VR Opens Up Inaccessible Archaeological Sites

Pleito cave site, Devlin Gandy, Author provided
 
We often associate virtual reality (VR) with thrilling experiences we may never be able to have in real life – such as flying a jet fighter, exploring the oceans or going on a spacewalk. But researchers are also starting to use this technology to study and open up access to archaeological sites that are difficult to get to.
 
An archaeological site can be inaccessible for a range of reasons. It might be in a remote location or on private property, the archaeological remains may be fragile, or it might just be difficult or dangerous to get there.
 
Just over an hour’s drive north from Los Angeles is the Wind Wolves Preserve. At nearly 100,000 acres, the preserve protects a wide range of endangered and threatened species in the heart of the most populous state in the US.
 
It also hosts two remote archaeological sites situated in the San Emigdio Hills. Pleito, one of the most elaborately painted rock-art sites in the world, and Cache Cave, with one of the most significant in-situ collections of perishable objects, including baskets, ever discovered in the American West. The oldest of the rock paintings and baskets appear to be over 2,000-years-old. However, exploring it is problematic. The paintings at Pleito, found on exfoliating sandstone, are extremely fragile. Meanwhile, the Cache Cave is a complex, narrow cave system.

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Creating a virtual reality prototype of the Cache cave. Devlin Gandy, Author provided
 
Yet these sites are of great cultural importance to local Native Americans, especially the Tejon Indian Tribe. The hands of some of their ancestors painted the rock art, while other highly skilled basket makers worked for hours on making some of the world’s finest basketry. Until recently, the majority of the Tejon tribes people were unable to visit the Pleito cave site due to its inaccessibility and fragility.
 
Now our team of researchers from the University of Central Lancashire in the UK has created a VR model of the sites. We did this by taking images with a digital camera and performing laser scanning of the site. Using “reality capture” techniques like photogrammetry – which helps make measurements from photographs – we could then develop a VR prototype.
 
We tested the prototype at the offices of the Wind Wolves Preserve and the Tejon tribe, respectively, in the summer of 2017. The response was profound, with younger tribal members responding particularly well in an environment similar to “gaming”. Equally, the simulation proved effective for use by the elder members of the tribe, some of whom have mobility issues visiting the preserve and its rugged terrain.
 
We also tested the software at the actual site of Pleito with the Tejon Indians. Two tribal members who could not make the climb to the cave instead used the VR headset on flat ground nearby. This allowed them to experience the environment and to “be” in the landscape while still exploring the paintings. This, as far as we are aware, was the first time Native Americans have used VR in the field to reconnect with their own past.

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Source: Yahoo

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