Experiential archaeology: Is virtual time travel possible?

Eugene Ch'ng

Research output: Journal PublicationArticlepeer-review

58 Citations (Scopus)

Abstract

Advances in computing hardware coupled with its software counterparts have, for the past decades, influenced to a greater extent both the workflow of archaeologists and their interpretation of archaeological data. On the leisurely periphery, the synergy that arises between entertainment demands and commercial driven developments of interactive 3D (i3D) computer games has pushed these technologies beyond the expectations of the Virtual Reality (VR) community. This phenomenal growth in useable technology and its proportionate decrease in price have benefited the applicability of VR which in turn, have made it more accessible for researchers wishing to harness its benefits. The last 10 years have seen a steady increase in the use of VR technology to restore, preserve, reconstruct, recreate, and visualise ancient sites, monuments and artefacts. But, is technology ready for virtual time travel (VTT)? This article examines the possibility of experiential archaeology in voltage and silicon with the aim of formulating a strategy for VTT.

Original languageEnglish
Pages (from-to)458-470
Number of pages13
JournalJournal of Cultural Heritage
Volume10
Issue number4
DOIs
Publication statusPublished - 2009
Externally publishedYes

Keywords

  • Artificial Intelligence
  • Artificial Life
  • Experiential Archaeology
  • Mixed Reality
  • Presence
  • Virtual Reality
  • Virtual Time Travel

ASJC Scopus subject areas

  • Chemistry (miscellaneous)
  • General Economics,Econometrics and Finance
  • Archaeology
  • Spectroscopy
  • Conservation
  • Computer Science Applications
  • Materials Science (miscellaneous)

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