Abstract

Abstract Virtual archaeology projects have been evolving to go beyond a mere reconstruction of architecture and artefacts of heritage sites: human interaction with the environment is also an object of research for historians and archaeologists. Methodologies like the London Charter propose that historians and archaeologists, in close collaboration with technical teams, lead virtual archaeology projects to guarantee the credibility and scientific validation of the result. The question is how to allow historians to model crowds on their own, if lacking the required skills to programme complex artificial intelligent-driven autonomous agents. In this article a method is proposed, currently under development, to allow non-programmers will be able to successfully model crowds using very simple tools that do not require formal programming knowledge but can still provide convincing results. The underlying idea is to employ concepts borrowed from computer games, whose interfaces are targeted to non-experts and adapt them to the specificities of virtual world platforms like Second Life® and OpenSimulator. Moreover, some limitations and ideas for further extension are discussed.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.