The term refers to the use of computer-based simulations of archaeological excavation contexts and sites. It is mainly visual and aims to show specific reconstructive hypotheses in a one-way communication process from the scholar who validated the reconstruction to the end-user, generally the public or students of archaeology.
Published in Chapter:
Teaching Archaeology in VR: An Academic Perspective
Nevio Danelon (Department of Classical Studies, Duke University, USA) and Maurizio Forte (Department of Classical Studies, Duke University, USA)
Copyright: © 2021
|Pages: 21
DOI: 10.4018/978-1-7998-7638-0.ch022
Abstract
The authors discuss their experience at Duke University and, more specifically, at the Dig@Lab, a core research unit of the CMAC (Computational Media Art and Culture) program in the Department of Art, Art History, and Visual Studies. This community of scholars and students represents a new branch of experimental teaching in digital humanities with the participation of students and faculty from the humanities, engineering, computer science, neuroscience, and visual media. In particular, the Dig@Lab studies the impact of virtual reality in cyberarchaeology and virtual museums.