Reconfiguring experimental archaeology using 3D reconstruction

نویسندگان

  • Stuart E. Dunn
  • Kirk A. Woolford
چکیده

Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. We can determine, for example, how many trees would need to be felled to construct a large round-house of the southern British Iron Age (over one hundred), infer the exact angle needed to strike a flint core in order to knap an arrowhead in the manner of a Neolithic hunter-gatherer, or recreate the precise environmental conditions needed to store grain in underground silos over the winter months, with only the technologies and materials available to RomanoBriton villagers (see Coles 1973; Reynolds 1993). However, experimental archaeology has, hitherto, confined itself to rather rigid, empirical and quantitative questions such as those posed in these examples. This is quite understandable, and in line with good scientific practice, which stipulates that any ‘experiment’ must be based on replicable data, and be reproducible. Despite their potential in this area however, it is notable that digital reconstruction technologies have yet to play a significant role in experimental archaeology. Whilst many excellent examples of digital 3D reconstruction of heritage sites exist (for example the Digital Roman Forum project: http://dlib.etc.ucla.edu/projects/Forum) most, if not all, of these are characterized by a drive to establish a photorealistic re-creation of physical features. This paper will discuss possibilities that lie beyond straightforward positivist re-creation of heritage sites, in the experimental reconstruction of intangible heritage. Between 2010 and 2012, the authors led the Motion in Place Platform project (MiPP: http://www.motioninplace.org/), a capital grant under the AHRC's DEDEFI scheme developing motion capture and analysis tools for exploring how people move through spaces. In the course of MiPP, a series of experiments were conducted using motion capture hardware and software at the Silchester Roman town archaeological excavation in Hampshire, and at the Butser Ancient Farm facility, where Romano-British and Iron Age dwellings have been constructed according to the best experimental practice. As well as reconstructing such Roman and early British dwellings in 3D, the authors were able to use motion capture to reconstruct the kind of activities that – according to the material evidence – are likely to have been carried out by the occupants who used them. Bespoke motion capture suits developed for the project were employed, and the traces captured and rendered with a combination of Autodesk and Unity3D software. This sheds new light on how the reconstructed spaces and, by inference, their ancient counterparts were most likely to have been used. In particular the exercises allowed the evaluation and visualisation of changes in behaviour which occur as a result of familiarity with an environment and the acquisition of expertise over time; and to assess how interaction between different actors affects how everyday tasks are carried out.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Reconfiguring experimental archaeology using 3D motion reconstruction

The Motion in Place Platform was an infrastructure experiment which sought to provide a ‘deep’ mapping of reconstructed human movement. It was a collaboration between Animazoo, a Brighton-based motion hardware company, researchers from the University of Sussex’s Informatics lab, digital humanities researchers at King’s College London, and the University of Bedfordshire. Both 3D reconstruction a...

متن کامل

3d-reconstruction & Re-production in Archaeology

First an imaging 3D-Laser Scanner (3D-LS) will be presented and its functioning will be explained. The scanning mechanism of the 3D-LS is realized by two Galvanometer Scanners. Using such a scanning device it is possible to program various scanning patterns depending on the application. Therefore, the scanner can be applied for the digitization of small sculptures as well as for digitizing inte...

متن کامل

An Introduction to the Use of Fuzzy Mathematics in Archeology (Case Study: Virtual Reconstruction of Togrul Tower by Using Fuzzy Reliability)

Nowadays, the use of fuzzy mathematics and fuzzy logic are increasing in various sciences. Archaeology is one of the sciences that is less attended with the methods of fuzzy mathematics and fuzzy logic. Due to the nature of many archaeological data, however, the use of such methods in archaeology can be beneficial. In this research, it has been tried to explain applications of fuzzy logic and f...

متن کامل

A Novel Multimedia System for Archaeology

The EU funded project, 3D Measurement and Virtual Reconstruction of Ancient Lost Worlds of Europe (3D MURALE), is creating a set of low-cost multimedia tools for recording, reconstructing, encoding, visualising buildings, building parts, statues, statue parts, pottery, stratigraphy, terrain geometry/texture and material texture with a database for proper storage and retrieval. This paper descri...

متن کامل

3D model-based video mapping

Acquiring accurate and coloured 3D representations of underwater scenes is of prime importance in many applications such as ship hull inspection, offshore structure assessment, archaeology or the detection of hazards such as underwater mines. While video and laser-based 3D reconstruction approaches are limited to very short ranges, the use of SONAR sensors enable the recognition and localisatio...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2012