Thomas Dickinson

Mr. Thomas Dickinson

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Research Focus & Metrics

Academic Career Length

1Year (2026-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 January 2026 in Applied Sciences
Verified
Journal Article
Open access
PDF file
CWCaroline Wilkinson
Caroline Wilkinson
MRMark Alexander Roughley
Mark Alexander Roughley
CLChing Yiu Jessica Liu
Ching Yiu Jessica Liu
SSSarah Louise Shrimpton
Sarah Louise Shrimpton
CDCydney I. Davidson
Cydney I. Davidson
TDThomas Dickinson
Thomas Dickinson
Technological advances have influenced and changed cultural heritage in the galleries, libraries, archives, and museums (GLAM) sector by facilitating new forms of experimentation and knowledge exchange. In this context, this paper explores the evolving practice of archaeological facial depiction using AI-powered deepfake avatar creator software programs, such as Epic Games’ MetaHuman Creator (MHC), which offer new affordances in terms of agility, realism, and engagement, and build upon traditional workflows involving the physical sculpting or digital modelling of faces from the past. Through a case-based approach, we illustrate these affordances via real-world applications, including four-dimensional portraits, multi-platform presentations, Augmented Reality (AR), and enhanced audience interaction. We consider the limitations and challenges of these digital avatar systems, such as misrepresentation or cultural insensitivity, and we position this advanced technology within the broader context of digital heritage, considering both the technical possibilities and ethical concerns around synthetic representations of individuals from the past. Finally, we propose that the use of MHC is not a replacement for current practice, but rather an augmentation, expanding the potential for storytelling and public learning outcomes in the GLAM sector, as a result of increased efficiency and new forms of public engagement.