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Affordances of Extended Reality in C...
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Zheng, Huaixin,
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Affordances of Extended Reality in Cultural Heritage: Rethinking the Theater of Marcellus Through AR and VR /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Affordances of Extended Reality in Cultural Heritage: Rethinking the Theater of Marcellus Through AR and VR // Huaixin Zheng.
Author:
Zheng, Huaixin,
Description:
1 electronic resource (103 pages)
Notes:
Source: Masters Abstracts International, Volume: 86-11.
Contained By:
Masters Abstracts International86-11.
Subject:
Art history. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31845203
ISBN:
9798315715825
Affordances of Extended Reality in Cultural Heritage: Rethinking the Theater of Marcellus Through AR and VR /
Zheng, Huaixin,
Affordances of Extended Reality in Cultural Heritage: Rethinking the Theater of Marcellus Through AR and VR /
Huaixin Zheng. - 1 electronic resource (103 pages)
Source: Masters Abstracts International, Volume: 86-11.
Roman spatiality-the organization and experience of space in architecture and urban planning-presents rich opportunities for investigating the relationship between built environments, social order, and political power. This thesis explores how extended reality (XR) technologies can enhance the study of Roman architecture and spatial experience, through a digital reconstruction of the Theater of Marcellus. While the theater's structure and political symbolism have been widely studied, less attention has been paid to how people actually experienced the space-how its design shaped movement, spectatorship, and social interaction.By creating a 3D model in Blender and developing an immersive VR experience in Unity for Meta Quest 3, this project investigates how the Theater of Marcellus-both in its architectural layout and its position within the surrounding urban environment- embodied Roman social hierarchies and political messaging. The reconstruction not only visualizes the theater's architectural form but also offers users an embodied experience, allowing them to navigate the space, move through its designed pathways, and encounter the theater as an ancient spectator might have, including witnessing staged performances, from theatrical plays to gladiatorial combat and wild beast hunts. Ultimately, the experience seeks to deepen users' understanding of how spatial design shaped both public life and reinforced imperial presence. The thesis also reflects on the limits of digital reconstruction, especially the balance between creative interpretation and historical accuracy. Using both AR and VR, the project aims to make the design logic and lived experience of Roman spaces more accessible, while being transparent about uncertainty and reconstruction choices.Future steps could involve expanding storylines to highlight additional themes and exploring democratization efforts to make reconstructed ancient monuments and assets more accessible to contemporary audiences in innovative and meaningful ways.
English
ISBN: 9798315715825Subjects--Topical Terms:
2122701
Art history.
Subjects--Index Terms:
Extended reality
Affordances of Extended Reality in Cultural Heritage: Rethinking the Theater of Marcellus Through AR and VR /
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Roman spatiality-the organization and experience of space in architecture and urban planning-presents rich opportunities for investigating the relationship between built environments, social order, and political power. This thesis explores how extended reality (XR) technologies can enhance the study of Roman architecture and spatial experience, through a digital reconstruction of the Theater of Marcellus. While the theater's structure and political symbolism have been widely studied, less attention has been paid to how people actually experienced the space-how its design shaped movement, spectatorship, and social interaction.By creating a 3D model in Blender and developing an immersive VR experience in Unity for Meta Quest 3, this project investigates how the Theater of Marcellus-both in its architectural layout and its position within the surrounding urban environment- embodied Roman social hierarchies and political messaging. The reconstruction not only visualizes the theater's architectural form but also offers users an embodied experience, allowing them to navigate the space, move through its designed pathways, and encounter the theater as an ancient spectator might have, including witnessing staged performances, from theatrical plays to gladiatorial combat and wild beast hunts. Ultimately, the experience seeks to deepen users' understanding of how spatial design shaped both public life and reinforced imperial presence. The thesis also reflects on the limits of digital reconstruction, especially the balance between creative interpretation and historical accuracy. Using both AR and VR, the project aims to make the design logic and lived experience of Roman spaces more accessible, while being transparent about uncertainty and reconstruction choices.Future steps could involve expanding storylines to highlight additional themes and exploring democratization efforts to make reconstructed ancient monuments and assets more accessible to contemporary audiences in innovative and meaningful ways.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31845203
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