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Book The Past as a Digital Playground  Archaeology  Virtual Reality and Video Games

Download or read book The Past as a Digital Playground Archaeology Virtual Reality and Video Games written by Stefano Bertoldi and published by Archaeopress Publishing Ltd. This book was released on 2022-06-02 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.

Book Augmented Reality Games II

    Book Details:
  • Author : Vladimir Geroimenko
  • Publisher : Springer Nature
  • Release :
  • ISBN : 3031544757
  • Pages : 371 pages

Download or read book Augmented Reality Games II written by Vladimir Geroimenko and published by Springer Nature. This book was released on with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Interactive Past

Download or read book The Interactive Past written by Angus A. A. Mol and published by . This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

Book Archaeogaming

    Book Details:
  • Author : Andrew Reinhard
  • Publisher : Berghahn Books
  • Release : 2018-06-18
  • ISBN : 1785338749
  • Pages : 236 pages

Download or read book Archaeogaming written by Andrew Reinhard and published by Berghahn Books. This book was released on 2018-06-18 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

Book Virtual Heritage

    Book Details:
  • Author : Erik Malcolm Champion
  • Publisher : Ubiquity Press
  • Release : 2021-07-22
  • ISBN : 1914481011
  • Pages : 153 pages

Download or read book Virtual Heritage written by Erik Malcolm Champion and published by Ubiquity Press. This book was released on 2021-07-22 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.

Book An Educator s Handbook for Teaching about the Ancient World

Download or read book An Educator s Handbook for Teaching about the Ancient World written by Pınar Durgun and published by Archaeopress Publishing Ltd. This book was released on 2020-11-12 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the right methods, studying the ancient world can be as engaging as it is informative. The teaching activities in this book are designed in a cookbook format so that educators can replicate these teaching "recipes” (including materials, budget, preparation time, study level) in classes of ancient art, archaeology, social studies, and history.

Book The Routledge Handbook of Archaeology and the Media in the 21st Century

Download or read book The Routledge Handbook of Archaeology and the Media in the 21st Century written by Lorna-Jane Richardson and published by Taylor & Francis. This book was released on 2024-06-20 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.

Book Communicating the Past in the Digital Age

Download or read book Communicating the Past in the Digital Age written by Sebastian Hageneuer and published by Ubiquity Press. This book was released on 2020-02-06 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.

Book Critical Gaming  Interactive History and Virtual Heritage

Download or read book Critical Gaming Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Book Archaeological Theory Today

Download or read book Archaeological Theory Today written by Ian Hodder and published by John Wiley & Sons. This book was released on 2014-02-27 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in a revised and updated second edition, this volume provides an authoritative account of the current status of archaeological theory, as presented by some of its major exponents and innovators over recent decades. It summarizes the latest developments in the field and looks to its future, exploring some of the cutting-edge ideas at the forefront of the discipline. The volume captures the diversity of contemporary archaeological theory. Some authors argue for an approach close to the natural sciences, others for an engagement with cultural debate about representation of the past. Some minimize the relevance of culture to societal change, while others see it as central; some focus on the contingent and the local, others on long-term evolution. While few practitioners in theoretical archaeology would today argue for a unified disciplinary approach, the authors in this volume increasingly see links and convergences between their perspectives. The volume also reflects archaeology's new openness to external influences, as well as the desire to contribute to wider debates. The contributors examine ways in which archaeological evidence contributes to theories of evolutionary psychology, as well as to the social sciences in general, where theories of social relationships, agency, landscape and identity are informed by the long-term perspective of archaeology. The new edition of Archaeological Theory Today will continue to be essential reading for students and scholars in archaeology and in the social sciences more generally.

Book    Assassin   s Creed    in the Classroom

Download or read book Assassin s Creed in the Classroom written by Erik Champion and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-12-18 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Book Playing with the Past

    Book Details:
  • Author : Erik Champion
  • Publisher : Springer Science & Business Media
  • Release : 2010-09-28
  • ISBN : 1849965013
  • Pages : 235 pages

Download or read book Playing with the Past written by Erik Champion and published by Springer Science & Business Media. This book was released on 2010-09-28 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.

Book Seeing the Past with Computers

Download or read book Seeing the Past with Computers written by Kevin Kee and published by University of Michigan Press. This book was released on 2019-02-01 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.

Book Classical Antiquity in Video Games

Download or read book Classical Antiquity in Video Games written by Christian Rollinger and published by Bloomsbury Publishing. This book was released on 2020-01-09 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Book Return to the Interactive Past

    Book Details:
  • Author : Csilla E. Ariese-Vandemeulebroucke
  • Publisher :
  • Release : 2020
  • ISBN : 9789088909122
  • Pages : 200 pages

Download or read book Return to the Interactive Past written by Csilla E. Ariese-Vandemeulebroucke and published by . This book was released on 2020 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Book The Impact of Virtual and Augmented Reality on Individuals and Society

Download or read book The Impact of Virtual and Augmented Reality on Individuals and Society written by Mel Slater and published by Frontiers Media SA. This book was released on 2019-10-24 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Communicating the Past in the Digital Age

Download or read book Communicating the Past in the Digital Age written by Sebastian Hageneuer and published by . This book was released on 2020-10-09 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. " This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors.