Abstract:The approaches and technologies of virtual heritage provide archaeologists, researchers, and students with the ability to “see” and understand the past interactively and in 3D, just as the past happened. The results of various projects underscore the new insights into the past that inevitably result from virtual reality re-creations of ancient sites, buildings, and artifacts. Interactive 3D virtual worlds offer many advantages over traditional 2D-based media. By collecting, integrating, and visualizing field d… Show more
“…(2008), Christensen and Machado (2010) and Rogers (2011) provide additional case studies that exemplify the use of video games as a teaching tool in the classroom. Even in the fields of the liberal arts, scholars have been long discussing the benefits of VR and AR technologies for research and teaching, both of which share a symbiotic relationship with video game design software (Cargill, 2009; Hanson and Shelton, 2008; Roth and Fisher, 2019; Sanders, 2014; Schrader and Bastiaens, 2012; Slater, 2009). Hopefully this article has inspired others to use game design technologies as a tool for teaching or, at the very least, persuaded those who are sceptical to read further and consider the massive potential of this emerging digital humanities application.…”
In October of 2018, a pedagogical experiment was conducted at York University, Toronto, Canada, in which students were given an assignment. For this assignment they were to conduct research on a variety of Roman public buildings in groups, build digital reconstructions of them using the Unity 3D game engine, and present them to the class in the form of a virtual reality (VR) simulation. In doing so, students were able to create a virtual built environment based on their research, navigate it, and discuss the space with a sense of immersion and scale. Using this experiment as a case study, the goal of this article is twofold: firstly, to assess the pedagogical efficacy of constructionist approaches to teaching students about Roman architecture, specifically using VR and video game design technology. The second goal is to address the technical and pedagogical challenges of using game design software in the classroom and to propose ways in which this assignment can be improved in the future.
“…(2008), Christensen and Machado (2010) and Rogers (2011) provide additional case studies that exemplify the use of video games as a teaching tool in the classroom. Even in the fields of the liberal arts, scholars have been long discussing the benefits of VR and AR technologies for research and teaching, both of which share a symbiotic relationship with video game design software (Cargill, 2009; Hanson and Shelton, 2008; Roth and Fisher, 2019; Sanders, 2014; Schrader and Bastiaens, 2012; Slater, 2009). Hopefully this article has inspired others to use game design technologies as a tool for teaching or, at the very least, persuaded those who are sceptical to read further and consider the massive potential of this emerging digital humanities application.…”
In October of 2018, a pedagogical experiment was conducted at York University, Toronto, Canada, in which students were given an assignment. For this assignment they were to conduct research on a variety of Roman public buildings in groups, build digital reconstructions of them using the Unity 3D game engine, and present them to the class in the form of a virtual reality (VR) simulation. In doing so, students were able to create a virtual built environment based on their research, navigate it, and discuss the space with a sense of immersion and scale. Using this experiment as a case study, the goal of this article is twofold: firstly, to assess the pedagogical efficacy of constructionist approaches to teaching students about Roman architecture, specifically using VR and video game design technology. The second goal is to address the technical and pedagogical challenges of using game design software in the classroom and to propose ways in which this assignment can be improved in the future.
“…Both make use of virtual objects, but augmented reality adds overlays these virtual objects on a real physical environment. Virtual environments and objects can be engaged with through web browser plugins such as Cortona3D, game engines like Unity3D, or even viewed in stereo 3D in a CAVE (Sanders, 2014). Cave Automated Virtual Environments (CAVE) are immersive VR systems that utilize a number of screens to produce a stereo images (Knabb et al, 2014).…”
Section: Survey Of Methods Used To Reconstruct Past Experiencesmentioning
In this paper we review digital technologies that can be used to study what the experiences of past peoples might have been. We focus on the use of immersive virtual reality (VR) systems to frame hypotheses about the visual and auditory experiences of past individuals, based on available archeological evidence. These reconstructions of past places and landscapes are often focused on visual data. We argue that we should move beyond this ocularcentric focus by integrating sound and other modalities into VR. However, even those that emphasize sound in archaeology—as in archaeoacoustics (Scarre & Lawson, 2006; Diaz-Andreu & Mattioli, 2015; Suárez et al., 2016)—often retain a unimodal emphasis that limits how much we can understand of past peoples’ sensory experience. We argue that it is important to emphasize the importance of seeing and hearing at the same time (i.e. multi-modal sensory integration) in phenomenological archaeology. This is possible using immersive virtual reality systems that can engage users with both sight and sound simultaneously.
“…Virtual reality is not new to archaeology. Because of the concrete problem of the remoteness of the archaeological sites and the limited use of the findings, the work of archaeologists has always been focused on the collection of photographs and the creation of maps and detailed drawings to restore the archaeological experience even at a distance [13]. Virtual reality makes possible the digital acquisition of an artifact or structure, allowing the recreation of faithful copies that reconstruct the experience of being in their presence.…”
Section: The Use Of Vr Systemsmentioning
confidence: 99%
“…The virtual reality environment, relying on the possibilities of augmenting the surveyed sites and findings with computer generated imagery (CGI), allows the visualization of abstractions and the realization of movements that would be impossible in a physical exhibition. These features are especially useful in the case of ongoing archaeo-logical projects, where an updatable virtual environment can be connected in real-time to the database of the recorded information [13] to inform the communities and keep alive the digital materials, which are often endangered or inaccessible [14]. The virtual environment must merge the conventions for the exhibition of the archaeological site (reconstruction of known parts, hypotheses to be reported and artist inventions to be marked) with the conventions of the museums for the exhibition of artifacts, with information extracted from the database and exhibited together with items from related sites.…”
The digital information that is collected during an archaeological investigation concerns all of its phases: the recording of the excavation process, the archaeological and the archaeometric analyses of the stratigraphic units and the findings, the interpretation of the results and their dissemination. All the digital materials can be displayed for a wide audience in a museum context as well as support further investigations by the researchers. This is especially applicable for 3D surveys of excavations (trenches and site surroundings) and the findings, which require some suitable applications for their display. Though there exist many digital archaeological projects and archaeological data abound in repositories, each display is a unique endeavor.This paper describes the VR system developed for the BeArchaeo project. It specifically addresses the design metaphor, based on chronology and geospace, two major dimensions in archaeology. The novelty of the system is its ability to exploit such dimensions in order to support ongoing archaeological projects, providing access to both researchers and the general public. The goal of the digitally born BeArchaeo project is a thorough archaeological and archaeometric investigation of the Kofun period in Japan, also including materials related to adjacent chronological periods. The VR system described here, called BeA-ViR, is a virtual exhibition of the ongoing project findings, deployed for both a screen-gamepad installation as well as a CAVE platform, with abstract and physical structures that concur to provide access to heterogenous materials. It also includes the realization of a central informative infrastructure that relies on a semantic database for the metadata description.
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