'Digital Media and Humanities Research'

ACH/ALLC Conference, New York University, New York City, June 13-17 2001


TYPE OF PROPOSAL: Paper
TITLE: The Pompey Project: Digital Research and Virtual Reconstruction of Rome’s First Theatre.
KEYWORDS: Archaeology, 3-D Modelling

AUTHOR: Professor Richard Beacham
AFFILIATION: University of Warwick, U.K.
E-MAIL: R.Beacham@warwick.ac.uk

AUTHOR: Dr. Hugh Denard
AFFILIATION: University of Warwick, U.K.
E-MAIL: H.Denard@warwick.ac.uk

CONTACT ADDRESS: Professor Richard Beacham, School of Theatre Studies, University of Warwick, Coventry, CV4 7AL, U.K.
FAX NUMBER: (44) 2476 524446
PHONE NUMBER: (44) 2476 523020


The Pompey Project

Digital Research and Virtual Reconstruction of Rome’s First Theatre.


Fig. 1: Computer reconstruction of auditorium of Theatre of Pompey showing Temple of Venus.

In 55 B.C. the triumphal general Pompey the Great dedicated Rome’s first permanent theatre and named it after himself. This was no ordinary theatre—probably the largest ever built—and it has long fascinated and intrigued scholars. Pompey’s sumptuous and grandiose edifice comprised, in addition to the Theatre itself (the stage of which was 300 feet wide), an extensive “leisure-complex” of gardens enclosed within a colonnade, and galleries displaying rare works of art. It also included a curia building available for meetings of the Senate, and it was in this building that Caesar was assassinated in 44 B.C.  As late as the 6th century A.D., the theatre was still sufficiently imposing for Cassiodorus to exclaim, “one would have thought it more likely for mountains to subside, than this strong building be shaken”.

When Vitruvius wrote his influential treatise, De Architectura, his account of how a theatre should be built was based upon Pompey’s recently-completed edifice; indeed, at the time he wrote, it was probably still the only stone theatre in the city of Rome. Thus, through Vitruvius, the Theatre of Pompey thus became the architectural Ur-text for the vast numbers of theatres built throughout the Roman Empire, and left its imprint upon theatre architecture in the Renaissance and beyond.

Now, however, there is little to see above ground; subsumed into post-antique structures, the monument can not be extensively excavated. To date, therefore, there has been no comprehensive analysis of the site.  Consequently, in the absence of new studies, questions of major importance remain entirely open, and highly controversial.

Where performance spaces of great historical importance, such as the Theatre of Pompey, no longer exist or have been significantly altered, the attempt to analyse historical performances in all their material and ideological phenomenology is greatly frustrated, leaving significant gaps in our capacity to interrogate past cultures.  VR technology can be used to draw together detailed architectural, archaeological, pictorial and textual evidence, to create three-dimensional ‘Virtual Performance Spaces’ which contain both the information-structure and the simulated appearance of the ‘Real’ (but lost) performance spaces.  These 3-D spaces immeasurably enhance our ability to analyse sightlines, stage architecture, scenery, the organisation and use of performing and audience space.  When allied with other Virtual Technologies, they in turn open up further, previously impossible, avenues of analysis into the ambient qualities of these spaces and performances: lighting, acoustics, and increasingly movement.

In the spring of 1999, therefore, a new chapter opened in the archaeological history of the Theatre of Pompey, when the UK’s Arts and Humanities Research Board granted Prof. Richard Beacham (University of Warwick) substantial funds to coordinate, together with Prof. James Packer (Northwestern University), a new archaeological study of the monument, and to create a reconstruction of it using digital, 3-D technologies.
 
 


Fig. 2: Theatre of Pompey: site-plan of existing state, including post-antique structures. (Extant remains marked in dark shading.)

 
 

The Pompey Project will result in a highly sophisticated and integrated electronic resource, spanning the entire history of the site, from antiquity to the present.  It will include 3-D computer models, acoustical renderings, images of artefacts, all known previous textual references to and studies of the site, a comparative history of scholarship on the site based on 3-D models of previous attempts to reconstruct the theatre, and finally a 3-D comparative study of the theatre-architectural antecedents to, and descendents of, the Theatre of Pompey.

The Pompey Project both benefits from, and contributes to, a wider programme of digital-based research being conducted at the University of Warwick in which the application of I.T.—particularly VR—to Humanities research is being explored. Note 1  This paper, however, will attempt to assess the specific significance of the Pompey Project in these terms.

When we began our work, we tended to view Virtual Reality technologies primarily as a means of enhancing essentially traditional research methods.  Despite considerable advances in our thinking and our methods since then, these advantages remain valuable, and persuasive reasons for undertaking such research, and are exemplified by the Pompey Project.  They include:


The Project also exemplifies the considerable benefits of being able to disseminate the outcomes of scholarly research in digital form, such as: