Teaching Archaeology in VR

Author(s):  
Nevio Danelon ◽  
Maurizio Forte

The authors discuss their experience at Duke University and, more specifically, at the Dig@Lab, a core research unit of the CMAC (Computational Media Art and Culture) program in the Department of Art, Art History, and Visual Studies. This community of scholars and students represents a new branch of experimental teaching in digital humanities with the participation of students and faculty from the humanities, engineering, computer science, neuroscience, and visual media. In particular, the Dig@Lab studies the impact of virtual reality in cyberarchaeology and virtual museums.

Author(s):  
Alessandro Conti ◽  
Grazia Tucci ◽  
Valentina Bonora ◽  
Lidia Fiorini

Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.


Author(s):  
Ricard Huerta ◽  
Cristóbal Suárez

The Arts and the Humanities are experiencing a rapid process of evolution and change thanks to the growth of the digital universe. Education is also undergoing profound transformations, also motivated by the impact of this virtual reality which is already both local and global, ubiquitous, and affects us all. As teacher trainers, we analyse the hybridizations of the two scenarios of digital humanities and cultural pedagogies which can either create an integrative climate geared towards achievement, or, in the worst case, foster a new model of abuse and excess towards teachers and students at different stages of education. Looking at the situation, we observe that the digital dimension can help to break down the traditional barriers that have been imposed by specific areas of knowledge, and can help to achieve connected scenarios. Here we are interested in the different hybrid models, involving artists, arts educators, historians, linguists and designers, who show us their particular visions of this new model of connected educational contexts.


2012 ◽  
Vol 3 (1) ◽  
pp. 169-184 ◽  
Author(s):  
Ann-Sophie Lehmann

Der Beitrag stellt die These auf, dass der Einfluss digitaler Bilder auf visuelle Kultur nur verstanden werden kann, wenn die spezifische Materialität dieser Artefakte bedacht wird. Anhand einer Analyse des berühmten Utah teapot werden fünf materiale Schichten unterschieden, darunter Herstellung, Codierung, forensische und epistemische Materialität, sowie der Begriff der Trans-Materialität. Jede Schicht wird in Beziehung zu theoretischen Konzepten von Materialität in Medienwissenschaften, Kunstgeschichte, Computerwissenschaft und Anthropologie diskutiert. </br></br>This article argues that the impact of digital images on visual culture can only be understood if the specific materiality of these artefacts is taken into account. An analysis of the famous distinguishes five material layers, including making, coding, forensic and epistemic materiality, as well as the notion of trans-materiality. Each layer is developed in relation to theoretical concepts of materiality in media studies, art history, computer science, and anthropology.


2021 ◽  
Vol 4 (3) ◽  
pp. 491-500
Author(s):  
James Hutson ◽  
Trent Olsen

The technology of virtual reality (VR) has had proven educational benefits over the last three decades. Yet, most research conducted on these benefits has been confined to the sciences, especially in Computer Science. The application of VR technology for the Digital Humanities is only now beginning to receive attention, but more study needs to be conducted on its uses within various humanistic disciplines. In order to expand on the research at a pivotal time in education when modalities expand to incorporate more hybrid, distance education, and online learning, this study reviews the literature and theories behind the educational use of VR as a tool to reinforce learning outcomes in the field of art history. Through the review, theories and best practices are presented for practical adoption at various level of instruction at other institutions, as well as a list of recommendations for integrating VR technology specifically within art history instruction.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


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