenarios for urban development and growth. The process would involve 3 steps; drawing over in 2D, drawing over on a projected 360° flatten image in immersion and finally sketching in 3D in immersion. This last step would allow a "co-presence" of students from both schools in a shared conceptual and design experience. Aside from the obvious differences between urban fabrics in Europe and the US, the value of this exercise would lie in comparing design approaches based on similar methodology but rooted in different geographic locations and urban design cultures. Faced with issues of high density, mobility, low economic growth, inequalities and sustainability, European cities have been under pressure to constantly innovate in terms of urban planning and design whereas the US has only seen such ideas of controlled density an urban environment quality gain traction in the past 20 years with such movements as the New Urbanism. The methodology described here is aimed at inspiring the creation of urban visions by means of using VR technology, photogrammetry and the idea of "drawing over". We see the value of this approach by combining the use of specific technologies and a positioning from two different cultural perspectives

    La place des outils numériques dans l’enseignement du projet : comparaison entre une école française et une école américaine

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    Un quart de siècle est passé depuis la généralisation de l’informatique graphique dans les écoles d’architecture, une generation d’étudiants est passée et pourtant, les mêmes questions animent les equips pédagogiques sur la place à donner aux outils, à leur place et l’influence qu’ils peuvent avoir dans la conception et dans la représentation. Nous proposons ici une grille d’analyse conceptuelle et pédagogique afin de faire un état des lieux et tenter un point d’étape à ce débat

    Oldest evidence of tuberculosis in the Mediterranean islands: From the mainland to Cyprus

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    Recent studies combining macroscopical observations and microCT analysis strongly suggested the diagnosis of tuberculosis for a child from the site of Khirokitia (Cyprus, 7th-early 6th millennium cal. BC), whose age at death is between 5 and 7 years. Many single primary burials were discovered at the site where the dead (MNI=243) are buried in the same way, whatever their age. Nevertheless, the burial of this child presents a unique feature on the site (a male Ovis trophy marking the limit of the burial pit), probably indicating specific attention for this young deceased. This case is the oldest known in the Mediterranean islands and presents a particular interest from a paleoepidemiological point of view. Indeed, considering, on the one hand, the settlement pattern of the island of Cyprus by migrants from the Near East, and on the other hand, the presence of human tuberculosis in the Near East as early as about 10,500 years BP, it is very likely that the prehistoric migrants brought the disease from mainland to Cyprus

    Interpersonal violence or hunting accident among the last hunter-gatherers? A flint projectile embedded in a thoracic vertebra from the Early Neolithic site of Tell Mureybet, Syria

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    The site of Tell Mureybet in Syria yielded several human remains, partly dated from the Pre-Pottery Neolithic B (8300-8200 BC), including a skeleton from an incomplete primary burial (grave 3) excavated in 1974. The study of the bones helps us to reconstruct the plausible cause of death, a thoraco-abdominal fatal wound caused by an arrow shot in the chest. This is clearly evidenced by the presence of a flint arrowhead embedded in the 10th thoracic vertebra. The X-rays, CT-scan and 3D reconstruction of the vertebra and the arrowhead allow two hypotheses regarding this death : a hunting accident or a case of interpersonal violence.Le site de Tell Mureybet en Syrie a livré les restes humains de plusieurs individus datés entre autres du Néolithique précéramique B (8300-8200 BC), dont un squelette provenant d’une sépulture primaire incomplète (tombe 3) fouillée en 1974. L’étude des ossements a montré que cet individu, un adulte de sexe indéterminé, est probablement décédé des suites immédiates d’une plaie thoraco-abdominale causée par une flèche reçue dans la poitrine, attestée par une pointe de flèche en silex fichée dans la 10e vertèbre thoracique. Grâce aux radiographies, aux scanners et aux reconstitutions 3D de la vertèbre et de la flèche, deux hypothèses sont proposées, un accident de chasse et un cas de violence interpersonnelle.Chamel Bérénice, Coqueugniot Hélène, Dutour Olivier, Mindaoui Loic, Le Mort Françoise. Interpersonal violence or hunting accident among the last hunter-gatherers? A flint projectile embedded in a thoracic vertebra from the Early Neolithic site of Tell Mureybet, Syria. In: Paléorient, 2017, vol. 43, n°2. Recheches archéologiques récentes en préhistoire et protohistoire en Syrie / Recent archaeological research in Syria (13th mill. BC – 2nd mill. BC) pp. 25-34
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