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Virtual and Augmented Reality in Public Archaeology Teaching

Published online by Cambridge University Press:  12 July 2017

Kate Ellenberger*
Affiliation:
Department of Anthropology, Binghamton University, PO Box 6000, Binghamton, NY 13902-6000, USA (kellenb1@binghamton.edu)
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Extract

Two of the biggest challenges in public archaeology teaching are getting interlocutors' attention and getting them to feel connection to past people. Inspiring focus and empathy in the short interactions we have can be difficult, especially when the subjects are very distant in time. New and scholarly produced forms of virtual reality show particular promise for getting and keeping the attention of our publics. In this review, I discuss several forms of virtual or augmented reality and assess them as tools for public archaeology practice.

Information

Type
Digital Review
Copyright
Copyright 2017 © Society for American Archaeology 
Figure 0

Figure 1. Viewing this public park in Pokemon GO, I see a wild Evee inviting me to catch it and gain experience in the game. Historic markers and other points of interest are also marked in the game, and visiting them is incentivized. Screenshot of Pokemon GO (Niantic, Inc.) by author.

Figure 1

Figure 2. Virtual Rosewood is a large space full of homes, shops, and signs that recount the memories of residents before the town's riot took place. Screenshot of Virtual Rosewood by author.

Figure 2

Figure 3. While scrolling through the Nile diary using Diary in the Attic, ambient desert sounds play and this 3D model of a human burial appears on the screen. Screenshot by author.