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We present here an original Virtual Reality (VR) application for navigating an archaeological database. The Activity Theory is drawn on to describe the use of the immersive tool, which was developed in the context of an archaeological research project. Based on the observation of researchers interacting with the tool and their verbal expression, we show that the efficiency of technology use and activities depends on the removal of technical obstacles but also on the interaction of three components: the subject, the objective and the tool. The activities, which seem the most relevant produce results that affect one or more of the three components. It seems that activity theory is a relevant tool to analyze the use of this kind of technology, VR, to visualize a database. Finally, we present lines of thought for digital humanities. This publication is a part of ANR project Schopper : http://schopper-anr.org/
ANR project Schopper : http://schopper-anr.org/
Virtual Reality, Activity theory, Archaeology, Data base, Digital Humanities
Virtual Reality, Activity theory, Archaeology, Data base, Digital Humanities
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