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            "abstractNote": "The area of virtual heritage has long been concentrated on generating digital reconstructions of historical or archaeological artefacts and sites with enough fidelity to be truly accurate representations of their real-world counterparts. In some cases, the advancement of tools and techniques for achieving greater visual realism has distracted from the development of other directions that enhance a virtual experience, such as interactivity, sound or touch. Recent trends in the area of non-photorealistic rendering shift focus to the development of more \"believable\" environments, while maintaining the accuracy and validity of the visualised data, which is significant for archaeological research. In this paper we argue that it is important to enhance the perception of realism, achieved both through photorealistic and non-photorealistic visualisation approaches, with interactivity. This is illustrated by two example projects which develop prototype virtual environments created for specialists as well as novice users.",
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            "title": "Recreating the 1938 British Empire Exhibition",
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                    "firstName": "Ian",
                    "lastName": "Jonhston"
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            "abstractNote": "In 1938 the City of Glasgow hosted the last major public event showcasing an Empire that was set to disappear.\nThe British Empire Exhibition was the most ambitious pre-war demonstration of a radical new modernist\narchitecture that would dominate the British urban landscape in the 1950s and 60s. The Exhibition, 175 acres of\ndensely built roadways, pavilions and palaces constructed on parkland, took one year to build and opened to the\npublic for six months attracting 13 million visitors. Leading architects of the day, including Sir Thomas Tait and\nBasil Spence, created structures that were as spectacular as they were pioneering. With the exception of one\nbuilding, the Exhibition was demolished in 1939. The outbreak of war in September of that year cut short any\nlasting legacy that the Exhibition might otherwise have enjoyed. This AHRC-funded project set out to recreate all\n90 major structures, street furniture, roadways, and topography as truthfully as possible in 3D. While the\ntechnical method involved in creating 3D models was generally straightforward, the real issue concerned the\nrelatively small amount of detailed architectural information that had survived since 1938. While the (dept) has\nconsiderable experience in the use of 3D laser scanning and photogrammetery, in this instance such approaches\nwere inappropriate. Although a number of floor plans and elevation drawings found in architectural journals\nwere used, the modelling team primarily relied on an extensive collection of still photography and movie footage\nto assist the modelling process. Crucially, it was recognised that 3D visualisation software allows inaccuracies\nand embellishments easily to be passed off as fact. To preserve the academic rigour of the modelling process and\nthe integrity of the original building designs, a specialist group of architects, designers and historians was\nassembled and placed in the modelling loop to assess each building and its virtual representation as work\nprogressed. All decisions, whether issues of scale or architectural detail, were either based on drawings,\nphotographs or informed by the panel. They were recorded and attached to the model for future reference.",
            "proceedingsTitle": "VAST 2007. The 8th International Symposium on Virtual Reality, Archaeology and Cultural Heritage. Brighton, UK. November 26-30, 2007. Short and Project Papers",
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                    "firstName": "Dean",
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                {
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            "abstractNote": "La promenade à laquelle nous invite Eugenio La Rocca (p. 121-143) s'organise selon un double fil conducteur: celui de l'impact des architectures sur le spectateur, et celui de l'accès d'origine aux différents forums. Son approche met particulièrement en évidence ce dernier point, et la contradiction entre l'accès monumental que nous tendons spontanément à attribuer ce type de complexe et la discrétion des solutions réellement adoptées: les forums impériaux de Rome fonctionnent comme un ensemble de boîtes closes sur elles-mêmes, indépendantes l'une de l'autre et facilement contrôlables--une conception, par conséquent, profondément différente de celle du forum républicain ou d'autres places analogues du monde romain, comme celle d'Athènes.",
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            "title": "The Use of 3D Reconstruction Applied to the Study and Spatial Analysis of Architectural Heritage : The Palace of the Aljafería in Zaragoza, Spain",
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            "abstractNote": "Computer graphics has a solid area of application in the field of cultural heritage if it is approached as an instrument\nto facilitate debate on the study of architectural heritage that has disappeared or been transformed.\nThere is no doubt that the possibilities opening up, once the model has been generated, will provide interesting\nways of conducting spatial analysis and its evolution in time, approaching this architecture in a way that is unthinkable\nusing traditional means. Supported by the huge potential offered by the possibilities to change scene\nand model parameters, we can focus the use of this technique on comparing different states in time as well as\nvarious reconstruction possibilities.\nBased on a rigorous and scientific working method, digital perception through the 3D model, is used as a procedure\nfor study, analysis and establishing hypotheses, helping the avoidance of errors that are difficult or a least\ncostly to correct later, because it does not affect the building itself.\nOne of the architectural episodes analysed in this project of 3D reconstruction developed at the Escuela de\nEstudios Arabes-CSIC in Granada, is the Palace of the Aljafería in Zaragoza (Spain). The events of History have\ndeeply transformed what this 11th century palace originally was. Despite this fact, it is still so worthy of being\nvisited today that this study, apart from the interest of the already developed research, stresses the importance of\nfacilitating the perception of the palace’s original form through a synthetic image and virtual animation as well\nas to discover and understand through the 3D model some cultural features that could have inspired its original\ndesign.",
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            "title": "Archaeology and Territorial \"Musealisation\" : the Virtual-Cognitive Reconstruction of Archaeological Landscapes",
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