Comparing Tangible and Virtual Exploration of Archaeological Objects
Comparing Tangible and Virtual Exploration of Archaeological Objects
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比较考古物品的有形和虚拟探索
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发表时间:
2010
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通讯作者:
D. Kirsh
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作者:
D. Kirsh
Can virtual engagement enable the sort of interactive coupling with objects enjoyed by archaeologists who are physically present at a site? To explore this question I consider three points: 1) Tangible interaction: What role does encounter by muscle and sinew play in experiencing and understanding objects? 2) Thinking with things. What sorts of interactions are involved when we manipulate things to facilitate thought? 3) Projection and imagination. Archaeological inquiry involves processes beyond perception. Material engagement of things stimulates these processes. What must be present in a virtual environment to recreate the feel of material engagement? I conclude that nothing, in principle, prevents future virtual environments from supporting this material engagement of digital versions of artifacts. But, there is much that remains to be understood about how to realize this material engagement, both at a technological and a cognitive level. remains an open and very active question. Many of us believe that by interacting tangibly with objects we get something more than by observing images of those objects, even 3D or holographic images. By interacting through a broad range of modalities – touch and manual manipulation in addition to sight and sound – we interactively couple with objects in ways that actually extends cognition. If it is true, then, as many have argued, [Clark 2003, Hutchins 2005, Kirsh 1995, 2009, 2010, Latour 1986) ] that humans can literally ‘think’ with objects, how can virtual engagement support the sort of thinking with things enjoyed by archaeologists who are physically present at a site? This question can be stated more bluntly. The practices of archaeologists in the field involve more modalities and more material engagement than are likely to be supported in virtual environments for some time. My objective here is to understand what more being in a physical world gives archaeologists. To explore this issue I consider three points: 1. Tangible interaction: What role does encounter by muscle and sinew play in experiencing and understanding objects? 2. Thinking with things. What sorts of interactions are involved when we manipulate things to facilitate thought? 3. Projection and imagination. Archaeological inquiry involves processes beyond perception. Material engagement of things stimulates these processes. What must be present in a virtual environment to recreate the feel of material engagement? Archaeological exploration is an embodied, material activity. To understand the function of physical fragments, archaeologists heft objects and feel their balance; they closely scrutinize them, they hold them at a distance, or place them against a background of other objects. Whether or not mental projection and imagination are deemed valid archaeological methods, they are still vital elements in inquisitive minds, and the physical act of working and playing with material objects stimulates both. Can we create enough realism with the digital objects populating virtual worlds to duplicate the cognitive feel of real artifacts? Can we re-establish the ‘enactive’ context needed to reproduce the cognitive processes that archaeologists enjoy in the field? In focusing on the challenge that virtual archeology faces in recreating the cognitive depth of material engagement, I do not in any respect mean to question the special qualities that virtual archeology offers to archaeologists and the public. As others have discussed, virtual worlds allow us to communicate ideas at a distance, to collaboratively role-play with artifacts, to add or swap virtual backgrounds to contextualize our encounter, or to recreate elements of a dig forever lost. Because it is easy to augment any virtual scene with digital objects, it is easy to add computational elements that reduce the cost of information search, information visualization, and visual comparison. Scenarios can be created and history brought to life. There is little doubt in my mind that archeology will move increasingly in a digital direction both for archaeologists on site, who may wish to augment local reality, and for an enthusiastic public interested in virtual tourism and cultural inquiry. FFrom a cognitive perspective, however, the question of how physical involvement with objects affects cognition