Virtual reality as a versatile tool for research, dissemination and mediation in the humanities

IF 1.6 N/A ARCHAEOLOGY
Paul François, Jeffrey Leichman, F. Laroche, Françoise Rubellin
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引用次数: 9

Abstract

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.Highlights:• Immersive Virtual Reality is used to enhance the digital reconstruction of an 18th-century theatre, by allowing experts to dive into their research topic.• Virtual Reality (VR) can also be used to disseminate the digital model through the scientific community and beyond while giving access to all kinds of sources that were used to build it.• A quick survey shows that VR is a powerful tool to share theories and interpretations related to archaeological or historical tri-dimensional data.
虚拟现实作为人文学科研究、传播和调解的通用工具
VESPACE项目旨在通过在虚拟现实中重现空间、氛围和戏剧娱乐,重现18世纪巴黎圣日耳曼广场的戏剧之夜。这个博览会的场地已经消失,没有留下任何考古痕迹,因此它们的数字重建需要使用许多不同的来源,包括历史学家,戏剧和文学史学家的专业知识。在这篇文章中,我们展示了我们如何使用电子游戏创作工具在人文科学研究的三个关键阶段,特别是在历史或考古学中使用虚拟现实:初步研究,科学传播和与公众的调解。特别是,我们详细介绍了用于设计三维(3D)模型的方法,该模型适用于研究和虚拟现实可视化,满足科学工作的精度和准确性标准,以及实时显示的要求。这个模型成为了一个环境,在这个环境中,专家们可以沉浸在他们的研究和专业领域中,从而通过评论、意外发现和新视角提取知识,强化所创建的模型,同时实现多学科工作流程。我们还介绍了我们的工具,用于注释和咨询资源,关系和假设沉浸,称为PROUVÉ。该工具旨在使虚拟现实体验超越简单的图像,并以与文章或专著相同的方式传达科学信息和理论。最后,本文提供了对三个目标受众使用我们的解决方案的初步反馈:我们团队的研究人员,更广泛的戏剧专家社区和普通公众。•沉浸式虚拟现实用于增强18世纪剧院的数字重建,允许专家深入研究他们的研究主题。•虚拟现实(VR)也可用于在科学界及其他领域传播数字模型,同时提供用于构建该模型的各种来源。•一项快速调查显示,VR是一种强大的工具,可以分享与考古或历史三维数据相关的理论和解释。
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来源期刊
CiteScore
5.20
自引率
21.70%
发文量
19
审稿时长
20 weeks
期刊介绍: Virtual Archaeology Review (VAR) aims the publication of original papers, interdisciplinary reviews and essays on the new discipline of virtual archaeology, which is continuously evolving and currently on its way to achieve scientific consolidation. In fact, Virtual Archaeology deals with the digital representation of historical heritage objects, buildings and landscapes through 3D acquisition, digital recording and interactive and immersive tools for analysis, interpretation, dissemination and communication purposes by means of multidimensional geometric properties and visual computational modelling. VAR will publish full-length original papers which reflect both current research and practice throughout the world, in order to contribute to the advancement of the new field of virtual archaeology, ranging from new ways of digital recording and documentation, advanced reconstruction and 3D modelling up to cyber-archaeology, virtual exhibitions and serious gaming. Thus acceptable material may emerge from interesting applications as well as from original developments or research. OBJECTIVES: - OFFER researchers working in the field of virtual archaeology and cultural heritage an appropriate editorial frame to publish state-of-the-art research works, as well as theoretical and methodological contributions. - GATHER virtual archaeology progresses achieved as a new international scientific discipline. - ENCOURAGE the publication of the latest, state-of-the-art, significant research and meaningful applications in the field of virtual archaeology. - ENHANCE international connections in the field of virtual archaeology and cultural heritage.
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