- Ecole Nationale Supérieure d'Architecture de Nantes
6 quai François Mitterrand - BP 16202 - 44262 Nantes cedex 2
Établissement public national d'enseignement supérieur et de recherche
- Archéologie, Archaeology, Scenography, 3D Modelling (Architecture), 3Ds Max, Unity3d, and 23 more3D Laser scanning (Architecture), 3D Reconstruction, Immersion and Experience, Immersive Environments, Virtual Worlds, Virtual Reality (Computer Graphics), Architecture, Urban Open Space Design, Scénographie, Film Studies, Cinema, Narrative, Theatre, Digital Preservation, Marine Conservation, Maritime, Marine Sciences, Set Design (Theatre Studies), Narration, Studio, Cinéma, Narration in Film, and Musicedit
The use of digital techniques for the survey, analysis and organisation of data on an archaeological site asks new methodological questions about the validity of surveyed information, archiving and long-term exploitation and... more
The use of digital techniques for the survey, analysis and organisation of data on an archaeological site asks new methodological questions about the validity of surveyed information, archiving and long-term exploitation and transdisciplinary transmission, and then the dissemination to a wider audience. As a corollary, there is a need to identify a data 0 element, which is currently related to geometrical data with a connection to form, thus to tangibility. However, this position can change. The analysis of data can be subjected to a conceptual leap. From categorisation to comparison, it is possible to introduce the concept of attuning, and to develop modes of understanding by multiple comparisons. These considerations lead to questions of transmission within the academic system, then to a wider audience, taking into account what, seemingly heritage-related, is in fact associated with creation.
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Les codes de représentation pour la 3D utilisée pour les visites virtuelles s'appuient sur ceux de la perspective classique telle que décrite par Brunelleschi. Est-il possible dès lors de concevoir une visite virtuelle en utilisant les... more
Les codes de représentation pour la 3D utilisée pour les visites virtuelles s'appuient sur ceux de la perspective classique telle que décrite par Brunelleschi. Est-il possible dès lors de concevoir une visite virtuelle en utilisant les codes de la perspective chinoise ? La perspective traditionnelle chinoise organise l'espace selon trois valeurs qui organisent les objets dans l'espace et le temps. La compréhension de ces différences doit permettre de construire un espace de représentation immersif dont l'expérience sera fort différente de celles proposées généralement. Abstract. The representation codes used for 3D virtual tours are based on the classical perspective described by Brunelleschi. Is it possible to design a virtual tour by using the codes of the Chinese perspective? The traditional Chinese perspective organises space according to " three distances " to place objects in space and time. The understanding of the " three distances " should allow the building of an immersive represented space in which the experience will be very different from that being usually proposed.
Research Interests: Computer Graphics, Virtual Reality (Computer Graphics), History of Perspective in Painting, Painting, China, and 5 more3D Modelling (Architecture), Immersion, Perspective, 3D 2D animation vfx maya 3dsMax zbrush vue photoshop motion graphics photorealism painting fantasy Graphic design acting wildlife forest sea, and Atmosphere/ambiances
Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most... more
Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
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VR has now come from industry to everyday application. Mainstream software and devices allow artists to create contents with a fast learning curve. Since 2014, with the launch of Google Cardboard and 360 cameras at a reasonable price,... more
VR has now come from industry to everyday application. Mainstream software and devices allow artists to create contents with a fast learning curve. Since 2014, with the launch of Google Cardboard and 360 cameras at a reasonable price, with the massive success of Unity 3D and Unreal UDK, real-time immersion no longer stands in the hands of experts but spreads to creative enthusiasts which result in a huge production of content. Like at the early age of photography and then cinema, slowly emerge questions about composition, narrative structure and visual grammar. This article is a raw presentation of issues of narrative grammar in 360.
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Virtual reality thanks to immersion and interaction is a good tool to assess urban environments. Allowing users to freely navigate in the virtual environment, virtual reality permits to take into account the influence of dynamic elements... more
Virtual reality thanks to immersion and interaction is a good tool to assess urban environments. Allowing users to freely navigate in the virtual environment, virtual reality permits to take into account the influence of dynamic elements and the observers’ actions in the perception of urban spaces. However, previous works have shown that virtual assessments of urban projects are mainly based on visual experience. Thus, the multisensory perception of the actual environment is biased. In order to tackle this issue, we propose to focus on climatic ambiances, which are dynamic and multisensory. Moreover some studies have shown the importance of these factors in the appropriation of an urban space whereas they are very seldom integrated in virtual evaluations. This paper presents a new methodology to delineate urban climatic ambiances in virtual environments which respects the following points: understanding and perception of climatic ambiances by non-experts, sensitive evaluation of the...
ABSTRACT Climatic effects represent the physical signals (temperature, wind, humidity, light) which can have a perceptual impact for human-beings. They significantly influence perception and use of urban spaces. Nevertheless, while... more
ABSTRACT Climatic effects represent the physical signals (temperature, wind, humidity, light) which can have a perceptual impact for human-beings. They significantly influence perception and use of urban spaces. Nevertheless, while virtual environments have been proven as good tools to assess urban projects by non-expert people or to study perception in cities, climatic atmospheres are very seldom integrated in the virtual urban model [Drettakis et al. 2007; Tahrani and Moreau 2007]. Indeed, virtual urban environments are represented in ideal situations: the sky is blue, there are a few white clouds, trees are leafy or flowered and the sun is shining. Thus, participants can rarely experiment various seasons, times of day or weathers and and evaluate the urban design under different climatic or lighting situations.
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ABSTRACT Whereas virtual reality has proven some potential for visual urban landscape assessment, we raise similar questions about multisensory evaluation. Urban perception is complex and putting aside sensory interactions biases the... more
ABSTRACT Whereas virtual reality has proven some potential for visual urban landscape assessment, we raise similar questions about multisensory evaluation. Urban perception is complex and putting aside sensory interactions biases the evaluation of future projects. We attempt more particularly to propose several solutions to integrate microclimatic ambiances in virtual environment evaluations. These propositions rely on a new concept of realism: perceptual fidelity. It consists in provoking the same perceptual effect as in reality without try to reproduce physical causes.
Le format du panorama. S'il existe une chose difficile à mettre dans un catalogue, c'est l'image d'un panorama. En effet, que ce soit celui de Barker, l'inventeur du panorama en 1787, représentant Edinbourg, celui de Mesdag en Hollande ou... more
Le format du panorama. S'il existe une chose difficile à mettre dans un catalogue, c'est l'image d'un panorama. En effet, que ce soit celui de Barker, l'inventeur du panorama en 1787, représentant Edinbourg, celui de Mesdag en Hollande ou encore celui de Waterloo en Belgique, impossible de savoir où commence l'image et à quel endroit il faut la couper, elle tourne infiniment autour de nous.
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Meanwhile 3D movies and 360° movie theatres are part of daily life, what are the new limits of immersive environments nowadays?
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La valorisation de sites archéologiques se fait parfois aux moyens de dispositifs immersifs permettant aux spectateurs d'être plongé au coeur d'un environnement reconstitué virtuellement. Ces dispositifs immersifs sont généralement chers... more
La valorisation de sites archéologiques se fait parfois aux moyens de dispositifs immersifs permettant aux spectateurs d'être plongé au coeur d'un environnement reconstitué virtuellement. Ces dispositifs immersifs sont généralement chers et lourds et assez rarement positionnés sur le lieu concerné. Développé depuis 2009 conjointement entre l'École Nationale Supérieure d'Architecture de Nantes et la HochSchule (Bauhaus) de Dessau en Allemagne, le Naexus est un dispositif immersif, mobile, peu onéreux et facile à mettre en oeuvre. Disposant d'un écran panoramique de 12 m de long sur 2 m de haut, le Naexus offre pour une douzaine de spectateurs simultanément, la possibilité d'effectuer des visites virtuelles, de visualiser des films ou encore des diaporamas interactifs sophistiqués. Abstract : Immersive devices are sometimes used for virtual visits allowing spectators to discover historical sites or buildings. These immersive devices are generally expensive and rarely positioned on location nearby the archeological site. Jointly developed since 2009 by the Ecole Nationale Supérieure d'Architecture de Nantes in France and the Hochschule (Bauhaus) Dessau in Germany, Naexus is an unexpansive mobile immersive device. With a widescreen of 12 m long and 2 m high, Naexus offers for a dozen spectators, virtual tours, movies or sophisticated interactive slideshows.
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This Antiquity Project Gallery Report announces the discovery of a large frieze, which includes representations of an early Neolithic, Bégude-type prestige axe from the Italian Alps, a huge anthropomorph coifed with ten “plumes”, and two... more
This Antiquity Project Gallery Report announces the discovery of a large frieze, which includes representations of an early Neolithic, Bégude-type prestige axe from the Italian Alps, a huge anthropomorph coifed with ten “plumes”, and two apparent boats. The larger “vessel”, which has high angular extremities and a hook that looks like a steering oar or bird’s beak, appears to illustrate a complex watercraft made of planks, rather than the kind of simple dug-out canoes that have usually been associated with the western European Neolithic. The likelihood that the motif illustrates a boat like a Haida war canoe fundamentally changes our conception of what Europe’s early Neolithic people could do and build, making it much more likely, for example, that they engaged in extensive trade and even whaling.
Research Interests: Archaeology, Prehistoric Archaeology, Rock Art (Archaeology), Neolithic Archaeology, Neolithic & Chalcolithic Archaeology, and 15 moreReligion and ritual in prehistory, Prehistoric Technology, Neolithic Transition, Prehistoric Europe (Archaeology), Neolithic Europe, Prehistoric Art, Mesolithic/Neolithic, European Prehistory (Archaeology), Prehistory, Antiquity, Prehistoric Rock Art, Neolithic, Rock Art, Prehistoric Archeology, and Rock art research
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First step of a complete methodology to calculate sun position in ancient times.
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With a £5 Google Cardboard and a cell phone, everyone can live a 360° immersive experience. Youtube provides a huge amount of content, professional or private. Blockbusters like Starwars, groups like Gorillaz post their... more
With a £5 Google Cardboard and a cell phone, everyone can live a 360° immersive experience. Youtube provides a huge amount of content, professional or private. Blockbusters like Starwars, groups like Gorillaz post their latest film in 360 Vr format to literally plunge the audience into their worlds of images and sounds. 360° photos are now accessible with a single click at a reasonable price. In museums like Stonehenge or Museum Victoria in Melbourne, cylinder screens offer a collective experience, with a one to one scaled image.
What seems to be a state of the art technology is in fact 230 years old. Everything started in 1787 in Edinburgh when Robert Barker (1739/1806) painted the first panorama. Barker did not just invent the 360° image, but also the scenography that makes the illusion perfect. The first patent was granted by American engineer Robert Fulton (1765/1815) in 1799 1 . It refers to “a circular picture without boundaries” but also describes the architecture, the position of the viewers, the way to get in and out.
Between the end of the 18 th century and the beginning of the 20 th , panoramas were very successful and huge buildings were made such as the London Colosseum built in 1827 or the Hittorff’s “Rotonde des panoramas pour les Champs-Élysées” in 1842.
The London Colosseum was also stated as a landmark and a belvedere.It is a common thought that cinema killed panoramas. It is partially true. At the dawn of the 20 th century, most panoramas closed, were destroyed or transformed. The memory of their greatness faded away. A very few remained until a late rebirth with digital techniques. But in fact, the idea of an immersive panoramic view has still being developed and improve over time. The Occulus Rift or HTC Vive can be considered of the heirs of panoramas. In the article, we will follow those evolutions and transformations from panoramas to VR.
What seems to be a state of the art technology is in fact 230 years old. Everything started in 1787 in Edinburgh when Robert Barker (1739/1806) painted the first panorama. Barker did not just invent the 360° image, but also the scenography that makes the illusion perfect. The first patent was granted by American engineer Robert Fulton (1765/1815) in 1799 1 . It refers to “a circular picture without boundaries” but also describes the architecture, the position of the viewers, the way to get in and out.
Between the end of the 18 th century and the beginning of the 20 th , panoramas were very successful and huge buildings were made such as the London Colosseum built in 1827 or the Hittorff’s “Rotonde des panoramas pour les Champs-Élysées” in 1842.
The London Colosseum was also stated as a landmark and a belvedere.It is a common thought that cinema killed panoramas. It is partially true. At the dawn of the 20 th century, most panoramas closed, were destroyed or transformed. The memory of their greatness faded away. A very few remained until a late rebirth with digital techniques. But in fact, the idea of an immersive panoramic view has still being developed and improve over time. The Occulus Rift or HTC Vive can be considered of the heirs of panoramas. In the article, we will follow those evolutions and transformations from panoramas to VR.
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Résumé Les codes de représentation pour la 3D utilisée pour les visites virtuelles s’appuient sur ceux de la perspective classique telle que décrite par Brunelleschi. Est-il possible dès lors de concevoir une visite virtuelle en... more
Résumé
Les codes de représentation pour la 3D utilisée pour les visites virtuelles s’appuient sur ceux de la perspective classique telle que décrite par Brunelleschi. Est-il possible dès lors de concevoir une visite virtuelle en utilisant les codes de la perspective chinoise ? La perspective traditionnelle chinoise organise l’espace selon trois valeurs qui organisent les objets dans l’espace et le temps. La compréhension de ces différences doit permettre de construire un espace de représentation immersif dont l’expérience sera fort différente de celles proposées généralement.
Abstract
The representation codes used for 3D virtual tours are based on the classical perspective described by Brunelleschi. Is it possible to design a virtual tour by using the codes of the Chinese perspective? The traditional Chinese perspective organises space according to “three distances” to place objects in space and time. The understanding of the “three distances” should allow the building of an immersive represented space in which the experience will be very different from that being usually proposed.
Les codes de représentation pour la 3D utilisée pour les visites virtuelles s’appuient sur ceux de la perspective classique telle que décrite par Brunelleschi. Est-il possible dès lors de concevoir une visite virtuelle en utilisant les codes de la perspective chinoise ? La perspective traditionnelle chinoise organise l’espace selon trois valeurs qui organisent les objets dans l’espace et le temps. La compréhension de ces différences doit permettre de construire un espace de représentation immersif dont l’expérience sera fort différente de celles proposées généralement.
Abstract
The representation codes used for 3D virtual tours are based on the classical perspective described by Brunelleschi. Is it possible to design a virtual tour by using the codes of the Chinese perspective? The traditional Chinese perspective organises space according to “three distances” to place objects in space and time. The understanding of the “three distances” should allow the building of an immersive represented space in which the experience will be very different from that being usually proposed.
