Based in the experience of building 3D representations of Mesoamerican archeological sites, we will discuss the need to integrate an un- derstanding of the actual state of the ruins, i.e. the initial building and later transformations that affect the site, in order to construct quality models. An ar- cheological survey cannot rely solely on computer science techniques but must include knowledge of the historical object. Furthermore, the modelling phase necessarily leads to a synthesis of the information based on criteria that may vary depending on the objectives of each project, thus the difficulty in obtaining a neutral survey of the historical site while at the same time satisfying all the requirements of both the restorers and historians of architecture. Applications of Immersive Virtual Reality are also explained, specifically as a recording tool to study the architectural registry of a site or monument allow- ing us to analyse, understand, and explain ancient architecture thanks to the possibilities it provides on visualising and interacting with the virtual world. Additionally, this technology is used to improve teaching methods; especially in, but not restricted to, the fields of art history and architecture. The different ways in which it was applied and the cognitive factors involved in these experi- ences are also discussed. Finally, we will comment on the difficulties we faced attempting to recreate the quality level of a 3D model while projecting it on a virtual reality facility, and in controlling the parameters which might help reproduce an accurate per- ception of the 3D world.
['Geneviève Lucet']
Virtual Reality: A Knowledge Tool for Cultural Heritage