scholarly journals Digitalized preservation and presentation of historical building – taking traditional temples and dougong as examples

Author(s):  
W. B. Yang ◽  
Y. N. Yen ◽  
H. M. Cheng

The integration of preservation of heritage and the digital technology is an important international trend in the 21st century. The digital technology not only is able to record and preserve detailed documents and information of heritage completely, but also brings the value-added features effectively. In this study, 3D laser scanning is used to perform the digitalized archives for the interior and exterior body work of the building which contains integration of 3D scanner technology, mobile scanning collaboration and multisystem reverse modeling and integration technology. The 3D model is built by combining with multi-media presentations and reversed modeling in real scale to perform the simulation of virtual reality (VR). With interactive teaching and presentation of augmented reality to perform the interaction technology to extend the continuously update in traditional architecture information. With the upgrade of the technology and value-added in digitalization, the cultural asset value can be experienced through 3D virtual reality which makes the information presentation from the traditional reading in the past toward user operation with sensory experience and keep exploring the possibilities and development of cultural asset preservation by using digital technology makes the presentation and learning of cultural asset information toward diversification.

Author(s):  
W. B. Yang ◽  
Y. N. Ye

ICOMOS Florence Declaration in 2014, encourages an in-depth reflection on human values through cultural heritage and landscapes, which emphasizes the importance of historical heritage sites, in order to achieve the application of cultural heritage records through the public participation, sharing new technology platform and facilitation tools for knowledge diffusion, for instance. Nikos adopted digitized intangible cultural heritage within i-Treasures project to create a novel digital platform in 2016. Nowadays, the display platform developed based on geographic information system has been gradually accepted and widely used to distribute cultural heritage information, aiming to combine geography, time, events, issues, trends with the interactive maps to show the context of data changes from the consideration of planarity; for example, Burnaby City in Canada has cooperated with the Columbia University to create a navigation platform for guidance of tangible cultural heritage based on story maps in order to provide public recognition function.<br><br> In this study, Qiong-Lin Settlement in Kinmen Area was taken as an example to illustrate the developing process of an overall planning framework for reappearing the glory of historic settlements of cultural heritage sites with digital technology, which included tangible and intangible cultural heritage preservation and transmission planning, community participation and digital navigation programs. The digital technology with the GIS-based digital platform can provide more diverse and interesting information while using an intuitive, graphical user story mapping interface. So that tangible cultural heritage can be effectively understood, interpreted and preserved with the value-added methods, and also intangible cultural heritage can be continuously transmitted to establish a complete system of cultural heritage preservation. The main contents include several navigation technologies, such as 3D laser scanning, UAV images, photogrammetry, panorama, audio/video, geographic information systems etc.


Author(s):  
S. Artese ◽  
J. L. Lerma ◽  
J. Aznar Molla ◽  
R. M. Sánchez ◽  
R. Zinno

<p><strong>Abstract.</strong> The three-dimensional (3D) documentation and surveying of cultural heritage can be carried out following several geomatics techniques such as laser scanning and thermography in order to detect the original 3D shape after applying reverse engineering solutions. In almost all cases, the integration of data collected by different instruments is needed to achieve a successful and comprehensive 3D model of the as-built architectural shape of the historical building. This paper describes the operations carried out by the authors to determine the as-built 3D model of the Escuelas Pias Church, related namely to the dome and circular nave. After the description of the church and historical notes, attention will be driven to the indirect registration results obtained with three different laser scanning software packages, highlighting similarities and differences, and the consequences while generating meshes. The 3D model carried out will then be described and the results of some investigations with regard to the hypotheses about the design of the dome and the origin of the alterations will be presented.</p>


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry &amp; Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


Author(s):  
Jennifer L. Penland ◽  
Kennard Laviers ◽  
Elbert Bassham ◽  
Victor Nnochiri

Virtual reality (VR) is now becoming a major player in education. When first introduced into schools, computer technology and multi-media content were riveted by its newness. Over time, more higher education institutions began to use newer technologies online or distance classes that could be taken from home. Unfortunately, many students have difficulty acquiring the same experience when learning with most classroom management software (CMS). Virtual reality technology is taking user involvement to the next level of immersion and is postured to change the landscape of education in a very significant way. This chapter examines methods of employing VR to maximize benefits to the student as well as the challenges and opportunities for using VR for distance learning. Finally, emerging research and developments in VR is discussed.


2018 ◽  
Vol 44 ◽  
pp. 00013 ◽  
Author(s):  
Vladimir Badenko ◽  
Alexander Fedotov ◽  
Dmitry Zotov

Analyses of gaps in processing of raw laser scanning data and results of bridging the gaps discovered on the basis of usage of laser scanning data for historic building information modelling are presented. Some results of the development of a unified hybrid technology for the processing, storage, access and visualization of combined laser scanning and photography data about historical buildings are analyzed. The first result of the technology application to historical building of St. Petersburg Polytechnic University shows the robustness of the approaches proposed.


Author(s):  
Tom Pfeifer ◽  
Barry Downes

Mobile magazines will be magazines on a mobile computing and communication platform (in contrast to print magazines about mobile technologies), providing valuable, current multi-media content. However, there is a gap in the value chain between mobile operators and content publishers, hindering established small and medium sized publishers to enter the mobile market despite its commercial potential. A mobile operator publishing and entertainment platform enables the creation of a new category of mobile service called a mobile magazine. An m-Mag (mobile magazine) eco-system is a next generation mobile publishing service that is made available from a mobile operator’s portal, that is integrated with value added mobile data services and that uses the operator’s billing capabilities to charge consumers for access to the magazine. Using Parlay/OSA as an open approach, the m-Mag platform can integrate into an operator’s network using standardised APIs and is portable across different operator networks. A discussion of the commercial potential analyses the route to the market.


Buildings ◽  
2020 ◽  
Vol 10 (11) ◽  
pp. 204 ◽  
Author(s):  
Mudan Wang ◽  
Cynthia Changxin Wang ◽  
Samad Sepasgozar ◽  
Sisi Zlatanova

Off-site construction (OSC) is known as an efficient construction method that could save time and cost, reduce waste of resources, and improve the overall productivity of projects. Coupled with digital technologies associated with the Industry 4.0 concept, OSC can offer a higher rate of productivity and safety. While there is a rich literature focusing on both OSC and Industry 4.0, the implementation of associated digital technologies in the OSC context has not been fully evaluated. This paper intends to evaluate the current literature of digital technology applications in OSC. Scientometric analyses and a systematic review were carried out evaluating fifteen typical digital technologies adopted by OSC projects, including building information modelling (BIM), radio frequency identification devices (RFID), global positioning systems (GPS), the Internet of Things (IoT), geographic information systems (GIS), sensors, augmented reality (AR), virtual reality (VR), photogrammetry, laser scanning, artificial intelligence (AI), 3D printing, robotics, big data, and blockchain. This review formulates a clear picture of the current practice of these digital technologies and summarizes the main area of application and limitations of each technology when utilized in OSC. The review also points out their potential and how they can be better adopted to improve OSC practice in the future.


2011 ◽  
Vol 110-116 ◽  
pp. 4118-4122
Author(s):  
Ercihan Kiraci ◽  
Alex Attridge ◽  
Mark. A. Williams

Benchmarking competitor products helps a company to identify opportunities to improve their product relative to their competitors. This allows a company to determine the basic requirements of a new product, and target potential areas for improvement, particularly within the automotive industry where there is considerable growth and competition. Automotive firms have been increasingly focusing on development processes. Reducing time to market and improving quality whilst minimising cost. Laser scanning technology enables companies to make design and engineering improvements through the ability to analyse a competitor’s design. A case study of this generic process will be presented in this paper. The results have revealed that a company can create significant value-added activity, reduce the need for physical prototype costs and time, improve quality in new product development introduction.


Sign in / Sign up

Export Citation Format

Share Document