How to Communicate Complex Spatial Itineraries: A balancing act between diagram and simulation

Dominik Lengyel, Catherine Toulouse
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Abstract

This paper shows our method of visually conveying the intricate pathway system of the unique amphitheatre in Durrës, Albania, in a way that allows visitors to experience the spatial implications for the ancient world. In the firm conviction as architects that architecture can best be understood when it is experienced, but that a destroyed building can no longer be witnessed, we have elaborated a method that does justice to this circumstance. In the communication of archaeological knowledge, the combination of find drawing, schematic illustration and descriptive text is often relied upon. Recently, perspective computer-generated drawings have entered the picture. What remains unresolved, is the perception of space as a process. Technology has not yet reached the point where a virtual world that deceives all the senses could simulate actual spatial perception. And so here, as in perspective composition, it is necessary to compensate for the actual perception of space by means of targeted image guidance by the film camera in such a way that a plausible impression of space is created. In addition to the composition criteria of point of view and angle of view, from which the focal length then arises, as well as the tilt-shift lenses for the compensation of the sense of balance, that is, that the recognition of the vertical is reproduced exactly in the image, and finally image framing, dynamic criteria are added. These are first and foremost the speed of movement, which has a considerable influence on the perception of the dimension, above all the length of the path travelled, but also the speed of rotation during changes of direction and, and here it becomes particularly demanding, the rotation as well as its speed before, during and after changes of direction, since the gaze does not run tangentially to the direction of movement, but anticipates changes of direction of the path, similar to directional headlamps in certain cars. In the end, the viewer receives a lasting impression that comes as close as possible to the archaeological hypothesis, but at the same time creates a spatial impression from an architectural point of view.
如何传达复杂的空间路线:图表与模拟之间的平衡
本文展示了我们在视觉上传达阿尔巴尼亚Durrës独特的圆形剧场复杂的通道系统的方法,以一种让游客体验古代世界空间含义的方式。作为建筑师,我们坚信只有亲身体验才能最好地理解建筑,而被摧毁的建筑却无法再被见证,因此我们制定了一种方法来应对这种情况。在考古知识的传播中,往往采用发现图、示意图和描述性文字相结合的方式。最近,计算机生成的透视图进入了人们的视野。仍未解决的问题是,空间作为一个过程的感知。技术还没有达到这样的地步:一个欺骗所有感官的虚拟世界可以模拟真实的空间感知。因此,在这里,就像透视构图一样,有必要通过胶片相机有针对性的图像引导来补偿对空间的实际感知,从而创造出一种合理的空间印象。除了产生焦距的视角和视角的构图标准,以及补偿平衡感的偏移镜头,即在图像中准确再现对垂直的识别,最后是图像取景,还增加了动态标准。首先是运动的速度,这对感知维度有很大的影响,首先是所走过的路径的长度,还有方向变化期间的旋转速度,在这里,它变得特别苛刻,旋转以及它在方向变化之前,期间和之后的速度,因为凝视并不与运动方向相切,而是预测路径的方向变化。类似于某些汽车的定向前大灯。最后,观众得到一个持久的印象,尽可能接近考古假设,但同时从建筑的角度创造了一个空间印象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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