Monuments dating back to problematic times such as the regimes or dictatorships of '900 are often at the center of harsh wranglings. May their digitalization preserve the information they provide as cultural heritage while helping their historicisation process proceed quicker? These questions had been the guide for the survey and playable reconstruction of Ciano Mausoleum in Livorno presented at CHNT 2018 in Wien
The document discusses various computer-aided design (CAD) and architectural visualization techniques including scale modeling, image editing, 3D modeling, animation, color, morphing, inverse modeling, and interactive presentations. It explores using these techniques for architectural design, analysis, and communication. The techniques allow architects to explore form, space, structure, and dynamism in buildings.
2+3D Photography 2017 – INV 13 A critical reflection on the use of 3D technol...rijksmuseum
In a few thousand years, 99% of the physical material of our cultural heritage we try to preserve today will be lost. An inconvenient fact for all stakeholders involved in the preservation of the actual objects which testify to the richness of our past; most will end up as undefinable dust. Destruction is omnipresent: earthquakes, tsunamis, fires, volcanos, time, hostile environments, flashlights, war, neglect, vandalism, collateral damage, and deliberate violations. Concerning the last, whether it is the destruction of heritage sites to make place for the Olympics in Beijing, the dynamiting of the Buddha’s of Bamiyan statues, the burning of the Timbuktu manuscripts or the demolishing of mausoleums of holy men in Syria and Iraq, people always seem to come up with justifying reasons. Our modern cities are built on the foundations of destructive progress. Strategies to overcome this must be formulated. The seven wonders of the world of which only the Giza Pyramids survived, have taken a central position in our understanding of great architectural accomplishments which were lost, to be remembered only thanks to ancient writings. Today the odds are more favorable. Over the last 150 years, architects, engineers, illustrators and archaeologists produced technical drawings of many heritage sites and artefacts. Digitalization projects and efforts are ongoing everywhere and imaging techniques allow reconstructions unthinkable up until recent times. But what to do with them? What is their accuracy? Do we have complete datasets linked with metadata? What is to be considered as a complete dataset? What has not been registered? Templates, protocols and standards should be developed to ensure their sustainability. When all of that is settled, if the original is lost, what gets preserved digitally, and what does not?
The document proposes 4 concepts for enhancing visitors' experiences at the Sistema Museo Berrocal:
1. Crowdsourcing the creation of temporary sculptures by projecting user-generated drawings and images onto sculpture models in real-time.
2. An interactive quest where visitors assemble puzzle models of sculptures to unlock information, using a game based on "Simon Says."
3. A compass device that contextualizes the artist's works through an interactive timeline of his artistic influences and the evolution of his style.
4. Offsite installations and exhibits that communicate with the museum system to visualize information and visitor flows, linking the outside world to the museum through collected audio stories.
The document proposes 4 concepts to enhance visitors' experience at the Sistema Museo Berrocal. Concept 1 allows visitors to contribute drawings and images that are projected onto a sculpture to collectively create art. Concept 2 is a game where visitors assemble puzzle pieces of sculptures to unlock information. Concept 3 uses a compass device to contextualize an artist's influences through an interactive timeline. Concept 4 connects museum sites through installations, visualizing information flows and collecting audio stories from the public.
The document proposes four concepts to enhance visitors' experience at the Sistema Museo Berrocal museum. The concepts are: (1) crowdsourcing temporary sculptures through user-generated drawings and images, (2) an interactive quest game to assemble sculptures and unlock information, (3) a compass device to provide context on Berrocal's artistic influences and evolution, and (4) connecting museum sites and offsite installations through a network to visualize visitor flows and collect audio stories. The concepts aim to motivate participation, reveal details of Berrocal's works, and link the museum to the outside world.
This document discusses time-space mapping techniques in architecture and urban planning. It provides an overview of time-space visualization principles, including indicating time in maps, activity patterns, isochronic maps, tempographic maps, and rhythm maps. Examples of classic time-space maps are shown, such as Minard's 1861 map of Napoleon's march and retreat from Moscow, Chombart de Lauwe's 1957 map of daily activity patterns in Paris, and Galton's 1881 map showing the time required to travel between London parishes.
The document discusses various computer-aided design (CAD) and architectural visualization techniques including scale modeling, image editing, 3D modeling, animation, color, morphing, inverse modeling, and interactive presentations. It explores using these techniques for architectural design, analysis, and communication. The techniques allow architects to explore form, space, structure, and dynamism in buildings.
2+3D Photography 2017 – INV 13 A critical reflection on the use of 3D technol...rijksmuseum
In a few thousand years, 99% of the physical material of our cultural heritage we try to preserve today will be lost. An inconvenient fact for all stakeholders involved in the preservation of the actual objects which testify to the richness of our past; most will end up as undefinable dust. Destruction is omnipresent: earthquakes, tsunamis, fires, volcanos, time, hostile environments, flashlights, war, neglect, vandalism, collateral damage, and deliberate violations. Concerning the last, whether it is the destruction of heritage sites to make place for the Olympics in Beijing, the dynamiting of the Buddha’s of Bamiyan statues, the burning of the Timbuktu manuscripts or the demolishing of mausoleums of holy men in Syria and Iraq, people always seem to come up with justifying reasons. Our modern cities are built on the foundations of destructive progress. Strategies to overcome this must be formulated. The seven wonders of the world of which only the Giza Pyramids survived, have taken a central position in our understanding of great architectural accomplishments which were lost, to be remembered only thanks to ancient writings. Today the odds are more favorable. Over the last 150 years, architects, engineers, illustrators and archaeologists produced technical drawings of many heritage sites and artefacts. Digitalization projects and efforts are ongoing everywhere and imaging techniques allow reconstructions unthinkable up until recent times. But what to do with them? What is their accuracy? Do we have complete datasets linked with metadata? What is to be considered as a complete dataset? What has not been registered? Templates, protocols and standards should be developed to ensure their sustainability. When all of that is settled, if the original is lost, what gets preserved digitally, and what does not?
The document proposes 4 concepts for enhancing visitors' experiences at the Sistema Museo Berrocal:
1. Crowdsourcing the creation of temporary sculptures by projecting user-generated drawings and images onto sculpture models in real-time.
2. An interactive quest where visitors assemble puzzle models of sculptures to unlock information, using a game based on "Simon Says."
3. A compass device that contextualizes the artist's works through an interactive timeline of his artistic influences and the evolution of his style.
4. Offsite installations and exhibits that communicate with the museum system to visualize information and visitor flows, linking the outside world to the museum through collected audio stories.
The document proposes 4 concepts to enhance visitors' experience at the Sistema Museo Berrocal. Concept 1 allows visitors to contribute drawings and images that are projected onto a sculpture to collectively create art. Concept 2 is a game where visitors assemble puzzle pieces of sculptures to unlock information. Concept 3 uses a compass device to contextualize an artist's influences through an interactive timeline. Concept 4 connects museum sites through installations, visualizing information flows and collecting audio stories from the public.
The document proposes four concepts to enhance visitors' experience at the Sistema Museo Berrocal museum. The concepts are: (1) crowdsourcing temporary sculptures through user-generated drawings and images, (2) an interactive quest game to assemble sculptures and unlock information, (3) a compass device to provide context on Berrocal's artistic influences and evolution, and (4) connecting museum sites and offsite installations through a network to visualize visitor flows and collect audio stories. The concepts aim to motivate participation, reveal details of Berrocal's works, and link the museum to the outside world.
This document discusses time-space mapping techniques in architecture and urban planning. It provides an overview of time-space visualization principles, including indicating time in maps, activity patterns, isochronic maps, tempographic maps, and rhythm maps. Examples of classic time-space maps are shown, such as Minard's 1861 map of Napoleon's march and retreat from Moscow, Chombart de Lauwe's 1957 map of daily activity patterns in Paris, and Galton's 1881 map showing the time required to travel between London parishes.
The document describes a project to create an interactive 3D visualization of Roman Cologne using polygonal 3D models of the reconstructed city. The goals were to virtually reconstruct the city in detail, enable real-time rendering, and develop an exhibition concept for the Romano-Germanic Museum. Key challenges included meeting the needs of archaeologists and museum visitors while implementing an interactive system. The project involved manually reconstructing buildings from archaeological data, optimizing the models for real-time rendering, and developing an interactive installation at the museum with different presentation scenarios. An evaluation found the system helped visitors explore the archaeological site but further work is needed to improve details, expand the area covered, and evaluate the user experience.
Zaha Hadid was an influential Iraqi-British architect known for her deconstructivist style. Some key projects include the MAXXI Museum in Rome, characterized by interweaving concrete tubes resembling infrastructure, and the Phaeno Science Center in Germany, appearing as a mysterious object in the landscape that integrates interior and exterior spaces. Hadid broke from traditional architecture using sharp angles, non-orthogonal forms, and fluid spaces influenced by her painting background.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
1) The document discusses using a dynamic billboard technique to virtually represent complex monument shapes in a cultural heritage project called Travel in Europe (TiE).
2) TiE aims to promote European heritage through an online virtual environment where users can visit reconstructed cities and complete mini-games about local art and history.
3) Representing monuments poses a challenge due to their complex shapes. The dynamic billboard technique uses multiple textures of a monument taken from different angles to allow it to be viewed naturally from any perspective.
The document discusses exhibition design as a form of high-level programming. It provides examples of artworks that organize discrete entities into systems, such as Marcel Duchamp's Boîte-en-valise and Marcel Broothaers' Museum of Modern Art, Department of Eagles. It also discusses computed-based artforms like Santiago Ortiz's Gnom and Soda_Jerk's Pixel Pirate II: the Attack of the Astro Elvis Video Clone. The document contrasts low-level programming languages like Assembly with high-level object-oriented programming and notes that more abstract languages allow for more concrete entities.
This document discusses documenting a complex modern heritage building in Brazil called Theatre Guaira Cultural Centre using multi-image close range photogrammetry and 3D laser scanned point clouds. It describes how the two technologies were used together to efficiently document the building in a limited time frame while artistic activities were ongoing. Laser scanning was well-suited to capture large, complex areas like the stage, while close range photogrammetry captured important small details like cracks that were not visible in the point clouds. The combination of technologies allowed for a precise documentation of the building to inform its restoration.
This document appears to be an architect's portfolio from 2016 containing biographical information, descriptions of projects, and images of designs. It includes sections on the architect's education and work experience. Several projects focusing on parametric design, robotic fabrication, and responsive materials are described, along with images of digital models and physical prototypes.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
The document discusses an open project in Bologna, Italy to collect, share, and reuse 3D models of the city over time. The goals are to create interactive applications using authenticated 3D models to avoid misleading cultural information, and to train students and experts in interdisciplinary cultural VR product development. It describes using existing 3D models from projects like "APA The Etruscan" in new ways, such as real-time navigation experiments, 3D stereo cartoons, and machinima videos for museums. An open 3D model repository was created to enable new creative reuse of the models across different media like web, TV, games and augmented reality apps.
Methods and technologies for the creation of a Digital replica in Cultural He...Emanuel Demetrescu
The document discusses methods and technologies for creating digital replicas in cultural heritage. It provides examples from research projects on 3D reconstruction of archaeological sites like the Banditaccia Necropolis in Cerveteri and the Sarmizegetusa archaeological site. The research team uses techniques like photogrammetry, 3D scanning, and virtual reconstruction to create digital replicas for uses like virtual museums, academic research, and games. Validation of models is an ongoing challenge. The document emphasizes the multidisciplinary nature of the work and potential applications of digital replicas.
An Architecture For Character-Mediated Interactive PresentationsJennifer Daniel
This document describes the architecture of Cyrano, a system for interactive presentations of cultural heritage information using an artificial character. Cyrano generates presentations on a portable device where a character inhabits a virtual space and responds to user inputs with pre-built script units. The system architecture is based on beliefs, desires, and intentions (BDI) and uses modules to understand user input, determine goals, select appropriate scripts, and schedule multimedia output. An example application for the Royal Apartments of La Mandria is provided to illustrate how the system works in a drama-based interactive presentation.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
The document discusses an algorithm called the Architectonic Style Area (ASA) algorithm for procedurally generating 3D buildings in virtual worlds based on architectural styles of real-world areas. The ASA algorithm uses statistical descriptions of architectural elements to automatically create realistic building facades without manually modeling each one. Modelers define common building templates for an area along with statistical values for architectural parameters of each template. The algorithm then procedurally generates buildings by sampling from these parameters to assemble realistic facade textures. This allows large virtual areas to be populated with diverse, culturally authentic buildings efficiently.
Tommaso Bonanni - What modern video game level design can learn from Archaeol...Codemotion
Before the modern concept Level Design, Architecture and Interior Design, people used to build their own environments based on countless different settings, resources, and philosophies. Different situations, challenges, limitations, and ambitions led humanity to generate many different paradigms and solution inside their living spaces, in domestic, public and sacred contexts. Most of this solutions are today forgotten, so let's scratch the surface to analyze how Archaeology can help us finding new-old ways to interpret the space inside our productions.
This document discusses the concepts of supersigns and superstructures as they relate to multimedia and data visualization. It provides examples of past projects attempting to establish common frames of reference across scales to locate and relate data. Specifically, it references proposals from 1993 to create a conceptual superstructure for relating environmental data. The document then discusses the concept of supersigns, describing maps as highly complex supersigns composed of lesser signs. It provides examples of how maps use intrasignificant and extrasignificant codes to convey meaning. Finally, it discusses how maps can take on mythological meanings and act as allegories or palimpsests for other concepts through their signification.
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
The document discusses issues related to street networks and disaster management. It reviews previous approaches to assessing vulnerability and emergency response that considered the street. It proposes incorporating 3D modeling of street features to better understand vulnerability and inform emergency planning. Future work could develop 3D simulations using gaming engines to model disaster scenarios for training. Overall the document argues that the street must be comprehensively considered for reducing disaster risk and response.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
Il mausoleo di Ciano a Livorno - Rilievo digitale e ricostruzione criticaMattia Sullini
Il Mausoleo di Ciano avrebbe dovuto ospitarne le spoglie dopo la morte avvenuta nel 1939. Fu concepito da Dazzi e Rapisardi come un blocco massiccio sormontato da una torre-faro e da una statua colossale di 12m, cominciata ed ancora oggi visibile nella cava originaria all'Isola di Santo Stefano a La Maddalena. Nel 1944 il cantiere fu abbandonato anch'esso incompleto, ricalcando perfettamente la parabola del regime fascista dallo scoppio alla conclusione della Seconda Guerra Mondiale. Il Mausoleo ancora oggi domina sulla baia di Livorno ma non appartiene all'orizzonte mentale labronico e rimane così abbandonato, maestoso, degradato ed irrisolto.
The document describes a project to create an interactive 3D visualization of Roman Cologne using polygonal 3D models of the reconstructed city. The goals were to virtually reconstruct the city in detail, enable real-time rendering, and develop an exhibition concept for the Romano-Germanic Museum. Key challenges included meeting the needs of archaeologists and museum visitors while implementing an interactive system. The project involved manually reconstructing buildings from archaeological data, optimizing the models for real-time rendering, and developing an interactive installation at the museum with different presentation scenarios. An evaluation found the system helped visitors explore the archaeological site but further work is needed to improve details, expand the area covered, and evaluate the user experience.
Zaha Hadid was an influential Iraqi-British architect known for her deconstructivist style. Some key projects include the MAXXI Museum in Rome, characterized by interweaving concrete tubes resembling infrastructure, and the Phaeno Science Center in Germany, appearing as a mysterious object in the landscape that integrates interior and exterior spaces. Hadid broke from traditional architecture using sharp angles, non-orthogonal forms, and fluid spaces influenced by her painting background.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
1) The document discusses using a dynamic billboard technique to virtually represent complex monument shapes in a cultural heritage project called Travel in Europe (TiE).
2) TiE aims to promote European heritage through an online virtual environment where users can visit reconstructed cities and complete mini-games about local art and history.
3) Representing monuments poses a challenge due to their complex shapes. The dynamic billboard technique uses multiple textures of a monument taken from different angles to allow it to be viewed naturally from any perspective.
The document discusses exhibition design as a form of high-level programming. It provides examples of artworks that organize discrete entities into systems, such as Marcel Duchamp's Boîte-en-valise and Marcel Broothaers' Museum of Modern Art, Department of Eagles. It also discusses computed-based artforms like Santiago Ortiz's Gnom and Soda_Jerk's Pixel Pirate II: the Attack of the Astro Elvis Video Clone. The document contrasts low-level programming languages like Assembly with high-level object-oriented programming and notes that more abstract languages allow for more concrete entities.
This document discusses documenting a complex modern heritage building in Brazil called Theatre Guaira Cultural Centre using multi-image close range photogrammetry and 3D laser scanned point clouds. It describes how the two technologies were used together to efficiently document the building in a limited time frame while artistic activities were ongoing. Laser scanning was well-suited to capture large, complex areas like the stage, while close range photogrammetry captured important small details like cracks that were not visible in the point clouds. The combination of technologies allowed for a precise documentation of the building to inform its restoration.
This document appears to be an architect's portfolio from 2016 containing biographical information, descriptions of projects, and images of designs. It includes sections on the architect's education and work experience. Several projects focusing on parametric design, robotic fabrication, and responsive materials are described, along with images of digital models and physical prototypes.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
The document discusses an open project in Bologna, Italy to collect, share, and reuse 3D models of the city over time. The goals are to create interactive applications using authenticated 3D models to avoid misleading cultural information, and to train students and experts in interdisciplinary cultural VR product development. It describes using existing 3D models from projects like "APA The Etruscan" in new ways, such as real-time navigation experiments, 3D stereo cartoons, and machinima videos for museums. An open 3D model repository was created to enable new creative reuse of the models across different media like web, TV, games and augmented reality apps.
Methods and technologies for the creation of a Digital replica in Cultural He...Emanuel Demetrescu
The document discusses methods and technologies for creating digital replicas in cultural heritage. It provides examples from research projects on 3D reconstruction of archaeological sites like the Banditaccia Necropolis in Cerveteri and the Sarmizegetusa archaeological site. The research team uses techniques like photogrammetry, 3D scanning, and virtual reconstruction to create digital replicas for uses like virtual museums, academic research, and games. Validation of models is an ongoing challenge. The document emphasizes the multidisciplinary nature of the work and potential applications of digital replicas.
An Architecture For Character-Mediated Interactive PresentationsJennifer Daniel
This document describes the architecture of Cyrano, a system for interactive presentations of cultural heritage information using an artificial character. Cyrano generates presentations on a portable device where a character inhabits a virtual space and responds to user inputs with pre-built script units. The system architecture is based on beliefs, desires, and intentions (BDI) and uses modules to understand user input, determine goals, select appropriate scripts, and schedule multimedia output. An example application for the Royal Apartments of La Mandria is provided to illustrate how the system works in a drama-based interactive presentation.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
The document discusses an algorithm called the Architectonic Style Area (ASA) algorithm for procedurally generating 3D buildings in virtual worlds based on architectural styles of real-world areas. The ASA algorithm uses statistical descriptions of architectural elements to automatically create realistic building facades without manually modeling each one. Modelers define common building templates for an area along with statistical values for architectural parameters of each template. The algorithm then procedurally generates buildings by sampling from these parameters to assemble realistic facade textures. This allows large virtual areas to be populated with diverse, culturally authentic buildings efficiently.
Tommaso Bonanni - What modern video game level design can learn from Archaeol...Codemotion
Before the modern concept Level Design, Architecture and Interior Design, people used to build their own environments based on countless different settings, resources, and philosophies. Different situations, challenges, limitations, and ambitions led humanity to generate many different paradigms and solution inside their living spaces, in domestic, public and sacred contexts. Most of this solutions are today forgotten, so let's scratch the surface to analyze how Archaeology can help us finding new-old ways to interpret the space inside our productions.
This document discusses the concepts of supersigns and superstructures as they relate to multimedia and data visualization. It provides examples of past projects attempting to establish common frames of reference across scales to locate and relate data. Specifically, it references proposals from 1993 to create a conceptual superstructure for relating environmental data. The document then discusses the concept of supersigns, describing maps as highly complex supersigns composed of lesser signs. It provides examples of how maps use intrasignificant and extrasignificant codes to convey meaning. Finally, it discusses how maps can take on mythological meanings and act as allegories or palimpsests for other concepts through their signification.
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
The document discusses issues related to street networks and disaster management. It reviews previous approaches to assessing vulnerability and emergency response that considered the street. It proposes incorporating 3D modeling of street features to better understand vulnerability and inform emergency planning. Future work could develop 3D simulations using gaming engines to model disaster scenarios for training. Overall the document argues that the street must be comprehensively considered for reducing disaster risk and response.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
Similar to Approaching the visualization of controversial heritage (20)
Il mausoleo di Ciano a Livorno - Rilievo digitale e ricostruzione criticaMattia Sullini
Il Mausoleo di Ciano avrebbe dovuto ospitarne le spoglie dopo la morte avvenuta nel 1939. Fu concepito da Dazzi e Rapisardi come un blocco massiccio sormontato da una torre-faro e da una statua colossale di 12m, cominciata ed ancora oggi visibile nella cava originaria all'Isola di Santo Stefano a La Maddalena. Nel 1944 il cantiere fu abbandonato anch'esso incompleto, ricalcando perfettamente la parabola del regime fascista dallo scoppio alla conclusione della Seconda Guerra Mondiale. Il Mausoleo ancora oggi domina sulla baia di Livorno ma non appartiene all'orizzonte mentale labronico e rimane così abbandonato, maestoso, degradato ed irrisolto.
Panoramica ad ampio raggio sulle nuove professioni ed i nuovi paradigmi aperti dalla digitalizzazione e dall'accessibilità agli strumenti di fabbricazione digitale e diffusa, proposta durante in incontro di pre-orientamento per i ragazzi degli ultimi due anni delle scuole superiori e degli istituti tecnici del complesso didattico di Piedimonte Matese.
Reti di spazi condivisi per i piccoli centriMattia Sullini
È possibile costruire coworking sani ed efficaci anche in piccoli centri?
È possibile far e in modo che nuove funzioni occupino spazi, come le botteghe, che hanno perso la loro funzione originaria?
È possibile immaginare un modo per favorire uno spirito di intraprendenza sano, lungimirante, ad alto impatto?
Secondo noi di COMBOPROJECT si, lo facciamo noi stessi e siamo qui per aiutare anche voi a farlo.
I Freelance hanno bisogno di un ambiente di lavoro professionale, di contatti e flessibilità, i coworking offrono tutto questo e molto di più. Se fabbrica/operai, ufficio/impiegati, bottega/artigiani sono binomi oramai inscindibili, presto coworking/freelance potrebbe esserlo a sua volta
FabLab/makerspaces ed impresa, le relazioni (im)possibiliMattia Sullini
Tutti li vogliono (fare), tutti li cercano.
Nei FabLab si ripongono moltissime aspettative e gli si chiede di tappare le falle di un sistema intoppato che manca di competenze, di attitudine, di predisposizione all'innovazione. Ma è davvero questo il compito dei FabLab e dei makerspace?
Ho provato a dare una rapida panoramica delle possibili interfacce, implementate o meno, tra mondo dell'impresa inteso sia come manifattura che come servizi ed i FabLab. Ma preciso che l'innovazione portata dai FabLab è imperniata su collaborazione, intelligenza collettiva ed apertura.
In questo senso se di innovazione si tratta è un'innovazione radicale che chiede e propone di ridefinire alla base i processi di formazione e di progettazione.
Ogni slide contiene un'interfaccia possibile ed un'attività che lo esemplifica, anche se questo ha comportato una brutale semplificazione delle identità di alcuni dei progetti richiamati con i quali mi scuso fin da ora.
Per ora non è un 'analisi, ma solo una serie di etichette ma conto possa servire come una possibile bussola.
La domanda "cos'è il coworking" atterrirebbe chiunque. Non c'è una risposta, questa è la verità.
Ma il coworking è là, esiste, con le sue caratteristiche, come un rinoceronte per chi non ha mai visto prima un rinoceronte, come Dürer quando fece la sua famosa incisione. Ecco, non tutti sono altrettanto bravi di Dürer a dare un'immagine efficace per sentito dire.
Possiamo invece dire con certezza cosa non è, nonostante spesso si pensi che sia proprio quello che invece non è.
Possiamo poi provare a immaginare delle metafore, per capire a cosa assomiglia.
Ma la cosa migliore è sempre conoscere e vedere gli esempi, quindi in questa presentazione ci sono 18 progetti molto eterogenei da esplorare e da cui trarre ispirazione.
Alla fine alla domanda non c'è una sola risposta, ce ne sono tante. Buona sperimentazione!
COMBO ( www.comboproject.com ) è un piccolo coworking della rete COWO, pensato apposta per lavoratori nomadi e per chi si affaccia per le prime volte al mondo del coworking e vuole sperimentare come può funzionare senza impegnarsi per troppo tempo.
In pratica si possono acquisyare dei crediti con i quali poi si possono prenotare i servizi; più crediti si acquistano e meno costa il servizio.
Partiamo davvero dal principio per capire in che contesto nasce l'idea del FabLab, come è fatto, da chi è popolato, che attività vi si svolgono e soprattutto perchè non solo è utile, ma anche bello.
Niente di cervellotico o complicato, così come non è complicato interagire con un FabLab. Che poi dentro ci siano persone che progettano cose assurde accanto ad altre che semplicemente si divertono, non è un problema, al contrario. Collaborazione, contaminazione, passione sono le parole d'ordine.
Più una serie di suggerimenti da approfondire che una spiegazione organica. Per finire, un punto della situazione a più di un anno dalla fondazione di FabLab Firenze
FabLab Reggio Emilia e Reggio Emilia Innovazione stanno avviando un progetto integrato di espansione delle proprie attività grazie all'allestimento di un coworking: RE-Actors. Il sistema funzionerà sulla base di tre componenti: coworking, fablab ed accelerazione. L'obbiettivo è quello di creare un insieme coeso di opportunità sia per gli utenti che per i promotori del progetto nella convinzione che gli spazi collaborativi racchiudano un potenziale di innovazione enorme ed ancora non pienamente compreso.
FabLab Reggio Emilia in un solo anno ha sviluppato più di 40 prototipi, diventando rapidamente una delle esperienze di FabLab più avanzate e lungimiranti, non solo a livello italiano. Il coworkig potenzia ulteriormente questo percorso, dando la possibilità di interagire quotidianamente e sistematicamente agli attori già coinvolti in FabLab Reggio Emilia ed ai nuovi che ora potranno unirsi al progetto o fruire delle possibilità che questo progetto propone.
In questo progetto del quale sono sinceramente entusiasta, porto io stesso un minimo contributo particolarmente nell'articolazione delle funzioni del coworking e nella sua armonizzazione con il sistema FabLab Reggio Emilia e Reggio emilia Innovazione, anche alla luce dell'esperienza di FabLab Firenze. Sono tempi per progetti coraggiosi e lungimiranti, e questo ha sicuramente entrambe le qualità. Questo è il punto di partenza, ora c'è bisogno del contributo di quante più intelligenze possibile per completarlo. COn il contributo e l'utilità di tutti.
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An effective knowledge base is not formed just by success stories. Those are perfect for the hype, but not for not committing avoidable mistakes. For this target, knowing what went bad in a coworking might help to avoid some risks. Here's the story of what i've learnt from the failure of 22A|22, a supercool coworking space i've cofounded back in 2009 and shut in late 2012.
This is a collective presentation on the interactions betweencoworking and making. Starts Guillem Camprodon from FabLab Barcelona explaining briefly what is a fablab, then Sara BIgazzi from Toolbox shows hoe there has been built the interaction with FabLab Torino. Then it is the turn of Pedro Pineda and Open Design CIty, the makerspace hosted within Betahaus Berlin that tells us that it's all about the people. Cecilia Tham from Mob presents a very deep interaction between the coworking and its maker counterpart: the makerspace Made. At last i present the newly born collaboration between FabLab Firenze and ImpactHub Firenze, concluding with suggesting that making and coworking share so much that trying a comaking is definitevely worth the effort
Un primo acerbo ragionamento sulla possibilità di fondere le funzioni di un coworking con quelle di uno spazio dedicato al making. Si tratta pur sempre di strumenti confivisi
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
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Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
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Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Webinar: Designing a schema for a Data WarehouseFederico Razzoli
Are you new to data warehouses (DWH)? Do you need to check whether your data warehouse follows the best practices for a good design? In both cases, this webinar is for you.
A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
But designing a data warehouse correctly is a hard task, which requires gathering information about the business processes that need to be analysed in the first place. These processes must be translated into so-called star schemas, which means, denormalised databases where each table represents a dimension or facts.
We will discuss these topics:
- How to gather information about a business;
- Understanding dictionaries and how to identify business entities;
- Dimensions and facts;
- Setting a table granularity;
- Types of facts;
- Types of dimensions;
- Snowflakes and how to avoid them;
- Expanding existing dimensions and facts.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
HCL Notes and Domino License Cost Reduction in the World of DLAU
Approaching the visualization of controversial heritage
1.
2.
3. 1918
Joins the so called
"Buccari Mockery"
1934
Is Speaker of the
Chamber of Deputies
1939
Dies in his hometown
Livorno
2004
The mausoleum is a "screen"
addressed to the city
1941
Building site is opened
COSTANZO CIANO POST-WAR FACTS
Costanzo Ciano was a WWI hero
who joined Fascist Party from
the very beginning, becoming
one of its key party officials.
Half-built and partially demolished,
the Mausoleum has been abandoned
and now is in complete neglect
even if visible from far distance
BUILDING SITE
As he died war was just a few months
ahead, and PNF decided to promote
a public subscription to fund a huge
Mausoleum to be dedicated to him
1939
Design assignment to
sculptor Arturo Dazzi
1943
The half-built lighthouse
is blown up by Nazis
1964
Two brothers die tumbling
down from the terrace
4.
5. FASCISM REMOVED THE IMPASSE
Being a monument at the same time
an item and a symbol, any activity
addressed to the item, is perceived
at the same time as addressed
through the symbol at the
meaning it embeds as well,
including preservation
SEMIOTICS
PLANNING
Many italian cities have been
transformed to varying degrees
by fascism, mainly by razing
central, ancient and popular
neighborhoods
MONUMENTS
While at planning and building level
the actions promoted during fascism
are almost unnoticed, monuments
are still a perceptible presence
A WAY OUT?
The inextricable connection between
the item and its meaning cannot exist
for its digitalization since any action
becomes intrinsically nondestructive
At the same time, information
is saved even if the item
would deteriorate
THE IDOLIZERS
Italy has suffered a civil war in 43-45.
And former fascists soon reorganized
either at a political and cultural level.
Nostalgics are not a few.
AS SYMBOLS
A Monument is indeed Symbol that
refers to a thought of reference that
eventually soaks the monument
itself
AS ITEMS
While meaning changes with time
monuments meant not as symbols but
as physical items lose their integrity,
harming their intrinsic value
as cultural and storic records
THE ICONOCLASTS
The Republic emerged from WWII
is grounded on antifascist Resistance.
For this reason, many still think
that we should simply erase any
evidence coming from those years
Italians, unlike Germans, have not
been able yet to elaborate their
own past and thus are still unable
to storicize fascism
ARCHITECTURE
The style of typical fascists
buildings is unmistakable, with their
neo-roman pseudo-rationalist
appearance; despite this they are
accepted as part of cityscape
Thought of reference for monuments
built during close problematic past
has shifted from the one they were
meant for to a symbol of that past
itself, and is hence seen through
personal opinions about it
6.
7. PROCESSING
Agisoft Photoscan 1.3.6
SURVEY
Sony A-700, Zeiss 16-80
Manual WB, S/A
shot in RAW
SCOPE PHOTOSCAN
Getting to a manageable, objective
3D model ready for further elaboration
and with the least data loss while
preserving as much complete
as possible raw data for future
eventual reprocessing
Since documentation scope for
the statues was secondary,
a sub-professional equipment
has been chosen and a simplified
processing phase applied
(no dimension validation)
LASERSCAN
Raw point clouds have been stored
for documentation purposes, then
imported, decimated, filtered and
eventually merged and layered
with an architectonic ratio
(columns, walls, vaults etc.)
SURVEY
Zoller + Fröhlich
imager 5006h
PROCESSING
Leica Cyclone 6.0.3
RAW DATA
PROCESSED DATA
Store either raw data and every
revision as they are processed when
a loss of objectivity and integrity
is necessary
Privilege manual over automatic
processing, stick to objective
data avoiding to operate major
gaps/holes integration, delegate
simplification and integration
to subsequent phases
8.
9. UNACCESSIBLE
Partes belonging to a building
can be inferenced either on
structural and typological
hypothesis
BAKING
Fine detail is "baked" from
a highpoly model to a
target lowpoly one
SCOPE INTEGRATION
Getting to a lightweight, optimized,
complete, shareable master 3D model
of existing object, that might be shared
or used as solid base for further
declinations (CG, VR, 3Dprint etc.)
Surveyed data might be incomplete
if target surface is badly orientated,
hidden, or even unreachable. In this
phase completeness is mandatory
hence gaps have to be filled
via interpolation or inference
UV-WISE MESH
Mesh has to be designed with
the forthcoming mapping
phase in mind
REDUCTION
Surveyed data, even if already reduced,
have to be reworked from ground up
in order to get a 3D model compliant
to the standard requirements for CG
(lightweight, UV mapped, fair)
LOW SAMPLED
Hardly reachable surfaces can be
reconstructed by interpolating
sparse samples
RETOPOLOGY
Retopology is a complete retracing
of a 3D mesh aimed either at weight
and at further processing, mainly
mapping. Automatic algorithms
are good only for reduction
purposes and aren't suitable
for further development
3D TO 2D
Some techniques, derived from
gaming industry, allow to migrate
high-detail information from 3D to 2D
resulting in a model that is better
handled by software
and hardware
BCKG COSTRAINT
New lowpoly mesh is led to
snap to the surveyed one
granting accuracy
FAIR MESH
Retopologized mesh is preferably
formed by 4-gons, has loops,
and is "watertight"
10.
11. PHILOLOGY
The few undocumented parts,
have been designed on
contemporary analogues
MATERIALS
Marble and stone coatings are
documented, but some
quarries are exhausted
SCOPE UNDOCUMENTED
Crafting an objective 3D reconstruction
that could be as much affordable and
objective as possible while keeping
3D model compliant to the same
rules applied to the optimized
surveyed data at previous stage
Surveyed data might be incomplete
if target surface is badly orientated,
hidden, or even unreachable. In this
phase completeness is mandatory
hence gaps have to be filled
via interpolation or inference
STATUES
70% of main statue lies in quarry
3 on 4 minor statues stand
in a city nearby
ORIGINAL DESIGNS
Main source are the original designs
collected at PNF archive in Rome
by Arch. Federico Scaroni for his
senior thesis, kindly shared with me.
Other sources (mainly sketches)
come from Dazzi Foundation
and web search (photos)
INTEGRATION
Partially built parts, such coatings,
have been used as guides
for completing missing
or spoiled parts
VALIDATION
While retopology can rely on measured
data, reconstructed geometry must
be validated by other sources, such
as original designs, inference
based on technology, typology,
filology, comparison
ARCHITECTURE
Almost complete documentation
verified and adapted
on survey. Minor data
from photos
Highest priority to survey,
then documented designs adapted
to survey, then justified integration,
then philological hipothesis.
No arbitrary speculations,
no simplifications on
dimensions or surfaces
METHODOLOGY
COMPLEMENTS
Many original designs are
documented. Minor ones
are missing
12.
13. ASSETS
The 3D model has to be reorganized
in separate layers, each containing
a single component (a column,
a stair, a lamp...) that is imported
in Unreal and then set for material
assignment and simulated
phisics behaviour
ENVIRONMENT
To improve plausibility, secondary
elements such as vegetation
and surroundings
are added
SCOPE GAMEPLAY
Exploit the potential of gaming tech,
either on hardware and software side,
by setting up a playable reconstruction
that can be shared and enjoyed
almost on any device with
minimum initial investment
and maximum flexibility
At a cognitive level, watching a 3D
reconstruction is far less effective than
actually playing it, discovering it
progressively as we'd do in real life,
especially by doing it with a VR
visor on. But to achieve this goal
we have to simulate the
underlying physics
LEVEL DESIGN
3D reconstruction has to be prepared
for exporting in Unreal - the game
development software - where they
are composed, materials are
assigned and the whole virtual
reality is created
MAPS
The modeling software calculates
specialized maps like AO
to improve materials
simulation
LIGHTING
Simulation algorithms are used
to cast light and shadows
on simulated world
Beeing the goal the simulation of reality
assets have to be placed in a virtual
environment with lights and as many
details as possible, keeping in mind
that details come at a cost
in terms of performance
SETUP
MESHES
SpecializedUV sets are derived
for Lightmaps and texturing,
collision volumes
are set
In-game physics allow to run faster,
jump higher or even fly. But interaction
with other objects in scene have to
be real: i.e. if i'd walk on a wall
i'd bump on it. Everything
such has to be designed
and coded
MOVEMENT
In a virtual reality we can add further
levels of interaction with objects than
the ones allowed by real physics.
Up to present day, interactive
widgets open popups containing
infos about the items they
are associated with
INTERACTION
14.
15. AWARENESS
The main goal today is to let citizens
remember what is that huge concrete
block that emerges from the top of that
hill, to let them discuss further
on a solid objective basis and
hopefully to accept it
as testimony of their
own past
TODAY
CONCLUSIONS
Up today, the 3D simulation of Ciano
Mausoleum ("Cianoleum" for friends)
can be fully browsed: Crypt, Museum,
Lighthouse, Service passages,
stairs and elevator, exterior.
Will be published within 2018
TOMORROW
Cianoleum is just at version 0.
As if it was a software, it can be
improved, developed, enriched, used
as a component of something bigger
or as a tool. With reproduction
value isn't lost, but accumulated
The second floor of the mausoleum
was designed to become a Museum
dedicated to Costanzo Ciano, but
its virtual version could be a free
digital space for virtual expos
and art experiments that could
freely adjectivize it
VIRTUAL MUSEUM
Raw files,meshes, assets, textures
could be shared with a copyleft license
allowing people to build their own
version of the Mausoleum.
The Master integrity would be
preserved and all the copies
could cohexist.
The present version it's suitable to be
experienced already with VR visors.
But having in mind accessibility, a
mobile version that might be also
played on site would be ideal.
This step will require some
effort to optimize
performance.
Interaction is now limited to info popup,
but would develop more robustly
for sake of divulgation efficiency
with rich multimedial contributes,
interactive switching with current
state, in-app access to raw
data
IMPROVEMENT
VR AND MOBILE
OPEN SOURCING
DISSEMINATION
The playable simulation will be
published on Unreal marketplace.
Singular Assets will be shared
on dedicated platforms such as
Sketchfab and on Facebook.
Press release will be sent to
local media and to
stakeholders.
Well, there is plenty of 3D reconstructions out there, so what's the point for this one?
Survey process follows the standard, processing as well, there's even a european
conference about digital archaeology and Unreal Engine has been used already, so?
The point is that here we are dealing with modern controversial heritage and the key
problem with such buildings is that they aren't sterilized yet from a living meaning.
They are stuck in a limbo where physical objects decay with time along with their
intrinsic value as cultural testimony. At the same time they stand strong as symbols
of the time they belong to and thus are adored by nostalgics or rejected by heirs of
those who fought the regimes that built them. They are not neutral. Any intervention
on the artefact is hence impeded, because it is felt as an interaction with that value.
The proposal is not just to preserve information about this kind heritage by dealing
with it as we'd do for an archeological item, but to derive from raw data a simplified
reconstruction that could be shared and enjoyed by anyone on almost any device
with an open source approach. This would foster dissemination and awareness
about the item itself and could defuse contrasts by shifting them in the digital world.
Doing so requires a dedicated development of data that pinpoints on gaming tech.
The ideal arrival of this process is to deprive iconoclasts and idolizers of their fetish
by disabilitating the item as a symbol, and let it rest as a simple testimony of past, to
be cared and preserved as any other archeological testimony.