“3D·CoD”:数字考古中虚拟现实媒介体验设计的新方法

Laia Pujol-Tost
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引用次数: 15

摘要

尽管虚拟现实(VR)能够重建和增强真实世界和虚拟世界,但考古学中的许多应用都是为了逼真地描绘建筑空间。另一方面,人们对它们真正的沟通效果知之甚少。在这种背景下,欧盟资助的项目{LEAP]提出了文化存在的概念,作为一种新的vr介导体验的理论和方法基础,并选择了联合国教科文组织世界遗产Catalhoyuk(土耳其)的新石器时代遗址作为应用案例。在这一过程中,对《数字考古》中设计管道的调查表明,要建立这样的体验,可能需要采用一种新的设计和评估方法。本文介绍了构建和测试“3D·CoD”的过程,这是一种用于vr介导体验设计的新方法。最初,在Catalhoyuk工作的不同考古学家参与了第一次研讨会,旨在建立文化存在的具体实例,以及如何通过VR来描绘它。为此,采用了观察、问卷调查、多模态分析和统计分析。这次实地工作的结果被转化为一种共同设计的实践方法(“3D·CoD”),并在另一组考古学家的第二个研讨会上进行了测试。在这种情况下,采用了观察和汇报。评估结果表明,协同设计策略适用于vr媒介体验的创造,但同样重要的是:1)考虑协同设计师的考古学概念;2)考虑文化遗产的目标和人类经验,而不是3D模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“3D·CoD”: A New Methodology for the Design of Virtual Reality-Mediated Experiences in Digital Archeology
Despite the capacity of Virtual Reality (VR) to recreate and enhance real and virtual worlds, many applications in Archaeology aim at the photorealistic depiction of architectural spaces. On the other hand, little is known about their real communicational effectiveness. In this context, the EU-funded project {LEAP] proposed the concept of Cultural Presence as the theoretical and methodological foundation for a new kind of VR-mediated experience, and the UNESCO World Heritage Neolithic site of Catalhoyuk (Turkey) was chosen as case of application. During this process, a survey of design pipelines in Digital Archaeology indicated that, to build such experiences, a new design and evaluation method may need to be adopted. This paper presents the process of building and testing “3D·CoD”, a new methodology for the design of VR-mediated experiences. Initially, different archaeologists working at Catalhoyuk were engaged in a first workshop, aimed at establishing a specific instantiation of Cultural Presence and how to depict it by means of VR. To that end, observation, questionnaires, multimodal, and statistical analyses were used. The results of this field work were translated into a co-design hands-on methodology (“3D·CoD”), which was tested in a second workshop, with a different group of archaeologists. In this case, observation and debriefing were used. The results of this evaluation suggest that co-design strategies are suitable for the creation of VR-mediated experiences, but that equally important is 1) to consider the co-designers’ concept of Archaeology; and 2) to think in terms, not of 3D models, but of Cultural Heritage goals and human experiences.
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