For the Romans, much of life was seen, expressed and experienced as a form of theatre. In their homes, patrons performed the lead, with a supporting cast of residents and visitors. This sumptuously illustrated book, the result of extensive interdisciplinary research, is the first to investigate, describe and show how ancient Roman houses and villas, in their décor, spaces, activities and function, could constitute highly-theatricalised environments, indeed, a sort of 'living theatre'. Their layout, purpose and use reflected and informed a culture in which theatre was both a major medium of entertainment and communication and an art form drawing upon myths exploring the core values and beliefs of society. For elite Romans, their homes, as veritable stage-sets, served as visible and tangible expressions of their owners' prestige, importance and achievements. The Roman home was a carefully crafted realm in which patrons displayed themselves, while 'stage-managing' the behaviour and responses of visitor-spectators.
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.
For the Romans, much of life was seen, expressed and experienced as a form of theatre. In their homes, patrons performed the lead, with a supporting cast of residents and visitors. This sumptuously illustrated book, the result of extensive interdisciplinary research, is the first to investigate, describe and show how ancient Roman houses and villas, in their décor, spaces, activities and function, could constitute highly-theatricalised environments, indeed, a sort of 'living theatre'. Their layout, purpose and use reflected and informed a culture in which theatre was both a major medium of entertainment and communication and an art form drawing upon myths exploring the core values and beliefs of society. For elite Romans, their homes, as veritable stage-sets, served as visible and tangible expressions of their owners' prestige, importance and achievements. The Roman home was a carefully crafted realm in which patrons displayed themselves, while 'stage-managing' the behaviour and responses of visitor-spectators.
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication. Intellectual transparency of visualization-based research, the pervading theme of this volume, is addressed from different perspectives reflecting the theory and practice of respective disciplines. The contributors - archaeologists, cultural historians, computer scientists and ICT practitioners - emphasize the importance of reliable tools, in particular documenting the process of interpretation of historical material and hypotheses that arise in the course of research. The discussion of this issue refers to all aspects of the intellectual content of visualization and is centred around the concept of 'paradata'. Paradata document interpretative processes so that a degree of reliability of visualization outcomes can be understood. The disadvantages of not providing this kind of intellectual transparency in the communication of historical content may result in visual products that only convey a small percentage of the knowledge that they embody, thus making research findings not susceptible to peer review and rendering them closed to further discussion. It is argued, therefore, that paradata should be recorded alongside more tangible outcomes of research, preferably as an integral part of virtual models, and sustained beyond the life-span of the technology that underpins visualization.
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