Abstract
The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture.
Original language | English |
---|---|
Title of host publication | Proceedings of the Electronic Visualisation and the Arts London 2007 Conference held at the London College of Communication, University of the Arts London 11-13 July 2007 |
Publisher | EVA Conferences International |
Pages | 1-11 |
Number of pages | 11 |
ISBN (Print) | 0954314689 |
Publication status | Published - Jul 2007 |
Keywords
- Roman archaeology
- 3d modelling
- computer games