Virtual simulations of ancient sites inhabited by autonomous characters
Lessons from the development of Easy-population
Bibliographic Data
| ID | 4655675 |
|---|---|
| Authors | Rui Filipe Antunes (0000-0003-3268-3005, Universidade Lusófona, corresponding author), Luís Correia (0000-0003-1045-6119, University of Lisbon) |
| Year | 2022 |
| Volume | 26 |
| Pages | e00237 |
| Publication date | 2022-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Digital Applications in Archaeology and Cultural Heritage (JOURNAL) |
| Journal identifiers | ISSN: 2212-0548 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.daach.2022.e00237 |
| OpenAlex | W4293481195 |
| Language | EN |
| References cited | 1 |
In this paper, we report the learnings from the development of Easy-Population, a software tool for generation of autonomous populations in virtual simulations and its use in the creation of a 3D recreation of a historical site. In the process, we discuss the animation of virtual historical simulations inhabited by autonomous characters. We claim the incompleteness of these simulations in representing ancient places to conclude the necessity of further research emphasizing cultural and social representation in this type of simulation. This paper contributes with new insights that help us to identify main areas for future research in this domain of knowledge. First, we start by presenting a quick overview of the field of autonomous populations in virtual simulations of ancient sites. Then, we describe the authoring tool that we have developed to simplify the process of animating such simulations with virtual populations, developed as part of the EU funded project BIHC: Bio Inspired Human Crowds. This tool was used to create a Virtual Reality experience on the simulation of Xelb, the medieval city of Silves in the South of Portugal. Finally, we present and discuss the results of two inquiries produced next to an audience of field experts on the Cultural Heritage sector and the broad public. These provide us with key insights helping us in understanding what future research in this field should take into consideration, in order to expand the use of autonomous populations in the field of cultural heritage as useful instruments in the creation of educational tools
Animation · Archaeology · Crowd simulation · Crowds · Cultural heritage · Data science · Domain (mathematical analysis · Field (mathematics · Geography · Human–computer interaction · Political science · Population · Process (computing · Recreation · Representation (politics · Sociology · Virtual reality · Computer Science · Digital Games and Media · Digital Storytelling and Education · Innovative Human-Technology Interaction · Ecology
| Citation velocity | historical |
|---|---|
| Highly cited | No |