From VRML to WebGL: Uses of Interactive 3D in Archaeological Outreach
Abstract
This presentation traces the origins and use of the first interactive 3D technologies in archaeological outreach, focusing on the transitional period between the emergence of VRML and the adoption of WebGL and real‑time engines (1995–2005). Using case studies (museum applications, educational CD‑ROMs, 3D reconstructions for experimental excavations, prototypes of virtual tours), it shows how technical and pedagogical practices developed around hardware constraints (bandwidth, GPUs), distribution formats (CD‑ROMs, plugins), and pedagogical models (immersive demonstration vs. guided exploration). The main argument is that VRML acted as a testing ground for interaction paradigms (3D navigation, informational hotspots, linear scripting) that helped formalize exhibition and digital workshop formats. Technical choices (level of detail, interaction types, accessibility) often reflected pedagogical and institutional trade‑offs rather than purely technological limits. These pioneering experiences left concrete legacies (usage guidelines, object libraries, documentation practices) that influenced contemporary 3D outreach formats. The method depends on the analysis of a corpus (CD‑ROMs, VRML files, project reports, technical archives) accompanied by a short demonstration (video captures or emulation, possibly live coding) of archived VRML examples to illustrate interaction formats. The presentation will also address heritage issues: format preservation, required documentation, and recommendations for depositing digital archives related to archaeological outreach. Following this heritage, I developed several WebXR-based mediation solutions to make archaeological data and narratives interactively accessible across desktop, mobile (cardboard), and standalone VR headsets. Céraphin generates textured 3D ceramics from profile drawings and exports GLB models for direct integration in databases, games, or VR scenes. "Raconte‑Moi le Néolithique ancien" is a 360° narrative built with A‑Frame and WebXR: a ring of ten scripted 3D vignettes combines 3D assets and 2D cutout illustrations, interactive hotspots that reveal pedagogical metadata on hover, and adaptive reveal mechanics to control user anticipation. The "DioraMarne" platform reconstructs excavation sites from plans and reports, offers pedagogical and first‑person viewpoints, dynamic lighting, hotspot metadata, a WYSIWYG editor for placing structures and vegetation, and AI‑assisted suggestions for palette and annotation. Finally, the Jablines Archéo VR prototype aggregates photogrammetric artefact scans into a WebXR VR gallery to reuse and disseminate field data. All projects emphasize exportable GLB assets, adjustable rendering/resolution, cross‑device WebXR compatibility, and authoring tools to enable researchers to publish and maintain immersive mediation experiences. These applications are implemented with A‑Frame, Babylon.js or Three.js.