Isis of Clunia: VR Experience

In this immersive Virtual Reality experience, users can delve into the history and iconography of the goddess Isis, specifically the sculpture located in Clunia. The virtual reconstruction of this sculpture guides the experience, asking users to find her figure in the Roman theatre of Clunia, the location where it was originally discovered, and subsequently reconstruct it. The experience has been designed to be enjoyed by all kinds of users, who can engage in different types of interactions in immersive Virtual Reality, such as active movement, teleportation, or object grabbing. Throughout the experience, participants of all ages will learn first-hand about the Egyptian origins of the goddess, her adoption into Roman culture, and her iconography, while actively taking part in locating and reconstructing her. This project has been developed in collaboration with the Museum of Burgos and the PAINT teaching innovation group.

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The aim of this project is to create an immersive Virtual Reality experience suitable for audiences of different ages, capable of conveying the history of the goddess Isis of Clunia in an informative and engaging way. The main objectives of this project are:

· HISTORICAL ACCURACY IN RECONSTRUCTION AND REPRESENTATION

The reconstruction involved a structural study of the piece and comparison with similar sculptures, ensuring historical accuracy. The script and contents have been reviewed by art history experts to guarantee reliability.

· DISSEMINATION AND ENGAGMENT

A narrative has been created featuring both the users and the goddess Isis herself. Through this narrative, a large amount of historical content about the goddess’s origins, her iconography, and the distinctive features of the sculpture has been conveyed in an enjoyable and accessible way for all audiences.

· SHORT AND SIMPLE

The experience is brief and requires no prior explanation, making it easy to install in museums and exhibitions.

· CREATION OF AN ACCESSIBLE EXPERIENCE

The experience has been divided into levels of increasing difficulty so that users of all ages can become familiar with different immersive Virtual Reality interactions and interact in a natural and rewarding way. A video alternative has also been created for users with disabilities who may not be able to enjoy immersive Virtual Reality.

This project was carried out using Blender and Unreal Engine 5 as the primary tools

· PHOTOGRAMMETRY SURVEY

First, a photogrammetry survey of the original piece and the theater of Clunia was conducted using Agisoft Metashape.

· HISTORICAL DOCUMENTATION

A historical documentation process was conducted, analyzing other representations of the goddess in sculptures from the same historical period. This research helped form a hypothesis about the missing parts of the piece.

· 3D MODELLING

Using Blender, the missing parts of the sculpture were modeled and sculpted, then integrated with the original photogrammetry model. The rest of the elements were also modeled in Blender.

· TEXTURING

The 3D models were textured in Photoshop, where their texture sizes were also optimized.

· AUDIO EDITING

All audio effects and voices were edited and normalized using Reaper.

· PROGRAMMING

All these assets were integrated into Unreal Engine 5 to create a smooth immersive Virtual Reality experience.

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This project was supported through Humanaid project (TED2021-129485B-C43) funded by the Ministry of Science and Innovation of Spain (MCIN/AEI/10.13039/501100011033); the REMAR Project (Reference Number: CPP2022-009724) supported by the Ministry of Science and Innovation of Spain (MCIN/AEI/10.13039/501100011033) and by the European Union “NextGenerationEU”/PRTR funds.

Project details
PROJECT TITLE:

Isis of Clunia: VR Experience

FIELD:

Education

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