AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Peter, K.; Makosa, I.; Auala, S.; Ndjao, L.; Maasz, D.; Mbinge, U.; Winschiers-Theophilus, H.
Co-creating a VR Narrative Experience of Constructing a Food Storage Following OvaHimba Traditional Practices Proceedings Article
In: IMX - Proc. ACM Int. Conf. Interact. Media Experiences, pp. 418–423, Association for Computing Machinery, Inc, 2025, ISBN: 979-840071391-0 (ISBN).
Abstract | Links | BibTeX | Tags: 3D Modelling, 3D models, 3d-modeling, Co-designs, Community-based, Community-Based Co-Design, Computer aided design, Cultural heritage, Cultural heritages, Food storage, Human computer interaction, Human engineering, Indigenous Knowledge, Information Systems, Interactive computer graphics, Interactive computer systems, IVR, Namibia, OvaHimba, Ovahimbum, Photogrammetry, Sustainable development, Virtual environments, Virtual Reality
@inproceedings{peter_co-creating_2025,
title = {Co-creating a VR Narrative Experience of Constructing a Food Storage Following OvaHimba Traditional Practices},
author = {K. Peter and I. Makosa and S. Auala and L. Ndjao and D. Maasz and U. Mbinge and H. Winschiers-Theophilus},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007984089&doi=10.1145%2f3706370.3731652&partnerID=40&md5=36f95823413852d636b39bd561c97917},
doi = {10.1145/3706370.3731652},
isbn = {979-840071391-0 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {IMX - Proc. ACM Int. Conf. Interact. Media Experiences},
pages = {418–423},
publisher = {Association for Computing Machinery, Inc},
abstract = {As part of an attempt to co-create a comprehensive virtual environment in which one can explore and learn traditional practices of the OvaHimba people, we have co-designed and implemented a VR experience to construct a traditional food storage. In collaboration with the OvaHimba community residing in Otjisa, we have explored culturally valid representations of the process. We have further investigated different techniques such as photogrammetry, generative AI and manual methods to develop 3D models. Our findings highlight the importance of context, process, and community-defined relevance in co-design, the fluidity of cultural realities and virtual representations, as well as technical challenges. © 2025 Copyright held by the owner/author(s).},
keywords = {3D Modelling, 3D models, 3d-modeling, Co-designs, Community-based, Community-Based Co-Design, Computer aided design, Cultural heritage, Cultural heritages, Food storage, Human computer interaction, Human engineering, Indigenous Knowledge, Information Systems, Interactive computer graphics, Interactive computer systems, IVR, Namibia, OvaHimba, Ovahimbum, Photogrammetry, Sustainable development, Virtual environments, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Gemeinhardt, J.; Zöllner, M.; Jahn, C.
Generative AI Tool Pipeline for Creating Artificial Historical Characters for Cultural Heritage XR Proceedings Article
In: C., Stephanidis; M., Antona; S., Ntoa; G., Salvendy (Ed.): Commun. Comput. Info. Sci., pp. 41–46, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 18650929 (ISSN); 978-303161949-6 (ISBN).
Abstract | Links | BibTeX | Tags: Bavaria, Cultural heritage, Cultural heritages, Extended reality (XR), Generative AI, Historical characters, Immersive, Media production, Open source software, Open systems, Pipelines, Reproducibilities, Smart phones, Virtual representations, Web browsers
@inproceedings{gemeinhardt_generative_2024,
title = {Generative AI Tool Pipeline for Creating Artificial Historical Characters for Cultural Heritage XR},
author = {J. Gemeinhardt and M. Zöllner and C. Jahn},
editor = {Stephanidis C. and Antona M. and Ntoa S. and Salvendy G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85197123898&doi=10.1007%2f978-3-031-61950-2_5&partnerID=40&md5=8f8a3cf4f4bf024b42f6490f64345df2},
doi = {10.1007/978-3-031-61950-2_5},
isbn = {18650929 (ISSN); 978-303161949-6 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Commun. Comput. Info. Sci.},
volume = {2116 CCIS},
pages = {41–46},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {In our project, we aimed to create historically authentic and vivid virtual representations of historic personalities that are connected to the regional Fichtelgebirge (Bavaria, Germany) to support the storytelling of our immersive XR applications. We are describing the tools in detail, the process of the tool chain and the resulting media. Next, we are discussing the challenges in media production like historical correctness and the consultation of historians. In order to create visual reproducibility we are explaining the detailed text prompts, their limitations and how to cope with resulting errors of the human physiognomy. Finally, we are briefly describing the application of the animated and talking generated historic characters in an immersive interactive WebXR environment. The XR experience is presented in web browsers on smartphones, tablets and XR headsets and the underlying software is based on the open-source framework Aframe. Our paper will describe the process, the results and the limitations in detail. Furthermore, we will provide a flow chart of the tool pipeline with visual examples of these aspects. The animations and voices of the historic characters will be demonstrated in videos of the XR application. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Bavaria, Cultural heritage, Cultural heritages, Extended reality (XR), Generative AI, Historical characters, Immersive, Media production, Open source software, Open systems, Pipelines, Reproducibilities, Smart phones, Virtual representations, Web browsers},
pubstate = {published},
tppubtype = {inproceedings}
}
Hutson, J.
Combining Large Language Models and Immersive Technologies to Represent Cultural Heritage in the Metaverse Context Book Section
In: Springer Series on Cultural Computing, vol. Part F2842, pp. 265–281, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 21959056 (ISSN).
Abstract | Links | BibTeX | Tags: Cultural heritage, Ethical implications, Generative AI, Immersive technologies, Metaverse
@incollection{hutson_combining_2024,
title = {Combining Large Language Models and Immersive Technologies to Represent Cultural Heritage in the Metaverse Context},
author = {J. Hutson},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85194557004&doi=10.1007%2f978-3-031-57746-8_14&partnerID=40&md5=476f9da2f1dedb4ada0f0c6ff6e7d6ca},
doi = {10.1007/978-3-031-57746-8_14},
isbn = {21959056 (ISSN)},
year = {2024},
date = {2024-01-01},
booktitle = {Springer Series on Cultural Computing},
volume = {Part F2842},
pages = {265–281},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {This chapter delves into the intersection of large language models, immersive technologies, and cultural heritage representation in the metaverse. Advancements in natural language processing (NLP) and deep learning enable immersive learning experiences using extended reality (XR) to teach global cultural heritage. Specifically, we propose a model that integrates generative AI, NLP, and XR, incorporating multi-sensory feedback with haptics and olfactory virtual reality (OVR) to engage users in a dialogical relationship with diverse cultures and challenge postcolonial narratives. We explore the potential of cultural heritage to resurrect famous historical personalities and overlooked indigenous peoples using generative AI and metahumans. Use cases in art history are presented, highlighting scaffolded experiences in virtual learning environments (VLEs) for deeper engagement with historical figures and events. Additionally, we address recent safety concerns and limitations of large language models that may inadvertently compromise historical veracity. Ethical implications of misrepresenting historical viewpoints are discussed, emphasizing the need for expert collaboration to ensure historical accuracy and appropriateness. The chapter also elucidates issues of ownership, representation, and cultural appropriation in the context of cultural heritage. It underscores the potential of combining large language models and immersive technologies to offer captivating and educational cultural heritage experiences. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Cultural heritage, Ethical implications, Generative AI, Immersive technologies, Metaverse},
pubstate = {published},
tppubtype = {incollection}
}
Michael, Z.; Gemeinhardt, J.; Moritz, K.
Interactive WebXR Hypertext Storytelling for Cultural Heritage Proceedings Article
In: C., Atzenbeck; J., Rubart (Ed.): Proc. Workshop Hum. Factors Hypertext, Hum. - Assoc. ACM Conf. Hypertext Soc. Media ,HT, Association for Computing Machinery, Inc, 2024, ISBN: 979-840071120-6 (ISBN).
Abstract | Links | BibTeX | Tags: 2D textures, 3D modeling, 3D models, 3d-modeling, Cultural heritage, Cultural heritages, Extended reality (XR), Generative AI, History, HTTP, Hypertext, Hypertext systems, Immersive, Machine-learning, Open source software, Open systems, Scene structure, Three dimensional computer graphics, Virtual environments, Virtual Reality, Web browsers
@inproceedings{michael_interactive_2024,
title = {Interactive WebXR Hypertext Storytelling for Cultural Heritage},
author = {Z. Michael and J. Gemeinhardt and K. Moritz},
editor = {Atzenbeck C. and Rubart J.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85211623904&doi=10.1145%2f3679058.3688635&partnerID=40&md5=60aad5a9a95e52c3fff51ebb6f670bd6},
doi = {10.1145/3679058.3688635},
isbn = {979-840071120-6 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc. Workshop Hum. Factors Hypertext, Hum. - Assoc. ACM Conf. Hypertext Soc. Media ,HT},
publisher = {Association for Computing Machinery, Inc},
abstract = {We are presenting our approach for interactive cultural heritage storytelling in WebXR. Therefore, we are describing our scenes’ structure consisting of (stylized) photospheres of the historic locations, 3D models of 3D-scanned historic artifacts and animated 2D textures of historic characters generated with a machine learning toolset. The result is a platform-independent web-application in an immersive interactive WebXR environment running in browsers on PCs, tablets, phones and XR headsets thanks to the underlying software based on the open-source framework A-Frame. Our paper describes the process, the results and the limitations in detail. The resulting application, designed for the Fichtelgebirge region in Upper Franconia, Germany, offers users an immersive digital time travel experience in the virtual space and within a museum setting connecting real artifacts and virtual stories. © 2024 Copyright held by the owner/author(s).},
keywords = {2D textures, 3D modeling, 3D models, 3d-modeling, Cultural heritage, Cultural heritages, Extended reality (XR), Generative AI, History, HTTP, Hypertext, Hypertext systems, Immersive, Machine-learning, Open source software, Open systems, Scene structure, Three dimensional computer graphics, Virtual environments, Virtual Reality, Web browsers},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Augello, Agnese; Infantino, Ignazio; Pilato, Giovanni; Vitale, Gianpaolo
In: Future Internet, vol. 13, no. 4, 2021, ISSN: 19995903.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural heritage, Multimodal Interaction, User Behavior Analysis
@article{augelloSiteExperienceEnhancement2021,
title = {Site Experience Enhancement and Perspective in Cultural Heritage Fruition— a Survey on New Technologies and Methodologies Based on a ``Four-Pillars'' Approach},
author = { Agnese Augello and Ignazio Infantino and Giovanni Pilato and Gianpaolo Vitale},
doi = {10.3390/fi13040092},
issn = {19995903},
year = {2021},
date = {2021-01-01},
journal = {Future Internet},
volume = {13},
number = {4},
abstract = {This paper deals with innovative fruition modalities of cultural heritage sites. Based on two ongoing experiments, four pillars are considered, that is, User Localization, Multimodal Interaction, User Understanding and Gamification. A survey of the existing literature regarding one or more issues related to the four pillars is proposed. It aims to put in evidence the exploitation of these contributions to cultural heritage. It is discussed how a cultural site can be enriched, extended and transformed into an intelligent multimodal environment in this perspective. This new augmented environment can focus on the visitor, analyze his activity and behavior, and make his experience more satisfying, fulfilling and unique. After an in-depth overview of the existing technologies and methodologies for the fruition of cultural interest sites, the two experiments are described in detail and the authors' vision of the future is proposed. textcopyright 2021 by the authors. Licensee MDPI, Basel, Switzerland.},
keywords = {Augmented Reality, Cultural heritage, Multimodal Interaction, User Behavior Analysis},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Book Section
In: Ardito, Carmelo; Lanzilotti, Rosa; Malizia, Alessio; Petrie, Helen; Piccinno, Antonio; Desolda, Giuseppe; Inkpen, Kori (Ed.): Human-Computer Interaction – INTERACT 2021, vol. 12936, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Cultural heritage, Limited FOV, Mixed reality, User interface
@incollection{caggianeseFieldViewLimitationDriven2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = { Giuseppe Caggianese and Luigi Gallo},
editor = { Carmelo Ardito and Rosa Lanzilotti and Alessio Malizia and Helen Petrie and Antonio Piccinno and Giuseppe Desolda and Kori Inkpen},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426--430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user's attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Cultural heritage, Limited FOV, Mixed reality, User interface},
pubstate = {published},
tppubtype = {incollection}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Guardia, Marcello La
HBIM Data Management in Historical and Archaeological Buildings Journal Article
In: Archeologia e Calcolatori, vol. 31, pp. 231–252, 2021.
Abstract | Links | BibTeX | Tags: Archaeological Site, Cultural heritage, HBIM
@article{sciannaHBIMDataManagement2021a,
title = {HBIM Data Management in Historical and Archaeological Buildings},
author = { Andrea Scianna and Giuseppe Fulvio Gaglio and Marcello La Guardia},
doi = {10.19282/ac.31.1.2020.11},
year = {2021},
date = {2021-01-01},
journal = {Archeologia e Calcolatori},
volume = {31},
pages = {231--252},
publisher = {Consiglio Nazionale delle Ricerche},
abstract = {Recent technological evolutions in the acquisition and management of building data are offering new opportunities for digital reconstruction. At the same time, the BIM (Building Information Modeling) methodology, based on the implementation of libraries composed of parametric objects provided by the IFC (Industry Foundation Classes) standard, allows the design and management of data of existing buildings, and, in particular, historical and archaeological buildings. In the latter case, the great variety of Cultural Heritage (CH) distributed over the European territory, and the ability of BIM to cover the life of buildings or/and other artefacts from a geometric, descriptive, physical and static point of view, have stimulated the development of the HBIM (Historic BIM) modelling. The HBIM approach should consider the complexity of historical or archaeological buildings or artefacts, with particular attention to possible fragmentation or incompleteness of parts. In this work, different approaches regarding the survey, restitution and data management will be described, finalised to the construction of an HBIM model, considering different possible variables, emerging from different study cases. textcopyright 2020 Consiglio Nazionale delle Ricerche. All rights reserved.},
keywords = {Archaeological Site, Cultural heritage, HBIM},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Proceedings Article
In: Human-Computer Interaction – INTERACT 2021, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Cultural heritage, Limited FOV, Mixed reality, User interface
@inproceedings{caggianese_field_2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = {Giuseppe Caggianese and Luigi Gallo},
url = {https://link.springer.com/10.1007/978-3-030-85607-6_51},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426–430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user’s attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Cultural heritage, Limited FOV, Mixed reality, User interface},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Guardia, Marcello La
HBIM data management in historical and archaeological buildings Journal Article
In: Archeologia e Calcolatori, vol. 31, pp. 231–252, 2021, (Publisher: Consiglio Nazionale delle Ricerche).
Abstract | Links | BibTeX | Tags: Archaeological Site, Cultural heritage, HBIM
@article{scianna_hbim_2021,
title = {HBIM data management in historical and archaeological buildings},
author = {Andrea Scianna and Giuseppe Fulvio Gaglio and Marcello La Guardia},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85099195263&doi=10.19282%2fac.31.1.2020.11&partnerID=40&md5=28d4f41e13a70cb0762729f3b03f0919},
doi = {10.19282/ac.31.1.2020.11},
year = {2021},
date = {2021-01-01},
journal = {Archeologia e Calcolatori},
volume = {31},
pages = {231–252},
abstract = {Recent technological evolutions in the acquisition and management of building data are offering new opportunities for digital reconstruction. At the same time, the BIM (Building Information Modeling) methodology, based on the implementation of libraries composed of parametric objects provided by the IFC (Industry Foundation Classes) standard, allows the design and management of data of existing buildings, and, in particular, historical and archaeological buildings. In the latter case, the great variety of Cultural Heritage (CH) distributed over the European territory, and the ability of BIM to cover the life of buildings or/and other artefacts from a geometric, descriptive, physical and static point of view, have stimulated the development of the HBIM (Historic BIM) modelling. The HBIM approach should consider the complexity of historical or archaeological buildings or artefacts, with particular attention to possible fragmentation or incompleteness of parts. In this work, different approaches regarding the survey, restitution and data management will be described, finalised to the construction of an HBIM model, considering different possible variables, emerging from different study cases. © 2020 Consiglio Nazionale delle Ricerche. All rights reserved.},
note = {Publisher: Consiglio Nazionale delle Ricerche},
keywords = {Archaeological Site, Cultural heritage, HBIM},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Infantino, Ignazio; Pilato, Giovanni; Vitale, Gianpaolo
In: Future Internet, vol. 13, no. 4, 2021, ISSN: 19995903.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural heritage, Multimodal Interaction, User Behavior Analysis
@article{augello_site_2021,
title = {Site experience enhancement and perspective in cultural heritage fruition—a survey on new technologies and methodologies based on a “four-pillars” approach},
author = {Agnese Augello and Ignazio Infantino and Giovanni Pilato and Gianpaolo Vitale},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85104788117&doi=10.3390%2ffi13040092&partnerID=40&md5=fad920aac766f790ed2b3a37a98dcd85},
doi = {10.3390/fi13040092},
issn = {19995903},
year = {2021},
date = {2021-01-01},
journal = {Future Internet},
volume = {13},
number = {4},
abstract = {This paper deals with innovative fruition modalities of cultural heritage sites. Based on two ongoing experiments, four pillars are considered, that is, User Localization, Multimodal Interaction, User Understanding and Gamification. A survey of the existing literature regarding one or more issues related to the four pillars is proposed. It aims to put in evidence the exploitation of these contributions to cultural heritage. It is discussed how a cultural site can be enriched, extended and transformed into an intelligent multimodal environment in this perspective. This new augmented environment can focus on the visitor, analyze his activity and behavior, and make his experience more satisfying, fulfilling and unique. After an in-depth overview of the existing technologies and methodologies for the fruition of cultural interest sites, the two experiments are described in detail and the authors’ vision of the future is proposed. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.},
keywords = {Augmented Reality, Cultural heritage, Multimodal Interaction, User Behavior Analysis},
pubstate = {published},
tppubtype = {article}
}
2020
Cornevilli, Fabio; Santo, Massimo De; Dragoni, Maurizio; Gallo, Luigi; Troiano, Alfredo
DatabencArt and EDUBBA: Digital Infrastructures for Cataloguing and Sharing Cultural Heritage Content Journal Article
In: IOP Conference Series: Materials Science and Engineering, vol. 949, pp. 012073, 2020.
Abstract | Links | BibTeX | Tags: Cultural heritage, Digital infrastructure
@article{cornevilliDatabencArtEDUBBADigital2020,
title = {DatabencArt and EDUBBA: Digital Infrastructures for Cataloguing and Sharing Cultural Heritage Content},
author = { Fabio Cornevilli and Massimo De Santo and Maurizio Dragoni and Luigi Gallo and Alfredo Troiano},
doi = {10.1088/1757-899x/949/1/012073},
year = {2020},
date = {2020-11-01},
journal = {IOP Conference Series: Materials Science and Engineering},
volume = {949},
pages = {012073},
abstract = {The paper presents DatabencArt and EDUBBA, two strictly integrated digital infrastructures designed and developed to cope with the increasing demand of a smart use of cutting-edge technologies in the Cultural Heritage (CH) realm. DatabencArt has been primarily designed to facilitate the cataloguing of CH objects while EDUBBA is focused on educational purposes. These platforms are the results of a long-term research effort made in the last five years by DATABENC Consortium (Distretto ad Alta Tecnologia per i Beni Culturali) and treasuring the experiences gained with the exploitation of many research projects in the field of of ICT technologies for Cultural Heritage knowledge, preservation, valorization and sustainable fruition.},
keywords = {Cultural heritage, Digital infrastructure},
pubstate = {published},
tppubtype = {article}
}
Cornevilli, Fabio; Santo, Massimo De; Dragoni, Maurizio; Gallo, Luigi; Troiano, Alfredo
DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content Journal Article
In: IOP Conference Series: Materials Science and Engineering, vol. 949, pp. 012073, 2020.
Abstract | Links | BibTeX | Tags: Cultural heritage, Digital infrastructure
@article{cornevilli_databencart_2020,
title = {DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content},
author = {Fabio Cornevilli and Massimo De Santo and Maurizio Dragoni and Luigi Gallo and Alfredo Troiano},
url = {https://doi.org/10.1088/1757-899x/949/1/012073},
doi = {10.1088/1757-899x/949/1/012073},
year = {2020},
date = {2020-11-01},
journal = {IOP Conference Series: Materials Science and Engineering},
volume = {949},
pages = {012073},
abstract = {The paper presents DatabencArt and EDUBBA, two strictly integrated digital infrastructures designed and developed to cope with the increasing demand of a smart use of cutting-edge technologies in the Cultural Heritage (CH) realm. DatabencArt has been primarily designed to facilitate the cataloguing of CH objects while EDUBBA is focused on educational purposes. These platforms are the results of a long-term research effort made in the last five years by DATABENC Consortium (Distretto ad Alta Tecnologia per i Beni Culturali) and treasuring the experiences gained with the exploitation of many research projects in the field of of ICT technologies for Cultural Heritage knowledge, preservation, valorization and sustainable fruition.},
keywords = {Cultural heritage, Digital infrastructure},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Pilato, Giovanni; Trecarichi, Gaia; Vassallo, Giorgio; Vella, Filippo
A Robotic Humanoid for Information Exploration on Cultural Heritage Domain Journal Article
In: Studies in Computational Intelligence, vol. 859, pp. 47–65, 2020, ISSN: 1860949X.
Abstract | Links | BibTeX | Tags: Cultural heritage, Humanoid Robots, Social Robots
@article{augelloRoboticHumanoidInformation2020,
title = {A Robotic Humanoid for Information Exploration on Cultural Heritage Domain},
author = { Agnese Augello and Giovanni Pilato and Gaia Trecarichi and Giorgio Vassallo and Filippo Vella},
doi = {10.1007/978-3-030-36107-5_3},
issn = {1860949X},
year = {2020},
date = {2020-01-01},
journal = {Studies in Computational Intelligence},
volume = {859},
pages = {47--65},
abstract = {The work presented here illustrates an humanoid robot capable of interacting with an human user within the Cultural Heritage domain. Two different and complementary AI approaches, namely sub-symbolic and symbolic, have been implemented and combined together to design the framework of a robot having both rational and intuitive capabilities. Furthermore, the robot is capable of providing information expressively and of adapting its behavior according to the emotional content of the artworks descriptions. This could make the robot more effective in providing information and entertaining the users. textcopyright 2020, Springer Nature Switzerland AG.},
keywords = {Cultural heritage, Humanoid Robots, Social Robots},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Pietro, Giuseppe De; Esposito, Massimo; Gallo, Luigi; Minutolo, Aniello; Neroni, Pietro
Discovering Leonardo with Artificial Intelligence and Holograms: A User Study Journal Article
In: Pattern Recognition Letters, vol. 131, pp. 361–367, 2020, ISSN: 0167-8655.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Touchless interfaces, User study
@article{caggianeseDiscoveringLeonardoArtificial2020,
title = {Discovering Leonardo with Artificial Intelligence and Holograms: A User Study},
author = { Giuseppe Caggianese and Giuseppe De Pietro and Massimo Esposito and Luigi Gallo and Aniello Minutolo and Pietro Neroni},
doi = {10.1016/j.patrec.2020.01.006},
issn = {0167-8655},
year = {2020},
date = {2020-01-01},
journal = {Pattern Recognition Letters},
volume = {131},
pages = {361--367},
abstract = {Cutting-edge visualization and interaction technologies are increasingly used in museum exhibitions, providing novel ways to engage visitors and enhance their cultural experience. Existing applications are commonly built upon a single technology, focusing on visualization, motion or verbal interaction (e.g., high-resolution projections, gesture interfaces, chatbots). This aspect limits their potential, since museums are highly heterogeneous in terms of visitors profiles and interests, requiring multi-channel, customizable interaction modalities. To this aim, this work describes and evaluates an artificial intelligence powered, interactive holographic stand aimed at describing Leonardo Da Vinci's art. This system provides the users with accurate 3D representations of Leonardo's machines, which can be interactively manipulated through a touchless user interface. It is also able to dialog with the users in natural language about Leonardo's art, while keeping the context of conversation and interactions. Furthermore, the results of a large user study, carried out during art and tech exhibitions, are presented and discussed. The goal was to assess how users of different ages and interests perceive, understand and explore cultural objects when holograms and artificial intelligence are used as instruments of knowledge and analysis.},
keywords = {Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Touchless interfaces, User study},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Guardia, Marcello La
Processing of 3D Models for Networking of CH in Geomatics Journal Article
In: Communications in Computer and Information Science, vol. 1246, pp. 267–281, 2020.
Abstract | Links | BibTeX | Tags: 3D Environments, Cultural heritage, Geo-Spatial Informations, Geomatics, Virtual Reality
@article{sciannaProcessing3DModels2020a,
title = {Processing of 3D Models for Networking of CH in Geomatics},
author = { Andrea Scianna and Marcello La Guardia},
editor = { Troisi S. Vettore A. Parente C.},
doi = {10.1007/978-3-030-62800-0_21},
year = {2020},
date = {2020-01-01},
journal = {Communications in Computer and Information Science},
volume = {1246},
pages = {267--281},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {In recent times the possibility of reconstruction of complex 3D Cultural Heritage (CH) environments has opened new scenarios for touristic and scientific aims. The different needs for networking or conservation purposes of CH lead to study proper structuring of 3D models. In light of this, a scientific approach has been developed in order to test the networking capabilities, comparing different loading configurations of 3D environments with multiple combinations of 3D models inside them, considering different solutions. This experimentation has been based on WebGL-HTML5 technologies and allowed to discover the true balance between performances of proposed system, the quality of visualization, and the quality of information (geometric and semantic ones) characterizing the 3D visualization of the virtual environment. The present work analyzes all of these parameters in order to find the best combination for the implementation of these models into a virtual 3D Geographic Information System (GIS) environment, based on WebGL technologies and accessible via web. This study could be considered a basic step for the development of interactive geospatial information platforms for the virtual fruition of CH. textcopyright 2020, Springer Nature Switzerland AG.},
keywords = {3D Environments, Cultural heritage, Geo-Spatial Informations, Geomatics, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Grima, Reuben; Guardia, Marcello La
THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA) Proceedings Article
In: K., Ellul C. Morley J. Home R. Kalantari M. Wong (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 143–149, International Society for Photogrammetry and Remote Sensing, 2020.
Abstract | Links | BibTeX | Tags: 3D Modelling, Archaeological Site, Augmented Reality, Cultural heritage, Digital Photogrammetry, Historical Reconstruction, Terrestrial Laser Scanners
@inproceedings{sciannaVIRTUALIZATIONCHHISTORICAL2020a,
title = {THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA)},
author = { Andrea Scianna and Giuseppe Fulvio Gaglio and Reuben Grima and Marcello La Guardia},
editor = { Ellul C. Morley J. Home R. Kalantari M. Wong K.},
doi = {10.5194/isprs-archives-XLIV-4-W1-2020-143-2020},
year = {2020},
date = {2020-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {44},
pages = {143--149},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (TLS) allowed acquiring dense point clouds of complex environments with a millimetric level of accuracy. At the same time, the application of Augmented Reality (AR) and Virtual Reality (VR) technologies is an excellent solution for improving the accessibility to monuments, museums and archaeological sites. It is possible to share new levels of information about CH, in space and time, for touristic, managerial and scientific aims. This work is focused on the virtualization of CH, considering the study case of the fountain of Wignacourt, today present in St. Philip Garden in Floriana and initially located in Valletta (Malta). The application presented allows the virtual fruition of the monument placed in its original location, St. George Square. A simplified plant of the square will enable tourists to make a temporal journey in the past with their mobile device. The work is part of the Interreg Italia-Malta European project named I-Access, dedicated to the improvement of CH accessibility. It focuses the attention to the experimentation of new specific procedures in Geomatics necessary to solve big data issues of complex environment visualization. textcopyright Authors 2020.},
keywords = {3D Modelling, Archaeological Site, Augmented Reality, Cultural heritage, Digital Photogrammetry, Historical Reconstruction, Terrestrial Laser Scanners},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Grima, Reuben; Guardia, Marcello La
THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA) Proceedings Article
In: K., Morley J. Ellul C. Wong (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 143–149, International Society for Photogrammetry and Remote Sensing, 2020, (Issue: 4/W1).
Abstract | Links | BibTeX | Tags: 3D modeling, 3D Modelling, Archaeological Site, Augmented Reality, Complex environments, Cultural heritage, Cultural heritages, Data visualization, Digital Photogrammetry, Fountains, Historical Reconstruction, Sensor sensitivity, Surveying instruments, Technological tools, Terrestrial Laser Scanners, Virtualization
@inproceedings{scianna_virtualization_2020,
title = {THE VIRTUALIZATION of CH for HISTORICAL RECONSTRUCTION: The AR FRUITION of the FOUNTAIN of ST. GEORGE SQUARE in VALLETTA (MALTA)},
author = {Andrea Scianna and Giuseppe Fulvio Gaglio and Reuben Grima and Marcello La Guardia},
editor = {Morley J. Ellul C. Wong K.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85092158237&doi=10.5194%2fisprs-archives-XLIV-4-W1-2020-143-2020&partnerID=40&md5=78e65721658fcbc025994f2404040e59},
doi = {10.5194/isprs-archives-XLIV-4-W1-2020-143-2020},
year = {2020},
date = {2020-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {44},
pages = {143–149},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (TLS) allowed acquiring dense point clouds of complex environments with a millimetric level of accuracy. At the same time, the application of Augmented Reality (AR) and Virtual Reality (VR) technologies is an excellent solution for improving the accessibility to monuments, museums and archaeological sites. It is possible to share new levels of information about CH, in space and time, for touristic, managerial and scientific aims. This work is focused on the virtualization of CH, considering the study case of the fountain of Wignacourt, today present in St. Philip Garden in Floriana and initially located in Valletta (Malta). The application presented allows the virtual fruition of the monument placed in its original location, St. George Square. A simplified plant of the square will enable tourists to make a temporal journey in the past with their mobile device. The work is part of the Interreg Italia-Malta European project named I-Access, dedicated to the improvement of CH accessibility. It focuses the attention to the experimentation of new specific procedures in Geomatics necessary to solve big data issues of complex environment visualization. © Authors 2020.},
note = {Issue: 4/W1},
keywords = {3D modeling, 3D Modelling, Archaeological Site, Augmented Reality, Complex environments, Cultural heritage, Cultural heritages, Data visualization, Digital Photogrammetry, Fountains, Historical Reconstruction, Sensor sensitivity, Surveying instruments, Technological tools, Terrestrial Laser Scanners, Virtualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Guardia, Marcello La
Processing of 3D Models for Networking of CH in Geomatics Journal Article
In: Communications in Computer and Information Science, vol. 1246, pp. 267–281, 2020, (Publisher: Springer Science and Business Media Deutschland GmbH).
Abstract | Links | BibTeX | Tags: 3-D environments, 3D Environments, 3D Visualization, Cultural heritage, Cultural heritages, Geo-Spatial Informations, Geomatics, Loading configuration, Quality of information, Semantics, Surveying, Three dimensional computer graphics, Virtual fruitions, Virtual Reality, Visualization
@article{scianna_processing_2020,
title = {Processing of 3D Models for Networking of CH in Geomatics},
author = {Andrea Scianna and Marcello La Guardia},
editor = {Vettore A. Troisi S. Parente C.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85097414626&doi=10.1007%2f978-3-030-62800-0_21&partnerID=40&md5=4f0cbed228d7f218580ab8042953049d},
doi = {10.1007/978-3-030-62800-0_21},
year = {2020},
date = {2020-01-01},
journal = {Communications in Computer and Information Science},
volume = {1246},
pages = {267–281},
abstract = {In recent times the possibility of reconstruction of complex 3D Cultural Heritage (CH) environments has opened new scenarios for touristic and scientific aims. The different needs for networking or conservation purposes of CH lead to study proper structuring of 3D models. In light of this, a scientific approach has been developed in order to test the networking capabilities, comparing different loading configurations of 3D environments with multiple combinations of 3D models inside them, considering different solutions. This experimentation has been based on WebGL-HTML5 technologies and allowed to discover the true balance between performances of proposed system, the quality of visualization, and the quality of information (geometric and semantic ones) characterizing the 3D visualization of the virtual environment. The present work analyzes all of these parameters in order to find the best combination for the implementation of these models into a virtual 3D Geographic Information System (GIS) environment, based on WebGL technologies and accessible via web. This study could be considered a basic step for the development of interactive geospatial information platforms for the virtual fruition of CH. © 2020, Springer Nature Switzerland AG.},
note = {Publisher: Springer Science and Business Media Deutschland GmbH},
keywords = {3-D environments, 3D Environments, 3D Visualization, Cultural heritage, Cultural heritages, Geo-Spatial Informations, Geomatics, Loading configuration, Quality of information, Semantics, Surveying, Three dimensional computer graphics, Virtual fruitions, Virtual Reality, Visualization},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Pilato, Giovanni; Trecarichi, Gaia; Vassallo, Giorgio; Vella, Filippo
A Robotic Humanoid for Information Exploration on Cultural Heritage Domain Journal Article
In: Studies in Computational Intelligence, vol. 859, pp. 47–65, 2020, ISSN: 1860949X.
Abstract | Links | BibTeX | Tags: Cultural heritage, Humanoid Robots, Social Robots
@article{augello_robotic_2020,
title = {A Robotic Humanoid for Information Exploration on Cultural Heritage Domain},
author = {Agnese Augello and Giovanni Pilato and Gaia Trecarichi and Giorgio Vassallo and Filippo Vella},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85090041409&doi=10.1007%2f978-3-030-36107-5_3&partnerID=40&md5=ac3eaf23a7d986465802a0b641f46454},
doi = {10.1007/978-3-030-36107-5_3},
issn = {1860949X},
year = {2020},
date = {2020-01-01},
journal = {Studies in Computational Intelligence},
volume = {859},
pages = {47–65},
abstract = {The work presented here illustrates an humanoid robot capable of interacting with an human user within the Cultural Heritage domain. Two different and complementary AI approaches, namely sub-symbolic and symbolic, have been implemented and combined together to design the framework of a robot having both rational and intuitive capabilities. Furthermore, the robot is capable of providing information expressively and of adapting its behavior according to the emotional content of the artworks descriptions. This could make the robot more effective in providing information and entertaining the users. © 2020, Springer Nature Switzerland AG.},
keywords = {Cultural heritage, Humanoid Robots, Social Robots},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Pietro, Giuseppe De; Esposito, Massimo; Gallo, Luigi; Minutolo, Aniello; Neroni, Pietro
Discovering Leonardo with artificial intelligence and holograms: A user study Journal Article
In: Pattern Recognition Letters, vol. 131, pp. 361–367, 2020, ISSN: 0167-8655.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Touchless interfaces, User study
@article{caggianese_discovering_2020,
title = {Discovering Leonardo with artificial intelligence and holograms: A user study},
author = {Giuseppe Caggianese and Giuseppe De Pietro and Massimo Esposito and Luigi Gallo and Aniello Minutolo and Pietro Neroni},
url = {https://www.sciencedirect.com/science/article/pii/S0167865520300039},
doi = {https://doi.org/10.1016/j.patrec.2020.01.006},
issn = {0167-8655},
year = {2020},
date = {2020-01-01},
journal = {Pattern Recognition Letters},
volume = {131},
pages = {361–367},
abstract = {Cutting-edge visualization and interaction technologies are increasingly used in museum exhibitions, providing novel ways to engage visitors and enhance their cultural experience. Existing applications are commonly built upon a single technology, focusing on visualization, motion or verbal interaction (e.g., high-resolution projections, gesture interfaces, chatbots). This aspect limits their potential, since museums are highly heterogeneous in terms of visitors profiles and interests, requiring multi-channel, customizable interaction modalities. To this aim, this work describes and evaluates an artificial intelligence powered, interactive holographic stand aimed at describing Leonardo Da Vinci’s art. This system provides the users with accurate 3D representations of Leonardo’s machines, which can be interactively manipulated through a touchless user interface. It is also able to dialog with the users in natural language about Leonardo’s art, while keeping the context of conversation and interactions. Furthermore, the results of a large user study, carried out during art and tech exhibitions, are presented and discussed. The goal was to assess how users of different ages and interests perceive, understand and explore cultural objects when holograms and artificial intelligence are used as instruments of knowledge and analysis.},
keywords = {Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Touchless interfaces, User study},
pubstate = {published},
tppubtype = {article}
}
2019
Scianna, Andrea; Gaglio, Giuseppe Fulvio; la Guardia, Marcello
Augmented Reality for Cultural Heritage: The Rebirth of a Historical Square Proceedings Article
In: P., Murtiyoso A. Macher H. Assi R. Grussenmeyer (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 303–308, International Society for Photogrammetry and Remote Sensing, 2019.
Abstract | Links | BibTeX | Tags: 3D Modelling, 3D Printing, Augmented Reality, Cultural heritage, Image Reconstruction, Mobile Applications, Photogrammetry, Terrestrial Laser Scanners
@inproceedings{sciannaAugmentedRealityCultural2019a,
title = {Augmented Reality for Cultural Heritage: The Rebirth of a Historical Square},
author = { Andrea Scianna and Giuseppe Fulvio Gaglio and Marcello {la Guardia}},
editor = { Murtiyoso A. Macher H. Assi R. Grussenmeyer P.},
doi = {10.5194/isprs-archives-XLII-2-W17-303-2019},
year = {2019},
date = {2019-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {303--308},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and computer graphics are even more used for involving visitors to discover CH, with navigation into 3D reconstructions, empowering the real visualization adding further 3D information through the Augmented Reality (AR). At the same time, recent advances on rapid prototyping technologies grant the automated 3D printing of scaled 3D model reconstructions of real CH elements allowing the tactile fruition of visitors that suffer from visual defects and the connection with 3D AR visualizations. The presented work shows how these technologies could revive an historical square, the Piazza Garraffo in Palermo (Italy), with the virtual insertion of its baroque fountain, originally placed there. The final products of this work are an indoor and an outdoor AR mobile application, that allow the visualization of the historical original asset of the square. This study case shows how the mixing of AR and the rapid prototyping technologies could be useful for the improvement of the fruition of CH. This work could be considered a multidisciplinary experimentation, where different technologies, today still in development, contribute to the same goal aimed at improving the accessibility of the monument for enhancing the fruition of CH. textcopyright Authors 2019. CC BY 4.0 License},
keywords = {3D Modelling, 3D Printing, Augmented Reality, Cultural heritage, Image Reconstruction, Mobile Applications, Photogrammetry, Terrestrial Laser Scanners},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Filippo, Gabriella Di
RAPID PROTOTYPING for the EXTENSION of the ACCESSIBILITY to CULTURAL HERITAGE for BLIND PEOPLE Proceedings Article
In: D., Remondino F. Toschi I. Rodriguez-Gonzalvez P. Stathopoulou E. Gonzalez-Aguilera (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 1077–1082, International Society for Photogrammetry and Remote Sensing, 2019.
Abstract | Links | BibTeX | Tags: 3D Printing, Accessibility, Cultural heritage
@inproceedings{sciannaRAPIDPROTOTYPINGEXTENSION2019a,
title = {RAPID PROTOTYPING for the EXTENSION of the ACCESSIBILITY to CULTURAL HERITAGE for BLIND PEOPLE},
author = { Andrea Scianna and Gabriella Di Filippo},
editor = { Remondino F. Toschi I. Rodriguez-Gonzalvez P. Stathopoulou E. {Gonzalez-Aguilera D.}},
doi = {10.5194/isprs-archives-XLII-2-W15-1077-2019},
year = {2019},
date = {2019-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {1077--1082},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {The extension of accessibility of CH to disabled people is a current topic of great importance. Today, there exist a lot of ongoing projects aimed at the extension of accessibility using the most recent and low cost technologies to improve accessibility to CH. One of the technologies, today available that can help to improve accessibility to CH, is certainly rapid prototyping. The main goal of the research here illustrated is the application of rapid prototyping for the extension of accessibility of Cultural Heritage (CH) to blind and visually impaired people. This document reports an experiment that compared the effectiveness of different 3D models for the introduction of blind and visually impaired people to the tactile use of models of monuments. In addition, this study focuses on defining standards and guidelines regarding features of 3D models, e.g. print resolution, in order to obtain greater legibility of models at different scales by the blind or visually impaired people. This paper shows a part of a wider Interreg EU research project, named I-ACCESS, aimed to study accessibility problems and solutions for CH. The experiments conducted with the sample of disabled people, allowed to obtain results on the most suitable printing parameters to be used. textcopyright 2019 International Society for Photogrammetry and Remote Sensing. All rights reserved.},
keywords = {3D Printing, Accessibility, Cultural heritage},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Guardia, Marcello La
Survey and Photogrammetric Restitution of Monumental Complexes: Issues and Solutions— the Case of the Manfredonic Castle of Mussomeli Journal Article
In: Heritage, vol. 2, no. 1, pp. 774–786, 2019.
Abstract | Links | BibTeX | Tags: Cultural heritage, GNSS, Real-Time Kinematic
@article{sciannaSurveyPhotogrammetricRestitution2019a,
title = {Survey and Photogrammetric Restitution of Monumental Complexes: Issues and Solutions— the Case of the Manfredonic Castle of Mussomeli},
author = { Andrea Scianna and Marcello La Guardia},
doi = {10.3390/heritage2010050},
year = {2019},
date = {2019-01-01},
journal = {Heritage},
volume = {2},
number = {1},
pages = {774--786},
publisher = {MDPI},
abstract = {The latest results obtained through photogrammetric restitution enhanced by GNSS (Global Navigation Satellite System) RTK (Real-Time Kinematic) survey achieved increased levels of accuracy. These survey solutions are used to rapidly obtain a detailed model with an excellent level of accuracy (centimetric) with cheaper equipment. However, the contour conditions are not always favorable for obtaining the best results in a simple way. The work presented in this paper shows the survey and the photogrammetric restitution of the Manfredonic Castle of Mussomeli in Sicily, developed as a part of the PON NEPTIS European Project, aimed at the valorization of Cultural Heritage (CH). This case is a typical example of a complex survey carried out in an impervious environment where traditional survey procedures are totally useless or require a longer amount of time and great effort if a high level of accuracy is requested. In this case, considering the natural conditions of the site, the only way to perform the task has been the use of photogrammetric restitution based on UAV (unmanned aerial vehicle) technologies and GNSS survey. The precision obtained from the results allowed us to create a geometric 3D reconstruction of the monumental complex of the castle for the valorization of the site, which was the main goal of the whole process. The procedure that is the focus of this work is a test of rapid 3D CH survey and documentation in an impervious environment. textcopyright 2019 by the authors. Licensee MDPI, Basel, Switzerland.},
keywords = {Cultural heritage, GNSS, Real-Time Kinematic},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Filippo, Gabriella Di
RAPID PROTOTYPING for the EXTENSION of the ACCESSIBILITY to CULTURAL HERITAGE for BLIND PEOPLE Proceedings Article
In: D., Toschi I. Remondino F. Gonzalez-Aguilera (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 1077–1082, International Society for Photogrammetry and Remote Sensing, 2019, (Issue: 2/W15).
Abstract | Links | BibTeX | Tags: 3-D printing, 3D printers, 3D Printing, Accessibility, Accessibility problems, Blind and visually impaired, Cultural heritage, Cultural heritages, Low cost technology, Rapid prototyping, Standards and guidelines, Visually impaired people
@inproceedings{scianna_rapid_2019,
title = {RAPID PROTOTYPING for the EXTENSION of the ACCESSIBILITY to CULTURAL HERITAGE for BLIND PEOPLE},
author = {Andrea Scianna and Gabriella Di Filippo},
editor = {Toschi I. Remondino F. Gonzalez-Aguilera D.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85072212590&doi=10.5194%2fisprs-archives-XLII-2-W15-1077-2019&partnerID=40&md5=b95131689b6078a224eea8a8c1cc1730},
doi = {10.5194/isprs-archives-XLII-2-W15-1077-2019},
year = {2019},
date = {2019-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {1077–1082},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {The extension of accessibility of CH to disabled people is a current topic of great importance. Today, there exist a lot of ongoing projects aimed at the extension of accessibility using the most recent and low cost technologies to improve accessibility to CH. One of the technologies, today available that can help to improve accessibility to CH, is certainly rapid prototyping. The main goal of the research here illustrated is the application of rapid prototyping for the extension of accessibility of Cultural Heritage (CH) to blind and visually impaired people. This document reports an experiment that compared the effectiveness of different 3D models for the introduction of blind and visually impaired people to the tactile use of models of monuments. In addition, this study focuses on defining standards and guidelines regarding features of 3D models, e.g. print resolution, in order to obtain greater legibility of models at different scales by the blind or visually impaired people. This paper shows a part of a wider Interreg EU research project, named I-ACCESS, aimed to study accessibility problems and solutions for CH. The experiments conducted with the sample of disabled people, allowed to obtain results on the most suitable printing parameters to be used. © 2019 International Society for Photogrammetry and Remote Sensing. All rights reserved.},
note = {Issue: 2/W15},
keywords = {3-D printing, 3D printers, 3D Printing, Accessibility, Accessibility problems, Blind and visually impaired, Cultural heritage, Cultural heritages, Low cost technology, Rapid prototyping, Standards and guidelines, Visually impaired people},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Guardia, Marcello
Augmented reality for cultural heritage: The rebirth of a historical square Proceedings Article
In: P., Macher H. Murtiyoso A. Grussenmeyer (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 303–308, International Society for Photogrammetry and Remote Sensing, 2019, (Issue: 2/W17).
Abstract | Links | BibTeX | Tags: 3-D printing, 3D model reconstruction, 3D modeling, 3D Modelling, 3D printers, 3D Printing, Augmented Reality, Cultural heritage, Cultural heritages, Data acquisition, Data handling, Image Reconstruction, Mobile Applications, Photogrammetry, Rapid prototyping, Rapid prototyping technology, Repair, Reverse engineering, Reverse engineering techniques, Surveying instruments, Terrestrial Laser Scanners, Thallium, Three dimensional computer graphics, Virtual heritage, Visualization
@inproceedings{scianna_augmented_2019,
title = {Augmented reality for cultural heritage: The rebirth of a historical square},
author = {Andrea Scianna and Giuseppe Fulvio Gaglio and Marcello Guardia},
editor = {Macher H. Murtiyoso A. Grussenmeyer P.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85078130517&doi=10.5194%2fisprs-archives-XLII-2-W17-303-2019&partnerID=40&md5=7c28c9b8bf88d7a1af810aeca9c2cff9},
doi = {10.5194/isprs-archives-XLII-2-W17-303-2019},
year = {2019},
date = {2019-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {303–308},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and computer graphics are even more used for involving visitors to discover CH, with navigation into 3D reconstructions, empowering the real visualization adding further 3D information through the Augmented Reality (AR). At the same time, recent advances on rapid prototyping technologies grant the automated 3D printing of scaled 3D model reconstructions of real CH elements allowing the tactile fruition of visitors that suffer from visual defects and the connection with 3D AR visualizations. The presented work shows how these technologies could revive an historical square, the Piazza Garraffo in Palermo (Italy), with the virtual insertion of its baroque fountain, originally placed there. The final products of this work are an indoor and an outdoor AR mobile application, that allow the visualization of the historical original asset of the square. This study case shows how the mixing of AR and the rapid prototyping technologies could be useful for the improvement of the fruition of CH. This work could be considered a multidisciplinary experimentation, where different technologies, today still in development, contribute to the same goal aimed at improving the accessibility of the monument for enhancing the fruition of CH. © Authors 2019. CC BY 4.0 License},
note = {Issue: 2/W17},
keywords = {3-D printing, 3D model reconstruction, 3D modeling, 3D Modelling, 3D printers, 3D Printing, Augmented Reality, Cultural heritage, Cultural heritages, Data acquisition, Data handling, Image Reconstruction, Mobile Applications, Photogrammetry, Rapid prototyping, Rapid prototyping technology, Repair, Reverse engineering, Reverse engineering techniques, Surveying instruments, Terrestrial Laser Scanners, Thallium, Three dimensional computer graphics, Virtual heritage, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}