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Past as a Digital Playground: Archaeology, Virtual Reality and Video Games Bilingual edition [Mīkstie vāki]

Edited by (Universitą di Siena), Edited by (Universitą di Siena)
  • Formāts: Paperback / softback, 124 pages, height x width x depth: 276x203x5 mm, weight: 440 g, 48 figures (colour throughout)
  • Izdošanas datums: 02-Jun-2022
  • Izdevniecība: Archaeopress Access Archaeology
  • ISBN-10: 180327266X
  • ISBN-13: 9781803272665
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 40,41 €
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  • Formāts: Paperback / softback, 124 pages, height x width x depth: 276x203x5 mm, weight: 440 g, 48 figures (colour throughout)
  • Izdošanas datums: 02-Jun-2022
  • Izdevniecība: Archaeopress Access Archaeology
  • ISBN-10: 180327266X
  • ISBN-13: 9781803272665
Citas grāmatas par šo tēmu:
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games 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. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.
Indice ;



Introduzione Stefano Bertoldi, Samanta Mariotti ;



(Re)living Vindolanda: Designing Educational Computer Games for Outdoor
Environments Barbara Birley, Richard Davison, Claire Stocks ;



Virtual Neapolis. Unesperienza di visita immersiva in VR per le vie di
Napoli Francesco Gabellone, Maria Chiffi ;



Virtual tour di Poggio Bonizio: teoria, tecnologia e applicazioni dalla
grafica 3d alla VR Stefano Bertoldi ;



Designing video games for history classrooms Juan Hiriart ;



Archeologia, interazione, gioco: come il digitale ha mutato la disciplina.
Losservatorio di Archeovirtual Augusto Palombini ;



Hold the Hut, il progetto di valorizzazione della capanna arcaica di San
Chirico Nuovo (Potenza, Basilicata) Sabrina Mutino, Lucia Colangelo,
Michele Scioscia ;



A video game for the Archaeological Park of Poggibonsi (Italy). Towards new
promotional and educational trends: potentials, challenges, and perspectives
Samanta Mariotti ;



Tavola rotonda moderata da Stefano Bertoldi Marco Valenti, Nicola Berti,
Federico Salzotti, Maurizio Amoroso ;



La fine ed un nuovo inizio: il Metaverso in archeologia Stefano Bertoldi,
Samanta Mariotti
Stefano Bertoldi graduated (MA, University of Siena, 2012) in medieval archaeology with a thesis on spatial analysis of road and settlements and in 2017 presented his Ph.D. dissertation on settlements, roads, markets and trade in Tuscany between the imperial age and the early middle ages. His principal research interests are computer applications and quantitative methods in archaeology, and the archaeology of the late Roman to post-medieval periods. ;





Samanta Mariotti graduated (MA, University of Siena, 2010) in Byzantine Archaeology with a thesis on urban transformations between Late Antiquity and the early Byzantine period. In 2016 she obtained a specialist diploma from the University of Trieste. Over the years she has participated in numerous excavation campaigns as supervisor and GIS expert as well as focusing on public archaeology and communication. Since 2018 she has collaborated with an educational games society as an archaeological expert and narrative designer.