Virtual Reality & 3D Modelling - ARC00052M
- Department: Archaeology
- Credit value: 5 credits
- Credit level: M
- Academic year of delivery: 2022-23
Module summary
Virtual Reality & 3D modelling provides an overview of VR and 3D technologies currently used within archaeology and heritage, with a focus on the creation of visualisations for interpretation and dissemination. Each week focuses on specific skills within 3D modelling software to evaluate and use archaeological evidence to build visualisations. At completion the student will have created a 3D model of an archaeological resource.
Module will run
Occurrence | Teaching period |
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A | Autumn Term 2022-23 |
Module aims
By engaging with VR modelling techniques, students will:
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Demonstrate an understanding of a range 3D modelling techniques
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Be able to critically and creatively apply these skills within an archaeological setting
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Be familiar with a range of 3D modelling and computer graphics software and be able to select appropriate tools for different tasks.
Module learning outcomes
By the end of the module the students should be able to:
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Apply knowledge of the use of 3D models and virtual reality in archaeological research and dissemination.
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Understand when and how to use 3D modelling and virtual reality in archaeology
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Create virtual reality models that are appropriate to the underlying archaeological data
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Appropriately apply a range of transferrable 3D modelling skills
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Make creative use of visual media to express complex information
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Select appropriate media for a specific projects (e.g. games, VR or animation)
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Develop 3D and animated content which is appropriate for use in broadcast and interactive media.
Module content
This module introduces students to the principles of creating virtual reality models and enables them to create a series of models demonstrating the core skills of 3D modelling. The module will prepare students for the self-led development of expertise in this field following conclusion of studies. As well as the skills of 3D modelling we will also cover specific production skills needed for the development of assets for media outlets and museums.
Indicative assessment
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Special assessment rules
Pass/fail
Indicative reassessment
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Module feedback
Feedback will be available within 4 weeks
Indicative reading
Clark, J.T. 2010. The fallacy of reconstruction. in Forte, Cyber-Archaeology. Oxford: BAR.
Frankland, T. (2012). A CG artist's impression: Depicting virtual reconstructions using non-photorealistic rendering techniques. In A. Chrysanthi, P.F. Murrieta and C. Papadopoulos (eds) Thinking Beyond the Tool: Archaeological Computing and the Interpretive Process. Oxford: Archaeopress, 24-39.
Watterson, A. (2012). Hyper-Realism, Photo-Realism and Learning to be Realistic: http://digitaldirtvirtualpasts.wordpress.com/2012/08/17/hyper-realism-photo-realism-and-learning-to-be-realistic/