Virtual Archaeology and Medieval Art History: Fundamentals and Applications
Abstract
:1. Introduction
2. Virtual Archaeology as a Discipline
2.1. Definition and Fundamentals
2.2. Methodology and Workflow
- The aim and objectives of the project. The modelling of simple volumes to carry out a spatial study of a building requires a different method than the recreation of the urban layout of a city for an audiovisual intended for the general public.
- The cultural heritage element of a project. An example is that the process involved in reconstructing an early medieval monastery will differ from that intended to represent the artifacts and decorations of a 15th-century palatine space.
- Available data and knowledge. The existence of prior sources and research will largely determine the workflow, reducing or increasing the initial collecting of records and research and limiting the scope of the project. Thus, reconstructing an early medieval church only known through archaeological data will differ radically from reconstructing an extant Late Gothic church using records on its design and execution.
- Human, technical, economic, and time resources. The combination of these factors will determine the length, depth, and ambition of the project. Limited resources will result in a simple work plan with priority given to fulfilling the basic objectives. Abundant resources, on the other hand, will allow efforts to be invested in meeting secondary objectives such as aesthetics and attention to detail.
- Documentation: This involves the collection of all available information about the element being studied in the project, whether primary sources (historical documentation, archaeological data, graphic representations, etc.) or studies of the element itself or similar elements that allow us to contrast and complement the hypotheses regarding its reconstruction. At this point, thoroughness and cross-referencing information from different resources are crucial. Additionally, we must mention the possibilities offered by another highly developed field in recent years within digital heritage: 3D documentation using techniques such as digital photogrammetry or laser scanning (Marín-Buzón et al. 2021; Balado et al. 2022). These techniques can produce ‘digital twins’ of real elements that can later be used in Virtual Archaeology projects1.
- Preliminary study and design: After accessing all the data, the next phase involves a discussion process among the various specialists about how the virtual model should be created. This is perhaps one of the most interesting phases, especially from a research perspective, as it is when hypotheses are proposed and new questions arise. At this point, it is advisable to use sketches or drafts to represent what is intended to be achieved before proceeding to the 3D modelling phase to optimize efforts and avoid unnecessary work (Figure 1). It should be noted that this phase remains active throughout the project, as in most cases, and we will need to constantly return to the discussion as new questions arise.
- Modelling: This is the most technical phase and involves the creation of virtual models using various software. At this point, there are many variables, so we cannot analyze them all. However, generally, the process consists of geometry modelling, texturing and material creation, and the application of lighting effects (Figure 2). In our case, and that of many other teams, we use Blender as the main program, which has the advantage of being an open-source software while offering great possibilities and having a large user community that continuously enriches it (Aparicio Resco et al. 2021, pp. 171–72). At this point, we also recommend, whenever possible, using original textures to configure the materials, whether from the heritage element itself or from similar ones when the original is not preserved.
- Generating resources: This phase, closely linked to the previous one, consists of developing the resources needed from the base virtual model (images, videos, exportable models, etc.). This also includes post-processing actions, integrating other software to create, for example, infographics or even interactive applications. At this point, it is also important to accompany the generated resources with a system of scientific transparency. There exists a wide debate and many proposals related to this issue, the most common being the use of colour codes (Aparicio Resco and Figueiredo 2017) and the most complex being the Extended Matrix method (Demetrescu 2018). Additionally, it is important to ensure that the resources obtained are durable over time and to address future issues related to the obsolescence of media and format and the preservation of digital files.
- Evaluation: This final phase consists of analyzing the entire process and its results to assess whether and how the initial objectives have been met and to devise possible means to improve future projects.
3. The Applications of Virtual Archaeology to Medieval Art History
4. Discussion and Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
1 | In this regard, several highly valuable digital heritage projects can be highlighted. First, the initiative carried out by Global Digital Heritage (https://globaldigitalheritage.org (accessed on 5 June 2025)), arguably the most ambitious at the international level, whose results can be viewed through the Sketchfab platform (https://sketchfab.com/GlobalDigitalHeritage – accesed on 5 June 2025). On the other hand, more closely related to the field of Art History, we can find examples such as Mapping Gothic France (https://mcid.mcah.columbia.edu/collection/mapping-gothic (accessed on 5 June 2025)), which offers a comprehensive repository of Gothic architecture in France; or the virtualization of the Red Monastery in Egypt (https://interactivecommons.org/what-we-do/our-projects/red-monastery/ (accessed on 5 June 2025)). |
References
- Alaguero Rodríguez, Mario, and David Checa Cruz. 2019. Optimización de recursos en la reconstrucción virtual del patrimonio histórico-artístico: Modelado 3D de la ciudad de Burgos en el siglo XV. In Vestir la arquitectura: XXII Congreso Nacional de Historia del Arte. Burgos: Universidad de Burgos, Servicio de Publicaciones e Imagen Institucional, vol. 2, pp. 1615–22. [Google Scholar]
- Aparicio Resco, Pablo. 2016. La reconstrucción virtual de la iglesia mudéjar de San Miguel del Monte (Guadalajara, España). Debates de Arqueología Medieval 6: 183–208. [Google Scholar]
- Aparicio Resco, Pablo, Alejandro García Álvarez-Busto, Iván Muñiz-López, and Noelia Fernández-Calderón. 2021. Reconstrucción virtual en 3D del castillo de Gauzón (Castrillón, Principado de Asturias). Virtual Archaeology Review 12: 158–76. [Google Scholar] [CrossRef]
- Aparicio Resco, Pablo, and César Figueiredo. 2017. El grado de evidencia histórico-arqueológica de las reconstrucciones virtuales: Hacia una escala de representación gráfica. Revista Otarq: Otras Arqueologías 1: 235–47. [Google Scholar] [CrossRef]
- Ayers, Tim. 2020. Virtual St Stephen’s: The Medieval Model and the Art Historian. British Art Studies 16: 1–47. [Google Scholar] [CrossRef]
- Bajena, Igor Piotr, Fabrizio Ivan Apollonio, Karol Argasiński, Federico Fallavollita, Riccardo Foschi, Jakub Franczuk, Krzysztof Koszewski, Piotr Kuroczyński, and Jan Lutteroth. 2025. Documentation and Publication of Hypothetical Virtual 3D Reconstructions in the CoVHer Project. In 3D Research Challenges in Cultural Heritage V. Cham: Springer, pp. 115–26. [Google Scholar] [CrossRef]
- Balado, Jesús, Ernesto Frías, Silvia M. González-Collazo, and Lucía Díaz-Vilariño. 2022. New Trends in Laser Scanning for Cultural Heritage. In New Technologies in Building and Construction: Towards Sustainable Development. Edited by David Bienvenido Huertas and Juan Moyano Campos. Singapore: Springer Nature, pp. 167–86. [Google Scholar] [CrossRef]
- Caballero Cano, Francisco Javier. 2012. Espacios expositivos virtuales: Proyecto UMUSEO, una nueva opción para la difusión artística. Virtual Archaeology Review 3: 44–49. [Google Scholar] [CrossRef]
- Demetrescu, Emanuel. 2018. Virtual Reconstruction as a Scientific Tool. In Digital Research and Education in Architectural Heritage. Edited by Sander Münster, Kristina Friedrichs, Florian Niebling and Agnieszka Seidel-Grzesińska. Cham: Springer International Publishing, pp. 102–16. [Google Scholar] [CrossRef]
- Estepa Rubio, Antonio, Jesús Estepa Rubio, and Javier León Torres. 2022. La capilla del Hospital de Santiago en Úbeda a través del estudio tridimensional de su sección. PH: Boletín del Instituto Andaluz del Patrimonio Histórico 30: 98–117. [Google Scholar] [CrossRef]
- García Carpintero López de Mota, Jaime, and David Gallego Valle. 2018. La arqueología de órdenes militares en Castilla-La Mancha y la reconstrucción virtual de su patrimonio. Virtual Archaeology Review 9: 76–88. [Google Scholar] [CrossRef]
- ICOMOS. 2017. The Seville Principles: International Principles of Virtual Archaeology. Available online: http://sevilleprinciples.com/ (accessed on 14 October 2024).
- Kuroczyński, Piotr, Fabrizio Ivan Apollonio, Igor Piotr Bajena, and Irene Cazzaro. 2023. Scientific Reference Model—Defining Standards, Methodology and Implementation of Serious 3d Models in Archaeology, Art and Architectural History. ISPRS—International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences 48M2: 895–902. [Google Scholar] [CrossRef]
- Lassandro, Paola, Custode Silvio Fioriello, Maria Lepore, and Marina Zonno. 2021. Analysing, modelling and promoting tangible and intangible values of building heritage with historic flame lighting system. Journal of Cultural Heritage 47: 166–79. [Google Scholar] [CrossRef]
- Ledesma, Antonio, Marc Sureda I. Jubany, and Gerardo Boto Varela. 2024. El ábside mayor de la catedral románica de Girona: Una reconstrucción virtual para la recuperación del patrimonio perdido. Revista de Humanidades Digitales 9: 155–66. [Google Scholar] [CrossRef]
- López-Menchero Bendicho, Víctor Manuel. 2013. Arqueología virtual. Investigación española de vanguardia. ICOM CE Digital: Revista del Comité Español de ICOM 7: 110–15. [Google Scholar]
- Marín-Buzón, Carmen, Antonio Pérez-Romero, José Luis López-Castro, Imed Ben Jerbania, and Francisco Manzano-Agugliaro. 2021. Photogrammetry as a New Scientific Tool in Archaeology: Worldwide Research Trends. Sustainability 13: 5319. [Google Scholar] [CrossRef]
- Molina Vidal, Jaime, Javier Esclapés Jover, Daniel Tejerina Antón, and Laia Fabregat Bolufer. 2013. El Título de Especialista Universitario en Virtualización del Patrimonio de la Universidad de Alicante: Propuesta formativa. Virtual Archaeology Review 4: 100–3. [Google Scholar] [CrossRef]
- Mounier, Aurelie, Markus Schlicht, Maud Mulliez, Romain Pacanowski, Antoine Lucat, and Pascal Mora. 2020. In search of the lost polychromy of English medieval alabaster panels in the Southwest of France. Color Research and Application 45: 427–49. [Google Scholar] [CrossRef]
- Münster, Sander, Fabrizio Ivan Apollonio, Ina Bluemel, Federico Fallavollita, Riccardo Foschi, Marc Grellert, Marinos Ioannides, Peter Heinrich Jahn, Richard Kurdiovsky, Piotr Kuroczyński, and et al. 2024. Handbook of Digital 3D Reconstruction of Historical Architecture. Cham: Springer, vol. 28. [Google Scholar] [CrossRef]
- Pedrero, Antonio, Leo Marandet, Luis Iglesias Martínez, and Daniel de la Prida Caballero. 2019. La reconstrucción virtual del sonido primitivo del Monasterio de Piedra: Análsis y modelización del estado actual. In Monasterio de Piedra, un Legado de 800 años. Historia, Arte, Naturaleza y Jardín. Zaragoza: Institución Fernando el Católico, pp. 317–34. [Google Scholar]
- Pereira-Pardo, Lucía, Diego Tamburini, and Joanne Dyer. 2019. Shedding light on the colours of medieval alabaster sculptures: Scientific analysis and digital reconstruction of their original polychromy. Color Research and Application 44: 221–33. [Google Scholar] [CrossRef]
- Petrova, Yulia Anatolievna, Irina Valerievna Tsimbal, Tatiana Vladimirovna Laska, and Sergey Vitalievich Golubkov. 2011. Practice of Using Virtual Reconstruction in the Restoration of Monumental Painting of the Church of the Transfiguration of Our Saviour on Nereditsa Hill. In 2011 15th International Conference on Information Visualisation. London: Institute of Electrical and Electronics Engineers, pp. 389–94. [Google Scholar] [CrossRef]
- Rodríguez Moreno, Concepción. 2016. ‘Recreaciones virtuales de la Granada desaparecida’: Investigar, representar y divulgar la arquitectura del pasado con herramientas del siglo XXI. In El Arquitecto, de la Tradición al Siglo XXI: Docencia e Investigación en Expresión Gráfica Arquitectónica. Alcalá de Henares: Fundación General de la Universidad de Alcalá, vol. 2, pp. 959–68. [Google Scholar]
- Sánchez Riera, Albert, Carles Pàmies Sauret, and Isidro Navarro Delgado. 2022. Nuevas estrategias para la visualización y difusión del patrimonio descontextualizado. El caso de la sillería de la catedral de Oviedo. EGA: Revista de Expresión Gráfica Arquitectónica 27: 40–49. [Google Scholar] [CrossRef]
- Soto-Martin, Ovidia, Alba Fuentes-Porto, and Jorge Martin-Gutierrez. 2020. A Digital Reconstruction of a Historical Building and Virtual Reintegration of Mural Paintings to Create an Interactive and Immersive Experience in Virtual Reality. Applied Sciences 10: 597. [Google Scholar] [CrossRef]
- Styliani, Sylaiou, Liarokapis Fotis, Kotsakis Kostas, and Patias Petros. 2009. Virtual museums, a survey and some issues for consideration. Journal of Cultural Heritage 10: 520–28. [Google Scholar] [CrossRef]
- The London Charter. 2009. Available online: https://londoncharter.org/index.html (accessed on 14 October 2024).
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
García Carpintero López de Mota, J. Virtual Archaeology and Medieval Art History: Fundamentals and Applications. Arts 2025, 14, 69. https://doi.org/10.3390/arts14040069
García Carpintero López de Mota J. Virtual Archaeology and Medieval Art History: Fundamentals and Applications. Arts. 2025; 14(4):69. https://doi.org/10.3390/arts14040069
Chicago/Turabian StyleGarcía Carpintero López de Mota, Jaime. 2025. "Virtual Archaeology and Medieval Art History: Fundamentals and Applications" Arts 14, no. 4: 69. https://doi.org/10.3390/arts14040069
APA StyleGarcía Carpintero López de Mota, J. (2025). Virtual Archaeology and Medieval Art History: Fundamentals and Applications. Arts, 14(4), 69. https://doi.org/10.3390/arts14040069