Category Archives: Virtual Reality

new article: A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage

by Mafkereseb Kassahun Bekele and Ear Zow Digital

Open access article in Frontiers in Robotics and AI, 24 September 2019 | https://doi.org/10.3389/frobt.2019.00091

In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn’t often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology’s or the interaction method’s potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.

major grant: Photogrammetry heritage and interaction design

Announced today-Australian Research Council (ARC) Linkage 2018 Grant LP180100284 awarded $461,783.00

https://www.arc.gov.au/news-publications/media/research-highlights/developing-immersive-3d-experiences-explore-undersea-heritage-sites

Investigators:
Dr Andrew Woods; Professor Erik Champion; Dr Petra Helmholz; Dr David Belton; Professor Derek Lichti; Ms Catherine Belcher; Dr Ross Anderson; Mr Ian Thilthorpe; Mr Danny Murphy; Adjunct Professor Alec Coles; Dr James Hunter; Mr Michael Harvey.

Photogrammetric Reconstruction for Underwater Virtual Heritage Experiences. This project aims to enable significant underwater cultural heritage sites such as shipwrecks to be recreated in immersive underwater virtual heritage experiences. Photogrammetric 3D reconstruction techniques will be used to generate complex digital 3D models of shipwreck sites from hundreds of thousands of underwater images. This will allow vivid experiences to be created which explain the stories of these wrecks. The project will conduct audience engagement studies to recommend the most appropriate methods to implement underwater virtual heritage experiences for Australian audiences. The sites which will be used as test datasets are some of the most significant Australian shipwreck sites, including HMAS Sydney (II) and HMAS AE1.

Institutes:Curtin University, WESTERN AUSTRALIAN MUSEUM, AUSTRALIAN NATIONAL MARITIME MUSEUM, and University of Calgary.

UNESCO CHAIR Projects (September 2016-June 2019)

2019 Time-layered cultural map of Australia (Erik Champion and research assistant): 2018 ARC LIEF LE190100019  grant (hosted by Newcastle), $420,000 awarded GIS Programming and VR/MR mapping. URL: https://www.arc.gov.au/news-publications/media/research-highlights/australian-cultural-and-historical-data-be-linked-new-research-infrastructure

2019 GIS AR and mapping (Curtin Institute for Computation grant) (Erik Champion, David McMeekin, Hafizur Rahaman). Linked Open Data for 3D Heritage ARC grants Moviemap Geolocated Datasets and XR-Makerspace, Workflow and Web Portfolio Platform Development), $30,263.88.

2018 PhD project (Ikrom Nishanbaev): 3D/GIS Semantic Web-3D repository and Website-interface for cultural heritage objects and associated paradata.

2019 MCASI grant (Hafizur Rahaman, Michelle Johnston): AR-triggered language guide (mobile device to recognise 3D objects, play associated sounds and display associated text helping a user to understand a language) $2000.

2018 Erik Champion With Research Fellow (Dr Hafizur Rahaman). Open source photogrammetry to 3D digital models to augmented and mixed reality.

Mafkereseb Bekele (centre) winning a Young CAADRIA 2019 award (Hafizur Rahaman L and Marc Schnabel R).

2017 PhD project (Mafkereseb Bekele): Collaborative Learning with Microsoft HoloLens (sites: WA Museum-Xantho steam engine and Duyfken)-, can augment scale and create interactive map-based historical journeys as well. Featured in papers at CAADRIA (best student paper: Mafkereseb Bekele) and Computer Applications in Archaeology (Erik Champion).

2018 Summer intern (Corbin Yap). Latest Unreal game engine ported to 4 stereo and non-stereo displays of Curtin HIVE VR centre.

2017 Software Engineering project (with co-mentor Dr Karen Miller) gesture-based interface to Minecraft and other game engines.

latest article out: From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience

Open Access for 50 days! Check out at https://www.sciencedirect.com/science/article/pii/S2212054819300153?dgcid=author

Rahaman, H., Champion, E., & Bekele, M. (2019). From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digital Applications in Archaeology and Cultural Heritage, 13, e00102. Retrieved from http://www.sciencedirect.com/science/article/pii/S2212054819300153. doi:https://doi.org/10.1016/j.daach.2019.e00102

Abstract

The domain of cultural heritage is on the verge of adopting immersive technologies; not only to enhance user experience and interpretation but also to satisfy the more enthusiastic and tech-savvy visitors and audiences. However, contemporary academic discourse seldom provides any clearly defined and versatile workflows for digitising 3D assets from photographs and deploying them to a scalable 3D mixed reality (MxR) environment; especially considering non-experts with limited budgets. In this paper, a collection of open access and proprietary software and services are identified and combined via a practical workflow which can be used for 3D reconstruction to MxR visualisation of cultural heritage assets. Practical implementations of the methodology has been substantiated through workshops and participants’ feedback. This paper aims to be helpful to non-expert but enthusiastic users (and the GLAM sector) to produce image-based 3D models, share them online, and allow audiences to experience 3D content in a MxR environment.

CAADRIA 2019 Wellington

Mafkereseb Bekele (centre) winning a Young CAADRIA award

I was the second-author of two papers presented at CAADRIA 2019: INTELLIGENT & INFORMED in Wellington New Zealand, and they are now published in CUMINCAD. The primary authors were Mafkereseb Bekele for the first paper (he won a Young CAADRIA award) and Hafizur Rahaman for the second paper, both are colleagues at Curtin University, Mafkereseb is a PhD student here and Hafizur is a Research Fellow.

The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current immersive reality technologies. In addition, the paper will suggest some high-level overview of the redefinition’s contextual applicability to the Virtual Heritage (VH) domain.

To validate the hypothesis that virtual heritage papers are reliant on providing scholarly argumentation based on 3D models, and convenient access is provided to these models where relevant, this study reviewed 264 articles from the last three available proceedings of major digital heritage events and conferences (14 in total). The findings revealed this was not the case, few contain references to accessible 3D models. We discuss why this may be so, and we outline recommendations for ensuring that virtual heritage 3D models can be preserved and accessed.

CFP: Personal and Ubiquitous Computing

Personal and Ubiquitous Computing (Springer Science)

Special Issue on Virtual and Mixed Reality in Culture and Heritage:

Details:

This special issue solicits research related to Virtual and Mixed Reality in Culture and
Heritage. Authors are encouraged to submit articles presenting original and
innovative studies that address new challenges and implications and explore the
potential of immersive technologies in museums, galleries, heritage sites and
art/cultural institutions.

Guest Editors:
Damianos Gavalas, University of the Aegean, Greece dgavalas@aegean.gr
Stella Sylaiou, Hellenic Open University, Greece, sylaiou@gmail.com
Vlasios Kasapakis, University of the Aegean, Greece, v.kasapakis@aegean.gr
Elena Dzardanova, University of the Aegean, Greece, lena@aegean.gr

Important Dates:
Submission: July 31, 2019
1st round notification: Sept 30, 2019
Revision deadline: Nov 15, 2019
Final notification: Dec 31, 2019
Expected publication: 4nd Q 2020

CAA 2019 presentations

More for my own use, here are two papers accepted for CAA2019 in Krakow Poland, 23-27 April, 2019.

Author Erik M Champion (Mafi?)

Title Mixable reality, Collaboration, and Evaluation (S36: User Experience Design in Archaeology and Cultural Heritage)

If we are to move past one hit AR wonders like Pokémon Go, scalable yet engaging content, stable tools, appropriate evaluation research, long-term and robust infrastructure, are essential. Formats like WebVR and Web XR show promise for sharing content across desktop and head-mounted displays (without having to download plugins), but there is also a non-technological constraint: our preconceptions about virtual reality. For example, in a 2018 Conversation article “Why virtual reality cannot match the real thing” by Professor of Philosophy Janna Thompson) she argued that virtual reality (and virtual heritage in particular) attempts to provide accurate and equivalent realistic interactive simulations of the existing real world.
VR is not only a possible mirror to the current world. As Sir David Attenborough noted about the Natural History Museum’s “Hold the World” VR application, it provides a richer understanding of process, people can move and view virtual objects that are otherwise fragile, expensive or remote. And it allows people to share their mashups of reality, mixable reality. Collaborative learning can compel us to work in groups to see the bigger picture… your actions or decisions can be augmented and incorporated into the experience. However, there are few studies on collaborative learning in mixed reality archaeology and heritage. This presentation will discuss two projects, (one using two HoloLens HMDs, one a game where two people with different devices must share and control one character,) the theories adopted, and the range of possibilities for evaluating user experience in this collaborative mixed reality.

This is related to part of an article on VR for tourism that was submitted to the online Conversation website, this abstract will be further modified and updated.

Authors: Erik M Champion, Hafizur Rahaman

Title: 3D Models: Unwanted, Unknown, Unloved (Session S37: 3D Publishing and Sustainability: Taking Steps Forward)

Given the importance of three-dimensional space and artefacts to archaeology and to heritage studies, one might therefore assume that publications in the area of virtual heritage are heavily reliant on providing scholarly argument based on 3D models.

To corroborate this hypothesis, we reviewed virtual heritage proceedings of five major digital heritage conferences one could expect to be focused on projects incorporating 3D models. A total number of 264 articles across 14 proceedings were studied, and the results will be tabulated and presented.

The lack of accessible 3D models, usable projects, or ways in which the 3D model could be used and critiqued in a scholarly argument is of great concern to us. We suggest that long-term usage and preservation of virtual heritage models are worrying and persistent issues, and their scholastic impact is severely compromised. We suggest there are least three critical issues: we lack accessible, durable and complete infrastructure, which is essential for storage and preservation; we still don’t have a shared understanding of how to develop, integrate and demonstrate the research value of 3D heritage models; we also lack robust, long-term publication systems that can integrate and maintain both the 3D models and their relevance and functionality in terms of both community engagement and scholarship. We recommend seven practical steps for ensuring that the scholarship going into the development of 3D virtual heritage models, and arising from 3D virtual heritage models, can be fully implemented.

Free Workshop: 3D to Mixed Reality: From Regard3D to HoloLens (23.11.2018)

3D to Mixed Reality: From Regard3D to HoloLens

(register on Eventbrite) Friday 23 Nov 2-4PM Curtin University Library Level 5

3D models adopted/generated from image-based modelling techniques are increasingly used in research, shared online, incorporated into digital archives, and developed as assets for 3D games and for Virtual Reality applications. On the other hand, various HMDs (Head-Mounted-Display) offer Mixed Reality experiences; help us to experience and interact with virtual environments and objects via gesture, speech, gaze, touch and movement. This workshop will demonstrate how to make 3D models from photographs with free and open source software (FOSS, Regard3D), how to import a 3D model to a specific Mixed Reality HMD (Microsoft HoloLens), and you will also learn how the HoloLens can interact with the 3D model in mixed reality.

We will be using the following software:

  • Regard3D
  • MeshLab
  • Unity3D
  • HoloToolkit

What to bring:

You can just register and attend the workshop. However, it is better to bring your own laptop/device, preferably with the following software pre-installed (installation may take an hour but is free of charge):

Please register to secure your place, and cancel your ticket if you are no longer able to attend, as places are limited!

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

The SAHANZ Proceedings for 2018 are out on researchgate. I was co-author of the following:

Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography

by A de Kruiff, F Marcello, J Paay, E Champion, J Burry – SAHANZ 2018

 

In 1986, a group of Spanish architects decided to physically recreate an icon of modernist architecture. Mies van der Rohe’s German pavilion for the Barcelona World Expo of 1929 was at the cutting edge of spatial and structural innovation but its influence was limited to what we understand through drawings, photographs, limited film footage and historical interpretations. We can now physically visit the pavilion and experience it but what of all the other pavilions by famous (and less famous) architects that are no more? It would be costly and time consuming to physically rebuild all of them, however virtual reality (VR) technologies and human computer interaction (HCI) methods can bring them back to life. International expo pavilions are temporary structures designed to be at the cutting edge of structural and material technology but what makes them unique and inspirational is seldom preserved directly, their architectural insights, experiential richness and cultural significance are easily lost. This paper asks: How might immersive digital experiences of space help us to recapture ‘authentic’ experiences of history and place? What implications does this have for architectural history, heritage and conservation?

The authors offer some answers to these questions by presenting preliminary results from a larger project entitled ‘Learning from Lost Architecture’: a virtual reconstruction of the Italian Pavilion at the Paris Expo of 1937. Firstly, we will contextualise the practice of digital cultural heritage and present its potential for immersive, investigatory architectural experiences. Secondly, we will critique our own practice to better evaluate the potential of virtual reconstructions to affect architectural learning, discovery and historiography.

de Kruiff, A., Marcello, F., Paay, J., Champion, E. and Burry, J. (2018) 'Learning from Lost Architecture: Immersive Experience and Cultural Experience as a New Historiography'. SAHANZ 2018: HISTORIOGRAPHIES OF TECHNOLOGY AND ARCHITECTURE, The 35th Annual Conference of the Society of Architectural Historians, Australia and New Zealand, Wellington NZ, 4-7 July 2018. Wellington NZ: SAHANZ, 113-126.

The Phenomenology of Real and Virtual Places

New edited book out 8 November:

Champion, E. (Ed.). (2018). The Phenomenology of Real and Virtual Places. The Routledge Studies in Contemporary Philosophy series. Routledge. 08 November 2018 (ebook 26 October 2018 9781315106267). ISBN 9781138094079

Feel free to ask Routledge for a review form and book copy..

This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

Foreword byJeff Malpas
Introduction by Erik Champion
1. The Inconspicuous Familiarity of Landscape by Ted Relph2. Landscape Archaeology in Skyrim VR by Andrew Reinhard

3. The Efficacy of Phenomenology for Investigating Place with Locative Media by Leighton Evans

4. Postphenomenology and “Places” by Don Ihde

5. Virtual Place and Virtualized Place by Bruce Janz

6. Transactions in virtual places: Sharing and excess in blockchain worlds by Richard Coyne

7. The Kyoto School Philosophy on Place: Nishida and Ueda by John W.M. Krummel

8. Phenomenology of Place and Space in our Epoch: Thinking along Heideggerian Pathways by Nader El-Bizri

9. Norberg-Schulz: Culture, Presence and a Sense of Virtual Place by Erik Champion

10. Heidegger’s Building Dwelling Thinking in terms of Minecraft by Tobias Holischka

11. Cézanne, Merleau-Ponty, and Questions for Augmented Reality by Patricia Locke

12. The Place of Others: Merleau-Ponty and the Interpersonal Origins of Adult Experience by Susan Bredlau

13. “The Place was not a Place”: A Critical Phenomenology of Forced Displacement Neil Vallelly

14. Virtual Dark Tourism in The Town of Light by Florence Smith Nicholls


Single Character 2 Person Climbing Game

A French student Agathe Limouzy (Toulouse) was an intern here at Curtin, I mentored her for a game design project. It was supposed to be cyber-archaeology but morphed slightly into a two person controlling single character climbing game, using an HTC Vive and a leap Controller (tracking hands) attached via a bandana. The person with the Leap can climb or send hand directions to the person in the head mounted display, who controls the legs.

Short video at: https://twitter.com/curtinmakers/status/1042714070120448000

Outline structure for Screen Tourism talk

Some notes on Screen Tourism VR and Cultural Heritage for 11 June event at the HIVE, Curtin University.

  1. We now carry a technical ecosystem of biofeedback GPS and camera tracking devices (phones and fit-bits and smartwatches) but so seldom use them creatively, synergistically and contextually (in terms of our locale).
  2. Archaeologists and others are so interested in games but there are so few examples of good group narrative. (Cut to photos of our game session at CAA2017, Georgia USA).
  3. Some recently supervised PhD projects (Rusaila Bazlamit, Palestine in Multi-wall Unity) or 360 panoramas of museum classic car collections (Beata Dawson) made me realize that contested spaces with digital heritage are often accidental but isn’t the audience dialogue created one of the most important aims in public heritage?
  4. Also, why is Mixed Reality so rare in Virtual Heritage, because AR and VR have so much market presence? Why are there so few mixed reality projects? Show Mafi’s figures! Explain pros and cons of VR MR and AR..
  5. Explain how collaborative learning and geolocation can help tell more contextual group-assisted stories..
  6. Brief overview of cultural tourism and personal narrative making tools (Twine; Cradle (Unity and Twine); Inkle)…
  7. How can film, film trailers, and location and personal adventures be mashed, mixed and augmented?

Google slides of the above presentation are here

 

 

The Screen Tourism VR and Cultural Heritage event will take place Monday at the HIVE, Curtin University.

It is fully booked but the programme is now:

DRAFT SCHEDULE (HIVE opens at 12:30pm)

PROGRAM SESSION 1 (Chair: Dr Tod Jones (Curtin University))

1.00–1.05pm: Welcome by Dr Tod Jones

1.05–1.40pm: Mr Ian Brodie (http://www.ianbrodie.net/)

1.40–2.00pm: Dr Christina Lee (Curtin University)

2.00–2.20pm: Professor Ear Zow Digital (Curtin University)

2.20 – 2.45pm: Q&A

2.45–3.15pm: Coffee/tea break at Aroma Café

SESSION 2 (Chair: Erik Champion)

3.15–3.20pm: Introductions

3.20–3.40pm: Mr Mike Dunn (Phimedia)

3.40–3.50pm: Mr Mat Lewis (South West Development Commission)

3.50–4.00pm: Mr Nathan Gibbs (Screen West)

4.00–4.30pm: Q&A then sundowner (see below).

VENUE

HIVE (VR Centre), John Curtin Gallery, Kent Street, Curtin Bentley campus WA 6102

https://humanities.curtin.edu.au/research/centres-institutes-groups/hive/

Phone: (08) 9266 9024 (HIVE).
Map link https://goo.gl/maps/FZu8FaEaULt (in John Curtin Gallery opposite Aroma Café)

PARKING (https://properties.curtin.edu.au/gettingaround/parkingzones.cfm

You can pay in a visitor’s carpark (there are parks near John Curtin Gallery/the HIVE) or you can download a phone app and pay in the yellow signed curtin parks at a much cheaper rate. Closest zone is D3 off Kent St then Beazley Avenue, park as close as you can to John Curtin Library.

CANCELLATIONS

If you cannot make the event please cancel your ticket at Eventbrite as we have people on the waiting list

TEA/COFFEE

We hope to have tea or coffee provided for attendees at the nearby outside Aroma cafe during the coffee break, please bring your Eventbrite ticket number.

SUNDOWNER AFTER THE EVENT

If you would like to speak to Ian or Mike or the other speakers after the event from 4:30PM or so we hope to offer a small sundowner at the meeting space of Innovation Central, Level 2, Engineering Pavilion Building 216. More details at the event but just a note you can also find it at http://properties.curtin.edu.au/maps/

 

Imagined Spaces in Real Places

If you are in Perth 11 June please sign up on EventBrite to this free event:

Imagined Spaces in Real Places (Screen Tourism, VR & Cultural Heritage)

There is a burgeoning global tourist trade for places – both real and imaginary – inspired by cultural texts and their creators. While Stratford-upon-Avon has long been a mecca for Shakespeare enthusiasts, (popular) cultural tourism has now extended the bucket list of travel destinations to include the likes of Westeros (aka Dubrovnik, Croatia; Game of Thrones) and Middle-earth (aka New Zealand; The Lord of the Rings). This Symposium brings together scholars and presenters from industry to discuss how screen-based tourism (film, television) can be a generative force in local economies, in region/nation branding, and as a way of promoting cultural heritage. The potential and practical application of technology – specifically virtual reality, locative apps and interactive media – in facilitating an immersive touristic experience, visualising place and creating narrative will also be explored.

DETAILS

Monday 11 June 20181-4:30PM (Presentations start at 1pm, finish approx. 4:30pm. HIVE opens at 12:30pm).
Venue: Curtin University HIVE (VR Centre), John Curtin Gallery, Kent Street, Curitn Bentley campus WA 6102
Event organisers: Christina Lee, Erik Champion

Keynote speaker: Ian Brodie (http://www.ianbrodie.net/)

Other presenters include: Dr Christina Lee, Professor Erik Champion, Mat Lewis (Southwest Development Commission), Professor Sue Beeton (teleconference).

Venue: https://humanities.curtin.edu.au/research/centres-institutes-groups/hive/

Phone: (08) 9266 9024 (HIVE).
Map link https://goo.gl/maps/FZu8FaEaULt (in John Curtin Gallery opposite Aroma Café)

Landscape Data, Art/Artefacts & Models as Linked Open Data Perth, Australia

For those interested in the above, please keep Friday 27 July 2018, open for an all-day free event in Perth.

We will be inviting speakers to talk on Australia-specific cultural issues and digital (geo) projects in relation to the above event.

More details to follow shortly and announced via http://commons.pelagios.org/:

So there is an Australian working group for Pelagios – Linked Open Data. We will run an event on 27 July at Curtin. News to follow.

http://commons.pelagios.org/2018/05/its-international-workers-day-announcing-our-2018-working-groups/

Australia LAMLOD Group: led by Erik Champion (UNESCO Chair of Cultural Visualisation and Heritage, Curtin University) and Susan Fayad (City of Ballarat), this WG seeks to address the problem of linking materials between academic research and cultural heritage in an Australian context. This is not so much about extending Pelagios linked data practice to an entirely new continent, though that is important; the problem this WG seeks to address is the multi-layered and contentious representation of cultural heritage, namely: the vast scale of Australian landscapes and historic journeys; the local and highly specific Aboriginal ways of describing, navigating and experiencing the landscapes with hundreds of different languages; and the specific problem of integrating UNESCO designated built and natural heritage with its surrounding ecosystems. The LAMLOD WG will create landscape data and visualisation displays, investigate related cultural artefact knowledge (Indigenous and colonial), and build towards the integration of linked open data and 3D models.

 

Notes: paucity of architectural theory in virtual place design

Learning from essentialism in architecture:

Essentialist Polemics in Architectural History, 2006:

…major architectural theories are fundamentally representational, and can be summarized as theories of semiotics, empathic projection, material symbolism (as tectonic glorification, or territorial protectionism), or as reflections of a community (and the related notion of archaeological structuration). This paper will argue that even if there are particular features of architectural design not shared by other related disciplines, that the above major theories, (as well as non-representational formalist theory), are all open to an accusation of impoverished essentialism…I suggest the followingargument: that with one notable exception, major architectural theories are fundamentally re-presentational. These theories can be summarizedas theories of semiotics, empathic projection, ma-terial symbolism (as tectonic glorification, or territo-rial protectionism), or as reflections of a community(and the related notion of archaeological structu-ration).The above classification of these theories is to high-light problems common to architectural aesthetics

One does not have to be essentialist about essentialist theories in architecture, one can mix match and modulate

These theories avoid discussing architecture intertwined with a sense of place, they concentrate on representation and form (see Wittgenstein, Family Resemblance argument).

19thC architectural theory started addressing changes in style and the role of empathy but was overtaken by industrialization, painting and sculpture and light-weight furniture, industrial, portable, stackable.

(Mention in passing the advantages and disadvantages of Horta, and Gaudi).

When you consider all the aspects of building buildings and how so many other disciplines are involved, it is still hard to extract the relationship and inter-relationship of architecture as building meaningful places and inter-places.

Architecture also pioneered the use of transition spaces, interstitial places, and objects that created transitional viewing and acting spaces/translucent and perforated visual barriers and so on (mention here Villa Mairea, Asplund’s diaphanous work inspired by Strindberg’s set design in A Ghost Play.., the transitional wall in Utzon’s housing estates)

Virtual places typically lack transitional spaces, breathing areas, the diaphanous, the moulded, in brief, the interplaces. They concentrate on form, colour, light.