Abstract. This paper proposes a design for libraries of European Classical architectural elements based on shape grammars. This design is based on a workflow which develops library objects from 3D CAD primitives using architectural rules to construct parametric representations of architectural elements. In the case of Classical architecture, the design and detail for the parametric objects are based on manuscripts ranging from Vitruvius to Palladio to the architectural pattern books of the eighteenth century. The generation of 3D objects for virtual reconstruction necessitates the application of computer algorithms and rules introduced by the user to generate objects, buildings and spaces from a grammar and vocabulary of shapes. Both the use of graphicly constructed and coded parametric libraries in formal and open-source platforms will be considered here.
Abstract. This paper presents and discusses the preliminary results of a small scale visualisation project as part of which the low-cost LiDAR scanner that now comes as standard with the iPad Pro was used in conjunction with both the Arctec Leo structured light scanner and photogrammetric survey methods to record, analyse and present the recently excavated remains of a Neolithic passage tomb at Dowth Hall, Co, Meath, Ireland. It considers the ease and speed with which the small to medium scale structural components found here can be scanned or photographed, meshed, and textured using each approach and further explores whether the outputs produced in each case might be used to support and enhance each other.
Digitization and virtual representation of archaeology and architectural heritage potentially connects tangible and intangible cultural assets allowing for recording, conserving, and documenting cultural heritage. Process workflow, case study, and design framework are presented for virtual historic centers intended for archiving, storage, and dissemination of heritage knowledge and information. The process commences with remote sensing and data capturing technologies such as terrestrial and aerial laser scanning, Global Positioning System (GPS), and digital photogrammetry. The resultant survey data is enriched with new methods for 3D modelling of historic environments based on heritage geographic information systems (HGIS) and historic building information modelling (HBIM). The enhancement of 3D data with semantic attributes as intelligent virtual representation of historic environments allows multiple user scenarios ranging from engineering conservation to education and knowledge extraction in addition to object visualization. Open access computing systems for large data management and dissemination are now being considered; these are based on game engine platforms and Oracle and PostgreSQL spatial databases, which are used for managing large datasets.
The change and restrictions in how we react with cultural heritage because of the COVID-19 pandemic has created an urgency in advancing remote and digital access to objects and sites. This paper outlines the process for developing Virtual Learning Environments (VLEs) using digital recording and modelling of architectural heritage and archaeology. Virtual Reality (VR) software, game engine platforms and WEB platforms are outlined which can be applied to represent heritage sites in addition to emerging screen based technological learning systems. The application Historic Building Information Modelling (HBIM) and Game Engine Platforms for creating Virtual Learning Environments (VLEs) is also examined. The design-theory based on Virtual Learning Objects for cultural heritage is explored. Two case studies are explored for their potential to create Virtual Heritage Learning Environments. Finally, a design framework is proposed for developing Virtual Heritage Learning Environments.
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