Developing immersive experience at Caistor Roman Town

Lead Research Organisation: University of Nottingham
Department Name: Sch of Humanities

Abstract

This project (a partnership between the University of Nottingham, Jam Creative Studios and the Norfolk Archaeological Trust) will use the site of the Roman town of Venta Icenorum (Norfolk) to develop and evaluate new methods of site interpretation through the use of an immersive virtual reality experience. As a Roman town that did not see subsequent development in the medieval and later periods, Venta Icenorum is one of the UK's most significant archaeological sites and has been the subject of a major programme of geophysical survey and excavation by the University of Nottingham since 2006. In common with many archaeological sites, there are few visible remains at Venta and the site has limited infrastructure for visitors. A new site interpretation scheme created by the applicants in 2015 used a 3D reconstruction of the site viewed using an app for Android and Apple mobile devices and containing an Augmented Reality (AR) element that allowed users to view the ancient town against the present landscape.

The 2015 AR model was the latest iteration of a long history of visualisation at Venta that started with painted reconstructions and moved on to a series of 3D reconstructions. All of these, however, were passive encounters for the viewer presenting a single interpretation of the site. The new project will create a more dynamic immersive experience in which the visitor will use their mobile device to interact with characters and animals within the town and experience the town in different weather and seasons. In this pilot project, the visitor will take a route from the South Gate to the forum of the Roman town and will be guided by one of the town's Roman residents in animated form who will show them points of interest. Their progress will trigger a series of events and interactions with other characters and animals and the user will hear the ambient sounds and speech of a town in Roman Britain and will see the sunlit town of previous reconstructions transformed into a winter townscape of mud, snow and smoke.

In order to achieve the new project will address a series of technical challenges relating to the use of location-based AR in a fairly featureless landscape with variable GPS coverage by combining existing locational techniques with new markerless AR technologies with the aim of piloting scalable and transferable methods for delivering immersive experiences within open landscapes It will also evaluate the issue of optimizing VR and AR experiences to operate and be sustainable in a world of rapidly developing rival platforms and for on-site and off-site use. Using fully immersive VR on the site itself remains impractical for safety reasons but the rapid rise in affordable fully immersive VR technologies for use at home and in education means that potentially costly VR/AR models need to envisage multiple applications. The project will also address the interpretative challenges raised by creating speech, dress and physical appearance for a population known only from archaeological evidence. A process of evaluation will rigorously evaluate audience responses to this new experience to inform its future development. Finally the project will further develop the existing partnership between the University of Nottingham, Jam Creative Studio (who are pioneering innovative approaches to heritage interpretation using new technologies) and the Norfolk Archaeological Trust (who own and manage a range of heritage sites across Norfolk).

Planned Impact

By trialling immersive experience at Venta Icenorum and evaluating visitor responses to it, this project will have actual and potential benefits for a range of stakeholders.

Heritage organisations - the project addresses the needs of those engaged in heritage management and interpretation, particularly in the presentation of heritage in a landscape setting. Such organisations are well positioned to take advantage of the opportunities afforded by immersive technologies that allow the hidden assets and stories of sites to be brought to the public in ways that are exciting and innovative and that change the visitor from passive observer to active participant. At Venta this is particularly relevant to the Norfolk Archaeological Trust (NAT) who are facilitating our project and who own a range of sites (including Tasborough Fort, Warham Camp and Burgh Castle) that share similar challenges to audience engagement as Venta. These include an absence of museum buildings and infrastructure such as mains power, intermittent or variable mobile coverage and heritage assets that are largely buried or intangible despite being of national or international significance. The project proposed here will be of immediate regional relevance in exploring the potential for AR and VR technologies in relation to the NAT and it's other properties, but will also help demonstrate the possibilities afforded by immersive technologies to other heritage organisations and practitioners in the UK and internationally. By improving the interpretation and public understanding of sites, heritage organisations can better persuade policy makers and the public that such assets require preservation and investment in the face of pressures on land-use and financial resources.

Immersive tech sector - the project results will be of clear importance to others working in the field of location-based AR and immersive experiences, providing evidence of audience response to such technologies and demonstrating additional ways in which such technologies can be used beyond their obvious value as a means of entertainment. As noted in the Technical Plan, the project team will document the approach taken to developing and evaluating the mobile app, and will release this as an open access case study for others undertaking similar digital output-focused projects.

Heritage audiences and site visitors - the project aims to improve the visitor experience of heritage sites both as an on-site visitor and as a remote visitor. Members of the public who engage with heritage as a leisure activity are ultimately the largest potential group to benefit from the project as it strives to improve the experience of using new technologies in the context of heritage visiting. Members of the public who cannot for whatever reason access heritage sites will have greater equality of access to sites enabled by immersive technologies and, as a consequence, to the informal learning and shared cultural experience that comes as a result of visiting.

Education sector (primary, secondary and tertiary) - the project will provide remote and on-site AR/VR experiences of the Roman town that can be adapted for different pedagogical levels ranging from stimulating interest in Key Stage 2 pupils to university seminar groups exploring issues of language and identity in relation to the different characters employed. VR platforms such as Oculus Rift are increasingly utilised in schools and colleges, while the ubiquity of gaming and mobile technology means that most people under 30 are increasingly comfortable with accessing information through such means. In addition the results of the project and its digital outputs will be used within the major schools and museums outreach programme of the ERC Latin Now project with which we are collaborating on the character dialogue (see Letter of Support).

Publications

10 25 50
 
Description The most significant achievement was creating a highly immersive experience that is accessible via any high specification mobile phone as an app of under 100mb. Equally, it was clear that it was possible to do this using largely untested "markerless AR" in which an AR experience could be located effectively within the landscape unaided by other markers, although the occasional "shifting" of the view confirmed that we were at the limit of what could be achieved with the current generation of phones. Users (including the project team) were also struck by how successful the app was in drawing the visitor in for long periods of time. It was enjoyed by all ages with children in particular (even on very cold days) sometimes having to be persuaded to stop by their parents, suggesting that this was a highly effective way of getting children to engage with heritage and research findings.
Exploitation Route The experience of the project and the decision-making process is being presented as a case study (currently being finalised) to be made available online via the University of Nottingham research repository that will allow others to use our experience to inform their own projects. Although we used it in the context of a heritage project, the possibilities of detailed location-based AR experiences accessible via easily downloadable apps could also be exploited in other cultural and economic contexts.
Sectors Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections

URL https://www.nottingham.ac.uk/humanities/departments/classics-and-archaeology/research/research-projects/current-projects/virtual-venta.aspx
 
Description The findings and output from the research have been directly used to inform the public about the Roman town of Venta Icenorum, one of three Roman regional capitals in the UK that are unaffected by later development. However, because the site is now a flat green field with little in the way of visible remains, it has previously proved difficult to inform the public about its hidden history and to inspire them as to the value of the site. For this reason the site forms an ideal test-bed to explore innovative ways of bringing the town to life for different audiences. The purpose of this project was to trial delivery of an immersive experience via the user's phone, via an app that could be downloaded prior to the visit and that therefore did not require on-site infrastructure or reliable 4G data signal (conditions that also apply to the vast majority of archaeological sites). The app recreated the Roman forum and populated with characters and voices that reflected the multicultural nature of Roman Britain. It was trialled in a series of workshops, which highlighted both the very positive responses of different audiences as well as some of the technical difficulties that remain with delivering immersive experiences in this way. The app remains freely accessible and we continue to evaluate responses to it. In addition during 2019 we have used the digital content created in a PC-friendly format at outreach events (for example at a Festival of Archaeology event and Heritage Open Day at Caistor Roman town) which allowed users to move through the Roman forum on screen, which proved popular with both adults and children. In addition the experience of creating the app has formed the basis for a lecture on "Reconstructing Roman Britain" aimed at non-specialist audiences, which aims to show how archaeological reconstructions are a reflection of the societies that create them. This has been delivered to a range of archaeological societies with further talks planned for the post-covid period. Findings were further circulated at the 2019 Computer Applications in Archaeology conference at Krakow from which the presentation is available online https://www.youtube.com/watch?v=GRcgF-5VJSY, while the evaluation of public responses to the app was also made publicly available in 2021 https://nottingham-repository.worktribe.com/OutputFile/5366659. A further paper was presented at Academic Mindtrek (Helsinki November 22) (https://dl.acm.org/doi/abs/10.1145/3569219.3569362) and at the Lived Spaces in Late Antiquity Conference (St Andrews December 21) for which publication is forthcoming.
First Year Of Impact 2018
Sector Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections
Impact Types Cultural

 
Description Immersive VR app for Caistor Roman Town 
Organisation Jam Creative Studios
Country United Kingdom 
Sector Public 
PI Contribution The project used Jam Creative Studio's "markerless AR" technology to develop an immersive visitor experience based on the results of the University of Nottingham's archaeological research project at Caistor Roman town in Norfolk. The research team provided and interpreted data from the archaeological research and collaborated on the design of the visitor experience, creating a narrative for an experience situated within a virtual reconstructed Roman forum.
Collaborator Contribution The partner organization contributed their development of "markerless AR" technology that allows high spec mobile phones to deliver location based Augmented Reality experiences that do not rely on GPS or location beacons to establish the position of the digital assets created (in this case the forum of the Roman town of Venta Icenorum). Jam also contributed their expertise in modelling, animation and app design to create a VR visitor experience populated by characters and materials recovered from the University of Nottingham archaeological research. We have recently been discussing a new version of the VR experience that takes advantage of technological developments since 2018.
Impact 1. Virtual Venta app for Android and Apple (available free from Google Play and Apple Store. 2. Paper to European Archaeological Association Conference Barcelona (September 2018) 3. Research seminar presentation to University of Bournemouth (19.11.19)
Start Year 2018
 
Description Latin Now 
Organisation University of Nottingham
Department Latin Now
Country United Kingdom 
Sector Public 
PI Contribution The Virtual Venta app and project provided a means for the Latin Now project (funded by the European Research Council) to further fulfill its remit to disseminate information to the public regarding the spread of Latin in the Western Roman Empire. The PI continues to work with the Latin Now team and we will collaborate on future interations of the Virtual Venta app, as the language aspect of the app was particularly popular with users.
Collaborator Contribution Members of the Latin Now project contributed the linguistic elements of the Caistor Roman town Virtual Venta app, devising period and location specific Latin dialogue for the animated characters to speak. This was fully compatible with the aims of the ERC project which aims to chart the spread of Latin in the western Roman Empire and to disseminate that information to a wide range of audiences.
Impact 1. Virtual Venta app (see under software).
Start Year 2018
 
Description Norfolk Archaeological Trust 
Organisation Norfolk Archaeological Trust
Sector Charity/Non Profit 
PI Contribution The University of Nottingham project carries out research at Caistor Roman Town (owned by the Norfolk Archaeological Trust) thereby enhancing knowledge and public understanding of one of their key resources. The new Virtual Venta app allows the public to experience the site in new ways. In addition the imagery and reconstructions developed for the app were used in the new guidebook published in summer 2020, which is now widely for sale across Norfolk. In 2022 we are working on the development of a new and expanded version of the app.
Collaborator Contribution The Norfolk Archaeological Trust allows access to the research team to the site of Caistor Roman town and facilitates public access to the site (in terms of site safety and public liability cover), which allowed the trial workshops for the Virtual Venta project to take place. They also contributed their own understanding of the local heritage audience to the creation of the app.
Impact Virtual Venta app (see software section)
Start Year 2018
 
Title Virtual Venta app 
Description Virtual Venta is a free app, available for Android and IOS, that allows the user to use their phone to visit and experience a Virtual Roman forum at Caistor Roman town. 
Type Of Technology Webtool/Application 
Year Produced 2018 
Open Source License? Yes  
Impact Visitor feedback describes how even those who had visited the Roman town many times before had their experience of it transformed. 
 
Description Local society talks 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact The process of creating the Virtual Venta app forms part of ongoing engagement by the PI with local archaeological and history societies in Norfolk and Nottinghamshire in which audiences are also able to navigate their way through the virtual Roman forum projected on screen. This is useful as many participants are of an age group (60 plus) that often does not engage with such technologies. Responses have been very positive with many audience members of all ages keen to try the technology. The app has also been used at Heritage Open Day events (a national scheme of heritage activities) in which participants experimented with the app and the virtual forum and at an event associated with the Festival of Archaeology. Both events took place at Caistor Roman town and allowed users of different ages to engage with the technology. Outreach events booked for 2020 were cancelled during the pandemic but two further talks took place in late 2021. Two additional talks were held in 2022.
Year(s) Of Engagement Activity 2018,2019,2021,2022
 
Description Visitor engagement workshops 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact The Virtual Venta app was trialed at two public workshops (involving 45 people from children to pensioners) in which participants downloaded the app, trialed it on site and then participated in formal feedback sessions in which responses to the app were evaluated. The exercise was repeated with a school group of 12 secondary school students. We continue to trial the app on site with members of the public. Recent comments include "It brings it alive much more than notices" and "quite stunning". The app was still live in 2022 and continued to be used by site visitors. Informal feedback is invariably positive.
Year(s) Of Engagement Activity 2018,2019