Experiencing the Past: Computer Graphics in Archaeology
Document Type
Book Chapter
Publication Date
2011
Digital Object Identifier (DOI)
https://doi.org/10.1201/b11049
Abstract
The cognitive experiences of three-dimensional (3D) computer graphics can essentially be divided into passive and active forms of interaction. The first case refers mainly to applications related to research and study, where the primary need is of documentary type, as the archaeological excavation or the monitoring of the degradation. In the second case, the interaction with the virtual recreated reality is further exploited in the enhancement of the archaeological heritage through the creation of a virtual museum, reachable on digital media or on the web, intended both as a virtual version of a proper museum and as a closer study of an archaeological site. Different is the case of the 3D reconstructions, developed within interdisciplinary research projects, made for the purpose of interpretation as a cognitive accessory available to the archaeologists. A cognitive process based on a peer-to-peer exchange of knowledge between experts of computer science and prehistory working side by side.
Was this content written or created while at USF?
No
Citation / Publisher Attribution
Experiencing the Past: Computer Graphics in Archaeology, in F. Stanco, S. Battiato & G. Gallo (Eds.), Digital Imaging for Cultural Heritage Preservation: Analysis, Restoration, and Reconstruction of Ancient Artworks, CRC Press, p. 1-36
Scholar Commons Citation
Stanco, Filippo and Tanasi, Davide, "Experiencing the Past: Computer Graphics in Archaeology" (2011). History Faculty Publications. 55.
https://digitalcommons.usf.edu/hty_facpub/55