Skip to main content

Interacting with Simulated Archaeological Assets

  • Conference paper
  • First Online:
Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection (EuroMed 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10058))

Included in the following conference series:

  • 5410 Accesses

Abstract

Digital and 3D data are common components in current archaeological work, and expectations regarding their utilization in contextualizing archaeological knowledge are steadily on the rise. The rapid progress in real-time rendering software and more accessible computational power enables integrated data-sets to (re)gain relevance in the process of interpreting archaeological contexts. Retaining high level of details and correct geometric relations of a complex scene while reconciling inherent variations in the scale, format, and resolution of input data (including 2D legacy data and 3D field recordings) has been already successfully achieved in the simulation of the Temple of the Storm God of Aleppo, realized by an interdisciplinary working group in the HTW Berlin. The current paper addresses the modification of virtual and immersive environments within the field of cultural heritage, and evaluating their potential as tools in interpretative archaeological processes. Based on widely available game technology, two applications are presented, supporting real-time interaction and collaborative work within a single modeled space.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  1. Goren, A., Kohlmeyer, K., Bremer, T., Kai-Browne, A., Bebermeier, W., Öztürk, D., Öztürk, S., Müller, T.: The virtual archaeology project – towards an interactive multi-scalar 3D visualisation in computer game engines. In: Traviglia, A. (ed.) Across Space and Time, Selected Papers from the 41st Computer Applications and Quantitative Methods in Archaeology Conference, Perth, WA, 25–28 March 2013, pp. 386–400. Amsterdam University Press (2015)

    Google Scholar 

  2. Alliez, P., Ucelli, G., Gotsman, C., Attene, M.: Recent advances in remeshing surfaces. In: De Floriani, L., Spangnulo, M. (eds.) Shape Analysis and Structuring, pp. 53–82. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  3. Merlo, A., Dalcò, L., Fantini, F. Game engine for cultural heritage: new opportunities in the relation between simplified models and database. In: Guidi, G., Addison, A.C. (eds.) 18th International Conference on Virtual Systems and Multimedia (VSMM), Proceedings of the VSMM 2012 Virtual Systems in the Information Society, Milan, Italy, 2–5 September 2012, pp. 623–628. Institute of Electrical and Electronics Engineers (IEEE), Piscataway (2012)

    Google Scholar 

  4. Merlo, A., Sánchez Belenguer, C., Vendrell Vidal, E., Fantini, F, Alipetra, A.: 3D model visualization enhancements in real-time game engines. In: Bohem, J., Remondion, F., Kersten, T., Fuse, T., Gonzalez-Aguilera, D. (eds.) 5th International Workshop 3D-Arch 2013: Virtual Reconstruction and Visuzlization of Complex Architectures, Trento, Italy, 25–26 February 2013, vol. XL-5/W1, pp. 181–188. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences (ISPRS) (2013)

    Google Scholar 

  5. Dalgarno, B., Lee, M.J.: What are the learning affordances of 3-D virtual environments? Br. J. Educ. Technol. 41(1), 10–32 (2010)

    Article  Google Scholar 

  6. Slater, M.: A note on presence terminology. Presence Connect 3(3), 1–5 (2003)

    Google Scholar 

  7. Kohlmeyer, K.: Der Tempel des Wettergottes von Aleppo. Baugeschichte und Bautyp, räumliche Bezüge, Inventar und bildliche Ausstattung. In: Kamlah, J. (ed.) Temple Building and Temple Cult, pp. 55–78. Harrassowitz Verlag, Wiesbaden (2012)

    Google Scholar 

  8. Ehrsson, H.H.: The experimental induction of out-of-body experiences. Science 317(5841), 1048 (2007)

    Article  Google Scholar 

  9. Kilteni, K., Groten, R., Slater, M.: The sense of embodiment in virtual reality. Presence Teleop. Virtual Environ. 21(4), 373–387 (2012)

    Article  Google Scholar 

  10. Slater, M., Perez-Marcos, D., Ehrsson, H.H., Sanchez-Vives, M.V.: Inducing illusory ownership of a virtual body. Front. Neurosci. 3(2), 214–220 (2009)

    Article  Google Scholar 

  11. Kuss, D.J., Griffiths, M.D.: Internet gaming addiction: a systematic review of empirical research. Int. J. Mental Health Addict. 10(2), 278–296 (2012)

    Article  Google Scholar 

  12. Lee, Z.W.Y., Cheung, C.M.K., Chan, T.K.H.: Massively multiplayer online game addiction: instrument development and validation. Inf. Manag. 52(4), 413–430 (2015)

    Article  Google Scholar 

  13. De Freitas, S.: Learning in Immersive Worlds. Joint Information Systems Committee, London (2006)

    Google Scholar 

  14. Steinkuehler, C.A.: Massively multiplayer online games. Paper Presented at the Proceedings of the 6th International Conference on Learning Sciences: ICLS 2004: Embracing Diversity in The Learning Sciences, University of California, Los Angeles, Santa Monica, CA, 22–26 June 2004 (2004)

    Google Scholar 

  15. Steinkuehler, C.A., Williams, D.: Where everybody knows your (screen) name: online games as “Third Places”. J. Comput. Mediated Commun. 11(4), 885–909 (2006)

    Article  Google Scholar 

  16. Kolasinski, E.M.: Simulator Sickmess in Virtual Environments. DTIC, U.S. Army Research Unit (1995)

    Google Scholar 

  17. Moss, J.D., Muth, E.R.: Characteristics of head-mounted displays and their effects on simulator sickness. Hum. Fact. J. Hum. Facto. Ergon. Soc. 53(3), 308–319 (2011)

    Article  Google Scholar 

  18. So, R.H.Y., Lo, W.T., Ho, A.T.K.: Effects of navigation speed on motion sickness caused by an immersive virtual environment. Hum. Fact. J. Hum. Facto. Ergon. Soc. 43(3), 452–461 (2001)

    Article  Google Scholar 

  19. Mortensen, J., Vinayagamoorthy, V., Slater, M., Steed, A., Lok, B., Whitton, M.: Collaboration in tele-immersive environments. In: Stürzlinger, W., Müller, S. (eds.) Proceedings of the Eighth Eurographics Workshop on Virtual Environments 2002. Eurographics Association, Aire-la-Ville (2002)

    Google Scholar 

  20. Benford, S., Bowers, J., Fahlen, L.E., Greenhalgh, C., Snowdon, D.: User embodiment in collaborative virtual environments. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 242–249. Addison-Wesley Publishing Co. (1995)

    Google Scholar 

Download references

Acknowledgements

Former sponsors of the project and related fieldwork are: the IFAF Institute Berlin, the World Monuments Fund, the German Research Foundation, the Gerda Henkel Foundation, TOPOI Cluster of Excellence at the Free University of Berlin.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Arian Goren .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Goren, A. et al. (2016). Interacting with Simulated Archaeological Assets. In: Ioannides, M., et al. Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. EuroMed 2016. Lecture Notes in Computer Science(), vol 10058. Springer, Cham. https://doi.org/10.1007/978-3-319-48496-9_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-48496-9_23

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-48495-2

  • Online ISBN: 978-3-319-48496-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics