<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T07:28:19Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/118519" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/118519</identifier><datestamp>2022-01-13T07:53:53Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Terry W. Knight and Takehiko Nagakura.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Mann, Eytan (Eytan Michael)</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Architecture.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Architecture</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="accessioned">2018-10-15T20:23:31Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2018-10-15T20:23:31Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/118519</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1054787014</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 96-99).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">In this research I have developed a new method for depicting historical sites using game-design concepts and technologies. I argue that using computer games, design environment researchers can integrate and consolidate historical documents, challenging the dichotomy of space and time as two discrete constructs, producing a dynamic rather than static "frozen" image of place. This method allows for movement from representation to simulation of historical places and events, and facilitates an active participation in the remaking of an historical place. While this method seeks to provide an accurate historical reconstruction, it also allows for the maintenance of a critical distance by exposing the mechanics of historiography. Stitching together various perspectives, I propose the making of a collage simulation of history in a game environment. To test this method, I studied the historical site of Machu Picchu in Peru, and the story of its discovery by explorer Hiram Bingham in 1911. Bingham's expedition remains today the constituting myth of the site, captured in multiple documents, primarily Bingham's travel journal, but also in photography and cartographic drawings, made by Bingham himself during his discovery. In the contest of my work, Bingham's materials were integrated into a 3D game environment. Taking-part in a collaborative project for 3D-scanning of Machu Picchu, on-site work produced accurate models of sections of the site. The 3D models became a basis-layer for my prototype, a hybrid of game and digital archive, producing a movement towards collage simulation of historical sites.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Eytan Mann.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M. in Architecture Studies</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">99 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.</dim:field>
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   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Gaming and the simulation of history constructing perspectives of Machu Picchu</dim:field>
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   	&lt;Title>Gaming and the simulation of history constructing perspectives of Machu Picchu&lt;/Title>
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   	&lt;PublicationDate>2018&lt;/PublicationDate>
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        	&lt;DisplayName>Mann, Eytan (Eytan Michael)&lt;/DisplayName>
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    &lt;Keyword>Architecture.&lt;/Keyword>
   	&lt;Abstract>In this research I have developed a new method for depicting historical sites using game-design concepts and technologies. I argue that using computer games, design environment researchers can integrate and consolidate historical documents, challenging the dichotomy of space and time as two discrete constructs, producing a dynamic rather than static &amp;quot;frozen&amp;quot; image of place. This method allows for movement from representation to simulation of historical places and events, and facilitates an active participation in the remaking of an historical place. While this method seeks to provide an accurate historical reconstruction, it also allows for the maintenance of a critical distance by exposing the mechanics of historiography. Stitching together various perspectives, I propose the making of a collage simulation of history in a game environment. To test this method, I studied the historical site of Machu Picchu in Peru, and the story of its discovery by explorer Hiram Bingham in 1911. Bingham&amp;apos;s expedition remains today the constituting myth of the site, captured in multiple documents, primarily Bingham&amp;apos;s travel journal, but also in photography and cartographic drawings, made by Bingham himself during his discovery. In the contest of my work, Bingham&amp;apos;s materials were integrated into a 3D game environment. Taking-part in a collaborative project for 3D-scanning of Machu Picchu, on-site work produced accurate models of sections of the site. The 3D models became a basis-layer for my prototype, a hybrid of game and digital archive, producing a movement towards collage simulation of historical sites.&lt;/Abstract>
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