Visualisation in archaeology: An assessment of modelling archaeological landscapes using scientific and gaming software.
The paper assesses the role and potential of Cultural Virtual Reality (CVR) for the modelling of archaeological landscapes. As digital visualisations are spreading rapidly as a tool for research and as a medium of communication in landscape research and archaeology, benefits and limitations are disc...
| Publicado en: | International Journal of Humanities & Arts Computing: A Journal of Digital Humanities Vol. 3; no. 1/2; pp. 101 - 126 |
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| Formato: | Artículo |
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Edinburgh University Press
Mar2009
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=51291069&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 51291069 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 17538548 2QD7 jtl: International Journal of Humanities & Arts Computing: A Journal of Digital Humanities issn: 17538548 maglogo: N pubinfo: dt: Mar2009 vid: 3 iid: 1/2 pid: 2327 pub: Edinburgh University Press artinfo: ui: 51291069 10.3366/ijhac.2009.0011 ppf: 101 ppct: 25 formats: fmt: @attributes: type: P size: 2.4MB tig: atl: Visualisation in archaeology: An assessment of modelling archaeological landscapes using scientific and gaming software. aug: au: Teichmann, Michael su: Archaeology methodology Archaeology Video games Virtual reality Three-dimensional imaging Computer simulation Technological innovations Landscapes Cartography Digital mapping Computer software sug: subj: Archaeology methodology Archaeology Video games Virtual reality Three-dimensional imaging Computer simulation Technological innovations Landscapes Cartography Digital mapping Computer software keyword: Cultural Virtual Reality Gaming Technologies Modelling Archaeological Landscapes ab: The paper assesses the role and potential of Cultural Virtual Reality (CVR) for the modelling of archaeological landscapes. As digital visualisations are spreading rapidly as a tool for research and as a medium of communication in landscape research and archaeology, benefits and limitations are discussed. Published case studies are reviewed and the question whether or to which extent computer game engines may assist in the modelling of past landscapes is evaluated. Therefore a virtual model of Laxton castle (England) is introduced, which was created using SEGA gaming software. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of International Journal of Humanities & Arts Computing: A Journal of Digital Humanities is the property of Edinburgh University Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: International Journal of Humanities & Arts Computing: A Journal of Digital Humanities holder: Edinburgh University Press dt: @attributes: year: 2009 holdings: @attributes: islocal: N |
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