Reconstructing Gladiator Combat: A Multisensory Virtual Reality Training Environment

dc.contributor.authorGaugne, Ronanen_US
dc.contributor.authorSalvan, Stéphaneen_US
dc.contributor.authorCazuc, Ewenen_US
dc.contributor.authorGouranton, Valérieen_US
dc.contributor.authorPontonnier, Charlesen_US
dc.contributor.editorCampana, Stefanoen_US
dc.contributor.editorFerdani, Danieleen_US
dc.contributor.editorGraf, Holgeren_US
dc.contributor.editorGuidi, Gabrieleen_US
dc.contributor.editorHegarty, Zackaryen_US
dc.contributor.editorPescarin, Sofiaen_US
dc.contributor.editorRemondino, Fabioen_US
dc.date.accessioned2025-09-05T20:34:50Z
dc.date.available2025-09-05T20:34:50Z
dc.date.issued2025
dc.description.abstractThis 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.en_US
dc.description.sectionheadersReconstructing the Past
dc.description.seriesinformationDigital Heritage
dc.identifier.doi10.2312/dh.20253202
dc.identifier.isbn978-3-03868-277-6
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/dh.20253202
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/dh20253202
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Applied computing → Archaeology; Human-centered computing → Virtual reality; Computing methodologies → Virtual reality
dc.subjectApplied computing → Archaeology
dc.subjectHuman centered computing → Virtual reality
dc.subjectComputing methodologies → Virtual reality
dc.titleReconstructing Gladiator Combat: A Multisensory Virtual Reality Training Environmenten_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
dh20253202.pdf
Size:
17.8 MB
Format:
Adobe Portable Document Format