- -

Virtual Avebury: exploring sense of place in a virtual archaeology simulation

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

Virtual Avebury: exploring sense of place in a virtual archaeology simulation

Mostrar el registro sencillo del ítem

Ficheros en el ítem

dc.contributor.author Falconer, Liz es_ES
dc.contributor.author Burden, David es_ES
dc.contributor.author Cleal, Rosamund es_ES
dc.contributor.author Hoyte, Ralph es_ES
dc.contributor.author Phelps, Phillip es_ES
dc.contributor.author Slawson, Neil es_ES
dc.contributor.author Snashall, Nicola es_ES
dc.contributor.author Welham, Kate es_ES
dc.date.accessioned 2020-07-17T07:48:54Z
dc.date.available 2020-07-17T07:48:54Z
dc.date.issued 2020-07-08
dc.identifier.uri http://hdl.handle.net/10251/148197
dc.description.abstract [EN] 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. es_ES
dc.description.abstract [ES] Este artículo describe y analiza la creación y evaluación de una simulación de realidad virtual del círculo de piedra de Avebury y el complejo de Henge, ya que podría haber aparecido y sonado alrededor del año 2300 a. C. Avebury es un sitio neolítico patrimonial en el Reino Unido que forma parte de Stonehenge, Avebury y sitios asociados Patrimonio de la Humanidad de la UNESCO. El objetivo general del proyecto era comprender mejor la sensación de lugar y presencia que los visitantes pueden experimentar en simulaciones virtuales de sitios patrimoniales. Investigamos cómo los visitantes pueden experimentar los espacios virtuales como lugares a través de su exploración, participación activa, estimulación sensorial y comunicación con otros visitantes en la simulación. Más de 1200 miembros del público experimentaron la simulación, tanto en Avebury como en tres exhibiciones públicas. Los objetivos específicos del proyecto eran explorar si la credibilidad de una simulación se asociaba con la sensación de lugar en el paisaje virtual, y si algunas características personales, a saber, la edad, la discapacidad, el sexo, la tendencia inmersiva, la familiaridad con la informática y la frecuencia de los juegos de computadora se asociaron con niveles de disfrute y aprendizaje de la simulación. Analizamos los datos de un cuestionario detallado completado por 388 de los 702 visitantes a Avebury de junio a septiembre de 2018 que experimentaron la simulación, respaldados por datos de observación de todos los participantes en todos los eventos. Descubrimos que la credibilidad estaba asociada con un sentido de lugar en la simulación, es decir, cuanto más creíble era la simulación, mayor era la sensación de lugar experimentada por los participantes. También descubrimos que las características personales tenían muy poca influencia sobre las reacciones de los visitantes a la simulación, lo que sugiere que tales simulaciones podrían tener un gran atractivo para los visitantes del patrimonio y del museo, independientemente de su edad, género o familiaridad con la tecnología. es_ES
dc.description.sponsorship This research was supported by funding from the UK Arts and Humanities Research Council and the UK Engineering and Physical Sciences Research Council, under grant number AH/R009260/1. es_ES
dc.language Inglés es_ES
dc.publisher Universitat Politècnica de València es_ES
dc.relation.ispartof Virtual Archaeology Review es_ES
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Public engagement in heritage es_ES
dc.subject Sense of place es_ES
dc.subject Virtual reality (VR) es_ES
dc.subject Henge monuments es_ES
dc.subject Participación pública en el patrimonio es_ES
dc.subject Sentido del lugar es_ES
dc.subject Realidad virtual (RV) es_ES
dc.subject Monumentos de círculo de piedra es_ES
dc.title Virtual Avebury: exploring sense of place in a virtual archaeology simulation es_ES
dc.title.alternative Avebury virtual: exporación del sentido de lugar en una simulación arqueológica virtual es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.4995/var.2020.12924
dc.relation.projectID info:eu-repo/grantAgreement/UKRI//AH%2FR009260%2F1/GB/A creative partnership to develop immersive simulations of ancient heritage sites/ es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Falconer, L.; Burden, D.; Cleal, R.; Hoyte, R.; Phelps, P.; Slawson, N.; Snashall, N.... (2020). Virtual Avebury: exploring sense of place in a virtual archaeology simulation. Virtual Archaeology Review. 11(23):50-62. https://doi.org/10.4995/var.2020.12924 es_ES
dc.description.accrualMethod OJS es_ES
dc.relation.publisherversion https://doi.org/10.4995/var.2020.12924 es_ES
dc.description.upvformatpinicio 50 es_ES
dc.description.upvformatpfin 62 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 11 es_ES
dc.description.issue 23 es_ES
dc.identifier.eissn 1989-9947
dc.relation.pasarela OJS\12924 es_ES
dc.contributor.funder Arts and Humanities Research Council, Reino Unido es_ES
dc.contributor.funder UK Research and Innovation es_ES
dc.contributor.funder Engineering and Physical Sciences Research Council, Reino Unido es_ES
dc.description.references Agrawal, S., Simon, A., Bech, S., Bærentsen, K., & Forchhammer, S. (2019). Defining Immersion: Literature Review and Implications for Research on Immersive Audiovisual Experiences. In Proceedings of the 147th AES Pro Audio International Convention Audio Engineering Society (Convention Paper 10275, pp. 1-14). http://www.aes.org/e-lib/browse.cfm?elib=20648 es_ES
dc.description.references Bachen, C., Hernández-Ramos, P., Raphael, C., & Waldron, A. (2016). How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game? Computers in Human Behavior, 64, 77-87. https://doi.org/10.1016/j.chb.2016.06.043 es_ES
dc.description.references Bellotti, F., Berta, R., Gloria, A., Panizza, G., & Primavera, L. (2009). Designing Cultural Heritage Contents for Serious Virtual Worlds. 2009 15th International Conference on Virtual Systems and Multimedia. https://doi.org/10.1109/vsmm.2009.41 es_ES
dc.description.references Ch'ng, E., Cai, Y., & Thwaites, H. (2018). Special issue on VR for culture and heritage: The experience of cultural heritage with virtual reality: guest editors' introduction. Presence: Teleoperators and Virtual Environments, 26(3), iii-vi. https://doi.org/10.1162/pres_e_00302 es_ES
dc.description.references Crane, N. (2016). The Making of the British Landscape: From the Ice Age to the Present. London: Weidenfeld & Nicholson. es_ES
dc.description.references Davis, D. & Calitz W. (2016). Finding Healthcare Support in Online Communities: an Exploration of the Evolution and Efficacy of Virtual Support Groups. Handbook on 3D3C Platforms (pp. 475-486). London: Springer. https://doi.org/10.1007/978-3-319-22041-3 es_ES
dc.description.references Diemer, J., Alpers, G., Peperkorn, H., Shiban, Y., & Muhlberger, A. (2015). The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers in Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00026 es_ES
dc.description.references Earl, G. & Wheatley, D. (2002). Virtual reconstruction and the interpretative process: a case study from Avebury. In D. Wheatley, G. Earl, & S. Poppy (Eds.), Contemporary Themes in Archaeological Computing, (pp. 5-15). Oxford: Oxbow Books. es_ES
dc.description.references Falconer, L. & Scott, C. (2018). Phenomenology and Phenomenography in Virtual Worlds: An Example from Archaeology. In L. Falconer & M. Gil Ortega (Eds.), Virtual Worlds: Concepts Applications and Future Directions, (pp. 1-38). New York: Nova Science Publishers. es_ES
dc.description.references Fouberg, E. H., Murphy, A. B, & de Blij, H. J. (2020). Human Geography: People, Place and Culture, 12th edition. Hoboken NJ: Wiley. es_ES
dc.description.references Galeazzi, F. (2018). 3-D virtual replicas and simulations of the past: "real" or "fake" representations? Current Anthropology, 59(3), 268-286. https://doi.org/10.1086/697489 es_ES
dc.description.references Gillings, M., Pollard, J., & Strutt, K. (2019). The origins of Avebury. Antiquity, 93(368), 359-377. https://doi.org/10.15184/aqy.2019.37 es_ES
dc.description.references Gil Ortega, M., & Falconer, L. (2015). Learning spaces in virtual worlds: bringing our distance students home. Journal of Applied Research In Higher Education, 7(1), 83-98. https://doi.org/10.1108/jarhe-02-2014-0026 es_ES
dc.description.references Hampel, R. (2019). The Conceptualization of Time, Space, and the Body in Virtual Sites and the Impact on Language Learner Identities. In S. Bagga-Gupta, G. Messina Dahlberg, & Y. Lindberg (Eds.), Virtual Sites As Learning Spaces, (pp. 269-294). Cham: Palgrave Macmillan. https://doi.org/10.1007/978-3-030-26929-6_10 es_ES
dc.description.references International Principles of Virtual Archaeology (2011). The Seville Principles. Available at http://sevilleprinciples.com/. Last accessed 5/1/20. es_ES
dc.description.references Jerome, C. J. & Witmer, B. (2002). Immersive Tendency, Feeling of Presence and Simulator Sickness: Formulation of a Causal Model. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(26), 2197-2201. https://doi.org/10.1177/154193120204602620 es_ES
dc.description.references Kim, K. J., Park, E., Shyam Sundar, S., & Pobil, A. P. (2012). The effects of immersive tendency and need to belong on human-robot interaction. Proceedings of the 7th Annual ACM/IEEE International Conference on Human-Robot Interaction, Boston, MA. 207-208 https://ieeexplore.ieee.org/servlet/opac?punumber=6243995 es_ES
dc.description.references London Charter. (2009). The London Charter for the Computer-based Visualisation of Cultural Heritage [online]. Available from: http://www.londoncharter.org/introduction.html es_ES
dc.description.references Magnenat-Thalmann, N., Kim, H., Egges, A., & Garchery, S. (2005) Believability and Interaction Virtual Worlds. In Y. P. Chen (Ed.), Proceedings of the 11th International Conference on Multi-Media Modelling, (pp. 2-9). Melbourne, Australia. http://doi.org/10.1109/MMMC.2005.24 es_ES
dc.description.references Mortimer, N. (2014). Stukeley Illustrated. 2nd edition. Stathe: Green Magic. es_ES
dc.description.references Office for National Statistics (2020). Population estimates for the UK, England and Wales, and Northern Ireland: mid 2018. At https://www.ons.gov.uk/peoplepopulationandcommunity/populationandmigration/populationestimates. Last accessed 3/1/2020 es_ES
dc.description.references Paillard, A. C., Quark, G., Paolino, F., Paolino, M., Golding, J. F., & Ghuylan-Bedikian, V. (2013). Motion-sickness susceptibility in healthy subjects and vestibular patients: effects of gender, age and trait-anxiety. Journal of Vestibular Research, 23(4), 203-209. https://doi.org/10.3233/VES-130501 es_ES
dc.description.references Pollard, J. & Cleal, R. (2004). Dating Avebury. In J. Pollard & R. Cleal (Eds.), Monuments and Material Culture: Papers in honour of an Avebury archaeologist - Isobel Smith. Salisbury: Hobnob Press. es_ES
dc.description.references Pollard, J. & Reynolds, A. (2002). Avebury: the biography of a landscape. 1st ed. Stroud: The History Press. es_ES
dc.description.references Relph, E. (2008). Place and Placelessness. 1st ed. London: Sage. es_ES
dc.description.references Rosa, P., Morais, D., Gamito, P., Oliveira, J., & Saraiva, T. (2016). The immersive virtual reality experience: a typology of users revealed through multiple correspondence analysis combined with cluster analysis technique. Cyberpsychology, Behavior, and Social Networking, 19(3), 209-216. https://doi.org/10.1089/cyber.2015.0130 es_ES
dc.description.references Scarles, C. & Lester, J.-A. (2013). Mediating the Tourist Experience: from Brochures to Virtual Encounters. In C. Scarles (Ed.), Mediating the Tourist Experience, (pp. 1-11). London: Taylor and Francis. https://doi.org/10.4324/9781315594613 es_ES
dc.description.references Statham, N. (2019). Scientific rigour of online platforms for 3D visualisation of heritage. Virtual Archaeology Review, 10(20), 1-16. https://doi.org/10.4995/var.2019.9715 es_ES
dc.description.references Shanks, M. & Tilley, C. (1992). Re-constructing Archaeology: Theory and practice. 2nd ed. London: Routledge. es_ES
dc.description.references Smith, I. F. (1965). Windmill Hill and Avebury: Excavations by Alexander Keiller 1925-1939. Oxford: Clarendon Press. es_ES
dc.description.references Taylor, J. & Gibson, K. L. (2016). Digitisation, digital interaction and social media: embedded barriers to democratic heritage. International Journal of Heritage Studies, 23(5), 408-420. https://doi.org/10.1080/13527258.2016.1171245 es_ES
dc.description.references Tuan, Y. (1979). Space and Place: Humanistic Perspective. In S. Gale, & G. Olsson (Eds.), Philosophy in Geography. 387. Dordrecht: D. Reidel Publishing Company. https://doi.org/10.1007/978-94-009-9394-5_19 es_ES
dc.description.references Turner, P., Turner S., & Burrows L. (2013). Creating a sense of place with a deliberately constrained virtual environment. International Journal of Cognitive Performance Support, 1(1), 54-68. https://doi.org/10.1504/IJCPS.2013.053554 es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem