The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games

The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games PDF Author: STEFANO. BERTOLDI
Publisher: Archaeopress Archaeology
ISBN: 9781803272665
Category :
Languages : en
Pages :

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Book Description
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Gamescollects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.

The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games

The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games PDF Author: STEFANO. BERTOLDI
Publisher: Archaeopress Archaeology
ISBN: 9781803272665
Category :
Languages : en
Pages :

Get Book Here

Book Description
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Gamescollects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.

The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games

The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games PDF Author: Stefano Bertoldi
Publisher: Archaeopress Publishing Ltd
ISBN: 1803272678
Category : Social Science
Languages : it
Pages : 124

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Book Description
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.

Augmented Reality Games II

Augmented Reality Games II PDF Author: Vladimir Geroimenko
Publisher: Springer Nature
ISBN: 3031544757
Category :
Languages : en
Pages : 371

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Book Description


An Educator's Handbook for Teaching about the Ancient World

An Educator's Handbook for Teaching about the Ancient World PDF Author: Pınar Durgun
Publisher: Archaeopress Publishing Ltd
ISBN: 1789697611
Category : Education
Languages : en
Pages : 248

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Book Description
With the right methods, studying the ancient world can be as engaging as it is informative. The teaching activities in this book are designed in a cookbook format so that educators can replicate these teaching "recipes” (including materials, budget, preparation time, study level) in classes of ancient art, archaeology, social studies, and history.

The Routledge Handbook of Archaeology and the Media in the 21st Century

The Routledge Handbook of Archaeology and the Media in the 21st Century PDF Author: Lorna-Jane Richardson
Publisher: Taylor & Francis
ISBN: 1040023010
Category : Social Science
Languages : en
Pages : 382

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Book Description
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.

Virtual Heritage

Virtual Heritage PDF Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153

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Book Description
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.

›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom PDF Author: Erik Champion
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111253279
Category : Games & Activities
Languages : en
Pages : 276

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Book Description
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Classical Antiquity in Video Games

Classical Antiquity in Video Games PDF Author: Christian Rollinger
Publisher: Bloomsbury Publishing
ISBN: 1350066648
Category : Games & Activities
Languages : en
Pages : 313

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Book Description
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

The Impact of Virtual and Augmented Reality on Individuals and Society

The Impact of Virtual and Augmented Reality on Individuals and Society PDF Author: Mel Slater
Publisher: Frontiers Media SA
ISBN: 2889630641
Category :
Languages : en
Pages : 335

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Book Description


Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames PDF Author: Ross Clare
Publisher: Bloomsbury Publishing
ISBN: 135015721X
Category : Games & Activities
Languages : en
Pages : 241

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Book Description
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.