3DVisA Bulletin
Issue 4, March 2008
www.viznet.ac.uk/3dvisa
► Editorial by Anna Bentkowska-Kafel
► Featured 3D Method
3D LASER SCANNING IN 3D DOCUMENTATION
AND DIGITAL RECONSTRUCTION OF CULTURAL
HERITAGE by Annemarie La Pensée
► Featured 3D Project
Rutopia 2 DEVELOPMENT OF VIRTUAL REALITY
ARTWORK by Daria Tsoupikova
► Featured 3D Resource
SOUTHAMPTON IN 1454:
A 3D MODEL OF THE MEDIEVAL TOWN
by Matt Jones, the winner of the 3DVisA Award 2007
► 3DVisA Discussion Forum
COMPUTER NON-REALITY: FOR TRUE BELIEVERS
ONLY! Michael Greenhalgh continues the debate on
the veracity of computer models
MISREADING VIRTUAL REALITY Hilary Canavan
refutes Buczynska-Garewicz’s criticism
► News and Reviews
Recipients of the 3DVisA Student Award 2007
Forthcoming 3D Events
► Who’s Who in this Issue
► URLs included in this Issue
Edited by Anna Bentkowska-Kafel
ISSN 1751-8962 (Print)
ISSN 1751-8970 (Online)
BIULETIN 3D.indd 1
Editorial
“We are merely using technology as a means of
throwing around ideas.” This statement demonstrates
the remarkable confidence (comparable to the
ease of sketching on the back of an envelope) with
which young researchers are applying specialist
visualisation as a robust research tool in the Arts
and Humanities. This kind of self-assurance in
their own technical proficiency is redefining the
notion of interdisciplinary research. Academic and
technological expertise, once two distinct areas of
specialty, are now found integrated seamlessly in
modern scholarship by students with a profound
understanding of both. The quote is from Matt Jones,
a M.Sc. student in Archaeological Computing:
Virtual Pasts, at the University of Southampton. Matt
is the recipient of the 3DVisA Student Award 2007
for his essay, included in this issue, describing the
development of a computer model of Southampton as
it may have looked in 1454. Matt made a considerable
effort to document the reliability of his visualisation.
A panel of experts in 3D visualisation was unanimous
in commending his transparent interpretation of
historical sources, archaeological data and the extant
fabric of the town, and pointing out the gaps in this
evidence. It was primarily his account of the decision
making process and Matt’s method of portraying
levels of certainty in the information conveyed by the
model that secured him the first prize. He provided
this record alongside the model. The next step for the
developers of heritage visualisations is to ensure that
this information is made an integral part of the model
and is accessible at any time, as postulated by the
London Charter (www.londoncharter.org).
Continuing the debate on the veracity of
representation and experience of virtual reality,
this Bulletin brings two new instalments. Although
all contributors to date agree that the process of
digital recreation of the past is solely a matter of
interpretation, there is considerable controversy in
understanding the issues involved. Hilary Canavan
presents a stark defence of the Cerveteri Reborn
2008-04-28, 22:11:20
project (see March 2007 issue) and generally, any
of today’s visualisation created ‘in a scholarly or
sensitive’ manner. Her piece responds to what she
considers to be a completely misguided commentary
by the philosopher, Hanna Buczyńska-Garewicz (see
September 2007 issue), in which the latter deplores
the impoverishment of human experience of time
and space in virtual reconstructions of cultural
heritage. An equally heated argument can be found
in Michael Greenhalgh’s reluctance to accept a
computer model of extant architecture as a substitute
for photography that would justify the expense and
labour of 3D recording and modelling. The article by
Annemarie La Pensée provides expert insights into
the complexities of one such technology, namely 3D
laser scanning, used in the documentation and virtual
reconstruction of artefacts. She describes three
projects carried out by Conservation Technologies,
National Museums Liverpool, in collaboration with
other cultural institutions, and explains how this
technology works. Having demonstrated the high
level of accuracy in the non-contact capture of 3D
data and the veracity of visualisation, Annemarie’s
concluding remark cautions against the subjectivity
of this method of recording.
As a Virtual Reality artist, Daria Tsoupikova is
free from many constraints of heritage visualisation.
Her practice-based research, exemplified by the
Rutopia installations, is mainly concerned with
the study of the aesthetics and narratives of the
traditional Russian folk art that inspires her art. The
digital medium enhances her painterly technique,
adding to the exuberance of colour and form. The
immersive space of the CAVE® at the Electronic
Visualization Laboratory (EVL) at the University of
Illinois at Chicago (UIC) has opened up Rutopia 2 to
interactive exploration of its imaginary worlds, while
the use of fast networks has enabled Daria to develop
this artwork into a global participatory installation.
I hope you will enjoy reading the articles which
appear here in abridged form. Full text versions
and more illustrations are available online. This
issue marks the end of the two-year funding for
3DVisA research activities from the UK Joint
Information Systems Committee (JISC). I wish
to thank all the authors for their engaging and
stimulating contributions to this forum. The 3DVisA
Network development activities continue until April
2009 in partnership with the UK-wide scientific
Visualization Network (www.viznet.ac.uk), a
highlight of which will be the second joint vizNET
and 3DVisA conference, to be held at the University
of Loughborough on 7th-9th May 2008. ■
Featured 3D Method
3D LASER SCANNING
IN 3D DOCUMENTATION AND DIGITAL
RECONSTRUCTION OF CULTURAL HERITAGE by
Annemarie La Pensée
Laser scanning offers just one way in which the
3D surfaces of objects can be recorded. Pioneered
in the automotive and aeronautical industries, this
technology has found its way into heritage owing to its
non-contact techniques, high accuracy and resolution.
3D recording using non-contact laser scanning.
© Conservation Technologies, National Museums Liverpool
Short-range systems are used for the capture of
objects that range in size from a few millimetres
to several meters, and typically have the accuracy
in the sub-millimetre range. Triangulation-based
laser scanners are the most common form of sensor
utilised in this category, and alongside fringe
projection systems, are able to provide the most
accurate data sets.
Triangulation based 3D laser scanners work by
recording the light reflected from a surface when
a low-power laser is projected onto an object. The
distance between the laser emitter and the detector
is known, as is the angle at which the light leaves
the laser emitter. As the angle at which the light
arrives back at the sensor is being measured, by basic
trigonometry, points on the surface are recorded. A
3D laser scanner can capture many tens of thousands
of data points per second and the result is a data set
made up of typically, many millions of points. These
collections of points describe the surface geometry
of the object being recorded in 3D. Once processed,
colours and textures can be readily applied to these
virtual surfaces.
Data obtained by non-contact 3D recording have
many varied uses in the 3D visualisation of cultural
heritage. Recent projects undertaken by Conservation
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Technologies of the National Museums Liverpool, in
collaboration with other cultural institutions, include
the recording and visualisation of a Mesolithic fish
trap excavated near the Tara Hill in Dublin, Ireland;
and a Megalithic stone, carved in a circular pattern,
unearthed in Heygate, West Yorkshire. A medieval
figure of St Christopher in Norton Priory, Cheshire
was also scanned and 3D data used to create a
computer model in which missing original parts and
painted decoration were reconstructed.
Featured 3D Project
Rutopia 2
DEVELOPMENT OF VIRTUAL REALITY
ARTWORK by Daria Tsoupikova
The creation of Virtual Reality artwork started in
the late 1980s with the advancement of VR technology
and display systems. It flourished in the 1990s after
the invention of the Automatic Virtual Reality
Environment (CAVE®) system at the Electronic
Visualization Laboratory (EVL), University of
Illinois at Chicago (UIC) in 1992. The CAVE® is a
VR theatre shaped as a cube. The walls of its room
are composed of rear-projection display screens and
the floor is made of a down-projection screen. Highresolution projectors display 3D imagery on each
of the screens by projecting it onto rear (walls) and
upper (floor) mirrors that reflect the imagery onto the
screens. Inside, the CAVE® participants wear stereo
glasses and can navigate in the VR environment and
interact with the 3D graphics.
The research and artwork in Rutopia 2, a follow
up to Rutopia, explores the relationship between the
aesthetics of virtual environments, traditional arts and
the effect of VR aesthetics on the user’s perception and
emotions. It examines how traditional art principles,
such as balance, colour, repetition and rhythm, can
enhance the navigation and interactivity in real-time,
digital 3D environments. Rutopia 2 was designed for
the exhibition on the CAVE® and C-Wall VR systems.
A participant in the C-Wall presentation can interact
with the project and navigate in the environment. The
user’s position in the virtual world is tracked from the
glasses and wand trackers. When a person navigates
and interacts with the virtual environment, messages
are sent to the system and information is then streamed
back into the C-Wall in real time.
A computer model
of the St Christopher
sculpture, Norton
Priory, Cheshire
and a digital
reconstruction
of missing original
features.
© Conservation
Technologies, National
Museums Liverpool.
The increasing demand for better access to much
of our cultural heritage could become detrimental
to some of the most important works. 3D records of
heritage objects may help to provide an immediacy
that has to be lost to protect the original, as well as
providing invaluable interpretative tools for museum
displays and educational facilitators. It is crucial
that an accurate record of the decision making
process involved in any reconstruction is kept and
is accessible in the future. There is the fear that 3D
visualisations are perceived as in some way more
‘real’ than a 2D representation or description. In
fact, both 2D and 3D representations are impressions
of what might have been, and both are therefore
entirety subjective. Just because digital visualisation
can be animated and increasingly begins to look like
the world around us does not, in any way, validate
the information it contains. I would venture that
the perceived credibility attached by some to 3D
reconstructions will quickly lose its relevance. As new
generations grow up with 3D virtual representations
so they will instinctively apply the same scepticism
that we bear in mind when looking at a photograph
or reading an eye witness testimony from history. It
will be common language how these representations
have been created and hence the subjectivity of their
creators will be taken into account.■
Rutopia 2. The initial sketch for the network and interaction.
By moving one’s head through the screen in the tree in the space 1
the user enters the remote space 2 in real time. © Daria Tsoupikova
More at www.viznet.ac.uk/3dvisa
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of nodes that implement common virtual world
components, such as transformations, sounds, user
avatars, navigation controls, timers and triggers that
detect when a user enters an area. Ygdrasil is being
used in the design of artistic and educational virtual
reality applications.
The windows of the trees were made using the
new stencilBuffer node. This node acts as a mask
covering the areas outside the windows so that only
the selected window area allows a view to the other
world. The other world consists of two objects, the
rendered object and the stencil object. The rendered
object is the geometry of the remote place which
the user can see through the window. The stencil
object forms the viewing window and is used by
the stencilBuffer mask so that the user can see only
a portion of the rendered object through the region
defined by the stencil object. Each third windowhole on a tree is connected to the same view of the
remote world in an alternating fashion. Participants
can recognise and visually connect lower and upper
parts of the remote world projected on the different
level windows to appreciate an even broader view of
the remote environment.
The first tele-immersive demonstration of Rutopia 2
in 2005 established network collaboration between
Moscow, Amsterdam, Chicago and San Diego. It
was held at the IGRID Conference, Calit2, University
of California, San Diego in collaboration with the
Geophysical Centre of the Russian Academy of
Sciences (GC RAS), Moscow, Russia. The C-Wall
system was used at the conference site while the
Moscow team used the CAVE® simulator mode (non
stereoscopic real time interactive 3D model of the
CAVE® simulator). The network used CAVEwave/
National Lambda Rail connection between San Diego
and Chicago sites; SurfNet connection between
Chicago and Amsterdam sites; and GLORIAD
connection between Amsterdam and Moscow sites.
Skype was used for audio communication between
remote avatars throughout the network.■
Rutopia 2 describes a magical garden with
interactive sculptural trees. It was conceived as a
virtual environment linked to a matrix of several
other unique virtual environments that together create
a shared network community. When visitors enter the
virtual space, they see a gray, monochrome world
with a small island surrounded by a river. Visitors can
use one of the two bridges across the river to enter the
island. The island has three interactive areas in which
the user can grow the trees by simply approaching
them. Each tree appears as a rapid sequence of
flipping and rotating rectangular screens. Those
screens finally stick together in the shape of a tree.
Once the trees are fully grown, the screens convert to
the portals that link to remote worlds. Each window
shows the view of the remote environment connected
to it. The island mode changes from the grayscale to
multicoloured. Visitors can look through the screens
to see distant environments just like one can look
through a window and see the outside. The high resolution details of the remote worlds are depicted
on the screens of the trees. By moving his or her head
through one of the virtual screens, the user enters
the connected environment. Visitors can explore
the remote spaces consisting of imagery found in
Russian fairytales and folk art.
More at www.viznet.ac.uk/3dvisa
Rutopia 2. Development of textures using 3D Paint tool
in Maya software (work in progress). © Daria Tsoupikova
Featured 3D Resource
Rutopia 2 was created using Ygdrasil (YG)
framework, developed as a tool for creating
networked virtual environments by EVL’s Dave
Pape. It is focused on building the behaviour of
virtual objects from reusable components, and
on sharing the state of an environment through a
distributed scene graph mechanism. The scene graph
is a framework structure that organises objects,
nodes, and behaviours. Ygdrasil includes a number
SOUTHAMPTON IN 1454: A 3D MODEL
OF THE MEDIEVAL TOWN by Matt Jones,
the winner of the 3DVisA Award 2007
This paper describes the making of a 3D computer
model of medieval Southampton in the year 1454.
This particular year was chosen as there is good
documentary evidence for the town’s layout and
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good archaeological evidence for various elements
of the town. The choice of such an exact date is due
to the existence of an important document, dated
to 1454, known as the Southampton Terrier. This
document lists and details all rent-paying properties
in the town. It was used by L.A. Burgess in the
1970s to produce a town plan. The finished model
will be exhibited in the Museum of Archaeology,
Southampton.
Southampton in 1454 can tell us a lot about how
town planners made use of space. The model
allows appreciation of how prominent the notions
of defence and religion were within the town.
Regarding defences, the castle’s presence was
immense and most likely would have been visible
from most areas of the town and clearly visible from
outside the town walls. This was most probably a
deliberate ploy to reflect the status of the town.
The town gates were also impressive structures;
particularly the Bargate and the Watergate. The
modelled Eastgate does not look as sizeable as the
Bargate but was still an imposing design; perhaps
again this was more to reflect the status of the town
than as a purely defensive tool.
The model also highlights the regular spacing
and intelligent placement of the towers. For
example, a tower on the west town wall faces south
thanks to a change in the walls direction; clearly
this was designed to allow archers to fire south
from this tower in the event of an enemy attack.
Furthermore the prominence and importance of
the sea can truly be appreciated from the model.
Half of the town’s perimeter was surrounded by
the sea. Visually the view from incoming vessels
must have been immensely impressive, with the
fortressed town occupying the very edge of the land
with its wharfage facilities jutting outwards. Such
a position was ideal for trade and defence, and the
model highlights this well. The number of churches,
their location and scale reflects the importance of
religion within the town.
Virtual Southampton 1454. English Street, the block north of Brewhouse Lane, based on Oxford Archaeology’s plan. © Matt Jones
Time constraints and the scale of this project, carried
out in 2007 as part of M.Sc. study in Archaeological
Computing at the University of Southampton, would
have made anything but a ‘simple’ model unrealistic.
With any model it is easy, particularly when
simplicity is discussed, to misrepresent the data.
This is an even more contentious issue when remains
are incomplete or non-existent as this often requires
leaps of faith and differing levels of assumption.
There is often a perceived hypersensitivity towards
such leaps of faith by sections of the archaeological
community. However, it is important to note that in
the creation of such models we are not destroying the
data or misleading anybody, assuming the modeller
adopts an open approach to the available data and
assumptions made. In essence we are merely using
technology as a means of throwing around ideas. As
long as the modeller is honest with the data used and
the conclusions drawn, there can be no criticism of
the process.
Indeed it is possible to portray levels of certainty
in models; for example colour-coding aspects of the
model. In this project, as it intends to represent a
hypothetical appearance of the town in 1454, using
colours to separate out aspects of the model would
be inappropriate. Therefore the ground plan has been
colour-coded to represent the origin of the data for
a particular aspect of the town and also a table has
been created to document levels of certainty. All
this supplementary data will be provided alongside
the model as it is important to present the model
faithfully to visitors to the museum.
This project attempted to construct medieval
Southampton as it may have looked in 1454. Once
data had been gathered from various sources, the
building of the 3D model was done exclusively in
3D StudioMax 9. The created model of medieval
A still render of the finished model of Southampton
as it might have looked in 1454. © Matt Jones
It is hoped that the creation of the model will
encourage museum visitors to postulate such
questions regarding medieval Southampton. As
aforementioned the openness of the project and the
data means that at any time it can be interrogated
and added to as new ideas and facts are realised.■
More at www.viznet.ac.uk/3dvisa
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3DVisA Discussion Forum
COMPUTER NON-REALITY: FOR TRUE
BELIEVERS ONLY! Michael Greenhalgh
continues the debate on the veracity
of computer models
MISREADING VIRTUAL REALITY
Hilary Canavan
refutes Buczynska-Garewicz’s criticism
Reading Hanna Buczynska-Garewicz’s condemnation of 3D visualisation in general and the Cerveteri
Reborn project in particular in the September 2007
issue of the 3DVisA Bulletin, is certainly a jolting
experience for a student new to the digital humanities
and 3D visualisation. In Buczynska-Garewicz’s view,
‘Certainly there is nothing wrong with the attempts
to reconstruct. But false and illusive is the claim
that reconstruction can replace the real reality, that
Cerveteri can be “reborn”.’
As the culmination of a decade-long collaboration
between the specialist visualisation labs at the
University of California in Los Angeles (UCLA), the
University of Virginia and the Politecnico di Milano
and very many of the world’s leading scholars
in Roman history, architecture and archaeology,
Rome Reborn (www.romereborn.virginia.edu) is
one of the most enterprising and academically
rigorous visualisation projects in the humanities to
date. Understood in this context, Cerveteri Reborn
can be viewed both as a thematic extension of the
visualisation of sites important to the history of the
ancient Italic peninsula and as a visualisation project
which seeks to find its place in a lineage distinguished
by scholarship of the highest order.
This on-going discussion highlights dramatically
that the evolution of adequate analytical schemata
and peer-review processes have not kept pace with
the rapid advance of the technologies that extend
the forms scholarly interpretations may now take.
Debate as to how reviewers are to contend with
the unique visual and virtual-experiential traits of
the 3D visualisation medium, as well the blended,
multi-media information environment that most
often complements academic visualisations is
just beginning. And it must be admitted that the
misunderstandings and ambiguities evidenced here,
in a token example of how 3D visualisations are being
received by a largely untutored if scholarly audience,
to a significant extent echo, if not compound,
ambiguities perpetuated by visualisation projects
themselves and, indeed, the medium as a whole,
which have yet to establish and work to collectively
agreed mores, standards and conventional scholarly
apparatus to support intellectual transparency.■
I must confess to being surprised at Daniela
Sirbu’s introduction (see 3DVisA Bulletin,
September 2007) of various anaemic varieties of
theory into the ongoing discussion of the veracity
of computer reconstructions. Shifting the argument
to theory avoids the issue rather than addresses it. In
the academic world you’re no-one today without a
theory to pile up against Deleuze, Heidegger, Lacan,
Baudrillard and the rest – although it is noticeable
that true computer scientists manage to get by just
with ideas and code. So why side-step the real issue
by recourse to theory?
My original assertion bears repeating, namely that
no computer reconstruction yet made reaches the
level of accuracy of actual photographs, nor will one
ever do so, because the process involved is indeed
a reconstruction of elements which simulate the real
world and do not reproduce it. I maintain that the
only area in which such reconstructions have a role
to play in academia is where the object or setting no
longer exists, and is indeed being reconstructed from
suggested rather than necessarily proven elements.
But to use a computer to take an actual setting to bits,
and then rebuild it tediously in the computer, seems
to me a waste of time.
Please note that I do not argue above that accurate
reconstructions of monuments cannot be generated in
a computer – only that to do so requires extravagant
amounts of time, money and skill in varying measure.
For example, 3D scanning has been used to model
the Great Mosque at Sana’a in Yemen (7th to 12th
century). The French and Yemeni team used Trimble
5600 and Trimble 3600 Total Stations (costing in
the tens of thousands of dollars) for the control
survey, with the set measurement interval for the
scanning being 15mm – and this for a building of
2600 square metres.
The bottom line is that computer mapping and
reconstruction of real-world objects and spaces do
not and will never look like the real thing, because
of a continuing inability to deal with detail and
accuracy, let alone the crucial matter of texturing.
So let us be serious about the extent to which such
reconstructions can and should be used in research.
After all, if I want to know about Gaul, I read Julius
Caesar – not Astérix.■
More at www.viznet.ac.uk/3dvisa
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News and Reviews
Recipients of the 3DVisA
Student Award 2007
Joseph Robson. 3DVisA wishes to thank everyone
who has made this award possible: the students for
submitting the essays, the judges for generously
spending time on evaluation and feedback, the
sponsors, AHRC ICT Methods Network and the
publishers, Intellect and Prestel.■
The aim of the 3DVisA Student
Award is to promote computerbased visualisation as a research
method in the Arts and Humanities
studies; it recognises students’
contribution to this area and offers
them feedback from experts.
The award is for an essay on the
innovative application of 3D computer graphics to any area of study
© Angela Geary
in the Arts and Humanities.
3DVisA is delighted to announce Matt Jones as
the winner of the 3DVisA Student Award 2007.
His essay describing the process of creating a
3D computer model of medieval Southampton is
published in this 3DVisA Bulletin.
Other essays submitted for consideration have
shown the breadth of application of spatial imaging
in a variety of fields in the Arts and Humanities,
including theatre, museum and sound studies;
covering issues as diverse as virtual, graphic
soundscapes (archival audio-recordings), qualitative
methods for visualisation of movement in historical
spaces, and the ethics of exposing the mummified
human body to public examination through an
immersive display of tomographic images.
The two runners up were Rachel Hann, researching
towards a practice as Research Ph.D. at the School
of Performance and Cultural Industries, University
of Leeds, and Tara Chittenden, a Ph.D. candidate
at the London Institute of Education, University of
London. The 3DVisA virtual trophy, illustrated here,
was designed by Angela Geary, who served on the
judging panel together with Daniel Pletinckx and
More at www.viznet.ac.uk/3dvisa
ATTEND vizNET’08, the second interdisciplinary
conference on intersections of visualisation practices
and techniques, organised by vizNET and 3DVisA,
7th-9th May 2008, University of Loughborough,
Leicestershire, UK. Further information at
www.viznet.ac.uk/viznet2008.
3DVisA demonstration at the JISC Conference:
Enabling Innovation, 15th April 2008 at the
International Convention Centre, Birmingham. This
event can be followed online, for details see
www.jisc.ac.uk/events/2008/04/jiscconference08.aspx
VSMM 2008 Conference on Virtual Systems and
Multimedia Dedicated to Digital Heritage; 20th26th October 2008, Limassol, Cyprus; details at
www.vsmm2008.org
CONSULT The London Charter for the Use of 3D
Visualisation in the Research and Communication
of Cultural Heritage, www.londoncharter.org.
COMMENT on the 3DVisA Report on the Needs of
the 3D Community, www.viznet.ac.uk/3dvisa
NEW ON THE 3DVisA INDEX OF 3D
PROJECTS The Hong Kong-based radiologist
and artist, Kai-hung Fung describes the rainbow
visualisation technique he developed using
computed tomography, see www.viznet.ac.uk/3dvisa
JOIN 3DVisA
at www.jiscmail.ac.uk/lists/visa-3d.html
URLs in this Issue
Big Data Project, Preservation and Management Strategies for Exceptionally Large Data Formats
http://ads.ahds.ac.uk/project/bigdata/index.html
Conservation Technologies, National Museums Liverpool, UK
www.liverpoolmuseums.org.uk/conservation/technologies/index.asp
Electronic Visualization Laboratory, University of Illinois at Chicago, USA – www.evl.uic.edu
Rome Reborn – www.romereborn.virginia.edu
Rutopia 2 by Daria Tsoupikova – www.evl.uic.edu/animagina/rutopia/rutopia2
Sana’a, Yemen: 3D laser scanning and model of the Great Mosque, Technology & more, 2 (2007)
www.trimble.com/survey_tmarc.asp?Nav=Collection-46215
Ygdrasil, a framework for creating networked virtual environments – www.evl.uic.edu/yg
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Who’s Who in this Issue
Hilary Canavan studied Art History and Modern
European History as both an undergraduate and
postgraduate at institutions in the USA and the UK.
She currently works for the Vice-Chancellor of
the University of London on projects that promote
collaboration among the University’s 19 Colleges.
She is an M.A. candidate in Digital Humanities at
King’s College London and hopes to employ the
knowledge and skills gained from this degree in
support of her own academic work and in ways that
enhance collaborative projects in higher education.
Michael Greenhalgh is Professor Emeritus of
Art History at the Australian National University,
Canberra. He has previously taught in the UK at the
University of Leicester and has been a fellow of Christ
Church, Oxford and Corpus Christi, Cambridge. He
embraced digital technologies in his research and
teaching from their inception, progressing more
recently to digital panoramas and Virtual Reality.
In 1999-2001 he directed the Borobudur Project,
involving 3D modelling of this important Buddhist
Temple in central Java.
Matt Jones graduated from Southampton University
in 2007 with a distinction in Archaeological
Computing, following a first class honours
bachelor’s degree in History. His M.Sc. dissertation
was concerned with digital visualisation of the city
of Southampton in 1454, based on the surviving
document of that year, Southampton Terrier. The
computer model is intended for display at the
Museum of Archaeology in Southampton. Matt is
currently working for a transport consultancy and
hopes to undertake a Ph.D. in the near future. He is
particularly interested in the use of archaeological
evidence in conjunction with computational methods
to validate or disprove historical sources. He is the
winner of the 3DVisA Student Award 2007.
Annemarie La Pensée is a laser technology scientist
at Conservation Technologies, part of National
Museums Liverpool (NML), UK. She gained her
Ph.D. in Chemistry from the Liverpool University in
2002. Since joining NML, Annemarie has worked on
numerous local, national and international projects,
exploiting 3D recording within the heritage field. She
is particularly interested in applying 3D technology
in novel ways to solve problems in the areas of
conservation, architecture, art and documentation.
She has publications in the fields of science
communication, conservation and digital cultural
heritage, including the non-contact recording and
replication of cultural heritage, and the use of laser
scanning and rapid manufacturing techniques for
museum exhibitions.
Daria Tsoupikova is an Assistant Professor
at the School of Art and Design and Electronic
Visualization Laboratory (EVL), University of
Illinois at Chicago (UIC). Her research area and
artwork include development of virtual reality (VR)
art projects and networked multi-user exhibitions for
VR projection systems such as the Cave Automatic
Virtual Environment theatre (CAVE®) and
C-Wall, Single Wall Automatic Virtual Environment
projection system.
Disclaimer: The Bulletin expresses views of the authors and
not necessarily those of the JISC 3D Visualisation in the Arts
Network. Material in this issue is protected by copyright; to use
it elsewhere please seek the consent of the Editor.
Published by
JISC 3D Visualisation in the Arts Network
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