Creativity

02.12.2004

Kim H. Veltman

“Virtual Reconstructions, Knowledge Organization and Creativity”

Colóquio Internaciona:, Renascimento e Barocco. Porto Alegra, August 2007, Porto Alegra (In Press).

Abstract

Plans for architecture go back to Antiquity. Attempts to create idealized views of ancient cities go back to the 16th century, when architects reconstructed Roman cities. From the 17th through the 19th centuries such reconstructions became linked with archaeology and history. Since 1990, especially in Italy, Germany and Japan, there have been trends to reconstruct buildings, sites and cities in digital form, partly for conservation purposes, partly to understand historical contexts. Recent trends are to link these with Geographical Information Systems (GIS) and with reconstructions of events such as the eruption of Vesuvius. Seven applications of such virtual reconstructions have evolved in parallel, namely, restoration, tourism, architecture, history, entertainment, education and games. Three waves of convergence with trends towards Universal Convergence Technologies (UCT), are bringing new synergies among these applications. They also point to a potential integration of mapping, reconstructing, recognition and embedding. Herein, lie new possibilities for new knowledge organization in the form of systematic scales and worlds of knowledge. Virtual and digital reconstructions therefore represent much more than electronic versions of the physical world. They help us to understand, why there has been an increasing interplay between software for architecture and entertainment. They open new possibilities, whereby methods of film and television such as blue rooms, can be used for education and research. They offer new strategies for organizing the knowledge of memory institutions, which in turn can serve as a renewed source of creativity.


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