scholarly journals Virtual Palimpsest and Pentimenti for an Architecture in Reality

2021 ◽  
Author(s):  
◽  
Keegan Hannaway

<p>Behind every site is an unseen history. Before us, countless people have lived their lives through an ever evolving environment. This research examines how a process of uncovering site specific architectural and cultural histories using virtual reality can facilitate for the development of a design intervention that builds upon former histories of the site.  This has been done through a process of digitally unveiling traces of historic architectures, using notions of palimpsest and pentimento.   Palimpsest and pentimento are terms from art and literary studies which are concerned with the physical traces of historic processes left on parchment and canvas, the reworking and adding to a new piece that reflects what was before. Palimpsest as an architectural theory is somewhat related to ideas of historicism in 1980s post-modernist architecture.  This research was undertaken initially through conventional historical research using archival plans and photographs of former buildings on the site. These were obtained from sources such as the Wellington City Council and National Library of New Zealand in order to accurately determine what has previously existed. This history was then visually represented in three-dimensional digital models and overlaid onto a model of the site.  By digitally rebuilding each built intervention, users can occupy each phase separately or simultaneously in a virtual reality environment. This full scaled model enables an accurate visualisation of how the historic architecture really existed. Ideas such as scale, phenomenology, depth, form, and detail can be represented in virtual reality in a way that allows a greater understanding than simple flat images and plans.  This process then leads to a way of developing an architecture based off what made the previous buildings successful. Once Again using virtual reality, this time as a design tool, to root the new building in to its historical context, creating a deeper architectural experience.  Developing this process of using the history of a site as a tool for generating a new architecture allows for a greater meaning of the site, and for a deeper meaning to the architecture.</p>

2021 ◽  
Author(s):  
◽  
Keegan Hannaway

<p>Behind every site is an unseen history. Before us, countless people have lived their lives through an ever evolving environment. This research examines how a process of uncovering site specific architectural and cultural histories using virtual reality can facilitate for the development of a design intervention that builds upon former histories of the site.  This has been done through a process of digitally unveiling traces of historic architectures, using notions of palimpsest and pentimento.   Palimpsest and pentimento are terms from art and literary studies which are concerned with the physical traces of historic processes left on parchment and canvas, the reworking and adding to a new piece that reflects what was before. Palimpsest as an architectural theory is somewhat related to ideas of historicism in 1980s post-modernist architecture.  This research was undertaken initially through conventional historical research using archival plans and photographs of former buildings on the site. These were obtained from sources such as the Wellington City Council and National Library of New Zealand in order to accurately determine what has previously existed. This history was then visually represented in three-dimensional digital models and overlaid onto a model of the site.  By digitally rebuilding each built intervention, users can occupy each phase separately or simultaneously in a virtual reality environment. This full scaled model enables an accurate visualisation of how the historic architecture really existed. Ideas such as scale, phenomenology, depth, form, and detail can be represented in virtual reality in a way that allows a greater understanding than simple flat images and plans.  This process then leads to a way of developing an architecture based off what made the previous buildings successful. Once Again using virtual reality, this time as a design tool, to root the new building in to its historical context, creating a deeper architectural experience.  Developing this process of using the history of a site as a tool for generating a new architecture allows for a greater meaning of the site, and for a deeper meaning to the architecture.</p>


2009 ◽  
Vol 124 (2) ◽  
pp. 119-125 ◽  
Author(s):  
A P George ◽  
R De

AbstractObjective:We aimed to review the history of anatomical dissection, and to examine how modern educational techniques will change the way temporal bone dissection is taught to otolaryngology trainees.Method:Review of the literature using Medline, Embase and PubMed database searches.Results:Temporal bone anatomy has traditionally been taught using cadaveric specimens. However, resources such as three-dimensional reconstructed models and ‘virtual reality’ temporal bone simulators have a place in educating the otolaryngology trainee.Conclusion:We should encourage the use of fresh frozen cadaveric temporal bone specimens for future otologists. Artificial three-dimensional models and virtual reality temporal bone simulators can be used to educate junior trainees, thus conserving the scarce resource of cadaveric bones.


2020 ◽  
Vol 10 (23) ◽  
pp. 8317
Author(s):  
Varvara Antoniou ◽  
Fabio Luca Bonali ◽  
Paraskevi Nomikou ◽  
Alessandro Tibaldi ◽  
Paraskevas Melissinos ◽  
...  

In the present work we highlight the effectiveness of integrating different techniques and tools for better surveying, mapping and collecting data in volcanic areas. We use an Immersive Virtual Reality (IVR) approach for data collection, integrated with Geographic Information System (GIS) analysis in a well-known volcanological site in Santorini (Metaxa mine), a site where volcanic processes influenced the island’s industrial development, especially with regard to pumice mining. Specifically, we have focused on: (i) three-dimensional (3D) high-resolution IVR scenario building, based on Structure from Motion photogrammetry (SfM) modeling; (ii) subsequent geological survey, mapping and data collection using IVR; (iii) data analysis, e.g., calculation of extracted volumes, as well as production of new maps in a GIS environment using input data directly from the IVR survey; and finally, (iv) presentation of new outcomes that highlight the importance of the Metaxa Mine as a key geological and volcanological geosite.


Author(s):  
Svitlana Ivanova

The study on archaeological sites has some peculiarities when undertaken inside the territories of modern cities. And the reason behind it is not only the usual situation when parts of a site are covered by present-day constructions or cut by communication trenches. Sometimes a stratigraphic position and/or a level of recovery for ancient artefacts are blurred by inherent ambiguity. This is exactly the case, which can be traced for the settlement of ancient times on the Primorsky Boulevard of Odessa. The variability of the level of occurrence of the cultural layer and the virgin soil can be explained by referring to historical documentation. During the design and preparation of the territory for the landing of trees and construction, preparatory work was carried out. The area was cleared and leveled down. In addition, one should keep in mind the relief of the terrain, the presence of slopes, the elevation drop, the leveling of which led to the present ambiguous stratigraphic situation. The cultural layer was also damaged when some soil was withdrawn from its original position from the territory of the former military barracks, which were located here at the beginning of the XIX century in order to strengthen the slopes of the boulevard. These works are recorded in archival data stored in the State Archive of Odessa region. The construction of numerous communications also contributed to the inevitable alterations in the state of the settlement's preservation. Given the available historical information, it is possible that individual archaeological sites can be discovered during the reconstruction of existing buildings located on Primorsky Boulevard. The history of construction and subsequent re-building on the Primorsky Boulevard is linked with the material remains that are stored underground. Consideration of this aspect provides the necessary information on the identification of objects that can be found in archaeological sites situated underneath the modern buildings. There is an obvious and urgent necessity of archaeological supervision for all types of reconstruction or building works, in accordance with existing legislation. This conclusion is relevant not only to the territory of the ancient settlement, but also to its surveillance zone. The construction works should be suspended until the final archaeological research, if archaeological sites would be identified. Key words: Classical age, city archaeology, cultural layer, Prymorskyj Boulevard.


2021 ◽  
Author(s):  
◽  
Robyn Harkness

<p>Within healthcare architecture, there is a void of attention directed towards the non-medical spaces; the waiting rooms, hallways and all ‘between moments’ where many people spend extended periods of time under acute stress. Nowhere is this more prevalent that in the emergency departments where patients seek care and treatment for real or perceived, serious injuries or illnesses. While waiting for medical attention, exposure to high levels of harsh lighting, sterile furnishings, chaotic activity and cavernous rooms with others in distress can cause and increase anxiety, delirium and high blood pressure. The emotional experience of such spaces changes based upon a user’s unique sensory conditions and therefore their individual perception of space.  The architectural design tools and devices to explore these highly charged sensory spaces have been historically limited to technical plans and sections and rendered marketing perspectival images, which do not fully communicate the immersive experience of these spaces when in use. Virtual reality is emerging as a powerful three-dimensional visualisation tool, offering designers the opportunity to comprehend proposed designs more clearly during the planning and design phases, thus enabling a greater influence on design decision making.  This research explores the use of VR in a healthcare perspective, adopting a participatory design approach to simulate sensory conditions of blindness, deafness and autism and the emotions associated with these conditions within space. This approach diverges from a purely visual method of design towards an understanding of the haptic, exploring the critical phenomenology behind these non-medical spaces. The research finds significant potential for the use of virtual reality as a design tool to simulate the experience of these spaces in early design stages.</p>


2016 ◽  
Vol 15 (2) ◽  
pp. 18-29
Author(s):  
Andrew Ray

Virtual environments (VEs) demonstrate the immense potential computer technology can provide to society. VEs have been created for almost two decades, but standardized tools and procedures for their creation do not exist. Numerous efforts to create tools for creating VEs have come and gone, but there is little consensus among tool creators for establishing a common subset of standard features that developers can expect. Currently, developers use one of many Virtual Reality (VR) toolkits to create a VE. However, VR toolkits are problematic when it comes to interoperability between applications and other VR toolkits. This paper investigates why the development tools are in this state. A discussion on the history of VR toolkits and developer experiences is used to show what developers face when they create a VE. Next, Three Dimensional Interaction Technique (3DIT) toolkits are introduced to show a new way of developing some parts of VEs. Lastly, a vision for the future of VE development that may help improve the next generation of toolkits is presented.


2010 ◽  
Vol 18 (2) ◽  
pp. 177-194
Author(s):  
Owen Hatherley

The Weimar-Republic, and the modernist architecture and planning that was born there, is still a contested place, from whence liberals, reactionaries and Marxists can all trace their lineage. Sabine Hake’s Topographies of Class attempts to clarify this contestation, through an interdisciplinary study of the modernist geography of the interwar-capital, Berlin. The book offers many new insights into the Weimar-era city, countering a tendency on the Left to reject the twentieth-century city in favour of the romanticised ‘capitals of the nineteenth century’, with their insurgent proletariat and their lushly ornamented boulevards. Topographies of Class is a reminder that, irrespective of the era’s rejection of ornament and romanticism, it was a site of class-struggle as intense as that of the Paris of the 1870s. However, Hake’s study is dominated by a conception of class as an ‘identity’, akin to the identity-politics of race or gender, leading to an argument centred on the suppression or expression of ‘class-difference’ rather than class-struggle. In the process, her reading of the city’s modernism becomes overly one-sided, as a period of tension between labour and capital is read, under the influence of Manfredo Tafuri and Italian post-Marxist architectural theory, as being governed almost solely by the logic of Fordist capital.


Author(s):  
Denis V. Dorozhkin ◽  
Judy M. Vance

Virtual Reality (VR) is becoming an important tool in the engineering product development process. The virtual environment provides the user with the ability to interact with three-dimensional digital representations of products using natural head and hand motions. While interacting with digital objects in VR seems natural, the use of traditional two-dimensional menu systems does not always provide a convenient interface to controlling task specifications in the three-dimensional space. New human-computer-interfaces are needed for this emerging VR design tool. This paper will present the details of implementing a speaker-independent, command and control, speech recognition menuing system for a virtual reality application. The menuing system will be described as it is incorporated into a virtual environment for the design of spatial mechanisms. Design and technical issues involved in the interface creation process are discussed and the resulting interaction system is described.


2021 ◽  
Author(s):  
◽  
Robyn Harkness

<p>Within healthcare architecture, there is a void of attention directed towards the non-medical spaces; the waiting rooms, hallways and all ‘between moments’ where many people spend extended periods of time under acute stress. Nowhere is this more prevalent that in the emergency departments where patients seek care and treatment for real or perceived, serious injuries or illnesses. While waiting for medical attention, exposure to high levels of harsh lighting, sterile furnishings, chaotic activity and cavernous rooms with others in distress can cause and increase anxiety, delirium and high blood pressure. The emotional experience of such spaces changes based upon a user’s unique sensory conditions and therefore their individual perception of space.  The architectural design tools and devices to explore these highly charged sensory spaces have been historically limited to technical plans and sections and rendered marketing perspectival images, which do not fully communicate the immersive experience of these spaces when in use. Virtual reality is emerging as a powerful three-dimensional visualisation tool, offering designers the opportunity to comprehend proposed designs more clearly during the planning and design phases, thus enabling a greater influence on design decision making.  This research explores the use of VR in a healthcare perspective, adopting a participatory design approach to simulate sensory conditions of blindness, deafness and autism and the emotions associated with these conditions within space. This approach diverges from a purely visual method of design towards an understanding of the haptic, exploring the critical phenomenology behind these non-medical spaces. The research finds significant potential for the use of virtual reality as a design tool to simulate the experience of these spaces in early design stages.</p>


2019 ◽  
Vol 145 (1) ◽  
pp. 129-151 ◽  
Author(s):  
Billie Melman

This article explores the multiple visual presences of antiquity in the first half of the twentieth century and connects visual histories to the history of empires. It shows how archaeology mediated between the newly discovered material civilizations of the ancient Mesopotamian empires and experiences of modernity in the British Empire, the world’s largest modern empire. The article demonstrates how the materiality of antiquity enabled its visualization in a variety of forms, from illustrations through black-and-white and color photography to aerial photography, and in three-dimensional reconstructions in museums. The article focuses on the spectacular archaeological discoveries at Ur, Tell Al-Muqayyar, in Southern Iraq, which exposed to mass audiences the unknown Sumerian culture. Ur was represented and constructed as the place of origin of monotheism, a site of a rich material culture, and, at the same time, as barbarous.


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