The consecution of uncertain knowledge, hypotheses and the design of abstraction

  • In archaeology and building history, uncertain knowledge spans from the interpolation of findings to contradictory equivalent hypotheses. The visual reflection of this scientific uncertainty explicitely visualizes this. In case of extensive uncertainty this leads to a decidedly abstract visual appearance. Two classical fields of architectonic design – abstract virtual modeling and virtual photography – are responsible for the design of abstraction. In general, visualisations of archaeological hypotheses are regarded as digital reconstructions that implicite the representation of lost architecture by a digital substitution. Reconstructions though implicite the general possibility of reconstructing and neglect the lack of knowledge in favour of a vivid, visually attractive and immersive and easy to understand compensatory phantasy world that barely resembles the archaeologists’ hypotheses but is overwhelmed by pure phantasy. The extreme escalation of this approach is reached by computer games and approximated by a number ofIn archaeology and building history, uncertain knowledge spans from the interpolation of findings to contradictory equivalent hypotheses. The visual reflection of this scientific uncertainty explicitely visualizes this. In case of extensive uncertainty this leads to a decidedly abstract visual appearance. Two classical fields of architectonic design – abstract virtual modeling and virtual photography – are responsible for the design of abstraction. In general, visualisations of archaeological hypotheses are regarded as digital reconstructions that implicite the representation of lost architecture by a digital substitution. Reconstructions though implicite the general possibility of reconstructing and neglect the lack of knowledge in favour of a vivid, visually attractive and immersive and easy to understand compensatory phantasy world that barely resembles the archaeologists’ hypotheses but is overwhelmed by pure phantasy. The extreme escalation of this approach is reached by computer games and approximated by a number of illustrious archaeological sites: Barcino 3D (www.bcn.cat/cultura/serveiarqueologia/index.html), Versailles 3D (www.versailles3d.com), Paris 3D (paris.3ds.com), Rome Reborn (romereborn.frischerconsulting.com), Colonia 3D (archaeologie.uni-koeln.de/node/299) A number of archaeological projects’ hypotheses have been analyzed to extract spatial information to be transformed into abstract forms up to the archaeologists confirmed accordance without contradiction. The design of abstracion aims at creating convincing images of architectural ideas without appending more content than necessary. This has been achieved for Excellence Cluster TOPOI exhibitions Pergamon and Palatine (Rome) as well as for Naga and Cologne Cathedral’s permanent installation.show moreshow less

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Metadaten
Author: Dominik LengyelORCiDGND, Catherine Toulouse
ISBN:978-88-492-3295-0
Title of the source (Italian):Le ragioni del disegno
Publisher:Gangemi Editore
Place of publication:Firenze
Editor: Stefano Bertocci, Marco Bini
Document Type:Part of a book (chapter)
Language:English
Year of publication:2016
Contributing Corporation:Unione Italiana del Disegno
Tag:Visualizzazione
First Page:403
Last Page:408
Faculty/Chair:Fakultät 6 Architektur, Bauingenieurwesen und Stadtplanung / FG Architektur und Visualisierung
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