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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;CUQAQ3k-eip7ImA9WhRQGE8.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121</id><updated>2011-12-14T00:42:22.752Z</updated><category term="York" /><category term="Leskernick" /><category term="Lighting" /><category term="Half-Life 2" /><category term="lidar" /><category term="Visualisation" /><category term="Simulation" /><category term="West Burton" /><category term="Climate Change" /><category term="Panoramas" /><category term="anaglyph 3D" /><category term="Alt-games" /><category term="timelapse" /><category term="Laxton" /><category term="CryEngine 3" /><category term="Google Earth" /><category term="Source" /><category term="Stonehenge" /><category term="CityScape" /><category term="CryEngine" /><category term="Little Gidding" /><category term="SketchUp" /><category term="Unity" /><category term="CryEngine 2" /><category term="Terrestrial Laser Scanning" /><category term="Visibility" /><title>Second Site</title><subtitle type="html">Landscape, Heritage and Visualisation</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://secondsiteresearch.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://secondsiteresearch.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>77</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/SecondSite" /><feedburner:info uri="secondsite" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;CUQAQ3k-fSp7ImA9WhRQGE8.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-4796391966245625330</id><published>2011-12-13T17:19:00.000Z</published><updated>2011-12-14T00:42:22.755Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-12-14T00:42:22.755Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Climate Change" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Marine inundataion in the Gulf</title><content type="html">&lt;div style="text-align: justify;"&gt;
It has been a while, but thanks to Jack Hanson, a recent graduate of the &lt;a href="http://www.vista.bham.ac.uk/Teaching/MA_landscape.htm"&gt;MA in Landscape Archaeology and GIS&lt;/a&gt; at University of Birmingham, and now Cultural Mapping Officer for the Qatari National Historic Environment record (&lt;a href="http://www.qma.org.qa/index.php/en"&gt;QNHER&lt;/a&gt;) for setting the ball rolling again by providing this nice, innovative example of the use of CryEngine to visualize marine inundataion in the Arabian Gulf since the last glacial maximum. The&amp;nbsp;visualization&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&amp;nbsp;was accomplished using&amp;nbsp;CryEngine Sandbox 2 and global eTopo2 elevation data, with sea level data extracted from published&amp;nbsp;&lt;/span&gt;literature&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;.&lt;/span&gt;&lt;/div&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=s-hme36B3w4:VhgkE3tC_C8:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=s-hme36B3w4:VhgkE3tC_C8:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/s-hme36B3w4" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4796391966245625330?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4796391966245625330?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/s-hme36B3w4/marine-inundataion-in-gulf.html" title="Marine inundataion in the Gulf" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://img.youtube.com/vi/84VRbHPrFbQ/default.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/12/marine-inundataion-in-gulf.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk4ARn4-eyp7ImA9WhRSEUo.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-2921973534103048385</id><published>2011-11-13T08:49:00.001Z</published><updated>2011-11-13T09:02:27.053Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-11-13T09:02:27.053Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="lidar" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Making Something Different</title><content type="html">&lt;span style="display: block; margin-bottom: 4px; margin-left: 0px; margin-right: 0px; margin-top: 12px; text-align: justify;"&gt;Enjoyed speaking the the &lt;a href="http://www.britarch.ac.uk/cbaem/"&gt;CBA East Midlands&lt;/a&gt; group in Market Overton yesterday. &amp;nbsp;Part of a programme packed with interesting and varied stuff, including one again Dave Walker on the excellent &lt;a href="http://nottinghamcavessurvey.org.uk/"&gt;Nottingham Caves Survey&lt;/a&gt;&lt;/span&gt; &lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;iframe frameborder="0" height="355" marginheight="0" marginwidth="0" scrolling="no" src="http://www.slideshare.net/slideshow/embed_code/10136407" width="425"&gt;&lt;/iframe&gt;&lt;/div&gt;
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&lt;div style="padding: 5px 0 12px;"&gt;
&lt;div style="text-align: justify;"&gt;
Talking&amp;nbsp;about using airborne lidar in landscape archaeology I think I spent too long dwelling on the relatively mundane choices of data&amp;nbsp;visualization&amp;nbsp;techniques and how they enhance our ability to identify and interpret archaeological information in lidar&amp;nbsp;elevation&amp;nbsp;models. &amp;nbsp;But beyond traditional&amp;nbsp;visualization&amp;nbsp;is the enticing world of game-based immersive&amp;nbsp;visualization&amp;nbsp;of those same data, a better way to engage with the density and complexity of high-volume survey data. &amp;nbsp;I was pleased that suggesting this approach went down well with a general non academic audience who (I'm sue I will be forgiven) were on the whole somewhat older than the &amp;nbsp;usual conference audience. &amp;nbsp;To me this seems hopeful proof that the concept of community digital heritage has some currency and that computer-based&amp;nbsp;visualization&amp;nbsp;is neither too esoteric nor too divorced from the common currency of&amp;nbsp;community archaeology to find a place.&amp;nbsp;&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-2921973534103048385?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/pinjbTga0ZkDCJayStNlWkQ1m8Q/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/pinjbTga0ZkDCJayStNlWkQ1m8Q/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/LQo8K0eAnuA" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/2921973534103048385?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/2921973534103048385?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/LQo8K0eAnuA/making-something-different.html" title="Making Something Different" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/11/making-something-different.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEAHRHs7fyp7ImA9WhdVFUs.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-890102311618122238</id><published>2011-09-21T00:51:00.001+01:00</published><updated>2011-09-21T00:52:15.507+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-21T00:52:15.507+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Laxton" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 2" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine" /><title>Different Visions</title><content type="html">&lt;div style="text-align: justify;"&gt;
Back to Laxton tonight, wearing a by now slightly unfamilar hat, to talk to the &lt;a href="http://www.laxtonhistorygroup.org.uk/index.htm"&gt;Laxton&amp;nbsp;History&amp;nbsp;Group&lt;/a&gt;&amp;nbsp;about the past excavation and survey work in the village and &lt;a href="http://www.laxtoncastle.org.uk/"&gt;castle&lt;/a&gt;.&lt;/div&gt;
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I can't resist including one of the CryEngine&amp;nbsp;visualizations&amp;nbsp;of the castle survey in the presentation, and have settled for that produced in CE2:&lt;/div&gt;
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&lt;iframe allowfullscreen="" frameborder="0" height="225" src="http://player.vimeo.com/video/27385758?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="400"&gt;&lt;/iframe&gt;
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It strikes me how different the same basic data looks in CryEngine 1:&lt;br /&gt;
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&lt;iframe allowfullscreen="" frameborder="0" height="300" src="http://player.vimeo.com/video/14058056?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="400"&gt;&lt;/iframe&gt;&lt;/div&gt;
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Nothing deep here, but it strikes me as how CE1 has something of a cartoonish, fantastical feel about it. &amp;nbsp;Now we may deride that as lack of&amp;nbsp;photo-realism, something that undermines the authenticity of the&amp;nbsp;visualization, and if we did we might have a point. &amp;nbsp;But there's also something attractive about this, rather like naive art, the studied lack of realism invites a different kind of engagement and reject criticism for not looking real enough. &amp;nbsp;This might just be my&amp;nbsp;liking&amp;nbsp;for the speed and simplicity of CE1 speaking, but if game based rendering of landscape is about more than simply realism (and I believe it is) then maybe&amp;nbsp;naivety&amp;nbsp;and a simple&amp;nbsp;pallet&amp;nbsp;have something to offer.&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-890102311618122238?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/R9LVfut_UKM" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/890102311618122238?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/890102311618122238?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/R9LVfut_UKM/different-visions.html" title="Different Visions" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/09/different-visions.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUIEQH4-eSp7ImA9WhdVEkw.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-184553227400440133</id><published>2011-09-16T16:53:00.000+01:00</published><updated>2011-09-17T00:58:21.051+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-17T00:58:21.051+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Stonehenge" /><category scheme="http://www.blogger.com/atom/ns#" term="Terrestrial Laser Scanning" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Stonehenge</title><content type="html">&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Two exciting pieces of research affecting Stonehenge have been pointed out to me and are too good not to pass on. &amp;nbsp;The English Heritage funded &lt;a href="http://www.english-heritage.org.uk/about/news/3d-stonehenge-model-unveiled/"&gt;3D Stonehenge model&lt;/a&gt; has used high resolution terrestrial laser scanning to produced an&amp;nbsp;unparalleled, accurate three-dimensional model of the stones.&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;/div&gt;
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&lt;a href="http://2.bp.blogspot.com/-3rSH44HhNMY/TnNwcES5rGI/AAAAAAAAAUU/CoVhkOSedUU/s1600/Untitled.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="221" src="http://2.bp.blogspot.com/-3rSH44HhNMY/TnNwcES5rGI/AAAAAAAAAUU/CoVhkOSedUU/s400/Untitled.png" width="400" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Meanwhile, at&amp;nbsp;Bournemouth&amp;nbsp;University the team responsible for one of the recent campaigns of fieldwork at Stonehenge have completed the&amp;nbsp;&lt;span class="Apple-style-span" style="background-color: white; color: #444444; line-height: 25px;"&gt;&lt;a href="http://www.bournemouth.ac.uk/caah/stonehenge-riverside-project/google_seeing_beneath_stonehenge%20.html"&gt;Google Under the Earth: Seeing-beneath-Stonehenge&lt;/a&gt; project. Funded by the &lt;a href="http://research.google.com/university/relations/research_awards.html"&gt;Google Research Program&lt;/a&gt;. Birmingham Postgraduate Lawrence Shaw has worked on this project and blogs about it &lt;a href="http://worlddiggersday.com/Lawrence_Shaw/?p=80"&gt;here&lt;/a&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="background-color: white; color: #444444; font-family: inherit; line-height: 25px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;iframe allowfullscreen="" frameborder="0" height="300" src="http://www.youtube.com/embed/FpN-gCOmXlA" width="500"&gt;&lt;/iframe&gt;

&lt;span class="Apple-style-span" style="background-color: white; color: #444444; line-height: 25px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
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&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Great work, and nice&amp;nbsp;visualization&amp;nbsp;in both cases.&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;span class="Apple-style-span" style="background-color: white; color: #444444; font-family: Georgia, Times, 'Times New Roman', serif; font-size: 16px; line-height: 25px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-184553227400440133?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/YPW4ScRDoPQ" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/184553227400440133?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/184553227400440133?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/YPW4ScRDoPQ/stonehenge.html" title="Stonehenge" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-3rSH44HhNMY/TnNwcES5rGI/AAAAAAAAAUU/CoVhkOSedUU/s72-c/Untitled.png" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/09/stonehenge.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0ANQ3g_eSp7ImA9WhdWFUw.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-8349342283859401132</id><published>2011-09-08T20:52:00.000+01:00</published><updated>2011-09-08T20:56:32.641+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-08T20:56:32.641+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visibility" /><category scheme="http://www.blogger.com/atom/ns#" term="Stonehenge" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Exploring Visibility and Atmospheric Occlusion in CryEngine</title><content type="html">&lt;div class="MsoNormal" style="text-align: justify;"&gt;
The role of visual appreciation of landscape has taken a
leading role in the archaeology of landscape, encouraged both by theoretical
approaches and the utility of GIS softwares for automatic analysis of the
visual characteristics of large landscapes.&amp;nbsp;
Various writers have critiqued GIS studies of visibility and proposed
enhancements to and refinements of visibility studies (eg. Llobera 1996 and 2000; Ogburn
2006).&amp;nbsp; In essence arguments for the refinement
of visibilities studies focus on the need to appreciate the impact of range,
view direction and target size on visibility. Additionally, a number of authors
have pointed out the shortcomings of both theoretical and practical approaches
to visibility studies, in particular the fact that many studies ignore or
misrepresent the potential impact of vegetation and past vegetation patterns on
landscape and visibility.&amp;nbsp; &lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-j4WTI5htt0A/Tmkb7YnujZI/AAAAAAAAAUE/149jk5MIbVo/s1600/Figure+N+Stonehenge+Visibility+Simulations.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-j4WTI5htt0A/Tmkb7YnujZI/AAAAAAAAAUE/149jk5MIbVo/s320/Figure+N+Stonehenge+Visibility+Simulations.jpg" width="297" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: justify;"&gt;
I have been experimenting with using CryEngine to model
different degrees of visual occlusion of landscape, based on atmospheric fog and rain.&amp;nbsp; Sandbox conveniently allows varying vegetation
scenarios for the same landscape to be stored as layers that may be turned on
and off to explore the visual impact of changes in vegetation.&amp;nbsp; Sandbox's environment controls allow
alteration of the character, density and occlusion distance of atmospheric fog
and addition the impact of rain on visibility may be simulated through particle
effects.&amp;nbsp; The graphics here illustrate CryEngine
simulations of the effect of increasingly dense atmospheric fog (with view distance decreasing from 200m to 500m) and the addition
of rain on visibility of Stonehenge as viewed from The Cursus, a distance of
just over 2km, and can be compared with a traditional GIS-derived
two-dimensional viewshed diagram from the same location.&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: left;"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-hE4OeTkoLn4/Tmkb70AkprI/AAAAAAAAAUI/iuITgOQ6FYM/s1600/Untitled.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"&gt;&lt;img border="0" height="200" src="http://4.bp.blogspot.com/-hE4OeTkoLn4/Tmkb70AkprI/AAAAAAAAAUI/iuITgOQ6FYM/s200/Untitled.jpg" width="192" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;br /&gt;
I think this approach has some potential for exploring
changing visibility in landscapes where views and indivisibility are considered
significant.&amp;nbsp; I'll be exploring different
vegetation patterns in a similar light in the near future.&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;div style="text-align: left;"&gt;
Llobera, M. 1996.&amp;nbsp;&lt;a href="http://www.antiquity.ac.uk/Ant/070/Ant0700612.htm"&gt;Exploring the topography of mind: GIS, social space and archaeology&lt;/a&gt;. &lt;i&gt;Antiquity&lt;/i&gt; 70, 612-22.&lt;/div&gt;
&lt;div style="text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: left;"&gt;
Llobera, M. 2001.&amp;nbsp;&lt;a href="http://www.sciencedirect.com/science/article/pii/S0305440301907204"&gt;Building past landscape perception with GIS: understanding topographic prominence&lt;/a&gt;. &lt;i&gt;Journal of Archaeological Science&lt;/i&gt; 28,
1005-14.&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;div style="text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;div style="text-align: left;"&gt;
Ogburn, D.E. 2006.&amp;nbsp;&lt;a href="http://www.sciencedirect.com/science/article/pii/S0305440305001810"&gt;Assessing the level of visibility of cultural objects in past landscapes&lt;/a&gt;. &lt;i&gt;Journal of Archaeological Science&lt;/i&gt; 33,
405-13.&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;div style="text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-8349342283859401132?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/i7IUpdU5OW8" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8349342283859401132?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8349342283859401132?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/i7IUpdU5OW8/exploring-visibility-and-atmospheric.html" title="Exploring Visibility and Atmospheric Occlusion in CryEngine" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-j4WTI5htt0A/Tmkb7YnujZI/AAAAAAAAAUE/149jk5MIbVo/s72-c/Figure+N+Stonehenge+Visibility+Simulations.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/09/exploring-visibility-and-atmospheric.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUYFR307cSp7ImA9WhdWFE8.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-573228069527900420</id><published>2011-09-07T16:10:00.001+01:00</published><updated>2011-09-07T20:18:36.309+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-07T20:18:36.309+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="lidar" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 2" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Tara</title><content type="html">&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;One of the nice things to come out of&amp;nbsp;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;a href="http://www.ucd.ie/archaeology/alr/" style="color: #992211; line-height: 20px; text-decoration: none;"&gt;&lt;span class="Apple-style-span" style="color: #992211;"&gt;Technological Advances in Landscape and Heritage Management Recordi&lt;/span&gt;ng&lt;/a&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;has been the chance to collaborate with&amp;nbsp;colleagues&amp;nbsp;in Ireland on some experimental&amp;nbsp;visualization. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://www.discoveryprogramme.ie/images/stories/research/tara/lidar/cstudy_ire_tara_11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://www.discoveryprogramme.ie/images/stories/research/tara/lidar/cstudy_ire_tara_11.jpg" width="261" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="background-color: white; color: #333333; line-height: 20px;"&gt;I'm very&amp;nbsp;grateful&amp;nbsp;to the&amp;nbsp;&lt;a href="http://www.discoveryprogramme.ie/"&gt;Discovery Programme&lt;/a&gt;&amp;nbsp;for supplying some of their very high resolution &lt;a href="http://www.flimap.com/site294.php"&gt;Fli-Map&amp;nbsp;airborne&amp;nbsp;lidar&lt;/a&gt; (c.2m ground resolution) to play about with, including attempting a&amp;nbsp;visualization&amp;nbsp;of the iconic&amp;nbsp;&lt;a href="http://www.discoveryprogramme.ie/research/tara-research-projects.html"&gt;Hill of Tara&lt;/a&gt;&amp;nbsp;in CryENGINE.&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="background-color: white; color: #333333; line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="background-color: white; color: #333333; line-height: 20px;"&gt;Tara is an interesting landscape to work with. &amp;nbsp;The&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;earthworks are well defined and the lidar data quite startling in its clarity, there are&amp;nbsp;also&amp;nbsp;numerous &lt;/span&gt;&lt;a href="http://www.google.co.uk/search?q=hill+of+tara+lidar&amp;amp;hl=en&amp;amp;safe=off&amp;amp;rlz=1C1SVEC_en-GBGB382GB382&amp;amp;prmd=ivns&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;ei=6IVnTr-RCcTD8QPYnt3tCw&amp;amp;sa=X&amp;amp;oi=mode_link&amp;amp;ct=mode&amp;amp;cd=2&amp;amp;ved=0CA4Q_AUoAQ&amp;amp;biw=924&amp;amp;bih=951#hl=en&amp;amp;safe=off&amp;amp;rlz=1C1SVEC_en-GBGB382GB382&amp;amp;tbm=isch&amp;amp;sa=1&amp;amp;q=hill+of+tara+&amp;amp;pbx=1&amp;amp;oq=hill+of+tara+&amp;amp;aq=f&amp;amp;aqi=&amp;amp;aql=&amp;amp;gs_sm=e&amp;amp;gs_upl=3498l3498l0l3675l1l1l0l0l0l0l0l0ll0l0&amp;amp;bav=on.2,or.r_gc.r_pw.&amp;amp;fp=915066be05824d3e&amp;amp;biw=924&amp;amp;bih=951" style="line-height: 20px;"&gt;crowd-sourced ground level&amp;nbsp;photographs&lt;/a&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;to work from. &amp;nbsp;Working in CE1 was a little disappointing, although layering textures from derivatives of the lidar terrain data (slope mapping, solar insolation&amp;nbsp;modelling, etc) shows promise. &amp;nbsp;Far better at the moment is CE2, with its much improved lighting and&amp;nbsp;vegetation. &amp;nbsp;Below is a&amp;nbsp;rough&amp;nbsp;render of the initial model, with more to follow in due course.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-iM_bH9GQMSc/TmeIXD1J68I/AAAAAAAAAUA/wQvHiCk2bW0/s1600/Tara+CE2+Quick+Render.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="148" src="http://4.bp.blogspot.com/-iM_bH9GQMSc/TmeIXD1J68I/AAAAAAAAAUA/wQvHiCk2bW0/s320/Tara+CE2+Quick+Render.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;Getting the vegetation right here is key and requires&amp;nbsp;considerably&amp;nbsp;more work before even beginning to think about&amp;nbsp;adding&amp;nbsp;arcitectural detail. Great to have such fantastic data to work with.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/8sIS7dU6kOA" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/573228069527900420?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/573228069527900420?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/8sIS7dU6kOA/tara.html" title="Tara" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-iM_bH9GQMSc/TmeIXD1J68I/AAAAAAAAAUA/wQvHiCk2bW0/s72-c/Tara+CE2+Quick+Render.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/09/tara.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkMDRXs9eyp7ImA9WhdXE0w.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-3175072665505961896</id><published>2011-08-25T23:10:00.004+01:00</published><updated>2011-08-25T23:14:34.563+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-25T23:14:34.563+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Climate Change" /><title>The Weather Game</title><content type="html">&lt;div class="separator" style="clear: both; text-align: justify;"&gt;
How do we understand complex data and comprehend uncertainty? &amp;nbsp;That's just the question that the &lt;a href="http://www.metoffice.gov.uk/"&gt;UK Met Office&lt;/a&gt; are trying to solve with an attractive on-line casual game:&amp;nbsp;&lt;a href="http://www.metoffice.gov.uk/weather/weather-game/play.html"&gt;The Weather Game&lt;/a&gt;, playable on their website for the next month.&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-IUJjTA0Zw8U/TlaOG9dcLXI/AAAAAAAAAT0/nLcPEUyZUyM/s1600/weather1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; color: black;"&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/-FlDF1BzH348/TlaOH1dxuSI/AAAAAAAAAT4/CgGmmx0pHKA/s1600/weather2.jpg" imageanchor="1" style="clear: left; display: inline !important; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="252" src="http://3.bp.blogspot.com/-FlDF1BzH348/TlaOH1dxuSI/AAAAAAAAAT4/CgGmmx0pHKA/s320/weather2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: justify;"&gt;
The game present players with an imaginary (actually rather trite, but no matter) scenario and a variety of&amp;nbsp;visualizations&amp;nbsp;of weather predictions from which future actions need to be determined. &amp;nbsp;How well you do in deciding your future action is&amp;nbsp;obviously, to some extent, a reflection on how clearly data is&amp;nbsp;presented&amp;nbsp;to you and how uncertainty in that data is mediated, so that it is possible to take into&amp;nbsp;account&amp;nbsp;in&amp;nbsp;decision&amp;nbsp;making. &amp;nbsp;Interesting resonances here for interrogation of climate change predictions. I wonder what a similar approach to comprehension of the &lt;a href="http://www.ukcip.org.uk/"&gt;UK Climate Impacts Programme&lt;/a&gt;&amp;nbsp;UKCP09 &lt;a href="http://www.ukcip.org.uk/uk-impacts/uk-maps/maps/temperature/"&gt;models of future climate change&lt;/a&gt; based on&amp;nbsp;different&amp;nbsp;emission&amp;nbsp;scenarios, might reveal, particularly in the ability of policy makers to comprehend and adapt. &amp;nbsp;Well, this is a long way from games based&amp;nbsp;visualization&amp;nbsp;of landscape and heritage, but it is&amp;nbsp;visualization, and after all what we are about here is trying to better understand landscape scale data. Recommendation: take a break from Crysis2, play the &lt;a href="http://www.metoffice.gov.uk/weather/weather-game/play.html"&gt;Met Office game&lt;/a&gt;, explore different&amp;nbsp;visualizations&amp;nbsp;and make a contribution to a useful piece of research at the same time.&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-3175072665505961896?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/_MYiMqkbLdS-lxnoX_Vqsu7hBJg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/_MYiMqkbLdS-lxnoX_Vqsu7hBJg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=-4Db4snppXw:3J5fUhuCCaQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=-4Db4snppXw:3J5fUhuCCaQ:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/-4Db4snppXw" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/3175072665505961896?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/3175072665505961896?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/-4Db4snppXw/weather-game.html" title="The Weather Game" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-FlDF1BzH348/TlaOH1dxuSI/AAAAAAAAAT4/CgGmmx0pHKA/s72-c/weather2.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/weather-game.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEQDR3g8fip7ImA9WhdQF0s.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-8439536320120122758</id><published>2011-08-19T11:42:00.001+01:00</published><updated>2011-08-19T14:59:36.676+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-19T14:59:36.676+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Terrestrial Laser Scanning" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>The Scottish Ten</title><content type="html">&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;More&amp;nbsp;from&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;a href="http://www.ucd.ie/archaeology/alr/" style="color: #992211; font-family: inherit; line-height: 20px; text-decoration: none;"&gt;&lt;span class="Apple-style-span" style="color: #992211;"&gt;Technological Advances in Landscape and Heritage Management Recordi&lt;/span&gt;ng&lt;/a&gt;&lt;span class="Apple-style-span" style="color: #333333; font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;. &amp;nbsp;The &lt;a href="http://www.scottishten.org/"&gt;Scottish Ten&lt;/a&gt; is another fine example of a terrestrial laser scanning project of epic and imaginative scale&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;producing&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;beautifully&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;visualized&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;results. &amp;nbsp;In its &lt;a href="http://www.scottishten.org/index/about.htm"&gt;own words&lt;/a&gt; "&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;A groundbreaking international 3D scanning project to digitally document Scotland’s five World Heritage Sites and five international ones". &amp;nbsp;Work has employed a variety of scanning techniques to document sites as diverse as &lt;a href="http://www.scottishten.org/index/scotten/property5.htm"&gt;St Kilda&lt;/a&gt;, &lt;a href="http://www.scottishten.org/property3"&gt;Neolithic Orkney&lt;/a&gt; and &lt;a href="http://www.scottishten.org/property1"&gt;Mount Rushmore&lt;/a&gt;.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;object height="349" width="560"&gt;&lt;param name="movie" value="http://www.youtube.com/v/VJxLjqDJCM8&amp;hl=en_US&amp;feature=player_embedded&amp;version=3"&gt;


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&lt;param name="allowFullScreen" value="true"&gt;


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&lt;embed src="http://www.youtube.com/v/VJxLjqDJCM8&amp;hl=en_US&amp;feature=player_embedded&amp;version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="560" height="349"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I'm particularly taken by the effectiveness of their translation of laser scanning from point cloud to photo-realistic models (viz the movie above) and crave more information on their methodology. &amp;nbsp;The impressive pre-rendered&amp;nbsp;visualizations&amp;nbsp;are a great example of what laser&amp;nbsp;scanning&amp;nbsp;is capable of - but I'd love to see the same data ported to a game-engine for real-time interactive exploration.&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-8439536320120122758?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=Y7lA2953W38:1DQCEF7P94c:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=Y7lA2953W38:1DQCEF7P94c:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/Y7lA2953W38" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8439536320120122758?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8439536320120122758?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/Y7lA2953W38/scottish-ten.html" title="The Scottish Ten" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/scottish-ten.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkAHSXs7eSp7ImA9WhdQFEQ.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-7561602394987175496</id><published>2011-08-16T10:20:00.009+01:00</published><updated>2011-08-16T11:32:18.501+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-16T11:32:18.501+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Terrestrial Laser Scanning" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>The City Beneath</title><content type="html">&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;As promised something on Dave Walker's &lt;a href="http://nottinghamcavessurvey.org.uk/"&gt;Nottingham Cave Survey&lt;/a&gt;&amp;nbsp;that so impressed me at&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="color: #333333; line-height: 20px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;a href="http://www.ucd.ie/archaeology/alr/" style="color: #992211; line-height: 20px; text-decoration: none;"&gt;&lt;span class="Apple-style-span" style="color: #992211;"&gt;Technological Advances in Landscape and Heritage Management Recordi&lt;/span&gt;ng&lt;/a&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;in Dublin last Friday. &amp;nbsp;Dave and his team have been working on producing a&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;comprehensive&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;digital record of Nottingham's unique and relatively little known systems of man-made rock cut caves, the earliest survivors of which date to the&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;Middle&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;Ages, but for which there are far earlier accounts.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;div style="text-align: center;"&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="349" src="http://www.youtube.com/embed/8bm8Nmj5WHo" width="560"&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;Using a variety of terrestrial laser scanning kit the team have worked on the "cave a day" principle to produce a stunning primary record. &amp;nbsp;While there is little in time and resources to make too much of these data what Dave has done is produce some lovely, quite ethereal flythroughs using &lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.pointools.com/ptview_intro.php" style="font-family: inherit; line-height: 20px;"&gt;Pointools View Pro&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;. &amp;nbsp;Nottingham is my home city, and I've wandered through a few of the caves over the years; these&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;visualizations&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;perfectly capture the sense of strangeness that&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;descent&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;from sunlit city street to subterranean space creates - I'm always reminded of something faintly &lt;a href="http://draft.blogger.com/goog_882064254"&gt;Lovecra&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;a href="http://en.wikipedia.org/wiki/H._P._Lovecraft"&gt;ftian&lt;/a&gt; "&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white; line-height: 19px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;the catacombs of Ptolemais, and the carven mausolea of the nightmare countries" but that's just me...&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-7561602394987175496?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/8RpQwMqysy-O2wKuwrjvibUSupY/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8RpQwMqysy-O2wKuwrjvibUSupY/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=hYAjl2kug34:P-dCRvzh4bM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=hYAjl2kug34:P-dCRvzh4bM:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/hYAjl2kug34" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/7561602394987175496?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/7561602394987175496?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/hYAjl2kug34/city-beneath.html" title="The City Beneath" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://img.youtube.com/vi/8bm8Nmj5WHo/default.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/city-beneath.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkADR387fyp7ImA9WhdQF0g.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-4269742448263171106</id><published>2011-08-11T10:46:00.006+01:00</published><updated>2011-08-19T11:46:16.107+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-19T11:46:16.107+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="lidar" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 2" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine" /><category scheme="http://www.blogger.com/atom/ns#" term="Terrestrial Laser Scanning" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Technological Advances in Landscape and Heritage Management Recording</title><content type="html">&lt;span style="display: block; margin-bottom: 4px; margin-left: 0px; margin-right: 0px; margin-top: 12px; text-align: justify;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Here, for the record, my presentation given at&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white; color: #333333;"&gt;&lt;a href="http://www.ucd.ie/archaeology/alr/" style="font-family: inherit; line-height: 20px;"&gt;&lt;span class="Apple-style-span" style="color: #992211;"&gt;Technological Advances in Landscape and Heritage Management Recordi&lt;/span&gt;ng&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt; in Dublin on Friday. &amp;nbsp;An excellent, useful and enjoyable day with some very interesting presentations, particularly focused on high resolution&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;airborne&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&amp;nbsp;and terrestrial lidar. &amp;nbsp;I was really taken by the work of Dr Dave Walker on the Nottingham caves (good enough to deserve its own post, so more later) and the Scottish Ten, mysterious name, but great work, again deserving its own post. Since I managed to give the wrong version of my presentation, anyone interested in what I had to say will get a fuller picture from the below...&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="display: block; margin-bottom: 4px; margin-left: 0px; margin-right: 0px; margin-top: 12px; text-align: justify;"&gt;&lt;span class="Apple-style-span" style="background-color: white; color: #333333;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;strong style="display: block; margin-bottom: 4px; margin-left: 0px; margin-right: 0px; margin-top: 12px; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt;&lt;iframe frameborder="0" height="355" marginheight="0" marginwidth="0" scrolling="no" src="http://www.slideshare.net/slideshow/embed_code/8822728" width="560"&gt;&lt;/iframe&gt;&amp;nbsp;&lt;/span&gt;&lt;/strong&gt; &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-4269742448263171106?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=53m72eZwzck:MoJiUTzwWyQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/SecondSite?a=53m72eZwzck:MoJiUTzwWyQ:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/SecondSite?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/53m72eZwzck" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4269742448263171106?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4269742448263171106?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/53m72eZwzck/technological-advances-in-landscape-and.html" title="Technological Advances in Landscape and Heritage Management Recording" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/technological-advances-in-landscape-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkAGRnoyeSp7ImA9WhdQF0g.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-3898610028847624171</id><published>2011-08-07T08:12:00.006+01:00</published><updated>2011-08-19T11:45:27.491+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-19T11:45:27.491+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Laxton" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 2" /><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Recounting the Landscape: Laxton Castle CryENGINE 2</title><content type="html">&lt;div style="text-align: justify;"&gt;
Part of the aim of "&lt;a href="http://secondsiteresearch.blogspot.com/2011/07/lasers-landscape-and-muddy-boots.html"&gt;Lasers, Landscapes and Muddy Boots&lt;/a&gt;" is to demonstrate the way in which game engines can place us as archaeologists physically within the landscape of our surveyed monuments, albeit virtually. &amp;nbsp;As a demonstration I've produced this short walkthrough of our survey of&amp;nbsp;&lt;a href="http://www.laxtoncastle.org.uk/"&gt;Laxton castle&lt;/a&gt;, based on field collected GPS data.&lt;br /&gt;
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&lt;iframe frameborder="0" height="349" src="http://player.vimeo.com/video/27385758?byline=0&amp;amp;portrait=0" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;
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Produced using CryTek's &lt;a href="http://crytek.com/cryengine/cryengine2/overview"&gt;CryENGINE 2&lt;/a&gt;, it lacks the ludic elements of earlier &lt;a href="http://crytek.com/cryengine/cryengine1/overview"&gt;CryENGINE 1&lt;/a&gt; models of the same site, but has a greater degree of visual fidelity - it looks more like the real thing. &amp;nbsp;Just the thing to get across the point that standing inside our survey data and rewalking the same fields, getting digital mud on our boots, may bring new insight. In the words of &lt;a href="http://www.ucl.ac.uk/anthropology/people/academic_staff/c_tilley"&gt;Tilley&lt;/a&gt; "&lt;a href="http://books.google.com/books?id=yEuBAAAAMAAJ&amp;amp;q=recounted#search_anchor"&gt;To understand a landscape truly it must be felt, but to convey some of this feeling to others it has to be talked about, recounted, or written and depicted.&lt;/a&gt;"  &lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-3898610028847624171?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/uR7Xkkc2whU" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/3898610028847624171?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/3898610028847624171?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/uR7Xkkc2whU/recounting-landscape-laxton-castle.html" title="Recounting the Landscape: Laxton Castle CryENGINE 2" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/recounting-landscape-laxton-castle.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEANRn49fSp7ImA9WhdRFU8.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-8431447781065347645</id><published>2011-08-05T07:45:00.003+01:00</published><updated>2011-08-05T07:46:37.065+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-05T07:46:37.065+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Alt-games" /><title>Narrative and Choice: The Stanley Parable</title><content type="html">&lt;div style="text-align: justify;"&gt;
Really enjoying the Half-life 2 mod &lt;a href="http://www.moddb.com/mods/the-stanley-parable"&gt;The Stanley Parable&lt;/a&gt;. &amp;nbsp;A great example of what is achievable using FP game engines when creativity breaks free of the predisposition to run and shoot things, this strange fractured narrative with its dominant narrator and meta narrator brings to mind &lt;a href="http://en.wikipedia.org/wiki/Brian_Aldiss"&gt;Aldiss' &lt;i&gt;Report on Probability A&lt;/i&gt;&lt;/a&gt;&amp;nbsp;or the&amp;nbsp;fracturing&amp;nbsp;of narrative form and convention of some of &lt;a href="http://en.wikipedia.org/wiki/John_Fowles"&gt;John Fowles's&lt;/a&gt; novels (the ending of &lt;i&gt;The Magus&lt;/i&gt; for example, when the a&amp;nbsp;narrator&amp;nbsp;suddenly appears to discuss choices and outcomes).&lt;/div&gt;
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&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://1.gvt0.com/vi/OIppRUoe70E/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/OIppRUoe70E&amp;fs=1&amp;source=uds" /&gt;


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This is clever,&amp;nbsp;intriguing&amp;nbsp;stuff, done with flair but minimal fuss and with starkly simple visuals that point the player back to the experience of the unfolding narrative and the dominant voices of the narrators, confusing, commenting and instigating choice, while all the time undermining and questioning our freedom to really choose. &amp;nbsp;Great stuff!&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-8431447781065347645?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/HQaQ9SgH-jc" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8431447781065347645?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8431447781065347645?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/HQaQ9SgH-jc/narrative-and-choice-stanley-parable.html" title="Narrative and Choice: The Stanley Parable" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/08/narrative-and-choice-stanley-parable.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk4CQX0yfip7ImA9WhdRF0Q.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-1888174888039982722</id><published>2011-07-31T08:56:00.004+01:00</published><updated>2011-08-08T10:16:00.396+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-08T10:16:00.396+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Games as Heterotopias</title><content type="html">&lt;div style="text-align: justify;"&gt;
Reading Michel Foucault's "Of Other Spaces" (&lt;a href="http://www.jstor.org/pss/464648"&gt;&lt;i&gt;Diacritics&lt;/i&gt;, Spring 1986&lt;/a&gt;) a lecture originally given in March 1967 and startlingly prescient of digital technologies and their potential for virtual spaces.&lt;/div&gt;
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Foucault argues the concept of the heterotopia, a sort of anti utopia, a space simultaneously mythic and real defined by five principles. &amp;nbsp;So, heterotopias are capable of juxtaposing in a single space several real spaces that are in themselves incompatible (a theatrical stage,&amp;nbsp;for example), are linked to slices in time - heterochronies, where traditional concepts of time break down, and a spaces detached from the mundane world, in some senses private and requiring of formal entry and exit.&lt;/div&gt;
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&lt;a href="http://4.bp.blogspot.com/-zco-xBHdzu4/TFKmQOb-noI/AAAAAAAAAO0/Lso7UIRL31Y/s1600/pano.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="90" src="http://4.bp.blogspot.com/-zco-xBHdzu4/TFKmQOb-noI/AAAAAAAAAO0/Lso7UIRL31Y/s400/pano.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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These ideas (and I know I am far from original in thinking this) seem to perfectly frame the concept of a free-form game of landscape and memory, in which a virtual representation of the real world (detached, theatrical and demanding formal entry and exit) unites&amp;nbsp;incongruent&amp;nbsp;spaces and times in a single virtual space. Imagine exploring a virtual landscape in which fragments of time and past space litter the present world and you have the general idea. Such fractured worlds are in fact common ground in many games, recall Gordon Freeman's jolting journey through other spaces in the latter part of the original Half-life, and are the meat and drink of works such as Dear Esther and Korsakovia. In fact in many ways all games that strive to represent the real world digitally are hetrotopias of a sort (Assassin's Creed's time and place jumping narrative is another example). &amp;nbsp;&lt;/div&gt;
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I like this concept of the breakdown of&amp;nbsp;formal&amp;nbsp;space and time into something more mysterious and demanding greater engagement to comprehend, as a structure it has much to ponder on in designing mythic-real game spaces for exploring heritage.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/qo7m7Kca_EY" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/1888174888039982722?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/1888174888039982722?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/qo7m7Kca_EY/games-as-heterotopias.html" title="Games as Heterotopias" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-zco-xBHdzu4/TFKmQOb-noI/AAAAAAAAAO0/Lso7UIRL31Y/s72-c/pano.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/07/games-as-heterotopias.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEYDQX0zcCp7ImA9WhdSGE0.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-124357413441293855</id><published>2011-07-27T14:55:00.003+01:00</published><updated>2011-07-27T23:36:10.388+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-27T23:36:10.388+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Lasers, Landscape and Muddy Boots</title><content type="html">&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;I'm in the process of writing a presentation on the potential applications for&amp;nbsp;immersive&amp;nbsp;visualisation of&amp;nbsp;airborne&amp;nbsp;lidar for the upcoming symposium on&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;a href="http://www.ucd.ie/archaeology/alr/"&gt;Technological Advances in Landscape and Heritage Management Recording&lt;/a&gt; to be held at&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;University&lt;/span&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&amp;nbsp;College Dublin on 12th August.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;Among&lt;/span&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="color: #333333;"&gt;&amp;nbsp;a plethora of papers on technical aspects of&amp;nbsp;airborne&amp;nbsp;and terrestrial laser scanning I'm trying to get across a point about the&amp;nbsp;deficiencies&amp;nbsp;of conventional&amp;nbsp;visualization&amp;nbsp;of high density landscape data. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;Methods of survey have developed dramatically in the recent past with the advent of new digital survey techniques, global positioning airborne and terrestrial laser scanning and the volume of data collected to record monuments and landscapes may now be vast&amp;nbsp;&amp;nbsp;Growth in data quality and volume has been accompanied by a reluctant theoretical debate, largely about method and meaning in the practice of survey.&amp;nbsp; The visualisation of survey results has tended to remain rooted in traditional approaches, albeit facilitated by new digital media.&amp;nbsp; The ability of modern digital survey to engage with others areas of archaeological debate, for example discussions of sense of place, meaning and interpretation in landscape, as embodied by for example the phenomenological approach to landscape has largely been ignored as it is poorly addressed using conventional static visualisation techniques.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-PZYB7JogqMw/TjAYgiZ0AAI/AAAAAAAAATg/RbU3h8cLCFk/s1600/Figure+N+Laxton+avatar+v+overview+CE2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="319" src="http://4.bp.blogspot.com/-PZYB7JogqMw/TjAYgiZ0AAI/AAAAAAAAATg/RbU3h8cLCFk/s320/Figure+N+Laxton+avatar+v+overview+CE2.jpg" width="320" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;So game software offers the potential to engage with data not just through a cognitive analytical process, but experientially, by inhabiting a&amp;nbsp;virtual&amp;nbsp;rendition of the surveyed landscape. &amp;nbsp;And once rendered this hyperreal landscape can be populated with all manner of data, from surveyed facets of monument and landscaape morphology, to the vestiges of historical documentation and the impressions of viewers. What comes to mind is the concept of thirdspace, coined by urban geographer Edward Soja -&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;“everything comes together… subjectivity and objectivity, the abstract and the concrete, the real and the imagined, the knowable and the unimaginable, the repetitive and the differential, structure and agency, mind and body, consciousness and the unconscious, the disciplined and the transdisciplinary, everyday life and unending history.”&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;But that might be going a little too far for the present...&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-124357413441293855?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/q17xdQtMeyw" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/124357413441293855?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/124357413441293855?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/q17xdQtMeyw/lasers-landscape-and-muddy-boots.html" title="Lasers, Landscape and Muddy Boots" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-PZYB7JogqMw/TjAYgiZ0AAI/AAAAAAAAATg/RbU3h8cLCFk/s72-c/Figure+N+Laxton+avatar+v+overview+CE2.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/07/lasers-landscape-and-muddy-boots.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUFR3Yyeyp7ImA9WhZVE0Q.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-6698628536935100630</id><published>2011-05-26T08:46:00.003+01:00</published><updated>2011-05-26T08:50:16.893+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-26T08:50:16.893+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 3" /><title>CryENGINE 3</title><content type="html">Very excited by the arrival of our new &lt;a href="http://mycryengine.com/index.php?conid=42"&gt;Educational License&lt;/a&gt; for the &lt;a href="http://mycryengine.com/"&gt;CryENGINE 3&lt;/a&gt; SDK from &lt;a href="http://www.crytek.com/"&gt;CryTek&lt;/a&gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://mycryengine.com/images/technology/State_of_the_Art_Lighting_and_Shadows.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://mycryengine.com/images/technology/State_of_the_Art_Lighting_and_Shadows.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Some work to do in setting up a license server for our research community here at Birmingham, but personally I'm looking forward to exploring the incredible potential of this software for landscape rendering, and the technical potential of outputting standalone content for web deployment and stereoscopic 3D -&amp;nbsp;particularly&amp;nbsp;on our &lt;a href="http://www.mechdyne.com/4k-powerwall.aspx"&gt;Mechdyne&lt;/a&gt; &amp;nbsp;&lt;a href="http://www.vista.bham.ac.uk/Facilities/Resources/Vis.htm"&gt;PowerWall&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1829250873405130121-6698628536935100630?l=secondsiteresearch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/l_AHlV2NYR8" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6698628536935100630?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6698628536935100630?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/l_AHlV2NYR8/cryengine-3.html" title="CryENGINE 3" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/05/cryengine-3.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0ABRnw7fip7ImA9WhZXFEg.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-8764451633055277986</id><published>2011-05-03T17:47:00.002+01:00</published><updated>2011-05-03T22:55:57.206+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-03T22:55:57.206+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Tale of Tales</title><content type="html">Recently I have been enjoying two wonderfully evocative games produced by the duo Auriea Harvey and Michaël Samyn, aka &lt;a href="http://tale-of-tales.com/"&gt;Tale of Tales&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://tale-of-tales.com/TheGraveyard/"&gt;The Graveyard&lt;/a&gt;&amp;nbsp;is a simple&amp;nbsp;visual&amp;nbsp;meditation on approaching death, you guide an old woman in her short walk across a graveyard to a seat by the chapel, where in a scripted scene, she reflects on life, death and those she has seen buried.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;a href="http://2.bp.blogspot.com/-KlGzFJXxDzk/TcAuBD-1-sI/AAAAAAAAAS4/nL-HXNQ7D5Y/s1600/graveward1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://2.bp.blogspot.com/-KlGzFJXxDzk/TcAuBD-1-sI/AAAAAAAAAS4/nL-HXNQ7D5Y/s200/graveward1.jpg" width="200" /&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/-4_PBJOtJdzI/TcAuD-62-EI/AAAAAAAAATA/mljoHPl-cjs/s1600/graveward3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="148" src="http://3.bp.blogspot.com/-4_PBJOtJdzI/TcAuD-62-EI/AAAAAAAAATA/mljoHPl-cjs/s200/graveward3.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: left;"&gt;This rather lovely little game, bravely rendered in monochrome, is both thought provoking and visually delightful. It pays replaying simply to enjoy the visual richness of the&amp;nbsp;landscape.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: left;"&gt;Rather different, but equally attractive, is &lt;a href="http://tale-of-tales.com/TheEndlessForest/"&gt;The&amp;nbsp;Endless&amp;nbsp;Forest&lt;/a&gt;. &amp;nbsp;In this unworldly game, set in a forest familiar in visual style to players of &lt;a href="http://tale-of-tales.com/ThePath/"&gt;The Path&lt;/a&gt;, players adopt the avatar of a deer, and wander through an endless richly detailed forest, encountering avatars of other internet players.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-4_PBJOtJdzI/TcAuD-62-EI/AAAAAAAAATA/mljoHPl-cjs/s1600/graveward3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/-M1wE8eLrcZM/TcAuAZiiOiI/AAAAAAAAAS0/kmY4PGGWK7U/s1600/forest2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://4.bp.blogspot.com/-M1wE8eLrcZM/TcAuAZiiOiI/AAAAAAAAAS0/kmY4PGGWK7U/s400/forest2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The open ended game play is absorbing, you are&amp;nbsp;drawn&amp;nbsp;into a world in which you move freely in all directions, encountering landscape, architecture, artifacts and other players with little guidance as to how to act. &amp;nbsp;Game play&amp;nbsp;is an experience of learning to live the game world, guided by simple image icons that change dynamically to access appropriate actions. &amp;nbsp;I am still learning to enjoy and explore the world of the Forest, and the game system rewards long-term play with a&amp;nbsp;developing&amp;nbsp;avatar and new action options.&lt;br /&gt;
&lt;br /&gt;
So, it strikes me that these simple, open games, embody much of what I would like to see in the adoption of game technology for&amp;nbsp;engaging&amp;nbsp;with heritage. &amp;nbsp;Imagine freedom from the scripted path of traditional games, a freedom to explore and encounter. &amp;nbsp;Perhaps even a stripping of the strict rules of&amp;nbsp;linear&amp;nbsp;time, so that one&amp;nbsp;encounters&amp;nbsp;echoes of the entire past in a rendering of the present landscape. &amp;nbsp;I see such games as released from the requirements of strict historical accuracy, more a fusion of history, drama and art in which a combination of game play, visual richness and evocative content draw players to&amp;nbsp;explore&amp;nbsp;place, time and space and in so doing create their own meanings.&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/jzVgYokJz58" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8764451633055277986?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/8764451633055277986?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/jzVgYokJz58/tale-of-tales.html" title="Tale of Tales" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-KlGzFJXxDzk/TcAuBD-1-sI/AAAAAAAAAS4/nL-HXNQ7D5Y/s72-c/graveward1.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/05/tale-of-tales.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0IMQXc8fSp7ImA9WhZXEUw.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-5001277882972260119</id><published>2011-04-29T23:18:00.001+01:00</published><updated>2011-04-29T23:19:40.975+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-29T23:19:40.975+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 3" /><title>CryENGINE 3 in Universities</title><content type="html">Thanks to Lawrence Shaw for pointing out CryTek's recent &lt;a href="http://crytek.com/news/over-250-universities-signed-up-for-cryengine-3-worldwide"&gt;press announcement&lt;/a&gt; celebrating the great academic uptake of CryEngine.&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/E-lfTOWD8QM" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5001277882972260119?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5001277882972260119?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/E-lfTOWD8QM/cryengine-in-universities.html" title="CryENGINE 3 in Universities" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/04/cryengine-in-universities.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0AARnY6fip7ImA9WhZXEEs.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-5339990894367759713</id><published>2011-04-29T09:29:00.000+01:00</published><updated>2011-04-29T09:29:07.816+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-29T09:29:07.816+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine 3" /><title>CryENGINE 3 - Great News</title><content type="html">&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Great news for all CryENGINE fans (of which I count myself one) as CryTek announce the imminent release of a free Crysis 2 editor and CryENGINE 3 SDK. &amp;nbsp;The announcement was made by CryTek CEO&amp;nbsp;&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;Cevat Yerl&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;ion the CryMODForum.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Full text of this exciting development &lt;a href="http://www.crymod.com/"&gt;here&lt;/a&gt; and below&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;Be Free... Be Creative... Be the Developer&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="line-height: 18px;"&gt;&lt;span class="Apple-style-span" style="line-height: normal;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class="header2" style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;An open letter to the Crytek Modding Community.&lt;/span&gt;&lt;/div&gt;&lt;hr style="border-bottom-color: rgb(59, 60, 61); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(59, 60, 61); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(59, 60, 61); border-right-style: solid; border-right-width: 1px; border-top-color: rgb(59, 60, 61); border-top-style: solid; border-top-width: 1px;" /&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Hello to all of you.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Here at Crytek we value our community, and we love what you do with our engine. In recent times our focus has been heavily on the development of Crysis 2, however our modding community has been, and remains, very important to us.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;So, I wanted to tell you about our plans for supporting you in the future with some really exciting news, which I want to share with you now. Modding with the most powerful game engine is coming back!&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;We want to see what you guys can do with CryENGINE 3 and we hope we'll be as amazed with the things you create as we have been over the past few years. This time around, we're going to do things in a different way - offering you the right tools to achieve your vision.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;First of all, we will be launching an&amp;nbsp;Editor for Crysis 2 early in summer. This will allow you to build new maps, items and more custom content for Crysis 2. For teams looking for even more creative freedom, we have another option: The free CRYENGINE SDK.&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Be Free&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;In August 2011 we will be launching a&amp;nbsp;free CryENGINE SDK. If you want to use it for fun, like all our previous MOD SDKs it will be completely&amp;nbsp;free of charge, to anyone who wants to play with it! You just register, download the SDK with a personalized license key and you're good to go!&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Be Creative&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;We'll be giving you access to the latest, greatest version of CryENGINE 3 - the same engine we use internally, the same engine we give to our licensees, the same engine that powers Crysis 2.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;This will be a&amp;nbsp;complete version of our engine, including C++ code access, our content exporters (including our LiveCreate real-time pipeline), shader code, game sample code from Crysis 2, script samples, new improved Flowgraph and a whole host of great asset examples, which will allow teams to build complete games from scratch for PC.&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Be The Developer&lt;/span&gt;&lt;/div&gt;&lt;div class="header" style="font-weight: bold; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;With all this power in your hands - we know you're going to do some amazing things with the engine, so we're working out how best to support you.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;We'll also be sharing our documentation with you, which is written by the developers of the engine, and we'll be giving you a new and improved crymod.com. We'll update the Free CryENGINE SDK regularly, to make sure you have access to all the advances we make to CryENGINE 3.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;If you want to use it to make a game to launch commercially, we'd like to help you with that. If you want to take your product down a traditional commercial route, we will offer an innovative low cost licensing model if you want to release your game digitally.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;If you're looking to use CryENGINE for non-gaming purposes, we'll have a per-seat business model for the engine - please enquire at&amp;nbsp;&lt;a href="http://mycryengine.com/"&gt;mycryengine.com&lt;/a&gt;&amp;nbsp;for further details.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;So to go over the details again:&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Our next release will be the Crysis 2 Editor, this is for those of you who want to create content for Crysis 2. In August 2011, we will launch our Free CryENGINE SDK for all of you who want to create totally new content on CryENGINE 3. If you just want to make fun, free projects, you can do that free of charge. If you want to try and commercialise your game, we'll be here to help you with that.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;I truly value the contribution you have all made to our company and I hope we can continue giving back to you in future.&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;All the best,&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="line-height: 18px; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Cevat Yerli&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; position: relative; text-align: left; top: 10px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;CEO &amp;amp; President of Crytek&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/NNYgDnwlF6g" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5339990894367759713?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5339990894367759713?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/NNYgDnwlF6g/cryengine-3-great-news.html" title="CryENGINE 3 - Great News" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/04/cryengine-3-great-news.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ck8AQn06eyp7ImA9WhZRF0s.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-9046423656933672419</id><published>2011-04-14T06:57:00.009+01:00</published><updated>2011-04-14T07:00:43.313+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-14T07:00:43.313+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Igloo: Games and Installation Art</title><content type="html">&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;This week I was fortunate enough to stumble upon the work of artists&amp;nbsp;&lt;em&gt;Ruth Gibson&lt;/em&gt;&amp;nbsp;&amp;amp;&amp;nbsp;&lt;em&gt;Bruno Martelli&amp;nbsp;&lt;/em&gt;a.k.a.&lt;em&gt;&amp;nbsp;&lt;a href="http://www.igloo.org.uk/"&gt;igloo&lt;/a&gt; &lt;/em&gt;who, in their own words&lt;em&gt;&amp;nbsp;&lt;/em&gt;create installations, video works, online projects &amp;amp; performances which have been shown in galleries and festivals worldwide.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Their installation &lt;a href="http://www.igloo.org.uk/VisitorInvite.html"&gt;VISITOR&lt;/a&gt; is&amp;nbsp;currently&amp;nbsp;at the &lt;a href="http://www.lakesidearts.org.uk/"&gt;Djangoly Gallery&lt;/a&gt;, Nottingham. Inspired by experiences of the Canadian Rockies, VISITOR fuses art and games, with part of the installation&amp;nbsp;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;&lt;em&gt;Vermilion Lake&lt;/em&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;comprising a full-scale replica of a trappers cabin housing an interactive virtual environment navigated by visitors by the physical means of a rowing boat.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; font-family: inherit;"&gt;&lt;a href="http://draft.blogger.com/"&gt;&lt;/a&gt;&lt;span id="goog_1977811990"&gt;&lt;/span&gt;&lt;span id="goog_1977811991"&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; font-size: small;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-wx9ecCvoI6A/TaaLoZBo5hI/AAAAAAAAASo/FGcesWzXzCU/s1600/VermilionLake.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="210" src="http://2.bp.blogspot.com/-wx9ecCvoI6A/TaaLoZBo5hI/AAAAAAAAASo/FGcesWzXzCU/s320/VermilionLake.png" width="320" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-oVel244Fcp8/TaaLuNGkdfI/AAAAAAAAASs/NweYOl9hAUI/s1600/VermilionLake1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="210" src="http://2.bp.blogspot.com/-oVel244Fcp8/TaaLuNGkdfI/AAAAAAAAASs/NweYOl9hAUI/s320/VermilionLake1.png" width="320" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; font-family: inherit;"&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; font-family: inherit;"&gt;This is a fascinating and hugely creative use of game technology to engage with real and imagined landscape in a visually and physically involving way. &amp;nbsp;In the words of&amp;nbsp;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;Richard Ducker Curator of the Fieldgate Gallery&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;&lt;em&gt;"The worlds they create are total simulacrums: there is no separation between the invented &amp;amp; the real, the site &amp;amp; the represented, the local &amp;amp; the imagined...Their work engages the particular of the site while undermining its place, the original &amp;amp; point of departure become one in a conceptual unravelling.&lt;/em&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"&gt;"&lt;/span&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/TOIbV5sj8OQ" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/9046423656933672419?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/9046423656933672419?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/TOIbV5sj8OQ/igloo-games-and-installation-art.html" title="Igloo: Games and Installation Art" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-wx9ecCvoI6A/TaaLoZBo5hI/AAAAAAAAASo/FGcesWzXzCU/s72-c/VermilionLake.png" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/04/igloo-games-and-installation-art.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEcDSHY_cSp7ImA9WhZTFEg.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-6759924661941817994</id><published>2011-03-18T13:47:00.001Z</published><updated>2011-03-18T13:47:59.849Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-03-18T13:47:59.849Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Engaging with the Virtual World</title><content type="html">I'm pleased to say that our session at VIA2011 has been&amp;nbsp;accepted&amp;nbsp;by&amp;nbsp;the conference&amp;nbsp;organizers&amp;nbsp;and promises some interesting&amp;nbsp;discussion&amp;nbsp;and debate on the role of games in archaeological&amp;nbsp;visualization. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.viarch.org.uk/components/banner/conference-banner-02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="100" src="http://www.viarch.org.uk/components/banner/conference-banner-02.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The six papers are listed below, with full details of the session and the conference on the &lt;a href="http://www.viarch.org.uk/2011-programme.asp?SID=4"&gt;VIA website&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table border="0" cellpadding="0" cellspacing="0" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;tbody&gt;
&lt;tr align="center" style="background-color: #fce4cf;" valign="top"&gt;&lt;td height="60"&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;01&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=22&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;Understanding virtual architecture as story-objects in a network of gameplay&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Dan Pinchbeck&lt;/td&gt;&lt;td align="right" valign="top" width="40"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=22&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;img alt="View more information about this paper..." border="0" height="22" id="paper" name="paper" src="http://www.viarch.org.uk/components/conference/linkarrow_sm.png" width="26" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr align="center" style="background-color: #fef4eb;" valign="top"&gt;&lt;td height="60"&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;02&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=23&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;Computer Games and Visualization: A Game Designers Perspective&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Carl Jones&lt;/td&gt;&lt;td align="right" valign="top" width="40"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=23&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;img alt="View more information about this paper..." border="0" height="22" id="paper" name="paper" src="http://www.viarch.org.uk/components/conference/linkarrow_sm.png" width="26" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr align="center" style="background-color: #fce4cf;" valign="top"&gt;&lt;td height="60"&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;03&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=24&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;Authenticity and play in strategy gaming&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Andrew Gardner&lt;/td&gt;&lt;td align="right" valign="top" width="40"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=24&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;img alt="View more information about this paper..." border="0" height="22" id="paper" name="paper" src="http://www.viarch.org.uk/components/conference/linkarrow_sm.png" width="26" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr align="center" style="background-color: #fef4eb;" valign="top"&gt;&lt;td height="60"&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;04&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=25&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;Computer games in archaeology: potential and danger&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Eleonora Gandolfi&lt;/td&gt;&lt;td align="right" valign="top" width="40"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=25&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;img alt="View more information about this paper..." border="0" height="22" id="paper" name="paper" src="http://www.viarch.org.uk/components/conference/linkarrow_sm.png" width="26" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr align="center" style="background-color: #fce4cf;" valign="top"&gt;&lt;td height="60"&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;05&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=26&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;I Remember When... Exploring landscape, narrative and time using computer games&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Keith Challis&lt;/td&gt;&lt;td align="right" valign="top" width="40"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=26&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;img alt="View more information about this paper..." border="0" height="22" id="paper" name="paper" src="http://www.viarch.org.uk/components/conference/linkarrow_sm.png" width="26" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr align="center" style="background-color: #f9c493;" valign="top"&gt;&lt;td height="60"&gt;&lt;br class="Apple-interchange-newline" /&gt;&lt;table border="0" cellpadding="4" cellspacing="0" style="width: 412px;"&gt;&lt;tbody&gt;
&lt;tr class="text-body" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;&lt;td valign="top" width="10"&gt;&lt;span class="text-body-bold-orange" style="color: #eb7810; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;06&lt;/span&gt;&lt;/td&gt;&lt;td valign="top"&gt;&lt;span class="text-body-bold" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold;"&gt;&lt;a href="http://www.viarch.org.uk/2011-papers.asp?id=27&amp;amp;SID=4" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 12px;"&gt;Reliving the Past: 3D models and Virtual Reality as supporting tools for Archaeology and the Reconstruction of Cultural Heritage: The case study of the Roman Villa of Freiria&lt;/a&gt;&lt;/span&gt;&amp;nbsp;by Helena Rua and Pedro Alvito&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/uuXMhXBFQT8" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6759924661941817994?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6759924661941817994?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/uuXMhXBFQT8/engaging-with-virtual-world.html" title="Engaging with the Virtual World" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/03/engaging-with-virtual-world.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEYNSHY-fyp7ImA9Wx9WFkg.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-5676307655124858961</id><published>2011-01-21T20:31:00.001Z</published><updated>2011-01-21T23:23:19.857Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-01-21T23:23:19.857Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Brytenwalda</title><content type="html">&lt;div style="text-align: left;"&gt;Thanks to Dan Jackson for pointing me towards this movie of a rather nice mod to&amp;nbsp;&amp;nbsp;&lt;a href="http://www.taleworlds.com/"&gt;Mount and Blade Warband&lt;/a&gt; called &lt;a href="http://www.moddb.com/mods/brytenwalda/downloads"&gt;Brytenwalda&lt;/a&gt;. &amp;nbsp;Not, I admit, a game I am familiar with, and perhaps no great loss there, but the graphics are fun, even if the concept of Dark Ages and the misplaced iconography of Stonehenge a little confused.&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/AqTypeZv-1s" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5676307655124858961?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/5676307655124858961?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/AqTypeZv-1s/brytenwalda.html" title="Brytenwalda" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://img.youtube.com/vi/UL0_qN9MK4w/default.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/01/brytenwalda.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUUHRHw9fyp7ImA9Wx9XGE8.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-6051547479527494290</id><published>2011-01-12T07:27:00.003Z</published><updated>2011-01-12T10:13:55.267Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-01-12T10:13:55.267Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Visualisation" /><title>Engaging with the Virtual World? Approaches to Using Computer Games to Represent Heritage</title><content type="html">&lt;div class="MsoNormal"&gt;&lt;span class="apple-style-span" style="color: #444444; font-family: inherit;"&gt;Just had a session proposal for &lt;a href="http://www.viarch.org.uk/index-conference.asp"&gt;VIA 2011&lt;/a&gt;&lt;span class="Apple-style-span"&gt; accepted. &amp;nbsp;The session, organised jointly with &lt;a href="http://science.kingston.ac.uk/ceesr/students/mattsmith.htm"&gt;Mat Smith&lt;/a&gt; at &lt;a href="http://science.kingston.ac.uk/ceesr/"&gt;Kingston University&lt;/a&gt;&amp;nbsp;aims to explore the use of computer games to engage with archaeological landscapes and in particular approaches to narrative and place. Session abstract below. &amp;nbsp;All&amp;nbsp;comers&amp;nbsp;welcome, offers of papers (with short abstracts emailed to &lt;a href="mailto:k.challis@bham.ac.uk"&gt;me&lt;/a&gt;) welcome.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b&gt;&lt;span class="apple-style-span"&gt;&lt;span style="color: #444444; font-family: inherit;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="color: #444444; font-family: inherit;"&gt;&lt;b&gt;&lt;span class="apple-style-span"&gt;Engaging with the Virtual World?&lt;/span&gt;&lt;br /&gt;
&lt;span class="apple-style-span"&gt;Approaches to Using Computer Games to Represent Heritage&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span class="apple-style-span"&gt;Contemporary first person computer games represent the height of technical sophistication in simulation and visualisation using consumer grade computing hardware.&amp;nbsp; Game technology has been adopted for archaeological visualisation, at least in part in recognition of the technical prowess and possibilities of game engines, and highly popular recent game titles (for example the Ubisoft's Assassin's Creed) have distinctive historical settings and represent historic landscapes with startling fidelity and deliberate accuracy.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span class="apple-style-span"&gt;This session proposes to extend the consideration of the co-option of game technology for archaeological visualisation a stage further, by challenging the narrative framework within which archaeological reconstruction occurs and suggesting that the adoption of the ludic elements of games, and sophistication and genre breaking views of some recent games, particularly from avant guard games houses, may have much to offer archaeological visualisation.&amp;nbsp; Papers are solicited considering all aspects of the adoption of game technology for visualisation including approaches to the narrative of place in game worlds and the appropriateness of play in representing the past.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="apple-style-span"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_y4fZH4cSfBI/S_43lgt8vvI/AAAAAAAAAB8/fOYHDNF3gTQ/s1600/Imagea2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="167" src="http://2.bp.blogspot.com/_y4fZH4cSfBI/S_43lgt8vvI/AAAAAAAAAB8/fOYHDNF3gTQ/s320/Imagea2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="apple-style-span"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/V6x3Vr4dtjU" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6051547479527494290?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6051547479527494290?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/V6x3Vr4dtjU/engaging-with-virtual-world-approaches.html" title="Engaging with the Virtual World? Approaches to Using Computer Games to Represent Heritage" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_y4fZH4cSfBI/S_43lgt8vvI/AAAAAAAAAB8/fOYHDNF3gTQ/s72-c/Imagea2.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2011/01/engaging-with-virtual-world-approaches.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUEBRnw7cCp7ImA9Wx9RGU4.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-525356201008874413</id><published>2010-12-21T12:14:00.000Z</published><updated>2010-12-21T12:14:17.208Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-12-21T12:14:17.208Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Laxton" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine" /><title>In the Bleak Mid-Winter...</title><content type="html">&lt;div class="separator" style="clear: both; text-align: left;"&gt;Winter is&amp;nbsp;truly&amp;nbsp;upon us in the UK, and it seemed appropriate to represent that, and the Christmas season, in some frosty visualisations of Laxton castle, in CryEngine. &amp;nbsp;It reached -20 centigrade in Laxton last week, and hardy souls ventured out for a public meeting where we&amp;nbsp;discussed&amp;nbsp;ideas for a new venture in public archaeology for the village and its fine castle.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_y4fZH4cSfBI/TRCY62SaquI/AAAAAAAAASY/wiH9WYbkq1g/s1600/winter2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="132" src="http://2.bp.blogspot.com/_y4fZH4cSfBI/TRCY62SaquI/AAAAAAAAASY/wiH9WYbkq1g/s320/winter2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_y4fZH4cSfBI/TRCY8OpGYsI/AAAAAAAAASc/7bjj8sMONDQ/s1600/winter3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="132" src="http://4.bp.blogspot.com/_y4fZH4cSfBI/TRCY8OpGYsI/AAAAAAAAASc/7bjj8sMONDQ/s320/winter3.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_y4fZH4cSfBI/TRCY6vEgGwI/AAAAAAAAASU/CGdewg_NX9k/s1600/winter1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="134" src="http://1.bp.blogspot.com/_y4fZH4cSfBI/TRCY6vEgGwI/AAAAAAAAASU/CGdewg_NX9k/s320/winter1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;But for now, the holidays are nearly upon us,&amp;nbsp;enough&amp;nbsp;thinking, talking and writing, time for playing and relaxing.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/9BuGeVscS4Q" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/525356201008874413?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/525356201008874413?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/9BuGeVscS4Q/in-bleak-mid-winter.html" title="In the Bleak Mid-Winter..." /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_y4fZH4cSfBI/TRCY62SaquI/AAAAAAAAASY/wiH9WYbkq1g/s72-c/winter2.jpg" height="72" width="72" /><feedburner:origLink>http://secondsiteresearch.blogspot.com/2010/12/in-bleak-mid-winter.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkEGR38_eSp7ImA9Wx9RGUk.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-6133985330800405452</id><published>2010-12-17T13:25:00.001Z</published><updated>2010-12-21T16:23:46.141Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-12-21T16:23:46.141Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Laxton" /><category scheme="http://www.blogger.com/atom/ns#" term="CryEngine" /><category scheme="http://www.blogger.com/atom/ns#" term="Panoramas" /><title>Laxton CryEngine Photosynth</title><content type="html">More playing with photosynth, this time a panorama based on screen grabs from our CryEngine model. I like this, and the simplicity of creation is most impressive.&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;iframe frameborder="0" height="300" src="http://photosynth.net/embed.aspx?cid=9d17b8a0-7339-499b-b19a-e0984ccc0038&amp;amp;delayLoad=true&amp;amp;slideShowPlaying=false" width="500"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/ZwUyLNIKzNM" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6133985330800405452?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/6133985330800405452?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/ZwUyLNIKzNM/laxton-cryengine-photosynth.html" title="Laxton CryEngine Photosynth" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2010/12/laxton-cryengine-photosynth.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0AEQXo4fCp7ImA9Wx9REkg.&quot;"><id>tag:blogger.com,1999:blog-1829250873405130121.post-4322248433465673918</id><published>2010-12-13T15:48:00.004Z</published><updated>2010-12-13T15:55:00.434Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-12-13T15:55:00.434Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Stonehenge" /><category scheme="http://www.blogger.com/atom/ns#" term="CityScape" /><category scheme="http://www.blogger.com/atom/ns#" term="Panoramas" /><title>Microsoft ICE: Panoramas Revisited</title><content type="html">Perhaps a slow starter, but&amp;nbsp;while&amp;nbsp;preparing some tutorial material for our current crop of &lt;a href="http://www.vista.bham.ac.uk/Teaching/MA_landscape.htm"&gt;Landscape Archaeology, GIS and Virtual Environments&lt;/a&gt; students I came across the rather wonderful, and free, &lt;a href="http://research.microsoft.com/en-us/um/redmond/groups/ivm/ICE/"&gt;Image Composition Editor&lt;/a&gt; from &lt;a href="http://research.microsoft.com/en-us/"&gt;Microsoft Research&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;Not only did ICE cope quickly and easily with my clumsy trial panorama data generated from the sadly defunct CityScape, &amp;nbsp;it offered the option of output to &lt;a href="http://photosynth.net/default.aspx"&gt;Photosynth&lt;/a&gt;. Just a click and a fully working &lt;a href="http://photosynth.net/view.aspx?cid=ace06b47-1f41-4330-a122-812cd88002cd"&gt;photosynth panorama&lt;/a&gt;,&amp;nbsp;generated&amp;nbsp;from my screen grabs.&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;iframe frameborder="0" height="300" src="http://photosynth.net/embed.aspx?cid=ace06b47-1f41-4330-a122-812cd88002cd&amp;amp;delayLoad=true&amp;amp;slideShowPlaying=false" width="500"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;
Most Impressed.&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/SecondSite/~4/HB2546oPRsw" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4322248433465673918?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1829250873405130121/posts/default/4322248433465673918?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SecondSite/~3/HB2546oPRsw/microsoft-ice-panoramas-revisited.html" title="Microsoft ICE: Panoramas Revisited" /><author><name>Keith Challis</name><uri>http://www.blogger.com/profile/09891921491581952224</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><feedburner:origLink>http://secondsiteresearch.blogspot.com/2010/12/microsoft-ice-panoramas-revisited.html</feedburner:origLink></entry></feed>

