## 6 Data Transfer and the Creation of a 3D Model for VR and AR  
Modern visualization tools such as VR and AR are undoubtedly an essential technology of our time. With the help of these technologies, the user can view a provided 3D model in space (AR) or immerse themselves in the object and view it as if they were onsite (VR). For archaeological sites and objects, this technology is useful, not only for the actual visualization of data, but it can be used, for example, to plan further work, determine the condition of the object remotely, detect priority work or repairs, as well as for teaching. These technologies have undergone rapid development in recent years. This is illustrated in this project, alongside the benefits of these technologies for practice. The security situation in Iraq has improved, but some areas, including Alqosh, are difficult to visit. And this is why it is advisable to use VR or AR technology. Furthermore, the technologies, procedures, and techniques used are presented, which supported the whole project and made it possible to get valuable information from specialists without them needing to visit the site. VR, AR, TLS, and photogrammetry play an essential role here. In addition to the aforementioned VR and AR technology, web-based 3D viewers have recently become popular, allowing users to view detailed 3D models based on a link alone. These also enable easier and more advanced 3D data sharing. One example of a 3D web viewer is the 3D Digital Silk Road project, which created a virtual museum based on a 3D viewer [43]. More advanced viewers, such as G4D's mesh viewer, allow you to analyze, measure, cut, or change textures. The viewer was used in a project to visualize and document historic mines in the Ore Mountains in the Czech Republic [44]. However, VR and AR allow us a sense of immersion that is so far unmatched by other technologies and gives the user the most believable illusion of being right there. If we focus on projects that deal with the conversion of historical 3D objects into VR and AR, we can find several similar outputs. However, none of them work with such a large object and at such a high quality directly in a virtual reality environment as the output of the Nahum project. A virtual museum was created in 2022, but it contains mostly 2D posters and printed materials. [45] In 2023, a virtual reconstruction of the original design of the Perugia Fontivegge station was created, but this project is a reconstruction and the 3D model was thus artificially created [46]. The last project in 2024 was a virtual museum of the construction process of the Sydney Opera House [47], which was created in the Unity game engine, but here only the individual models of the building are shown, which were recreated artificially. Thus, we can conclude that the creation of virtual tours or museums is very popular and modern, but it is unique to work employ VR and AR platforms when working with 3D models as large and extensive as the one in this study. To share spatial data with specialists and perform analyses remotely using VR, this data needs to be transferred to VR in the highest possible quality. In 2018, when Phase 1 of this research was underway, this was a major problem and research challenge. The research goal and novelty was to create a workflow that would allow for the transfer of a large object in high quality to VR, optimizing it properly and preserving the detail for possible further use. Based on the results of the research, the plan was to create an application using the Unreal Engine software that would allow for a viewing of the object. The following text summarizes the workflow and its subsequent development from 2022 to 2024. As mentioned, the whole project was delayed for more than 2 years by the