10 research outputs found

    Beacon Virtua: A Virtual Reality Simulation Detailing the Recent and Shipwreck History of Beacon Island, Western Australia

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    Beacon Virtua is a project to document and virtually preserve a historically significant offshore island as a virtual reality experience. In 1629, survivors of the wreck of VOC ship Batavia took refuge on Beacon Island, Western Australia, followed by a mutiny and massacre. In the 1950s the island became the base of a successful fishing industry, and in 1963 human remains from Batavia were located. The fishing community has recently been moved off the island to protect and preserve the site and allow a thorough archaeological investigation of the island. Beacon Virtua exposes users to the history of both the shipwreck survivors and the fishing community. The project uses the virtual environment development software Unity to present a simulation of the island, with 3D models of buildings and jetties, photogrammetric 3D reconstructions of graves and other features, 360° photographic panoramas, and information on the history of the island. The experience has been made available on a wide range of different platforms including via a web-page, as part of an exhibition, and on head mounted displays (VR headsets). This chapter discusses the features included in Beacon Virtua, the storytelling techniques used in the simulation, the challenges encountered and solutions used during the project

    La realidad virtual como herramienta versátil de investigación, difusión y mediación en las humanidades

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    [EN] The VESPACE project aims to revive an evening of theatre at the Foire Saint-Germain in Paris in the 18th century, by recreating spaces, atmospheres and theatrical entertainment in virtual reality. The venues of this fair have disappeared without leaving any archaeological traces, so their digital reconstruction requires the use of many different sources, including the expertise of historians, historians of theatre and literature. In this article, we present how we have used video game creation tools to enable the use of virtual reality in three key stages of research in the human sciences and particularly in history or archaeology: preliminary research, scientific dissemination and mediation with the general public. In particular, we detail the methodology used to design a three-dimensional (3D) model that is suitable for both research and virtual reality visualization, meets the standards of scientific work regarding precision and accuracy, and the requirements of a real-time display. This model becomes an environment in which experts can be immersed within their fields of research and expertise, and thus extract knowledge reinforcing the model created –through comments, serendipity and new perspectives– while enabling a multidisciplinary workflow. We also present our tool for annotating and consulting sources, relationships and hypotheses in immersion, called PROUVÉ. This tool is designed to make the virtual reality experience go beyond a simple image and to convey scientific information and theories in the same way an article or a monograph does. Finally, this article offers preliminary feedback on the use of our solutions with three target audiences: the researchers from our team, the broader theatre expert community and the general public.[ES] El proyecto VESPACE tiene como objetivo revivir una velada de teatro en la Foire Saint-Germain de París en el siglo XVIII, recreando espacios, atmósferas y entretenimiento teatral en realidad virtual. Las sedes de esta feria han desaparecido sin dejar ningún rastro arqueológico, por lo que su reconstrucción digital requiere el uso de muy diversas fuentes, entre las que se encuentran expertos historiadores, historiadores del teatro y la literatura. En este artículo presentamos cómo hemos utilizado las herramientas de creación de videojuegos que posibilitan el uso de la realidad virtual en tres etapas clave de la investigación en las ciencias humanas y particularmente en historia o arqueología: investigación preliminar, divulgación científica y mediación con el público en general. En particular, detallamos la metodología utilizada para diseñar un modelo tridimensional (3D) que sea adecuado tanto para la investigación como para la visualización mediante realidad virtual, que cumpla con los estándares del trabajo científico en cuanto a precisión y exactitud, y los requisitos de una visualización en tiempo real. Este modelo se convierte en un entorno en el que los expertos pueden sumergirse dentro de sus campos de investigación y especialización, y así extraer conocimiento reforzando el modelo creado –a través de comentarios, serendipia y nuevas perspectivas– al tiempo que posibilita un flujo de trabajo multidisciplinar. También presentamos nuestra herramienta de anotación y consulta de fuentes, relaciones e hipótesis en inmersión, denominada PROUVÉ. Esta herramienta está diseñada para hacer que la experiencia de la realidad virtual vaya más allá de una simple imagen y que transmita información científica y teorías de la misma manera que lo hace un artículo o una monografía. Finalmente, este artículo ofrece comentarios preliminares sobre el uso de nuestras soluciones con tres públicos objetivo: los investigadores de nuestro equipo, la comunidad de expertos en teatro (más amplia) y el público en general.This research was funded in France by the Agence Nationale de la Recherche, with the CIRESFI project, Grant No. ANR 14-CE31-0017, and the ReSeed project, Grant No. ANR 16-CE38-0005, and a grant from RFI Pays de la Loire "Ouest Industries Créatives" and the École Centrale de Nantes for the AAP 2017 VESPACE project. In the United States, the project is supported by the National Endowment for Humanities, Grant No. NEH HAA-266501-19.François, P.; Leichman, J.; Laroche, F.; Rubellin, F. (2021). Virtual reality as a versatile tool for research, dissemination and mediation in the humanities. Virtual Archaeology Review. 12(25):1-15. https://doi.org/10.4995/var.2021.14880OJS1151225Abiven, M.-M., Laubé, S., Querrec, R., Garlatti, S., Rohou, B., Courgeon, M., Vourch, R., & Roué, J.-P. (2018). Histoire des paysages portuaires et humanités numériques. Retrieved Jan 3, 2021, from https://hal.archives-ouvertes.fr/CFV/hal-01797296v1Barreau, J.-B., Esnault, E., Foucher, J., Six, M., & Le Faou, C. (2020). 3D modelling of a 15th century city gate of Rennes : Portes Mordelaises. Virtual Archaeology Review, 11(22), 41-55. https://doi.org/10.4995/var.2020.12653Barreau, J.-B., Nouviale, F., Gaugne, R., Bernard, Y., Llinares, S., & Gouranton, V. (2015). An immersive virtual sailing on the 18th-century ship Le Boullongne. Presence: Teleoperators and Virtual Environments, 24(3), 201-219. https://doi.org/10.1162/PRES_a_00231Bertino, E., Franzoni, S., Mazzoleni, P., Mussio, P., & Valtoline, S. (2006). Integration of virtual reality and database systems for cultural heritage dissemination. International Journal of Computational Science and Engineering, 2(5), 307-316. https://doi.org/10.1504/IJCSE.2006.014775Brooke, J. (1986). SUS - A quick and dirty usability scale. Redhatch Consulting Ltd. https://hell.meiert.org/core/pdf/sus.pdfBruno, F., Bruno, S., De Sensi, G., Luchi, M.-L., Mancuso, S., Muzzupappa, M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage, 11(1), 42-49. https://doi.org/10.1016/j.culher.2009.02.006Christou, C., Angus, C., Loscos, C., Dettori, A., & Roussou, M. (2006). A Versatile Large-Scale Multimodal VR System for Cultural Heritage Visualization. VRST'06. VRST'06, Limassol, 133-140. https://doi.org/10.1145/1180495.1180523Clarke, J. (2017). Back to Black : Variable Lighting Levels on the Seventeenth-Century French Stage, Lavoisier and the Enigma of La Pierre philosophale. Insights, 10(2), 2-13.Clergeaud, D., & Guitton, P. (2017). Design of an annotation system for taking notes in virtual reality. 3DTV Conference 2017: Research and Applications in Future 3D Media. 3DTV Conference 2017: Research and Applications in Future 3D Media, Copenhague, 4-8. https://doi.org/10.1109/3DTV.2017.8280398Cotteleer, M. J., Trouton, S., & Dobner, E. (2016). 3D opportunity and the digital thread. Deloitte University Press.Delevoie, C., & Vergnieux, R. (2015). Virtual Retrospect 2013. Ausonius Éditions.Delgado, J. M. D., Oyedele, L., Demian, P., & Beach, T. (2020). A research agenda for augmented and virtual reality in architecture, engineering and construction. Advanced Engineering Informatics, 45, 1-21. https://doi.org/10.1016/j.aei.2020.101122Dominic, J., & Robb, A. (2020). Exploring Effects of Screen-Fixed and World-Fixed Annotation on Navigation in Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces. IEEE Conference on Virtual Reality and 3D User Interfaces, 607-615. https://doi.org/10.1109/VR46266.2020.00083Falconer, L., Burden, D., Cleal, R., Hoyte, R., Phelps, P., Slawson, N., Snashall, N., & Welham, K. (2020). Virtual Avebury : exploring sense of place in a virtual archaeology simulation. Virtual Archaeology Review, 11(23), 50-62. https://doi.org/10.4995/var.2020.12924François, P. (2021). La Foire Saint-Germain vers 1770 : Images et mutations des lieux de spectacle. Actes de la journée d'études Permanences et mutations des espaces du spectacle vivant dans la ville (de 1750 à nos jours). Permanences et mutations des espaces du spectacle vivant dans la ville (de 1750 à nos jours), Bordeaux. In press.François, P., Laroche, F., Rubellin, F., & Leichman, J. (2019). Remonter le temps pour comprendre le passé: L'immersion virtuelle au service des historiens. Conférence Extraction et Gestion de Connaissances 2019 EGC 2019. Conférence Extraction et Gestion de Connaissances EGC 2019, Metz. https://hal.archives-ouvertes.fr/hal-01989653v1Gaugne, R., Gouranton, V., Dumont, G., Chauffaut, A., & Arnaldi, B. (2014). Immersia, an open immersive infrastructure: Doing archaeology in virtual reality. Archeologia e Calcolatori, 5, 180-189.Guerreiro, J., Medeiros, D., Mendes, D., Sousa, M., Jorge, J., Raposo, A., & Santos, I. (2014). Beyond Post-It : Structured Multimedia Annotations for Collaborative VEs. International Conference on Artificial Reality and Telexistence. Eurographics Symposium on Virtual Environments, 55-62. https://doi.org/10.2312/ve.20141365Hardesty, J. L. (2014). Exhibiting library collections online: Omeka in context. New Library World, 115(3/4), 75-86. https://doi.org/10.1108/NLW-01-2014-0013Hvass, J., Larsen, O., Vendelbo, K., Nilsson, N., Nordahl, R., & Serafin, S. (2017). Visual Realism and Presence in a Virtual Reality Game. 3DTV Conference 2017: Research and Applications in Future 3D Media. 3DTV Conference 2017: Research and Applications in Future 3D Media, Copenhague. https://doi.org/10.1109/3DTV.2017.8280421ICOMOS (2017). Principles of Seville. International Principles of Virtual Archaeology. https://icomos.es/wp-content/uploads/2020/06/Seville-Principles-IN-ES-FR.pdfKilteni, K., Groten, R., & Slater, M. (2012). The Sense of Embodiment in Virtual Reality. PRESENCE: Teleoperators and Virtual Environments, 21(4), 373-387. https://doi.org/10.1162/PRES_a_00124Krasniewicz, L. (2000). Immersive imaging technologies for archaeological research. Virtual Reality in Archaeology, 843, 163 169.Laroche, F. (2017). KLM for Heritage [Mémoire d'Habilitation à Diriger des Recherches]. Université de Nantes. https://hal.archives-ouvertes.fr/tel-01712318Laubé, S., Querrec, R., Abiven, M. M., & Garlatti, S. (2018). Lab In Virtuo: Un environnement Virtuel Intelligent (EVI) participatif dédié à l'histoire et aux patrimoines des paysages culturels industriels. DHNord2018 : Matérialités de la recherche en sciences humaines et sociales, Lille, France. https://hal.archives-ouvertes.fr/hal-01950624Mack, Ch. A. (2018). How to write a Good Scientific Paper. SPIE. https://doi.org/10.1117/3.2317707Manuel, A. (2016). Annotation sémantique 2D/3D d'images spatialisées pour la documentation et l'analyse d'objets patrimoniaux. PhD thesis under the supervision of De Luca, L. Arts et Métiers ParisTech. https://hal.archives-ouvertes.fr/tel-01304776Montagud, M., Segura-Garcia, J., De Rus, A., & Fayos Jordán, R. (2020). Towards an Immersive and Accessible Virtual Reconstruction of Theaters from the Early Modern: Bringing Back Cultural Heritage from the Past. 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Université de Grenoble. https://tel.archives-ouvertes.fr/tel-01124042/Rua, H., & Alvito, P. (2011). Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage in the case-study of the Roman villa of Casal de Freiria. Journal of Archaeological Science, 38, 3296-3308. https://doi.org/10.1016/j.jas.2011.07.015Shehade, M., & Stylianou-Lambert, T. (2020). Virtual Reality in Museums: Exploring the Experiences of Museum Professionals. Applied Sciences, 10(11), 4031-4051. https://doi.org/10.3390/app10114031Sierra, A., de Prado, G., Ruiz Soler, I., & Codina, F. (2017). Virtual Reality and Archaeological Reconstruction: Be There, Back Then. MW17: Museums and the Web 2017. MW17: Museums and the Web 2017, Cleveland.Takeuchi, H., & Nonaka, I. 2004. Hitotsubashi on Knowledge Management. John Wiley and Sons.Viaud-Delmon, I. (2007). Corps, action et cognition : la réalité virtuelle au défi des sciences cognitives. 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    A Systematic Literature Review on Extended Reality : Virtual, Augmented and Mixed Reality in Working Life

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    Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources by mediating experience of space. Research on XR applications in actual working life settings is yet relatively rare and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work practices. Virtual reality was the most common form of applied XR, although the hardware used varied case by case. We identified four research areas regarding XR: collaboration, work practices, and evaluation of knowledge transfer, which somewhat followed the application areas. We did not find XR-specific methodologies in the reviewed articles, only few recent studies used novel ways of collecting research material, such as recording the movement in virtual reality. For now, XR still holds significant potential rather than clearly confirmed general advantages in working life.Peer reviewe

    De l'usage à l'espace : prospective pour une rétro-architecture

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    National audienceLa restitution historique de bâtiments disparus nécessite de convoquer de nombreuses sources de formes différentes, mais aucune trace physique de l'élément à restituer. Afin de pallier cette difficulté, cet article entend proposer le recours à l'immersion virtuelle d'experts dans l'espace restitué. Cette immersion permet de susciter des commentaires conscients ou inconscients, de l'ordre du sensible, des postures corporelles, qui sont autant de sources supplémentaires permettant de guider ou de renseigner un processus de restitution historique. Nous prenons pour exemple les théâtres de la Foire Saint-Germain à Paris au XVIII e siècle-pour lesquelles une importante documentation historique existe, mais aucun vestige archéologique-dans le but de proposer une première ébauche de méthodologie intégrant la sensibilité d'experts pour une rétro-architecture de ces espaces

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques

    3D Recording and Interpretation for Maritime Archaeology

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    This open access peer-reviewed volume was inspired by the UNESCO UNITWIN Network for Underwater Archaeology International Workshop held at Flinders University, Adelaide, Australia in November 2016. Content is based on, but not limited to, the work presented at the workshop which was dedicated to 3D recording and interpretation for maritime archaeology. The volume consists of contributions from leading international experts as well as up-and-coming early career researchers from around the globe. The content of the book includes recording and analysis of maritime archaeology through emerging technologies, including both practical and theoretical contributions. Topics include photogrammetric recording, laser scanning, marine geophysical 3D survey techniques, virtual reality, 3D modelling and reconstruction, data integration and Geographic Information Systems. The principal incentive for this publication is the ongoing rapid shift in the methodologies of maritime archaeology within recent years and a marked increase in the use of 3D and digital approaches. This convergence of digital technologies such as underwater photography and photogrammetry, 3D sonar, 3D virtual reality, and 3D printing has highlighted a pressing need for these new methodologies to be considered together, both in terms of defining the state-of-the-art and for consideration of future directions. As a scholarly publication, the audience for the book includes students and researchers, as well as professionals working in various aspects of archaeology, heritage management, education, museums, and public policy. It will be of special interest to those working in the field of coastal cultural resource management and underwater archaeology but will also be of broader interest to anyone interested in archaeology and to those in other disciplines who are now engaging with 3D recording and visualization

    Putting Forts in their Place: The Politics of Defense in Antigua, 1670-1785

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    Between 1670 and 1785, the plantation elite on the British island of Antigua built and maintained at least fifty-four fortifications to protect the island from other European competitors. Rather than being commissioned, engineered, and defended by the metropolitan government in London, the defense of the island was the sole purview of the Antiguan legislature. Money, designs, and locations for these defensive sites came from internal deliberations on the island making them unique places to study iterations of seventeenth and eighteenth century British colonialism, elite thinking, and the impact on the landscape. To interpret these sites, I use archaeological, archival, and spatial analyses to investigate their ability to provide the types of external defenses they were designated for, as well as test the corollary explanation that the forts played a role in providing internal security for the island. Neither paradigm, however, adequately explains the spatial distribution, architectural decisions, or addresses the heterogenous fort societies revealed in this research. Therefore, to better interpret Antigua’s fortifications, I develop the concept martial landscape as an explanatory framework whereby the island elites manipulate defense policy to better reflect their own social standings, rather than considering a holistic defensive structure. I conclude by showing how blanket assumptions about military sites like fortifications and the historic trajectory of colonialism in the Caribbean are concepts which need considerable tempering by a more local, island scale, perspective

    Phénoménologie au Palais de l'Intendant de Québec : l'archéologie numérique comme nouvelle méthode de recherche

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    Ce projet de mémoire s'intéresse à une toute nouvelle approche d'analyse du site archéologique de l'Îlot des Palais en basse-ville de Québec : la phénoménologie en contexte numérique. À la suite de l'élaboration de l'environnement virtuel qui représente une première hypothèse du site en 1719, l'environnement est adapté à un système de réalité virtuelle. Ce contexte d'immersion et d'interaction permet une analyse de phénoménologie dépouillée des obstacles sensoriels du contexte urbain contemporain. Ce mémoire présente un article sur la méthodologie d'acquisition des informations brutes, leurs traitements en données archéologiques 3D et la production de l'environnement virtuel. Les résultats de l'analyse sont ensuite abordés en comparaison avec l'analyse de phénoménologie du site in situ. Enfin, nous terminons avec une discussion critique sur la démarche d'archéologie numérique qui pourrait être appliquée à d'autres cas d'études, les perspectives pour l'intégration en milieu professionnel et une réflexion sur l'utilisation comme outil de médiation grand public.This dissertation project is interested in a new approach to analyze the archaeological site of the Îlot des Palais in the City of Quebec: phenomenology in a digital context. Following the development of the virtual environment which represents a first hypothesis of the site in 1719, the environment is adapted to a virtual reality system. This context of immersion and interaction allows an analysis of phenomenology stripped of the sensory obstacles of the contemporary urban context. This document presents an article on the methodology of raw information acquisition, their processing in 3D archaeological data and the production of the virtual environment. The results of the analysis are then discussed in comparison with the analysis of phenomenology of the site in situ. Finally, we end with a critical examination of the digital archaeology approach for scientific research that could be applied to other case studies, the prospect for integration in the private sector and a reflection on public mediation through this medium
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