# The Usage of Virtual and Augmented Reality in Underwater Archeology
## 3 Virtual and Augmented Reality Technologies
### Development of Technology, Including Underwater Archeology
The full development of markup technology occurred in 1999, when [PERSON] of the Nara Institute of Science and Technology developed the first cross-platform library based on open-source computer code called \"ARToolKit\". It enables the recognition of square markers in real time, which makes it possible to track the user's point of view [18; 30]. A year later, the first AR game--\"ARQuake\"--was released. It was created by [PERSON] of the Wearable Computer Lab and was an extension of the popular computer game \"Quake\". From the point of view of the use of VR and AR in underwater archeology, it is worth noting that in 1997 the premiere of the game \"Treasures of the Deep\" on the Play Station took place. It was focused on plot, and the depiction of wrecks and other underwater places (not necessarily of an archaeological nature) was not very realistic. However, this game was the first step in using VR for educational and entertainment purposes [31]. At the beginning of the 21 st century, as the performance of personal computers increases, the development of VR and AR also accelerates significantly. New areas involving their application are also emerging, while the general public's interest in these technologies is growing. Among the more important events during this period, it is worth noting the presentation of the first hand-held AR system on a \"personal digital assistant\". This system was developed in 2003 by [PERSON] and [PERSON] and over the following few years, it led to the development of VR on smart devices [24; 28]. During this time, programming languages were also developed. The beginnings of the VRML (Virtual Reality Modeling Language), currently one of the most popular languages for describing VR, date back to 2004 [32]. The purpose of this language was to enable the enrichment of the website with elements of VR using predefined 3D elements that enable the rapid creation of interactive content [32]. Another important event was the development of the \"Street View\" system by Google and Immersive Media in 2007. Initially, the technology only allowed users to view five mapped cities, but it was consistently developed. Three years later, stereoscopic 3D was introduced to \"Street View\" [24]. In underwater archaeology, the beginning of the 21 st century was associated with the improvement in data collection technologies and the development of 3D modeling methods, including methods for examining various marine sites and artifacts. An example of the activities carried out during this period is the use of the \"FaroArm 3D\" digitizer to research the wood of the Viking ship Roskilde I, excavated in the port of Roskilde in Denmark, or the use of multi-beam sonars to create accurate bathymetric maps and 3D terrain models, including the visualization of wrecks by Woods Hole Oceano graphic Institution in Woods Hole, MA, USA [15]. Since 2009, there has been a paradigm shift in archeology, from recording techniques and interpretation of 2D images, to 3D images and records, which is particularly visible in the scientific publications on underwater archeology [33]. During this period, more advanced projects in underwater archeology also appeared, including the VENUS project [15; 34], which will be discussed in detail later in this article. The year 2010 is considered a breakthrough for the development of HMD equipment. It was then that [PERSON] designed a prototype of lightweight goggles-- the \"Oculus Rift\", with a 90\({}^{\circ}\) field of view. The prototype was used in later years to prepare subsequent versions of the goggles and bring them to market [20; 24]. In 2011, we saw the first ad in AR. It was an advertisement in the form of a game, created by Blippar for the Cadbury chocolate brand. In 2013, there was another progression in VR--Valve Corporation developed a way to display content in VR without delays. A year later, the previously mentioned company Blippar created a new platform that allowed programmers to create games using image-tracking technology implemented by the user's eye movement [24; 35].