Overview of VR's applications in Archaeology
Yifei Wang (2023 Spring)
Introduction
Virtual reality (VR) is a technology that creates immersive and interactive simulations of real or imagined environments. VR has been used for various purposes, such as entertainment, education, training, therapy, and research. One of the fields that can benefit from VR is archaeology, which is the study of human history and culture through the analysis of material remains.
Archaeology faces many challenges in preserving, interpreting, and presenting archaeological sites and artifacts. Some of these challenges include:
The deterioration of sites and artifacts due to natural or human causes
The difficulty of accessing remote or dangerous locations
The ethical issues of excavating or altering cultural heritage
The limited resources and funding for archaeological research and conservation
The lack of public awareness and engagement with archaeology
VR can help overcome some of these challenges by providing new ways of exploring, understanding, and communicating archaeological data.
Applications
Reconstruction
Reconstruction is one of the most common and popular applications of VR in archaeology. It involves creating 3D models of sites and artifacts that have been eroded, destroyed, or altered over time using various data sources and techniques. Reconstruction can help archaeologists to:
Restore: Reconstruction can help archaeologists to restore the original appearance and function of sites and artifacts that have been damaged by natural or human causes. For example, reconstruction can show how a building looked before it collapsed or how pottery was decorated before it broke.
Compare: Reconstruction can help archaeologists to compare different phases or aspects of sites and artifacts that have changed over time. For example, reconstruction can show how a site evolved from prehistoric to historic times or how an artifact was modified by different cultures.
Hypothesize: Reconstruction can help archaeologists to hypothesize about missing or uncertain information about sites and artifacts. For example, reconstruction can show how a site might have looked like based on partial evidence or how an artifact might have been used based on analogies.
Reconstruction can be done using various data sources and techniques, such as:
Photogrammetry: Photogrammetry is a technique that uses photographs taken from different angles to create 3D models of objects or scenes. Photogrammetry is widely used for reconstructing sites and artifacts that are accessible and visible.
Laser scanning: Laser scanning is a technique that uses laser beams to measure the distance and shape of objects or surfaces. Laser scanning is often used for reconstructing sites and artifacts that are large, complex, or fragile.
Computer graphics: Computer graphics is a technique that uses software tools to create 3D models of objects or scenes from scratch or based on existing data. Computer graphics are often used for reconstructing sites and artifacts that are hypothetical, abstract, or artistic.
Visualization
Visualization is another important application of VR in archaeology. It involves creating 3D representations of sites and artifacts that can be viewed and manipulated by users using various VR devices and platforms. Visualization can help archaeologists to:
Analyze: Visualization can help archaeologists to analyze complex archaeological data that may be difficult to understand or interpret using conventional methods. For example, visualization can show how different types of data (such as decorrelation stretch and X-ray fluorescence) relate to each other and to the physical features of a site.
Communicate: Visualization can help archaeologists to communicate their findings and interpretations to different audiences, such as students, colleagues, funders, or the public. For example, visualization can show how a site looked like in different historical periods or how an artifact was used in its cultural context.
Educate: Visualization can help archaeologists to educate people about the value and significance of archaeological heritage. For example, visualization can show how a site contributes to our understanding of human history or how an artifact reflects our cultural diversity.
Visualization can be done using various VR devices and platforms, such as:
Head-mounted displays (HMDs): HMDs are devices that cover the eyes and ears of the user with screens and speakers that display 3D images and sounds. HMDs provide immersive experiences that allow users to view and interact with visualized sites and artifacts from different perspectives.
Projection systems: Projection systems are devices that project 3D images onto walls, floors, or domes that surround the user. Projection systems provide collaborative experiences that allow multiple users to view and interact with visualized sites and artifacts together.
Mobile devices: Mobile devices are devices such as smartphones, tablets, or laptops that display 3D images on their screens. Mobile devices provide portable experiences that allow users to access visualized sites and artifacts anywhere.
Education
Education is another key application of VR in archaeology. It involves using VR devices and platforms to create learning experiences for students, teachers, and the public about various aspects of archaeology. Education can help archaeologists to:
Teach: Education can help archaeologists to teach their students about the theories, methods, and practices of archaeology using VR. For example, education can help students to learn how to survey, excavate and analyze archaeological sites and artifacts using VR tools and environments.
Train: Education can help archaeologists to train their students for fieldwork and research using VR. For example, education can help students to practice their skills and knowledge on virtual replicas of real archaeological sites and artifacts.
Engage: Education can help archaeologists to engage the public with archaeological heritage using VR. For example, education can help the public to explore and appreciate archaeological sites and artifacts from different historical periods and cultural contexts using VR devices.
Challenges
Despite the potential benefits of VR in archaeology, there are also some challenges that need to be addressed. Some of these challenges include:
Cost: VR technology can be expensive to acquire and maintain, especially for high-end devices that offer better quality and performance. This can limit the availability and accessibility of VR applications for archaeologists and the public.
Accuracy: VR technology relies on data collection and processing techniques that may introduce errors or biases in the reconstruction or visualization of archaeological data. For example, photogrammetry software may not capture all the details or colors of a site or artifact. Therefore, VR applications need to ensure the validity and reliability of their data sources and methods.
Ethics: VR technology poses ethical questions regarding the ownership, representation, and preservation of cultural heritage. For example, who has the right to create or access VR replicas of sites and artifacts? How should VR applications respect the cultural values and sensitivities of different stakeholders? How should VR applications balance realism and interpretation?
Engagement: VR technology can create immersive experiences that may enhance learning and enjoyment for users. However, it can also create detachment or distraction from the real world or from other people. For example, users may lose sight of the historical context or significance of a site or artifact when they focus on its virtual appearance. Therefore, VR applications need to foster meaningful engagement and interaction with archaeological data.
These challenges require careful consideration and collaboration among archaeologists, technologists, educators, and other stakeholders involved in developing and using VR applications in archaeology. By addressing these challenges, VR technology can become a more effective and responsible tool for advancing archaeological knowledge and practice.