虚拟Avebury:在虚拟考古模拟中探索地方感

IF 1.6 N/A ARCHAEOLOGY Virtual Archaeology Review Pub Date : 2020-07-08 DOI:10.4995/VAR.2020.12924
L. Falconer, D. Burden, R. Cleal, R. Hoyte, Phillip Phelps, Neil Slawson, N. Snashall, K. Welham
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引用次数: 10

摘要

本文描述并讨论了创建和评估Avebury Stone Circle和Henge综合体的虚拟现实模拟,因为它可能在公元前2300年左右出现和听起来。Avebury是英国的新石器时代遗产,是巨石阵、Avebury和联合国教科文组织世界遗产的一部分。该项目的总体目标是更好地理解游客在遗产地虚拟模拟中可以体验到的地方感和存在感。我们调查了虚拟空间如何通过游客在模拟中的探索、积极参与、感官刺激和与其他游客的交流而被游客体验为场所。1200多名公众在Avebury和三个公共展览上体验了模拟。该项目的具体目标是探索模拟的可信度是否以及如何与虚拟环境中的位置感相关联,以及一些个人特征,即年龄、残疾、性别、沉浸式倾向、对IT的熟悉程度和玩电脑游戏的频率,是否与模拟的乐趣和学习水平相关联。我们分析了2018年6月至9月在Avebury体验模拟的702名游客中388人完成的详细问卷调查的数据,并得到了所有活动参与者的观测数据的支持。我们发现,可信度与模拟中的位置感有关,即模拟出现得越可信,参与者体验到的位置感就越大。我们还发现,个人特征对游客对模拟的反应影响很小,这表明这种模拟可能对遗产和博物馆游客有广泛的吸引力,无论年龄、性别或对技术的熟悉程度如何。亮点1200多名公众在九个月的时间里体验了英国威尔特郡Avebury Henge的3D全沉浸式模拟。我们发现,对信息技术(IT)的使用和熟悉,以及使用移动技术进行游戏的模式,都不遵循年龄和性别刻板印象。我们发现,年龄、性别和IT熟悉程度与对Virtual Avebury的反应之间几乎没有相关性,这表明这种模拟可能对遗产地游客有广泛的吸引力。
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Virtual Avebury: exploring sense of place in a virtual archaeology simulation
This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The overall aim of the project was to better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites. We investigated how virtual spaces might become experienced as places by visitors through their exploration, active participation, sensory stimulation and communication with other visitors in the simulation. More than 1200 members of the public experienced the simulation, both at Avebury itself and at three public exhibitions. The specific objectives of the project were to explore if and how the believability of a simulation was associated with feeling a sense of place in the virtual landscape, and if some personal characteristics, viz. age, disability, sex, immersive tendency, familiarity with IT and frequency of playing computer games, were associated with levels of enjoyment in, and learning from, the simulation. We analysed the data from a detailed questionnaire completed by 388 of the 702 visitors to Avebury from June to September 2018 who experienced the simulation, supported by observational data from all participants at all events. We found that believability was associated with a sense of place in the simulation, i.e. that the more believable the simulation appeared, the greater the sense of place experienced by the participants. We also found that personal characteristics had very little influence upon visitor reactions to the simulation, suggesting that such simulations might have wide appeal for heritage and museum visitors, regardless of age, gender or familiarity with technology. Highlights More than 1200 members of the public experienced a 3D, fully immersive simulation of Avebury Henge, Wiltshire, UK over a nine-month period. We found patterns of use and familiarity with information technology (IT), and using mobile technologies for gaming, that did not follow age and gender stereotypes. We found little correlation between age, gender and IT familiarity with reactions to Virtual Avebury, suggesting that such simulations might have wide appeal for heritage site visitors.
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来源期刊
CiteScore
5.20
自引率
21.70%
发文量
19
审稿时长
20 weeks
期刊介绍: Virtual Archaeology Review (VAR) aims the publication of original papers, interdisciplinary reviews and essays on the new discipline of virtual archaeology, which is continuously evolving and currently on its way to achieve scientific consolidation. In fact, Virtual Archaeology deals with the digital representation of historical heritage objects, buildings and landscapes through 3D acquisition, digital recording and interactive and immersive tools for analysis, interpretation, dissemination and communication purposes by means of multidimensional geometric properties and visual computational modelling. VAR will publish full-length original papers which reflect both current research and practice throughout the world, in order to contribute to the advancement of the new field of virtual archaeology, ranging from new ways of digital recording and documentation, advanced reconstruction and 3D modelling up to cyber-archaeology, virtual exhibitions and serious gaming. Thus acceptable material may emerge from interesting applications as well as from original developments or research. OBJECTIVES: - OFFER researchers working in the field of virtual archaeology and cultural heritage an appropriate editorial frame to publish state-of-the-art research works, as well as theoretical and methodological contributions. - GATHER virtual archaeology progresses achieved as a new international scientific discipline. - ENCOURAGE the publication of the latest, state-of-the-art, significant research and meaningful applications in the field of virtual archaeology. - ENHANCE international connections in the field of virtual archaeology and cultural heritage.
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