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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Conference On Museum Big Data, November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>An immersive workflow of co-creating virtual reconstructions of archaeological sites as an act of trans- disciplinary research</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Georgios Artopoulos</string-name>
          <email>g.artopoulos@cyi.ac.cy</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicolas Loucas</string-name>
          <email>n.loucas@cyi.ac.cy</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Odile Daune-Le Brun</string-name>
          <email>daune.lebrun@wanadoo.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre national de la recherche scientifique (CNRS)</institution>
          ,
          <addr-line>Paris</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Cyprus Institute, K.Kavafi 20</institution>
          ,
          <addr-line>2121, Nicosia</addr-line>
          ,
          <country country="CY">Cyprus</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>The paper presents a novel type of collaboration between two research teams, the Virtual Environments Lab at The Cyprus Institute and the French Archaeological Mission at Khirokitia, with the aim to use immersion and Virtual Reality (VR) interfaces to create a collaborative 3D modelling environment to be shared by the many disciplines occupied with archaeological enquiries. The results of this collaboration enabled the modelling of an accurate (as much as archaeologically possible) reconstruction of one of Cyprus' World Heritage sites, i.e., the Aceramic Neolithic site of Khirokitia dating back to the 7th millennium B.C. The paper presents how the objectives of employing immersive technology which were both researchdriven and educational were implemented. Specifically, this approach to the use of VR in archaeology was developed to test live (in real-time) the interpretations suggested by the archaeological research and contribute new ones, as well as to create a public virtual tour of the Neolithic village, that would introduce visitors to the core aspects of this important settlement in the Eastern Mediterranean.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual Reality</kwd>
        <kwd>virtual reconstruction</kwd>
        <kwd>immersive environments</kwd>
        <kwd>Khirokitia</kwd>
        <kwd>Aceramic Neolithic 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The use of visualisation has long been explored in archaeology for assisting scientists and experts in
better interpreting their excavation finds and information collected [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Digital representations of
three-dimensional information have been used in interpreting spatial relations of building fragments,
reconnecting missing architectural parts and removed components that have been stolen, expatriated
or destructed, assessing the topography of sites in implementing energetics in simulations, assessing
the legibility of functional architectural configurations and geometric compositions, like size and
location of windows for interior lighting needs [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Significantly, these applications were largely
concerning static representations or pre-designed sequences of images (so-called animations) mostly
used in testing a hypothesis, disseminating results in publications and communicating complex
knowledge to the public.
      </p>
      <p>
        At the same time, computer graphics have extensively contributed to the dissemination of
historical and archaeological research in educational settings, such as museums [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and for raising
awareness about heritage preservation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Most of these cases rely on static illustrations or video
animations. Since the 2010s the commodification of Virtual Reality technology (VR), due to technical
developments and accessible hardware and software tools, has introduced in many fields new
opportunities by enabling researchers to experiment with the impact of immersion for a more
human-centred, realistic experience of the information represented. In the last few years, large
museums with international presence have embraced the use of immersive technologies in their
operations, arguably in temporal exhibitions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Literature suggests that virtually reconstructing
information in an archaeological enquiry usually comes at the end of the investigation, while
hypothetical reconstructions are typically more accepted by non-experts and the public in museums
rather than archaeologists [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Virtual reconstruction refers to the process of representing missing
information which may be known about or oftentimes regards the introduction of a hypothesis about
the conditions of the missing artefacts — a process that entails uncertainties in the decisions of the
archaeologist. In this context, virtual reconstruction has widely been used for the presentation of
existing conditions of a site rather than for scientifically accurate reconstructions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        One of the most celebrated potentials of said technologies of immersion though is new
opportunities for better processing of complex (geometric, representational) information by the
human brain of the user offered by cognitive processes related to proprioception, sensory motor
interactions and stereoscopy [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Recognising the value of immersion, fields related to engineering
have recently adopted these technologies to handle complex interactions with digital representations
as well as in training operators, workers, professionals, etc.
      </p>
      <p>
        In archaeological enquiries, a virtual reconstruction created to be accessed through immersive
interfaces with the support of VR technology, relies on a methodology that involves remote sensing
(topographical survey), 3D documentation, data processing and 3D visualisation of spatial
reconstructions, a step that includes interpretation actions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This paper is occupied with the way
the authors addressed key steps in the above workflow, specifically for enabling expert interpretation
of inaccurate information about an archaeological site by means of VR. Literature in the field is
occupied with the use of VR for accessing excavation data, as an interface to enable revisiting the
destruction process of excavation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], or with the formalization of a pipeline of virtual
reconstruction that ends with interactive visualisation, as well as for educational purposes in the
context of museum dissemination activities [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Rarely research in the field [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] has focused on
operations wherein VR-enabled spatial cognition has facilitated more accurate data interpretation in
a demonstrated way, as in revisiting visual hypotheses to correct erroneous descriptions produced
in the past due to the lack of archaeological evidence. Aiming to contribute to this enquiry, the paper
presents an innovative methodology that proposes the use of immersion in enabling the
archaeologist to co-design and assess in three dimensions, together with technical VR experts and
collaborators with various disciplinary backgrounds, a virtual reconstruction of the site under study,
the Neolithic site of Khirokitia.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Challenges of the virtual reconstruction of the village</title>
      <p>Cyprus Neolithic starts around the beginning of the 9th millennium, if not before, with the
installation on the island of agro-pastoralist communities showing clear affinities with the Levant.
Later, the island seems to follow a distinct trajectory until the emergence, during the 7th mil. B.C., of
an original civilisation, the Late Aceramic Neolithic, so-called ‘Khirokitia Culture’, and its collapse
during the 6th mil. B.C. The most distinctive features of this culture are the persistence of circular
plan architecture. Khirokitia settlement has been the extensively investigated between 1936 and 1946
by Department of Antiquities of Cyprus, under the direction of Porfyrios Dikaios and later, between
1976 and 2009, by a French team (C.N.R.S - Ministry of Foreign Affairs), under the direction of Alain
Le Brun. Situated within about 6 km of the present southern coastline of the island, the village
spreads over the sides of a hill partly enclosed by a meander of a river. Its long occupation that spans
almost a millennium, its very large size, almost 3 ha, and its exceptionally well-preserved remains,
together with extensive excavations and multidisciplinary research programs2, have provided the
richest cultural, environmental and anthropological documentation on the Late Aceramic Neolithic
of Cyprus.</p>
      <p>The first step of reconstructing the village for the authors was to agree on the project's framework
and specifications and assess the feasibility of this project given the available archaeological data and
the possibilities of immersive innovative technologies. As it is generally the case with archaeological
data, the constraints were those resulting from the preservation of architectural remains, the limited
extent of the excavated area and the excavation regulations, specifically:
•
•
•
•
only part of the village has been investigated,
due to erosion of the hill slopes, documentation on the very end of the village occupation
(6th millennium) is rather incomplete,
excavation regulations prevent the dismantling of architectural remains. Therefore, only
occupation levels around the end of the 7th mil. have been extensively excavated (the early
levels have only been identified in test-trenches); and,
due to the destruction, reconstruction or remodelling of habitations during the
occupation, the buildings are preserved to a maximum height of around 1 metre,
enclosure walls to a maximum height of 4 metres).</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methods</title>
      <p>The research presented proposes a new approach to the way real-time data visualisation tools can
help archaeologists interpret and analyse complex spatial datasets more accurately than typical
methods of representation. This novel method aids in understanding the spatial relationships and
patterns within archaeological sites. By crafting accurate 3D models and overlaying them with
contextual data, researchers can walk through ancient sites, interpreting more accurately how spaces
were occupied in the past.</p>
      <p>
        This research draws on the value of real-time immersion in the context of 3D object research and
its applications in various fields. Stereoscopy, the technique of presenting two slightly different
images to each eye, enables depth perception in immersive environments. In research involving 3D
objects, this enhances the ability to analyse shape, size, and spatial relationships accurately [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. By
providing a sense of depth and distance, stereoscopy allows researchers to assess the relative
positions of 3D objects and structures on site (e.g., visual access and connection with topography,
light and shadow casting in relation to a built structure’s dimensions) in a manner not possible with
2D representations like drawings and sketches. This has significant implications for fields such as
spatial configuration of geometric structures and objects in archaeology, where researchers can
examine artefacts in unprecedented levels of relationships of assemblages of objects.
      </p>
      <p>Furthermore, spatial cognition refers to the mental processes involved in understanding and
navigating the physical world. In the context of 3D object research, real-time immersion enables the
creation of virtual environments where participants can explore and interact with 3D objects,
fostering a deeper understanding of spatial relationships. This is particularly valuable in architecture
and archaeology, where the study of spatial layouts is essential. Researchers can investigate the
2 Archaeozoology, paleobotany, anthracology, palynology, geoarchaeology, physical and biological
anthropology (paleo -pathologies, parasitology) and experimentation (use-wear analysis, architectural
practices).
impact of choices of dimensions, form and scale, and evaluate the effectiveness of spatial
configurations in real-time, leading to more informed decisions. In addition to this, proprioception,
the sense of one's body position and movements, plays a crucial role in research involving the
manipulation of 3D objects.</p>
      <p>
        In other fields of practice, collaboration activities and co-design traditionally require meetings,
surveys, and workshops to gather input from engaged stakeholders and participants [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Interactive
visualisation of spatial data through VR and Augmented reality has recently been promoted as a new
method of accessing information and enabling collaboration in co-design processes. This presents a
significant opportunity for archaeological research and heritage science by transforming the way VR
is used [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Positioning the presented research in this technical framework, the authors developed
an innovative methodology that proposes the use of VR technology in enabling the two research
teams, the Virtual Environments Lab at The Cyprus Institute and the French Archaeological Mission
at Khirokitia to collaborate in co-designing and assessing, in a three dimensional immersive
environment, together with technical experts from various disciplinary backgrounds3, possible
accurate archaeological scenarios for the site under study, the Neolithic site of Khirokitia.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Visualising archaeological interpretations of rituals, everyday life, construction techniques and tools in the virtual environment</title>
      <p>
        The available data, provided by the archaeologists, mainly vectorized plans (topographic surveys,
plans and catalogue drawings from the various excavation periods, 1977-2009) and aerial photos from
a kite (2007-2008) were integrated with a 3D reality capture terrain model produced by the CyI team
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to assist the reconstruction of the topography, but the reconstruction of the whole village faced
a major challenge due to the fact that it is excavated only partially (fig. 1). A computationally
simulated study of the spatial configuration of the whole village was tested to provide to the authors
possible directions of exploration for the fabric of the village [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] based this fragmented evidence
before focusing on a limited area of the settlement for the detailed reconstruction, as presented
below.
The first step of the reconstruction process involved an aerial photogrammetric documentation
method to capture the entire settlement hill for the creation of a textured mesh from the resulting
3 Archaeology, architecture, archaeozoology, paleobotany, geoarchaeology, anthropology and more.
3D point cloud4 (fig. 2). The resulting 3D representation of the hill was lacking the terrain of the
surrounding environment, and thus it was deemed necessary to virtually extend the environment to
create a more realistic view of the site. This was achieved by assembling height maps5 sourced from
online platforms such as the Earth Explorer geospatial service6. The actual terrain's elevation data
(collected by means of a topographic survey) was used to adjust these maps to accurately reflect
reality. Further to this, a 360-degree HDR panorama of the environment was created from on-site
photographic documentation of the view of the horizon. This sequence of photos was used in
implementing an HDRI workflow, i.e., High Dynamic Range Imaging7. The resulting HDR panorama
image was then used in the interactive rendering software Unity3D as a 360-degree panoramic
‘environment map’ (fig. 3).
      </p>
      <p>Reconstructing the Neolithic village in its natural environment, over the
course of its occupation
Given the archaeological constraints mentioned above, the digital reconstruction focused on an area
of the settlement for which archaeological documentation was the most complete: the hilltop saddle,
4 A 3D point cloud is a collection of data points in three-dimensional space that represent the external surface
of an object, environment, or scene. These points are typically captured using sensors like LiDAR, 3D
scanners, or photogrammetry techniques.
5 A height map is a grayscale image where the darkest areas represent the lowest points of a 3D mesh, and
the lightest areas represent the highest points.
6 https://earthexplorer.usgs.gov/
7 This involves capturing multiple photos from the same angle with varying exposures, ranging from very
dark to overexposed. When these photos are combined into a single HDR image, the light emitted from it can
be controlled, affecting the 3D scene's (i.e., the virtual representation of the site) lighting accordingly.
methodically excavated and systematically recorded by the French Archaeological Mission between
1976 and 2009. Research carried out there provided an accurate picture of the history of the village
occupation, marked by a series of events clearly evidenced by variations in the spatial extent and
organisation of the village fabric, the construction, destruction, reconstruction or remodelling of the
habitations.</p>
      <p>Clinging to the sides of a hill, the village was a closed space, surrounded since its foundation by
an imposing enclosure wall, around 2.5 metres thick and preserved to a maximum height of 4 metres.
The function of this wall was most likely to emphasise the cohesion of the community rather than
to ensure the defense against enemies, human or animal, of which there is no evidence.
Communication between these two worlds was ensured by a complex structure, conceived to allow
traffic as well as to control it: a narrow and tortuous staircase invisible from outside constructed into
a massive stone structure against the enclosure wall. Out of the twelve main stratigraphic levels in
the sequence of the chronological transformation of the settlement, three successive and most
significant levels were selected to illustrate a key period characterised by a major event. This was an
outstanding shift of the built area and the construction of a new enclosure wall, along with a
significant change in vegetation cover and animal exploitation, which occurred towards the end of
the seventh millennium BC, i.e. a period marked in the Near East by a climatic event in 6200 B.C. and
the installation in Cyprus of present-day climatic conditions.</p>
      <p>In the virtual reconstruction, when entering the Khirokitia, visitors are immersed within the
socalled ‘stratigraphy room’ (fig. 4 [top]), a novel concept of an interaction interface for said
applications in archaeology that was inspired by the complex reality of the archaeological palimpsest
of the settlement’s occupation. In there, an interactive virtual model of the hill has been created for
the visitors to visualise the major changes that occurred during the village occupation in terms of
the extent of the settlement built up area, the enclosure wall layout, the entrance location as well as
the plant and animal environment. When found in this room, visitors are invited to select, with a
hand icon, the period they want to experience, i.e., the early village (levels C and B), or the late village
after the shift (level III) (fig. 4 [middle, bottom]). This hand icon has been introduced in the virtual
environment to stimulate visitor’s curiosity and encourage interaction, as supported by extensive
user testing sessions conducted in the Virtual Environments Lab.
4.3.</p>
      <p>Reconnecting missing architectural parts
Understanding and visualising the entrance to the second phase of the settlement, which was
meticulously excavated and remains in excellent condition today, contrasts with the uncertainty
surrounding the entrances to the earlier settlement. One of the main challenges of interpretation the
co-design team of 3D modellers and experts in arachaeological sciences faced was this of the
reconstruction of the terrain around the entrance to the village. When the 3D modelling team
received the plans from the French Mission, several aspects of these inaccessible structures remained
unclear. This was largely due to the significant disruption caused by the excavation conducted in the
1930s, which dismantled much of the early entrance area. Despite these uncertainties, the 3D
modelling team proceeded with a reconstruction of the entrance corresponding to level C1 based on
assumptions and interpretations devised by the archaeological documentation drawings (fig. 5).
Reconstructing three-dimensionally the terrain around the entrance and near the structures of
houses to the inside of the enclosure wall required extensive testing based on knowledge sourced
from dry stone wall making processes. Once the archaeologist visited the entrance reconstruction in
VR, which allowed for stereoscopic viewing, it became apparent that the design was too steep and
could not have accommodated the movement of the inhabitants of the settlement through it, while
the terrain surface on top of the wall would have to be constructed by stones rather than earth. After
a thorough design review, it was decided that the original entrance geometry should be revised to
more closely align with the newer well-preserved entrance, incorporating modifications, which were
primarily necessary due to differences in the placement of the structures atop the wall and near the
space occupied by the entrance. This approach was employed to the reconstruction of the later
entrance corresponding to levels B5 and B4, which also belong to the first phase of settlement, further
enhancing this iterative, co-modelling process of the 3D reconstruction of the site.
Inside the settlement, a house consisted of several circular constructions around a ‘courtyard’
equipped with a grinding installation. The walls were built with rough stones, or stone and mudbrick.
The roof was flat, made of three layers of earth lying on two crosswise laid layers of reeds resting on
a wooden framework. For digitally reconstructing the habitations, the authors relied on a solid set of
data from both the excavations and an experimental program on building practices and techniques
carried out by the Department of Antiquities of Cyprus with the collaboration of the French Mission
(1994-1995).</p>
      <p>The appropriate choice of texturing was essential for minimizing latency while simultaneously
achieving high-fidelity graphical representations. Utilizing Physically Based Rendering (PBR)
materials and selecting the proper texture size helps reduce the need for complex 3D geometry. The
optimal method for texturing various assets within a 3D scene involves UV unwrapping each one. A
UV map is a square area where the mesh of an object is laid flat, allowing for the application of
textures as if painting on a canvas. Given the size of the structural elements (walls, roof layers,
foundation, etc.), UV maps were set to 8K resolution (8192 x 8192 pixels). This ensured that all
unwrapped parts of a structure maintained sufficient size and quality. Additionally, minimizing
Unity ‘draw calls’ (i.e., how many 3D objects are being drawn to the computer screen) is crucial; this
can be achieved by grouping objects with the same material into a single 3D object.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>
        The presented investigation focused on two main points: the shape, dimensions and position of the
entrance of the early village in relation to the layout of the village’s spatial fabric [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and the
openings, doors and windows of the habitations. Their reconstruction was based on the
consideration of the overall permanence throughout the sequence of the main construction
techniques and the village layout even after the village underwent a major shift (level III); it remained
basically the same, houses still organised as closed spaces, a new enclosure wall and a new entrance
keeping the same axial location (fig. 6). The well-preserved entrance of the late village (level III) was
used as a model for the reconstruction of the early village level C entrance which had been located
but could not have been uncovered. Regarding level B entrance, for which the only indication was
that the village entrance had been moved [19: p. 230], a scenario for its possible location was
elaborated and subsequently tested and assessed.
      </p>
      <p>In addition, the careful reassessment of the openings uncovered, whether complete or not,
revealed the existence of a model which, when applied to habitations, made it possible to reconstruct
each compound constituting a house, i.e., to reconstruct lay out of the built-up space from a single
element, door or window.</p>
      <p>Finally, a typical example of an undetected anomaly, or more likely one that was overlooked, is
that of circulation within the village. Real-time data visualization tools aid in understanding the
spatial relationships and patterns within an archaeological site and, through interactive data
visualisation, researchers can identify trends and anomalies that might not be evident through
traditional tabular data or 2D plans. In the presented case, a typical example of an undetected
anomaly, or more likely one that was overlooked, was that of circulation within the dense fabric of
the village. ‘Circulation within the village should not have been very easy, the density of buildings
forcing one to squeeze through the spaces left free” [20: p. 422). While it is easy to rely on this simple
observation, made by the mere reading of a plan, obstacles arise, unexpected or rather ignored, as
soon as the archaeologists decide to move virtually between the houses to reach a precise point in
the village (fig. 7).</p>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>
        The use of the results of the research presented in the museum space confirmed a strong contribution
to new approaches to visitor engagement in knowledge dissemination across varied demographics.
More specifically, the virtual reconstruction presented above was featured at the Fitzwilliam
Museum, University of Cambridge, UK, as part of the international exhibition ‘Being an Islander’
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] (fig. 8). During the series of sessions that were included in the agenda of public events of the
exhibition, the authors observed a significant visitor engagement in interactions with virtual objects.
This observation underscores the imperative for creating additional interactive activities akin to the
vessel creation experience (fig. 9).
      </p>
      <p>The virtual reconstruction experience was fully embedded in the design of the exhibition
including the provision of trained invigilators, fully conducted health and safety plan and
announcement of the sessions through the booking system of the museum. The survey results of the
exhibition session provided significant visitor feedback. 82% of the 77 visitors who responded to the
survey conducted, they agreed or strongly agreed that “the gamified content (e.g., “house
abandonment ritual” and “stone vessel creation”) was helpful to understand the culture of
Khirokitia”. The 80% of the responders agreed or strongly agreed that they would like to continue
exploring the reconstruction in VR to learn more about the settlement and its inhabitants, while 75%
of the responders would like to interact with more objects in the virtual environment. 65% of the
responders thought that the use of textual means for communicating complex information in the
virtual environment was not breaking the immersive experience. 71% did not feel any negative
feelings or motion sickness during the interaction with the VR interface. Notably, more than the 84%
of the responders to the survey were confident in using the interface and navigating in the virtual
space although 78% of them were not experienced with Virtual Reality Systems, while 71% were not
experienced with video games at all. The 52% of the responders were female, 77% of the responders
held a higher education degree and 27% of them were under 35 years old. Interestingly the nationality
of the responders was diverse and included UK, USA, Ireland, Spain, Germany, Poland, Lithuania,
Chile, France and Colombia.</p>
      <p>The significant user engagement observed in interactions with virtual objects underscores the
imperative for creating additional interactive activities akin to the vessel manufacturing experience.
Considering the above feedback, integrating gamification principles is crucial to enhancing
engagement and appeal, particularly among younger audiences. Proposed activities could include
grinding grains to produce flour, flint knapping, burial rituals, and textile manufacturing. Each task
could incorporate a point system to indicate its completion, accompanied by enhanced audiovisual
elements such as sound effects and voice overs to guide and motivate users throughout their
exploration.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>It is widely acknowledged that VR can create a more engaging experience, one that enables humans
to immerse in an experience that can lead to a deeper understanding of complex, big, historical data,
finds and hypothetical reconstructions, enabling new interpretations, insights to complex
assemblages of spatial and 3D represented information. Beyond the use of immersion in education
and cultural settings wherein VR has been embraced in the last decade, this paper presented new
affordances of emerging technologies for spatial presence, immersion in situated information and
big data interaction in virtual environments through the use of VR for interdisciplinary collaboration.</p>
      <p>
        The paper analysed how this approach to the use of VR can strengthen multi-disciplinary
discoveries and collaborations in archaeological enquiries. Researchers from various fields, such as
archaeology, architecture, archaeozoology, paleobotany, geoarchaeology, anthropology, can
collectively contribute to the study of heritage sites, bringing their unique expertise together through
a virtual stage provided by VR technologies. New solutions to previously identified archeological
questions on Khirokitia were formed through this interdisciplinary approach to VR-enabled
collaboration between the two research teams of 3D visualisation experts and archaeological
sciences. This contribution of real-time immersive data visualisation to the incomplete big
archaeological data was decisive for the archaeologist of Khirokitia, as 3D modelling within a virtual
environment forces researchers to reflect on their data with greater spatial accuracy in order to
propose possible design scenarios and solutions for reconstructing their site of study. The paper
illustrated how VR reconstruction can act as an immersive stage for interdisciplinary reflection and
by doing so can generate a better understanding of the dimensions of structures, their position in
space and their spatial-geometrical interrelations. Arguably, this contribution adds new evidence of
successful interdisciplinary science and technology practices to the literature about the use of VR in
archaeological research [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The presented interdisciplinary practice offered new knowledge to
archaeology as proven by the updated publications about this most valuable UNESCO World
Heritage Site of Khirokitia [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that draw on conclusions offered through the virtual reconstruction
presented above.
      </p>
      <p>Adding value to the results of this successful interdisciplinary collaboration, the paper briefly
presented how these results were re-used to create a public virtual tour of the Neolithic village that
would introduce museum visitors to the core aspects of the settlement, its history, the natural
environment, subsistence strategies, craft activities, architectural practices, social organisation and
rituals. In this effort, virtual reconstructions were enriched with signs of occupation drawn from
archaeological data so that the museum visitors can enter the house structures and interact with the
objects laid in the interior space. These archaeological finds were carefully chosen by the team after
several rounds of testing in the VR to illustrate daily life activities such as preparing and cooking
food, manufacturing objects and tools (flint knapping, stone vessels, bone tools, textiles or basketry
manufacturing), building and repairing constructions, as well as performing rituals (funerary rituals
or ritualised procedure for condemning a building). ‘Inside’ a house, that is, in the open-air courtyard
surrounded by the compound of circular structures, visitors are guided to observe information
displayed on the walls (fig. 10). As shown by the results of the user evaluation in the case of the
exhibition at Fitzwilliam Museum, this approach to spatially distributing archaeological information
about intangible aspects of cultural heritage was proved to be successful in engaging museum visitors
to the archaeological narratives and to help them better relate to the exhibition’s context.</p>
      <sec id="sec-7-1">
        <title>Acknowledgements</title>
        <p>This research was conducted by the Virtual Environments Lab at The Science and Technology in
Archaeology &amp; Culture Research Center (STARC) of The Cyprus Institute (G. Artopoulos, N. Loucas,
N. Bakirtzis, S. Hermon, D. Abate, M. Faka), in collaboration with the French Archaeological Mission
at Khirokitia (O. Daune-Le Brun) funded through the CyI-Illinois Agreement with the National
Centre for Supercomputing Applications at the University of Illinois at Urbana-Champaign
(20192022). The research received funding from the Stavros Niarchos Foundation (SNF) grants (2022).
Special thanks go to Dr. Anastasia Christophilopoulou, Curator of the ‘Being an Islander’
international exhibition at the Fitzwilliam Museum, as well as Grant O'Brien, Neal Spencer and
Stephen Handley for their invitation to participate and kind cooperation during the creation of the
VR installation.</p>
      </sec>
      <sec id="sec-7-2">
        <title>Declaration on Generative AI</title>
        <p>The authors have not employed any Generative AI tools.</p>
      </sec>
    </sec>
  </body>
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