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2021, National Geographic
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5 pages
1 file
Media coverage written by Andrew Curry concerning our research on the use of virtual reality as a tool to examine archaeological artefacts. In this case the equipment of a Germanic warrior from the 2nd-4th century AD, and particularly the coat of mail from Vimose in Denmark. Original source: https://www.nationalgeographic.com/history/article/1800-year-old-chain-armor-reconstructed-video-game-tech
ICPR 2022 Workshops, LNCS 13645, 2023
Digitization in cultural heritage has been established as an important method for research, preservation, documentation, and dissemination of knowledge. Largely this research has been done on archaeological sites and artifacts made of durable materials using a variety of 3d digitization methods, from digital photogrammetry to laser scanning to and structured light 3D scanning. One class of artefacts less interested by 3D visualization applications of that of ancient textiles. The perishable nature of these materials and consequently their limited availability in museum collections has not encouraged many studies, with the exception of some significant case studies of digital restoration and 3D capturing. This paper aims at critically revising the available 3D digitization and 3D visualization approaches for the study of ancient textiles and present an example of how such technology can be successfully used to achieve global digital dissemination of knowledge among the general public and that public affected by disabilities that can hinder the learning process. In the Spring of 2022, a team from the Institute for Digital Exploration (IDEx) at the University of South Florida (USF) scanned eight items from a collection of Minoan and Mycenaean garment replicas created by Dr. Bernice Jones, a unique collection, subject of several national and international exhibitions, that has become the primarily visual interpretative tool for the study of Minoan and Mycenaean fashion. Using structured light 3D scanning to generate accurate and realistic replicas, Augmented Reality (AR) and Virtual Reality solutions have been applied to create a digital companion for future exhibitions.
Journal of Computer Applications in Archaeology, 2021
Public, and particularly museum-based, collections provide invaluable opportunities for analysis. The objects in these collections typically offer relatively complete examples which often become reference points for newly excavated material or analyses. However, aside from issues of provenance and occasionally authenticity, one of the biggest challenges with the analysis of objects in museum collections is, perhaps ironically, their public and collection-based context. Objects on display are often only directly analysed immediately following their initial discovery and are then increasingly restricted for direct analysis (e.g. placed behind glass, displayed in such a way that their removal is difficult, etc.). Although visible to millions, once in a collection the level of analysis possible is often limited and superficial. In this paper we discuss the analysis of three collections of ancient Italian armour now housed in collections, both public and private. We examine some of the ethical considerations when looking at such collections. We also discuss the issues faced when analysing and making digital models of objects, which are used to explore the nature and importance of military equipment in Italy during the first millennium BCE. In addition, we argue that, although famous, many of the pieces held in collections are currently being underutilized in studies of the ancient world. We suggest digitization, even when conducted quickly, can help to unlock more information from previously excavated and analysed items and we highlight the pros and cons of various techniques when working in museum-based contexts.
The Past as a Digital Playground Archaeology, Virtual Reality and Video Games, 2022
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.
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.
Western University Electronic Thesis and Dissertation Repository, 2017
We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the tacking and cabling of archaeological knowledge within the virtual space. This paper addresses through the 3D (re)imagination of a 16th century pre-contact Iroquoian longhouse, by community paradata blogging and participatory research, how archaeologists negotiate meaning-making through the use of presence and phenomenology while also addressing the foundations of the London Charter: namely agency, authority, authenticity and transparency when virtually representing constructed archaeological knowledge. Through the use of Ontario Late Woodland longhouse excavation archaeological data, archaeological literature, historical accounts and linguistic research in combination with 3D animation and visual effects production methodologies, and engaging this mental construction made real in virtual reality by deploying these assets in a real-time gaming and head mounted immersive digital platform, archaeologists can interact, visualize and interrogate archaeological norms, constructs and notions. I advocate that by using Virtual Archaeology, archaeologists build meaning by making within 3D space, and by deploying these 3D assets within a real-time, immersive platform they are able to readily negotiate the past in the present.
2013
This document reports a public exhibition organized during the French National Days of Archaeology, that is the result of an interdisciplinary collaboration between archaeologists and computer scientists, centered on the immersive virtual reality platform Immersia, a node of the European Visionair project. This public exhibition had three main goals: (i) presentating our interdisciplinary collaboration, (ii) communicating on the scientific results of this collaboration, and (iii) offering an immersive experience in the past for visitors. This paper presents the scientific context of
IEEE MultiMedia, 2000
Virtual reality (VR) and multimedia are central components of the heritage presentation program at Ename, Belgium. These techniques are designed to help the visitor understand and experience the past as revealed through archaeological and historical research. The program uses different VR approaches to bring to life for visitors archaeological remains, standing monuments, and elements of the historical landscape.
2000
1. Abstract This paper presents an account of a project jointly undertaken from 2001 to 2003 by UCLA and the Ocean Institute (Dana Point, California) to create an interactive virtual reality exhibit about archaeological objects found at Port Royal, Jamaica. The intended users of the exhibit were schoolchildren and other visitors to the Ocean Institute. The goal of the project
Academia Biology, 2023
Cerebral vasospasm after aneurysmal subarachnoid hemorrhage (aSAH) remains a significant cause of morbidity and mortality. Post-hemorrhage cerebral vasospasm (PHCV) occurs through a complex pathophysiology, and numerous pharmacologic agents, including vasodilators, anti-inflammatories, and fibrinolytics, as well as endovascular techniques have been used to prevent and/or treat PHCV. Nimodipine continues to be the only agent with level 1 evidence, but other vasodilators have demonstrated promising results. Endovascular therapy likely has a role in treating severe/refractory PHCV, but randomized trials are needed to establish stronger evidence for this therapy. Numerous preclinical investigations highlight novel targets related to the immune response that could prove effective at improving outcomes in clinical trials. Further investigation of the glymphatic system and its role in PHCV pathogenesis could result in novel pharmacologic targets. Future trials of these therapies and combinations of existing therapies are needed, and functional outcomes should be included as an endpoint. Further exploration of the neuroinflammatory reaction following aSAH will continue to identify targetable molecules involved in PHCV pathogenesis.
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