We will explore the potential and significance of ensuring inclusive cultural participation in the digital environment. Following a keynote address by Professor Schmücker from the University of Münster, three discussants will present their insights, fostering a deeper understanding of cultural engagement in the digital age.
Tuesday, April 15 15:10-17:20 PM Large Meeting Room, 2F, Main Building, Toyonaka Campus, Osaka University
Participation free
The workshop will be conducted in English. Occasionally German may be used.
15:10-15:15 Introduction 15:15-15:50 Keynote Lecture
Reinold Schmücker University of Münster
16:00-16:15 Topic 1
Neelankantan Keshavan Indian Institute of Technology Hyderabad
"Faro, photogrammetry, gaming engine, .FBX file, .OBG file, Blender, Maya, vertices-faces-edges, UV mapping, flattening, C-brushing, assets, LOD (level of detail), these are the names of various instrumentations, toolings and optimizations that an actual object or built-space undergoes for it to make itself ready for an electronic screen/headset based experience. Once delivered into electronic life, it starts dwelling in and through platforms mostly as cheap and accessible heritage, celebrated especially in the education-sector for the techno-positive belief and hopefulness that the magic of places can be brought to people instead of the people to them. Though the playfulness of game engines lend a toy-like humour to heritage, the articulation of heritage as digital is serious and funded under the Ministry of Culture, Government of India. This imagination which animates heritage labs thriving with government funding within academic spaces, seems confident in the way it aims for 3D and VR experiences as ‘true’ and ‘arrived’ forms of built-space experiences. This talk aims to map the travel of spaces framed as heritage as they cross platforms and transform into something that can be consumed with ease. This journey will discussed from the perspective of design, architecture, and image-making.”