Virtual Reality (abbreviated VR), although far from being a new concept in computer science, is increasingly considered nowadays as the digital media technology that can most directly linked with Archaeology and Archaeological Reconstruction (with the term “reconstruction” in this context being officially agreed on meaning the “re-building of a monument to its state at a time of its history chosen for that particular representation”). The potential along with the many degrees of freedom offered by this branch of technology in the sector recently led experts to even start talking about the dawn of the hyper-tourist era. The ever increasing amount of research in the area, as well as the number of actual archaeological sites that have been reconstructed in a VR environment to the present, appear to support both directly and indirectly such a strong statement. It is not an exaggeration to say that archaeological research is now dependent on VR more than ever before. Also, many of these applications include a pedagogical aspect in their design that makes them ideal educational platforms for students in archaeology and professionals in the area alike.
|Title of host publication||Visual Computing for Cultural Heritage|
|Editors||Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis|
|Number of pages||16|
|Publication status||Published - 8 Apr 2020|
|Name||Springer Series on Cultural Computing|