Main menu


VR helps you experience historic places

featured image

Mattias Wallergård has been researching virtual reality and its applications for the past 20 years. He works in his virtual reality lab at Lund University and believes in using new technologies in exploring ancient history.

“Virtual reality allows us to change both time and place. The combination of the great potential of technology and exciting ancient places like Uppakura makes me very happy to participate in this virtual time travel.”

Mattias Wallergård brings these thoughts to his role as ‘virtual reality expert’ at the Uppåkra Scientific Council. The Council assists in the development of the Site as a visitor destination. One of the ways the Uppåkra Scientific Council supports the project is by providing ideas on how people can experience this historic setting.


“Technology is great for visiting remote environments. It creates a presence that makes you part of the context. You can learn more by participating in virtual reality and doing it.”

Dissemination of knowledge is an important part of Uppåkra’s activities and one of its target groups is the school class.

“Maybe virtual study visits will be possible through the game? The Uppåkra Scientific Council is experimenting with game environments that allow players to move around an Iron Age city and experience historically accurate time,” Mattias said. Wallergård said.

Digital games: how to learn and discover

Someone with extensive experience in digital learning games is Agneta Gulz, Professor of Cognitive Science at Lund University and, like Mattias Wallergård, an expert on the Council of Science. In her studies, Agneta Gulz has worked on numerous projects using digital learning environments to teach history.

Agneta Gulz is responsible for developing a digital treasure hunt projected onto the physical surface of Uppåkra, targeting the youngest students. Digital hunts are combined with educational briefings before and after treasure hunts. she says:

“The integration of digital resources into teaching and face-to-face meetings in a physical setting is central to learning in an educational context. We are taking this into consideration.”

Pompeii in 3D: a source of inspiration

Looking to the future, Agneta Gulz and Mattias Wallergård continue to develop digital and virtual Uppåkra. A promising partner is Nicolo Dell’Unto, professor of archeology and supervisor of his Digital Archeology Laboratory at the DARK Lab.

Labs are resources that use 3D technology and virtual reality to make archaeological sites and discoveries more accessible. Nicolo Dell’Unto has previous experience with this from his work visualizing the ancient city of Pompeii. Working with other researchers in Lund and other parts of the world, he used his 3D GIS technology on site in Italy in 2011 and in subsequent years to document the city and record more. contributed to making Pompeii accessible to

Suddenly you can visit and explore Pompeii without having to go to Pompeii. This has been particularly useful to international archaeologists and historians. The public was invited to visit Pompeii here in Lund virtually. ”

The Digital Time Travel to Pompeii work is a source of inspiration for visualizing other historical environments such as Uppakura.

“We are eagerly awaiting the results of the ongoing research project ‘Hoyden’s Hall’ (part of Uppakura). Once we have the results, I would love to participate in the visualization of an Iron Age city,” he says.