The Past As a Digital Playground.

This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving fro...

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Bibliographic Details
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Place / Publishing House:Oxford : : Archaeopress,, 2022.
©2022.
Year of Publication:2022
Language:English
Physical Description:1 online resource (123 pages)
Notes:Description based upon print version of record.
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505 0 |a Cover -- About Access Archaeology -- Title Page -- Copyright info -- Indice -- Introduzione -- (Re)living Vindolanda: Designing Educational Computer Games for Outdoor Environments -- Virtual Neapolis. Un'esperienza di visita immersiva in VR per le vie di Napoli -- Virtual tour di Poggio Bonizio: teoria, tecnologia e applicazioni dalla grafica 3d alla VR -- Archeologia, interazione, gioco: come il digitale ha mutato la disciplina. L'osservatorio di Archeovirtual -- Hold the Hut, il progetto di tutela e valorizzazione della capanna arcaica di San Chirico Nuovo (Potenza, Basilicata) -- A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives -- Archeodromo di Poggibonsi: un futuro "materiale" e "virtuale" -- La "fine" ed un nuovo inizio: il Metaverso in archeologia. 
520 |a This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. 
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500 |a Description based upon print version of record. 
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700 1 |a Mariotti, Samanta. 
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