# The Usage of Virtual and Augmented Reality in Underwater Archeology
## 5 Use of Augmented and Virtual Reality in Underwater Archeology--Example Solutions
### MeDryDive Project
To have educational and scientific value, these applications must be based on data from archaeological research, and experts in this field are necessary to process them. The involvement of this target group therefore increases the quality of the final product through cooperation with professionals [133; 134]. Here, a careful approach to the existing archaeological documentation may also be important for the development of systems, e.g., clear marking of fragments of wrecks created as part of data collection and those that were added to the composition in order to complement the 3D image of a given object, which may help in research work carried out on virtual models also by other researchers. However, the participatory approach in this area is not limited to professional users. VR programs intended for a wider population are also very often tested on a pilot group and as a result of this research, changes are introduced to the application [87; 105]. Another interesting perspective in specialists' predictions is the increase in the inclusion of human factors in the application, including, among others, social relations [130; 135]. In this respect, VR and AR applications do not have advanced solutions implemented, but they seem relatively easy to implement, taking into account their development in other areas. Another broad issue is the development of equipment enabling the use of VR and AR. In this respect, the importance of applications dedicated to mobile devices is expected to increase. Currently, however, only a few applications related to underwater archeology offer such capabilities [105], and the vast majority require specialized equipment. Technological development also extends the spectrum of applications of virtual technologies in underwater archaeology. Applications in deep-sea archeology are also a promising direction of development for virtual technologies [8]. However, due to the costs, research on deep-sea sites is still not a standard task performed by archaeological institutions [8]. Another option is the integration of existing systems. [PERSON] and [PERSON] point to one of the possibilities for the development of archaeological systems as a combination of satellite systems with neural networks trained to search for potential archaeological sites [136]. It seems that similar prospects for the use of such technologies are promising for underwater archeology sites. On the one hand, it would be possible to combine neural networks with sonar, which would allow for searching large areas of the bottom of the ocean and identifying areas requiring further search. Such activities could be carried out using remote systems. On the other hand, it would allow the most promising of these places to be reproduced in VR and identify potential areas of interest for underwater archaeological work. It should be noted that future potential applications of VR and AR technologies in underwater archeology depend solely on the imagination. It is worth noting that in the long term, it is very difficult to predict the development of the capabilities of a technology that did not even exist 50 years ago.