In: Posluschny, A. ; Lambers, K. ; Herzog, I. (Hrsgg.): Layers of Perception. Proceedings of the 35th International Conference on Computer Applications and Quantitative Methods in Archaeology (CAA), Berlin, 2.-6. April, 2007 (Koll. Vor- u. Frühgesch. 10). Bonn 2008 144 (Abstract)
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Abstract
During the past four years, a number of projects have begun to realise the cost-effectiveness of using software and hardware designed for the purposes of the computer game industry in production of academically acceptable and archaeologically accurate 3D virtual realities. However, these tools present advantages for academic reconstruction beyond simply reducing costs. Computer game virtual realities are enhanced by sound, changing daylight conditions, environmental effects, realistic physics and, most importantly, are populated by a number of different inhabitants. This paper argues that archaeological virtual reality must continue to follow in the footsteps of game designers, taking advantage of the unique opportunities presented by game engines and continuing to increase the immersive effect and functional utility of scientific reconstructions. To this end, continued work on the recreation of a single house from the ancient city of Pompeii is presented, demonstrating the unique advantages of computer game engines and tools.
Document type: | Book Section |
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Version: | Secondary publication |
Date Deposited: | 14 Apr 2010 09:34 |
Faculties / Institutes: | Research Project, Working Group > Individuals |
DDC-classification: | Alte Geschichte, Vor- und Frühgeschichte, Archäologie |
Subject (Propylaeum): | Classical Archaeology Prehistoric Archaeology |
Controlled Keywords: | Archäologie, Informatik, Computerunterstütztes Verfahren, Computervisualistik, Virtuelle Realität, Computerspiel |
Subject (classification): | History of the ancient world to ca. 499 |