La Cueva del Tiempo. Un viaje a nuestros orígenes

Cristina Cuesta Marín

Spain

Fundación Atapuerca

Fundación Atapuerca, Didáctica y Proyectos de Difusión, Burgos. España

Sergio Barrera Mayo

Spain

VIRTUALWARE

VIRTUALWARE, Departamento de Innovación, Basauri. España

Unai Baeza Santamaría

Spain

VIRTUALWARE

VIRTUALWARE, Departamento de Turismo, Patrimonio y Difusión Cultural, Basauri. España
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Accepted: 2016-02-01

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Published: 2011-04-15

DOI: https://doi.org/10.4995/var.2011.4621
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Keywords:

Virtual reality, 3D animation, Human evolution, Anthropology, Communication

Supporting agencies:

Ministerio de Industria

Turismo y Comercio (MITYC) a través del Plan Avanza 2009

expediente

TSI-070100-2009-387.

Abstract:

The human evolution can be defined as the human being transformation process since our ancestors’ period till current days. It has been a changing process that ended in Homo sapiens, the unique human being that exists in the planet. How have we ended as we are right now? How have we changed? There have been many changes along the time that made us humans. Studying the different archaeological findings and human remains we are able to know and to understand our biological and cultural evolution. The Cave of Time will enable to feel the experience of travelling to the past and living in thousand years ago environments, in order to communicate with our ancestors interactively. This way Atapuerca´s legacy will be transferred to future generations innovatively.

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References:

ARSUAGA, JUAN LUIS y MARTÍNEZ, I. (1998): “La especie elegida. La larga marcha de la Evolución Humana”. Temas de Hoy. Madrid.

BERMÚDEZ DE CASTRO, J.M. (2004): “Hijos de un tiempo perdido. La búsqueda de nuestros orígenes”. Ares y Mares. Barcelona.

CARBONELL, E. (2005): “Homínidos: las primeras ocupaciones de los continentes”. Ariel. Barcelona.

DÍEZ, C.; MORAL, S.; NAVAZO, M. (2009): “La Sierra de Atapuerca. Un viaje a nuestros orígenes”. Everest. León.

NVIDIA (2005): “GPU Programming guide 2.4.0”. NVidia.

WILLIAMS, R. (2001): “The animator´s survival kit: a manual of methods, principles and formulas for classical, computer, games, stop motion and Internet animators”. Faber & Faber. Londres.

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