Track 06 – Visualization and Interaction
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Browsing Track 06 – Visualization and Interaction by Subject "Applied computing → Archaeology"
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Item Reconstructing Gladiator Combat: A Multisensory Virtual Reality Training Environment(The Eurographics Association, 2025) Gaugne, Ronan; Salvan, Stéphane; Cazuc, Ewen; Gouranton, Valérie; Pontonnier, Charles; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis study presents a research project focused on designing, implementing, and evaluating a multisensory virtual environment to simulate gladiatorial training. The aim is to analyze how immersive experiences impact the acquisition and refinement of technical skills in armed singular dueling. Conducted collaboratively by teams in virtual reality, biomechanics, and history, the project developed a historically contextualized environment centered on the provocator, a specific gladiator type. The virtual environment allows users to train in typical offensive maneuvers, offering a testbed for hypotheses about Roman combat and the effects of external conditions on performance. It serves as both a historical reconstruction tool and an experimental platform for studying ancient martial techniques. Built on rigorous historical and visual research, it uses motion capture technology to accurately recreate combat sequences, enhancing the authenticity and educational value of the simulation. A key contribution of this work lies in advancing the study of gladiatorial techniques, an area often distorted by popular culture. By integrating passive haptic and auditory feedback, the environment enhances sensory immersion, contributing to a deeper and more accurate understanding of gladiatorial practices. This multisensory approach not only supports the preservation of ancient techniques but also sheds light on the physical and cognitive demands faced by historical fighters. Ultimately, this research bridges disciplines-combining historical scholarship, biomechanics, and virtual reality-to offer an innovative way of exploring Roman gladiatorial training. The findings may inform broader discussions on the role of immersive technologies in skill development and historical interpretation within virtual environments.