Virtual Reality and 3D Modelling - ARC00122M
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. The module will introduce how to evaluate and use archaeological evidence to inform the creation of 3D visualisations, with students producing a number of 3D models throughout. Virtual Reality and game engine technology will also be explored as some of the ways in which 3D models can be visualised and made accessible to different audiences.
Module will run
Occurrence | Teaching period |
---|---|
A | Semester 2 2025-26 |
Module aims
This module aims to:
- Expose students to the basic principles behind 3D modelling and a range of 3D modelling techniques
- Provide the opportunity to learn to critically and creatively apply 3D modelling skills within archaeological and heritage settings
- Enable students to become familiar with the challenges involved in using 3D modelling and VR to visualise archaeological sites and artefacts
Module learning outcomes
By the end of the module the students should be able to:
- Demonstrate a systematic understanding of how to use 3D models and virtual reality in archaeological research and dissemination
- Demonstrate a practical understanding when and how to use 3D modelling and virtual reality in archaeology
- Demonstrate self-direction and originality in creating 3D and virtual reality models from underlying archaeological data, applying a range of transferable 3D modelling skills
- Demonstrate critical engagement with the appropriate media for specific projects (e.g. games, VR or animation)
Module content
This module introduces students to the principles of creating 3D models of both archaeological structures and artefacts, enabling them to create a series of models demonstrating core skills of 3D modelling. The module will prepare students for the self-led development of expertise in this field following the 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
None
Indicative reassessment
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Module feedback
Formative: oral feedback from module leaders
Summative: written feedback within the University's turnaround policy
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/