Archaeology and nature: hyblean cultural landscape and territorial ...
Archaeology and nature: hyblean cultural landscape and territorial ...
Archaeology and nature: hyblean cultural landscape and territorial ...
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Fig. 2: Roman time, overlap Paget hypothesis to present look<br />
We think the "virtual rebuilding" can help to underst<strong>and</strong> the meaning of archaeological finds <strong>and</strong> the most<br />
important problem is to define what to rebuilt, how to represent the reconstruction <strong>and</strong> what technology to<br />
use.<br />
The archaeological finds are generally only a "piece of matter" <strong>and</strong> to reduce the communication gap we can<br />
reconstruct what is missing.<br />
The use of digital media <strong>and</strong> 3D modelling opens new perspectives in archaeological research, it let us to<br />
document the passage of the history, but it raises new questions about the ways of representing the<br />
archaeological heritage[3].<br />
The use of 3D models to represent hypotheses of reconstruction is a powerful tool that promotes<br />
communication <strong>and</strong> dissemination of <strong>cultural</strong> content to a wide audience.<br />
The 3D models allow us:<br />
- to access to monuments at risk of damage, <strong>and</strong> therefore closed to the public;<br />
- to document what the history has erased;<br />
- to create new way of enjoyment of archaeological heritage without boundaries, in a virtual space;<br />
- to obtain a dynamic view, from different points of view in space <strong>and</strong> time;<br />
- to build an information system where we can access to data collected;<br />
- to organize a database linked to the models <strong>and</strong> to territory[4].<br />
In this field there are some different issues to deal <strong>and</strong> some needs to fulfil:<br />
- we have to solve the problem of the credibility <strong>and</strong> validity of reconstruction models of object, monuments,<br />
sites or l<strong>and</strong>scapes partially o totally modified or destroyed, <strong>and</strong> virtually reconstructed based on<br />
archaeological interpretation;<br />
- we have to define a communication code to show the traces of philological work in 3D model to show<br />
elements corresponding to reality from hypothesis;<br />
- we have to chose what kind of representation to use: structural or hyperrealistic<br />
- we have to design the interface for an interactive use of the models.<br />
A problem often overlooked is the difficulty that the end user meets by using technological tools.<br />
Sometimes, we used very complex systems <strong>and</strong> the interface isn't user friendly <strong>and</strong> it is very difficult to<br />
underst<strong>and</strong> for those who are not familiar with technology. In fact, we aren't willing to spend our own time to<br />
learn how to use a tool that is only a means to acquire further knowledge. Moreover, a user, who feels<br />
inferior, backward or inadequate respect to the proposed product, irritates <strong>and</strong> he renounces to use <strong>cultural</strong><br />
product.<br />
Therefore, the interfaces must be designed with particular regard to the users, by ensuring their intuitiveness<br />
<strong>and</strong> limiting as possible the technology interference.<br />
3. The rule of representation<br />
To define a communication strategy for enjoyment of Archaeological Heritage it's very important to work in a<br />
multi-field team of experts made up of architects, archaeologists, computer specialists <strong>and</strong> communication.<br />
experts.<br />
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