19 research outputs found

    Plataformas geoespaciales y herramientas inmersivas para la cohesión social: la narrativa 4D de la arquitectura de los camelleros afganos de Australia

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    [EN] This paper focuses on examining the scope of virtual architectural archaeology in forms of digital geospatial platforms and immersive tools such as Virtual Reality (VR) and Augmented Reality (AR)tobe used for achieving social cohesion, particularly in a multicultural and multi-ethnic society like Australia’s.In the context of the current global and national concern about Muslims and Islam,as well as for the mistrust towards and distancebetween Muslims and Non-Muslimsin Australia, it is imperative to delve deeper into the contribution of early Muslim pioneers, in this case,the Afghan Cameleers, in the social fabric of colonial Australia. Based on the premise that architecture could bea unique and revealing research frame to gain insight into human values, worldview and material culture, the main aim of thispaperisto address two key issues using virtualarchitecturalarchaeology. Firstly,to demonstrate the applicationof4D capturing and component-based modelling with metadata and paradata regarding the past of the lost architectural heritage sites in remote centraland westernAustralia, also counting on assets such as Linked Open Data(LOD) for further dissemination and use. Secondly, to propose amode todisseminatenew knowledge through digital platforms and VR/ARexperiences to the GLAM (Galleries, Libraries, Archives, and Museums)audiencesand schools regarding the Muslims in Australia.Understanding properly them and their contribution to theAustralian societywouldeventuallyminimise the cultural distance between Muslimsand Non-Muslims in Australia. Greater awarenesscould mitigate the myth of fear and mistrust regarding Muslimsand Islam, widely misunderstood for a long time.Este trabajo examina el alcance de la arqueología arquitectónica virtual en forma de plataformas geoespaciales digitales y herramientas inmersivas,como la Realidad Virtual (RV) y la Realidad Aumentada (RA) que se utilizarán como medios para la cohesión social, en particular en una sociedad multicultural y multiétnica como la australiana. En el contexto de la actual preocupación nacional y mundial por los musulmanes y el islam, así como porla desconfianza y eldistanciamientoentre musulmanes y no musulmanes en Australia, es imperativo profundizar en la contribución de los primeros pioneros musulmanes, en este caso los camellerosafganos, en el tejido social de la Australia colonial. Basado en la premisa de que la arquitectura podría ser un marco de investigación único y revelador para comprender mejor los valores humanos, la cosmovisión y la cultura material, el objetivo principal deeste artículo esabordar dos cuestiones clave utilizando la arqueología arquitectónica virtual. En primer lugar, demostrar la aplicación de la captura en 4D y la modelización basada en componentes con metadatos y paradatos sobre el pasado de los sitios del patrimonio arquitectónico perdidos en lugares remotos del centro y oeste de Australia; además, se cuenta con activos como Linked Open Data (LOD) para su posterior difusión y uso. En segundo lugar, proponer a las audiencias y escuelas del GLAM (en español Galerías, Bibliotecas, Archivos y Museos) un modo de difusión de nuevos conocimientos a través de plataformas digitales y experiencias de RV/RAsobre los musulmanes en Australia y su contribución a la sociedad australiana, lo que, en última instancia, reduciría al mínimo el distanciamientoentre los musulmanes y los no musulmanes en Australia. Una comprensión social/cultural adecuada mitigaría el mito del miedo y la desconfianza con respecto a los musulmanes y el islam, eliminando malas interpretaciones sobre su carácter y forma de vida (que les han afectado durante mucho tiempo).ARC (Australian Research Council) Linkage grant Project of Architecture of Australia’s Muslim Pioneer (2014-18), which was a joint collaboration between The University of Adelaide, International Islamic University Malaysia and South Australian Museum.Rashid, MM.; Antlej, K. (2020). Geospatial platforms and immersive tools for social cohesion: the 4D narrative of architecture of Australia’s Afghan cameleers. Virtual Archaeology Review. 11(22):74-84. https://doi.org/10.4995/var.2020.12230OJS74841122Australian Museums and Galleries Association Incorporated (2018). A Roadmap for Enhancing Indigenous Engagement in Museums and Galleries. Retrieved November 18, 2019, from https://www.mgaindigenousroadmap.com.auAustralian Bureau of Statistics (2017). Media Release: 2016 Census data reveals "no religion" is rising fast. Retrieved August 14, 2019, from https://www.abs.gov.au/AUSSTATS/[email protected]/mediareleasesbyReleaseDate/ 7E65A144540551D7CA258148000E2B85Abdel-Fattah, R. (2017). Islamophobia and Everyday Multiculturalism in Australia. Milton: Taylors and Francis. https://doi.org/10.4324/9781315179933Akhbarzadeh, S. (2016). The Muslim question In Australia: Islamophobia and Muslim alienation. 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    Communicating engineering heritage through immersive technology:A VR framework for enhancing users' interpretation process in virtual immersive environments

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    The recent advancement in immersive technologies opens up opportunities for the way individuals perceive and engage with information in public spaces to be innovated. This article discusses a study that investigates the application of Virtual Reality (VR) as an instrument for communicating engineering heritage in museum environments with the aim to enhance visitor experience. The study adopted Shannon’s communication theory as the main principle for contextualising heritage objects within virtual environments. This approach can benefit curators in informing the way the intended meaning, value, and context behind museum artefacts to be delivered through visual narratives and aesthetics. In this study, three VR scenarios have been developed using the Unreal engine to investigate the aspects of learning, interaction, and immersion during the virtual experience. One-way ANOVA approach was used to determine the significant differences between the proposed factors in the study. The study found that the absence of interaction in the immersive scenario reduced the mean score leading to a lack of constructive guidance during navigation. Whereas using Gamified and narrated approaches significantly increased the mean value of the participants compared to the control group. While many researchers argue that the utilisation of VR could improve the users’ level of presence, the study outcomes suggest that there are certain conditions that should be structured during the development process to facilitate better engagement with virtual content. To achieve these conditions, gamification and storytelling strategies have been found to be effective in delivering an interactive immersive experience for engaging with heritage artefacts and contents

    3D Food Printing in Museum Makerspaces: Creative Reinterpretation of Heritage

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    In recent years, studies into the production of food have broadened to include design and design methods. At the same time 3D food printing (3DFP) is emerging as a viable technology for the production of consumer quality edible products. While advances in 3DFP are witnessed weekly, its use in the context of museums has yet to be explored in depth. In this paper we propose that the museum can be used as a laboratory for engaging audiences in new/creative food production and resultant reinterpretations of heritage through their makerspaces. We explore how a traditional cuisine could be used to inspire younger generations to explore STEM (Science, Technology, Engineering and Mathematics) and, vice versa, how technology enthusiasts could be motivated to explore culinary heritage by preparing food with digital fabricators. This paper reports on the initial research undertaken with the Slovenian diasporic group in Australia. Our results from the in-depth interviews demonstrated that making traditional desserts present a challenge for younger generation. Thus it was decided that a potica cake would be chosen as a test case for engagement with heritage through creative 3DFP. Non-edible 3D printed visual prototypes of a jelly cake with a secret message were also trialled. Our research output offers a suitable case study for the central premise that the museum can be used as a laboratory for engaging audiences in creative food production

    Shape optimisation of a snowboard binding highback. A case study of generative design process comparison

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    FEA software is traditionally expensive to purchase, takes a high level of technical skill and understanding and requires users to dedicate years to develop specialist skills. With the increasing popularity of more user-friendly, elementary software packages such as Fusion360, more cost effective and efficient processes can be developed and harnessed, especially by SME’s and designers that don’t have the ability to purchase expensive software packages. One particular FEA element that has recently begun transitioning from highly specialised to more readily available is ‘generative design’ and ‘shape optimisation.' Shape optimisation has only been able to be utilised by large corporations with large research and development budgets. This case study looks at exploring and optimising the methods involved in generative design for product development and it’s aimed at facilitating practises for small to medium enterprises (SME’s).The work described in this paper presents a study using a snowboard binding highback component which was reverse engineered using 3D scanning. A blank model, free of any discerning features was created from the scan and then used as the platform for the generative design phase. This process was completed using easily accessible software (Fusion 360) as well as high-end professional software (Ansys 16). A comparison between the two workflows analyses the resultant model outcomes and outlines efficiencies regarding processing time, technical skill, and latent difficulties of the entry-level process for generative design of the snowboarding high back.This paper aims to demonstrate and describe an optimisation model for generative design and shape optimisation during entry-level product development

    Space assets and technology for bushfire management

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    The financial, emotional, and ecological impacts of bushfires can be devastating. This report was prepared by the participants of the Southern Hemisphere Space Studies Program 2021 in response to the topic: “How space assets and technologies can be applied to better predict and mitigate bushfires and their impacts.” To effectively reach the diverse set of stakeholders impacted by bushfires, Communication was identified as a key enabler central to any examination of the topic. The three pillars “predict”, “mitigate” and “communicate” were identified to frame the task at hand. Combining the diverse skills and experience of the class participants with the interdisciplinary knowledge gained from the seminars, distinguished lectures, and workshops during the SHSSP21 program, conducted a literature review With specific reference to the 2019-20 Australian fire season, we looked at the current state of the art, key challenges, and how bushfires can be better predicted and mitigated in the future. Comparing this to the future desired state, we identified gaps for each of the three domains, and worked across teams to reach consensus on a list of recommendations. Several of these recommendations were derived independently by two or more of the three groups, highlighting the importance of a holistic and collaborative approach. The report details a number of recommendations arising from this Where applicable, we also aligned our discussion with the experience and lessons from other countries and agencies to consider,learn from and respond to the international context, as others develop systems using space technology to tackle similar wildfire issues

    Digital Heritage Interpretation of Modernist Modular Architecture: The K67 Kiosk

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