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dc.contributor.authorCh'ng, Eugene
dc.contributor.authorStone, Robert J.
dc.date.accessioned2008-08-06T13:07:01Z
dc.date.available2008-08-06T13:07:01Z
dc.date.issued2006
dc.identifier.citationIn: IEEE Computer Society Proceedings: Computer Graphics, Imaging and Vision, CGiV'06: July 25, 2006, Sydney, Australia, pp. 25-28.
dc.identifier.isbn0-7695-2606-3
dc.identifier.doi10.1109/CGIV.2006.2
dc.identifier.urihttp://hdl.handle.net/2436/34552
dc.descriptionContinuing work on the integration of Artificial Life and Virtual Reality tools to visualize the submerged Shotton River, Ch’ng and Stone developed an engine, based on the concept of emergence (a phenomenon in complex alife systems). Using real botanical parameters, channelled through simple rules it was possible to synthesise the dispersal patterns of natural vegetation communities. The focus in this paper was on modelling growth, reproduction, and competition for resources. Correlations between the artificial vegetation and natural counterparts, would demonstrate the feasibility of using such models in historical landscape reconstructions.
dc.description.abstractThis paper describes a methodology and software engine for generating dynamic vegetation models for archaeological reconstruction and interactive visualisation, integrating the disciplines of Artificial Life (Alife) and Virtual Reality. The engine, based on the concept of emergence (a phenomenon in complex Alife systems), uses real botanical parameters, channelled through simple rules, in order to synthesise the dispersal patterns of natural vegetation communities as they grow, reproduce, and compete for resources. The foci for the development and evaluation of the Alife engine described relate to different scenarios in nature as may have existed during the Mesolithic period. Results from the study showed evidence of correlations between the artificial vegetation and their natural counterparts, demonstrating the feasibility of using such models in historical landscape reconstructions.
dc.language.isoen
dc.publisherIEEE
dc.relation.urlhttps://www.computer.org/csdl/proceedings/cgiv/2006/2606/00/26060112-abs.html
dc.subjectArchaeological reconstruction
dc.subjectInteractive visualisation
dc.subjectArtificial Life
dc.subjectVirtual Reality
dc.subjectVegetation dispersal patterns
dc.subjectAncient landscapes
dc.title3D Archaeological Reconstruction and Visualisation: An Artificial Life Model for Determining Vegetation Dispersal Patterns in Ancient Landscapes
dc.title.alternativeIEEE Computer Society (2006) Proceedings
dc.typeConference contribution
html.description.abstractThis paper describes a methodology and software engine for generating dynamic vegetation models for archaeological reconstruction and interactive visualisation, integrating the disciplines of Artificial Life (Alife) and Virtual Reality. The engine, based on the concept of emergence (a phenomenon in complex Alife systems), uses real botanical parameters, channelled through simple rules, in order to synthesise the dispersal patterns of natural vegetation communities as they grow, reproduce, and compete for resources. The foci for the development and evaluation of the Alife engine described relate to different scenarios in nature as may have existed during the Mesolithic period. Results from the study showed evidence of correlations between the artificial vegetation and their natural counterparts, demonstrating the feasibility of using such models in historical landscape reconstructions.


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