@inproceedings{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {3D-Scans f{\"u}r die Rekontextualisierung antiker Skulptur}, series = {EVA 2014 Berlin: Elektronische Medien \& Kunst, Kultur, Historie, Konferenzband}, booktitle = {EVA 2014 Berlin: Elektronische Medien \& Kunst, Kultur, Historie, Konferenzband}, editor = {Bienert, Andreas and Hemsley, James and Santos, Pedro}, publisher = {Fraunhofer-Institut f{\"u}r Graphische Datenverarbeitung [u.a.]}, address = {Darmstadt}, isbn = {978-3-88609-755-5}, language = {de} } @misc{LengyelToulouseGlaseretal., author = {Lengyel, Dominik and Toulouse, Catherine and Glaser, Manuela and Schwan, Stephan}, title = {Designing computer-based learning contents: influence of digital zoom on attention}, series = {Educational Technology Research and Development}, volume = {65}, journal = {Educational Technology Research and Development}, number = {5}, issn = {1042-1629}, doi = {10.1007/s11423-016-9495-9}, pages = {1135 -- 1151}, abstract = {In the present study, we investigated the role of digital zoom as a tool for directing attention while looking at visual learning material. In particular, we analyzed whether minimal digital zoom functions similarly to a rhetorical device by cueing mental zooming of attention accordingly. Participants were presented either static film clips, film clips with minimal zoom-ins, or film clips with minimal zoom-outs while eye movements were recorded. We hypothesized that minimal zoom-ins should lead to more gaze coherence, to longer dwell times as an indicator of more elaborative processing, and to fewer transitions as an indicator of less mental integration. Zoom-outs, on the other hand, were expected to have opposite effects. Results showed that zoom-ins increase gaze coherence and dwell times on the center parts of the depictions while decreasing transitions of pictorial elements from the center and the context areas. In contrast, patterns of results from zoom-outs and static presentations were similar to a large degree, indicating that zoom-ins and zoom-outs do not operate in a complementary fashion. Theoretical and practical implications of the present results are discussed.}, language = {en} } @misc{FlessGrafDallyetal., author = {Fless, Friederike and Graf, Bernhard and Dally, Ortwin and Franke, Ute and Gerbich, Christine and Lengyel, Dominik and Knaut, Matthias and N{\"a}ser, Claudia and Savoy, B{\´e}n{\´e}dicte and Steinm{\"u}ller, Laura Katharina and Steudtner, Katharina and Taschner, Moritz and Toulouse, Catherine and Weber, Stefan}, title = {Authenticity and Communication}, series = {eTOPOI Journal for Ancient Studies}, volume = {6}, journal = {eTOPOI Journal for Ancient Studies}, issn = {2192-2608}, pages = {479 -- 524}, abstract = {Authenticity is not an absolute and constant quality inherent in an object or an experience; it is constructed in the process of research. Actors inscribe and attribute it to both material objects and subjective processes like communication and consumption. This article from the research group seeks on the one hand to reflect on the historical scope of action and action patterns among actors from various disciplines between the conflicting priorities of authentication and communication, and on the other to find ways to visualize and operationalize attribution processes through joint reflection. When we look at both history and the discussions fifty years after the Venice Charter, its idea to hand on historic monuments "in the full richness of their authenticity" has turned into an abundance of vibrant action and decision-making.}, language = {en} } @incollection{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {The consecution of uncertain knowledge, hypotheses and the design of abstraction}, series = {Le ragioni del disegno}, booktitle = {Le ragioni del disegno}, editor = {Bertocci, Stefano and Bini, Marco}, publisher = {Gangemi Editore}, address = {Firenze}, isbn = {978-88-492-3295-0}, pages = {403 -- 408}, abstract = {In archaeology and building history, uncertain knowledge spans from the interpolation of findings to contradictory equivalent hypotheses. The visual reflection of this scientific uncertainty explicitely visualizes this. In case of extensive uncertainty this leads to a decidedly abstract visual appearance. Two classical fields of architectonic design - abstract virtual modeling and virtual photography - are responsible for the design of abstraction. In general, visualisations of archaeological hypotheses are regarded as digital reconstructions that implicite the representation of lost architecture by a digital substitution. Reconstructions though implicite the general possibility of reconstructing and neglect the lack of knowledge in favour of a vivid, visually attractive and immersive and easy to understand compensatory phantasy world that barely resembles the archaeologists' hypotheses but is overwhelmed by pure phantasy. The extreme escalation of this approach is reached by computer games and approximated by a number of illustrious archaeological sites: Barcino 3D (www.bcn.cat/cultura/serveiarqueologia/index.html), Versailles 3D (www.versailles3d.com), Paris 3D (paris.3ds.com), Rome Reborn (romereborn.frischerconsulting.com), Colonia 3D (archaeologie.uni-koeln.de/node/299) A number of archaeological projects' hypotheses have been analyzed to extract spatial information to be transformed into abstract forms up to the archaeologists confirmed accordance without contradiction. The design of abstracion aims at creating convincing images of architectural ideas without appending more content than necessary. This has been achieved for Excellence Cluster TOPOI exhibitions Pergamon and Palatine (Rome) as well as for Naga and Cologne Cathedral's permanent installation.}, language = {en} } @misc{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {Die digitale Visualisierung von Architektur}, series = {Blickpunkt Arch{\"a}ologie}, journal = {Blickpunkt Arch{\"a}ologie}, number = {2}, issn = {2364-4796}, pages = {91 -- 98}, abstract = {Der Beitrag widmet sich der digitalen Visualisierung von arch{\"a}ologischen Baubefunden und den damit verbundenen grundlegenden M{\"o}glichkeiten und Problemen. Was kann die digitale Visualisierung von Architektur im Kontext der 3D-Digitalisierung in der Arch{\"a}ologie leisten? Die Frage ist vor allem deshalb nicht leicht zu beantworten, weil viele Begriffe nicht eindeutig verwendet werden und vor allem in dieser Konstellation unterschiedlichste Assoziationen ausl{\"o}sen. Es geht schließlich nicht um Arch{\"a}ologie oder Architektur als Ganzes, sondern eben um die Schnittstelle im Kontext der allumfassenden Digitalisierung.}, language = {de} } @misc{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {The consecution of uncertain knowledge, hypotheses and the design of abstraction}, series = {International Conference on Cultural Heritage and New Technologies, Vienna, 2015}, journal = {International Conference on Cultural Heritage and New Technologies, Vienna, 2015}, editor = {B{\"o}rner, Wolfgang and Uhlirz, Susanne}, publisher = {Museen der Stadt Wien - Stadtarch{\"a}ologie}, address = {Wien}, isbn = {978-3-200-04698-6}, pages = {1 -- 16}, abstract = {The paper describes the necessity of architectural design in the process of creating abstract geometry as representation of archaeological hypoth eses in opposition to pretended reconstructions. Methodology: How were the objectives reached? Which methods were used? Knowledge in archaeology, building or art history is generally of largely different certainty including contradictions and multivalencies, which unambiguou sly excludes true reconstructions in the sense that the reconstruction equals its origin. Instead there is a number of hypotheses that approximate the historic state. The visualisation of hypotheses with a special regard on uncertain knowledge, i. e. respecting and explicitely showing this uncertainty, is a counter position towards pretended reconstructions. Results: What are the results of the work? A number of projects e.g. in cooperation with the German Archaeological Institute DAI, the State's Museums in Berlin SMB (e.g. the first scientific 3D model of Pergamon and the Palatine palace in Rom, both presented in the Pergamon Museum Berlin), the Museum for Islamic Art Berlin (e. g. the Sasanian metropole Ktesiphon), funded by the German Research Foundation DFG and as part of the DFG Excellence Cluster TOPOI (mainly hosted by the universities FU Berlin and HU Berlin) that successfully visually mediated the state of science and its scientific characteristics among the scientists as well as to the public. Innovations: What is new and significant about your ideas, methods, and results? The visualisation of hypotheses has a higher scientific impact incorporating uncertain knowledge as in evitable characteristic of science. One way of visually expressing different possible states in one image is the use of abstract geometry. This implies a highly qualified handling of abstract geometry (model making) and imagery architectural photography) being a creative act of design with effect on the inner-scientific and public perception of the historic topic. So qualified architectural design makes the difference.}, language = {en} } @inproceedings{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {The consecution of uncertain knowledge, hypotheses and the design of abstraction}, series = {Le ragioni del Disegno: Pensiero, Forma e Modello nella Gestione della Complessit{\`a}, Atti del 38° convegno internazionale dei Docenti della Rappresentazione}, booktitle = {Le ragioni del Disegno: Pensiero, Forma e Modello nella Gestione della Complessit{\`a}, Atti del 38° convegno internazionale dei Docenti della Rappresentazione}, editor = {Bertocci, Stefano and Bini, Marco}, publisher = {Gangemi Editore spa}, address = {Rom}, isbn = {978-88-492-8295-5}, pages = {403 -- 408}, abstract = {In archaeology and building history, uncertain knowledge spans from the interpolation of findings to contradictory equivalent hypotheses. The visual reflection of this scientific uncertainty explicitely visualizes this. In case of extensive uncertainty this leads to a decidedly abstract visual appearance. Two classical fields of architectonic design - abstract virtual modeling and virtual photography - are responsible for the design of abstraction. In general, visualisations of archaeological hypotheses are regarded as digital reconstructions that implicite the representation of lost architecture by a digital substitution. Reconstructions though implicite the general possibility of reconstructing and neglect the lack of knowledge in favour of a vivid, visually attractive and immersive and easy to understand compensatory phantasy world that barely resembles the archaeologists' hypotheses but is overwhelmed by pure phantasy. The extreme escalation of this approach is reached by computer games and approximated by a number of illustrious archaeological sites: Barcino 3D (www.bcn.cat/cultura/serveiarqueologia/index.html), Versailles 3D (www.versailles3d.com), Paris 3D (paris.3ds.com), Rome Reborn (romereborn.frischerconsulting.com), Colonia 3D (archaeologie.uni-koeln.de/node/299) A number of archaeological projects' hypotheses have been analyzed to extract spatial information to be transformed into abstract forms up to the archaeologists confirmed accordance without contradiction. The design of abstracion aims at creating convincing images of architectural ideas without appending more content than necessary. This has been achieved for Excellence Cluster TOPOI exhibitions Pergamon and Palatine (Rome) as well as for Naga and Cologne Cathedral's permanent installation.}, language = {en} } @misc{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {Digitale Modellierung antiker Bauten}, series = {Raumwissen}, volume = {8}, journal = {Raumwissen}, number = {17}, issn = {1869-7356}, pages = {38 -- 43}, language = {de} } @incollection{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {Die Echtersche Idealkirche - Eine interaktive Ann{\"a}herung}, series = {Julius Echter : Patron der K{\"u}nste}, booktitle = {Julius Echter : Patron der K{\"u}nste}, editor = {Dombrowski, Damian and Meier, Markus Josef and M{\"u}ller, Fabian}, publisher = {Deutscher Kunstverlag}, address = {Berlin ; M{\"u}nchen}, isbn = {978-3-422-07408-8}, pages = {127 -- 129}, abstract = {Julius Echter von Mespelbrunn hat als W{\"u}rzburger F{\"u}rstbischof mehrere Hundert Kirchen gebaut. H{\"a}ufig {\"a}hneln sich die Kirchen im Großen wie im Kleinen. In der Außenerscheinung der Kirchen sind Langhaus, Chor, Sakristei und Turm stets sehr {\"a}hnlich angeordnet; im Innern sind die Gew{\"o}lbe und die Ausstattung vom Altar {\"u}ber die Kanzel und den Taufstein bis zur Empore uniformen Standards verpflichtet. Diesen Kirchen muss eine klare Vorstellung zugrunde gelegen haben, eine urspr{\"u}ngliche Idee, wie Kirchen auszusehen haben. Aus dieser Feststellung ergab sich die Aufgabe, ein Bild der echterschen Idealkirche zu gewinnen.}, language = {de} } @misc{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {Interaktive Virtual Reality zum begreifenden Verstehen eines architektonischen Prinzips}, series = {EVA Berlin 2017 - Elektronische Medien \& Kunst, Kultur und Historie, Konferenzband, 8. - 10. November 2017}, journal = {EVA Berlin 2017 - Elektronische Medien \& Kunst, Kultur und Historie, Konferenzband, 8. - 10. November 2017}, editor = {Bienert, Andreas and B{\"o}rner, Anko and Emenlauer-Bl{\"o}mers, Eva and Hemsley, James}, publisher = {Staatliche Museen zu Berlin - Preußischer Kulturbesitz}, address = {Berlin}, isbn = {978-3-88609-801-9}, pages = {104 -- 113}, abstract = {Architektonische Konzepte sind abstrakte Ideen, die w{\"a}hrend des Bauprozesses in Geb{\"a}ude umgesetzt werden. {\"U}blicherweise weichen Geb{\"a}ude von ihrer urspr{\"u}nglichen Konzeption ab. Das reale Erfahren gebauter Architektur ist nur m{\"o}glich, solange das Geb{\"a}ude noch steht. Das Nachvollziehen der urspr{\"u}nglichen Fassung eines Geb{\"a}udes h{\"a}ngt vom Umfang der Umbauten, Renovierungen und Abnutzungen ab. Das Nachvollziehen des urspr{\"u}nglichen Konzeptes hingegen bedarf der Vorstellungskraft. Diese wird unterst{\"u}tzt durch zus{\"a}tzliche Erl{\"a}uterungen aufgrund von Hypothesen aus der historischen Bauforschung oder der Arch{\"a}ologie. Der hier vorgestellte Ansatz verbindet das Erleben eines hypothetischen Konzeptes f{\"u}r eine Reihe von Kirchenbauten mit der M{\"o}glichkeit, auch nicht physischen Raum mithilfe von Virtual Reality erlebbar zu machen. Er nutzt dabei die aktuell verf{\"u}gbaren Mittel der immersiven stereoskopischen Projektion mithilfe einer 3D-Brille, die abgesehen von ihrem eingeschr{\"a}nkten Blickfeld und der im Vergleich zum Auge geringeren Aufl{\"o}sung dem nat{\"u}rlichen Sehen nahekommt, sowie der durch spezielle Controller m{\"o}glichen Interaktion mit Objekten im virtuellen Raum, die das Greifen und Verschieben simulieren.}, language = {de} } @misc{LengyelToulouse, author = {Lengyel, Dominik and Toulouse, Catherine}, title = {Die Bedeutung architektonischer Gestaltung in der visuellen Vermittlung wissenschaftlicher Unsch{\"a}rfe am Beispiel von Ktesiphon und weiteren arch{\"a}ologischen St{\"a}tten}, series = {DHd2015 : von Daten zu Erkenntnissen, digitale Geisteswissenschaften als Mittler zwischen Information und Interpretation, book of abstracts, 23.-27. Februar 2015, Graz, Austria}, journal = {DHd2015 : von Daten zu Erkenntnissen, digitale Geisteswissenschaften als Mittler zwischen Information und Interpretation, book of abstracts, 23.-27. Februar 2015, Graz, Austria}, publisher = {DHd}, address = {Hamburg}, pages = {4}, abstract = {Die Bedeutung architektonischer Gestaltung in der visuellen Vermittlung wissenschaftlicher Unsch{\"a}rfe am Beispiel von Ktesiphon und weiteren arch{\"a}ologischen St{\"a}tten. Das interdisziplin{\"a}r angelegte, von der Deutschen Forschungsgemeinschaft (DFG) gef{\"o}rderte Excellence Cluster TOPOI (The Formation and Transformation of Space and Knowledge in Ancient Civilizations) beinhaltet im zweiten F{\"u}nfjahreszeitraum ein Forschungsprojekt, das eine Best Practice Methode f{\"u}r die Kooperation zwischen Wissenschaft und Museen anhand einer exemplarischen arch{\"a}ologischen St{\"a}tte erarbeiten soll. Ruinen im außermusealen Kontext, aber auch Funde im musealen Kontext sowie Erg{\"a}nzungen in Form von Zeichnungen, Modellen in unterschiedlichen Maßst{\"a}ben vom st{\"a}dtebaulichen {\"U}berblick bis zum Nachbau im Originalmaßstab, aber auch virtuelle 3D-Rekonstruktionen, pr{\"a}gen die Perzeption und damit das Wissen {\"u}ber die historischen Orte. W{\"a}hrend TOPOI die Formation und Transformation von Raum und Wissen in der Antike behandelt, untersucht dieses Forschungsprojekt insbesondere die Perzeption und Repr{\"a}sentation im Museum.}, language = {de} }