scholarly journals A Virtual Reality Platform for Analyzing Remote Archaeological Sites

2019 ◽  
Vol 31 (2) ◽  
pp. 167-176 ◽  
Author(s):  
Brendan Cassidy ◽  
Gavin Sim ◽  
David Wayne Robinson ◽  
Devlin Gandy

Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.

2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


2021 ◽  
Vol 13 (14) ◽  
pp. 2719
Author(s):  
Nicodemo Abate ◽  
Alessia Frisetti ◽  
Federico Marazzi ◽  
Nicola Masini ◽  
Rosa Lasaponara

Unmanned aerial vehicles are currently the most used solution for cultural heritage in the field of close range and low altitude acquisitions. This work shows data acquired by multitemporal and multispectral aerial surveys in the archaeological site of San Vincenzo al Volturno (Molise, Italy). The site is one of the most important medieval archaeological sites in the world. It is a monastic settlement that was particularly rich during the early Middle Ages, and is famous for its two full-frescoed crypts which represent a milestone in the history of medieval art. Thanks to the use of multispectral aerial photography at different times of the year, an area not accessible to archaeological excavation has been investigated. To avoid redundancy of information and reduce the number of data to be analysed, a method based on spectral and radiometric enhancement techniques combined with a selective principal component analysis was used for the identification of useful information. The combination of already published archaeological data and new remote sensing discoveries, has allowed to better define the situation of the abbey during the building phases of the 8th/9th century and 11th century, confirming and adding new data to the assumptions made by archaeologists.


2021 ◽  
Vol 92 (3) ◽  
pp. 033528
Author(s):  
J. L. Kline ◽  
P. L. Volegov

2021 ◽  
Vol 11 (12) ◽  
pp. 5546
Author(s):  
Florian Heilmann ◽  
Kerstin Witte

Visual anticipation is essential for performance in sports. This review provides information on the differences between stimulus presentations and motor responses in eye-tracking studies and considers virtual reality (VR), a new possibility to present stimuli. A systematic literature search on PubMed, ScienceDirect, IEEE Xplore, and SURF was conducted. The number of studies examining the influence of stimulus presentation (in situ, video) is deficient but still sufficient to describe differences in gaze behavior. The seven reviewed studies indicate that stimulus presentations can cause differences in gaze behavior. Further research should focus on displaying game situations via VR. The advantages of a scientific approach using VR are experimental control and repeatability. In addition, game situations could be standardized and movement responses could be included in the analysis.


Author(s):  
J. Specht

Writing an archaeological prehistory of the New Guinea islands in northern Near Oceania is hindered by the paucity of field research and reliance on other disciplines to fill gaps in the archaeological data. Five themes are reviewed that require attention: better chronological controls for the archaeological sites, testing of theories about Pleistocene colonization and subsequent population movements, reconstruction of paleoenvironmental conditions from first settlement onward, exploration of subsistence systems especially regarding the use and management of plant foods, and a broader view of the nature and consequences of interaction between individuals and communities. It concludes with a call for greater involvement of Pacific Islanders in the production of regional and local prehistories.


2018 ◽  
Vol 6 ◽  
pp. 205031211879960 ◽  
Author(s):  
Marie Ann Mae En Wong ◽  
Shien Chue ◽  
Michelle Jong ◽  
Ho Wye Kei Benny ◽  
Nabil Zary

Objectives: Cardiopulmonary resuscitation (CPR) is lifesaving. Yet, cardiac arrest survival remains low despite CPR intervention. Education has been highlighted as a strategy to overcome this issue. Virtual Reality technology has been gaining momentum in the field of clinical education. Published studies report benefits of virtual reality for CPR education; yet, perceptions of CPR instructors towards virtual reality remain unexplored. CPR instructors are key stakeholders in CPR education and their perceptions are valuable for the design and adoption of virtual reality-enhanced learning. The purpose of this study is therefore to understand the perceptions of CPR instructors towards using virtual reality for health professionals’ CPR education. The aim was addressed via three research questions: (1) What are the perceptions of CPR instructors towards current health professionals’ CPR education? (2) What are the perceptions of CPR instructors towards features of virtual reality ideal for health professionals’ CPR education? (3) What are the perceptions of CPR instructors towards the potential role of virtual reality in health professionals’ CPR education? Methods: A total of 30 CPR instructors were surveyed on their views towards current health professionals’ CPR education and the use of virtual reality for health professionals’ CPR education, before and after interacting with a CPR virtual reality simulation. Responses were analysed using interpretative thematic analysis. Results: CPR instructors perceived current health professionals’ CPR education as limited due to unideal test preparation (resources, practice, motivation, and frame of mind) and performance. They perceived fidelity, engagement, resource conservation, and memory enhancement as features of virtual reality ideal for health professionals’ CPR education. Virtual reality was viewed by CPR instructors as having potential as a blended learning tool, targeting both ‘novice’ and ‘experienced’ health professionals. Conclusion: The study highlighted the gaps in current health professionals’ CPR education that can be addressed using virtual-reality-enabled learning. Future research could investigate virtual reality simulations with features desirable for CPR education of target populations.


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