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Fethaland Fishing Station - 1890

About

The Reconstruction

Using archaeological survey data and PointCloud scan data, we have created an accurate 3D interactive reconstruction of Fethaland fishing station as it would have looked in 1890, this gives a better understanding of the history of this site and presents data in a fun interactive way. The site of this old fishing station is being lost to coastal erosion, and the model is a way of preserving this part of our history, before it is lost to the sea. Fethaland lies within two bays at the northern tip of Northmavine and is the farthest north point of Shetland mainland. Fethaland, has a long history of human settlement, spanning from prehistoric times right up until the twentieth century, when the fishing station, established during the 15th and 16th centuries, became redundant. This haaf (deep-sea) fishing station was at one time the busiest in Shetland, with around 60 boats operating from here. The season was short: from June until August. The workers were accommodated in lodges. These huts were drystone with roofs of wood and turf that were removed at the end of each season to protect them from damage by winter storms. The fish were split open and dried on the pebble beach before being exported to market. From the 17th century herring was also brought ashore and salted. This Virtual Histories Project has been a collaboration between The University of St Andrews, Open Virtual Worlds Group based at School of Computer Science, School of History, and the SCAPE Trust and Shetland Museum & Archive.

Project Team

Authors:

Sarah Kennedy, Iain Oliver, John McCaffrey, Alan Miller

Specialist Advisors:

Tom Dawson (University of St Andrews)

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Ways to Access the Reconstruction

Gallery

Research and Design

Historical Research

How the Reconstruction Was Made

A digital landscape was created using survey data and height map. Models were created in 3D modelling programs and imported into OpenSim (an online, opensource, cross-platform, 3D multi-user virtual environment). The models were then scaled, orientated and assembled. The landscapes were populated with flora and fauna. Where applicable, models of characters and animals were imported and animated.