MSc Heritage Visualisation School of Innovation & Technology

Catherine Bellamy

(she/her)

My final research explores the interactions between digital and physical mediums to create engaging and dynamic educational tools. My interest in the conservation of built heritage, as well as traditional craft and skill loss, led me to identify possible ways to bridge this lost knowledge to a more modern context. I am hugely invested in the possibilities digitisation has for physical heritage as well as more intangible aspects of our cultures, such as traditional craft – sustaining and using these skills is key to their continuation. This project explores an innovative approach to educating audiences on how to best care for and conserve historical sites, notably Scottish vernacular buildings.

Using specialist technological capture throughout the masters degree saw me utilise photogrammetry to create a complete digital replica of The Old Dubheads Smithy, a vernacular building in Strathearn, used as a blacksmith and cartwright’s workshop. Alongside this, data from these scans were used to produce 3D printed objects that link to digital content – creating a memorable educational experience that focuses on the historic construction techniques, as well as the present need for correct repair and conservation.

Contact
catherinelbellamy@gmail.com
C.Bellamy1@student.gsa.ac.uk
LinkedIn
Vimeo
Sketchfab
Works
Masters Research Project Summary
The Old Dubheads Smithy: Using photogrammetric capture for the creation of hybrid digital-physical tools to aid Scottish vernacular knowledge and skill transfer.
The Industrial Heritage of Govan
Reconstructing Kelvingrove Art Gallery and Museum
Interactive Audio – Kitchen Synth
Interactive Game Group Project – Castle Clicker
Interactive Diorama

Collaborative Works
Visualising Pre-Industrial Trade in Govan
Industrial Trade in Govan

The Physical Toolkit Objects

These 3D printed objects were created from photogrammetry scan data, as well as additional 3D modelling.

Masters Research Project Summary

This video helps to summarise my masters dissertation research, exploring the data acquisition processes to the creation of physical and digital assets – working in collaboration to create an engaging, hybrid educational toolkit. Aiming to help Scottish vernacular built heritage conservation, and the transmission of traditional craft and skill knowledge.

Catherine Bellamy Masters Dissertation Presentation Video

The Old Dubheads Smithy: Using photogrammetric capture for the creation of hybrid digital-physical tools to aid Scottish vernacular knowledge and skill transfer.

Scotland’s vernacular buildings use site-specific and localised materials in their construction and a decline in the transmission of traditional craft knowledge has put these sites at risk. This research explores new pedagogical approaches and the creation of hybrid educational tools to inform a new generation of vernacular custodians and craftspeople in Scotland. Photogrammetric capture of The Old Dubheads Smithy has led to the development of hybrid tool kits through the creation of 3D printed (3DP) objects and their interactive digital counterparts. The data capture methodologies and workflows developed as a part of this research are outlined, so they may be replicated or built upon, the work is a foundation of creating educational resources to aid vernacular conservation knowledge and principles. Final outcomes include the creation of fourteen physical objects, created from photogrammetric capture data and 3D modelling – each object has a digital resource that includes textured representations of the 3DP objects or interactive media. Digital content includes informative annotations, guidelines, animations and explores the narrative of The Old Dubheads Smithy and the conservation and repair work needed. This work begins to investigate the relevance of blended and engaging learning methodologies to encourage and increase the skilled labour force in Scotland, to ensure vernacular sites receive meaningful and appropriate conservation and care.

Sketchfab Content

A textured version of one of the physical objects, created from on-site photogrammetric capture

Physical Object & Digital Content

Here a physical 3D printed object is shown next to it's digital counterpart content, in Sketchfab.

The Old Dubheads Smithy - Narrative & Site Exploration

As a part of my master's research dissertation, this video was produced from photogrammetric capture of The Old Dubheads Smithy, which was then converted to the meshes in this video, and animated.

'Central Room' Photogrammetric Scan

This model is a part of my master’s research, exploring the use of digital and physical tools to aid in the transmission of traditional craft knowledge to support conservation efforts for Scottish vernacular buildings.

The 3D printed Tools

A selection of some of the physical objects produced as a part of this research.

Vernacular Tool Cards

The 3D model files of the physical 'vernacular tool cards'.

Digital Interactive Content

Illustrating the levels of digital content that is embedded within one another, for audiences to interact and engage with.

Blacksmith Workshop Window Model

This model is the digital, textured equivalent of a physical 3D printed handling object.

The Industrial Heritage of Govan

This group project focused on exploring the pre and post-Industrial periods of Govan, Glasgow. As a team we explored and poured over countless historical accounts and archival resources and discovered the importance of trades and crafts to the people of the 17th and 18th centuries. Using multiple digital capture methods, including photogrammetry and terrestrial LiDAR – we created a rich collection of digitised assets, to create an interpretative and dynamic video.

Grave of a Dyester

Using photogrammetry, this digital replica of a tradepersons gravestone was created.

Water Row Reconstruction

Using archival images and 3D modelling, I was responsible for re-creating some of the time periods throughout Govan's history.

Pre-Industrial Trades of Govan

This is the video we created together, with many different visual mediums to explore the topic in an engaging and dynamic manner.

All of the Graves included

This image shows all of the graves digitally captured using photogrammetry.

LiDAR scan of Graves

Post-Industrial Water Row

3D modelled scene of Water Row, Govan post-Industrialisation.

Reconstructing Kelvingrove Art Gallery and Museum

This extensive project involved the 3D modelling of Kelvingrove’s rear museum entrance. Using 3ds Max, I modelled the structure from scratch, using my own reference images collected from site visits and archival plan and elevations found online. In addition the 3D modelling the entrance, the textures used on my model were created by myself using photography and edited to fit the digital components of the structure. This was a challenging but very rewarding project, and has led me to want to continue creating 3D digital replications of built heritage.

Close Up of Staircase

The top of the rear entrance

Front on view of entrance

Untextured version of the entrance 3D model

Plan view of entire model

This image contains the contextual blockout of the entirety of Kelvingrove Art & Gallery Museum.

An inner room - inside of the entrance

This scene was a challenge to create a room inside of the entrance, I created a mock museum room.

Contextualised Shot of 3D reconstruction

Entire 3D model of Kelvingrove rear entrance

Interactive Audio – Kitchen Synth

Sound produced by the Kitchen Synth can be quite loud and repetitive in the video demonstration - listen with volume caution.

My chosen elective module, Interactive Audio, taught me how to use Max MSP to create interactive sound-based applications. Learning new coding language, and exploring how to make interactive music pieces and sampling my own sounds – this was a brilliant experience that allowed me to experiment and have a lot of fun!

This synth was created using sampled sounds found in my kitchen and day-to-day life of cooking and making food, finding the most obscure sounds I could. These were then put into Max MSP and manipulated using a variety of techniques, including time and pitch distortion as well as experimenting with repetition and distortion. Individual sounds could be layered with each other to create a unique and personalised soundscape, dependent on the user’s preference to make the music they liked.

Kitchen Synth Performance

This video demonstrates the differences in how the sampled sounds can be manipulated and layered. The UI was made in Max MSP too, alongside the code that allows users to manipulate the sound files. Bonus footage of a friend playing their guitar alongside a more ambient synth.

Interactive Game Group Project – Castle Clicker

As a group, we created an interactive, educational game using Unity and 3ds Max, in this game users can interact with objects in the scene – animating the objects, producing sounds as well as revealing facts. This was a really fun brief that was an introduction to using Unity and C# coding language – as well as strengthening 3D modelling skills to create our own scenes and assets to be imported into Unity. The game includes vibrant scenes with multiple levels of interactions to keep young audiences engaged.

Scene from 'Castle Clicker'

Armory scene, which included animated duelling swords and flying arrow animations.

Kitchen Scene

I 3D modelled all of the assets in this scene, as well as animating objects and adding layers of user interface.

The Kitchen Scene

Close up of the table in the interactive kitchen scene, that provided facts on traditional medieval food with animations and sounds throughout the scene.

The Castle

This is the opening scene for the game, users click on 'glowing' areas of the castle and are transported to that scene - such as the Kitchen or Armory.

Interactive Diorama

Producing an interactive diorama using Unity, C# and 3D modelling assets in 3ds Max – this was my first introduction to using Unity to code interactions and make user interfaces. The scene contains many playful elements, changing lights, a bubbling cauldron, a waving flag and other interactive elements. This brief was a fun introduction to coding and creating applications that audiences can interact with.

Castle Diorama Close Up

The scene could also be toggled between day and night, allowing several lighting settings to create ambient scenery.

Castle Interior

In this scene users can interact with the lanterns, the cauldron and candles - all moving. making noise or turning lights on and off.

Interactive Castle Diorama

Castle Diorama Exterior Scene

Visualising Pre-Industrial Trade in Govan

This was a group project done in Semester 2 by Catherine Bellamy, Lu Hong, Lynsey Mcdougall and Angus Pattison.

Focused on Govan Old Parish Church, the video explores how the landscape has changed over time and its connections to the surrounding areas through local trade. We utilised a range of technologies and visualisation methods such as laser scanning and photogrammetry to showcase Govan Old Parish Church, a range of it’s pre-industrial gravestones and nearby Water Row.

Pre-Industrial Trades of Govan

Govan Full Scan Render1

Industrial Trade in Govan

Govan Old Churchyard is a historical site with abundant history. We hope to connect Govan Old Churchyard with Water Row and the River Clyde and create an exceptional Govan that is rooted in its historic and riverside context. Furthermore, to create a positive relationship with its people and attract more visitors. Govan’s archaeological and built heritage has huge potential to contribute to improving the popular image of Govan and to enhancing local pride.

The historic, economic and physical relationship with the river has defined Govan throughout the centuries and with it Water Row, which since ancient times has been a fording point of the River Clyde. We were intrigued about the Water Row bridge development​, also the fact that Water Row used to be a natural crossing point in low tide​. This got us thinking about how people travelled across the Clyde for work and how that would have changed when the Clyde was dredged.

To show the changes near Govan Church and Water Row from the 18th century to the 21st century, we use two-dimensional and three-dimensional presentation methods. Maps are displayed on a flat surface as an image resource. We hope to achieve the effect of superimposing changes on multiple maps so that the development of the same area can be seen.

We were interested in the Gravestones in the churchyard as they had different symbols carved into them such as shovels, crowns, hammers etc​. We researched and found out more information about grave symbolism. Later, we took a laser scan of Water Row and the churchyard to get a detailed map of where everything was​. Then we carried out some photogrammetry of the graves and mapped out where they were in relation to the point cloud. We used the model generated by photogrammetry to illustrate the relationship between grave symbolism and trade history of Govan.