Lessons learned from supplementing archaeological museum exhibitions with virtual reality

dc.contributor.authorPuig Puig, Anna
dc.contributor.authorRodríguez Santiago, Inmaculada
dc.contributor.authorArcos, Josep Lluis
dc.contributor.authorRodríguez-Aguilar, Juan A. (Juan Antonio)
dc.contributor.authorCebrián, Sergi
dc.contributor.authorBogdanovych, Anton
dc.contributor.authorMorera, Núria
dc.contributor.authorPalomo, Antoni
dc.contributor.authorPiqué i Huerta, Raquel
dc.date.accessioned2019-10-08T08:37:30Z
dc.date.available2020-07-29T05:10:36Z
dc.date.issued2019-07-29
dc.date.updated2019-10-08T08:37:32Z
dc.description.abstractArchaeological excavations provide us with important clues about the past. Excavated artefacts represent an important connection to civilisations that no longer exist and help us understand some of their customs, traditions and common practices. With the help of academics and practitioners from various disciplines the results of archaeological excavations can be analysed and a body of knowledge about the corresponding society can be created and shared with members of the general public. Museums have traditionally served the purpose of communicating this knowledge and backing it up with the help of the excavated artefacts. Many museum visitors, however, find it difficult to develop a coherent understanding of the corresponding society only based on the artefacts and annotations showed in museums. Effective modern techniques that have high potential in helping museum visitors with better understanding of the past are 3D reconstruction and Virtual Reality. 3D reconstruction offers a cost effective way of recreating historical settlements in a computer-generated virtual environment, while Virtual Reality helps with immersing people into such environments and reaching a high degree of realism. With the help of these technologies it becomes possible to relive history, imagine yourself being a part of the reconstructed society and learn about its culture firsthand. The combination of 3D reconstruction and Virtual Reality \anton{represents} a very powerful learning tool, however this tool has been rarely used in a museum setting and its correct use has not been properly investigated. In this paper we present a study into using Virtual Reality in itinerant archaeological exhibitions. We discuss the lessons we have learned from developing an interactive Virtual Reality simulation of the Neolithic settlement of La Draga. These lessons feature our analysis of qualitative and quantitative feedback of museum visitors, as well as what we have learned from analysing their navigation and interaction patterns.
dc.format.extent16 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec691730
dc.identifier.issn1359-4338
dc.identifier.urihttps://hdl.handle.net/2445/141877
dc.language.isoeng
dc.publisherSpringer Verlag
dc.relation.isformatofVersió postprint del document publicat a: https://doi.org/10.1007/s10055-019-00391-z
dc.relation.ispartofVirtual Reality, 2019, p. 1-16
dc.relation.urihttps://doi.org/10.1007/s10055-019-00391-z
dc.rights(c) Springer Verlag, 2019
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.sourceArticles publicats en revistes (Matemàtiques i Informàtica)
dc.subject.classificationRealitat virtual
dc.subject.classificationArqueologia
dc.subject.classificationMuseus arqueològics
dc.subject.classificationLudificació
dc.subject.classificationVisualització tridimensional
dc.subject.otherVirtual reality
dc.subject.otherArchaeology
dc.subject.otherArchaeological museums and collections
dc.subject.otherGamification
dc.subject.otherThree-dimensional display systems
dc.titleLessons learned from supplementing archaeological museum exhibitions with virtual reality
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/acceptedVersion

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