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Computer Graphics for Archaeology

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Visual Computing for Cultural Heritage

Part of the book series: Springer Series on Cultural Computing ((SSCC))

Abstract

Archaeologists reconstruct past human activity from material culture remains. Recording, representing and reconstructing artifacts or contexts is a long, morose, and often expensive process. Computers have radically changed traditional methodologies and are creating opportunities to develop more eloquent images or graphic files that convey compressed information and engage the public in a more participative way. Archeological reconstructions are thinking tools that allow us to reason better and faster about our past and present, and computer graphics can replace the traditional long texts and orthographic images with a rich learning environment that transforms the learning experience into an active and critical mental process. This chapter analyses the current methodologies and evaluates the cost-benefits of the best off-the-shelf software packages and their potential to improve the recording, representing, reconstructing, and sharing archaeological contexts and artifacts.

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Castro, F., Dostal, C. (2020). Computer Graphics for Archaeology. In: Liarokapis, F., Voulodimos, A., Doulamis, N., Doulamis, A. (eds) Visual Computing for Cultural Heritage. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-37191-3_1

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  • DOI: https://doi.org/10.1007/978-3-030-37191-3_1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37190-6

  • Online ISBN: 978-3-030-37191-3

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