Since its origins, Digital Archaeology has placed the prospects offered by the three-dimensional representation of the physical entities of an archaeological excavation at the centre of international academic debate. Initially addressed on a theoretical level and later through practical attempts, this field has produced an increasing variety of advanced digital infrastructures capable of containing, visualising, manipulating and analysing archaeological data. Over time, the challenge of three-dimensional representation has evolved to include a fourth dimension: time. The chronological representation of the sequence of events and the formative processes of the layers is indeed the converging point of the interpretative need embedded in any archaeological research question. Currently, digital technologies offer some solutions to partially overcome the paradigm of the unrepeatable experiment. Digital reproduction of the physical characteristics of the layer, together with the possibilities offered by digital archives and graphic engines, constitute some of the most widely used tools in contemporary archaeology. At the same time, another fundamental aspect that characterises archaeological research today is the increasing focus on learning. The development of new didactic guidelines combined with today's immersive technologies and the difficulties associated with the management of differentiated learning has led to a greater emphasis on playful didactics over the past two decades. The integration of game elements in educational design has demonstrated a strong potential in increasing motivation to offer new inclusive tools. In the field of (public) archaeology, these theories of edutainment find their privileged application in museum or primary-secondary school settings, while in universities the adoption of innovative digital tools for enhancing lessons still remains limited and confined to a few experimental projects. In this complex interweaving of archaeology, play and education, the research contribution presented below fits in. The project is based on archaeological data collected in the field, from sector C1 of the Bostel di Rotzo (VI) and two medieval burials in Sant'Antioco di Bisarcio (SS), digitised using image-based modelling techniques. These data constituted the prerequisite for the development of a digital application capable of simulating the archaeological excavation in almost all its aspects. The software, designed as a teaching tool for university courses in archaeological research methodology and as a support for professionals in the field, was developed following the principles of game design, the methodological core aspect of the project. This innovative proposal is based on solid theoretical foundations, distinguishing itself from existing solutions and opening the way to new scenarios for university teaching. Future practical development of the software will enable further investigation and validation of the strategies employed.

Since its origins, Digital Archaeology has placed the prospects offered by the three-dimensional representation of the physical entities of an archaeological excavation at the centre of international academic debate. Initially addressed on a theoretical level and later through practical attempts, this field has produced an increasing variety of advanced digital infrastructures capable of containing, visualising, manipulating and analysing archaeological data. Over time, the challenge of three-dimensional representation has evolved to include a fourth dimension: time. The chronological representation of the sequence of events and the formative processes of the layers is indeed the converging point of the interpretative need embedded in any archaeological research question. Currently, digital technologies offer some solutions to partially overcome the paradigm of the unrepeatable experiment. Digital reproduction of the physical characteristics of the layer, together with the possibilities offered by digital archives and graphic engines, constitute some of the most widely used tools in contemporary archaeology. At the same time, another fundamental aspect that characterises archaeological research today is the increasing focus on learning. The development of new didactic guidelines combined with today's immersive technologies and the difficulties associated with the management of differentiated learning has led to a greater emphasis on playful didactics over the past two decades. The integration of game elements in educational design has demonstrated a strong potential in increasing motivation to offer new inclusive tools. In the field of (public) archaeology, these theories of edutainment find their privileged application in museum or primary-secondary school settings, while in universities the adoption of innovative digital tools for enhancing lessons still remains limited and confined to a few experimental projects. In this complex interweaving of archaeology, play and education, the research contribution presented below fits in. The project is based on archaeological data collected in the field, from sector C1 of the Bostel di Rotzo (VI) and two medieval burials in Sant'Antioco di Bisarcio (SS), digitised using image-based modelling techniques. These data constituted the prerequisite for the development of a digital application capable of simulating the archaeological excavation in almost all its aspects. The software, designed as a teaching tool for university courses in archaeological research methodology and as a support for professionals in the field, was developed following the principles of game design, the methodological core aspect of the project. This innovative proposal is based on solid theoretical foundations, distinguishing itself from existing solutions and opening the way to new scenarios for university teaching. Future practical development of the software will enable further investigation and validation of the strategies employed

Reverse engineering per lo scavo stratigrafico: dalla modellazione 4D alla simulazione interpretativa

VENCO, Veronica
2025

Abstract

Since its origins, Digital Archaeology has placed the prospects offered by the three-dimensional representation of the physical entities of an archaeological excavation at the centre of international academic debate. Initially addressed on a theoretical level and later through practical attempts, this field has produced an increasing variety of advanced digital infrastructures capable of containing, visualising, manipulating and analysing archaeological data. Over time, the challenge of three-dimensional representation has evolved to include a fourth dimension: time. The chronological representation of the sequence of events and the formative processes of the layers is indeed the converging point of the interpretative need embedded in any archaeological research question. Currently, digital technologies offer some solutions to partially overcome the paradigm of the unrepeatable experiment. Digital reproduction of the physical characteristics of the layer, together with the possibilities offered by digital archives and graphic engines, constitute some of the most widely used tools in contemporary archaeology. At the same time, another fundamental aspect that characterises archaeological research today is the increasing focus on learning. The development of new didactic guidelines combined with today's immersive technologies and the difficulties associated with the management of differentiated learning has led to a greater emphasis on playful didactics over the past two decades. The integration of game elements in educational design has demonstrated a strong potential in increasing motivation to offer new inclusive tools. In the field of (public) archaeology, these theories of edutainment find their privileged application in museum or primary-secondary school settings, while in universities the adoption of innovative digital tools for enhancing lessons still remains limited and confined to a few experimental projects. In this complex interweaving of archaeology, play and education, the research contribution presented below fits in. The project is based on archaeological data collected in the field, from sector C1 of the Bostel di Rotzo (VI) and two medieval burials in Sant'Antioco di Bisarcio (SS), digitised using image-based modelling techniques. These data constituted the prerequisite for the development of a digital application capable of simulating the archaeological excavation in almost all its aspects. The software, designed as a teaching tool for university courses in archaeological research methodology and as a support for professionals in the field, was developed following the principles of game design, the methodological core aspect of the project. This innovative proposal is based on solid theoretical foundations, distinguishing itself from existing solutions and opening the way to new scenarios for university teaching. Future practical development of the software will enable further investigation and validation of the strategies employed.
29-dic-2025
Italiano
Since its origins, Digital Archaeology has placed the prospects offered by the three-dimensional representation of the physical entities of an archaeological excavation at the centre of international academic debate. Initially addressed on a theoretical level and later through practical attempts, this field has produced an increasing variety of advanced digital infrastructures capable of containing, visualising, manipulating and analysing archaeological data. Over time, the challenge of three-dimensional representation has evolved to include a fourth dimension: time. The chronological representation of the sequence of events and the formative processes of the layers is indeed the converging point of the interpretative need embedded in any archaeological research question. Currently, digital technologies offer some solutions to partially overcome the paradigm of the unrepeatable experiment. Digital reproduction of the physical characteristics of the layer, together with the possibilities offered by digital archives and graphic engines, constitute some of the most widely used tools in contemporary archaeology. At the same time, another fundamental aspect that characterises archaeological research today is the increasing focus on learning. The development of new didactic guidelines combined with today's immersive technologies and the difficulties associated with the management of differentiated learning has led to a greater emphasis on playful didactics over the past two decades. The integration of game elements in educational design has demonstrated a strong potential in increasing motivation to offer new inclusive tools. In the field of (public) archaeology, these theories of edutainment find their privileged application in museum or primary-secondary school settings, while in universities the adoption of innovative digital tools for enhancing lessons still remains limited and confined to a few experimental projects. In this complex interweaving of archaeology, play and education, the research contribution presented below fits in. The project is based on archaeological data collected in the field, from sector C1 of the Bostel di Rotzo (VI) and two medieval burials in Sant'Antioco di Bisarcio (SS), digitised using image-based modelling techniques. These data constituted the prerequisite for the development of a digital application capable of simulating the archaeological excavation in almost all its aspects. The software, designed as a teaching tool for university courses in archaeological research methodology and as a support for professionals in the field, was developed following the principles of game design, the methodological core aspect of the project. This innovative proposal is based on solid theoretical foundations, distinguishing itself from existing solutions and opening the way to new scenarios for university teaching. Future practical development of the software will enable further investigation and validation of the strategies employed
Digital archaeology; reverse engineering; 3D modelling; gamification; education
MAGNINI, LUIGI
MILANESE, Marco
Università degli studi di Sassari
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14242/353366
Il codice NBN di questa tesi è URN:NBN:IT:UNISS-353366