Author: Mark Greengrass
Publisher: Routledge
ISBN: 1317012577
Category : Language Arts & Disciplines
Languages : en
Pages : 417
Book Description
This unique book critically evaluates the virtual representation of the past through digital media. A distinguished team of leading experts in the field approach digital research in history and archaeology from contrasting viewpoints, including philosophical, methodological and technical. They illustrate the challenges involved in representing the past digitally by focusing on specific cases of a particular historical period, place or technical problem.
The Virtual Representation of the Past
Author: Mark Greengrass
Publisher: Routledge
ISBN: 1317012577
Category : Language Arts & Disciplines
Languages : en
Pages : 417
Book Description
This unique book critically evaluates the virtual representation of the past through digital media. A distinguished team of leading experts in the field approach digital research in history and archaeology from contrasting viewpoints, including philosophical, methodological and technical. They illustrate the challenges involved in representing the past digitally by focusing on specific cases of a particular historical period, place or technical problem.
Publisher: Routledge
ISBN: 1317012577
Category : Language Arts & Disciplines
Languages : en
Pages : 417
Book Description
This unique book critically evaluates the virtual representation of the past through digital media. A distinguished team of leading experts in the field approach digital research in history and archaeology from contrasting viewpoints, including philosophical, methodological and technical. They illustrate the challenges involved in representing the past digitally by focusing on specific cases of a particular historical period, place or technical problem.
Paradata and Transparency in Virtual Heritage
Author: Anna Bentkowska-Kafel
Publisher: Routledge
ISBN: 131708425X
Category : Business & Economics
Languages : en
Pages : 366
Book Description
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.
Publisher: Routledge
ISBN: 131708425X
Category : Business & Economics
Languages : en
Pages : 366
Book Description
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.
Handbook of Digital 3D Reconstruction of Historical Architecture
Author: Sander Münster
Publisher: Springer Nature
ISBN: 3031433637
Category :
Languages : en
Pages : 211
Book Description
Publisher: Springer Nature
ISBN: 3031433637
Category :
Languages : en
Pages : 211
Book Description
IT for Learning Enhancement
Author: Moira Monteith
Publisher: CRC Press
ISBN: 9789026515248
Category : Education
Languages : en
Pages : 200
Book Description
This volume considers the ways in which IT promotes learning and examines how research can perform a useful function by encouraging reflection on the part of teachers and the development and sharing of good practice. Examples of current research are included.
Publisher: CRC Press
ISBN: 9789026515248
Category : Education
Languages : en
Pages : 200
Book Description
This volume considers the ways in which IT promotes learning and examines how research can perform a useful function by encouraging reflection on the part of teachers and the development and sharing of good practice. Examples of current research are included.
Research and Education in Urban History in the Age of Digital Libraries
Author: Florian Niebling
Publisher: Springer Nature
ISBN: 3030931862
Category : Computers
Languages : en
Pages : 272
Book Description
This book constitutes selected and revised papers from the Second International Conference on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2019, held in Dresden, Germany, in October 2021. The 11 full papers presented in this volume were thoroughly reviewed and selected from 41 submissions. They are organized in the topical sections on theory, methods and systematization; visualization and presentation; machine learning and artificial intelligence.- policies, legislation and standards.
Publisher: Springer Nature
ISBN: 3030931862
Category : Computers
Languages : en
Pages : 272
Book Description
This book constitutes selected and revised papers from the Second International Conference on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2019, held in Dresden, Germany, in October 2021. The 11 full papers presented in this volume were thoroughly reviewed and selected from 41 submissions. They are organized in the topical sections on theory, methods and systematization; visualization and presentation; machine learning and artificial intelligence.- policies, legislation and standards.
Virtual Reality
Author: Melanie Chan
Publisher: Bloomsbury Publishing USA
ISBN: 1623564743
Category : Social Science
Languages : en
Pages : 217
Book Description
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.
Publisher: Bloomsbury Publishing USA
ISBN: 1623564743
Category : Social Science
Languages : en
Pages : 217
Book Description
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.
New Directions and Paradigms for the Study of Greek Architecture
Author:
Publisher: BRILL
ISBN: 900441665X
Category : Social Science
Languages : en
Pages : 348
Book Description
New Directions and Paradigms for the Study of Greek Architecture comprises 20 chapters by nearly three dozen scholars who describe recent discoveries, new theoretical frameworks, and applications of cutting-edge techniques in their architectural research. The contributions are united by several broad themes that represent the current directions of study in the field, i.e.: the organization and techniques used by ancient Greek builders and designers; the use and life history of Greek monuments over time; the communication of ancient monuments with their intended audiences together with their reception by later viewers; the mining of large sets of architectural data for socio-economic inference; and the recreation and simulation of audio-visual experiences of ancient monuments and sites by means of digital technologies.
Publisher: BRILL
ISBN: 900441665X
Category : Social Science
Languages : en
Pages : 348
Book Description
New Directions and Paradigms for the Study of Greek Architecture comprises 20 chapters by nearly three dozen scholars who describe recent discoveries, new theoretical frameworks, and applications of cutting-edge techniques in their architectural research. The contributions are united by several broad themes that represent the current directions of study in the field, i.e.: the organization and techniques used by ancient Greek builders and designers; the use and life history of Greek monuments over time; the communication of ancient monuments with their intended audiences together with their reception by later viewers; the mining of large sets of architectural data for socio-economic inference; and the recreation and simulation of audio-visual experiences of ancient monuments and sites by means of digital technologies.
Confronting Images
Author: Georges Didi-Huberman
Publisher: Penn State Press
ISBN: 9780271024714
Category : Philosophy
Languages : en
Pages : 354
Book Description
According to Didi-Huberman, visual representation has an "underside" in which intelligible forms lose clarity and defy rational understanding. Art historians, he contends, fail to engage this underside, and he suggests that art historians look to Freud's concept of the "dreamwork", a mobile process that often involves substitution and contradiction.
Publisher: Penn State Press
ISBN: 9780271024714
Category : Philosophy
Languages : en
Pages : 354
Book Description
According to Didi-Huberman, visual representation has an "underside" in which intelligible forms lose clarity and defy rational understanding. Art historians, he contends, fail to engage this underside, and he suggests that art historians look to Freud's concept of the "dreamwork", a mobile process that often involves substitution and contradiction.
Digital Performance
Author: Steve Dixon
Publisher: MIT Press
ISBN: 0262303329
Category : Performing Arts
Languages : en
Pages : 1027
Book Description
The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Publisher: MIT Press
ISBN: 0262303329
Category : Performing Arts
Languages : en
Pages : 1027
Book Description
The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Recent Advances in 3D Imaging, Modeling, and Reconstruction
Author: Voulodimos, Athanasios
Publisher: IGI Global
ISBN: 1522552952
Category : Computers
Languages : en
Pages : 396
Book Description
3D image reconstruction is used in many fields, such as medicine, entertainment, and computer science. This highly demanded process comes with many challenges, such as images becoming blurry by atmospheric turbulence, getting snowed with noise, or becoming damaged within foreign regions. It is imperative to remain well-informed with the latest research in this field. Recent Advances in 3D Imaging, Modeling, and Reconstruction is a collection of innovative research on the methods and common techniques of image reconstruction as well as the accuracy of these methods. Featuring coverage on a wide range of topics such as ray casting, holographic techniques, and machine learning, this publication is ideally designed for graphic designers, computer engineers, medical professionals, robotics engineers, city planners, game developers, researchers, academicians, and students.
Publisher: IGI Global
ISBN: 1522552952
Category : Computers
Languages : en
Pages : 396
Book Description
3D image reconstruction is used in many fields, such as medicine, entertainment, and computer science. This highly demanded process comes with many challenges, such as images becoming blurry by atmospheric turbulence, getting snowed with noise, or becoming damaged within foreign regions. It is imperative to remain well-informed with the latest research in this field. Recent Advances in 3D Imaging, Modeling, and Reconstruction is a collection of innovative research on the methods and common techniques of image reconstruction as well as the accuracy of these methods. Featuring coverage on a wide range of topics such as ray casting, holographic techniques, and machine learning, this publication is ideally designed for graphic designers, computer engineers, medical professionals, robotics engineers, city planners, game developers, researchers, academicians, and students.