2018
DOI: 10.14236/ewic/hci2018.171
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A Virtual Reality Platform for Analyzing Remote Archaeological Sites

Abstract: This paper describes a virtual reality 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 visualising and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and x-ray fluore… Show more

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Cited by 8 publications
(10 citation statements)
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“…Community archaeology projects, such as the Scotland rock art () and the Re-Reading the British Memorial projects (), have used computer visualization tools. Mixed, augmented, and virtual reality are also increasingly being used, providing enhanced accessibility to sites like the Pleito Cave (; Cassidy et al 2018). Furthermore, visualizations assist in public engagement, and their online dissemination can motivate members of the public to become more involved in archaeological projects.…”
Section: Resultsmentioning
confidence: 99%
“…Community archaeology projects, such as the Scotland rock art () and the Re-Reading the British Memorial projects (), have used computer visualization tools. Mixed, augmented, and virtual reality are also increasingly being used, providing enhanced accessibility to sites like the Pleito Cave (; Cassidy et al 2018). Furthermore, visualizations assist in public engagement, and their online dissemination can motivate members of the public to become more involved in archaeological projects.…”
Section: Resultsmentioning
confidence: 99%
“…Vergel et al proposed a constrained model based on the TV model combined with higher-order partial differential filtering to address the problem of step effect caused by the ROF model [13]. Cassidy et al use imitation and simulation as keywords to create and share the art of illusion from a technical perspective [14]. From panoramic wallpapers, panoramic paintings combined with artificial topography, stereoscopic movies, to Monetʼs water lily panoramas, early immersive 3D movies, stereoscopic glasses, to 3D digital images realized by helmets and head-tracking devices, are the clues of the evolution of immersive interactive virtual reality from especially scientific and technological perspectives nowadays [15].…”
Section: Related Workmentioning
confidence: 99%
“…Burova et al [20] used QuickTime technology to conduct research and a complete demonstration of the VR Potala Palace. Cassidy et al [21] effectively proposed the technique of expression and lip sync in VR-related projects, which contributed to the great development of VR technology. Burova et al [22] focused on virtual roaming and used virtual modelling and virtual driver training in urban planning.…”
Section: Introductionmentioning
confidence: 99%