New “Historical Visualization in the field of 3D Archaeology” · 2012. 4. 28. · Old style...

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“Historical Visualization in the field of 3D Archaeology” An analytical study of methods used to gather, interpret and display data for use in 3D archaeological visualizations A Dissertation By Shaun Robert Broderick Cover Image: Setting up the DeltaSphere-3000 3D Scanner & Partial 3D Model of Scan.

Transcript of New “Historical Visualization in the field of 3D Archaeology” · 2012. 4. 28. · Old style...

  • “Historical Visualization in the field of 3D Archaeology”

    An analytical study of methods used to gather, interpret and display data for use in 3D

    archaeological visualizations

    A Dissertation

    By

    Shaun Robert Broderick

    Cover Image: Setting up the DeltaSphere-3000 3D Scanner & Partial 3D Model of Scan.

  • 2

    University of Plymouth

    School of Art and Media

    Ba (Hons) Digital Media and Animation

    Final Year Dissertation

    “Historical Visualization in the field of 3D Archaeology”

    An analytical study of methods used to gather, interpret and display data for use in 3D

    archaeological visualizations

    A Dissertation

    By

    Shaun Robert Broderick

    May 2012

  • 3

    ABSTRACT

    This dissertation, will explore how Historical Visualization has been used in the study and interpretation of

    Archaeological data. It will look at methods of data gathering currently used by archaeologists and how

    these can be used to build a 3D representation of archaeological remains. Over the years, a great many large

    archaeological excavations have been carried out and through extensive research it can be seen that many of

    these have used high tech and very expensive equipment for gathering and displaying of data. One question

    that needs to be asked is if, and when, this costly equipment is used by smaller county archaeological units

    and if so, what types of electronic equipment, software and hardware are used.

    The computer has been used as a tool in archaeology since the nineteen sixties, so this paper will be looking

    at some of the history of how and why computers have been used in archaeology and in the development of

    new methods of computerised data gathering, storage and manipulation.

    One question that needs to be addressed is how 3D technology has been used over the years to increase

    awareness of, and to greatly increase the popularity of Archaeology to the general public through media

    such as the ‘Time Team’ program and through interactive displays in galleries and museums.

    The discussion will also deal with the use of Virtual Reality technologies that are currently being used to

    display archaeological remains in places such as museums and exhibitions and how this technology can be

    used as a teaching aid.

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    TABLE OF CONTENTS

    Page

    TITLE................................................................................................................................ 2

    ABSTRACT...................................................................................................................... 3

    TABLE OF CONTENTS.................................................................................................. 4

    LIST OF IMAGES............................................................................................................ 5

    CHAPTER

    I COMPUTERS AND ARCHAEOLOGY

    Introduction........................................................................................................... 6

    Historical outline of computer archaeology................................................................. 7

    The computer as an archaeological tool...................................................................... 10

    II METHODS OF DATA GATHERING FOR VISUALIZATION

    Introduction......................................................................................................................... 14

    Methods of visualization..................................................................................................... 15

    3D Archaeological Reconstruction and Visualization........................................................ 21

    III VIRTUAL REALITY OR VIRTUAL ARCHAEOLOGY

    Introduction......................................................................................................................... 25

    Virtual Archaeology........................................................................................................... 26

    The 3D Museum................................................................................................................. 31

    CONCLUSION..................................................................................................................................... 33

    LIST OF REFERENCES....................................................................................................................... 34

    BIBLIOGRAPHY.................................................................................................................................. 36

  • 5

    LIST OF IMAGES

    (See List of References for source information)

    Cover Image: Setting up the DeltaSphere-3000 3D Scanner & Partial 3D Model of Scan, DeltaSphere Inc,

    (2012)

    Fig 1. Old style computer typically used in archaeology. Lock, G. Wilcock, J. (1987)

    Fig 2. Image of a square from an old gradiometer survey. Lock, G. Wilcock, J. (1987)

    Fig 3. 3D Wire frame image of resistivity data. Lock, G. Wilcock, J. (1987)

    Fig 4. Red/Green stereoscopic image from a contour survey. Lock, G. Wilcock, J. (1987)

    Fig 5. Example of an AirPhoto image showing overlaid data. Scollar, I. (2011)

    Fig 6. Geodetic Systems V-STARS Product.. Geodetic Systems, (2012)

    Fig 7. Example image of photo editing in the 123D Catch software. Autodesk 123D Catch, (2012)

    Fig 8. Viewing and manipulation of a model in 123D Catch. Autodesk 123D Catch, (2012)

    Fig 9. Overview of system used by Pollefeys, M. et al. Pollefeys, M. et al. (2000)

    Fig 10. Archaeological Process Flow, 3D Murale: A Multimedia System for Archaeology, (2001)

    Fig 11. Set of Tools, 3D Murale: A Multimedia System for Archaeology, (2001)

    Fig 12. A GPR slice of the Villa of Emperor Trianos, Rome. Images courtesy of Dean

    Goodman, Geophysical Archaeometry Laboratory.

    Fig 13. 3D GIS image of aerial photo with overlaid resistivity data. Time Team America, (2009)

    Fig 14. Table of different software packages used. Boeykens, S. et al (2008)

    Fig 15. 3D reconstruction of Khirbet Qumran, Cargill, R. R. (2008)

    Fig 16. 1580 drawing by Sir Ferdinand Georges and construction of 3D model of Glasney Church.

    Fig 17. Virtual reality astronaut training, NASA/Science Photo Library.

    Fig 18. Morton Heilig’s Sensorama Simulator, M. Morano, (2009)

    Fig 19. Reconstruction of the Parthenon, G. Papaioannou. et al, (ND)

    Fig 20.Image of the data flow and architecture of the Virtual Archaeology system. G. Papaioannou. et al,

    (ND)

    Fig 21. Children exploring heritage sites on the ImmersaDesk system. Gaitatzes, A. et al. (ND)

    http://www.gpr-survey.com/

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    Chapter I

    COMPUTERS AND ARCHAEOLOGY

    INTRODUCTION

    During this first chapter I will be discussing a brief history of how the development of the computer has led

    to the emergence of many different kinds of new technologies and methods of storing and manipulating

    archaeological data, which have been used over the years. This will only cover some of the more popular

    methods and equipment that have been used and that are currently in use today.

    Computers have been used in archaeology since the nineteen sixties, and have now become an almost

    essential tool for archaeologists so the second part of this chapter will look into and discuss the computers

    various roles and how they have been used to further the study of archaeology.

    Fig 1. Old style computer typically used in archaeology

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    HISTORICAL OUTLINE OF COMPUTER ARCHAEOLOGY

    When computers first appeared back in the sixties and seventies, it was often thought that computers and

    archaeology were incompatible, but archaeologists soon began to realize that they would have to move with

    the times as they were very often against the clock in having to rescue archaeology before it was destroyed

    by construction work. New ways had to be found to speed up and simplify the tasks of data gathering and

    analysis, and in the storage and retrieval of information. Archaeologists soon discovered the flexibility,

    power and multiple usage of the computer. Lock, G. Wilcock, J. (1987)

    We have all seen the rapid expansion of technology over the years and in particular the expansion of

    computers. Early computers were very large and crude machines that needed a large room and many

    operators to run them. A big part of this rapid expansion has been in the miniaturization of electronic

    components, meaning that a greater level of computing power could be fitted into a much smaller device.

    As far as archaeology is concerned, one of the main advantages of these much smaller devices is in

    portability and usability meaning that these electronic devices can be easily used in the field. As early as the

    mid sixties archaeologists were using computers for survey and excavation work in the form of two

    dimensional contour maps made up of readings taken at one metre intervals. These contour maps were often

    very large, containing a lot of data thus making the computer an ideal medium in which to process this

    information.

    One of the earliest forms of recording

    geophysical anomalies was with the use

    of dot density maps recorded by proton

    gradiometer machines. These maps were

    presented in a graphical form to allow

    archaeologists to see anomalies in the

    subsurface of the ground and to pick out

    features such as walls, ditches, pits etc.

    The gradiometer readings had to be

    processed by computer before being sent

    to a graph plotter.

    Fig 2. Image of a square from an old gradiometer survey

    Although these early methods were quite crude, they were generally very effective and gave archaeologists a

    much better idea of where to place trenches and test pits. This heralded the start of a new scientific branch of

    archaeological study, Geophysics.

    As software and hardware advanced the images produced were of a much higher quality, and in the eighties

    they were using three dimensional wire frame images, which gave much clearer indications of ground

    anomalies. What is surprising is that even as far back as 1985, they were experimenting with red/green

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    stereoscopic images which greatly enhanced the user’s perception of the image, allowing them to spot

    details that most likely would be missed.

    Fig 3. 3D Wire frame image of resistivity data Fig 4. Red/Green stereoscopic image from a contour

    survey

    Another very important use of computers was in the archiving and retrieval of large amounts of

    archaeological data and this was successfully demonstrated as early as the mid 1960’s. By the seventies

    computers were being used for onsite data capture at excavations, which continued into the eighties.

    As stated by Lock and Wilcock (1987, p.19),

    ‘Formal encouragement for the use of the computer by British archaeologists was given by

    both the Frere Report and the Cunliffe Report. The first of these working parties, set up by

    the Ancient Monuments Board for England Committee for Rescue Archaeology,

    highlighted the crises in publication of archaeological excavations caused by larger and

    more numerous sites, more extensive scientific and specialist studies and greatly increased

    printing costs’.

    There were four different levels of publication proposed in which the computer was used in level three for

    printouts, articles and occasional papers, microfiche, xerography and all structural and stratigraphy

    information.

    Until the late eighties, it was not common for machines to actually be used in the trenches. Any gathered

    data would normally be recorded on site and then transferred to computer at a later time. One example of

    onsite data recording was carried out at Powlesland, Yorkshire in 1985, where operators would record data

    onto small hand held micro computers, but because of memory restrictions on these small machines, all the

    information had to be in a strict coded format. Lock, G. Wilcock, J. (1987)

    As technology has advanced over the years computers have become increasingly more sophisticated and

    ultimately much more useful as a tool for field archaeologists due to their much lighter weight and ease of

    use and a much greater variety of uses have been discovered for the use of computers in archaeology

    through research studies and field trials.

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    Some of the more common uses for computers in more recent times include much more sophisticated

    databases using XML, thus allowing databases to easily communicate with each other over the internet.

    Image capture software applications have also become widely used by archaeologists allowing the display

    and manipulation of digital aerial, and satellite photography. Another area in which many advances have

    been made, is in Remote Sensing, which includes techniques such as Magnetometry and GPR, (Ground

    Penetrating Radar), both of which are used to gather data from sub surface areas.

    Other areas of interest related to the use of computers have been GIS, (Geographic Information System),

    CAD, 3D Visualization, Stratigraphic Analysis, Dendrochronology and Radio Carbon Dating. Some of these

    uses of computer methods will be discussed further in later chapters of this dissertation.

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    THE COMPUTER AS AN ARCHAEOLOGICAL TOOL

    Although the computer has been used as a tool by archaeologists for the past fifty years or so, it is quite

    difficult to define the ways in which archaeological institutions have made use of the computer over the

    years and are currently making use of computers now. This is because there have been so many different

    research projects and experimentation with various different computer technologies over the years and

    putting these all in to context is quite problematic. This is compounded by the fact that there are now many

    new specialist subjects of study that have appeared in recent times and with the increased use of the internet

    as a tool in archaeology. With this in mind, and the fact that many of the earlier methods have already been

    discussed, this chapter will only be looking at some of the most popular recent methods and tools that have

    been used, or are currently being used in archaeology. Digital Tools for Archaeology (ND)

    In relation to computers, one of the primary methods used by archaeologists is in the use of databases and

    one of the most popular of these is Microsoft Access. Other databases that are commonly used are AdLib,

    MySQL, and Filemaker, Digital Tools for Archaeology. (ND) but online databases are becoming much more

    common. Conducting a search of online archaeological databases will reveal a great many sites from all over

    the world where data can be viewed and manipulated. Many of these sites are also available to the public

    making these online databases a universal tool which is opening up the study of archaeology to everyone.

    The online culture is now a daily part of our lives and enables us to find information on just about any

    subject and it has certainly revolutionised the way in which archaeologists now work.

    Another very important tool that is

    quite often used in archaeology projects

    is Image Capture. As described in

    Digital Tools for Archaeology (ND, p.

    3-4),’The capture and analysis of image

    data is an integral part of the

    archaeological process and digital

    applications and techniques have

    revolutionised methods of data

    gathering, no more so than with

    technologies such as aerial and satellite

    photography’. Within this category is

    the Bonn Archaeological Software

    Package (BASP), which is a suite of

    tools used to correct abnormalities and

    problems in mapping images, scanning

    extreme oblique images and

    superimposing scanned maps and can

    also use Digital Terrain Model (DTM)

    images. BASP is a low cost solution to

    the much more expensive

    Fig 5. Example of an AirPhoto image showing overlaid data.

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    Photogrammetric hardware and software and so would be much more appealing to archaeological

    institutions that are on a low budget, but photogrammetry, despite its cost has been used widely in many

    different projects over the years. Digital Tools for Archaeology (ND)

    A detailed explanation of Photogrammetric methods is needed here, as this is an area of study in which

    many research projects have been conducted over the years, mainly to try and find better, faster and more

    cost effective methods of making 3D models and images from photographic sources.

    The basics of photogrammetry has been explained very well by Geodetic Systems (2012) in which they say

    that, photogrammetry can be best described as a method of getting 3D co-ordinates from two cameras using

    triangulation and this does have many similarities to the way theodolites work. It is also similar to the way

    that the human eye works to judge distances, which is called depth perception. Using this method, it is

    possible to get 3D stereoscopic images.

    Geodetic Systems, Inc is a modern company based in the USA and a leading provider of automated high

    accuracy photogrammetric systems, which can be used to obtain extremely accurate 3D co-ordinate

    measurements for various industries such as the aircraft industry, aerospace, and car manufacturing and of

    course these devices can be used in archaeological projects, where a high degree of accuracy is needed. The

    system developed by Geodetic is called V-STARS and there are currently four different models, which come

    as a package containing the high resolution camera, notebook computer (with software for automatic data

    processing), plus accessories (depending on chosen model). However, the cost of these systems is very high.

    Fig 6. Geodetic Systems V-STARS Products

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    Photogrammetry can be divided into three distinct stages, the first part being the photography which must be

    of the highest quality. There are three important factors for good photographs and these are Field of View,

    Focusing and Exposure. The V-Stars products have been specifically designed to eliminate some of the

    problems encountered with normal digital cameras, such as the fixing of focal points to eliminate depth of

    focus problems and enhancements to the exposure features of the cameras. The V-Stars cameras also have

    medium angle lenses to provide the best accuracy and field of view.

    The second stage of Photogrammetry is Metrology which is basically a process of converting 2D images

    into 3D images. For this process to be accurate more than one photograph is required as otherwise, data is

    lost in the process. The 3D co-ordinates from multiple photographs provide the photogrammetric results.

    Because of the high precision of V-Star cameras, they are required to be calibrated, but unlike earlier

    cameras, these are self calibrating making the process much easier.

    The third stage is triangulation which is a method of getting 3D measurements from intersecting converging

    lines, much the same way as theodolites work, except photogrammetry can measure multiple points.

    Geodetic Systems (2012)

    The V-Stars products are representative of the upper scale of Photogrammetric devices, but many studies

    and trials have been conducted over the years using both analogue and digital style cameras. M.Pollefeys et

    al (2000) have written a number of research papers on various methods of 3D Image acquisition to obtain

    3D models from a series of photographic images using off the shelf cameras and their system can deal with

    variable camera settings including zooming and re-focusing allowing for a very flexible method and is based

    on algorithms to build a 3D model through a series of successive steps. They do admit that it is not the most

    accurate method, but they do say that, ‘the visual quality is very convincing’, and has been used to great

    effect in the Roman archaeological site of Sagalassos in Turkey, M.Pollefeys et al (2000) and more

    information on this site is provided in a later chapter of this dissertation.

    This method of 3D model

    reconstruction from a series of

    photographs is now directly

    available to anyone, and there is

    one such software package of

    note which has been produced

    by the highly successful

    company Autodesk and is called

    123D Catch. This was originally

    known as Project Photofly but

    has now been greatly enhanced

    to include

    Fig 7. Example image of photo editing in the 123D Catch software.

    video animations as well as the normal photo-stitching software, and the software is also free to download

    and use, making it a great potential tool for use in historical, architectural and of course archaeological

    visualizations. The system does have a few limitations however and these are that the photographs taken

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    need to be stationary, under consistent lighting and should not include any transparent, reflective or glossy

    surfaces.

    Fig 8. Viewing and manipulation of a model in 123D Catch

    Photographs need to be taken from

    all around the object at about 20

    degree intervals at a focal length of

    F5.6 or higher to avoid blurring

    caused by depth of field. These

    photos are then uploaded to the cloud

    where all computation takes place,

    thus freeing up the computer to

    perform other tasks. When

    computation is complete, you are

    sent an email to say that you model

    has been made in 3dp. File format,

    which can then be opened using the

    123D Catch software in which a

    range of tools are provided to view

    and manipulate your model. The models can also be imported into other 3D software programs such as

    Maya and 3Ds Max, where further work can be carried out on them, making this an extremely useful

    software package for visualizations.

    Autodesk also have a 3D printing service which can be used to make a physical model of your object in a

    range of different materials, however this does cost a varying amount of money depending on the size and

    complexity of your model and on the materials used.

    When you look at the way that 123D Catch

    works, it has remarkable similarities to

    earlier photogrammetric methods, but can

    be done using the cheapest of equipment at

    very little or no cost. This can clearly be

    seen in Fig 9, which is an overview of the

    methods used by M. Pollefeys et al (2000)

    in which multiple images are taken of

    objects, buildings or landscapes and the

    process is refined as more and more photos

    are added to build up a 3D model.

    Fig 9. Overview of system used by

    Pollefeys et al.

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    Chapter II

    METHODS OF DATA GATHERING FOR VISUALIZATION

    INTRODUCTION

    This chapter will be focusing on the methods of data gathering that have been used in archaeology for

    visualization purposes. Visualization can be interpreted in many different ways, but in terms of archaeology

    it can mean visualizing what an object, building or location may have looked like many years ago.

    There have been many different methods to gather data in archaeology, but one that really does stand out is

    the 3D Murale Project, J. Cosmas et al. (2001). The term visualization has also been used to describe the

    data gathered from Ground Penetrating Radar as in the case of the GPR survey carried out at a large

    archaeological site in Lecce, Italy, L. Nuzzo, et al. (2002), so various different methods will be discussed

    during the first part of this chapter

    There are many different types of electronic devices and software that are used during an archaeological

    excavation to gather or display information in a digital form, so the second part of this chapter will be

    focusing on the some of the more popular devices that are used, and what benefits they provide to interpret

    or display archaeological data.

    Part three of this chapter will focus on 3D archaeological reconstructions and visualizations. What tools and

    methods are used and why visualizations are so important. This chapter will also discuss the many ways in

    which the data gathered from archaeological sites is, and has been interpreted on sites where there are none

    or very little remains left intact. It will also look at the various different types of hardware and software that

    have been used to create 3D models and their usefulness as a method of displaying the relevant data. The

    question of how and why visualizations have become so popular and so useful to both archaeologists and the

    community in general will also be discussed.

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    METHODS OF VISUALIZATION

    There are now many different methods and electronic devices that are used for gathering and displaying

    digital data in a form that can be incredibly useful for visualizing the past. Multimedia technologies are

    becoming an increasingly popular medium to display to, not just the scientific community, but also to the

    general public. One such system which has been tested is 3D Murale: A Multimedia System for

    Archaeology developed by a team from Brunel University, Uxbridge, Middlesex. In this paper, they

    introduce a 3D Measurement and Virtual reconstruction tool for recording, reconstruction, visualization and

    database searching of archaeological sites in Europe.

    Archaeology, by its very nature is a destructive process, and 2D recording of archaeological data is very

    time consuming, so the teams motivation to use multimedia technology is to replace this with 3D recording

    of archaeological sites and artefacts and with advances in technology, 3D devices have become much more

    portable and user friendly, enabling them to be used easily in the field. The team’s second goal was to

    construct 3D models of artefacts and buildings for visualization and restoration purposes and for a

    permanent catalogue reference. The third task would be modelling of 3D topographical terrain data for

    visualization and to enable them to pick out geographical landmarks.

    Methods of producing 3D models of artefacts, buildings and landscapes needed to be developed to allow

    virtual reconstruction through all phases of excavation to allow archaeologists to easily re-visit a site and to

    interpret data.

    A core concept of 3D Murale is in the creation of a multimedia database not just for the storage of data,, but

    to enable a user to very easily navigate, manipulate and view information of an archaeological site. This

    database would also be available to both the public and other archaeologists on the internet.

    The archaeological test site for this project was located at the ancient city of Sagalassos in Bardur, Turkey. It

    is a Greco-Roman site with a very long occupation (4th

    century BC - 7th

    century AD). The site has been

    under excavation since 1990, by a team from Katholieke Universiteit Leuven, led by Professor Marc

    Waelkens. J. Cosmas et al. (2001)

    A diagram of the various 3D Murale components can be seen in the multimedia system architecture. (See

    Fig. 1 below)

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    Fig 10. 3D Murale: Archaeological Process Flow

    The tools used in the 3D Murale project were developed to create an automated process of 3D modelling,

    terrain creation and reconstruction of broken artefacts and building components using a variety of different

    software packages and electronic devices and these can be seen in Fig 2. J. Cosmas et al. (2001)

    Fig 11. 3D Murale: Set of Tools

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    Brief description of tool set:

    Capture/recording tools: for the capture and recording of audio, video, image and text creation

    Post Processing/reconstruction tools: for pre-processing of 3D graphics.

    Encoding tools: which allow for the compression of files for efficient storage of content.

    Indexing and Integration tools: for association between different types of content.

    Search tools: for retrieval and query of Image, text and 3D using SQL and XQL query languages.

    Visualization tools: for visualization of all content types which aid in the reconstruction, recording, creation

    and acquisition processes. J. Cosmas et al. (2001)

    Archaeology has been made much more popular over the years through TV documentaries and in particular

    the long running ‘Time Team’ series, of which I have personally watched just about every episode since it

    first, started back in 1994. Geophysics or “geofizz” as it is more popularly known includes several different

    devices and methods that are used to try and detect the presence of anomalies prior to an excavation or to

    simply gather data on a site of archaeological importance.

    Early methods of Geophysics have already been discussed in an earlier chapter, but this part of the chapter

    will be looking at more modern methods of data gathering. Some of the devices used in archaeology at the

    present include: ground-penetrating radar (GPR), magnetometry, magnetic susceptibility mapping and

    resistivity. This technology has come a long way since the 1950’s and 60’s and nowadays, rather than just

    covering a few square meters, they are now able to cover thousands of square meters of ground, making

    geophysics an invaluable method of gathering data and this data can now be processed and displayed using

    handheld computers such as laptops.

    Geophysical surveys can often reveal extremely impressive results, often showing strong features such as

    ditches, wall lines, field boundaries and old roads and tracks, but there are some situations in which

    geophysical methods cannot be used, or are ineffective, due to varying circumstances such as highly

    mineralised ground, or in areas such as dense woodland, steep slopes and in built up areas, these can all

    hamper the effort to get good results.

    One of the more common tools used to gather electronic data in archaeology is the Magnetometer. As its

    name suggests, the magnetometer measures the magnetism that is present in the soil. This data can then be

    sent to a computer, processed and then printed to display a graphic readout of an area showing any magnetic

    variations that are present in the sub soil. Magnetometers are particularly good at picking up traces of burnt

    material that have been left by ancient activity and this is because burning alters the magnetic properties of

    iron particles that are present in the soil. The magnetometer can detect ‘variations in soil magnetism against

    the general background of the earth’s magnetic field.’ Past Perfect, (ND)

    Resistivity is another form of geophysics which uses electrical currents that are sent into the ground through

    metal prongs at regular intervals, (usually 0.5m – 1.0m). These resistivity devices measure the electrical

    resistance in the ground, which is measured in ohms. The recorded data can then be processed by computer

    and sent to a printer in the same way as magnetometry.

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    Resistivity works on the principle that all materials have a certain amount of resistivity to an electric current.

    Metallic materials especially copper have a very low level of resistivity, as does water, but material such as

    stone, ceramics and air have much higher resistivity. The moisture content present in the soil plays a big part

    in resistivity, where soil with a much higher content of moisture such as in ditches and pits will allow the

    electrical current to pass through much easier and will show up against the normal background levels in the

    surrounding soil. The opposite would be true of something like a buried wall foundation where the

    resistance would be much higher, allowing the wall to stand out. The processed data from resistivity is

    similar in appearance to that of magnetometers and these devices are often used together on the same site to

    complement each other. Past Perfect, (ND)

    Fig 12. A GPR slice of the Villa of Emperor Trianos, Rome.

    A much more recent and high tech

    method of gathering and displaying

    archaeological data can be found in

    the Ground Penetrating Radar

    (GPR) device. This technology can

    also be seen as being one of the few

    tools that archaeologist’s use, which

    is capable of a true 3D display.

    Although radar is quite an old

    technology now, having been

    developed during the Second World

    War for military purposes only, it

    has seen extensive use over the

    years in both military and civilian

    use, but mainly for use in air (for

    detection of aircraft, shipping and

    for navigation purposes) or under the water (for use in echo sounding or sonar devices), and it has only been

    in recent years that a radar device has been utilised for subterranean use on land.

    GPR has proved itself to be a very useful tool in archaeology and is particularly good at detecting the deep

    stratification of walls, or voids making this an ideal choice for use on urban sites, but is much less useful on

    the softer agricultural ground, where magnetometers, or resistivity would be much better suited.

    The GPR device is mounted on a wheeled trolley and is usually pulled across a marked grid where readings

    are taken. The data can be represented in different formats, such as plan form, section form or even in full

    3D, and depending on the ground conditions, the signal strength can be altered to compensate for differing

    conditions. The only downfall of this device is the expense of conducting a survey making this a much less

    commonly used method. Past Perfect, (ND)

    Another increasingly popular method of data gathering and sharing is the Geographical Information System,

    or GIS. GIS is a method of linking data bases to mapping information. The mapping data can be in many

    forms, such as topographical, geological, environmental, hydrological, as well as excavational information.

    The GIS maps can be viewed in different layers, zoomed in and out, and rotated, and data can also be

    presented statistically. One of the most common uses of this system in archaeology is to display Digital

    Elevation Models (DEM). Two of the most commonly used software packages are ArcView and MapInfo.

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    Fig 13. 3D GIS image of aerial

    photo with overlaid resistivity data.

    The GIS system has great potential

    in archaeology and many uses have

    been found of utilising this

    technology, one example is that,

    ‘Archaeologists have created

    models of intervisibility between

    prehistoric monuments such as

    barrows and hillforts, this is known

    as ‘viewshed’ analysis. Settlement

    and agriculture have been mapped

    in relation to soil types, rainfall

    levels, flood zones and patterns of

    light and shadow caused by hills and valleys’, Past Perfect, (ND) and this makes GIS an excellent tool for

    visualization and interpretation.

    There are many other methods used to gather data such as Topographical Surveys, using instruments such as

    GPS devices to gather ground surface data. Aerial Photography, used to look at ground surface details such

    as crop, soil and parch marks, and of course research of parish, county and national records.

    In an email interview with MIfA Thomas. N. (2012) senior archaeologist at the Historical Environment

    Service, (HES) Cornwall, he describes the types of equipment generally used by most county archaeological

    units and these are:

    1. Geophysical prospection:

    Magnetometry, Resistivity (For general geophysics survey, such as on farmland etc)

    Ground Penetrating Radar (For deeper subterranean survey, such as mine workings etc.)

    2. Survey & Data Capture:

    Total Stations, including reflectorless. (For basic survey of below ground archaeology and recording

    of historic buildings)

    Handheld GPS: (For locations/grid references of sites, especially when no other fixed points are

    available)

    Centimetre accurate GPS/GNSS: (For detailed landscape surveys)

    3D Laser Scan Survey: (For sites with special requirements such as mine buildings.)

    3. Computer Software:

    Photo rectification software: (For air and ground based photos)

    4. Material Display:

    ArcView GIS: (For electronic mapping and interpretation of spatial data.)

    AutoCAD Map: (For transcribing data from rectified air photos)

    AutoCAD Architecture: (For general drawing and importing/processing data from survey

    instruments)

    Adobe Photoshop and Illustrator

    The smaller archaeological units do not have their own geophysics equipment, but instead rely on specialist

    contractors to carry out and to supply the data gathered from their surveys and this is a practice that is

  • 20

    common with archaeological units, and as Thomas (2012) says, ‘specialist companies tend to update their

    equipment and software as needs arise, so hiring in their expertise also gives us access to the latest

    technology. If we buy in our own kit, it can rapidly become out of date!’ he also says that not all projects

    require geophysics, so it would not be cost effective to buy their own equipment and it actually works out

    cheaper to hire the necessary equipment as and when the need arises.

    To summarize all of these methods of data gathering, it can clearly be seen how useful all of these systems

    are in gathering and displaying the data needed for archaeological visualization and interpretation, but this

    brief description has barely scratched the surface of what these technologies are capable of and how they

    have changed the way that archaeologists think, and in the way that they work towards their tasks of trying

    to understand the past.

  • 21

    3D ARCHAEOLOGICAL RECONSTRUCTION AND VISUALIZATION

    The principal methods of data gathering and display of archaeological data have already been outlined in

    previous chapters, but this section is all about how this data is combined and analyzed to produce 3D models

    for archaeological reconstructions and visualizations.

    In the paper entitled Cyber-archaeology and metaverse collaborative systems by Forte, M. Kurillo, G (2010,

    p.2) they describe the process of how, ‘Archaeological interpretation passes through several steps of data

    capturing, recording, interpretation and communication. One of the most common outcomes is the scientific

    report or the publication, whose aim it is to validate the state of the research and to share it with the broader

    scientific community.’ They go on to say how the data of a report is difficult to re-analyze without having

    the interaction that you can get from a model or simulation. One example that they give of a 3D

    reconstruction is that it ‘can multiply or increase the level of perception, interpretation and communication’,

    depending on that level of interaction. Forte, M. Kurillo, G (2010)

    This explains in part why visualizations and reconstructions are important and useful, but there is another

    important factor and this is explained by Grabner, M. et al. (2003) when they describe how there are large

    amounts of data and geometry associated with archaeological sites and the fact that this data is constantly

    being modified as the excavation progresses. This is an important point and highlights the need to have an

    effective method of working with and displaying such large amounts of data, and to provide a much more

    effective and easier way of interpreting this information.

    Channel 4’s “Time Team” series has done much over the years to popularise archaeology and now has a

    massive public following through its own website and on popular social networking sites such as Facebook

    and Twitter, but how and why has it become so popular. The answer could lie in part, due to the fact that it is

    a very visual program. Anyone who has ever watched Time Team will have seen the amazing 3D

    reconstructions that are featured in every series and it is this visual content that people can identify with.

    They can actually physically see what an area, building or artefact may have looked like many years ago and

    to get this level of visual appeal and interaction would be virtually impossible using traditional means of

    displaying information, such as drawings or diagrams, or by simply trying to describe in words what

    something may have looked like. Of course there are other factors involved such as the recognition of

    familiar characters who have appeared in the series over a long period of time, and the fact that it is a very

    informative program. Time Team also like to involve the public in what they do.

    The types of hardware and software used to display

    and manipulate 3D models has been quite varied and

    all of the methods used have their advantages and

    disadvantages, some of which can be seen in Fig 15

    (right), which is from a paper written be Boeykens S.

    et al (2008) on “Improving Architectural Design

    Analysis using 3D Modelling and Visualization

    Techniques”. In this, they have highlighted the fact

    that there is currently no software that will enable

    every task to be carried out in just one package, thus

    necessitating the need to import and export data

    between different formats, programs and platforms.

    Fig 14. Table of different software packages used

  • 22

    As new software is developed and existing software upgraded, this is almost certain to change and probably

    has already changed quite a bit since this paper was written, but it does clearly show that there are many

    problems facing both archaeologists and 3D graphic designers in the way that data has to be juggled

    between different formats, and different packages and based on this, it is not surprising why there have been

    so many research projects carried out over the years which have tried to find better methods of 3D

    reconstruction, visualization and interpretation. So, it can be seen from this that there are no best software

    packages to use, because they all have their uses in different ways depending on the requirements and on the

    circumstances of each individual excavation.

    One of the major problems often faced in any archaeological reconstruction, is the lack of information

    required to enable an accurate construction of a 3D model. An example of this can be seen at the Ceren

    archaeological site in Western El Salvador, where a team of computer graphic modellers who were working

    in collaboration with anthropologists and archaeologists began to identify a number of problem areas in the

    interpretation of archaeological information. Four problem areas that were identified are:

    1. Inconsistent interpretations of recorded archaeological data.

    2. Incorrect drawings which did not correspond to source data.

    3. Inadequate charts and drawings not describing spatial relationships.

    4. Insufficient 3D data. Lewin, J. Gross. M. (1996)

    Most of the problems represented here are due to human error. The inconsistencies of recorded data, missing

    data, incorrect measurements are just a few of the problems that face 3D modellers who are trying to make

    reconstructions or visualizations from archaeological data.

    The excavation at Ceren took place over a very long time period which meant that the recordings and data

    were continuously being updated by many different individuals leading to different interpretations of similar

    objects, missing information and many other inconsistencies, so the modellers have had to resolve these

    problems by studying the original excavation report, and by consultation with archaeologists and

    anthropologists to fill in gaps in the data and to obtain the dimensional information required for 3D

    modelling to take place. Lewin, J. Gross. M. (1996)

    When it comes to three-dimensional reconstructions and visualizations in archaeology, there is one very

    important consideration that has to be made and that is the fact that it is an interpretation of the

    archaeological data and so, is potentially subjected to error, this can, and has led to much controversy and

    one very good example of this can be seen in

    the Qumran controversy, and in particular to a

    digital model of the Khirbet Qumran (see Fig

    16, right), which was made by Robert R.

    Cargill. This is a 3D real-time virtual

    reconstruction of the complex and is supposedly

    where the Dead Sea scrolls were discovered.

    Cargill, R. R. (2009)

    Fig 15. 3D reconstruction of Khirbet Qumran

  • 23

    The controversy surrounding the digital model was due to the fact that the excavation report for the site

    carried out by Roland de Vaux was never published meaning that the model itself would have to be based on

    a lot of interpretation and guesswork. This was a point clearly made by professor Jodi Magness, who is an

    expert of religious studies and an archaeologist. Magness (2008, p.1-3) states in her paper, “The Qumran

    Digital Model: A Response”,

    ‘Cargill's digital reconstruction of Qumran is a valuable tool for helping scholars and lay

    people visualize the appearance of the ancient settlement. However, it is important to bear

    in mind that this technology is a means to an end, not an end in itself. Technology does not

    provide answers to the current debates about Qumran because the digital reconstruction is

    generated from data entered into the system, and the data are a result of scholarly

    interpretation. In other words, the outcome is determined by the selection and composition

    of the dataset. Furthermore, because no final report on de Vaux's excavations has been

    published, the data are incomplete, and therefore many elements of the digital

    reconstruction must be considered hypothetical at best.’

    In this same paper, Magness does acknowledge the response made by Cargill who says,

    ‘Magness is correct that the technological approach I propose here is not an end in itself. Rather, much like

    photography, GPS, GPR, and hand-drawn architectural renderings, digital reconstruction is a tool that

    archaeologists are beginning to harness, develop, and employ in their archaeological reporting. Digital

    reconstruction is a tool used in field excavation, not a replacement of it.

    One takes a considerable risk when developing a visual reconstruction. Renderings are more difficult and

    time consuming to create than simple written descriptions. Moreover, renderings are not as easily forgotten

    if proved incorrect.’ Magness, J. (2008)

    There will always be a certain amount of controversy and debate when it comes to interpretation. It is human

    nature to argue when it comes to situations that are not clearly understood, but there is very little that can be

    done when a 3D modeller is faced with incorrect, incomplete or misleading data, or in fact no data at all,

    other than to do the best they can to find or correct the missing data through extensive research methods and

    consultation with expert knowledge. A visualization or interpretation is just that, a means of trying to

    determine what something may have looked like, tens, hundreds, even thousands of years ago, and there

    may be very little, or even no evidence left intact.

    I have personally faced similar problems with my own visualization of the Glasney College Project, in

    Penryn, Cornwall. This reconstruction and visualization is part of my Final Year Project, which, at the time

    of writing, is currently in development.

    Glasney College was a major ecclesiastical centre in Cornwall, founded by Bishop Bronescombe of Exeter

    on 26th

    March 1265, and was finally dissolved in 1548. The church itself was of a cruciform design, based

    on Exeter Cathedral and the whole college complex was contained within a fortified enclosure. There are

    only very small portions of the walls that still remain on the site, which is located on a recreation ground

    within the town of Penryn. An archaeological survey was carried out in 2003 and a large excavation was

    carried out in 2005 by the Historical Environment Service, (HES) Cornwall. Cole, D. et al, (2005)

    My reconstruction of Glasney, is based on the excavation reports and, on a 1580 drawing of the site by Sir

    Ferdinand Georges and this is where the problem lies. The drawing was done some 30 years after the

    dissolution of the site and is believed by historical experts to have been drawn from memory, which would

    mean that this drawing could not be relied upon to provide accurate information.

  • 24

    The dimensions of the church were known through records of historical measurements and by estimations

    carried out during the 2005 excavation. The only other evidence that I had to work with, was remnants of

    stone work that were found during the excavation, so I had a lot of blank areas to fill in. This information

    was to come from an archaeological expert, John Allen, of Exeter Archaeology. John is an ecclesiastical

    expert of medieval churches in South West England and was able to provide me with architectural details

    that would relate to a medieval church of that time period, which in this case, is post-reformation.

    Without any other reliable or accurate information, this visualization would have to rely on a certain amount

    of interpretation, but I have been working very closely through all stages with the archaeologists, to get this

    3D model of Glasney church as accurate as possible.

    Fig 16. 1580 drawing by Sir Ferdinand Georges and construction of 3D model of Glasney Church.

  • 25

    Chapter III

    VIRTUAL REALITY OR VIRTUAL ARCHAEOLOGY

    INTRODUCTION

    Virtual Reality is relatively new in archaeology so this chapter will be focusing on the various different

    uses of this technology that have been used over the years in archaeology, and how it has already been

    implemented on many occasions to further enhance existing archaeological remains, but has also been used

    as a tool for exhibiting archaeological data to the public and educational establishments.

    A number of new phrases have been coined over the years in various papers and journals such as, Virtual

    Archaeology A. Gaitatzes. Et al. (ND), Virtual Heritage, D.H.Sanders, (2009), and Cyber Archaeology, M.

    Forte., G Kurillo. (2010), but they are all fairly similar in their approaches and in their various uses of

    technology to interpret and display archaeological data in various digital forms, so these will also be

    discussed and analyzed.

    We are living in a digital age, so it makes perfect sense to display archaeological data in a 3D environment

    and with new technological advances and research; there are plenty of possibilities for further studies and

    research in this area and one topic that is of particular interest is in the ‘Virtual Museum’, or ‘3D Museum’

    environment where the use of virtual reality has been used to great effect.

  • 26

    VIRTUAL ARCHAEOLOGY

    Virtual Reality is defined in the Oxford English Dictionary as:

    noun

    [mass noun]

    the computer-generated simulation of a three-dimensional image or environment that can be interacted with

    in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a

    screen inside or gloves fitted with sensors.

    Fig 17. Virtual reality astronaut training. NASA/SCIENCE PHOTO LIBRARY

    The image shown above is of Astronaut Phillipe Perrin, who is seen training for a mission to interact with a

    simulation of the International Space Station using Virtual Reality equipment. (Science Photo Library, ND)

  • 27

    The concept of Virtual Reality was first conceived way back in

    1932 in the novel Brave New World, by Aldous Huxley, when he

    talks of multisensory movies that he refers to as “the feelies”, in

    which the viewer grips two prongs and they can feel the neural

    sensation of the actors, but it was not until the early 50’s and 60’s

    that any electronic devices were made.

    There are two devices of note and these are the Telesphere Mask,

    which was made by inventor and filmmaker Morton Heilig. This

    device provided the user with 3D images and stereo sound, and

    the Sensorama Simulator (see fig 2.), also developed by Heilig,

    and was quite an elaborate, but rather bulky device that simulated

    3D images, vibration, sound, movement of air and even smells,

    Morano (2009).

    Fig 18. Morton heilig’s Sensorama Simulator

    Over the years various different articles and papers have been written on many different concepts related to

    virtual reality and VR technologies such as in the paper written by the Foundation of the Hellenic World,

    where the team have been ‘working to preserve and disseminate Hellenic culture, historical memory and

    tradition through the creative use of

    State-of-the-art multimedia and technology’. They are using virtual reality to display to the public, research

    and scientific organizations and to promote a better understanding of the past through immersive 3D

    technology A. Gaitatzes. Et al. (ND). Virtual reality has also been featured in many different TV programs

    and films, such as Dr Who, Star Trek and Tron, Morano (2009).

    In more recent times and with the emergence of digital technology, virtual reality has become much more

    high tech, but the expense of these gadgets has put them firmly out of reach of the majority of the general

    public. They are however used widely by many scientific and industry establishments such as NASA seen in

    fig 17 above, and of course the archaeological community which is what this dissertation is all about. The

    use of virtual reality by archaeological establishments has been quite widespread and very well documented

    over the years with many different projects being carried out all over the world.

  • 28

    Donald H. Sanders (2009, p.1) states in his paper Virtual Heritage,

    ‘Virtual reality-based reconstructions of archaeological and other heritage sites and their

    accompanying artifacts have been created and used since the early 1990’s as a way to

    supplement and enhance traditional methods of understanding the past. Global growth in

    the application of such new media techniques has given rise to the (relatively) new field of

    Virtual Heritage. Computer graphics software and display hardware have improved so

    significantly over the past fifteen years that the ease of realizing the benefits of virtual

    heritage techniques for documenting, analyzing, visualizing, and disseminating cultural

    information are recognized by archaeologists worldwide.’

    He goes on to explain how, with the use of graphics technologies and visualizations that archaeologists have

    been able to look at things in a different way than with just using 2D data, which has led to new questions

    being raised and unforeseen discoveries being made.

    Some archaeological sites are very difficult, or even impossible to excavate, in which case visualization is

    the only possible way to display the archaeology.

    Fig 19. Reconstruction of the Parthenon

    An example of the difficulty imposed upon archaeologists can be

    seen at the reconstruction of the Parthenon at the Acropolis of

    Athens. In this location, there are a large number of fragments

    which have to be moved up to 50 metres away by crane and the

    restoration process is further hampered by missing or deteriorated

    pieces due to damage or erosion.

    Virtual Archaeologist is a system that has been set up to automate

    the task of sorting large numbers of fragments, thus avoiding

    having to do any kind of manual reconstruction and having to

    move heavy or fragile pieces.

    In the case of the Parthenon, normal visualization and

    manipulation of 3D or 2D objects would not be satisfactory, so the

    reconstruction team had to find a way to automate the process.

    Without going too much into the scientific process, this was

    achieved by data matching of fragments taking into account the

    overall shape, smoothness and in particular the

  • 29

    Jaggedness of broken pieces all of which was done using computer hardware and software. There are many

    mathematical equations and computations involved in this process, but the system is basically trying to

    match fragments in order to visualize the structure of buildings. This process is achieved by the use of 3D

    scanning, digitizing, modelling and curve interpolation, and human interaction is only normally required in

    the final stages for fine tuning the positioning of the fragments.

    The image shown in Fig 20 (below), shows the data flow and architecture of the Virtual Archaeologist

    system. G. Papaioannou. et al, (ND).

    Fig 20.Image of the data flow and architecture of the Virtual Archaeology system.

    This is a great example of the need to use technology such as Virtual Reality. The sheer size, scale and vast

    number of artefacts and the fact that many of these artefacts are heavy or fragile, makes it almost a necessity

    to be able to work in a virtual environment, thus avoiding potential damage, or injury, and to be able to

    automate this colossal task of data matching and reconstructing fragments.

    This is just an example of a very specific use of virtual reality, but here are many other ways in which this

    technology that has been used to great effect to enable a user to, for example, explore a virtual

    archaeological site in full 3D, and even be able to manipulate objects within that 3D space. One good

    example of this can be found in a paper written by the Foundation of the Hellenic World, ‘Hellenic Cultural

    Heritage through Immersive Virtual Archaeology’. In the background information of this paper Gaitatzes et

    al (ND, p.1) speak of how VR technologies have, ‘matured enough to expand research from the military and

    scientific visualization realm into more multidisciplinary areas, such as archaeology, education, art, and

  • 30

    physchology,’ and how VR interfaces and devices have improved with regards to interaction and motivation.

    They also speak of the value of this technology in institutions such as education, research and museums.

    The main aim of the FHW, is to promote the understanding, history, and life of the Hellenic World, and to

    create a virtual platform in which ‘archaeologists, historians, scientists, and artists’, can within the context of

    the Hellenic culture, research and visualize their ideas, using audiovisual and interactive media.

    Fig 21. Children exploring heritage sites on the ImmersaDesk system.

    The virtual reality equipment

    used by the team include

    immersive VR systems, an

    example being the

    ImmersaDesk, (see Fig 21,

    below) which is a 45 degree,

    tilted, back-projected panel, 2m

    x 2.38m and provides stereo

    viewing using shutter type

    glasses and also includes head

    and hand tracking. It has input

    through a hand held device and

    includes audio through a speaker system.

    The usefulness of virtual reality as an educational tool has been described very well by Gaitatzes et al (ND,

    p.5) when saying how,

    ‘With the use of the navigational device, children are free to choose their own path

    in visiting important public buildings. They can examine the architectural details and

    landscape from many different perspectives, practice their orientation skills and get to

    understand the sense of scale, proportion, and space used by their ancestors. If they choose

    to fly close up to the columns, the architectural elements of the 3-D models fade into layers

    of higher detail, enabling the participants to experience an accurate reconstruction. Our

    next step in enhancing the educational experience is to add construction ability, where the

    children can switch between elements and compare the evolution of style through the

    evolution of time in the city

  • 31

    THE 3D MUSEUM

    Virtual Reality is an ideal medium for the education and interactive display within a museum setting and

    several hybrid technologies have arisen over the years that use virtual reality as a new and innovative way of

    displaying information to the public. One such system is SHAPE, “Situating Hybrid Assemblies in Public

    Environments”, developed under the Disappearing Computer initiative.

    They have used the term disappearing computer, Hall et al (2002) to describe how they are trying to make

    the traditional desktop computer vanish, to be replaced by an augmented interactive experience and they

    believe that computers particularly in public places can be obtrusive and can limit interaction, but there is

    some debate on this topic.

    So the idea of SHAPE is to create a virtual or augmented reality archaeology experience that will enhance

    people’s interaction and knowledge of history and antiquities in public galleries and museums, making the

    museum a very different and interesting place to visit. In effect, a 3D Museum.

    So far the SHAPE system has been introduced as a “Living Exhibition” in three locations, Nottingham

    Castle Museum, Nottingham, England, The Hunt Museum, Limerick, Ireland and The Technical Museum,

    Stockholm, Sweden.

    One of the consortiums areas of exploration has been in the use of a hybrid reality archaeological scenario,

    in which they investigated ways to provide a more interactive and educational benefit to visitors of

    museums. The reasoning behind this is, as Hall et al (2002, p.2) explains, ‘There are a number of features of

    archaeological activity that seem to make ‘archaeology’ an appropriate metaphor for designing technology

    to enhance education and interaction in museums’. When working on an archaeological dig as part of a

    team, you are sharing the work load with your associates with the potential of making dramatic discoveries,

    and this collaboration is what gives archaeology its appeal, so the team are trying to bring this concept into

    the museum and have identified several benefits for education and interactivity in the study of archaeology

    and these are as follows:

    1. Practical exploration of artefacts

    2. Collaboration/discussion among participants;

    3. Excitement created by curiosity and sense of imminent discovery;

    4. Exploration of interesting, problematic issues surrounding the making of inferences about history

    based on artefacts, the material residue of the past.

  • 32

    This, they believe will make the museum a much more beneficial and practical experience over the more

    traditional museum approach and which will encourage discussion and collaboration. Hall et al (2002).

  • 33

    CONCLUSION

    In terms of Historical Visualizations and archaeological data gathering, computers are essentially the core

    element of all the technologies and methods used, much like the engine of a car and I have been lucky

    enough to witness the birth of the computer revolution. I have seen massive changes within the computer

    industry, not just in the speed with which computers technology has advanced, but also in the way that

    computers are being used in everyday life. In terms of history and archaeology, The “Time Team” TV

    program has been like my barometer for measuring changes in the advancement of technology and the way

    it has been used, but also in changing attitudes between the use of traditional archaeological techniques and

    electronic devices.

    I have been lucky enough to have watched Time Team from the very first series back in 1994 and have

    watched virtually every episode since then, and can remember seeing an early episode in which the team

    used magnetometers and resistivity for the first time and seeing the excitement and fascination of the

    archaeologists as they were watching these images being printed, showing features such as wall lines and

    ditches. I can say with great certainty that the Time Team program has been a great source of inspiration to

    me and is without doubt the main reason for my interest in history and in archaeology.

    Attitudes have also changed greatly over the years and one good example of this has been the much wider

    acceptance of technology being used in archaeology for gathering and manipulating data and the acceptance

    of the use of metal detectors, which has until quite recently been greatly shunned by archaeologists. Being

    an experienced metal detectorist myself, I have personally witnessed this first hand, but archaeologists began

    to realize the importance of responsible metal detecting and they were gradually accepted and can now be

    seen in most Time Team episodes working alongside archaeologists and helping to find small metallic

    artefacts and coins, which are very useful for provide good dating evidence.

    I have also highlighted some of the problems faced with archaeological visualizations and in the

    interpretation of historical data, including my own personal experiences of constructing the 3D model of

    Glasney Church. This has given me a good insight into what can be expected in any future historical or

    archaeological visualization that I may undertake in the future.

    This dissertation has given a brief glimpse of the many ways in which archaeologists have used electronic

    devices to gather, interpret and manipulate archaeological data and through much of my research I have

    discovered that many of the more expensive methods of data gathering and display, such as 3D Laser

    scanning and GPR surveys have been used in high profile, large excavations, but one of the questions that I

    wanted to answer is if, and when these costly high tech devices are used by the smaller county

    archaeological institutions and I have managed to find out this information through email interviews with

    archaeologists at the Historical Environment Service, (HES) Cornwall.

    It is fascinating to see how virtual reality technologies have been used to solve many problems in the field of

    3D archaeology and the many uses that this technology is being used as an educational tool to enhance our

    experience of the past in a very unique way that would be impossible to replicate with other forms of media.

  • 34

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