Simulation of ancient technology works using Virtual Reality (VR) technologies.

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  Technological targets  

- Presentation using interactive virtual environments of Ancient Greek Technology achievements, as well as the demonstration of the evolution of the same construction or technology in time.
- Use of virtual reality techniques for simulating interaction between the user and the virtual exhibits.
- Use of gesture recognition algorithms for supporting natural interactivity.
- Presentation of the simulations through the Internet, focusing on the educational part (i.e. evolution of technology in time).


  Educational / pedagogical targets  

- Development of a simulation system where the curiosity and the imagination will be encouraged and where all the human senses will be involved in the learning process of the fascinating world of Ancient Greek Technology.
- Exploration of the Ancient Greek Technology issues using advanced methods requiring active participation of the visitor in explicit applications presenting the role of the technology in any field of ancient and modern life.
- Comparison between the basic skills that modern people should possess with the corresponding skills required from the ancient Greeks.
- Presentation of the rapid increment of the technological evolution speed in time.
- Presentation of estimations concerning the technology and the corresponding way of living in the near future.
- Comparison of the knowledge level considered acceptable in Ancient Greece with the corresponding current knowledge level


- Systema Technologies Α.Ε., (GR)
- GNOMON Informatics S.A., (GR)
- ITI - Informatics and Telematics Institute (GR)
- Thessaloniki Science Centre and Technology Museum, (GR)


A recent trend of museums and exhibitions of Ancient Greek Technology is the use of advanced multimedia technologies for improving the educational potential of their exhibitions. In a virtual representation enriched with narration, the visitor is provided with a very pleasant educational environment, where he/she can potentially achieve familiarization with the exhibit. Even if the acceptance of these applications by museum visitors is considered to be high, there is a clear need for more realistic presentations that should be able to offer to the user the capability of interacting with the simulation, achieving in this way enhanced educational/pedagogical benefits.

The APEIRO project attempts to an anticipated superior educational outcome, using visitor/simulation interactivity technologies. The involvement of the museum visitors in the simulation procedure with the use of ad-vanced interaction technologies is expected to offer to the users a “unified logical framework” for the technology evolution. The added value in terms of pedagogical benefits of the interactivity user/virtual simulation environments, and its active participation in the realization of very specific scenarios, is underlined by all physiologists and the educational program designers that favor the Cognitive Field Theories of Learning. According to this theory, if the content of an educational process does not have relation with reality, then it is not possible to ensure the active participation of the trainees, a fact that is always considered essential for the learning process. An ideal educational process must offer in each trainee the possibility of behaving according to his/her own particular way of perceiving the real world, as a result of direct observation of the consequences of his/her actions. In order to ensure that the problems studied have direct relation with reality and that the trainees comprehend them, the trainees should actively participate in the learning process (sometimes they should even discover the problems by themselves).

The project aims to contribute to the development of a new perception of the modern era needs, by making reference to the technology evolution, demonstrating Ancient Greek Technology works, presenting their evolution in time and linking this evolution with corresponding individual and social needs.