Skip to main content
Log in

Time.deltaTime: the vicissitudes of presence in visualizing Roman houses with game engine technology

  • Original Article
  • Published:
AI & SOCIETY Aims and scope Submit manuscript

Abstract

First drafted in 2006 and currently in version 2.1, the London Charter calls for the adoption of international standards for intellectual integrity, transparency, sustainability, and access in 3D modeling for cultural heritage. While the London Charter has been in the process of revision and distribution to the heritage community, game engines have become less expensive and more approachable. Several engines offer the ability to publish easily across operating systems, mobile devices, and the web, causing a rapid expansion in their use for archeological visualization. However, the very power of game engines to create and publish immersive content poses fundamental challenges to the emphasis on data-driven visualization and transparency expressed in the London Charter. These challenges should not be suppressed, since they can prove heuristically fruitful if they are explicitly recognized and explored. This potential is illustrated by a descriptive analysis of the recreation of the House of the Prince of Naples in Pompeii by an undergraduate humanities class, which concludes that the immersive effects of engine-based visualizations are as much to be found in their creation as in their “playing.” This suggests the value of democratizing the creation of game engine content for heritage visualization beyond research visualization laboratories, as a part of undergraduate curricula in the humanities.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9

Similar content being viewed by others

References

  • Ahearn L (2006) 3D game textures: create professional game art using photoshop, 2nd edn. Elsevier, Amsterdam

    Google Scholar 

  • Allison P (2012) Pompeian households: an on-line companion. http://www.stoa.org/projects/ph/index.html. Accessed 28 March 2012

  • Anderson M (2007) Putting the “Reality” in Virtual Reality: new advances through game engine technology. In: Proceedings computer application in archaeol 2007: Layers of Perception pp 1–8

  • Beacham R, Denard H, Niccolucci F (2012) London charter for the computer-based visualization of cultural heritage. http://www.londoncharter.org/ Accessed 27 March 2012

  • Bissell T (2010) Extra lives: why video games matter. Random House, New York

    Google Scholar 

  • Carratelli G (ed) (1990–2003). Pompei: pitture e mosaici. Istituto della enciclopedia Italiana, Rome

  • Carroll F (2009) The spatial development of the visual-narrative from prehistoric cave paintings to computer games. In: Turner P, Turner S, Davenport C (eds) Exploration of space, technology, and spatiality: interdisciplinary perspectives. IGI Global, Hershey, pp 141–154

    Google Scholar 

  • Corbeill T (2002) Political movement: walking and ideology in Republican Rome. In: Fredrick D (ed) The Roman gaze: vision, power, and the body. Johns Hopkins University Press, Baltimore, pp 182–215

    Google Scholar 

  • Digital Pompeii Project (2012) The house of the Prince of Naples. http://pompeii.uark.edu/DigitalPompeii_Content/Models/HousePrinceNaplesWeb/Model_HousePrinceNaples_Day_Large.html. Accessed 29 March 2012

  • Dunn J, Dunn B (2012) Pompeii in pictures: a complete photographic record of everything at ancient Pompeii. http://pompeiiinpictures.com/pompeiiinpictures/index.htm. Accessed 28 March 2012

  • ESRI CityEngine (2012) Pompeii. http://www.esri.com/software/cityengine/demos.html. Accessed 26 March 2012

  • Favro D (2006) In the eyes of the beholder: virtual reality re-creations and academia. In: Haselberger L, Humphrey J (eds) Imaging ancient Rome: documentation-visualisation-imagination, J Roman Archaeology Supplementary Series Number 61, Portsmouth, Rhode Island, pp 321–334

  • Foss P (1997) Watchful Lares: Roman household organization and the rituals of cooking and dining. In: Laurence R, Wallace-Hadrill A (eds) Domestic space in the Roman World: Pompeii and Beyond, J Roman Archaeology Supplemental Series 22. Portsmouth, Rhode Island, pp 197–218

    Google Scholar 

  • Foss P (2007) Rediscovery and Resurrection. In: Dobbins J, Foss P (eds) The World of Pompeii. Routledge, London, pp 28–42

    Google Scholar 

  • Hyman P (2009) Choosing a game engine that can. Gamasutra April 13, 2009. http://www.gamasutra.com/view/feature/3988/choosing_the_game_engine_that_can.php. Accessed 24 March 2012

  • Institute for Digital Intermedia Arts-Ball State University (2012) NSF Funded Virtual Simulation of Hadrian’s Villa. http://idialab.org/projects/54. Accessed 27 March 2012

  • Jeong E, Biocca A, Bohil C. (2008) Effects of representational realism in 3D violent games. Presence 2008: The 11th annual international workshop on presence. http://www.temple.edu/ispr/prev_conferences/proceedings/2008/jeong.pdf. Accessed 27 March 2012

  • King’s Visualization Lab (2012) The Pompey project. http://www.pompey.cch.kcl.ac.uk/. Accessed 28 March 2012

  • Lammes S (2008) Playing the world: computer games, cartography, and spatial stories. Aether J Media Geogr 3:84–96

    Google Scholar 

  • Lawson S, van der Zee E, Daley L (2009) Spatial language in computer mediated communication. In: Turner P, Turner S, Davenport C (eds) Exploration of space, technology, and spatiality: interdisciplinary perspectives. IGI Global, Hershey, pp 168–182

    Google Scholar 

  • Murgatroyd P (2008) Appropriate levels of detail in 3-D visualisation: the house of the surgeon, Pompeii. Internet Archaeology 23.3, 2008. http://intarch.ac.uk/journal/issue23/murgatroyd_toc.html Accessed 27 March 2012

  • Nordahl R, Korsgaard D (2008) On the use of presence measurements to evaluate computer games. Presence 2008: The 11th annual international workshop on presence http://www.temple.edu/ispr/prev_conferences/proceedings/2008/nordahl.pdf. Accessed 27 March 2012

  • Packer J (1997) The forum of Trajan in Rome: a study of the monuments. University of California Press, Berkeley

    Google Scholar 

  • Pint Z (2012) Ubisoft Discusses Franchise Sales Figures, Assassin’s Creed Tops the List. http://www.planetxbox360.com/article_14021/Ubisoft_Discusses_Franchise_Sales_Figures_Assassins_Creed_Tops_the_List. Accessed 27 March 2012

  • Richlin A (1992) The garden of priapus: sexuality and aggression in Roman humor. Oxford University Press, London

    Google Scholar 

  • Roller M (2006) Dining posture in ancient Rome: bodies, values, and status. Princeton University Press, Princeton

    Google Scholar 

  • Roxworthy E, Chourasia A (2012) Drama in the delta. http://dramainthedelta.org/. Accessed 27 March 2012

  • Strocka V (1984) Casa del Principe di Napoli. Häuser in Pompeji, vol. 1. Hirmer Verlag, Munich

  • Tavinor G (2009) The art of videogames. Wiley-Blackwell, New York

    Book  Google Scholar 

  • Tost L, Champion E (2007) A critical examination of presence applied to cultural heritage. Presence 2007: The 10th annual international workshop on presence. http://www.temple.edu/ispr/prev_conferences/proceedings/2007/Tost%20and%20Champion.pdf. Accessed 26 March 2007

  • Virtual World Heritage Laboratory-University of Virginia (2012) Rome Reborn. http://www.romereborn.virginia.edu/. Accessed 27 March 2012

  • Visual and Spatial Technology Centre-University of Birmingham (2012) Stonehenge Interactive. http://www.vista.bham.ac.uk/games.html. Accessed 26 March 2012

  • von Stackelberg K (2009) Roman gardens: a cultural history. Routledge, London

    Google Scholar 

  • Wallace-Hadrill A (1996) Houses and society in Pompeii and Herculaneum. Princeton University Press, Princeton

    Google Scholar 

Download references

Acknowledgments

Special thanks are due to the students of HUMN 3923H Digital Pompeii, fall semester 2010: Jacob Dufour, Vance Green, Christina Hefton, Tiffany Montgomery, Laura Peery, and Nicholas Tinquist. The project would not be possible without the intelligence, industry, and dedication of Jasmine Merced, who is responsible for our database design, and Keenan Cole, who is responsible for user interface and scripting within the models.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David Fredrick.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Fredrick, D. Time.deltaTime: the vicissitudes of presence in visualizing Roman houses with game engine technology. AI & Soc 29, 461–472 (2014). https://doi.org/10.1007/s00146-013-0488-5

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00146-013-0488-5

Keywords

Navigation