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Motion Capture for Augmented Reality Storytelling in Archeology & Cultural Heritage Dissemination: Simulating an Animal Sacrifice at Ancient Phalasarna

Author

Listed:
  • Laura Bishop

    (RITMO Centre for Interdisciplinary Studies in Rhythm, Time and Motion, University of Oslo)

  • Elpida Hadjidaki–Marder

    (Association for Ancient Phalasarna)

  • Šarūnas Ledas

    (Tag of Joy)

  • Gunnar Liestøl

    (University of Oslo)

Abstract

Augmented Reality (AR) employment in archaeological and cultural heritage settings are changing due to rapidly increase in computing power in mobile devices (smartphones, tablets and smartglasses). This has caused a transition from static only to richer and more dynamic environments including animation of human characters. This again opens for reconstructions and simulations of the intangible, particularly the significant context of human actions. Our chapter reports on an experiment with motion capture for AR simulation of an animal sacrifice at Ancient Phalasarna, Crete. The AR simulation was tested and evaluated by visitors on location. One conclusion is the importance of creating a balance between the fidelity of the human character's motions and their graphical appearance.

Suggested Citation

  • Laura Bishop & Elpida Hadjidaki–Marder & Šarūnas Ledas & Gunnar Liestøl, 2025. "Motion Capture for Augmented Reality Storytelling in Archeology & Cultural Heritage Dissemination: Simulating an Animal Sacrifice at Ancient Phalasarna," Springer Proceedings in Business and Economics,, Springer.
  • Handle: RePEc:spr:prbchp:978-3-031-77975-6_16
    DOI: 10.1007/978-3-031-77975-6_16
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