1 00:00:00,120 --> 00:00:05,140 Start. Welcome, everyone, to the digital launch of the Encoding 2 00:00:05,140 --> 00:00:10,540 Heritage Network. Just to note that today's session will be recorded. 3 00:00:10,540 --> 00:00:15,700 My name is Leah Kostner and I'm a junior research fellow in the history of art at Merton 4 00:00:15,700 --> 00:00:20,950 College. To get it together with today's presenters and members from several 5 00:00:20,950 --> 00:00:26,110 departments of the university, we are launching the Encoding Heritage Network, 6 00:00:26,110 --> 00:00:31,480 which is kindly supported by TORCH, the Oxford University's Humanities Research 7 00:00:31,480 --> 00:00:37,240 Centre. So the aim of this network is to connect scholars from the humanities, 8 00:00:37,240 --> 00:00:42,550 social sciences and applied sciences who are interested in harnessing the power of 3-D 9 00:00:42,550 --> 00:00:47,920 mapping. Photogrammetry and virtual environments such as virtual reality, 10 00:00:47,920 --> 00:00:53,260 an argument and reality in their research. And we will be unveiling 11 00:00:53,260 --> 00:00:58,750 an exciting series of events over the summer and in the next academic year, 12 00:00:58,750 --> 00:01:04,120 which I will detail at the end of the presentation. Everyone is welcome to join. And 13 00:01:04,120 --> 00:01:09,280 although events are free of charge, of course. So just a word about the structure 14 00:01:09,280 --> 00:01:14,800 of the event today. We will be listening to two presentations from Matthew Nichols 15 00:01:14,800 --> 00:01:19,810 and from Richard Smith, each of which will last about 20 minutes each. 16 00:01:19,810 --> 00:01:25,210 At the end of these, we will open the floor up to questions. And we aim to end around 17 00:01:25,210 --> 00:01:30,520 four p.m. So you're welcome to pop your questions into the Q&A box, 18 00:01:30,520 --> 00:01:35,770 which you should see at the bottom of the screen throughout the presentation. And we will pick this up 19 00:01:35,770 --> 00:01:40,960 at the end. So without further ado, I have the pleasure of introducing today 20 00:01:40,960 --> 00:01:46,300 one of our network's founding members, Professor Matthew Nichols. He will be sharing today 21 00:01:46,300 --> 00:01:51,610 an innovative use of 3-D modelling in his research. So Professor Matthew 22 00:01:51,610 --> 00:01:56,740 Nichols is senior tutor at St. John's College in Oxford. He 23 00:01:56,740 --> 00:02:02,560 previously held the lectureship Ed Najarian Classics at the University of Redding. 24 00:02:02,560 --> 00:02:07,600 There, he developed a large scale 3-D model of ancient Rome, which he has used extensively in 25 00:02:07,600 --> 00:02:13,060 teaching, research, outreach and in commercial work, winning several national 26 00:02:13,060 --> 00:02:18,580 awards for teaching and innovation. And today, Matthew will be presenting 27 00:02:18,580 --> 00:02:24,560 to us this work. Welcome, Matthew. Thank you very much, Leah. And 28 00:02:24,560 --> 00:02:29,660 also and talk to everyone who supported this made it possible. And thank you very much, 29 00:02:29,660 --> 00:02:34,670 everybody who's come along. It's the first time I've given a talk to an entirely absent and disembodied 30 00:02:34,670 --> 00:02:40,220 audience. So I'm colour out there and I hope we have a very productive and enjoyable afternoon. 31 00:02:40,220 --> 00:02:45,560 I'm going to try and share my screen now with you to show you some pictures 32 00:02:45,560 --> 00:02:50,640 of the work that I've been doing. So there it goes. 33 00:02:50,640 --> 00:02:55,910 And I hope that you can all see that perhaps Lee or somebody could just give me a wave 34 00:02:55,910 --> 00:03:04,060 their thumbs up and cheque that the slide is coming through properly. 35 00:03:04,060 --> 00:03:09,200 And he won a thumbs up. Brilliant. Thank you very much indeed. Okay, so really, 36 00:03:09,200 --> 00:03:14,510 I said I have made a large scale digital model of ancient Rome. I'm a classicist and an ancient historian 37 00:03:14,510 --> 00:03:19,520 and not really an archaeologist. And my technical training information is all in classics 38 00:03:19,520 --> 00:03:24,710 in Latin and Greek, not in computer modelling. So I've taught myself as I've gone along, and although 39 00:03:24,710 --> 00:03:29,890 that makes me in some ways a rather bumbling amateur in this field. It also means that 40 00:03:29,890 --> 00:03:35,540 I have learnt as a non-specialist and therefore can teach other nonspecialist how to work with the software 41 00:03:35,540 --> 00:03:40,580 and to think from a disciplinary standpoint, the classic standpoint about what it can offer and how we can use 42 00:03:40,580 --> 00:03:45,710 it in various sorts of applications. So what I propose to talk about is how 43 00:03:45,710 --> 00:03:50,750 I've done this and what I've done it for and where I think it might go next. And I'd 44 00:03:50,750 --> 00:03:55,880 be very interested, as always, to hear people's questions or comments at the end. I'm going to 45 00:03:55,880 --> 00:04:01,190 run these slides in this window here. I find that makes the videos play little more smoothly. 46 00:04:01,190 --> 00:04:06,320 I'm sorry, I'm not getting a full screen, but hopefully you'll be able to see the slides that I want to show you. 47 00:04:06,320 --> 00:04:11,420 So this is the model of Rome that Leah mentioned to you in the introduction. It shows the ancient 48 00:04:11,420 --> 00:04:16,430 city, as it appeared or may have appeared in the early 4th century A.D. when Rome was at 49 00:04:16,430 --> 00:04:21,500 its height. It contained several tens of thousands of artefacts, including buildings and about 50 00:04:21,500 --> 00:04:26,990 35000 pine trees. And there we are flying into the city from the south. 51 00:04:26,990 --> 00:04:32,750 So that gives you a hope, an impression of what it is that I'm talking about. This is the large model of Rome. 52 00:04:32,750 --> 00:04:37,850 And what I'll proceed to talk about is how I made this and what I've used it for and some of the how and 53 00:04:37,850 --> 00:04:42,870 some of the why. The basic modelling tool that I've used throughout this 54 00:04:42,870 --> 00:04:48,510 project is called SketchUp, and this may be familiar to many of you. It's a very user friendly, 55 00:04:48,510 --> 00:04:53,620 very approachable, rather fun piece of software, I find. And you can see in the window here, 56 00:04:53,620 --> 00:04:58,920 it might be a bit jerky for you. But what you're looking at is a slightly speeded up screen grab 57 00:04:58,920 --> 00:05:04,860 with me making a simple Ramano British villa in SketchUp. So you can see I've stopped with a grand plan. 58 00:05:04,860 --> 00:05:09,930 I've drawn the outline of the building. I've Push-Pull pulled extruded up into three dimensions. I'm now adding 59 00:05:09,930 --> 00:05:15,120 rooms and this little building on the side is probably a bathhouse. So a series of fairly simple 60 00:05:15,120 --> 00:05:21,180 draw tools. Our circle here, a rectangle and then a Push-Pull to turn it into a cuboid. 61 00:05:21,180 --> 00:05:26,190 OK, push called turn it into a barrel vault. You can create pretty quickly 62 00:05:26,190 --> 00:05:31,380 at least a massing model, kind of volumetric model of this sort of building, telling it from a ground plan into 63 00:05:31,380 --> 00:05:36,480 a 3D entity. And as this video plays on, you'll see a little bit of detail added. I don't know how long I let 64 00:05:36,480 --> 00:05:41,700 it run for, but I'll start adding some colour and texture to it. Some windows and doors from a premade library of windows 65 00:05:41,700 --> 00:05:46,980 and doors so dark as the roof tiles. So this is this is what I do. This is the process. It's speeded up by about a factor 66 00:05:46,980 --> 00:05:52,140 of four. This is a two minute video. So it's an eight minute build. And you can see there for that will be 67 00:05:52,140 --> 00:05:57,330 a very simple, very basic model you can make really quickly and you can turn a grand plan that maybe 68 00:05:57,330 --> 00:06:02,430 not everybody can read very easily into something that's a bit more intuitive and a bit 69 00:06:02,430 --> 00:06:07,600 more user friendly for some sorts of audience. Oh, this is a here's one I made earlier, cheap. So I've got 70 00:06:07,600 --> 00:06:12,990 got a kind of library here of room and doors and windows. I'm pasting in to give a quick impression 71 00:06:12,990 --> 00:06:18,090 of fenestration and it wasn't so very good. So that's the tool that I'm using as a very 72 00:06:18,090 --> 00:06:23,310 simple model. You can apply it, though, to more complex models that take more make minutes to build. 73 00:06:23,310 --> 00:06:28,860 Here is the Batho Caracalla in Rome. This is the best surviving 74 00:06:28,860 --> 00:06:34,200 imperially or a Roman bathhouse. And like all of these mature bathhouse buildings, it's an extremely 75 00:06:34,200 --> 00:06:39,780 complicated series of intersecting geometric volumes with curvilinear, vaulting 76 00:06:39,780 --> 00:06:45,270 and big windows and also kind of occupation elements and columnar elements, marble decoration 77 00:06:45,270 --> 00:06:50,400 and complicated polygonal bolting on the on the ceilings. 78 00:06:50,400 --> 00:06:55,410 Really lovely building. And I set myself this is a deliberate challenge to kind of push my abilities, 79 00:06:55,410 --> 00:07:00,420 at least in the modelling software, to the limits. What I'm doing here, there is still what I was doing in that 80 00:07:00,420 --> 00:07:05,430 previous life. It's taking archaeological grand plans and a lot of flight photography and visits on 81 00:07:05,430 --> 00:07:10,500 my part to turn what you can see in the top left of that slide, a kind of bare brick and concrete set 82 00:07:10,500 --> 00:07:15,510 of ruins into what you can see at the bottom, which is a building with the ceilings restored 83 00:07:15,510 --> 00:07:20,610 and the decorative elements are coming back in, then the windows are coming back in. And then when that will cut it up 84 00:07:20,610 --> 00:07:26,640 and rendered, it will produce hopefully a very vivid impression of the bathhouse externally and internally. 85 00:07:26,640 --> 00:07:31,980 And here is that impression. So there's the building finished coloured in entourage elements 86 00:07:31,980 --> 00:07:37,020 like trees added. You can see that there's a nice kind of golden evening light playing on it, 87 00:07:37,020 --> 00:07:42,060 which gives some shadows, a cast there by the trees and by the building itself, which gives it a sort 88 00:07:42,060 --> 00:07:47,310 of 3D pop out of the page. And it's sitting not in isolation, but in a landscape 89 00:07:47,310 --> 00:07:52,440 that I've made surrounded by other buildings that I've made that are based on maps 90 00:07:52,440 --> 00:07:57,500 and control maps of ancient Rome. So it's the building in its urban context. 91 00:07:57,500 --> 00:08:02,730 And the idea is that you can view things in isolation or you can drop them into a landscape and see them talking 92 00:08:02,730 --> 00:08:07,800 to and corresponding with other buildings. And that's going to be important later. When we talk about how this building 93 00:08:07,800 --> 00:08:13,410 helps us understand the city of Rome as opposed to individual buildings within that city. 94 00:08:13,410 --> 00:08:18,690 So working from archaeology and from published site Clarens and some some other sources that I'll come to 95 00:08:18,690 --> 00:08:23,760 building by building, I constructed the city model over time. Why have I done 96 00:08:23,760 --> 00:08:28,770 this? Partly because it was fun. It's part of the honest answer. I played with Lego 97 00:08:28,770 --> 00:08:34,110 a lot as a child. It's just it's enjoyable. But a more serious answer, 98 00:08:34,110 --> 00:08:39,330 or at least a more kind of what we say focussed answer is that it corresponds, I think, to certain 99 00:08:39,330 --> 00:08:44,670 teaching needs and certain research potentials and to a sense of exploration within the discipline 100 00:08:44,670 --> 00:08:49,950 that's still unfolding. So the way that we conventionally document and teach 101 00:08:49,950 --> 00:08:55,020 these Belton's just from two dimensional black and white grand plans like the one you can see top left there. That's another bathhouse 102 00:08:55,020 --> 00:09:00,120 in red buzzer dilation, very similar building slightly later in date. And you can 103 00:09:00,120 --> 00:09:05,400 see around that plan on the slide three other media that have been used to 104 00:09:05,400 --> 00:09:10,680 try and give this more vivid impression of the building, because that ground plan is very, very information 105 00:09:10,680 --> 00:09:15,810 rich. It's a very good diagrammatic way of presenting information. If you can read it, it tells you a lot, but not everybody can 106 00:09:15,810 --> 00:09:21,150 read it. I find the undergraduate students, tourists when I'm doing this for 107 00:09:21,150 --> 00:09:26,250 public audiences, people in kind of museum talks and so on. If you say who feels happy reading that grand 108 00:09:26,250 --> 00:09:31,590 plan, I'm not. Half the hands will go up. It's not an intuitive 109 00:09:31,590 --> 00:09:36,720 form of information to turn that in the mind's eye into something like the bottom right picture, which is a 110 00:09:36,720 --> 00:09:42,170 19th century French watercolour. Bows are tradition, which shows that same building 111 00:09:42,170 --> 00:09:47,270 presented as an interior view with perspective and volume and height and colour and lots 112 00:09:47,270 --> 00:09:52,580 of little tastefully semi-nude Romans gambling around at the bottom in the bathhouse hall. And 113 00:09:52,580 --> 00:09:57,710 that fills in a lot of the stuff that the grand plan is missing. But it does so at a price, which 114 00:09:57,710 --> 00:10:02,840 is you can't see all the building currency part of it. The scale 115 00:10:02,840 --> 00:10:08,090 is now gone because for Shorten is perspectival so that the plane recedes into the plane of the picture. 116 00:10:08,090 --> 00:10:13,130 You can't make measurements from it. You might feel that it takes a degree of artistic licence. 117 00:10:13,130 --> 00:10:19,370 Well, we all do. But you know that that's something we can talk about methodologically. So you can out in 118 00:10:19,370 --> 00:10:24,920 black and white 3-D drawing like the one at the top. Right. You can add in physical models like go on bottom left 119 00:10:24,920 --> 00:10:30,200 part of a city scale physical model in the museum in Rome. It's now shot. And the fact 120 00:10:30,200 --> 00:10:35,450 that that museum models and accessible has been for some time shows the limitations of physical 121 00:10:35,450 --> 00:10:40,490 models. And they're beautiful things, wonderful artistic and scholarly creations. But you can't 122 00:10:40,490 --> 00:10:46,310 always get to them. And even if you can, you're going to make a trip to a museum. So into that mix of 123 00:10:46,310 --> 00:10:51,410 traditional tools, we can add digital modelling. And there is my model, the same 124 00:10:51,410 --> 00:10:56,630 bathhouse. And I wouldn't say this replaces a lot of other techniques. I say adds to them. 125 00:10:56,630 --> 00:11:01,640 You can do stuff with that. You can more easily do stuff with it than with 126 00:11:01,640 --> 00:11:06,650 other media. So here is that reconstruction. I made partially transparent overlaid on Google Earth. 127 00:11:06,650 --> 00:11:11,870 And if I were showing you the full slide that care, this kind of animates the fading animation. And as you can see, 128 00:11:11,870 --> 00:11:16,940 the bones of the bathhouse kind of giving fossilised expression in the modern city streets and that we 129 00:11:16,940 --> 00:11:22,010 tried that earlier and it started too much. I won't play the animation, but you can perhaps see 130 00:11:22,010 --> 00:11:27,160 just from the picture on the screen here. This sense of how the bathhouse sits within the modern city. 131 00:11:27,160 --> 00:11:32,240 There's traffic island up here. That kind of semicircle of modern shocks you can see actually follows very closely the 132 00:11:32,240 --> 00:11:37,340 semicircle in the outer wall bathhouse. And we can use that same model 133 00:11:37,340 --> 00:11:42,380 to transition now from a planned view, which I've already said is kind of limited in 134 00:11:42,380 --> 00:11:48,230 some ways. Deliver a useful same model gives us both the plan view and through animation. A perspectival 135 00:11:48,230 --> 00:11:53,270 view so we can now move down an imaginary camera track in the sky and 136 00:11:53,270 --> 00:11:58,970 go from an overhead view into something more 3-D. So you've got height and depth and perspective. 137 00:11:58,970 --> 00:12:04,280 Colour in this you can see maybe that the water is reflective so we can assign different properties to different sorts of surface 138 00:12:04,280 --> 00:12:09,410 so we can start to give now much more intuitive impression of the building that 139 00:12:09,410 --> 00:12:14,420 people find helpful in various contexts. And I think it's a good addition to that traditional suite of 140 00:12:14,420 --> 00:12:20,780 tools like painting or physical model making that archaeologists have been using for some centuries. 141 00:12:20,780 --> 00:12:25,790 You've seen there the idea of almost immersive 3-D flying into a building, we 142 00:12:25,790 --> 00:12:31,000 can take that right down to ground level. Here are some different bits of ancient Rome seen from a Raymonds. 143 00:12:31,000 --> 00:12:36,140 I have you or nearly. So we're now starting to approach this idea of my city, which we'll 144 00:12:36,140 --> 00:12:41,480 talk about later in virtual talk about a lot more about using the model to move away 145 00:12:41,480 --> 00:12:46,610 from the kind of traditional God's eye view that you see in textbooks or print articles where that kind 146 00:12:46,610 --> 00:12:51,800 of panoptic view over the whole city down to a much more ramen's eye view that shows 147 00:12:51,800 --> 00:12:57,560 what these structures look like from the ground, what you can see from where, what buildings masked or accentuated 148 00:12:57,560 --> 00:13:02,690 or pointed to other buildings or the sightlines are what the crowd experience is like. 149 00:13:02,690 --> 00:13:07,700 So we can start doing that sort of thing from within the model. And now we're still only 150 00:13:07,700 --> 00:13:12,710 talking at the moment about rended images. These ones are still you seen moving ones. We'll talk about 151 00:13:12,710 --> 00:13:17,780 true immersive interactive, a massive city towards the end of this. And Richard will pick up on that in his tool, 152 00:13:17,780 --> 00:13:23,060 his talk. Here is more of God's eye view. Sorry, I expanded 153 00:13:23,060 --> 00:13:28,250 the slides unthinkingly. Can you still see my slide deck? Is that still in the right frame 154 00:13:28,250 --> 00:13:33,270 for everybody? I've got a thumbs up, 155 00:13:33,270 --> 00:13:38,670 two thumbs up call. Okay. Thanks, guys. So this is the Roman forum. 156 00:13:38,670 --> 00:13:43,920 So where we're using the model here to fly slowly over a space and just see the buildings gently unfold beneath 157 00:13:43,920 --> 00:13:49,050 us so you can kind of put your gaze on different structures. You can see how they sort of open up 158 00:13:49,050 --> 00:13:54,210 as you move through them. The idea of motion through space is very interesting in classical scholarship now, 159 00:13:54,210 --> 00:13:59,400 and I think I'll show you some books on that in a minute. That idea of being able to move through 160 00:13:59,400 --> 00:14:04,470 a move over a space and her movement articulates the armature of the city and the building arrangement different. It 161 00:14:04,470 --> 00:14:09,930 is very valuable here, though. I'm doing what I think of as 4D modelling. So 162 00:14:09,930 --> 00:14:15,150 if we take the form buildings away and we look at Rome before the city of Rome was there, you can see these hilltop Iron 163 00:14:15,150 --> 00:14:20,370 Age villages with the roads between the meeting in this marshy lower. 164 00:14:20,370 --> 00:14:25,590 Graham, down here, I trust you can see my mouse pointer pointing at this some kind of deliberately between 165 00:14:25,590 --> 00:14:30,690 the Palatine and Capricorn Hills. And if y if you're looking at the proper slides, I would slowly fade 166 00:14:30,690 --> 00:14:35,760 in the modern city, modern 4th century city. Instead, it will just appear. But try and hold 167 00:14:35,760 --> 00:14:40,890 that landscape in your mind's eye. There you go. I'll do it again. There is 168 00:14:40,890 --> 00:14:45,930 the pre urban Rome with hilltops and marsh land and there is 169 00:14:45,930 --> 00:14:50,940 modern Rome. And you can maybe see under that forum piazza that we just flew over is down in that marshy land. That was 170 00:14:50,940 --> 00:14:56,490 once the meeting point between different separate hilltop villages. That's the aim of that slide. It's, 171 00:14:56,490 --> 00:15:01,890 as I said, four dimensional modelling. That is the idea of change over time within the 3D space. I find quite 172 00:15:01,890 --> 00:15:07,200 intriguing as a possibility. I'd like to do more of that. So that's 173 00:15:07,200 --> 00:15:12,390 some of what I've done. How have I done it? What sources have I used to rattle through this little 174 00:15:12,390 --> 00:15:17,560 little quickly? I could do and have done whole talks on this, as you might imagine. But I'll give you the 175 00:15:17,560 --> 00:15:22,620 plot. It highlights you saw before that we use archaeology fairly obviously where there are 176 00:15:22,620 --> 00:15:27,720 standing remains of a building. I go and look at them and photograph them and read people's 177 00:15:27,720 --> 00:15:32,940 books about them and incorporate them as best I can into the model. You will find 178 00:15:32,940 --> 00:15:38,250 if you do this that lots of published sources with maps and actually disagree with each other about where buildings are 179 00:15:38,250 --> 00:15:43,920 positioned or what they look like or exactly where they fit into the modern city. So there's an awful lot of 180 00:15:43,920 --> 00:15:48,990 choosing to do and guessing in some cases to do or at least kind of making educated estimates 181 00:15:48,990 --> 00:15:54,300 of how to reconstruct from ruins. But where you have good standing remains like this inside a building 182 00:15:54,300 --> 00:15:59,880 often left. That's a brick and concrete multi-storey Roman apartment block 183 00:15:59,880 --> 00:16:05,040 you could use there. Standing remains to make a pretty good approximation of what the building was like when it was 184 00:16:05,040 --> 00:16:10,170 new. There it is. No roof on it yet in that model. But you can see perhaps 185 00:16:10,170 --> 00:16:15,330 kind of how that kind of hunk of brick and concrete down there, 186 00:16:15,330 --> 00:16:20,430 which was preserved by being turned into a church as almost anything well-preserved in Rome, was, as you can 187 00:16:20,430 --> 00:16:25,440 still see the church frescoes and belltower in there. How when it was built, that was actually 188 00:16:25,440 --> 00:16:30,480 multistorey apartment block with shops on the ground floor, apartment living spaces 189 00:16:30,480 --> 00:16:35,580 on the top floors. Very few of those survive in Rome. Very, very few survived. Or at least 190 00:16:35,580 --> 00:16:40,680 if they do, they're kind of in globin and built into modern buildings. So you can go outside of Rome 191 00:16:40,680 --> 00:16:46,050 and look at comparable sites like Austere Rome's harbour town down the Tigris River. 192 00:16:46,050 --> 00:16:51,390 And Ostia survives much better. It was filled up with some drifts 193 00:16:51,390 --> 00:16:57,000 when the harbour silted up and was just abandoned for centuries. So it's very, very well preserved. And here you can see 194 00:16:57,000 --> 00:17:02,220 streets lined by those multi-storey brick apartment buildings and the paving stones are still there. 195 00:17:02,220 --> 00:17:07,410 The steps and the shops and the green mills are still there. So you can go to comparable sites outside 196 00:17:07,410 --> 00:17:12,420 of Rome if you want to. You can look at the evidence on things like coins. Here is 197 00:17:12,420 --> 00:17:17,550 a Roman Emperors coin showing the Temple of Concorde in the Roman forum. And that's what I used to make 198 00:17:17,550 --> 00:17:22,920 my model of the Temple of Concorde, including the statue placements. Coins are small and round 199 00:17:22,920 --> 00:17:27,930 and buildings are big and square. So they're an imperfect source visually. And the 200 00:17:27,930 --> 00:17:33,030 money I will distil water, emphasise certain elements to get a particular message across. But still, 201 00:17:33,030 --> 00:17:38,310 it's it's a very useful, iconographic source. My favourite source 202 00:17:38,310 --> 00:17:43,980 for this project is the digital divide and Marble Map mentioned Rome pre digital technology, 203 00:17:43,980 --> 00:17:49,200 carving a map into marble slabs which were fixed to a wall in a monument in Rome and then fell 204 00:17:49,200 --> 00:17:54,450 off in an earthquake and were smashed up into these jigsaw puzzle fragments. 205 00:17:54,450 --> 00:17:59,490 And sometimes we can take a fragment like this one or a series of fragments. And you can see the detail, I 206 00:17:59,490 --> 00:18:04,860 hope, of the buildings on there. The dots are maybe columns and you can see staircases. You can see a street 207 00:18:04,860 --> 00:18:10,020 running across left to right on the top of the slab, you see a staircase climbing a hillside on 208 00:18:10,020 --> 00:18:15,060 the left hand edge. Sometimes we know where on the map that there is these fragments fit into 209 00:18:15,060 --> 00:18:20,100 a street called Vicas Trickiest that runs up the side of the Mantle Hill. And we can locate 210 00:18:20,100 --> 00:18:25,260 that fragment. Pretty accurate, actually, as to where it should be in the city. And so I've made all those buildings 211 00:18:25,260 --> 00:18:30,300 that are shown on the map and put them into the model. And there they are kind of in the same orientation, if you 212 00:18:30,300 --> 00:18:35,700 can see that climbing that. Side with the big arterial road running along the bottom 213 00:18:35,700 --> 00:18:40,980 of the diagonal bottom of the picture here. And the buildings climbing up the hillside to this building with this triple hedge 214 00:18:40,980 --> 00:18:46,110 here. This big square structure here at the top of these slabs. And it's concentric rings 215 00:18:46,110 --> 00:18:51,390 of what I take to be flaunting elemental planting. So this map is a beautiful resource 216 00:18:51,390 --> 00:18:56,510 throating resource ready to use. And what I've done is take all the nine fragments of it, make the buildings on them in three 217 00:18:56,510 --> 00:19:01,680 days and put them into the map. I don't think that's been done before. So that is a nice thing 218 00:19:01,680 --> 00:19:07,020 to do. And a nice source to have gives us maybe 10 percent of the city. So obviously, a lot of the rest of the city 219 00:19:07,020 --> 00:19:12,330 is various forms of conjecture. But what it does give us is the kind of texture, as I think of it, in the city, the rhythms 220 00:19:12,330 --> 00:19:18,270 and density and building mix. So taking all those different evidence types together, 221 00:19:18,270 --> 00:19:23,280 this is several years work in about 30 seconds as I build in and Coleraine and think 222 00:19:23,280 --> 00:19:28,380 about the buildings, experiment with planting trees and background colours. And so there we go. So that's how the model 223 00:19:28,380 --> 00:19:33,480 came to fruition. Give you that again, filling in those gaps, using different sources, thinking about the role 224 00:19:33,480 --> 00:19:39,320 of colour, which is a whole other subject, and thought we could have thinking about the role of planting of 225 00:19:39,320 --> 00:19:45,390 kind of ground plate texture and then working so quickly at the end. Now, 226 00:19:45,390 --> 00:19:50,790 that's how some of the why, as I've said, this fits into trends and current scholarship that are about 227 00:19:50,790 --> 00:19:56,370 what we call the spatial turn or what is called the spatial term. Thinking about movement, about experience, 228 00:19:56,370 --> 00:20:01,470 space, stepping away from this, reading a monument like you'd read a text as a kind of set of 229 00:20:01,470 --> 00:20:06,510 aggregator of symbols and messages and starting to think about the lived experience of walking through it or under it 230 00:20:06,510 --> 00:20:11,610 or around it. And it seems to me that a digital model of this sort is a kind of laboratory 231 00:20:11,610 --> 00:20:16,710 for exploring the spatial term in real time within an urban environment, especially when we get into 232 00:20:16,710 --> 00:20:21,780 immersive tech, which Richard will talk about. We can do stuff like sightline 233 00:20:21,780 --> 00:20:26,790 studies or illumination studies with it. So this is a theatre in room and the little tiny text in the 234 00:20:26,790 --> 00:20:32,010 top of the slide is an extract from an inscription that sets out some imperial 235 00:20:32,010 --> 00:20:37,110 games that happened in this theatre, amongst other places, and actually give us the date and time at which the games have happen. So 236 00:20:37,110 --> 00:20:42,210 what I've done is animate that date and time in the model using the sun engine in the model, and you can see that 237 00:20:42,210 --> 00:20:47,220 it puts the sun right on the stage. This is a looping video. So at the beginning of the designated 238 00:20:47,220 --> 00:20:52,230 hour of games, you can see the sun plays onto the stage. The plays happen for an hour or so at the end of the 239 00:20:52,230 --> 00:20:57,480 hour that almost like the shadow, falls like a curtain across the stage, which I think is very neat and 240 00:20:57,480 --> 00:21:03,660 rather thrilling to find by just making a model and turning the sound on and seeing what happens. So we can use it for research 241 00:21:03,660 --> 00:21:08,940 and use it for teaching. I teach undergraduates to make their own models of Roman still trust us. So here is undergraduate 242 00:21:08,940 --> 00:21:13,980 work. This is people who had never done any digital work at all. About 10 weeks 243 00:21:13,980 --> 00:21:20,070 later, after the end of a term at Redding, they were making models like this. I think it's pretty teachable software. 244 00:21:20,070 --> 00:21:25,140 I think the methodology that I've been outlining quickly in this talk is it's also teachable and 245 00:21:25,140 --> 00:21:30,240 we can use it for outreach. And the biggest way I've done this is to make a free online course for Muc on the Future 246 00:21:30,240 --> 00:21:35,240 platform, which you're all very welcome to join. It runs again next month. About 40000 people 247 00:21:35,240 --> 00:21:40,350 are taking this now, and this course contains five weeks of video. We 248 00:21:40,350 --> 00:21:45,690 went and shot some films in Rhode Island and I made some digital model videos. We kind of blended them together. 249 00:21:45,690 --> 00:21:50,760 And it contains written articles and discussions and things like that about the ancient city. 250 00:21:50,760 --> 00:21:55,920 And for me, the best thing or the most innovative thing we did in this course was this, which is to make a series of buildings 251 00:21:55,920 --> 00:22:00,990 from the model available for people to explore within the course on their phones 252 00:22:00,990 --> 00:22:06,030 or tablets or desktops. This is a screen grab of me exploring that part of Caracalla that we started 253 00:22:06,030 --> 00:22:11,070 with in an article, Cuba to Go. I can turn the colour on and off. I can 254 00:22:11,070 --> 00:22:16,200 turn the sun around a little slider to play with the elimination, the shadows. And I can do a little Google 255 00:22:16,200 --> 00:22:21,300 walk mow today as my little man and I can drop him into the model and that puts me in and I can now 256 00:22:21,300 --> 00:22:26,400 tap to walk forwards. I can Massaro finger around on the screen to 257 00:22:26,400 --> 00:22:31,530 kind of explore the model. And this principle of impossibility is really, really crucial. It's something that Rich is going to pick 258 00:22:31,530 --> 00:22:36,780 up on that. It's all very well to look at the pictures as we've been doing right through the slide set. 259 00:22:36,780 --> 00:22:42,180 I think people gain an awful lot more as I did through the process of building these models. But being inside 260 00:22:42,180 --> 00:22:47,250 the 3D space and you choose where you want to look, you control that on the phone with your 261 00:22:47,250 --> 00:22:52,410 finger or if you're in a VR headsets, we'll see in a minute by physically looking around. And that 262 00:22:52,410 --> 00:22:57,570 addition of motion and choice and interactivity for MIJ enormously 263 00:22:57,570 --> 00:23:03,060 magnifies the potential of this technology to show you what a space is like, make you feel what a space is like. 264 00:23:03,060 --> 00:23:08,160 So I'm really excited by the steps that you're going to hear from Richard next about how we can do 265 00:23:08,160 --> 00:23:13,350 this. And the building that he'll be talking about a bit is this one the theatre of Pompeii, which 266 00:23:13,350 --> 00:23:18,360 feels to me like a really good building for testing this technology in because it's extremely big and 267 00:23:18,360 --> 00:23:23,370 grand. It was built in 55 B.C. from the proceeds of the general 268 00:23:23,370 --> 00:23:28,410 puppy's triumph as military victories came back to Rome and built Rome's first permanent 269 00:23:28,410 --> 00:23:33,630 stone theatre before them. That only been made of wood because. Entertainment architecture sort of frowned 270 00:23:33,630 --> 00:23:38,640 on his populist and rabble rousing and a bit unseemly. But here, promptly built for the first time this 271 00:23:38,640 --> 00:23:43,650 magnificent stone theatre. It doesn't survive well at all now, which makes it 272 00:23:43,650 --> 00:23:48,900 a great target for reconstruction, because we know a lot about it, but it's not there. So it's really nice to make a vivid 3-D 273 00:23:48,900 --> 00:23:54,180 model of it. What you can see perhaps in the map top right is this fossilised imprint of the theatre. 274 00:23:54,180 --> 00:23:59,220 If you look at this curve at the left of the map that there's a two city blocks there and that 275 00:23:59,220 --> 00:24:04,290 curve right there built on top of the curve of this theatre. This bowl of seating here. So 276 00:24:04,290 --> 00:24:09,840 the imprint of this building survives. And you can see it's absolutely enormous. And I found in my experiments 277 00:24:09,840 --> 00:24:15,140 with immersive technology and with VR that that sense of scale and enormousness 278 00:24:15,140 --> 00:24:20,190 is a little bit hard to capture on a two day monitor where you can just zoom in and out like a scroll wheel. It really 279 00:24:20,190 --> 00:24:25,290 comes alive when you're in something like a VR headset and you're moving around the building at walking pace. And 280 00:24:25,290 --> 00:24:30,600 look, you're telling your head to look around that suit. That building feels to me like a really tempting target 281 00:24:30,600 --> 00:24:35,700 to try and do something even more interactive and imaginative with using specialist technology. 282 00:24:35,700 --> 00:24:40,890 Or I have to rely on experts like Richard, which is a value of a network like this. So 283 00:24:40,890 --> 00:24:46,020 that's me. And I think Richard and I are going to tell you his end of the story and then maybe we can have a discussion 284 00:24:46,020 --> 00:24:54,040 afterwards. But thanks very much for your attention so far. 285 00:24:54,040 --> 00:24:59,100 Thank you so much, Matthew, for that wonderfully rich presentation. So now 286 00:24:59,100 --> 00:25:04,180 I have the pleasure of welcoming Richard Smith, who is technology support officer 287 00:25:04,180 --> 00:25:09,460 at the board, the ad library where he provides a technology support overseas 288 00:25:09,460 --> 00:25:14,860 3D printing and advises on 3D modelling and E.R. and VR projects. 289 00:25:14,860 --> 00:25:19,930 Richard is also the co-founder of the Oxford XBRL, the hub, which is 290 00:25:19,930 --> 00:25:25,120 Oxford Central Resource for Virtual an argument and reality. And today, Richel 291 00:25:25,120 --> 00:25:30,400 will describe to us how he has used the model, which was created by Matthew, to build a virtual 292 00:25:30,400 --> 00:25:35,590 reality application which allows users to experience and explore ancient 293 00:25:35,590 --> 00:25:40,890 historical sites firsthand. So I will now turn it over to Richard. 294 00:25:40,890 --> 00:25:46,060 Everyone saying, I mean, yes, he slides, OK? I 295 00:25:46,060 --> 00:25:51,870 run, see these slides. All right. I keep saying 296 00:25:51,870 --> 00:25:57,200 thanks for the introduction there. So you might. 297 00:25:57,200 --> 00:26:02,740 Be hidden with the 53 people, beady eyes on the right hand side, there's a they are headsets 298 00:26:02,740 --> 00:26:07,810 there, but a lot people ask, you know, why is this tech in the 299 00:26:07,810 --> 00:26:13,030 eye? Paul, the 14. And this is something we 300 00:26:13,030 --> 00:26:19,090 have a history of duty to doing where we bring in a new tech, 301 00:26:19,090 --> 00:26:24,730 whether it was a a eyepatch back, whether when they first came out or 302 00:26:24,730 --> 00:26:29,740 a 3D printer. And we made it easy to to 303 00:26:29,740 --> 00:26:34,870 use and easy to get access to as well. So 304 00:26:34,870 --> 00:26:40,300 students, staff. And if you're ever in Austin University, 305 00:26:40,300 --> 00:26:45,760 can I come in and try it out or take a time as well? So 306 00:26:45,760 --> 00:26:51,420 fixing on the PBB arse side of things. We we have 307 00:26:51,420 --> 00:26:56,670 a a a lending service, so we would count the the 308 00:26:56,670 --> 00:27:01,930 headsets for people to take back to their lab or they they could come in 309 00:27:01,930 --> 00:27:06,970 to the library and, you know, try it out, they can book it for 310 00:27:06,970 --> 00:27:13,570 a few days and work on a project there. 311 00:27:13,570 --> 00:27:18,760 And then the the help as well. This is something I started about three 312 00:27:18,760 --> 00:27:24,550 years ago. We with a group of people in a 313 00:27:24,550 --> 00:27:29,880 in the university who wanted to kind of create this this 314 00:27:29,880 --> 00:27:35,020 this space for people in the field to come together and talk about 315 00:27:35,020 --> 00:27:40,110 what they were doing, because that was 316 00:27:40,110 --> 00:27:45,130 local laws. Most people kind of doing small bits of our work, but we were 317 00:27:45,130 --> 00:27:50,200 kind of separated. So we stopped this to come together. And from 318 00:27:50,200 --> 00:27:55,360 those first kind of things like events we did, one of the first things people wanted 319 00:27:55,360 --> 00:28:00,700 to do was actually learn how to make these these apps. So we started 320 00:28:00,700 --> 00:28:06,160 a teaching course in the I.T. Learning Centre Success Centre. 321 00:28:06,160 --> 00:28:11,390 And this is a term, a term because we run. Oh, 322 00:28:11,390 --> 00:28:17,590 obviously now we we come to do that. So we're looking into lot all 323 00:28:17,590 --> 00:28:22,810 online version of this as well. Where why what what were you hoping to get us 324 00:28:22,810 --> 00:28:28,140 up and running soon from by those courses. 325 00:28:28,140 --> 00:28:33,490 A lot longer model. A lot of people wanted us to kind of advise on projects after 326 00:28:33,490 --> 00:28:38,650 the courses. So that's why when we started doing that, we did kind of 327 00:28:38,650 --> 00:28:43,900 come in and consult on the app throughout the process or 328 00:28:43,900 --> 00:28:49,140 we would build the app for four four four four four for them from scratch. 329 00:28:49,140 --> 00:28:54,550 And again, they this is all based around the feedback we had from everyone 330 00:28:54,550 --> 00:28:59,590 who comes to all like events and courses and things like 331 00:28:59,590 --> 00:29:04,840 that. And it's also worth mentioning this is something we do just in 332 00:29:04,840 --> 00:29:10,390 our my spare time as well. So if anyone likes the sound of this after 333 00:29:10,390 --> 00:29:16,480 the presentation, it wants to be involved and just let 334 00:29:16,480 --> 00:29:21,820 us know as well. So what is a massive tech? 335 00:29:21,820 --> 00:29:26,830 Most people kind of instinctively associate it with the middle picture, what you 336 00:29:26,830 --> 00:29:31,900 put on something on your face and it looks futuristic and 337 00:29:31,900 --> 00:29:36,950 wave your hands around. But there are lots of other types 338 00:29:36,950 --> 00:29:42,200 of tech which kind of fall in this as well. I'm the one people who tend to kind of forget about because 339 00:29:42,200 --> 00:29:47,260 it's so ingrained in my life. Is there a phone? 340 00:29:47,260 --> 00:29:52,360 So especially now that that that that that there are apps which will kind of augment 341 00:29:52,360 --> 00:29:57,700 your your life side. For example, on Zoom, I can change the background, 342 00:29:57,700 --> 00:30:02,770 but with these apps, you can get a virtual cypher in your 343 00:30:02,770 --> 00:30:07,810 house and see if it fits. Now, if the colour works and lots 344 00:30:07,810 --> 00:30:13,690 and lots of things like that, which she kind of kind of forgets about because it's so kind of ingrained 345 00:30:13,690 --> 00:30:19,270 in the way we live now. But I'm just going to focus in on 346 00:30:19,270 --> 00:30:25,420 the obvious side of things today. So if you haven't kind of used it before. 347 00:30:25,420 --> 00:30:30,560 This is where it gets a bit tricky for me because. No, because we normally like to just, 348 00:30:30,560 --> 00:30:36,060 you know, demo these because it's a lot easier just to show you. But I'm going to try my best to kind of explain. 349 00:30:36,060 --> 00:30:41,350 Well, what what's is. So the way it works is you put on 350 00:30:41,350 --> 00:30:46,780 a headset and a kind of fakes a a virtual 351 00:30:46,780 --> 00:30:52,060 world around you. And this is done with your sight. So you have 352 00:30:52,060 --> 00:30:57,520 a display where you're kind of projects light into your eyes. And you have 353 00:30:57,520 --> 00:31:02,650 a separate view for your left eye. I don't want your eyes, so then you get the full 3D 354 00:31:02,650 --> 00:31:08,170 view and then that gives you the sense of depth. So, as they say, can kind of understand the distance 355 00:31:08,170 --> 00:31:13,720 of the space you go in and then they kind of car out on this, which sounds 356 00:31:13,720 --> 00:31:19,360 on your hand. If you could control it so you can pick things up 357 00:31:19,360 --> 00:31:24,520 so that they're that would look at these like extra steps he can 358 00:31:24,520 --> 00:31:29,920 take to make it feel like you're out there. So 359 00:31:29,920 --> 00:31:34,960 I'm sure most people, if you the seen one of these or they've tried them up themselves. But I 360 00:31:34,960 --> 00:31:40,600 saw I would go over quickly what different headsets are and 361 00:31:40,600 --> 00:31:45,810 and what you know, because, you know, the kid did it in about about most of them. And so on. 362 00:31:45,810 --> 00:31:51,840 The kind of the cheaper side is a a a a cardboard 363 00:31:51,840 --> 00:31:56,860 set. So these are exactly what I call the piece of card with 364 00:31:56,860 --> 00:32:01,870 these, you know, cheap plastic lenses in there. And then all 365 00:32:01,870 --> 00:32:07,150 we do is slot in your phone in the front. And then you put it on and then you just kind of rotate 366 00:32:07,150 --> 00:32:12,250 around, but you can't really doing much else beyond that. But the good thing 367 00:32:12,250 --> 00:32:17,290 about these, are they any cost about five pounds. So they tend to give them out for free with kind of 368 00:32:17,290 --> 00:32:22,540 marketing things and stuff like that. That is a good way to kind of first test things 369 00:32:22,540 --> 00:32:27,940 out. And then if you kind of want to go to the next step, you have these kind of mid-range 370 00:32:27,940 --> 00:32:34,510 mobile ones. So there are some someone 371 00:32:34,510 --> 00:32:40,310 the way this works is it's kind of plastic, which is kind of like glass lenses there, but 372 00:32:40,310 --> 00:32:45,380 you still have to run it from a phone. But they will specify which version 373 00:32:45,380 --> 00:32:50,780 of phone you can use. So it tends to be the, like, flagship 374 00:32:50,780 --> 00:32:56,060 funds just to make sure everything runs smoothly. But again, you can't it kind of rotates 375 00:32:56,060 --> 00:33:01,460 around. And then the latest version of 376 00:33:01,460 --> 00:33:07,100 headsets which are coming out, not all of these kind of self-contained ones. 377 00:33:07,100 --> 00:33:12,200 So the way these work is, they have a lot chips built into them. So you don't have 378 00:33:12,200 --> 00:33:17,300 to put in your iPhone. And all you do is he puts on the headsets and then 379 00:33:17,300 --> 00:33:22,350 everything runs through that. So the good good thing about this is it also can track the way you are in your 380 00:33:22,350 --> 00:33:28,790 room so you can walk around. You've got hand controllers and interactive things as well. 381 00:33:28,790 --> 00:33:33,890 And then finally, the ah ha ha ha ha ha ha ha. High end is all run from 382 00:33:33,890 --> 00:33:39,170 a P.C. So the downside to this is mainly the cost. 383 00:33:39,170 --> 00:33:45,840 And you can't really carry this around with you. Like you can with the others 384 00:33:45,840 --> 00:33:50,840 cities. That's not only costs about five hundred pound to I 385 00:33:50,840 --> 00:33:55,910 can get over a thousand pound if you get all the, you know, the extra fee fee because different features 386 00:33:55,910 --> 00:34:01,370 with them. I mean the P.C. you need is normally about a thousand pound and that's kind of 387 00:34:01,370 --> 00:34:06,520 the in the biggest step that is the P.C. But the good 388 00:34:06,520 --> 00:34:13,130 good thing about this is the quality he you can get from these 389 00:34:13,130 --> 00:34:18,230 headsets. So like I was just say sexist and some I wanted to 390 00:34:18,230 --> 00:34:23,330 help, you know, visualise this because we can try this out. But the mobile ones, you can just 391 00:34:23,330 --> 00:34:28,600 kind of look around, but you're kind of stationary and still, whereas the 392 00:34:28,600 --> 00:34:34,430 P.C. wants you. You also have to be extra free. Freedom to walk around the. Of space. 393 00:34:34,430 --> 00:34:39,980 So what? Whoa, whoa, whoa, whoa, whoa, whoa. This would look like is you would kind of 394 00:34:39,980 --> 00:34:45,260 kind of corner office space in your room. Way you can freely walk around without bumping 395 00:34:45,260 --> 00:34:50,300 into things. And then the sensors will be able to track you in that space and then they 396 00:34:50,300 --> 00:34:55,550 will tell you if you get too close to the edge. So 397 00:34:55,550 --> 00:35:00,560 this gives you the freedom. It's kind of walk around the space. I'm not seeing the bigger ring have the 398 00:35:00,560 --> 00:35:05,750 best day. This is. And again, just kind of help 399 00:35:05,750 --> 00:35:11,140 me visualise. I thought I was just. Play this video. 400 00:35:11,140 --> 00:35:16,230 So this is just kind of a fun game, which you can buy with the 401 00:35:16,230 --> 00:35:22,170 headsets here. And if he move the video, you can see there's a guy in the bottom right corner that 402 00:35:22,170 --> 00:35:27,730 with with the chef headsets on and he's got to hand controllers. But you can see how quickly 403 00:35:27,730 --> 00:35:32,770 he's kind of interacting with things, which is something you can really do with non-traditional 404 00:35:32,770 --> 00:35:37,960 games. You have to figure out which, but no buttons to press if I'm allowed to actually 405 00:35:37,960 --> 00:35:43,180 pick this up. Whereas with the PR, you know, it's kind of a natural thing 406 00:35:43,180 --> 00:35:48,190 just to use your hands so you don't really have to think, oh, how does this well, you just kind of 407 00:35:48,190 --> 00:35:53,560 instinctively get used to it and you can see how, you know, precise. 408 00:35:53,560 --> 00:35:58,780 These men had me make me leave and saw how quickly he can kind of get lost in 409 00:35:58,780 --> 00:36:04,570 this space. Somalia appropriate, but on on 410 00:36:04,570 --> 00:36:10,560 media, get to the more practical pass things. So this is just a show. 411 00:36:10,560 --> 00:36:15,900 Fifita goes by all of a practical use in the medical 412 00:36:15,900 --> 00:36:21,310 parts so that there is a lap he will using 413 00:36:21,310 --> 00:36:27,340 and they are here to kind of help people with kind of extreme phobias of heights. 414 00:36:27,340 --> 00:36:32,440 So I might be a bit scared actually leave the house so you he 415 00:36:32,440 --> 00:36:37,570 can take these to take you through them to actually train with. This is probably 416 00:36:37,570 --> 00:36:42,700 the most at the last level, but you can certainly go 417 00:36:42,700 --> 00:36:48,170 through these steps of practising in your safe space time 418 00:36:48,170 --> 00:36:53,430 in vehicles, CPR. But if you your brain enough to kind of trigger those 419 00:36:53,430 --> 00:36:58,480 responses where you really feel like you're up at heights. And I'm sure if if 420 00:36:58,480 --> 00:37:04,210 anyone here has tried a real app, when you're standing up in excess of a high, you can really 421 00:37:04,210 --> 00:37:12,710 feel without, you know, the rush of standing on the edge of itself somewhere. 422 00:37:12,710 --> 00:37:17,720 So how is all of this made? So this kind of feed, main parts, so the 423 00:37:17,720 --> 00:37:23,150 engine. So this I will talk a little bit more 424 00:37:23,150 --> 00:37:28,730 in a second. But he admits he is kind of the one we use. 425 00:37:28,730 --> 00:37:33,860 It's like a software package. And then you need a way to actually create the 426 00:37:33,860 --> 00:37:39,410 assets which can go in there. So the you know, the buildings like Matthew has made 427 00:37:39,410 --> 00:37:44,480 you, you can bring them into the source software. But you also, you know, 428 00:37:44,480 --> 00:37:50,060 you have to make things like sound and art and that kind of thing. So there's 429 00:37:50,060 --> 00:37:55,160 no there'll be there's a whole page of nice software which you would be able to use to. And they 430 00:37:55,160 --> 00:38:00,680 bring in a model or sound or anything like that. 431 00:38:00,680 --> 00:38:05,990 And then if anyone codes, you can use a C shop and get 432 00:38:05,990 --> 00:38:11,060 to a source, control the project. If that means nothing to you. But that's 433 00:38:11,060 --> 00:38:16,080 fine as well. So this is just kind of a visual way to look at what 434 00:38:16,080 --> 00:38:21,530 I just said. Say you've got to think of unity 435 00:38:21,530 --> 00:38:27,030 is where, you know, you bring all of these parties together from unite, different tools. 436 00:38:27,030 --> 00:38:32,450 So I SketchUp, you can you bring this into it? 437 00:38:32,450 --> 00:38:38,630 So what is he, unity? So what is kind of most famously 438 00:38:38,630 --> 00:38:43,820 useful is no video games. I am 439 00:38:43,820 --> 00:38:49,580 the real reason people he he use it is because he can make one kind of project 440 00:38:49,580 --> 00:38:54,830 and then, you know, save this to, say, a PlayStation, a P.C., a mobile 441 00:38:54,830 --> 00:38:59,960 phone. No, they are headsets as well. So you can build them all in one 442 00:38:59,960 --> 00:39:04,970 place and then save it to, you know, different devices. But 443 00:39:04,970 --> 00:39:10,520 the thing I like most about it is just how quickly you can prototype things. 444 00:39:10,520 --> 00:39:15,650 So the best thing about unity is I don't have to say you understand how 445 00:39:15,650 --> 00:39:20,720 physics works. I don't have to programme in net gravity. I just turn turn 446 00:39:20,720 --> 00:39:25,940 it on with a checkbox. You don't have to know how light bounces around the scene. You just put 447 00:39:25,940 --> 00:39:31,070 it in the light so that there are a lot of these kind of complex things which it already does 448 00:39:31,070 --> 00:39:36,560 full, fully eye. And all you have to focus on is the content 449 00:39:36,560 --> 00:39:42,060 inside the. And with the off, 450 00:39:42,060 --> 00:39:47,400 the thing we want is kind of real time. We're rendering. So if if 451 00:39:47,400 --> 00:39:52,470 if you might imagine, you have the headsets on me, move your head really quickly. You want that to 452 00:39:52,470 --> 00:39:57,570 update as quickly as possible so it feels smooth and it doesn't throw 453 00:39:57,570 --> 00:40:02,820 you off. So that's why these game engines are really good, because 454 00:40:02,820 --> 00:40:07,820 they can really render things really, really quickly. So how 455 00:40:07,820 --> 00:40:13,270 would you kind of put this together for this Roman model? So 456 00:40:13,270 --> 00:40:18,310 Matthew sent me the mom, mom, mom model and hopefully the first thing I do is I 457 00:40:18,310 --> 00:40:23,710 bring in my own 3D package and just have a look at it. And I'll say the first thing you 458 00:40:23,710 --> 00:40:28,790 see from this kind of God-Fearing is this rich detail 459 00:40:28,790 --> 00:40:33,850 and just the scale of it. Now, the first thing I want to do is kind of feel like 460 00:40:33,850 --> 00:40:38,980 what it would be to send it back just because it I bet that there is so much going on 461 00:40:38,980 --> 00:40:43,980 here. So just going in a little bit closer. We still on. 462 00:40:43,980 --> 00:40:49,060 That's my human scale. This is still live. But looking at it like, you 463 00:40:49,060 --> 00:40:54,310 know, far away. But just from my own way of thinking with 464 00:40:54,310 --> 00:40:59,440 you. E unity. So one of the first things 465 00:40:59,440 --> 00:41:04,450 that came to my mind was, well, that, you know, that that there is all of these kind 466 00:41:04,450 --> 00:41:10,070 of basic lighting which happens, but it doesn't fit with, you know, every scene you 467 00:41:10,070 --> 00:41:15,490 get together. So if I was gonna walk around this space, someone's gotta see every corner 468 00:41:15,490 --> 00:41:20,590 of this model. So I would just have to fix the lighting 469 00:41:20,590 --> 00:41:25,690 in the background so they can see that better. That's the shade. And it's always just worth 470 00:41:25,690 --> 00:41:30,780 mentioning. If you're just throwing some something together, you can just skip most of 471 00:41:30,780 --> 00:41:36,910 this pop. But this is just the way we think when you're building a app. 472 00:41:36,910 --> 00:41:41,940 And then the next thing is, if I was kind of looking back 473 00:41:41,940 --> 00:41:47,110 later on the got you these kind of hedges look fine and they kind of e. He 474 00:41:47,110 --> 00:41:52,660 can make out the shapes well. But because you're not kind of facing them 475 00:41:52,660 --> 00:41:57,880 head on, they don't really matter no matter. But once you get down to ground 476 00:41:57,880 --> 00:42:03,070 level, these hedges are actually going to be one of the first things you 477 00:42:03,070 --> 00:42:08,380 see and they'll be quite met. I see. So I just wanted to increase 478 00:42:08,380 --> 00:42:13,780 the air quality here. And this is something we can do. 479 00:42:13,780 --> 00:42:18,820 And then finally, this is more of like a technical night is if your model 480 00:42:18,820 --> 00:42:24,220 or you 3-D data, you have works in a a different pieces sorts 481 00:42:24,220 --> 00:42:29,560 of social stuff. So SketchUp, you wouldn't actually be able to see through this part of the model, 482 00:42:29,560 --> 00:42:34,620 but just the way you see unity works. You can't 483 00:42:34,620 --> 00:42:39,700 be a model in a certain way. So there were 484 00:42:39,700 --> 00:42:44,980 just some, you know, technical problems which you would pick up on Straight's. So it's just worth noting. 485 00:42:44,980 --> 00:42:50,330 You have to kind of inspect things, you know, closely on the first time you bring 486 00:42:50,330 --> 00:42:55,360 in. So the asset still is something 487 00:42:55,360 --> 00:43:00,620 built into the software as well. So this is what I use to 488 00:43:00,620 --> 00:43:05,620 a prototype with. If I don't want to spend ages building everything from 489 00:43:05,620 --> 00:43:10,940 scratch. So what we can do is kind of search for things you wanted. So 490 00:43:10,940 --> 00:43:16,240 I wanted these hedges to kind of replace these 491 00:43:16,240 --> 00:43:21,460 the boxed all of them say you just go ahead and such fits. And this is 492 00:43:21,460 --> 00:43:26,920 really handy if you don't have the time or you don't have the skills to actually build 493 00:43:26,920 --> 00:43:32,020 a 3-D model. So these hands range from my 494 00:43:32,020 --> 00:43:37,060 free ones, which are kind of average quality to really high high 495 00:43:37,060 --> 00:43:42,250 quality assets, which they use in kind of high end games, which cost 496 00:43:42,250 --> 00:43:47,560 quite a lot. So you kind of pay for what it is you wanted, which is fine. 497 00:43:47,560 --> 00:43:53,020 But for a prototype, just using the free ones, I worked well. 498 00:43:53,020 --> 00:43:58,270 And all we do is click, click on them and bring them in. So this is what it looked like 499 00:43:58,270 --> 00:44:03,720 when I first bought it. And this is just what it looks like after kind of tweaking things around. But 500 00:44:03,720 --> 00:44:08,880 we will get a better look at this once I show you that video of me with the. 501 00:44:08,880 --> 00:44:14,320 There, that's one as well. But you can see the lighting there, especially 502 00:44:14,320 --> 00:44:19,510 if I can kind of see everything. 503 00:44:19,510 --> 00:44:24,690 And fun and funny, one of the things to mention is if you're interested in to do 504 00:44:24,690 --> 00:44:30,160 this yourself, the headset you use will tend to provide you with a soft way. 505 00:44:30,160 --> 00:44:35,320 You need to make the headset work in unity 506 00:44:35,320 --> 00:44:41,200 so you don't have to programme every bar button that there is some kind of. 507 00:44:41,200 --> 00:44:46,210 Linking things together to do, but you don't have to code anything. You just bring 508 00:44:46,210 --> 00:44:51,390 this in. They give you kind of sample scenes which you can take things from perfect 509 00:44:51,390 --> 00:44:56,410 into your project. So you can see. You can just kind 510 00:44:56,410 --> 00:45:01,570 of track things together quite quickly without having to spend lots 511 00:45:01,570 --> 00:45:06,860 of time building stuff from scratch or even knowing how the, you know, the 512 00:45:06,860 --> 00:45:13,690 the hand tracking works you didn't really need. So you just have to know where to get it from. 513 00:45:13,690 --> 00:45:19,820 Let me show you the video. So this was me the other day. 514 00:45:19,820 --> 00:45:24,900 Yes. So this puts me 515 00:45:24,900 --> 00:45:29,940 with the headsets on on the controllers as well in the 516 00:45:29,940 --> 00:45:34,950 demo model with the updated post, so you can see up. 517 00:45:34,950 --> 00:45:39,990 I have my hands and I other than this, a robot face, difficult to hopefully 518 00:45:39,990 --> 00:45:45,000 try to help with a sense of scale. But it would be nice if those people 519 00:45:45,000 --> 00:45:50,280 walking around as well. But you can really see the completely different perspective you have 520 00:45:50,280 --> 00:45:55,470 of the model here just from having the headsets 521 00:45:55,470 --> 00:46:00,540 on. And as always, was, you know, this is gone once you have the headset, when you 522 00:46:00,540 --> 00:46:05,610 have full 3D fish. And so you have the real sense of depth, which you don't 523 00:46:05,610 --> 00:46:10,850 get on a 2D screen. But you can see here, you know, 524 00:46:10,850 --> 00:46:15,970 the the Bushes look a lot nicer than nice. Way you can come see through 525 00:46:15,970 --> 00:46:21,920 them and peek through and see the fountain and things like that. 526 00:46:21,920 --> 00:46:27,010 And it just screams and. And the way you move around is you can 527 00:46:27,010 --> 00:46:32,890 see you have a side teleportation system. I mean, the reason for that is I have 528 00:46:32,890 --> 00:46:38,110 a average sized room. I don't have the size of this. No theatre in my house. 529 00:46:38,110 --> 00:46:43,150 So you need a way to be able to move beyond your physical bounds, which is why you 530 00:46:43,150 --> 00:46:48,220 have this system where you kind of point away getting where you want to go. I mean, 531 00:46:48,220 --> 00:46:53,620 the way you press the button. He then tacked together for that. So it enables 532 00:46:53,620 --> 00:46:58,690 you to move around vast spaces like this where you can really just see how big 533 00:46:58,690 --> 00:47:04,030 it is. And then you travel beyond your 534 00:47:04,030 --> 00:47:09,380 physical bounds. But oh, he'll say, let let's see, teleport somewhere. And then your 535 00:47:09,380 --> 00:47:15,010 you have your physical space, which he can walk around and feel wonderful for what it was like to walk in 536 00:47:15,010 --> 00:47:20,450 space. 537 00:47:20,450 --> 00:47:25,860 So just quickly, how do we know you get involved and learn this type of thing? 538 00:47:25,860 --> 00:47:30,890 Southsea is a lot harder now where we can't do the the attorney 539 00:47:30,890 --> 00:47:36,030 courses we run, but we are looking at doing a online version of 540 00:47:36,030 --> 00:47:41,050 this scene. So if you're interested to know what the 541 00:47:41,050 --> 00:47:46,460 Butterly and does the AVF, we just [INAUDIBLE] up like they are linking. 542 00:47:46,460 --> 00:47:51,530 There's a lot more information about the headset's we have how to 543 00:47:51,530 --> 00:47:57,110 use it and more about. Well, one or two, I spoke at the start 544 00:47:57,110 --> 00:48:02,540 and then if you have a project in mind which you want to use pretty awful 545 00:48:02,540 --> 00:48:07,590 and just contact the hub on the Web site there. Well, the address 546 00:48:07,590 --> 00:48:13,250 at the bottom end of my presentation. Thank you for 547 00:48:13,250 --> 00:48:22,140 listening. I think Leah will now take back control for our questions. 548 00:48:22,140 --> 00:48:27,210 Thank you so much, Richard Matthew, for sharing it with us, this exciting research. 549 00:48:27,210 --> 00:48:27,920 So we will.