Crafting research communication in building history
This research is presented through an interactive application. A virtual reconstruction based on the remains from a medieval stave church is used as a case study to re-establish the historic building as a tangible place and assemblage. Augmented by virtual reality, the research focuses on the sensu...
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2021-05-01
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doaj-05e0bca38f374c7585ca0f025d11ae852021-05-07T12:15:47ZdanFormakademisk, OsloFORMakademisk1890-95152021-05-0114210.7577/formakademisk.4404Crafting research communication in building historyGunnar Almevik0Jonathan Westin1University of Gothenburg, Department of ConservationUniversity of Gothenburg, Centre for Digital Humanities This research is presented through an interactive application. A virtual reconstruction based on the remains from a medieval stave church is used as a case study to re-establish the historic building as a tangible place and assemblage. Augmented by virtual reality, the research focuses on the sensuous aspects of the stave church as a whole—where architecture, artefacts, light, and materials interact—through the movements of approaching, entering, and dwelling. The research output is a virtual reconstruction, or a virtual diorama, that “re-members” the stave church elements and re-contextualises contemporaneous religious artefacts that have been dismembered and diffused in various exhibitions and deposits. The contribution in this research is methodological, seeking to test and provide a case to discuss how non-traditional research outcome can be crafted to elicit the sensuous aspects of research and still attend to the rigor of science. We seek to methodologise the digital artefact as a research output but also as a means for testing hypothesis and observing the effects when enacting the environment. The connection to the craft sciences concerns both the empirical material, the wooden stave church as a crafted object, and the exploration of an interactive application as a research output or hermeneutic device in the research process. https://journals.oslomet.no/index.php/formakademisk/article/view/4404Virtual realitynon-traditional research output (NTRO)virtual dioramaHemse stave church |
collection |
DOAJ |
language |
Danish |
format |
Article |
sources |
DOAJ |
author |
Gunnar Almevik Jonathan Westin |
spellingShingle |
Gunnar Almevik Jonathan Westin Crafting research communication in building history FORMakademisk Virtual reality non-traditional research output (NTRO) virtual diorama Hemse stave church |
author_facet |
Gunnar Almevik Jonathan Westin |
author_sort |
Gunnar Almevik |
title |
Crafting research communication in building history |
title_short |
Crafting research communication in building history |
title_full |
Crafting research communication in building history |
title_fullStr |
Crafting research communication in building history |
title_full_unstemmed |
Crafting research communication in building history |
title_sort |
crafting research communication in building history |
publisher |
Formakademisk, Oslo |
series |
FORMakademisk |
issn |
1890-9515 |
publishDate |
2021-05-01 |
description |
This research is presented through an interactive application. A virtual reconstruction based on the remains from a medieval stave church is used as a case study to re-establish the historic building as a tangible place and assemblage. Augmented by virtual reality, the research focuses on the sensuous aspects of the stave church as a whole—where architecture, artefacts, light, and materials interact—through the movements of approaching, entering, and dwelling. The research output is a virtual reconstruction, or a virtual diorama, that “re-members” the stave church elements and re-contextualises contemporaneous religious artefacts that have been dismembered and diffused in various exhibitions and deposits. The contribution in this research is methodological, seeking to test and provide a case to discuss how non-traditional research outcome can be crafted to elicit the sensuous aspects of research and still attend to the rigor of science. We seek to methodologise the digital artefact as a research output but also as a means for testing hypothesis and observing the effects when enacting the environment. The connection to the craft sciences concerns both the empirical material, the wooden stave church as a crafted object, and the exploration of an interactive application as a research output or hermeneutic device in the research process.
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topic |
Virtual reality non-traditional research output (NTRO) virtual diorama Hemse stave church |
url |
https://journals.oslomet.no/index.php/formakademisk/article/view/4404 |
work_keys_str_mv |
AT gunnaralmevik craftingresearchcommunicationinbuildinghistory AT jonathanwestin craftingresearchcommunicationinbuildinghistory |
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