Four years ago, I presented a critical evaluation of the use of
computer game engines in 3D reconstruction, revealing the potentials
of this technology for a ‘poor man’s virtual reality.’ Since that
time, a number of projects have begun to realise the cost-effectiveness
of using software and hardware designed for the purposes of the
computer game industry in production of academically acceptable
and archaeologically accurate 3D virtual realities. However, we
have not yet scratched the surface of the significant advantages
presented by the use of these tools in academic research. The
virtual realities created by computer games are enhanced by sound,
changing daylight conditions and most importantly are populated
by inhabitants of every kind; from computer controlled entities
to the avatars of other humans simultaneously experiencing
the same virtual world via the Internet. This paper argues that
archaeological virtual reality production must continue to follow
in the footsteps of game designers. We must take advantage of
the unique opportunities presented by game engines and continue
to integrate those features which increase the immersive e?ect
and functional utility of our own reconstructions. To this
end, I will present the results of my continued work in the reconstruction
of ancient daily life through the recreation of a single house
from the ancient city of Pompeii. Rather than focusing on the
cost effectiveness and technological requirements of game engines
however, this paper showcases the unique advantages presented
by these tools for the creation of Internet-based
immersive virtual realities.
contact
Michael Anderson
San Francisco State University
Department: Classics
USA
maa35@sfsu.edu