# The Usage of Virtual and Augmented Reality in Underwater Archeology
## 3 Virtual and Augmented Reality Technologies
### Development of Technology, Including Underwater Archeology
It was to combine computer graphics and video imaging, 3D sound, voice recognition and synthesis, and a HMD display. The project significantly improved VR technology [20]. It is also worth mentioning that in the 1980s, considerations began on the digitization of cultural goods, including archaeological resources, and the creation of the so-called digital cultural goods [14]. The consequence of this was subsequent experiments with 3D modeling techniques in archeology, in terms of the possibility of using this visualization technology to study ancient sites [15; 25] and tools for presenting various types of data for effective communication of the obtained research results [12; 15]. These were primarily the first \"virtual reconstructions\" in the 1990s--interactive three-dimensional computer visualizations that provide the viewer with freedom of movement and navigation from a first-person perspective [15]. The topic was continued with a \"discussion\" on \"virtual museums\" and the potential of using them to attractively convey underwater archeology discoveries, which has appeared in the specialist literature since 1998 [26]. During this period, probably in 1987, the term \"virtual reality\" was also invented and popularized. [PERSON], the founder of VPL Research, is considered its creator [20; 24]. It is worth noting, however, that during the same period, the term also began to be used by [PERSON] and [PERSON], workers at Boeing on systems that were used to train pilots [27]. The year 1991 was important for the popularization of VR technology. This year, the so-called \"Virtuality Group\" created slot machines with AR sets and a multiplayer game called \"Virtuality 1000\" [28]. In the same year, SEGA's first mass-produced VR system appeared. It consisted of both a set of goggles and a set of gloves. However, it was not widely disseminated due to the high cost of the kit [19; 28]. Continuation of work on this topic allowed the presentation of a prototype of an improved system in 1993 at the \"Consumer Electronics Show\" called SEGA VR. The improved prototype of the VR device had wrap-around goggles (allowing free viewing in different directions), a head-tracking system, stereo sound, and LCD screens [19; 20]. In 1994, SEGA released a motion simulator arcade game with 3D polygonal graphics in stereoscopic 3D--\"SEGA VR-1\". In response to the ongoing technological development in the area of virtual technologies, Nintendo released a handheld console for 3D video games in 1995 called \"Virtual Boy\" [20; 24]. In 1997, VR also found applications outside the entertainment industry. Scientists from Georgia Tech and Emory University joined forces to create an application called \"Virtual Vietnam\", an application that used VR to simulate war zones to help treat veterans suffering from post-traumatic stress disorder after the Vietnam War [19; 24]. Since 1992, next to the term \"virtual reality\", the term \"augmented reality\" has been used, and these two types of activities have been distinguished [29]. [PERSON] is considered the creator of the term AR, who described a set that could be used by Boeing factory employees for training purposes--to visualize production instructions [18; 28]. While VR was developed during this period mainly for entertainment purposes--computer games, for example--AR began to have a practical dimension. An example is an application developed in 1992 by [PERSON] called \"Virtual Fixtures\", which was intended to increase the efficiency of air force operators in remote locations [18; 28]. Another practical application of AR was the \"KARMA\" system developed in 1993 by [PERSON] and a team of Columbia University students. This system was used to convey instructions on repair and maintenance procedures [18]. In 1996, \"CyberCode\", the first AR system using 2D markers, was created. It is a prototype for future tag-based systems. In 1998, engineer [PERSON] and his Sportvision team developed the so-called yellow line technique, demonstrated during sports competitions.