Abstract
This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value.
Highlights
Archaeologists commonly use reality capture techniques such as Photogrammetry and laser scanning to capture, and keep a record of archaeological sites and the artefacts found in them (Barstanti, 2015)
Since the release of Virtual Reality (VR) headsets at consumer level they have become an attractive tool for museums and heritage organisations to help engage the public with historic environments and artefacts found in them
This paper describes the initial development of a platform designed to allow key stakeholders to interact with archaeological data, in addition to 3D recreations of the site
Summary
This paper describes a virtual reality prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualising and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and x-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together simultaneously providing opportunities for collaborative interpretation and analysis of archaeological data.
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