2018 ◽  
Author(s):  
William Michael Carter

We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the tacking and cabling of archaeological knowledge within the virtual space. This paper addresses through the 3D (re)imagination of a 16th century pre-contact Iroquoian longhouse, by community paradata blogging and participatory research, how archaeologists negotiate meaningmaking through the use of presence and phenomenology while also addressing the foundations of the London Charter: namely agency, authority, authenticity and transparency when virtually representing constructed archaeological knowledge. Through the use of Ontario Late Woodland longhouse excavation archaeological data, archaeological literature, historical accounts and linguistic research in combination with 3D animation and visual effects production methodologies, and engaging this mental construction made real in virtual reality by deploying these assets in a real-time gaming and head mounted immersive digital platform, archaeologists can interact, visualize and interrogate archaeological norms, constructs and notions. I advocate that by using Virtual Archaeology, archaeologists build meaning by making within 3D space, and by deploying these 3D assets within a real-time, immersive platform they are able to readily negotiate the past in the present.


2021 ◽  
Vol 11 (16) ◽  
pp. 7687
Author(s):  
Jie Huang ◽  
Guoqing Tian ◽  
Jiancheng Zhang ◽  
Yutao Chen

Unmanned aerial vehicle (UAV) light shows (UAV-LS) have a wow factor due to their advantages in terms of environment friendliness and controllability compared to traditional fireworks. In this paper, a UAV-LS system is developed including a collision-free formation transformation trajectory planning algorithm, a software package that facilitates animation design and real-time monitoring and control, and hardware design and realization. In particular, a dynamic task assignment algorithm based on graph theory is proposed to reduce the impact of UAV collision avoidance on task assignment and the frequency of task assignment in the formation transformation. In addition, the software package consists of an animation interface for formation drawing and 3D animation simulation, which helps the monitoring and control of UAVs through a real-time monitoring application. The developed UAV-LS system hardware consists of subsystems of decision-making, real-time kinematic (RTK) global positioning system (GPS), wireless communication, and UAV platforms. Outdoor experiments using six quadrotors are performed and details of implementations of high-accuracy positioning, communication, and computation are presented. Results show that the developed UAV-LS system can successfully complete a light show and the proposed task assignment algorithm performs better than traditional static ones.


2006 ◽  
Vol 17 (3-4) ◽  
pp. 229-237 ◽  
Author(s):  
Yi Wang ◽  
Zhi-Qiang Liu ◽  
Li-Zhu Zhou
Keyword(s):  

2021 ◽  
Vol 7 (2) ◽  
pp. 142
Author(s):  
Winarja Winarja ◽  
M Suyanto ◽  
Asro Nasiri

Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.


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