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	<title>Comments for Dead Men&#039;s Eyes</title>
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	<link>http://www.dead-mens-eyes.org</link>
	<description>Augmented Reality and Heritage</description>
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		<title>Comment on Embodied GIS HowTo: Part 1a &#8211; Creating RTIs Using Blender (an aside) by Archaeology, GIS and Smell (and Arduinos) &#124; Dead Men&#039;s Eyes</title>
		<link>http://www.dead-mens-eyes.org/embodied-gis-howto-part-1a-creating-rtis-using-blender-an-aside/comment-page-1/#comment-1288</link>
		<dc:creator>Archaeology, GIS and Smell (and Arduinos) &#124; Dead Men&#039;s Eyes</dc:creator>
		<pubDate>Wed, 08 May 2013 09:40:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=201#comment-1288</guid>
		<description><![CDATA[[...] have had quite few requests for a continuation of my how-to series, for getting GIS data into an augmented reality environment and for creating an embodied [...]]]></description>
		<content:encoded><![CDATA[<p>[...] have had quite few requests for a continuation of my how-to series, for getting GIS data into an augmented reality environment and for creating an embodied [...]</p>
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		<title>Comment on Embodied GIS HowTo: Part 1 &#8211; Loading Archaeological Landscapes into Unity3D (via Blender) by Embodied GIS HowTo: Part 1a &#8211; Creating RTIs Using Blender (an aside) &#124; Dead Men&#039;s Eyes</title>
		<link>http://www.dead-mens-eyes.org/embodied-gis-howto-part-1-loading-archaeological-landscapes-into-unity3d-via-blender/comment-page-1/#comment-823</link>
		<dc:creator>Embodied GIS HowTo: Part 1a &#8211; Creating RTIs Using Blender (an aside) &#124; Dead Men&#039;s Eyes</dc:creator>
		<pubDate>Thu, 12 Jul 2012 14:11:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=154#comment-823</guid>
		<description><![CDATA[[...] something back to the community! So this HowTo shows you how to take the 3D model you created in Part1 and create a Reflectance Transformation Imaging (RTI) Image from it. Now if you don&#8217;t know [...]]]></description>
		<content:encoded><![CDATA[<p>[...] something back to the community! So this HowTo shows you how to take the 3D model you created in Part1 and create a Reflectance Transformation Imaging (RTI) Image from it. Now if you don&#8217;t know [...]</p>
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		<title>Comment on Embodied GIS HowTo: Part 1 &#8211; Loading Archaeological Landscapes into Unity3D (via Blender) by stuarteve</title>
		<link>http://www.dead-mens-eyes.org/embodied-gis-howto-part-1-loading-archaeological-landscapes-into-unity3d-via-blender/comment-page-1/#comment-821</link>
		<dc:creator>stuarteve</dc:creator>
		<pubDate>Thu, 12 Jul 2012 08:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=154#comment-821</guid>
		<description><![CDATA[Cheers Paul, most of that can be done with scripting - to move the vectors back and forth I am using some scripts to write to text delimited files that can then be attached back to the GIS aspect of the spatial data. That means you can micro adjust the object in the 3D engine (rotate, etc.) if you want and then move those values back into the GIS... but you do need to be careful with sorting out the azimuths and rotation angles as x,y,z are sometimes treated differently between packages, is that what you mean?]]></description>
		<content:encoded><![CDATA[<p>Cheers Paul, most of that can be done with scripting &#8211; to move the vectors back and forth I am using some scripts to write to text delimited files that can then be attached back to the GIS aspect of the spatial data. That means you can micro adjust the object in the 3D engine (rotate, etc.) if you want and then move those values back into the GIS&#8230; but you do need to be careful with sorting out the azimuths and rotation angles as x,y,z are sometimes treated differently between packages, is that what you mean?</p>
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		<title>Comment on Embodied GIS HowTo: Part 1 &#8211; Loading Archaeological Landscapes into Unity3D (via Blender) by paulc</title>
		<link>http://www.dead-mens-eyes.org/embodied-gis-howto-part-1-loading-archaeological-landscapes-into-unity3d-via-blender/comment-page-1/#comment-817</link>
		<dc:creator>paulc</dc:creator>
		<pubDate>Wed, 11 Jul 2012 22:29:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=154#comment-817</guid>
		<description><![CDATA[Cool stuff Stu! 

One question; how does Unity descibe view properties and is it simple enough to transfer view parameters (location, orientation, inclination, etc) between the GIS and the game engine? This was where I got bogged down when trying to use VRML as a 3D viewing platform (after Gillings &amp; Goodrick) and tying that to GIS back in the day to investigate phenomenological approaches to landscape. I never got as far as trying out an implementation using a Game engine (although the Quake engine was pencilled in for that role since it was GPL&#039;d in the late 90&#039;s). 

It would make my day if Unity were better placed to achieve this, might even give it a go :-)]]></description>
		<content:encoded><![CDATA[<p>Cool stuff Stu! </p>
<p>One question; how does Unity descibe view properties and is it simple enough to transfer view parameters (location, orientation, inclination, etc) between the GIS and the game engine? This was where I got bogged down when trying to use VRML as a 3D viewing platform (after Gillings &amp; Goodrick) and tying that to GIS back in the day to investigate phenomenological approaches to landscape. I never got as far as trying out an implementation using a Game engine (although the Quake engine was pencilled in for that role since it was GPL&#8217;d in the late 90&#8242;s). </p>
<p>It would make my day if Unity were better placed to achieve this, might even give it a go <img src='http://www.dead-mens-eyes.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on About by stuarteve</title>
		<link>http://www.dead-mens-eyes.org/about/comment-page-1/#comment-804</link>
		<dc:creator>stuarteve</dc:creator>
		<pubDate>Fri, 06 Jul 2012 10:23:28 +0000</pubDate>
		<guid isPermaLink="false">http://localhost/~stuarteve/dead-mens-eyes/?page_id=2#comment-804</guid>
		<description><![CDATA[&lt;a href=&quot;#comment-787&quot; rel=&quot;nofollow&quot;&gt;@Josh Allen&lt;/a&gt; 
Dear Josh,

Thanks for the comment and sorry for taking so long to respond.CryEngine 3 looks great (I used CryEngine 2 to do some experimenting with Verulamium a few years back - https://vimeo.com/dataanarchist/videos - its a beautiful system... but unfortunately no one has made the move to enable an AR view of the engine. That is the main reason I am using Unity - because it has great AR integration.

In terms of getting the GIS data to overlay properly I have been quite a bit of work on that recently (in Unity at least) and will be putting up a post on it very soon - so watch this space.

I would love to see some of your stuff - do you have any links to it anywhere?]]></description>
		<content:encoded><![CDATA[<p><a href="#comment-787" rel="nofollow">@Josh Allen</a><br />
Dear Josh,</p>
<p>Thanks for the comment and sorry for taking so long to respond.CryEngine 3 looks great (I used CryEngine 2 to do some experimenting with Verulamium a few years back &#8211; <a href="https://vimeo.com/dataanarchist/videos" rel="nofollow">https://vimeo.com/dataanarchist/videos</a> &#8211; its a beautiful system&#8230; but unfortunately no one has made the move to enable an AR view of the engine. That is the main reason I am using Unity &#8211; because it has great AR integration.</p>
<p>In terms of getting the GIS data to overlay properly I have been quite a bit of work on that recently (in Unity at least) and will be putting up a post on it very soon &#8211; so watch this space.</p>
<p>I would love to see some of your stuff &#8211; do you have any links to it anywhere?</p>
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		<title>Comment on About by Josh Allen</title>
		<link>http://www.dead-mens-eyes.org/about/comment-page-1/#comment-787</link>
		<dc:creator>Josh Allen</dc:creator>
		<pubDate>Sat, 30 Jun 2012 03:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://localhost/~stuarteve/dead-mens-eyes/?page_id=2#comment-787</guid>
		<description><![CDATA[Stu,

I was given the link to your blog by a friend of mine who came across it, she sent it my way as I have been working with some similar concepts as far as using game engines and archaeological data to bring sites to life. I presented a paper in January at the SHA&#039;s talking about how to use this technology as a research tool as well as its more obvious uses as a &quot;people pleaser&quot;. I have been using Cryengine 3 because of its more advanced capabilities, although you are using Unity this program might be worth checking out, it is free as well. I have had great success with this and other programs when re constructing a POW camp located in Manitoba Canada, although far from the Bronze age I used many of the same concepts, I was not, however, able to have GIS data correspond accurately with the models, which is a big step. All in all I like your work and wish you the best of luck with your dissertation 

Josh Allen]]></description>
		<content:encoded><![CDATA[<p>Stu,</p>
<p>I was given the link to your blog by a friend of mine who came across it, she sent it my way as I have been working with some similar concepts as far as using game engines and archaeological data to bring sites to life. I presented a paper in January at the SHA&#8217;s talking about how to use this technology as a research tool as well as its more obvious uses as a &#8220;people pleaser&#8221;. I have been using Cryengine 3 because of its more advanced capabilities, although you are using Unity this program might be worth checking out, it is free as well. I have had great success with this and other programs when re constructing a POW camp located in Manitoba Canada, although far from the Bronze age I used many of the same concepts, I was not, however, able to have GIS data correspond accurately with the models, which is a big step. All in all I like your work and wish you the best of luck with your dissertation </p>
<p>Josh Allen</p>
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		<title>Comment on Augmenting a Roman Fort by Augmenting a Roman Fort &#124; Dead Men's Eyes &#124; Online ontwikkelingen &#124; Scoop.it</title>
		<link>http://www.dead-mens-eyes.org/augmenting-a-roman-fort/comment-page-1/#comment-769</link>
		<dc:creator>Augmenting a Roman Fort &#124; Dead Men's Eyes &#124; Online ontwikkelingen &#124; Scoop.it</dc:creator>
		<pubDate>Mon, 25 Jun 2012 14:02:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=66#comment-769</guid>
		<description><![CDATA[[...] Augmenting a Roman Fort...&#160; [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Augmenting a Roman Fort&#8230;&nbsp; [...]</p>
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		<title>Comment on AR and Archaeology: Opportunities, Challenges and the Trench of Disillusionment by Hoppala eco-history &#124; #HIST5702x</title>
		<link>http://www.dead-mens-eyes.org/ar-and-archaeology-opportunities-challenges-and-the-trench-of-disillusionment/comment-page-1/#comment-583</link>
		<dc:creator>Hoppala eco-history &#124; #HIST5702x</dc:creator>
		<pubDate>Thu, 29 Mar 2012 17:09:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=88#comment-583</guid>
		<description><![CDATA[[...] differently, not just to present history in a new medium.  In terms of AR platforms, I think Stuart Eve’s critique of the heritage movement’s use of AR is valid, and I am not sure whether it is possible to adapt [...]]]></description>
		<content:encoded><![CDATA[<p>[...] differently, not just to present history in a new medium.  In terms of AR platforms, I think Stuart Eve’s critique of the heritage movement’s use of AR is valid, and I am not sure whether it is possible to adapt [...]</p>
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		<title>Comment on Augmenting a Roman Fort by Élias</title>
		<link>http://www.dead-mens-eyes.org/augmenting-a-roman-fort/comment-page-1/#comment-552</link>
		<dc:creator>Élias</dc:creator>
		<pubDate>Tue, 13 Mar 2012 17:02:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=66#comment-552</guid>
		<description><![CDATA[thank you for all the things learned from here and congratulations for the good work.http://www.agenciadempregos.com]]></description>
		<content:encoded><![CDATA[<p>thank you for all the things learned from here and congratulations for the good work.<a href="http://www.agenciadempregos.com" rel="nofollow">http://www.agenciadempregos.com</a></p>
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		<title>Comment on AR and Archaeology: Opportunities, Challenges and the Trench of Disillusionment by Moriaki</title>
		<link>http://www.dead-mens-eyes.org/ar-and-archaeology-opportunities-challenges-and-the-trench-of-disillusionment/comment-page-1/#comment-551</link>
		<dc:creator>Moriaki</dc:creator>
		<pubDate>Tue, 13 Mar 2012 08:26:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.dead-mens-eyes.org/?p=88#comment-551</guid>
		<description><![CDATA[Of course! Grey liaurttere in archaeology is primarily made up of archaeological reports that are conducted my private archaeology firms, museums, and so on. They are the reports that are completed after excavations, which present te data, what was found, and basic interpretations. This lit is most commonly the product of projects falling under section 106, which dictates that construction projects that use federal funds must under go an archaeological survey. Cultural resource firms conduct this work, write up a report, submit it, and move on to the next thing. Sometimes they&#039;ll publish an academic paper, most times not. So, gaining access to this grey lit is always an issue for archaeologists. In Maryland, there are repositories for this liaurttere, at some archaeology labs and certain libraries, but it&#039;s often a chore figuring out what&#039;s there, what it&#039;s about, and so on. Creating digitized, online database would be the best solution So there are certainly things to talk about!]]></description>
		<content:encoded><![CDATA[<p>Of course! Grey liaurttere in archaeology is primarily made up of archaeological reports that are conducted my private archaeology firms, museums, and so on. They are the reports that are completed after excavations, which present te data, what was found, and basic interpretations. This lit is most commonly the product of projects falling under section 106, which dictates that construction projects that use federal funds must under go an archaeological survey. Cultural resource firms conduct this work, write up a report, submit it, and move on to the next thing. Sometimes they&#8217;ll publish an academic paper, most times not. So, gaining access to this grey lit is always an issue for archaeologists. In Maryland, there are repositories for this liaurttere, at some archaeology labs and certain libraries, but it&#8217;s often a chore figuring out what&#8217;s there, what it&#8217;s about, and so on. Creating digitized, online database would be the best solution So there are certainly things to talk about!</p>
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