2017
DOI: 10.3389/fdigh.2017.00016
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“3D·CoD”: A New Methodology for the Design of Virtual Reality-Mediated Experiences in Digital Archeology

Abstract: Despite the capacity of virtual reality (VR) to recreate and enhance real and virtual worlds, many applications in Archeology aim at the photorealistic depiction of architectural spaces. On the other hand, little is known about their real communicational effectiveness. In this context, the EU-funded project {LEAP] proposed the concept of Cultural Presence as the theoretical and methodological foundation for a new kind of VR-mediated experience, and the UNESCO World Heritage Neolithic site of Çatalhöyük (Turkey… Show more

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Cited by 14 publications
(3 citation statements)
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“…In the first category, we added the simulation (under NGI) and code (under NVI). With the rise of new visual technologies and techniques such as virtual and augmented realities, simulations are frequently applied in papers on virtual cultural heritage and archeology to showcase the design of a virtual program or the remodeling of a physical site (Pujol‐Tost, 2017). Similarly, as the demonstration of computational procedures of a task (e.g., algorithms or blocks of programming codes; Hsiang et al, 2012), frequent use of codes suggests the increasing emphasis on computational methods in DH.…”
Section: Methodsmentioning
confidence: 99%
“…In the first category, we added the simulation (under NGI) and code (under NVI). With the rise of new visual technologies and techniques such as virtual and augmented realities, simulations are frequently applied in papers on virtual cultural heritage and archeology to showcase the design of a virtual program or the remodeling of a physical site (Pujol‐Tost, 2017). Similarly, as the demonstration of computational procedures of a task (e.g., algorithms or blocks of programming codes; Hsiang et al, 2012), frequent use of codes suggests the increasing emphasis on computational methods in DH.…”
Section: Methodsmentioning
confidence: 99%
“…Virtual Heritage was initially utilized during the 1990s and mid-2000s, with archeologists being the essential clients [4]. Computer generated reality innovation is progressively being utilized in galleries and other social legacy settings to advance government funded training [11]. Lately, the capability of perception innovations in the Cultural Heritage region has started to be figured it out [12].…”
Section: The Use Of Virtual Reality In Heritage Educationmentioning
confidence: 99%
“…Even fewer 3D models allow persistent dwelling, though archaeologists are increasingly exploring virtual embodiment (Champion, 2008), some through the phenomenological exploration of video games (Reinhard, 2017, 2018). Yet the impulse remains; as Pujol-Tost notes, there is a clear desire amongst archaeologists to create ‘immersive, populated, fully interactive environments that reproduce the multisensory dimension of the world’ (Pujol-Tost, 2017: 2).…”
Section: Avatarsmentioning
confidence: 99%