Table of Contents
Fetching ...

The Junction of Immersive Analytics and Virtual Reconstructions -- A Case Study on the Mausoleum of Emperor Maxentius

Wilhelm Kerle-Malcharek, Niklas Hann-von-Weyhern, Ulf Hailer, Steffen Diefenbach, Stefan P Feyer, Karsten Klein, Falk Schreiber

TL;DR

This work investigates how immersive analytics can augment virtual archaeology by combining typology-based reconstructions of the Mausoleum of Maxentius with an interactive VR workflow. It presents three reconstruction hypotheses (A, B, C) built in Blender and explored in a Unity-based iVR environment to compare hypotheses, analyze lighting, and annotate data, all accessible via open software. The study argues that IA offers tangible benefits for scientific debate and public dissemination, and it outlines a path toward integrated, tailored immersive experiences that bridge historical scholarship and computational methods. Overall, the paper demonstrates IA's potential to deepen understanding of cultural heritage objects and to facilitate collaborative, hypothesis-driven exploration in virtual archaeology.

Abstract

Virtual archaeology has significantly evolved over the last few decades through advancements in data acquisition and representation; for example, by improved data recording technologies and virtual reality devices. Immersive environments provide novel ways to present historical events or objects with high visual quality for both the general public and researchers. Here, we examine how the emerging field of immersive analytics can contribute to enhancing the understanding and exploration of archaeological data, and we explore the junction of virtual archaeology and immersive analytics. We discuss a selection of features already used by the community and examine how optimizing these can facilitate the discourse on cultural heritage objects. As a basis for discussion, we introduce and utilize three digital reconstruction interpretations of the mausoleum of the late Roman Emperor Maxentius in Rome, which are based on prior scientific work and a typological framework. Based on our work, we advocate for the value of combining historical and computer science expertise to optimize immersive environments for virtual reconstructions, thereby facilitating a deeper understanding and interactive exploration of archaeological data.

The Junction of Immersive Analytics and Virtual Reconstructions -- A Case Study on the Mausoleum of Emperor Maxentius

TL;DR

This work investigates how immersive analytics can augment virtual archaeology by combining typology-based reconstructions of the Mausoleum of Maxentius with an interactive VR workflow. It presents three reconstruction hypotheses (A, B, C) built in Blender and explored in a Unity-based iVR environment to compare hypotheses, analyze lighting, and annotate data, all accessible via open software. The study argues that IA offers tangible benefits for scientific debate and public dissemination, and it outlines a path toward integrated, tailored immersive experiences that bridge historical scholarship and computational methods. Overall, the paper demonstrates IA's potential to deepen understanding of cultural heritage objects and to facilitate collaborative, hypothesis-driven exploration in virtual archaeology.

Abstract

Virtual archaeology has significantly evolved over the last few decades through advancements in data acquisition and representation; for example, by improved data recording technologies and virtual reality devices. Immersive environments provide novel ways to present historical events or objects with high visual quality for both the general public and researchers. Here, we examine how the emerging field of immersive analytics can contribute to enhancing the understanding and exploration of archaeological data, and we explore the junction of virtual archaeology and immersive analytics. We discuss a selection of features already used by the community and examine how optimizing these can facilitate the discourse on cultural heritage objects. As a basis for discussion, we introduce and utilize three digital reconstruction interpretations of the mausoleum of the late Roman Emperor Maxentius in Rome, which are based on prior scientific work and a typological framework. Based on our work, we advocate for the value of combining historical and computer science expertise to optimize immersive environments for virtual reconstructions, thereby facilitating a deeper understanding and interactive exploration of archaeological data.

Paper Structure

This paper contains 6 sections, 4 figures.

Figures (4)

  • Figure 1: This image illustrates the three proposed models of the Mausoleum of Maxentius discussed in this work. The first model (Maxentius A) closely follows Rasch's reconstruction proposal rasch1984maxentius. The second model (Maxentius B) is based on Rasch's model but features a closed dome and seven windows in the clerestory, modeled after the Tor de' Schiavi Johnson2009. The third model (Maxentius C) attempts to merge the dome and windows of Tor de' Schiavi with the proportions of the Maxentius Mausoleum.
  • Figure 2: The current state of the Maxentius mausoleum. Only the crypt still remains. The front porch is partly missing and has partly been used to build a farmhouse.
  • Figure 3: Cross-faded version of Maxentius A. The different parts of the building are visible, and a photogrammetric recording of the current state of the crypt is embedded into the reconstruction.
  • Figure 4: The software we provide together with one of our models. The panel, the miniature, and the actual visualization can be seen.