# The Usage of Virtual and Augmented Reality in Underwater Archeology
## 5 Use of Augmented and Virtual Reality in Underwater Archeology--Example Solutions
### VENUS Project  
The VENUS project (full name: \"Virtual Exploration of Underwater Sites\") was implemented in 2006-2009 by a multidisciplinary team of 11 European institutions ([PERSON], 2011; [PERSON], 2011). The consortium's goal was to increase the accessibility of underwater archaeological sites for both archaeologists and the general public by generating accurate, comprehensive 3D records for virtual exploration. The activities carried out were primarily of a scientific nature and were based on the best practices available at that time. The research was carried out using AUV and ROV, which were equipped with the latest sonar and devices necessary to prepare photogrammetric documentation of archaeological sites and objects ([PERSON], 2011). The work focused primarily on the exploration of \"deep\" archaeological sites and other inaccessible underwater locations ([PERSON], 2015).  
The created application was dedicated primarily as an interactive application available via websites; additionally, access to the application using HMD devices was also provided ([PERSON], 2015). The content of the application was dedicated both to experts in the field of archeology as research material, and to a wider audience, mainly for educational pur  
\begin{table}
\begin{tabular}{c c c} \hline
**No.** & **Advantages** & **Disadvantages** \\ \hline
1 & Cost-effectiveness in many areas. & Input data quality constraints. \\
2 & Minimalization of risk connected with & The need to have the appropriate \\  & underwater activity. & hardware and software to play \\  & Shortening the training time and & the content. \\
3 & increasing its effects—virtual & The acquiring of equivalent skills—motor \\  & reconstruction improves cognitive & skills are not clearly proven (e.g., lack of \\  & processes and learning by doing. & responsibility for ROV). \\  & The program allows you to repeat the & The user should have appropriate \\
4 & task many times until satisfactory results & knowledge or training in the use of the \\  & are achieved. & program or devices. \\  & Visualization of problems as well as & Lack of a real sense of responsibility for \\
5 & interaction with the environment for their & the entrusted equipment or due attention \\  & effective analysis. & to safety issues. \\  & Availability of underwater archeology & \\
6 & positions without distance or & \\  & time restrictions. & \\ \hline \end{tabular}
\end{table}
Table 1: Advantages and disadvantages connected with using AR/VR in underwater archeology.  
poses in the presentation of underwater cultural heritage [112]. It is because of this second target group that elements of seabed visualization were added to the created application, including fauna and flora, as well as underwater lighting effects [112].  
As part of the VENUS project, data were made available on the archaeological site, which is also a diving site related to the remains of the cargo of the merchant ship Pianosa [112]. The site is located near the island of Scoglio della Scola off the coast of Tuscany, Italy. There is a cluster of amphorae (about 100) discovered in 1989 by divers [PERSON] and [PERSON]. The site is located at a depth of 35 m. It was explored by divers and ROVs using multi-beam sonars and photography. It is dated to the period between the 1 st century BC and the 3 rd century AD [15; 112].  
As part of the project, a visualization of the archaeological site and individual artifacts was created. Additionally, an application called \"Venus-PD\" (\"Virtual Exploration of Underwater Sites--Public Demonstrator\"), which allows the user to pilot a virtual underwater vehicle and use it to visit an archaeological site [112]. At specific moments in the designed scenario, the application displays additional information to the user about the history of the wreck and the artifacts currently located at the archaeological site [34].