7 research outputs found

    Experiencing the past in virtual reality A virtual reality event for the French National Days of Archaeology

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    International audienceThis 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 the event, its organization, and a discussion on feedbacks

    Virtual reality tools for the West Digital Conservatory of Archaeological Heritage

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    International audienceIn the continuation of the 3D data production work made by the WDCAH, the use of virtual reality tools allows archaeologists to carry out analysis and understanding research about their sites. In this paper, we focus on the virtual reality services proposed to archaeologists in the WDCAH, through the example of two archaeological sites, the Temple de Mars in Corseul and the Cairn of Carn Island

    The West Digital Conservatory of Archaelogical Heritage Project

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    International audienceThe West Digital Conservatory of Archaeological Heritage project, a.k.a. WDCAH, is a new French research organization whose aim is to both ensure the preservation of digital archaeological data, and deliver expertise in production, analysis, visualization and virtual reality exploration techniques. This project is an interdisciplinary project composed of engineers and researchers in archaeology, computer science, virtual reality and 3D interaction with virtual environments. The major objectives of this conservatory project are: (i) sustainable and centralized safeguarding and archiving of 2D/3D data produced by the archaeological community; (ii) free access to metadata; (iii) secure access to data for the different actors involved in scientific projects and (iv) the support and advice for these actors in the 3D data production and exploration through the latest digital technologies, modeling tools and virtual reality systems. Today the first activities of the WDCAH mainly concern digital models production using photogrammetry, 3D laser scans, and 3D computer graphics software. We are currently working on the reconstitution of six archaeological sites located in the west of France ranging from prehistory to the Middle Ages: the Cairn of Carn Island, the covered pathway of Roh Coh Coet, the Goh Min Ru megalithic site, the gallo-roman mansion of Vanesia, the keep of the ChĂąteau de Sainte-Suzanne, the Porte des Champs of the ChĂąteau d'Angers. Other proposals are currently under study

    Vocabulario bilingĂŒe de Arquitectura GĂłtica

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    Trabajo de terminología sistemåtica sobre la arquitectura gótica en inglés y español

    Large-scale immersive reconstitution of a Neolithic corbel dome

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    International audienceWe propose a workflow of tools and procedures to reconstruct an existing archaeological site as a virtual 3D reconstitution in a large scale immersive system. This interdisciplinary endeavor, gathering archaeologists and virtual reality computer scientists, is the first step of a joint research project with three objectives: (i) propose a common workflow to reconstruct archaeological sites as 3D models in fully immersive systems, (ii) provide archaeologists with tools and interaction metaphors to exploit immersive reconstitutions, and (iii) develop the use and access of immersive systems to archaeologists. In this context, we present results from the immersive reconstitution of Carn's monument central chamber, in FinistĂšre, France, a site currently studied by the Creaah archaeology laboratory. The results rely on a detailed workflow we propose, which uses efficient solutions to enable archaeologists to work with immersive systems. In particular, we proposed a procedure to model the central chamber of the Carn monument, and compare several softwares to deploy it in an imersive structure. We then proposed two immersive implementations of the central chamber, with simple interaction tools, and finally describe the European project Visionair which provides access to high level visualization facilities

    North of Here: Imagining the Human and Other-Than-Human in Late-Upper Palaeolithic Britain

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    What were the cosmogonies, mythologies, rituals and ontological beliefs of the LateUpper Palaeolithic peoples who returned to the ‘British’ peninsula when the ice sheets began to retreat, some 15,000 years ago? More specifically, can we come to understand how they conceived of place, landscape and the natural world? Those working within the field of archaeology are rightly circumspect, but artistic practitioners, I suggest, are not bound in the same way by material evidence, and can consequently venture more freely. What, therefore, can speculative creative writing say about the deep past, and how can it bridge the gulf of time between us and our ancestral selves? North of Here is a ‘Creative Geographies: Writing Place’ project in the form of a long poem; a dialogic and visionary narrative that imbricates both ancient and contemporary ways of being. Drawing on environmental science, archaeology and the anthropology of circumpolar Indigenous cultures, it explores the human and other-thanhuman in terms of shared personhood, and the values of respect and reciprocity that govern non-hierarchical ‘social universes’. In particular, it examines consent-seeking and transgression in hunting, and the role of ‘special’ animals such as the bear in cosmogonic beliefs. This thesis will document the evolution of my interest in landscape and otherthan-human studies leading up to this PhD project. It will primarily contextualise the poem itself within anthropological and mythological literature, and therefore argue that the creative writer can meaningfully engage with cross-disciplinary subject matter. Moreover, in light of the so-called ‘creative turn’ in the humanities, it will suggest ways in which creative writers can contribute to interdisciplinary knowledge exchange

    HERITAGE 2022. International Conference on Vernacular Heritage: Culture, People and Sustainability

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    Vernacular architecture, tangible and intangible heritage of great importance to European and global culture, represents the response of a society culturally linked to its territory, in terms of climate and landscape. Its construction features are born from the practical experience of the inhabitants, making use of local materials, taking into consideration geographical conditions and cultural, social and constructive traditions, based on the conditions of the surrounding nature and habitat. Above all, it plays an essential role in contemporary society as it is able to teach us important principles and lessons for a respectful sustainable architecture. Vernacular Heritage: Culture, People and Sustainability will be a valuable source of information for academics and professionals in the fields of Environmental Science, Civil Engineering, Construction and Building Engineering and ArchitectureMileto, C.; Vegas LĂłpez-Manzanares, F.; Cristini, V.; GarcĂ­a Soriano, L. (2022). HERITAGE 2022. International Conference on Vernacular Heritage: Culture, People and Sustainability. Editorial Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/HERITAGE2022.2022.15942EDITORIA
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