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Walking among Mammoths. Remote Sensing and Virtual Reality Supporting the Study and Dissemination of Pleistocene Archaeological Sites: The Case of Fuente Nueva 3 in Orce, Spain

Juan Francisco Reinoso-Gordo, Deborah Barsky, Alexia Serrano-Ramos, José Antonio Solano-García, Carlos Alberto León-Robles, Carmen Luzón-González, Stefania Titton and Juan Manuel Jiménez-Arenas
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Juan Francisco Reinoso-Gordo: Departamento Expresión Gráfica Arquitectónica y en la Ingeniería, Universidad de Granada, 18071 Granada, Spain
Deborah Barsky: Institut Català de Paleoecologia Humana i Evolució Social, 43007 Tarragona, Spain
Alexia Serrano-Ramos: Programa de Doctorado de Historia y Artes, Universidad de Granada, 18071 Granada, Spain
José Antonio Solano-García: Departamento de Prehistoria y Arqueología, Universidad de Sevilla, 41004 Sevilla, Spain
Carlos Alberto León-Robles: Departamento Expresión Gráfica Arquitectónica y en la Ingeniería, Universidad de Granada, 18071 Granada, Spain
Carmen Luzón-González: Programa de Doctorado de Historia y Artes, Universidad de Granada, 18071 Granada, Spain
Stefania Titton: Institut Català de Paleoecologia Humana i Evolució Social, 43007 Tarragona, Spain
Juan Manuel Jiménez-Arenas: Departamento de Prehistoria y Arqueología, Universidad de Granada, 18071 Granada, Spain

Sustainability, 2020, vol. 12, issue 11, 1-19

Abstract: Remote sensing is a useful tool for the documentation of archaeological sites. The products derived from a photogrammetric project applied to archaeology such as orthophotos and three-dimensional virtual reconstruction (3DVR), allow for detailed study of the Fuente Nueva 3 site in Orce. In our study of the Fuente Nueva 3 site in Orce, we used 3DVR intensively to map out the morphometric features of mammoth tusks exposed on the surface and a geological fault affecting the site’s deposits. To do so, we used imagery captured since 2017 in order to follow the evolution of ongoing excavations during each subsequent field season. We also integrated the 3DVR model in a videogame environment, to create a virtual reality (VR) that allows a VR navigation experience around the scenario using a head mounted display like Oculus Rift. The main features of this VR experience are: (1) It is ideal for the diffusion of archaeological contents since it permits an attractive presentation mode thanks to stereo visualization and realistic immersion sensations; (2) it provides a high level of detail all along the navigation experience, without incurring any damage to the archaeological remains; (3) it allows users to observe more details than they would in an in situ visit to the site; (4) it makes it possible to convert an archaeological site into portable heritage, opening up the possibility to extend visits to vulnerable groups: specifically those with reduced mobility. Our results show that using VR should permit enhancements to a visitor’s experience and contribute to the socio-economic development of the town of Orce, one of the Spanish municipalities with the lowest income.

Keywords: Pleistocene heritage site; visitor attraction; photogrammetry; immersive virtual reconstruction; videogame (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (4)

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