scholarly journals Interactive Virtual Archaeology: Constructing the Prehistoric Past at Avebury Henge

Author(s):  
Liz Falconer
Keyword(s):  
2010 ◽  
Vol 1 (2) ◽  
pp. 129
Author(s):  
Alberto J. Lorrio ◽  
Mª Dolores Sánchez de Prado ◽  
Francesca Selles Mariano ◽  
José Ramón Ortega Pérez ◽  
Marco Aurelio Esquembre Bebia

<p>Inside the different resources used for the carrying out of the Project of Archaeological Theme Park realized in the “El Molón” village, there are collect a series of new works in the field of the virtual archaeology. The purpose is to complement a project that supposes an important company for the repercussions both for the economic and social development of the Camporrobles village and for the cultural patrimony of the Valencian Community. This type of projects combine the current importance an increasing importance as for they suppose a practice of valuation and enjoyment of the cultural goods with an operative concept that demands a concrete action: protection and valuation of the environmental environment, conservation and possibility of visiting of the site and involution of its dimension social and cultural through of methods as the virtual reality, 3d, recreations or visual documentation..</p>


2011 ◽  
Vol 2 (4) ◽  
pp. 33 ◽  
Author(s):  
Daniel Pletinckx

<p>This paper focuses on virtual archaeology as a scientific activity, that complies with the London Charter, as a sustainable activity, that complies with the UNESCO Charter on the Preservation of Digital Heritage, and as an integration activity to structure and preserve all related information.</p>


Author(s):  
Davide Tanasi ◽  
Ilenia Gradante ◽  
Mariarita Sgarlata

Between 2013 and 2015, Arcadia University in partnership with the Pontifical Commission for Sacred Archaeology and the University of Catania undertook new excavation campaigns in the Catacombs of St. Lucy at Siracusa. The research focuses on some very problematic parts of Region C of the complex, including Oratory C, the so-called Pagan Shrine and Crypt VI. These areas document most effectively the long life of this Christian hypogeum, which incorporated previous structures and artefacts related to the Greek period and continued to be used until the Middle Ages. During the excavation an array of 3D digital techniques (3D scanning, 3d Modelling, Image-based 3D modelling) was used for the daily recording of the archaeological units, but also to create high-resolution virtual replicas of certain districts of the catacombs. Furthermore, the same techniques were applied to support the study of certain classes of materials, such as frescoes and marble architectural elements that could otherwise only be studied in the dark environment of the catacombs, making the visual analysis of such complex artifacts difficult and sometimes misleading, not to mention that the frequent use of strong sources of light for study can also endanger them. The virtual archaeology research undertaken at the Catacombs of St. Lucy represents the first systematic application of 3D digital technologies to the study of such a special archaeological context in Sicily.


2021 ◽  
Author(s):  
Paul Reilly ◽  
◽  
Ian Dawson

The term Virtual Archaeology was coined 30 years ago when personal computing and the first wave of digital devices and associated technologies became generally available to field archaeologists (Reilly 1991; 1992). The circumstances that led to the origin of Virtual Archaeology have been recounted elsewhere. Put briefly, Virtual Archaeology was intended for reflexive archaeological practitioners “to be a generative concept and a provocation allowing for creative and playful improvisation around the potential adoption or adaptation of any new digital technology in fieldwork; in other words to explore how new digital tools could enable, and shape, new methodological insights and interpretation, that is new practices” (Beale, Reilly 2017). Digital creativity in archaeology and cultural heritage continues to flourish, and we can still stand by these aspirations. However, in 2021, the definition and extent of this implied “archaeological” community of practice and its assumed authority seems too parochial. Moreover, the archaeological landscape is not under the sole purview of archaeologists or cultural heritage managers. Consequently, experimentation with novel modes and methods of engagement, the creation of new forms of analysis, and different ways of knowing this landscape, are also not their sole prerogative. This applies equally to Virtual Archaeology and digital creativity in the realm of cultural heritage more generally. We assert that other affirmative digitally creative conceptions of, and engagements with, artefacts, virtual archaeological landscapes and cultural heritage assemblages – in their broadest sense – are possible if we are willing to adopt other perspectives and diffract them through contrasting disciplinary points of view and approaches. In this paper we are specifically concerned with interlacing artistic and virtual archaeology practices within the realm of imaging, part of something we call Virtual Art/Archaeology.


Author(s):  
B.M. Slator ◽  
J.T. Clark ◽  
J. Landrum ◽  
A. Bergstrom ◽  
J. Hawley ◽  
...  
Keyword(s):  

2018 ◽  
Vol 26 (3) ◽  
pp. 247-263 ◽  
Author(s):  
Laia Pujol-Tost

Shared between Human-Computer Interaction and Cultural Heritage, the concept of Cultural Presence may provide an encompassing theoretical and methodological framework for Virtual Archaeology. The factors underlying presence have been extensively investigated, by means of both particular analyses as well as general statistical approaches. Yet, Cultural Presence has mostly been defined theoretically, and there are no global empirical examinations of it. The goal of this study is to verify the validity of the concept and to understand its underlying factors in the field of Virtual Archaeology. To that end we established an operational definition of Cultural Presence, we built a virtual reconstruction of an archaeological site based on it, and we evaluated the environment by means of self-reports and exploratory factor analysis. The general conclusion is that the concept of Cultural Presence is sound and composed of three main factors (cultural representation and engagement, social presence, and communicational aspects of technology); yet, it is not universal, but influenced by purpose and demographic variables.


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