The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games
The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games
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Zusammenfassung
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
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The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games by Stefano Bertoldi
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.
Stefano Bertoldi graduated (MA, University of Siena, 2012) in medieval archaeology with a thesis on spatial analysis of road and settlements and in 2017 presented his Ph.D. dissertation on settlements, roads, markets and trade in Tuscany between the imperial age and the early middle ages. His principal research interests are computer applications and quantitative methods in archaeology, and the archaeology of the late Roman to post-medieval periods. ;
Samanta Mariotti graduated (MA, University of Siena, 2010) in Byzantine Archaeology with a thesis on urban transformations between Late Antiquity and the early Byzantine period. In 2016 she obtained a specialist diploma from the University of Trieste. Over the years she has participated in numerous excavation campaigns as supervisor and GIS expert as well as focusing on public archaeology and communication. Since 2018 she has collaborated with an educational games society as an archaeological expert and narrative designer.
Samanta Mariotti graduated (MA, University of Siena, 2010) in Byzantine Archaeology with a thesis on urban transformations between Late Antiquity and the early Byzantine period. In 2016 she obtained a specialist diploma from the University of Trieste. Over the years she has participated in numerous excavation campaigns as supervisor and GIS expert as well as focusing on public archaeology and communication. Since 2018 she has collaborated with an educational games society as an archaeological expert and narrative designer.
| SKU | Nicht verfügbar |
| ISBN 13 | 9781803272665 |
| ISBN 10 | 180327266X |
| Titel | The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games |
| Autor | Stefano Bertoldi |
| Buchzustand | Nicht verfügbar |
| Bindungsart | Paperback |
| Verlag | Archaeopress |
| Erscheinungsjahr | 2022-06-02 |
| Seitenanzahl | 124 |
| Hinweis auf dem Einband | Die Abbildung des Buches dient nur Illustrationszwecken, die tatsächliche Bindung, das Cover und die Auflage können sich davon unterscheiden. |
| Hinweis | Nicht verfügbar |