[ Enter the Past ] Vienna - Austria, 8-12 April 2003
 
ID_person: 150
ID_paper: 124
 

M. Anderson
Department of Archaeology, University of Cambridge, UK

 
Computer Games and Archaeological Reconstruction: The Low Cost VR
 

As computer game designers struggle to reproduce reality ever more faithfully for game players, they simultaneously provide archaeologists and researchers with an inexpensive and effective tool for real-time three-dimensional reconstructions of ancient sites. This paper presents the results of recent work examining the potentials of 3D game rendering engines for the production of educational and scientific visualisations of ancient sites. Since games are designed to run on personal computers with minimal system requirements often far below those required for many immersive real-time virtual reality environments they present a resource that can be accessed by many different users without great expense. In addition, most recent game engines come packaged with software designed for the creation of new 'levels' and features. With careful planning, these tools can be used to create non-game environments that allow users to experience an archaeological reconstruction by personally navigating it at their own pace. Following in the footsteps of recent work at the Martin Centre for Architecture, Cambridge, which used the QuakeTM engine to produce new architectural designs, the present work critically appraises the advantages, disadvantages and utility of this resource for the archaeological reconstruction of ancient Roman domestic environments.

Key words: Virtual Reality, Quake III, Roman Housing, Low Technology, Computer Games

[gor]19-12-2002

 

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