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Developing artificial life simulations of vegetation to support the virtual reconstruction of ancient landscapes

机译:开发人工生命模拟植被,支持古代景观的虚拟重建

摘要

Research in Virtual Heritage has gained popularity in recent years. Efforts by the community of Virtual Heritage researchers to reconstruct sites considered worthy of preservation span from the historical “built environment”, including the Pyramids at Ghiza and Virtual Reality Notre Dame, to natural heritage sites such as Australia’s Great Barrier Reef and the Virtual Everglades at Florida. Other important efforts to conserve artefacts and educate visitors include Virtual Stonehenge, Pompeii and the Caves of Lascaux. Entire villages, cities and even caves have been constructed as part of virtual conservation efforts. These digital reconstructions have, to date, contributed significant awareness and interest among the general public, providing educational benefits to schoolchildren and new research opportunities to archaeologists and conservationists, to mention but two groups of beneficiaries. Today, to paraphrase the work of Professor Robert J. Stone, Virtual Heritage strives to deliver to a global audience, computer-based reconstructions of artefacts, sites and actors of historic, artistic, religious and cultural heritage in such a way as to provide formative educational experience through the manipulations of time and space. It is realised that the user experience and educational value of a Virtual Heritage site is crucial – the process of virtual reconstruction is as important as its outcome. The total experience therefore, hinges on the modelling accuracy, scientific credibility, and the interactive visualisation capability of a virtual site. However, many interactive media implementations in Virtual Heritage in the recent past have failed to make full use of the advanced interactive visualisation techniques available to researchers. In particular, an element that many end users might consider essential, namely the inclusion of “living” and responsive virtual agents are noticeably lacking in most all Virtual Heritage examples. The addition of these ‘living’ entities and environments could give Virtual Heritage applications a richer, more evolvable content, and a higher level of interactivity. Artificial Life (alife), an emerging research area dealing with the study of synthetic systems that exhibit behaviours characteristic of natural living systems, offers great potential in overcoming this missing element in current Virtual Heritage applications. The present research investigates the feasibility of constructing models of vegetation, exploiting new developments in Artificial Life implemented within a controlled Virtual Environment for application in the field of Archaeology. The specific area of study is the recently discovered and recently named Shotton river valley off the eastern coast of the United Kingdom – a region that once flourished during the Mesolithic Era prior to the post-glacial flooding of the North Sea.
机译:近年来,关于虚拟遗产的研究越来越流行。虚拟遗产研究人员社区努力重建那些值得保护的遗址,包括历史悠久的“建筑环境”,包括吉萨金字塔和虚拟现实巴黎圣母院,再到自然遗产遗址,例如澳大利亚的大堡礁和埃菲尔铁塔的大沼泽地。佛罗里达。保护文物和教育游客的其他重要举措包括虚拟巨石阵,庞贝古城和拉斯考洞穴。作为虚拟保护工作的一部分,已经建造了整个村庄,城市甚至洞穴。迄今为止,这些数字重建在公众中引起了极大的关注和兴趣,为学童提供了教育收益,并为考古学家和保护主义者提供了新的研究机会,仅提及了两类受益者。今天,为了诠释罗伯特·J·斯通教授的工作,虚拟遗产致力于向全球观众提供基于计算机的人工制品,历史,艺术,宗教和文化遗产的遗址和演员的重建,以提供通过操纵时间和空间获得教育经验。人们已经意识到,虚拟遗产站点的用户体验和教育价值至关重要-虚拟重建的过程与其结果一样重要。因此,总经验取决于虚拟站点的建模准确性,科学信誉和交互式可视化功能。但是,近来在虚拟遗产中的许多交互式媒体实现都未能充分利用研究人员可用的高级交互式可视化技术。特别是,许多最终用户可能认为必不可少的要素,即在大多数虚拟遗产示例中都明显缺少“活着的”和响应式虚拟代理。这些“活动的”实体和环境的添加可以使虚拟遗产应用程序具有更丰富,更可扩展的内容以及更高水平的交互性。人工生命(alife)是一个新兴的研究领域,致力于研究表现出自然生命系统特征的合成系统,在克服当前虚拟遗产应用中的这一缺失元素方面具有巨大潜力。本研究调查了构建植被模型的可行性,并利用在受控虚拟环境中实施的人工生命的新进展在考古领域中的应用。研究的特定领域是英国东部沿海地区最近发现并命名为Shotton的河谷,该地区曾在中石器时代盛行,后因北冰河洪水泛滥。

著录项

  • 作者

    Chng Eugene;

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  • 年度 2007
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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