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