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Abstract(s)
Toys have played a role in the development of 3D skills for architects. As a
continuation of this, games, a subgenre of which are city building games,
the father of all is SimCity, a variant of construction management games,
underlay a socio-economic model. Outgoing from a general view of the role
of toys and games in building the skills of architects, we focus on the modelling
of the impact of earthquakes on urban areas. The particular case considered
is Lisbon 1755, set into the context of related developments such as
l'Aquila 2009 and Bucharest 1977. We examined the 3D modelling of the
city, which can be the base for computer games, namely the GIS based,
Google Earth and Second Life. For all these modells we filled forms which
are provided in the annexes, to see the usability and potential improvements,
which will be considered in the model we propose. The later builds a
game with a socio-economic component, but both later ones have the social
component of crowd sourcing participation. The Second Life concept can
be extended with narratives of chance like in board games, to realise the
immersion like in a novel in the historic time depicted, organising for example
virtual events in the public space framework modelled. Different Levels
of Detail are identified as necessary in order to on one side identify the
landmarks of the image of the city in the perception of inhabitants and tourists
and on the other hand to model populations of buildings for future economic
studies, based on a structural mechanics instead of statistical approach.
Outgoing from this analysis we propose an own concept to model
the impact of the 1755 earthquake on Lisbon. We based our concept on the
analysis of the space and time aspects in the memory of the pre-disaster
city, and considered 72 landmark buildings which can be symbolically
modeled as spaces, based on a 2D to 3D concept. Depending on where they
were situated, these have been affected by the earthquake or not. We provide
besides the overview of the literature on games for architecture on urbanism
purposes also this one on memory. This includes on its side a game,
for lessons learned in the identification of the landmarks of the city. Apart
of the game, there is a guided tour with timeline and the 3D model in itself.
Codes are provided. For the analysis we used different views of the city:
eye-level, silhouette (from the river) and aerial. This can be the basis of a
future augmented reality application including the 3D model and the photos/
engravings of the time. The socio-economic component will be based on the modeling of material resources necessary to retrofit or reconstruct, for
the detailedly considered „pombalino” buildings. But first of all identifying
the urban morphology through 3D modeling is serving as a basis for master
planning, especially the strategic planning of the minimal urban structure, in
both preventive pre-earthquake intervention and post-earthquake reconstruction, as aimed for in the „Lisbon in motion” workshop and planned related ones.
Description
Keywords
Games Urban planning Earthquake Digital model
Citation
Publisher
Ion Mincu Publishing House