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The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games PDF

123 Pages·2022·19.406 MB·Italian
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by Stefano Bertoldi (editor), Samanta Mariotti (editor)| 2022| 123 pages| 19.406| Italian

About The Past As a Digital Playground: Archaeology, Virtual Reality and Video Games

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.

Detailed Information

Author:Stefano Bertoldi (editor), Samanta Mariotti (editor)
Publication Year:2022
Pages:123
Language:Italian
File Size:19.406
Format:PDF
Price:FREE
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