Abstract

This article examines the Digital Apamea Project. Photogrammetry, visual restoration and colourisation are employed to reconstruct the ancient 4th Century synagogue mosaic floor at Apamea, Syria. These practices were applied to a photographic dataset. The source file was rendered in Unity 3D and an App of the reconstructed floor generated. Oculus Go was used to simulate the phenomenon of standing and moving across the floor.This article is restricted to the synagogue's inception circa 391 CE to its demise in early 5th Century and the synagogue's eventual discovery in 1934.Brief discussion of the Digital Apamea Project is provided and historical overview. Inherent problems circumscribe study of the synagogue. A new frame of reference is offered. A theoretical discussion regarding material culture and placement of the mosaics follows. This grounds the methodology to shift attention from the vertical to horizontal axis in the attempt of approximating the historical experience.

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