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Narration issues in archaeological 3D immersion ; Les enjeux de la narration dans l’immersion 3D archéologique

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  • معلومة اضافية
    • Contributors:
      Centre de recherche nantais Architectures Urbanités (CRENAU); Ambiances, Architectures, Urbanités (AAU); École Centrale de Nantes (ECN)-École nationale supérieure d'architecture de Nantes (ENSA Nantes)-Ministère de la Culture et de la Communication (MCC)-Centre National de la Recherche Scientifique (CNRS)-École nationale supérieure d'architecture de Grenoble (ENSAG); Université Grenoble Alpes (UGA)-Université Grenoble Alpes (UGA)-École Centrale de Nantes (ECN)-École nationale supérieure d'architecture de Nantes (ENSA Nantes)-Ministère de la Culture et de la Communication (MCC)-Centre National de la Recherche Scientifique (CNRS)-École nationale supérieure d'architecture de Grenoble (ENSAG); Université Grenoble Alpes (UGA)-Université Grenoble Alpes (UGA); De la Préhistoire à l'Actuel : Culture, Environnement et Anthropologie (PACEA); Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)
    • بيانات النشر:
      CCSD
      Direction générale des patrimoines
    • الموضوع:
      2020
    • Collection:
      Université Grenoble Alpes: HAL
    • نبذة مختصرة :
      International audience ; Digital documentation tools, helped by modelling, underscoring and animation techniques, allow us to recreate environments and objects that may be either partially degraded or inaccessible, with great geometric precision. This helps researchers with contextualisation, and for the public, this is an opportunity to access distant sites or sites with limited access, and to discover information that has already been interpreted.One of the first questions related to the 3D mediation of these environments is the matter of the display device. It may be a generic device, but more and more specific devices are being developed, raising many questions about the articulation between the content being displayed and the shape of the structure, way beyond the mere scenographic consideration.Of all these devices, the immersive devices offer the most interesting content. They let us experience the archaeological sites with their full context, whether they are outdoors or in enclosed spaces. Their conception immediately underlines narrative issues: chosen temporality, the processing of insufficient data, the insertion of live scenes and the treatment of atmospheres.Practice shows that, to solve those narrative issues in an immersive context, the classical visual or filmic grammar will not be sufficient. We must develop a 360° narrative grammar, a properly immersive grammar. By starting from a concrete realisation, currently in development, linked to the study of parietal arts and a corpus of references ranging from panoramas to digital tools, we will describe the constitutive parts of that 360° narrative grammar that pushes the archaeological representation beyond the descriptive visualisation and questions the relationship between the produced discourse and its visual transcription. ; Les outils de relevé numériques, prolongés par les techniques de modélisation, de mise en lumière et d’animation, permettent de restituer des environnements et des objets soit partiellement dégradés, soit inaccessibles, ...
    • الرقم المعرف:
      10.4000/insitu.27623
    • الدخول الالكتروني :
      https://hal.science/hal-02874766
      https://hal.science/hal-02874766v1/document
      https://hal.science/hal-02874766v1/file/insitu-27623.pdf
      https://doi.org/10.4000/insitu.27623
    • Rights:
      http://creativecommons.org/licenses/by-nc-nd/ ; info:eu-repo/semantics/OpenAccess
    • الرقم المعرف:
      edsbas.A718A44F