TY - JOUR
T1 - Recreating a medieval urban scene with virtual intelligent characters
T2 - steps to create the complete scenario
AU - Cláudio, Ana Paula
AU - Carmo, Maria Beatriz
AU - de Carvalho, Alexandre Antonio
AU - Xavier, Willian
AU - Antunes, Rui Filipe
PY - 2017
Y1 - 2017
N2 - From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time.
AB - From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time.
KW - 3D data interoperability
KW - 3D reconstruction
KW - Cultural heritage
KW - Cyber-archaeology
KW - Digital archaeology
KW - Virtual archaeology
UR - http://www.scopus.com/inward/record.url?scp=85028029425&partnerID=8YFLogxK
U2 - 10.4995/var.2017.6557
DO - 10.4995/var.2017.6557
M3 - Article
AN - SCOPUS:85028029425
SN - 1989-9947
VL - 8
SP - 31
EP - 41
JO - Virtual Archaeology Review
JF - Virtual Archaeology Review
IS - 17
ER -