Digital archaeology

This field employs data modeling, statistical analysis, and computer simulations to understand and reconstruct past human behaviors and societal developments.

[7] The application of computer technology allows large amounts of image sequencing to be collected and processed by archaeologists, enhancing the photorealistic texture mapping within the construction of these 3D models.

The application of this technology developed from its previous use as a method of military surveillance throughout the First World War,[8] and offers a non-destruction means of archaeological research.

[8] Photogrammetry is the science and technology of obtaining reliable information about physical objects and the environment through the process of recording, measuring and interpreting photographic images and patterns of electromagnetic radiant imagery and other phenomena.

[11] TST techniques allow data to be downloaded and analysed after the archaeological survey is complete, limiting the awareness of an archaeologist when conducting in-field analysis.

[1] This incorporation of modern technology throughout the process of conducting archaeological research has allowed commercial, academic and heritage management fields to become increasingly unified.

The use of virtual analysis and digital imaging by archaeologists allowed the preservation and reconstruction of the wall decorations to reveal further archaeological data on the methods of its original construction.

[15] Archaeologists conducted research involving the craquelure detection of the Visitation fresco, painted by Francesco Salviati in 1538, utilising differing dimensions of the patch and in-painting present.

[15] MOSAIC+ aimed to develop the work of archaeologists through the catalogue, indexing, retrieval and reconstruction of fragments found at archaeological sites, allowing the extraction of colour and shape features to be completed accurately.

[17] Soli, initially designed by the Athenian statesman Solon, is an ancient city built during the 6th century BC and is located in the northern region of Cyprus.

[17] The study focused on the reconstruction of the amphitheatre located at the site, a Roman structure built on a previous Greek theatre dating back to the 2nd century BC.

[17] Through the application of aerial video imagery and digital imaging techniques throughout this project, archaeologists were able to capture, store, process, share, visualise and annotate 3D models of the amphitheatre located at the inaccessible site of Soli, Cyprus through time and cost effective measures in the field.

[18] This process involved the geometric acquisition of cultural artefacts through the use of image-based and range-based sensors, allowing researchers to obtain digital replicas of the objects.

[18] The data gathered by researchers in the field was processed though Agisoft Photoscan software to estimate the camera positions and depth information to form into point clouds.

[18] The Level Creation and Authoring phase of the project involved the graphic layout and environmental simulation of the VR game and the addition of details that confer realism.

[18] However, the use of this digital technology throughout the process of developing this game resulted in prolonged production, increased costs and the necessary involvement of experts in the fields of both archaeology and computer graphics.

[1] This collection of data requires greater maintenance of digital archives, often without a clear understanding of its relevance within archaeological research and dependent on further technological advancements to be accurately interpreted.