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dc.contributor.author | Torres, Antonio | es_ES |
dc.contributor.author | Medina-Alcaide, Mª Ángeles | es_ES |
dc.contributor.author | Intxaurbe, Iñaki | es_ES |
dc.contributor.author | Rivero, Olivia | es_ES |
dc.contributor.author | Rios-Garaizar, Joseba | es_ES |
dc.contributor.author | Arriolabengo, Martín | es_ES |
dc.contributor.author | Ruiz-López, Juan Francisco | es_ES |
dc.contributor.author | Garate, Diego | es_ES |
dc.date.accessioned | 2024-10-08T07:11:53Z | |
dc.date.available | 2024-10-08T07:11:53Z | |
dc.date.issued | 2023-04-04 | |
dc.identifier.uri | http://hdl.handle.net/10251/209469 | |
dc.description.abstract | The Upper Palaeolithic period (ca. 45000 - 12000 BP) was the time when figurative art chiefly produced by Homo sapiens emerged and developed. The Upper Palaeolithic rock art entails a multisensory experience that goes beyond depicted images observation: it includes aspects related to the cognitive development of human mind, the spatial dimensions, the type of rock surface, artificial lighting, and challenges of navigating the underground environment. Traditionally, the study of Palaeolithic art in caves has focused on paintings and illustrated subjects' graphic analysis. However, a recent shift in methodological focus has favoured a comprehensive and interdisciplinary study of rock art. This new perspective has allowed the investigation of surrounding elements that significantly influence the art and its interpretation. Combining this with new digital technologies, it is now possible to reconstruct Palaeolithic artistic creation and contemplation environments with precision, offering researchers an immersive and interactive experience through virtual reality (VR). The two documented Palaeolithic lighting systems in the sector J “Ledge of the Horses” have been virtually recreated. The lighting simulation parameters are based on those obtained from an anthracological study of the charcoal remains found in the cave and the subsequent experimental program. The study included analysing both three-dimensional (3D) models of the cave, obtained through photogrammetry and laser scanning, and the lighting systems in the graphics engine ©Unreal Engine 5; this allowed the researchers to create an interactive VR environment that faithfully reflects the current state of scientific knowledge about the cavity. Using VR is a substantial methodological advancement, regarding both knowledge transmission and the creation of more robust and coherent archaeological interpretations through sensory perception and historical empathy. This approach has been applied to the main decorated sector of the Atxurra Cave (Basque Country, Spain), a space containing dozens of engraved and painted representations, and surface archaeological material, subjected to a comprehensive multidisciplinary study. | es_ES |
dc.description.sponsorship | The authors wish to thank the Cultural Heritage Service of the Diputación Foral de Bizkaia for funding the four-year multidisciplinary study project (2016-2020) “Study of rock art in Atxurra cave” directed by Dr Diego Garate. The present study has been carried out within the framework of the research project "Before art: social investment in symbolic expressions during the Upper Palaeolithic in the Iberian Peninsula” (PID2019-107262GB-I00), PI: Diego Garate, funded by the Ministerio de Ciencia, Innovación yUniversidades (Spain) and the research project “Scientific virtual reality for the study and dissemination of the scenarios of artistic creation in Palaeolithic caves (RealCaveART)” (PDC2022-133124-I00), PI: Diego Garate, funded by MCIN/AEI/10.13039/501100011033 and the European Union Next Generation EU/PRTR.This paper is also part of “A-Light project”, PI:M.Medina (2022-2024), within the framework of HORIZON-MSCA-2021-PF-01-01 (project number 101066376), funded by the European Union. | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Universitat Politecnica de Valencia | 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 | Virtual Reality (VR) | es_ES |
dc.subject | Virtual Archaeology | es_ES |
dc.subject | Upper Palaeolithic | es_ES |
dc.subject | Rock Art | es_ES |
dc.subject | Palaeolithic Lighting | es_ES |
dc.title | Scientific Virtual Reality as a Research Tool in Prehistoric Archaeology: The Case of Atxurra Cave (Northern Spain) | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.4995/var.2024.20976 | |
dc.relation.projectID | info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-107262GB-I00/ES/ANTES DEL ARTE: LA INVERSION SOCIAL EN LAS EXPRESIONES SIMBOLICAS DURANTE EL PALEOLITICO SUPERIOR EN LA PENINSULA IBERICA/ | es_ES |
dc.relation.projectID | info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2021-2023/PDC2022-133124-I00/ES/REALIDAD VIRTUAL CIENTIFICA PARA EL ESTUDIO Y LA DIFUSION DE LOS ESCENARIOS DE CREACION ARTISTICA EN CUEVAS PALEOLITICAS/ | es_ES |
dc.relation.projectID | info:eu-repo/grantAgreement /EC/HE/101066376/ES/A-Light project/ | es_ES |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Torres, A.; Medina-Alcaide, MÁ.; Intxaurbe, I.; Rivero, O.; Rios-Garaizar, J.; Arriolabengo, M.; Ruiz-López, JF.... (2023). Scientific Virtual Reality as a Research Tool in Prehistoric Archaeology: The Case of Atxurra Cave (Northern Spain). Virtual Archaeology Review. (31):1-15. https://doi.org/10.4995/var.2024.20976 | es_ES |
dc.description.upvformatpinicio | 1 | es_ES |
dc.description.upvformatpfin | 15 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.issue | 31 | es_ES |
dc.identifier.eissn | 1989-9947 | |
dc.contributor.funder | Diputación Foral de Bizkaia | es_ES |
dc.contributor.funder | Ministerio de Ciencia, Innovación y Universidades | es_ES |
dc.contributor.funder | European Commission | es_ES |