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An 'Animated Spatial Time Machine' in co-creation : reconstructing history using gamification integrated into 3D city modelling, 4D web and transmedia storytelling

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Abstract
More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens' collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the "3D city game Ghent" project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an "Animated Spatial Time Machine" (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space-time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.
Keywords
AUGMENTED-REALITY, MIXED REALITY, VISUALIZATION, BIM, FRAMEWORK, DESIGN, GIS, SCIENCE, OBJECTS, Animated Spatial Time Machine (AniSTMa), co-creation, gamification, 4D, web, cultural heritage, 3D modelling, parallel virtual universe, Transmedia Storytelling, VR, AR, XR, e-participation

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MLA
Matthys, Mario, et al. “An ‘Animated Spatial Time Machine’ in Co-Creation : Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling.” ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION, vol. 10, no. 7, 2021, doi:10.3390/ijgi10070460.
APA
Matthys, M., De Cock, L., Vermaut, J., Van de Weghe, N., & De Maeyer, P. (2021). An “Animated Spatial Time Machine” in co-creation : reconstructing history using gamification integrated into 3D city modelling, 4D web and transmedia storytelling. ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION, 10(7). https://doi.org/10.3390/ijgi10070460
Chicago author-date
Matthys, Mario, Laure De Cock, John Vermaut, Nico Van de Weghe, and Philippe De Maeyer. 2021. “An ‘Animated Spatial Time Machine’ in Co-Creation : Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling.” ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 10 (7). https://doi.org/10.3390/ijgi10070460.
Chicago author-date (all authors)
Matthys, Mario, Laure De Cock, John Vermaut, Nico Van de Weghe, and Philippe De Maeyer. 2021. “An ‘Animated Spatial Time Machine’ in Co-Creation : Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling.” ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 10 (7). doi:10.3390/ijgi10070460.
Vancouver
1.
Matthys M, De Cock L, Vermaut J, Van de Weghe N, De Maeyer P. An “Animated Spatial Time Machine” in co-creation : reconstructing history using gamification integrated into 3D city modelling, 4D web and transmedia storytelling. ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION. 2021;10(7).
IEEE
[1]
M. Matthys, L. De Cock, J. Vermaut, N. Van de Weghe, and P. De Maeyer, “An ‘Animated Spatial Time Machine’ in co-creation : reconstructing history using gamification integrated into 3D city modelling, 4D web and transmedia storytelling,” ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION, vol. 10, no. 7, 2021.
@article{8717507,
  abstract     = {{More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens' collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the "3D city game Ghent" project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an "Animated Spatial Time Machine" (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space-time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.}},
  articleno    = {{460}},
  author       = {{Matthys, Mario and De Cock, Laure and Vermaut, John and Van de Weghe, Nico and De Maeyer, Philippe}},
  issn         = {{2220-9964}},
  journal      = {{ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION}},
  keywords     = {{AUGMENTED-REALITY,MIXED REALITY,VISUALIZATION,BIM,FRAMEWORK,DESIGN,GIS,SCIENCE,OBJECTS,Animated Spatial Time Machine (AniSTMa),co-creation,gamification,4D,web,cultural heritage,3D modelling,parallel virtual universe,Transmedia Storytelling,VR,AR,XR,e-participation}},
  language     = {{eng}},
  number       = {{7}},
  pages        = {{34}},
  title        = {{An 'Animated Spatial Time Machine' in co-creation : reconstructing history using gamification integrated into 3D city modelling, 4D web and transmedia storytelling}},
  url          = {{http://doi.org/10.3390/ijgi10070460}},
  volume       = {{10}},
  year         = {{2021}},
}

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