Abstract

Despite the capacity of Virtual Reality (VR) to recreate and enhance real and virtual worlds, many applications in Archaeology aim at the photorealistic depiction of architectural spaces. On the other hand, little is known about their real communicational effectiveness. In this context, the EU-funded project {LEAP] proposed the concept of Cultural Presence as the theoretical and methodological foundation for a new kind of VR-mediated experience, and the UNESCO World Heritage Neolithic site of Catalhoyuk (Turkey) was chosen as case of application. During this process, a survey of design pipelines in Digital Archaeology indicated that, to build such experiences, a new design and evaluation method may need to be adopted. This paper presents the process of building and testing “3D·CoD”, a new methodology for the design of VR-mediated experiences. Initially, different archaeologists working at Catalhoyuk were engaged in a first workshop, aimed at establishing a specific instantiation of Cultural Presence and how to depict it by means of VR. To that end, observation, questionnaires, multimodal, and statistical analyses were used. The results of this field work were translated into a co-design hands-on methodology (“3D·CoD”), which was tested in a second workshop, with a different group of archaeologists. In this case, observation and debriefing were used. The results of this evaluation suggest that co-design strategies are suitable for the creation of VR-mediated experiences, but that equally important is 1) to consider the co-designers’ concept of Archaeology; and 2) to think in terms, not of 3D models, but of Cultural Heritage goals and human experiences.

Highlights

  • Digital Archeology is nowadays a mature research area, at the intersection of Archeology and Digital Technologies

  • This paper presented the first steps of development of “3D⋅CoD,” a new methodology for the design of virtual reality (VR)-mediated experiences in Digital Archeology

  • Such research endeavor arose from the fact that, despite VR’s capacity to generate immersive, multisensory, interactive experiences, and despite the indication from empirical studies that photorealism is insufficient for learning, many VR applications aim to show what the past was like by means of empty, photorealistic architectural models. {LEAP] chose the UNESCO World Heritage Neolithic site of Çatalhöyük (Turkey) to develop the concept of Cultural Presence as theoretical and methodological foundation for a new kind of archeological virtual reconstruction

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Summary

Introduction

Digital Archeology is nowadays a mature research area, at the intersection of Archeology and Digital Technologies. As declared in most publications, the goal of archeological virtual reconstructions is to help users understand the archeological site, both theory and experience (Forte and Siliotti, 1997; Barceló, 2001; Dourish, 2001; Bonini, 2008; Tringham, 2012a,b; Hamilakis, 2013; Paliou and Knight, 2013; Papadopoulos et al, 2015), regardless of the archeological epistemological stance, recommend and support the use of virtual reality (VR) to create immersive, populated, fully interactive environments that reproduce the multisensory dimension of the world In this sense, evaluations seem to indicate that photorealism can be counterproductive for understanding (Gooch and Gooch, 2001) and that empty architectural 3D models generate only superficial knowledge about specific recognizable elements (Bonini, 2008; Pujol and Economou, 2009; Ibrahim et al, 2015). The research conducted in other fields suggests that, for virtual experiences to be effective, specific goals and contexts of use need to be clearly defined (Turner and Turner, 2002;) and that end users and stakeholders need to be involved in the design process since the beginning (Norman, 1990; Sanders and Stappers, 2008)

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