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Stilton Rolling and Hadrian's Wall: Using Augmented Reality to ExplorePast Perception
Stuart Eve - UCL
By way of introduction I will show two videos
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VIDEO HADRIAN'S WALL WALK
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STILTON ROLLING VIDEO
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Spot the Similarity?
Distance travelled (50m)
Representation of that experience in GIS
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Some Questions
How do we analyse different experiences?
In what ways can new computational approaches bridge the gap between traditional phenomenological fieldwork and GIS?
Is it possible to create an embodied GIS?
In what ways can this help us to analyse past experience and how can it be applied to answer real archaeological questions?
What effect do politically-enforced barriers (e.g. Hadrian's Wall) have on the people living in that landscape?
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Archaeology and Phenomenology
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Phenomenological Philosophers
Edmund Husserl (1859 1938)
Called the founder of phenomenology, argues that experience should be examined in terms of their logical interrelations not the 'feel' of the experience itself.
Maurice Merleau-Ponty (1908 - 1961)
Argues that the mind is inextricably linked with the body, the one cannot exist without the other.
We are nothing but a view of the world (Phenomenology of Perception 2002:406).
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Archaeological Computing and the Embodied Experience
Fuzzy Taskscape (Senseshed)
Also known as a perceptual catchment area it is generated around a point to demonstrate the area in which one is perceptually engaged.
Although encompassing all senses, it still does not take account of Merleau-Ponty's indeterminate spaces and also is a fixed point in the landscape
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Why use computers anyway?
Simulation
Reconstruction
Experimentation
Replication
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After Schnabel et al 2007
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AUGMENTED REALITY USING MAGIC MARKER
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The Arc of Intentionality
Taken from Turner 2007:130
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SPIN PANORAMA - CRYSIS
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MARKER VIDEO
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CorporealNo haptic feedback, but visual affordances well-represented.
The world changes around us and we are afforded the expected changing views and encounters.
SocialNo engagement with the 'Roman' social affordances.
Possibility of multi-user experience.
AffectiveIt is possible to emote certain feeling within a gaming-engine, such as excitement or fear but this is mostly to do with storyline.
Cognitive/Perceptual We can change the virtual objects on the fly.
We are able to undertake experiments directly within the interface.
AoI analysis of the Crysis Gaming-Engine
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CorporealComplete experience of corporeal affordances. By walking around the landscape itself in real-time, all of the affordances of the landscape are available and can be interpreted.
Virtual elements bring Break of Presence.
SocialNo engagement with the 'Roman' social affordances.
Possibility of multi-user experience.
AffectiveVertigo when standing on edge of crag.
In-place experience gives us the feelings associated with being cold/hot/wet, etc.
Cognitive/Perceptual We can change the virtual objects on the fly.
World is our playground, we can move around real world, but put in any virtual objects.
AoI analysis of Augmented Reality
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Where to next?
Cross-Disciplinary Year at CASA
Fully develop AR application
Fieldwork with different users
Analysis of survey results
Follow Blog at www.dead-mens-eyes.org
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Bibliography
Hamilton, S. et al., 2006. Phenomenology in Practice: Towards a p Methodology for a `Subjective' Approach. European Journal of Archaeology, 9(1), 31-71.
Merleau-Ponty, M., 2002. Phenomenology of perception, Routledge.
Tilley, C., 1997. A Phenomenology of Landscape: Places, Paths and Monuments, Berg Publishers.
Turner, P., 2007. The Intentional Basis of Presence. In Proceedings of the 10th Annual International Workshop on Presence. PRESENCE 2007 The 10th Annual International Workshop on Presence. Barcelona, Spain.