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Lost LABYRINTH Of Egypt Scanned

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Author Topic: Lost LABYRINTH Of Egypt Scanned  (Read 8900 times)
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« Reply #30 on: September 30, 2008, 07:54:39 pm »

1. Introduction

There has been much discussion about the capabilities of the Internet and cyberspace to promote increased accessibility to museum collections (Economow 1995, Johnston 1998). Potentially, visitors can indulge in virtual experiences of artefacts to which access in a real museum is limited by physical distance, conservation requirements, or limitations on exhibition space. In the virtual museum, the collection in the museum is available at any time online (Sweeney 1997). In addition, the flexible nature of such virtual environments can be further utilised in reproducing full-scale, 3D models of archaeological sites. In particular, we can adopt VR technology to generate a virtual reconstruction of an ancient site that was destroyed long time ago.
This is of immense importance for archaeological studies as it opens up many new dimensions in understanding and simulating such sites. Perhaps for the first time in archaeological terms, does it provide us with the opportunity to visualise, explore and present ancient sites in their original form. We may even be able to create dynamic models which incorporate chronological transitions and reflect the cultural and physical shifts that have taken place at each time period.

In other words, one of the effective ways to promote and provide archaeological resources online is to address the limitation on exploring real artefacts by creating a virtual archaeological site equipped with 3D visualisation utility. It should be complemented by web interface that includes the relevant information, so as to attract the user's interest and lead them to the models.
In this light, we set up a project on the VR modelling of ancient sites and propose a series of digital reconstruction, which is developed and disseminated using state-of-the-art digital technologies. We then popularise it in a web-based context so that various publics could view the exhibits as well as consider various reconstructions for themselves.

As a short-term case study, we focus on the Hawara Labyrinth site for which we have primary access to a wealth of artefacts and archaeological records. However, the techniques we develop would be of wide use in archaeological reconstruction; this study in fact is the pilot phase of a much larger project which is aimed at realising the full potential of these new media in archaeology and museum planning.
We will start by discussing the applicability of VR to archaeology. This is followed by revisions on some of the related studies. We will then trace the history of Hawara and examine how it was gradually destroyed. Based on this information, we construct online contents of Hawara including two models of the Labyrinth that are proposed by different archaeologists.
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