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Choque, J., (2023). Digitalización del parque arqueológico de Saqsayhuamán usando tecnología de realidad virtual, Cusco 2023 [Universidad Andina del Cusco]. https://hdl.handle.net/20.500.12557/5837
Choque, J., Digitalización del parque arqueológico de Saqsayhuamán usando tecnología de realidad virtual, Cusco 2023 []. PE: Universidad Andina del Cusco; 2023. https://hdl.handle.net/20.500.12557/5837
@misc{renati/957344,
title = "Digitalización del parque arqueológico de Saqsayhuamán usando tecnología de realidad virtual, Cusco 2023",
author = "Choque Flores, Jose Roberto",
publisher = "Universidad Andina del Cusco",
year = "2023"
}
Title: Digitalización del parque arqueológico de Saqsayhuamán usando tecnología de realidad virtual, Cusco 2023
Authors(s): Choque Flores, Jose Roberto
Advisor(s): Palomino Cahuaya, Ariadna
Keywords: Digitalización; Foto panorámica; Metodología Kanban; Realidad virtual
OCDE field: https://purl.org/pe-repo/ocde/ford#2.02.04
Issue Date: 26-Jun-2023
Institution: Universidad Andina del Cusco
Abstract: La presente tesis tiene como objetivo digitalizar el parque Arqueológico de Saqsayhuamán
por medio de fotos panorámicas para su preservación y la posibilidad de uso para los
diferentes profesionales del rubro de la arqueología y posibles restauraciones a través de este
proyecto.
Para llevar a cabo este proyecto, se utilizaron muestras fotográficas de la zona denominada
Fortaleza de Saqsayhuamán, se capturaron fotografías con diferentes perspectivas con la
finalidad de la creación de una foto panorámica de 360°.
Durante la creación de este prototipo se utilizó la metodología de desarrollo Kanban, la cual
nos da la libertad de organización a través de tareas definidas por el equipo de desarrollo,
respetando también el límite de tiempo establecido en cada tarea que se realizó. También se
utilizó el programa de creación de fotos panorámicas PTGUI, siendo clave para el prototipo
en la creación de muestras fotográficas en 360°, que después se importó al motor de juegos
UNITY, donde fue desarrollado el prototipo que sería compilado por dispositivos móviles
con el sistema operativo Android. La tesis está enfocada al área de dominio de Tecnologías
de la Información, debido a que se desarrolló un producto de software, lo que es una
experiencia en primera persona a través de la realidad virtual del Parque Arqueológico de
Saqsayhuamán, teniendo como objetivo la preservación del mismo, y al mismo tiempo
impulsar a la sociedad a experimentar los beneficios ilimitados que nos puede brindar esta
tecnología.
The objective of this thesis is to digitize the Saqsayhuamán Archaeological Park through panoramic photos for its preservation and the possibility of use for different professionals in the field of archeology and possible restorations through this project. To carry out this project, photographic samples of the area called Saqsayhuamán Fortress were used, photographs were captured with different perspectives in order to create a 360° panoramic photo. During the creation of this prototype, the Kanban development methodology was used, which gives us the freedom of organization through tasks defined by the development team, also respecting the time limit established in each task that was carried out. The PTGUI panoramic photo creation program was also used, being key for the prototype in the creation of 360° photographic samples, which was later imported into the UNITY game engine, where the prototype that would be compiled by mobile devices with the purpose of Android operating system. The thesis is focused on the domain area of Information Technologies, because a software product was developed, which is a first-person experience through the virtual reality of the Archaeological Park of Saqsayhuamán, with the objective of preserving the yourself, and at the same time encourage society to experience the unlimited benefits that this technology can bring us.
The objective of this thesis is to digitize the Saqsayhuamán Archaeological Park through panoramic photos for its preservation and the possibility of use for different professionals in the field of archeology and possible restorations through this project. To carry out this project, photographic samples of the area called Saqsayhuamán Fortress were used, photographs were captured with different perspectives in order to create a 360° panoramic photo. During the creation of this prototype, the Kanban development methodology was used, which gives us the freedom of organization through tasks defined by the development team, also respecting the time limit established in each task that was carried out. The PTGUI panoramic photo creation program was also used, being key for the prototype in the creation of 360° photographic samples, which was later imported into the UNITY game engine, where the prototype that would be compiled by mobile devices with the purpose of Android operating system. The thesis is focused on the domain area of Information Technologies, because a software product was developed, which is a first-person experience through the virtual reality of the Archaeological Park of Saqsayhuamán, with the objective of preserving the yourself, and at the same time encourage society to experience the unlimited benefits that this technology can bring us.
Link to repository: https://hdl.handle.net/20.500.12557/5837
Discipline: Ingeniería de Sistemas
Grade or title grantor: Universidad Andina del Cusco. Facultad de Ingeniería y Arquitectura
Grade or title: Ingeniero de Sistemas
Juror: Carrasco Poblete, Edwin; Espetia Huamanga, Hugo; Segundo Carpio, Liseth Urphy; Sota Escobar, Fredy
Register date: 14-Nov-2023
This item is licensed under a Creative Commons License