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An “Animated Spatial Time Machine” in Co-Creation: Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling
ISPRS International Journal of Geo-Information ( IF 2.8 ) Pub Date : 2021-07-06 , DOI: 10.3390/ijgi10070460
Mario Matthys , Laure De Cock , John Vermaut , Nico Van de Weghe , Philippe De Maeyer

More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens’ collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the “3D city game Ghent” project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an “Animated Spatial Time Machine” (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space–time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.

中文翻译:

共同创造中的“动画空间时间机器”:使用集成到 3D 城市建模、4D 网络和跨媒体故事讲述中的游戏化重建历史

越来越多的数字 3D 城市模型可能会演变成以时间为第四维度的时空仪器。对于数字化当前情况,3D 扫描和摄影是合适的工具。空间未来可以由公共空间设计师和建筑师使用 3D 图纸进行整合。丢失历史环境的数字空间重建更加复杂、昂贵且很少进行。与公民协作的三维共创数字绘图可能是一个解决方案。2016年,比利时根特市启动了以时间为主题的“3D城市游戏根特”项目,专注于消失环境的重建。根特居民在开源 3D 软件中建模,并添加了动画 3D 游戏化和跨媒体讲故事,从而形成了 4D 网络环境和 VR/AR/XR 应用程序。这项研究分析了这种低成本的跨学科 3D 共同创造过程,并提供了一个框架,使其他城市和市政当局能够实现平行的虚拟世界(一个动画数字孪生,将过去带入生活)。这种共同创造的结果是“动画空间时间机器”(AniSTMa)的开始,据我们所知,这个术语以前从未使用过。这项研究最终引入了一个概念性的 4D 时空图,其中包含当前物理情况与随着时间的推移越来越多的 3D 动画模型之间的关系。这种共同创造的结果是“动画空间时间机器”(AniSTMa)的开始,据我们所知,这个术语以前从未使用过。这项研究最终引入了一个概念性的 4D 时空图,其中包含当前物理情况与随着时间的推移越来越多的 3D 动画模型之间的关系。这种共同创造的结果是“动画空间时间机器”(AniSTMa)的开始,据我们所知,这个术语以前从未使用过。这项研究最终引入了一个概念性的 4D 时空图,其中包含当前物理情况与随着时间的推移越来越多的 3D 动画模型之间的关系。
更新日期:2021-07-06
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