Virtual Hadrian’s Villa Launch at Harvard Center

Virtual Hadrian’s Villa Launch at Harvard Center

IDIA Lab has designed a virtual simulation of the villa of the Roman Emperor Hadrian, which is a UNESCO World Heritage site located outside of Rome in Tivoli, Italy. This project has been produced in collaboration with the Virtual World Heritage Laboratory (VWHL) at Indiana University (IU), directed by Dr. Bernard Frischer and funded by the National Science Foundation. This large-scale recreation virtually interprets the entire villa complex in consultation with the world’s foremost Villa scholars. The project has been authored in the game engine of Unity as a live virtual multi-user online learning environment that allows students and visitors to immerse themselves in all aspects of the simulated villa. The project launched at the Harvard Center for Hellenic Studies in Washington, DC on November 22, 2013. The webplayer versions of the Hadrian’s Villa project are funded through a grant from the Mellon Foundation.

The Launch of the Digital Hadrian’s Villa Project

The Center for Hellenic Studies, Ball State University, and Indiana University

Friday, November 22, 2013

Harvard Center for Hellenic Studies

Washington, DC

Speakers:
John Fillwalk, IDIA Lab, BSU
Bernard Frischer, VWHL, IU
Marina Sapelli Ragni

The presentations included previews of:
The Virtual World of Hadrian’s Villa
The Digital Hadrian’s Villa website

VirtualHadriansVilla_IDIALab_Login

The project not only recreates the villa buildings but also includes a complete Roman avatar system, non-player characters with artificial intelligence, furniture, appropriate vegetation, dynamic atmospheric system and sophisticated user interface. The interface provides learning, navigation, reporting and assessment opportunities and also allows users to change the position of the sun to any date in 130 AD using data from the Horizons database at JPL NASA – testing theses of astro-alignments of architectural features during solstices and equinoxes. Learning communities are briefed on the culture and history of the villa and learn the virtual environment prior to immersing themselves within it. The avatar system allows for visitors to enter the world selecting class and gender – already being aware of the customs and behavior of the Roman aristocracy, soldier, slave or politician.

Khan Academy Walkthrough of Virtual Hadrian’s Villa: http://youtu.be/Nu_6X04EGHk

Link to Virtual Hadrian’s Villa Walkthrough: http://youtu.be/tk7B012q7Eg

The Digital Hadrian’s Villa Project:

Virtual World Technology as an Aid to Finding Alignments between

Built and Celestial Features

Bernard Frischer1

John Fillwalk2

1Director, Virtual World Heritage Laboratory, University of Virginia

2Director, IDIA Lab, Ball State University

Hadrian’s Villa is the best known and best preserved of the imperial villas built in the hinterland of Rome by emperors such as Nero, Domitian, and Trajan during the first and second centuries CE. A World Heritage site, Hadrian’s Villa covers at least 120 hectares and consists of ca. 30 major building complexes. Hadrian built this government retreat about 20 miles east of Rome between 117, when he became emperor, and 138 CE, the year he died. The site has been explored since the 15th century and in recent decades has been the object of intense study, excavation, and conservation (for a survey of recent work, see Mari 2010).

From 2006 to 20011, with the generous support of the National Science Foundation[1]and a private sponsor, the Virtual World Heritage Laboratory created a 3D restoration model of the entire site authored in 3DS Max. From January to April 2012, Ball State University’s Institute for Digital Intermedia Arts (IDIA Lab) converted the 3D model to Unity 3D, a virtual world (VW) platform, so that it could be explored interactively, be populated by avatars of members of the imperial court, and could be published on the Internet along with a related 2D website that presents the documentation undergirding the 3D model.

The 3D restoration model and related VW were made in close collaboration with many of the scholars who have written the most recent studies on the villa.[2] Our goal was to ensure that all the main elements—from terrain, gardens, and buildings to furnishings and avatars—were evidence-based. Once finished, the was used in two research projects.

The first project was a NSF-sponsored study of the usefulness of VW technology in archaeological education and research. We used the virtual villa in undergraduate classes at Xavier University and the University of Virginia to investigate the thesis of two recent studies by project advisors Michael Ytterberg and Federica Chiappetta about how this enormous built space was used by six different groups of ancient Romans, ranging from the Emperor and Empress to normal citizens and slaves (Ytterberg 2005; Chiappetta 2008). Avatars representing these groups have been created and are being operated by undergraduate students as a Problem‐Based Learning (PBL) experience. They are observed by subject experts, who are using the data generated to test and, if necessary, refine the initial theses about how circulation through the villa was handled.  The results are still being evaluated. Preliminary indications are that the data show that the combination of VW used in a PBL educational context is very effective in taking advantage of the known connection between between the hippocampus and long-term learning, especially when the information to be mastered is spatial (Kandel 2007).

The second project involved use of the VW for some new archaeoastronomical studies. Most of our advisors’ publications, like the older work by archaeologists that preceded them, have concentrated on archaeological documentation, restoration, formal, and functional analysis. The latest research by advisor De Franceschini and her collaborator Veneziano (2011) combined formal and functional analysis: it considered the alignment of certain important parts of the villa in relation to the sun’s apparent path through the sky on significant dates such as the solstices. In their recent book they showed how two features of the villa are aligned with the solar solstices: the Temple of Apollo in the Accademia; and the Roccabruna. We used the VW to extend their research to other areas of the villa, taking advantage of 3D technology to restore the sun to the right place in the sky and also to restore the damage to the architecture of the villa, as De Franceschini and Veneziano had independently suggested be done before they learned about our digital model of the villa.

The work of De Franceschini and Veneziano is innovative. Archaeastronomy has become an accepted field of study in recent decades, and a considerable amount of work has been done in Old and New World archaeology. In Roman archaeology, however, this approach is still rarely encountered. Significantly, one of the few compelling studies concerns the most famous Hadrianic building: the Pantheon in Rome. Hannah and Magli 2009 and Hannah 2011 have shown a number of solar alignments in the building, of which the most notable are the sun’s illumination of the entrance doorway at noon on April 21; and the view of sunset silhouetting the statue of Hadrian as Sun god on a four-horse chariot atop the Mausoleum of Hadrian as viewed from the middle of the Pantheon’s plaza at sunset on the summer solstice. Like the summer solstice, April 21 is also a significant date: on it occurred the  annual festival in Rome known as the Parilia (re-named the Romaia by Hadrian),[3] which celebrated the founding of Rome.

De Franceschini and Veneziano pursued an observation of Mangurian and Ray (2008) to document an impressive example of solar alignment at Hadrian’s Villa involving the tower known as Roccabruna at the western end of the villa. Originally, a tower-like structure topped by a round temple, what remains today is the well-preserved, massive lower floor. The main entrance is located on the northwestern side to the right and gives access to a large circular hall covered by a dome. The dome is punctuated by an odd feature: five conduits that are wider on the outside than on the inside (figure 1).

What is the function of these unusual conduits? They have no known parallel in Roman architecture. After asking themselves this same question, on June 21st, 1988, the day of summer solstice, the American architects Robert Mangurian and Mary Ann Ray went to Roccabruna at sunset, and discovered the extraordinary light phenomena which occur there. At sunset the Sun enters through the main door illuminating the niche on the opposite side, something that happens during most of the summer days. But only in the days of the summer Solstice the Sun penetrates also into the conduit located above that door: its rays come out from the slot inside the dome projecting a rectangular light blade on the opposite side of the dome. In June 2009, De Franceschini verified the findings of Mangurian and Ray. However, they know that the apparent path of the Sun through the sky changes slightly each year, so that in the nearly 1880 years separating us from Hadrian, the precise effect of the alignment has been lost. As they noted, only a computer simulation can recreate the original experience of being in the lower sanctuary at Roccabruna at sunset on the summer solstice during the reign of Hadrian.

Once we had our 3D model of the site, we were able to obtain from NASA’s Horizons system[4] the correct azimuthal data for the year AD 130 and put the sun into the sky at sunset on the summer solstice. Following the lead of De Franceschini, who in the meantime had become a consultant to our project, we put into the niche one of the four statues of the Egyptian sky goddess Isis that were found at the Villa. De Franceschini chose Isis because first of all, there is no question there was a statue in this niche so we need to put something there; and the two flanking niches had candelabra, whose bases are preserved and are decorated with Isiac iconography. Moreover, Isis’ festival in Rome was on the summer solstice. So we scanned and digitally restored one of the several statues of Isis from the villa and put it into the central niche. Finally, for the dome, which we know from surviving paint was blue and therefore had the famous “dome of heaven” motif (Lehmann 1945), we followed De Franceschini in restoring a zodiac set up in such a way that the sign of Gemini is over the statue niche since the last day of Gemini is the summer solstice. Our zodiac is adapted from the great Sun God mosaic in the Rheinisches Landesmuseum in Bonn, which kindly gave us permission to use it.

As can be seen in figure 2, when we restored the sun in the right position in the sky dome for sunset on the summer solstice (June 21) of 130 CE in our 3DS Max model of Roccabruna, the sunlight coming through the main doorway illuminated the statue of Isis in the statue niche, and the light entering through the conduit lit up the sign of Gemini painted on the cupola. So we were able to confirm the Mangurian-Ray thesis.

The approach we have taken in our Roccabruna project is deductive: Mangurian and Ray noted the strange feature of the conduits punctuating the cupola of Roccabruna; they hypothesized a solar alignment. De Franceschini and Veneziano agreed and for various reasons we don’t need to go into today, they put a statue of Isis into the statue niche. We set up the conditions in which these hypotheses could be tested and were able to verify them.

But surely, if there is one such alignment at the villa of the same emperor who was responsible for the Pantheon, there may be others. But the villa is very big—covering over 100 hectares—and has 30 major building complexes, most larger than Roccabruna. Moreover, such alignments could just as easily involve astrological features such as the Moon and the planets. Faced with this level of complexity, the best methodological way forward in searching for new alignments is clearly inductive and empirical. This is one reason why we asked the Institute for Digital Intermedia Arts (IDIA Lab) of Ball State University to create a multi-user virtual world based in Unity 3D from our 3DS Max model.

The project of virtually interpreting a simulation on the scope and scale of Hadrian’s Villa was a daunting one – engaging layers of scholarly, technical and pedagogical challenges. The technical challenges were many – foremost to leverage the game engine of Unity 3D to become an effective multi-user avatar-based virtual world. An important factor was to create an environment that was straightforward and accessible via standard web browsers on both Mac and Windows and selected Unity 3D as the starting point for developing the platorm. We required specific back-end administration tools to handle the accounts and server side aspects of the project – for this we relied on Smart Fox Server as it manages Unity 3D quite well. Our team took an approach that bridged and integrated disparate technologies, creating a robust virtual world platform to immersively augment both instructional and PBL processes. VW features available to the learning community included text based communication, a live map showing current visitor positions, map based teleportation, managed voice channel, user selected avatar gestures, online users, paradata, photographs of the extant site, plan views, and integrated web links.

Key to the project was a varied system of avatars representing the imperial court, freemen, senators, scholars, soldiers, and slaves to the emperor. The avatar system provided several important functions testing recent scholarly interpretations of circulation throughout the villa and the use of various spaces for typical court activities – meals, imperial audiences, bathing, worship, etc. Upon entering the simulation, the choice of avatar would predicate how one’s social standing within the role-play of the world.

A gesture system was created via motion capture providing each user with a unique set of actions and gestural responses to engage social interactions – including greetings, bowing and gestures specific to rank and class. Communication was also a critical element in the modes of problem based learning engaged by the participants in the simulation. Specific technologies provided varied abilities such as public chat, private instant messaging and live multi-user voice channels.

A companion website was co-developed and integrated into the VW environment providing learners with visual assets such as photographs and panoramas of the current site, site plans, elevations, and video interviews with Villa scholars. We also developed three-dimensional turntables of the interpreted and reconstructed models, overview information on each of the major Villa features, bibliography and an expansive database of art attributed to the Villa site. This information can be directly accessed by learners directly from within the virtual world. The development team integrated the notion of paradata, introduced by the London Charter – making instantly transparent the scholarship and all underlying elements of the 3D model (from terrain to buildings, furnishing, costumes, and human behavior).

In support of new research theme on celestial alignments by consultants De Franceschini and Veneziano, a major goal for the project was to develop an accurate simulation for the position of the sun. The solar tracking, or virtual heliodon that we created as a response to this research, was envisioned as a simulation that would a bridge between the virtual environment and coordinates from an external database calculating solar positions. After investigating existing tools we decided to employ the Horizons database that was created by NASA’s Jet Propulsion Laboratory as an on-line solar system data computation service – tracking celestial bodies in ephemerides from 9999 BCE to 9999 CE. In implementing solar tracking for the Villa project in instances were we where we wanted to investigate potential significant solar alignments, we entered the latitude, longitude and altitudes of specific buildings from the Tivoli site to poll the Horizons data for the year 130 CE. The user was able to change the date, time of day, and quickly play the sun from specific moments via the user interface. The system was co-related to both the Julian and Gregorian calendars and contained presets for the vernal and autumnal equinoxes as well at the summer and winter solstices.

These tools allowed for the rapid discovery of potential alignment that might bear further investigation. The solar feature allows one to proceed empirically, in effect turning the clock back to 130 CE and running experiments in which the days and hours of the year are sped up by orders of magnitude so that one can in a very short time find candidate alignments not yet hypothesized by scholars working in the traditional way of Mangurian-Ray.

As developers, our goal was to create the solar tool and let students and scholars use it to undertake their own empirical research. Our team was not intending to engage in this research ourselves, yet in the process of working within the environment daily we quickly began to notice curious solar phenomena. In a bit of empirical study of the very first component of the site we installed in the simulation, the Antinoeion – or newly-discovered Temple of the Divine Antinous, we noticed an alignment of potential interest. The most likely alignment seemed at first glance to be along the main axis running from the entrance, through the obelisk in the central plaza to the statue niche at the end of the axis. We ran the days and hours of the year and found that the sun and shadow of the obelisk align at sunrise on July 20. We consulted with our expert on the Egyptian calendar in the Roman period, Professor Christian Leitz of the University of Tuebingen–and he confirmed that this date has religious significance. It is, in fact, the date of the Egyptian New Year, as the Romans of Hadrian’s age clearly knew (cf. the Roman writer Censorinus, who states that the Egyptian New Year’s Day fell on July 20 in the Julian Calendar in 139 CE, which was a heliacal rising of Sirius in Egypt).

In the process of developing and subsequently utilizing the simulation tools we created for astro-archeological research, our conclusions have been that virtual world technologies can indeed take the inquiry for significant built-celestial alignments to a new level of insight.

Bibliography

Chiappetta, F. 2008. I percorsi antichi di Villa Adriana (Rome).

De Franceschini, M. and G. Veneziano, 2011. Villa Adriana. Architettura celeste. Gli secreti degli solstizi (Rome).

Hannah, R. 2008. Time in Antiquity (London).

Hannah, R. 2011. “The Role of the Sun in the Pantheon’s Design and Meaning,”Numen 58: 486-513.

Kandel, E. 2007. In Search of Memory: The Emergency of a New Science of Mind(W. W. Norton, New York). Kindler edition.

Lehmann, K. “The Dome of Heaven,” Art Bulletin 27: 1-27.

Lugli, G. 1940. “La Roccabruna di Villa Adriana,” Palladio, 4: 257-274

Mangurian, R. and M.A. Ray. 2008. “Re-drawing Hadrian’s Villa,” Yale Architectural Journal, 113-116.

Mari, Z. 2010. “Villa Adriana. Recenti scoperte e stato della ricerca,” Ephemeris Napocensis 20: 7-37.

Ytterberg, M. 2005. “The Perambulations of Hadrian. A Walk through Hadrian’s Villa,” Ph.D. dissertation, University of Pennsylvania.

Ball State University’s IDIA Lab is granted rights to Blue Mars virtual world technology from Avatar Reality

Ball State University’s IDIA Lab is granted rights to Blue Mars virtual world technology from Avatar Reality http://bit.ly/BSU_BlueMars Ball State granted rights to develop $10 million Blue Mars virtual world technology (3/5/2012)

Ball State granted rights to develop $10 million Blue Mars virtual world technology (3/5/2012)

A digital laser scan of a centuries-old Buddha (above) and a simulation of the 1915 World’s Fair in San Francisco (below) are two examples of how Ball State has employed Blue Mars for cutting edge technology projects.

The future of virtual worlds has a new home at Ball State University, thanks to the generosity of Avatar Reality Inc., which granted the university rights to the multimillion-dollar 3-D virtual world platform, Blue Mars.

Blue Mars’ creator, Hawaii-based Avatar Reality, has provided expanded rights to the technology, valued at $10 million in research and development, to Ball State for 3-D simulation and research projects beyond the world of gaming.

“We are honored to have our institution selected to build upon the tremendous innovations within Avatar Reality’s Blue Mars platform,” said John Fillwalk, director of the Institute for Digital Intermedia Arts (IDIA) and senior director of Ball State’s Hybrid Design Technologies initiative. “This partnership between Avatar Reality and Ball State is an unprecedented gesture and a great distinction.”

Since 2009, Ball State’s IDIA has been a leading developer for Blue Mars, employing the virtual platform on projects such as digital laser scans of a centuries-old Buddha and the creation of the Virtual Middletown Project. The project, which ushers visitors via their computers into the world of the early 20th-century Ball Brothers Glass Manufacturing Co., is one example of the cultural heritage work possible with Blue Mars. Another is IDIA’s simulation of the 1915 World’s Fair in San Francisco.

“Avatar Reality designed in Blue Mars a next-generation 3-D platform that greatly advanced the graphic fidelity, functionality and scalability of virtual worlds — well beyond current standards,” Fillwalk said. “Its strategy connected social spaces across devices, from high-performance desktops to mobile phones. Our goal is to build upon both its technology and vision for the future of virtual worlds. “

Recognition speaks to reputation

Phil Repp, Ball State’s vice president for information technology, said the new agreement with Avatar Reality can be traced to Fillwalk’s commitment to advancing IDIA to the national level.

“The fact that other universities — and many of them of very high caliber — are working hard to gain expertise in hybrid worlds and that Ball State was identified as the university most likely to further develop this technology speaks volumes about our reputation, experience and abilities,” Repp said. “It’s an honor for Ball State and John to be singled out with this kind of recognition.”

Under Ball State’s terms of agreement with Avatar Reality, the university will begin to fully operate Blue Mars for noncommercial purposes, expand upon the source code, increase its research and academic initiatives, and enhance the community of Blue Mars. In addition, Ball State will deliver original content on Blue Mars as it has done in the past. Existing commercial activity will continue to be operated and supported by Avatar Reality, Inc.

“I am really excited about the future,” Repp said. “Through our division of Hybrid Design Technologies, Ball State will further our position as a national leader in hybrid worlds and their applications to mediated learning technologies. Our reputation in this discipline is such a perfect fit to our institutional history of innovation in teaching and learning.”

About Ball State: Located in Muncie, Ind., Ball State University is redefining education by providing relevant, immersive learning experiences that engage high-caliber students in intense interdisciplinary projects both in and out of the classroom. Its vibrant campus is home to about 22,000 undergraduate and graduate students from across the country and abroad. Learn more at www.bsu.edu.

About Blue Mars: Developed by Avatar Reality Inc., Blue Mars is a premium 3-D virtual world platform featuring unparalleled interactivity, fidelity, scalability and security, and it enables artists and developers to create and distribute interactive 3-D experiences to a global audience. Blue Mars launched in open beta in October 2009 and began selling virtual land to third party developers in January 2010. Blue Mars Mobile, an iOS app based on the content and technology from the virtual world, was introduced in February 2011.

Sinespace Gallery Designer

IDIA Lab has created a virtual gallery design system in partnership with virtual world creator Sinespace. Sinespace, a multi-user virtual world platform based in the UK, contacted IDIA to design this system for their new virtual environment. The Gallery Designer isan easy to use system to dynamically create gallery and museum exhibitions on the fly with any web hosted images – creating an exhibition with any images that can be connected to from the internet. Users can easily pick gallery styles (classical/modern), exterior settings, frame style, lighting, floosr, wall color and ceiling treatments – customizing an experience that is complementary to the exhibition theme. The gallery can then be easily published and host a virtual reception with visitors from around the globe.

Virtual World Heritage Ohio

Aerial view of Newark Earthworks render

Ball State University and Ohio History Council

Sponsored by the Office of Digital Humanities, National Endowment for the Humanities

The public will be able to explore the prehistoric Newark Earthworks in Ohio the way they appeared 2,000 years ago. Funded by the National Endowment for the Humanities’ Office of Digital Humanities, this interactive 3D simulation is under development at Ball State University.

 Ball State’sApplied Anthropology Laboratories (AAL) and the Institute for Digital Intermedia Arts (IDIA Lab) are creating a web-based virtual world that interprets the earthworks in their era of construction. The project is led oy Kevin Nolan, director and senior archaeologist at AAL and project co-director John Fillwalk, senior director of IDIA Lab.Interactive features will include accurate celestial alignments.  The sky will be simulated with accurate celestial bodies using data from NASA’s Jet Propulsion Laboratory to allow users to view the stars, planets, moon, and sun as they appeared 2000 years ago.

First person view of Newark Earthworks render

Already a National Historic Landmark, Ohio designated the Newark Earthworks as “the official prehistoric monument of the state” in 2006. Spread across four miles in what is now present-day Newark, Ohio, mounds and walls are constructed to record significant celestial alignments on the landscape, including the 18.6-year lunar cycle. The earthworks created community for the Hopewell People and provided sacred spaces for religious rituals and ceremonies related to their society. The Newark Earthworks comprise the largest set of geometric earthen enclosures in the world, built by the Hopewell People between A.D. 1 to A.D. 400 to serve a variety of cultural and spiritual purposes.

The project is a collaboration between Ball State and the Ohio History Connection, with support and partnership from several federally recognized American Indian tribes, including the Eastern Shawnee Tribe of Oklahoma and the Shawnee Tribe.

Wonders of Oz: iOS and Android app

Wonders of Oz is an augmented reality application that provides users an enhanced 3D experience with the film, The Wizard of Oz. This demo app can be triggered during film (or anywhere, anytime) to deliver animated content and sound to augment the screening and share events with a live audience. Flying monkeys, the witch on her burning broom, lollipops, the hot air balloon, Dorothy’s falling house, cows, chickens, rowboats, bicycles, rainbows and the wizard all appear with the press of a button! Users can use their devices to discover and track the virtual performers as they appear around them during the film. The original version contained more 3D content and was designed to work on a timer so the audience can share in the digital performers appearing on cue! This app can be adapted for any event, live theater, film concerts, art and cultural heritage events, etc. Note: This application requires the use of a gyroscope – not all Android devices possess one.

iOS: http://apple.co/1SmwI7Z

Google Play: http://bit.ly/1RRbNds

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Launch of Virtual Companion iOS app by IDIA Lab

Learn how modern technology can shape our understanding of the past during a special program at Mounds State Park on Saturday, Nov. 14.

Visitors to the 1 p.m. program will join park naturalist Kelley Morgan to learn about modern technologies that help archaeologists and historians bring the past to life. During the second half, director John Fillwalk and animator Neil Zehr of the Institute for Digital Intermedia Arts Laboratory at Ball State University will demonstrate how they use archaeological data to interpret the past to the public.

BSU’s IDIA Lab is premiering Virtual Companion – their custom augmented reality app employing LocusEngine, a geolocative process developed by IDIA Lab. Visitors to the park use the app to aid in learning and discovery while exploring the park’s Adena-Hopewell mounds. Using GPS data, the user’s position is geolocated in reference to the historical sites, allowing the app to display relevant content as a dynamic guide. This approach can be applied in cultural heritage, archeology, the sciences and the arts.

Interactive features, as well as the user’s current location in the park, are marked on a series of map options designed to provide multiple layers of locative information throughout the park. A GPS-driven trail map is available, allowing the user to track their movement through the trails and important features. When an interactive feature is selected on the map, an augmented reality view using gyroscope and compass data is loaded, portraying native people’s and habitats from the Adena-Hopewell era. Archaeologists have proposed that the enclosures were used to track celestial alignments. Using solar data from NASA’s JPL Horizons database, the movements of the sun on the equinoxes and solstices during the Adena-Hopewell era can be viewed and tracked to search for important alignments.

Standard park entry fees of $5 per in-state vehicle apply. Mounds State Park (stateparks.IN.gov/2977.htm) is at 4306 Mounds Road, Anderson, 46017.

Demonstration videos:

Download app here: http://bit.ly/VC_Mounds

Buffalo Bill’s Wild West gets a virtual makeover

Virtual Buffalo Bill's Wild West

Digital artists from Ball State’s IDIA Lab built their virtual simulation of Buffalo Bill’s Wild West with the Unity 3-D gaming platform along with custom software created by the lab.

Cowboys and Indians captivated the country when Buffalo Bill’s Wild West rolled through America in the late 1800s and early 1900s. More than a century later, Ball State digital artists have re-created the legendary showman’s outdoor exhibition.

Working with staff from the Buffalo Bill Center of the West, artists and designers from Ball State’s Institute for Digital Intermedia Arts (IDIA) have crafted a computer-generated world that authentically simulates the Wild West showdramatizing frontier life.

“The visual look and feel of the project is something we’re really proud of,” said John Fillwalk, IDIA director and senior director of the university’s Hybrid Design Technologies initiative.

Fillwalk collaborated on the project with Jeremy Johnston, curator of the center’s Buffalo Bill Museum, and Ball State historians James Connolly and Douglas Seefeldt.

As a senior digital editor of the Papers of William F. Cody, Seefeldt has worked closely with Johnston on several projects the National Endowment for the Humanities recently recognized as among the most significant it funded.

“When Doug introduced me to John, I was excited because all we had to visually represent the Wild West show at the Buffalo Bill Museum was this small architectural diorama,” said Johnston, who is also managing editor of the Papers of William F. Cody. “It gave our visitors an aerial overview of the show but lacked action.

“What the IDIA captured for us is the look and feel of the experience, right down to the sound effects of horses and the stage coach running through the arena.”

Buffalo Bill’s Muncie visit

Interactive Firearm Demonstration

IDIA-created augmented reality apps will feature objects in the museums’ collections, such as firearms.

The Virtual Buffalo Bill project offered a crossover research opportunity for Connolly, director of Ball State’s Center for Middletown Studies. The center is developing Virtual Middletown, a 3-D visualization of industrializing early 20th-century Muncie, and the Buffalo Bill simulation offered an opportunity to produce a module as part of that endeavor.

Connolly and Seefeldt provided Fillwalk with photographs and newspaper accounts of Buffalo Bill’s 1899 stop in Muncie. “He personified the Wild West for audiences in these small towns,” Connolly said.

Connolly’s and Seefeldt’s research, along with assets provided by the Buffalo Bill Center, allowed Fillwalk and his artists to create beautifully rendered graphics based on data and research, hallmarks that have distinguished IDIA’s work in emergent media design.

“The attack on the Deadwood Stage Coach is simulated down to representing John Y. Nelson, one of America’s original Mountain Men driving the coach,” Fillwalk explained. “And Cody himself—along with his wardrobe—was painstakingly researched and re-created. His appearance was based on specific clothing of Cody’s in the museum collection that we were allowed to photograph.”

Seefeldt said Fillwalk’s re-creations uniquely capture William F. “Buffalo Bill” Cody.

“His show had it all—buffalos, the Pony Express, Annie Oakley, re-enactments of iconic events in the history of the West. He was one of the most famous people in the country, a celebrity of that era, and it’s a thrill to see the way John has brought him back to life.”

Ball State-Center of the West partnership continues

Located in Cody, Wyoming, the Buffalo Bill Center of the West includes the Buffalo Bill, Draper Natural History, Whitney Western Art, Plains Indian and Cody Firearms museums, along with the McCracken Research Library.

The Origins of Buffalo Bill

Buffalo Bill portraitBorn in 1846, William F. Cody rode for the Pony Express, served as a military scout and earned his moniker “Buffalo Bill” while hunting the animals for the Kansas Pacific Railroad work crews. Beginning in 1883, he became one of the world’s best showmen with the launch of Buffalo Bill’s Wild West, which was staged for 30 years, touring America and Europe multiple times.

The IDIA Lab’s next project for the center will be a series of augmented reality apps featuring objects in each museum’s collection. By holding electronic devices over images like a grizzly bear or gun, users can learn more about them as 3-D models of the subjects pop up on screen.

“By using their phones or tablets, visitors can see museum exhibits come to life,” Fillwalk said. “All of our work is meant to give visitors a greater appreciation for these assets with the aid of our digital interpretations.”

Johnston said what he likes best about Fillwalk’s approach is the way “he puts technology in the users’ hands.”

“I’ve seen so many younger people walking through our museums with their heads down, glued to their iPhones and iPads. With John’s help, I’m excited that we’re taking something they’re so familiar with and using it in a way to get them to engage with our exhibits here.”

Funding for the Virtual Buffalo Bill project was provided by a grant from the Buffalo Bill Center for the West, which was matched by internal grant funding from Ball State.

http://cms.bsu.edu/news/articles/2015/10/ball-state-gives-buffalo-bills-wild-west-a-virtual-makeover

Oculus Rift + Leap Motion controller 3D printing.

Using our MakerBot Replicator 2X 3D printer, IDIA’s Chris Harrison worked with David Rodriguez to create a family of 3 brackets with varying uses and advantages to mount a Leap Motion Controller to the front of an Oculus Rift DK2.

Finding that double sided tape was not doing a very effective job of holding the Leap Motion Controller in place, we looked around Makerbot’s Thingiverse, an online warehouse of 3D print-ready objects, for a solution.

We found a bracket which when printed didn’t quite meet the tolerances of the Leap’s dimensions, and so some slight modifications were made to better accommodate it. In addition, rather than the 2-piece configuration on the website, a new bracket was made to be printed in one single pass.

Finally, after realizing other potential uses for the Leap, 2 more brackets were designed and printed so that the Leap can be securely installed onto the Oculus in a total of 3 different configurations.

The brackets can be viewed and downloaded here:

Bracket 1 Straight bracket used for visual IR passthrough from Leap camera

Bracket 2 Straight bracket used to minimize Oculus IR emitter occlusion

Bracket 3 Angles backet used to track hands with best angle – if no passthrough is desired

View a Oculus / Leap project here: https://idialab.org/oculus-rift-and-leap-motion-demo/

Virtual Art Museum and Virtual Collaboration Center Projects in AvayaLive Engage

Avaya_ArtMuseum2The IDIA Lab has developed two new simulations for AvayaLive Engage – a multi-user virtual world platform based on the Unreal Game Engine. The virtual collaboration Center is a multi-use teaching and learning facility prototype for use by large and small groups containing rich media and collaboration tools including desktop sharing, presentations, drop box, white boards, streaming video and webcam. The Virtual Art Museum is a demonstration of an interactive museum experience with links to companion webpages including a database that allows for extremely close examination of the paintings. Both simulations work on Mac and PC within industry standard web browsers and will be launching in the month of May, 2013. You can visit the project here:  https://wa11619.avayalive.com/11619/html/index.html Certain areas need administrative permission – we will be opening these up in the near future.

AvayaLive Engage
http://avayalive.com/Engage/Products.aspx
Unreal Game Engine UDK
http://www.unrealengine.com

Clarian Health VR Simulation

In collaboration with Clarian Health, IDIA has created a training video and interactive media to help facilitate the transition into the Ball Memorial Hospital New South Tower.

How can nurses train in a new hospital wing before it is constructed? Or after it’s complete and full of patients? For help addressing the situation, hospital officials turned to Ball State University and its emerging media experts. Rather than have the nurses don hardhats and run training seminars amidst saws and hammers, Ball State’s Institute for Digital Intermedia Arts (IDIA) worked to create a virtual training program. The result will allow nurses to interact with the new layout and better adapt t o their new surroundings well before the physical construction is complete.

This could be extremely important in terms of ultimate patient care, as nurses will be adapting to a new facility as well as learning a new patient-based floor design. Rather than having a single nursing station surrounded by many rooms, the wing will have individual nursing stations ensconced between two rooms. “Our interactive training simulation showcases new, more efficient methods for working in a decentralized care unit as opposed to a centralized care unit,” said John Fillwalk, IDIA director. “Switching from a single hub to multiple nursing stations represents a culture shift for nurses, and we were able to help them work through that.”

Using Quest 3D, a virtual reality program, Fillwalk and his team developed “New Spaces, New Care,” a training simulation that works like a computer game, allowing nurses to virtually explore their new environment, sit at their new workstations, view and walk into patients’ rooms, examine charts and access medicine cabinets.

In the weeks prior to the facilities opening, nurses assigned to the South Tower will complete the virtual training. By exploring the new wing before it’s complete, the nurses will be better acquainted the amenities, which once mastered, will give them more time for their patients, Fillwalk said. “By working directly with hospital officials and the nursing staff, we were able to create a program to more quickly acclimate staff members to their new environment and help them focus on the most important component of their jobs — tending to patients,” he added.

Links
Indianapolis WRTV Channel 6 Story

The Star Press: Energize ECI collaborating to lead an economic transformation

Museum Scanning Project

The IDIA Seminar’s current project focuses on virtually recreating the original settings of various sculptures found throughout the Ball State University Museum of Art. The project focused on scanning five different sculptures using a 3D laser scanner.

This project has allowed Ball State students to get involved with 3D scanning by learning the method, techniques and limitations involved with accurate scanning procedures.
The museum scanning project was initially a way to not only digitally archive a few select sculptures, but to place them in an animated video to visualize the art in their original context, before they found their way to the Ball State Museum of Fine Arts.

Sculptures such as Adolph Alexander Weinman’s “Descending Night” and “Rising Sun” originally were meant to be viewed at the Panama-Pacific International Exposition of 1915 in San Francisco. The students intend to visually replicate that scene along with how the artist framed them for viewing with the help of a  Zcorporation Zscanner 700 at a high resolution. Scanning typically takes the class around six hours (for a human sized sculpture). The ZScanner has the ability to scan any object in the tightest spaces and do it in real-time with one continuous scan.  Once the scan data is acquired, there are a large variety of mediums that it can be transferred to both digitally and physically. Students then place the models within an animation using AutoDesk Maya. A high-resolution viewer and interactive touch screens are also used to view the models. Students are also investigating a method of 3D prototyping the models to a smaller, more reproducible copy.

Links:
3D Scanner Technology

Virtual Middletown Living Museum in Blue Mars

The Virtual Middletown Living Museum project in Blue Mars is a simulation of the Ball Glass factory from early 20th century Muncie, Indiana. Life and conditions in the factory were one of the key elements of the Middletown Studies by Robert S. and Helen Merrell Lynd in their landmark studies Middletown (1929) and Middletown in Transition (1937). These in-depth accounts of life in Muncie, Indiana, became classic sociological studies and established the community as a barometer of social trends in the United States. In the years since, scholars in a variety of fields have returned to Muncie to follow up on the Lynds’ work, making this small city among the most studied communities in the nation. The center continues this tradition by sponsoring and promoting research on Muncie as Middletown, on small cities generally, and on the themes and issues the Lynds explored.

This simulation of industrial life, built as a prototype for a much larger project dealing with all aspects of the Lynd Study, has aimed to create an virtual living museum experience expanding the opportunities for both learning and interpretation. The approach to interactive design embeds learning and navigation experiences subtly into the project to maintain the sense of immersion. IDIA has prototyped several techniques to do this including: interactive objects that allow for close up inspection; objects that when clicked bring up web resources that show information; plans or photographs used in the interpretation; non-player character factory workers, a live interactive avatar of Frank C. Ball who greets visitors and introduces them to the factory; video and audio files of factory experts and archival films; an in-world interactive Heads-Up-Display (HUD) that provides deeper investigation and navigation through the factory; and a supporting webpage with complete documentation on all resources used in this interpretation.

To download the Blue Mars client, create an account and tour Virtual Middletown, please visit: http://blink.bluemars.com/City/IDIA_IDIALabExhibitions/

Follow these steps to get set up:

  1. Slelect “Download Client” and follow instructions to install the BlueMars client on your PC (Windows desktop or laptop)
  2. Once you have successfully installed the BlueMars client, select “Go To City” to install the Virtual Middletown virtual world
  3. Register your account and confirm when you receive an email from BlueMars
  4. Modify your avatar (optional)
  5. Explore Virtual Middletown!

NOTE: If you are a Macintosh user (OS X) you may run the BlueMars client and Virtual Middletown virtual world using the Boot Camp emulation: http://www.apple.com/support/bootcamp/

Here are links for additional information on the project:

  1. Center for Middletown Studies project website: http://cms.bsu.edu/Academics/CentersandInstitutes/Middletown/Research/Virtual/Virtual.aspx
  2. IDIA Lab project website: https://idialab.org/virtual-middletown-living-museum-in-blue-mars/

Recommended settings: Very High Graphics with good graphics cards – otherwise High or Low as needed. Screen resolution: Minimum 1280 by 720 or higher. Sound levels should be up. Many objects in the world are interactive – anything that highlights blue can be clicked with the left mouse button and examined – or might can reference a web page. The heads up display in the lower right hand corner provides information and navigation to augment your visit.

Project partners: The Center for Middletown Studies, Library Services and the Emerging Media Initiative at Ball State University

Press release: http://www.bsu.edu/news/article/0,1370,7273-850-65401,00.html

3D Point Cloud Laser Scanning

From a seashell to auditorium, laser-scanning can capture the objects and spaces we inhabit and convert them into a digital model. The IDIA scans a range of small or large scale 3D objects using facilities and equipment shared with the SimLab in the College of Architecture and Planning and supported by the Office of Information Technology. Three-dimensional geometry is captured in terms of millions of points that outline the scanned object. These points are converted into polygons to be used in the resulting animation workflow.

In 2009, the IDIA Immersion Seminar in Virtual Worlds worked to simulate the original settings of several sculptures in the collection of the Ball State University Museum of Art. Students where trained professionally to use the ZCorp 3D laser scanner using archival museum methods.

This project has allowed Ball State students to obtain skills in 3D scanning by learning the methodology, techniques and limitations involved with accurate scanning procedures. The museum scanning project was initially a way, to not only digitally archive select sculptures, but to place them in an live three-dimensional multi-user virtual environment that immerses viewers in a simulation of the works in their original context.

This significance of this project was to address the fact that pre-modern sculpture was typically originally designed to be an element in large-scale architectural, public or natural setting. IDIA developed a workflow that is now also a service that can be provided to external clients in the sciences, industry and the arts – employing emerging digital tools to illuminate a viewer’s understanding of context.

FARO and Z Corporation’s scanning technologies are used in applications such as reverse engineering, accident reconstruction, forensic science, historic preservation, entertainment and virtual simulation.

Microsoft Surface Museum Collection Portal

The IDIA has assembled an interdisciplinary group of students, faculty and industry experts in a significant interactive information portal for the Ball State University Museum of Art (BSUMA).  The IDIA team is developing an innovative touch-based interface to navigate the collection, employing and integrating Microsoft Surface with the Museum’s database.  The Surface will afford Museum patrons a collaborative, participatory public platform through which to access metadata and media of the physical exhibition – as well as extending virtually into the permanent collection. Using the Digital Images Delivered Online (DIDO) database, the interface will make visual the interconnection between works in the collection queried on searchable parameters, i.e. artist, medium, period, subject etc. This two-semester immersive project supported by the BSU Provost’s Immersion Initiative has been team-taught and has recruited students from targeted disciplines across campus.

Complete Instruction Guide here: http://ilocker.bsu.edu/users/idiaa/world_shared/SurfaceInstructions.pdf

Microsoft Surface represents a fundamental change in the potential for interaction with digital content. The Surface is a 30” tabletop interface environment that allows several people to work independently or collaboratively – all without using a mouse or a keyboard.  The Surface allows users to navigate information physically, and manipulate information with natural gestures and touch http://www.microsoft.com/SURFACE/product.html#section=The%20Product.

The Ball State University Museum of Art has a collection of nearly 11,000 works of art. Central to the Ball State University Museum of Art’s mission is the provision of educational programming that will further faculty, staff, student, and public utilization and understanding of the Museum and its collection, of museums in general, and of the arts. To accomplish this goal, the Museum offer tours, talks, materials for teachers, an education database, artist demonstrations. The Museum’s education philosophy centers on bringing together the needs of visitors and the resources of the Museum , and balancing responsibility to the university with service to the community. In facilitating communication between the work of art and the viewer, the Museum subscribes to a philosophy of learner-centered programming informed by a thorough knowledge of the collection and methods and strategies for effective teaching.

Although the Museum’s collection numbers nearly 11,000, given the physical constraints of the facility, a mere 10% of the collected works are currently displayed at any given time.  The incorporation of this hybrid Surface and database system will afford patrons virtual access to the entire collection – making visible those works currently stored.  More importantly, the system will allow patrons to visualize the interconnectivity of the works according to multiple facets – visually re-contextualizing the works in relation to specified search parameters.  This form of innovative technology within a museum context would typically be installed at major metropolitan institutions. Development of this interface at the Ball State University Museum of Art will not only benefit local community groups and patrons of BSUMA whose access to the collection will be significantly augmented, but also has the potential to influence other museums through the distribution of the outcomes of this product.

The Institute for Digital Intermedia Arts (IDIA) has a history of providing interdisciplinary immersion and new media experiences, employing pedagogy that supports students’ transformation as active, engaged learners. The Institute provides a dynamic exchange between instructor and students – where participants engage in collaborative, inquiry-based communities that provide an environment, which fosters participatory learning. As opposed to a traditional model, where knowledge is imparted by the teacher to the student, participatory learning can transform the learner into an active role. Participatory learning communities engage in a dynamic conversation centered around a subject – where analysis, comparison, and evaluation are core to the process of acquiring meaning and relationships. This environment allows students the opportunity to have a stake in the conditions of their learning, making decisions that direct their course of investigation. With a commitment to active inquiry, participants are freed to create personal and collective meaning.

 

BSU MUSEUM OF ART

COLLECTION PORTAL

SOFTWARE DESIGN

Carrie Arnold

Joel Happ

Garret Orth

Deekshita Reddy

Christopher Ross

Jonathan Strong

Austin Toombs

INTERFACE DESIGN

Anastasia Goryacheva

Steven Lanier

Jonathan Strong

ELECTRONICS

Eric Brockmeyer

Giovanni Rozzi

GRAPHIC DESIGN

Amy Goettemoeller

Ina-Marie Henning

FACULTY

Jesse Allison

John Fillwalk

Paul Gestwicki

PROJECT DIRECTOR

Jonathan Strong

A SPECIAL THANK YOU

UNIVERSITY LIBRARIES

James Bradley

John Straw

Budi Wibowo

SOUND

Rick Baker

Steven Lanier

Giovanni Rozzi

STRUCTURAL DESIGN

Eric Brockmeyer

Matthew Wolak

PROJECT MANAGEMENT

Ina-Marie Henning

Amruta Mhaiskar

Jennifer Weaver-Cotton

PRODUCER/PRINCIPLE INVESTIGATOR

John Fillwalk

BALL STATE UNIVERSITY MUSEUM OF ART

Peter Blume

Carl Schafer

Tania Said

Ball State University Museum of Art

College of Fine Arts

College of Architecture and Planning

Department of Architecture

Department of Art

Department of Computer Science

School of Music

Information Technology

Office of the Provost

University Libraries

and

Jeff Berg, IBM Interactive, IDIA Research Fellow

IDIA Presents: BSU MUSEUM OF ART COLLECTION PORTAL 3/20/11 at 2:30pm BSUMA

 

BSU MUSEUM OF ART COLLECTION PORTAL
Reception and Gallery Talk

Thursday, March 20 @ 2:30pm, BSU Museum of Art

The BSU Museum of Art Collection Portal was developed by students, faculty and industry research fellows in the Institute for Digital Intermedia Arts at Ball State University. The year-long project was developed in partnership with the Ball State University Museum of Art and sponsored by the Provost’s Immersive Learning Initiative.

This interdisciplinary team from art, computer science, architecture and music has developed an innovative, touch-based application to navigate the collection. The portal bridges the Microsoft Surface interface with the Museum’s collection database, the Digital Images Delivered Online (DIDO), hosted on the Digital Media Repository of Bracken Library. The Surface affords Museum visitors an interactive platform to individually or collaboratively make virtual connections between works of art both on display and in reserve – accessing information and media across the collection.

http://bit.ly/IDIA_Surface

Complete Instruction Guide here: http://ilocker.bsu.edu/users/idiaa/world_shared/SurfaceInstructions.pdf

MMFX/IMA Interactive Project

IDIA is creating a media rich interactive digital kiosk for the Digital Fabrication Institute’s MMFX Exhibit hosted by the Indianapolis Museum of Art. Students participating in the IDIA Immersion Seminar in Virtual Worlds are developing the interactive interface, which will act as a station within the exhibit where viewers can attain additional biographical and portfolio information– employing a custom designed, coded and fabricated dynamic media experience.