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2004, Digithum
This article looks at the idea that the virtual archaeological reconstructions seen in museums cannot be considered Virtual Reality (VR) as they are based on an artistic conception of the discipline. The cause is to be found in the origins of Archaeology, which began in the 18 th century and was closely linked to the History of Art. In the era of New Technologies, this concept has become both the cause and the consequence: determining the characteristics of VR from within the discipline, whilst simultaneously reinforcing the virtual reconstructions. To assess the relationship between VR and Archaeology, we must first establish a definition of Virtual Reality. Subsequently, we can take a brief look at the history so as to be able to understand the evolution of Archaeology and museums. This leads us to the analysis of some examples of VR in museums, from which we can gain conclusions on the current use of VR. Finally, we look at the possibilities for VR in terms of publicising Archaeology.
Given the spread of the use of virtual reconstructions in archaeological museums, apparently without a true theoretical consideration (museological and epistemological) to support them, the aim of this thesis is to find out whether and how Virtual Reality is useful for the presentation of Archaeology in museums and at the same time to propose a theoretical bases for this use, through the establishment of a semiotica theoretical and methodological framework. The thesis is structured in three volumes. The first one presents a general overview of the project (goals, methodology, contribution to the state of the art, future perspectives) and also the basic concepts about Archaeology (epistemological situation and social function), museums (role of objects, museums’ social function, communicational and educational role of the exhibition, first words about the use of ICT in museums) and Virtual Reality (using six vectors of approximation to the complexity of the concept) that guided the research process. The second volume is devoted to the starting question and tries to find out (through a bibliographical search about each element, its application to VR and its verification through published empirical evaluations) if VR is useful as a communication tool from all the perspectives involved (perception, cognition, semiotics of images/language, archaeological epistemology, museology, museography and learning), distributed in three analytical levels: syntax, semantics and pragmatics. The third volume contains a summary of the thesis and the conclusions of the research project, which correspond to the theoretical foundations of the use of VR in archaeological museums from the research and the museological perspective. The present research project is not unique and can be considered a continuation of early research into the usefulness of VR for learning performed outside the military field. However, it does introduce new elements, amongst which we should highlight the construction of a theoretical and methodological framework, semiotics, which encompasses the following advantages: to apply and adapt the powerful analytical methodology coming from semiotics as well as other fields; to integrate in a coherent discourse research into the advantages and disadvantages of VR from the different fields involved; to obtain an evaluative tool for future verification of these theoretical foundations; and finally, as the practical consequence of the theoretical framework, it provides a rational and explicit basis for the scientific and disseminative use of VR in Archaeology.
The appearance of computers as super-brain inspires the hope that archaeology will solve the problem of the multidimensional data presentation. Since 1970s, the international conferences on the computer application in archaeology have discussed the advantages of new technologies. During one of them in 1990, the term virtual archaeology was introduced for the first time by Paul Reilly. He discussed both possibilities: visualizing in the computer screen the total amount of data obtained from the fieldwork and using the technologies applied in the computer games production for scientific aims. The word visualization also became the keyword of the definition given 20 years later in the International Charter on Virtual Аrchaeology. However, in 2007, this interpretation was exposed to critic. Virtual archaeology aims at the application of computer technologies for the creation of high-quality images of archaeological objects as well as in assistance to the archaeological studies. Time has gone; many applied sciences introduced computer technologies, and the possibility to unify and accumulate, to analyse and to demonstrate data appeared. Today, any big scientific research of the archaeological monument supposes the application of natural sciences and computer technologies. The archaeological excavations and virtual archaeology are parts of one infinite process, and the virtual archaeology means all the newest kinds of computer technologies used for archaeological investigations, data processing, modeling, archaeological and historical reconstruction and evident representation of their results. Since the time of Paul Reilly’s definition, the meaning of the term virtual transformed from imaginary to existing in our understanding. It looks curious, but maybe very soon, instead of virtual archaeology, it will be possible to say up-today archaeology.
Acta Terrae Septemcastrensis 9, “Lucian Blaga” University - IPCTE, Sibiu, 2010
How to migrate high motivated museum institutions to virtual museums online, even if they are affected by inadequate ICT competences, low Web presence and restricted financial resources? The article discusses the model-experience of the Virtual Museum of European roots realized by the F-MU.S.EU.M. Network. It is aimed disseminating toward a wide audience the acknowledgment that a major civilization flourished in Neolithic and Copper Age in Southeastern and Central Europe (the Danube civilization) and documenting how the European matrix is still now in part founded upon it. The partnership of the F-MU.S.EU.M.
Teaching History, 2018
2005
Three dimensional (3D) modelling and virtual reconstruction (VR) of archaeological features are common tools of communicating Cultural Heritage, especially for the wide public; archaeological parks, museums or websites dedicated to Cultural Heritage often display virtual 3D artefacts, structures or landscapes, enhancing the visitors’ comprehension of the past. However, the potential contribution of 3D and VR to the archaeological research is commonly neglected by the archaeological community, which often views the process of building a 3D model as a stage apart from the common research pipeline, a stage designated for merely presenting to the public in a fashionably, attractive way, the archaeological results. One of the more common critics raised by archaeologists is that 3D models are a closed box, with no possibility of evaluation and often without a particular aim, the emphasis being on computer graphics and artistic aspects, rather than on the wish to solve a particular archaeological scientific problem. The article discusses this trend, subsequently suggesting to integrate 3D modelling into the archaeological research methodology, and finally offering some scientific tools to validate the 3D model, by enabling its de-construction and evaluation.
Virtual reality at Work in the 21st Century. …, 2005
Three dimensional (3D) modelling and virtual reconstruction (VR) of archaeological features are common tools of communicating Cultural Heritage, especially for the wide public; archaeological parks, museums or websites dedicated to Cultural Heritage often display virtual 3D artefacts, structures or landscapes, enhancing the visitors' comprehension of the past. However, the potential contribution of 3D and VR to the archaeological research is commonly neglected by the archaeological community, which often views the process of building a 3D model as a stage apart from the common research pipeline, a stage designated for merely presenting to the public in a fashionably, attractive way, the archaeological results. One of the more common critics raised by archaeologists is that 3D models are a closed box, with no possibility of evaluation and often without a particular aim, the emphasis being on computer graphics and artistic aspects, rather than on the wish to solve a particular archaeological scientific problem. The article discusses this trend, subsequently suggesting to integrate 3D modelling into the archaeological research methodology, and finally offering some scientific tools to validate the 3D model, by enabling its de-construction and evaluation.
Virtual Reality
Archaeological excavations provide us with important clues about the past. Excavated artefacts represent an important connection to civilisations that no longer exist and help us understand some of their customs, traditions and common practices. With the help of academics and practitioners from various disciplines the results of archaeological excavations can be analysed and a body of knowledge about the corresponding society can be created and shared with members of the general public. Museums have traditionally served the purpose of communicating this knowledge and backing it up with the help of the excavated artefacts. Many museum visitors, however, find it difficult to develop a coherent understanding of the corresponding society only based on the artefacts and annotations showed in museums. Effective modern techniques that have high potential in helping museum visitors with better understanding of the past are 3D reconstruction and Virtual Reality. 3D reconstruction offers a cost effective way of recreating historical settlements in a computer-generated virtual environment, while Virtual Reality helps with immersing people into such environments and reaching a high degree of real
Between the 15th of September 2005 and the 15th of November 2005, an exhibit on virtual and Roma archaeology was organized in Rome inside the Trajan's Market Museum. The event, “Building Virtual Rome” (“Immaginare Roma Antica”), was a great opportunity to show, inside a Roman monument, for the first time together, many different projects, applications and installations about VR and Cultural Heritage. The uniqueness of the event was at the same time an occasion to live a new experience, for visitors and for organizers as well, and to face some problematic aspects due, both, mainly by the meeting of high technological projects (some of them still at research level), cultural contents and also archaeological “container”. During the exhibit we tried to observe visitors and make some interviews, with the goal of understanding their expectations at the beginning, their experience during their visit and finally their satisfaction/unsatisfaction, learning, feedback, interaction level during and after the visit. What kind of visitors were attracted by this kind of exhibit? How publicity and communicational messages worked for the event? How visitors could eventually be increased by museums? What kind of expectations people had at the beginning? What kind of problems in using technological devices, such as Joystick, Game pad, haptic device, and so on? What kind of experience? The preliminary results of this analysis are showing that the embodiment and the diverse difficulties to use diverse devices and software depend on many factors and that “communicating” the virtual is not a technological issue, but it is an epistemological question. If the final aims of a virtual project is able to match skills and expectation of the public, virtual reality is capable to increase significantly the ability of learning, creating multiple relationships(“affordances”), not reachable with other tools/devices.
3D Recording and Modelling in Archaeology and Cultural Heritage. Theory and best practices , 2013
In the chapter the author focuses on virtual museums, an application area related to virtual heritage. She analyses what is a virtual museum, its characteristics and categories. The section is closed with four examples of Virtual Museums.
2012
The increasingly widespread use of digital media and “virtual reality” in archaeological areas seems to confirm the passage from the traditional tourist gaze to a new hyper-tourist gaze. Archaeological areas, incessantly re-presented in virtual reality, are already part of an a-geographical city, characterized by new kinds of flows. The “virtual reality” of archaeological areas helps to “mark” a new phase in the economic and cultural history of tourism. A comparative presentation of some important activities carried out in these areas and the forms of multimedia communication related to archaeological tourism illustrates this trend. Notwithstanding the sceptical or conservative attitude of many institutions, this use of digital media does not generate cultural perplexity in the general public, which instead seeks and rewards the most innovative initiatives that best combine entertainment and educational aspects.
Archeologia e Calcolatori ; 12: 221-244.
In this paper, a general framework for using Virtual Reality techniques in the domain of Archaeological Visualisation is presented. It is argued that "visualising" is not the same as "seeing", but is an inferential process to understand reality. A definition of Enhanced Reality is also presented, and how visual models can be used in order to obtain additional information about the dynamic nature of historical processes and archaeological data.
The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.
Generally speaking, human beings survive thanks to a continuous interaction with the environment conveyed through the body. At another level, constructivist educational trends stress interactivity as an important methodology for education and communication. Focusing on archaeological presentation and museum communication, this paper examines how the introduction in these fields of Information and Communication Technologies (ICT), and particularly of Virtual Reality (VR) and multimedia (MM) applications –which are the most usual high-tech exhibits–, is modifying the “traditional” concept of interactivity. Firstly, it establishes the main ideas about the concept’s meaning in education, museums and computers. Afterwards, in order to evaluate their effectiveness as learning tools, it presents the findings obtained in a range of relevant studies, which have analysed some of the several factors involved in the use of ICT in the (informal) learning environment. It concludes with some final remarks about the direction that future uses and evaluation of VR and MM in museums could take.
… and Cultural Heritage, 2001
2002
This paper addresses issues concerning the development of Virtual Reality representations of archaeological data from the viewpoint of the archaeologist and the educator, as these are seen through the authors' experience of constructing immersive virtual archaeology programmes for the broad public. Specifically, the issue of interactivity is approached through the user's position in a virtual space, the representation of space is observed in its correspondence to reality, and temporality is regarded both as represented and actual. Data accuracy and sufficiency are related to the assumptions and limitations of the representation.
The present paper takes Paul Reilly’s article “Towards a virtual archaeology” as a starting point to expose a reflection about the epistemological implications of virtual reality for archaeology. In his contribution at CAA90, Reilly talked about “solid modeling” and indicated that this new tool would inevitably push archaeology towards a new scientific stage. After fifteen years of diverse implementations, have we reached this “virtual archaeology” towards which we were moving? Has virtual reality (VR) modified archaeology’s epistemological debate? This paper addresses this question, firstly by developing the underlying implications of Reilly’s publication, and secondly by examining the field’s current state of the art (applications and vocabulary). This comparison between the potential and the real uses, especially for dissemination, will demonstrate that archaeology never became “virtual” in the way Reilly expected, because the traditional concept of archaeology was reinforced instead of being transformed by VR technology.
Developing Effective Communication Skills in Archaeology, 2020
Within digital archaeology, an important part is centered on technologies that allow representing, or replaying, ancient environments. It is a field where scientific competences' contribution to contents makes a difference, and pedagogical repercussion are stimulating. Among the other reality technologies, the Mixed Reality, giving the possibility to experience in front of the users' eyes both static models of individual objects and entire landscapes, it is increasingly used in archaeological contexts as display technology, with different purposes such as educational, informative, or simply for entertainment. This chapter provides a high-level overview about possible orientations and uses of this technology in cultural heritage, also sketching its use in gaming within the role of gaming itself in smart communication of archaeological contents and issues.
2007
The virtual reconstruction of the archaeological landscape is a very complex process including in a virtual ecosystem many kinds of data, activities, according to a multidisciplinary approach. This system of relations, interactions and behaviors assumes perceptive, cultural, psychological and relevance. The virtual environment and archaeological structures, as they are today, can be reconstructed through different techniques and data sources, integrated in a coherent methodology of elaboration and communication: cartographic data, remote sensing, photo-interpretation, topographic survey, laser scanner data, photogrammetry, photomodelling, computer vision and so on. Each technique is selected according to the kind of structures and information we need and is intimately connected to the typology and the particularities of the entities to examine.
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