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. 3: Roman time, a. satellite image, b. the reconstruction hypothesis by Paget, b. overlap Paget hypothesis\present<br />
The reconstruction does not represent the unique final result but the aim is to define an open system which<br />
can be further developed or improved.<br />
The area of representation can play a key role especially in matters relating to the visualization of 3D models<br />
<strong>and</strong> the design of communication systems.<br />
We have to address two fundamental issues: the first is related to the definition of a communication code<br />
appropriate to the receiver <strong>and</strong> the second, no less important question, is how to make clear in visualization<br />
of the 3D model the reconstruction hypothesis.<br />
The concept of communication requires the transfer of information from a transmitter to a receiver, to do that<br />
we have to use a code an a medium.<br />
We mean for code all the signs that make possible a communication <strong>and</strong> it is important to use signs that are<br />
able to send the meaning correctly.<br />
The communication must respect the cognitive process which occurs by incorporating the sign with the<br />
knowledge previously acquired or deemed necessary. In the case of <strong>Archaeology</strong> the sign is always an<br />
iconic one, <strong>and</strong> additional information needed to underst<strong>and</strong> this sign has traditionally been transmitted using<br />
a verbal language into written form (pannel) or oral (audio guides or guides) [5]. In the first case we obtain a<br />
communicative stress because we have to decode either the iconic sing <strong>and</strong> the verbal one, <strong>and</strong> so we force<br />
the viewer to "read" or to "look". In fact the viewer has to switch between modes based on a cognitive<br />
analytic process to another one of gestalt kind. The result is that the viewer has to leave one of the two<br />
cognitive system. Of course, the conflict is less if verbal information are transmitted orally in a conversational<br />
way. This conflict can be eliminated by using a visual language an minimizing the verbal comment that<br />
"separetes" us from the sign.<br />
So, an efficient communication system for archaeological heritage is based on using of an iconic code.<br />
Regard on this question we are involved in discussion about the kind of representation, when we have to use<br />
a realistic image <strong>and</strong> when we have to use a conceptual one.<br />
In fact a lot of communication projects are based on the simulation of reality but we think that the main aim is<br />
not only Virtual Reality, rather than the representation of knowledge <strong>and</strong> the Reality is just a part of it.<br />
So, we think that is very important to define a code to communicate "uncertainty", to emphasize the<br />
difference between real finds or l<strong>and</strong>scape <strong>and</strong> the hypothesis of reconstruction <strong>and</strong> so full range of 3D<br />
visualizations options must be considered, photo-realism or structural visualizations.<br />
In any case, a winning strategy is to simplify: to give a clear message, <strong>and</strong> then universally readable, it<br />
doesn't mean to make obvious what is complex but it means to remove everything is not necessary to give<br />
accurate information rather than complicating with adding information.<br />
The use of 3D digital models is one of the best way to show the reconstruction hypothesis.<br />
We can use 3D models to produce:<br />
- images<br />
- animations<br />
- 3D PDF<br />
- 3D database<br />
- virtual reality<br />
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