2016
DOI: 10.1007/978-3-319-47647-6_2
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Typical Workflows, Documentation Approaches and Principles of 3D Digital Reconstruction of Cultural Heritage

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Cited by 13 publications
(6 citation statements)
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“…Spatial data creation and visualization tools together can comprise a 3D/VR ecosystem that enables a range of research activities, including 3D scanning of cultural heritage artifacts, drone scanning of landscapes, interactive mapping, and data visualization, all of which can be viewed and analyzed in immersive VR. 4 There is already evidence to suggest that VR has many academic benefits. While VR has not yet been proven to lead to better learning outcomes when compared with other educational media (indeed for learning certain types of facts, videos and lectures are often still more effective), it does offer other types of benefits.…”
Section: Introductionmentioning
confidence: 99%
“…Spatial data creation and visualization tools together can comprise a 3D/VR ecosystem that enables a range of research activities, including 3D scanning of cultural heritage artifacts, drone scanning of landscapes, interactive mapping, and data visualization, all of which can be viewed and analyzed in immersive VR. 4 There is already evidence to suggest that VR has many academic benefits. While VR has not yet been proven to lead to better learning outcomes when compared with other educational media (indeed for learning certain types of facts, videos and lectures are often still more effective), it does offer other types of benefits.…”
Section: Introductionmentioning
confidence: 99%
“…The 3D modeling of archaeological sites and artifacts can generate aesthetically pleasing visualizations; nevertheless, considerations of scientific accuracy, ethics, and educational value are needed. From a scientific point of view, it is also important to show the process, appropriate documentation, and used source materials [23].…”
Section: Digital Archaeology and Interdisciplinary Methodsmentioning
confidence: 99%
“…are hereby informing the creation of virtual environments, as well as populating those environments with high-fidelity learning objects. In combination, these virtual environments and associated learning objects represent the same sorts of perceptual experiences students would encounter if they were in the field or a laboratory or in a museum archive (Pfarr-Harfst, 2016; Limp et al , 2011). Combined into scenes , collections of high-definition 3 D objects can also simulate more sophisticated training scenarios, like those documented by Hannans et al (2021) in this special issue, in addition to objects-of-study from scientific “.domains that whose [sic] primary dimensions are spatial” (Donalek, 2014, p. 2).…”
Section: Part 2: Practical and Technological Considerations Shaping Educational Xrmentioning
confidence: 99%