AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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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}
}
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}
}
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}
}
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}
}
2018
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage Proceedings Article
In: 2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 625–631, 2018.
Abstract | Links | BibTeX | Tags: Cultural heritage, Diegetic interface, Digital heritage, Graphical user interfaces, Three-dimensional displays, Virtual Reality
@inproceedings{caggianeseExploringFeasibilityDiegetic2018,
title = {Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage},
author = { Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2018.00101},
year = {2018},
date = {2018-11-01},
booktitle = {2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {625--631},
abstract = {In the last few years, modern immersive technology has been used to exploit new digital resources overcoming the limitations of conventional exhibitions proving to be an invaluable instrument capable of bridging the gap between the visitor and the cultural space. However, to promote visitor enjoyment and to enhance the learning process in relation to the cultural heritage, it is fundamental to propose the cultural data to the visitor in an appropriate way through interfaces that help to focus the visitor's attention on the work of art in question. With this aim, new graphical user interfaces should be designed, following a diegetic approach and so providing a more natural and immersive environment to the user. Inspired by the gaming industry, in which the diegetic transformation of graphical user interfaces has already been introduced, in this paper, we will analyze the opportunities offered by the diegetic approach and will evaluate its relevance to the cultural domain. We will highlight the issues related to the applicability of diegetic user interfaces to an immersive virtual exhibition by discussing the different types of cultural data that can be proposed to a visitor and how that should be fictionally integrated into the scene.},
keywords = {Cultural heritage, Diegetic interface, Digital heritage, Graphical user interfaces, Three-dimensional displays, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Evaluation of Spatial Interaction Techniques for Virtual Heritage Applications: A Case Study of an Interactive Holographic Projection Journal Article
In: Future Generation Computer Systems, vol. 81, pp. 516–527, 2018, ISSN: 0167-739X.
Abstract | Links | BibTeX | Tags: Cultural heritage, Holograms, Interaction techniques, Museum, Touchless interaction, User study
@article{caggianeseEvaluationSpatialInteraction2018,
title = {Evaluation of Spatial Interaction Techniques for Virtual Heritage Applications: A Case Study of an Interactive Holographic Projection},
author = { Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
doi = {10.1016/j.future.2017.07.047},
issn = {0167-739X},
year = {2018},
date = {2018-01-01},
journal = {Future Generation Computer Systems},
volume = {81},
pages = {516--527},
abstract = {The increasing use of information and communication technologies (ICT) in museums is providing curators with new opportunities for the display of cultural heritage content, making it possible to merge real and digital works of art in a coherent exhibition space. However, humans learn and perceive by following an interactive process, a fact that is particularly true in relation to the understanding, analysis and interpretation of the cultural heritage. In order to allow visitors to fully exploit the potential of this new hybrid cultural communication, interactivity is essential. This paper analyzes interaction design focusing on a holographic projection system equipped with a gesture-based interface and discussing the results of both quantitative and qualitative user studies aimed at empirically investigating users' preferences in relation to interaction techniques when used in a museum context. The experimental findings suggest the adoption of task-specific patterns in the design of touchless user interfaces for the exploration of digital heritage content.},
keywords = {Cultural heritage, Holograms, Interaction techniques, Museum, Touchless interaction, User study},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Guardia, Marcello La
3D Virtual CH Interactive Information Systems for a Smart Web Browsing Experience for Desktop PCs and Mobile Devices Proceedings Article
In: F., Toschi I. Fuse T. Remondino (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 1053–1059, International Society for Photogrammetry and Remote Sensing, 2018.
Abstract | Links | BibTeX | Tags: 3D Modelling, Cultural heritage, Image Reconstruction, Information Systems, Photogrammetry, Virtual Reality, WebGL
@inproceedings{scianna3DVirtualCH2018a,
title = {3D Virtual CH Interactive Information Systems for a Smart Web Browsing Experience for Desktop PCs and Mobile Devices},
author = { Andrea Scianna and Marcello La Guardia},
editor = { Toschi I. Fuse T. Remondino F.},
doi = {10.5194/isprs-archives-XLII-2-1053-2018},
year = {2018},
date = {2018-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {1053--1059},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {Recently, the diffusion of knowledge on Cultural Heritage (CH) has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on U AV Unmanned Aerial Vehicles (UAV) technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR) environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy) has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera). The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries). This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web. textcopyright Authors 2018. CC BY 4.0 License.},
keywords = {3D Modelling, Cultural heritage, Image Reconstruction, Information Systems, Photogrammetry, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Gaglio, Giuseppe Fulvio; Guardia, Marcello La
BIM Modelling of Ancient Buildings Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 11196 LNCS, pp. 344–355, 2018.
Abstract | Links | BibTeX | Tags: 3D Modelling, Archaeological Site, Cultural heritage, HBIM, Information Systems
@article{sciannaBIMModellingAncient2018a,
title = {BIM Modelling of Ancient Buildings},
author = { Andrea Scianna and Giuseppe Fulvio Gaglio and Marcello La Guardia},
editor = { Brumana R. Wallace M. Doulamis A. Patias P. Ioannides M. Martins J. Fink E.},
doi = {10.1007/978-3-030-01762-0_29},
year = {2018},
date = {2018-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {11196 LNCS},
pages = {344--355},
publisher = {Springer Verlag},
abstract = {In the last years, new procedures on design and management of constructions, based on 3D standardised models of building elements, have been proposed. It's the case of Building Information Modelling (BIM) applications, that, differently from CAD ones, allow to work with libraries of 3D parametrical objects (smart objects) describing geometric, structural and material properties of building elements. This methodology is based on the Industry Foundation Classes (IFC) model, that represents a global standard for the building data exchange. Initially used for the design of new architectures, BIM methodology has been even more considered also for the management and the conservation of historical buildings, thanks to the possibilities of implementation of semantic information of 3D objects, guaranteed by the connection with the external database. At the same time, the lack of regular surfaces and standardised objects are relevant problems that nowadays strongly limit the use of BIM for Cultural Heritage (CH). Anyway, in recent times, the study of parameterised objects has opened new perspectives for BIM applications on historical buildings (HBIM). The present work shows the last achievements on this topic, focusing the problems derived from the application of BIM methodology to CH. In fact, the irregular shape of ancient architectural components, the wide variety of architectural languages that characterise historical buildings, the presence, sometimes, of different stratifications, are clear examples of the difficulties of implementing HBIM methodology for CH. textcopyright 2018, Springer Nature Switzerland AG.},
keywords = {3D Modelling, Archaeological Site, Cultural heritage, HBIM, Information Systems},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Guardia, Marcello La
Globe Based 3D GIS Solutions for Virtual Heritage Proceedings Article
In: G., Stoter J. Labetski A. Koeva M. Arroyo Ohori K. Agugiaro (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 171–177, International Society for Photogrammetry and Remote Sensing, 2018.
Abstract | Links | BibTeX | Tags: Cultural heritage, Geo-Spatial Informations, Interactive Environments, Virtual Reality, WebGL
@inproceedings{sciannaGlobeBased3D2018a,
title = {Globe Based 3D GIS Solutions for Virtual Heritage},
author = { Andrea Scianna and Marcello La Guardia},
editor = { Stoter J. Labetski A. Koeva M. Arroyo Ohori K. Agugiaro G.},
doi = {10.5194/isprs-archives-XLII-4-W10-171-2018},
year = {2018},
date = {2018-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {171--177},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {During the last years, many solutions have been proposed for 3D Virtual Heritage representations. Recently, also new technologies for online gaming evolved, based on javascript libraries (WebGL), used to create and publish virtual interactive environments. They are based on recent Web browser's functionalities, surpassing some limitations of VRML technologies. On the side of geospatial information, technology has evolved from desktop GIS to 2D WebGIS and globe applications. The use of globe applications is, today, very diffused due to its immediate and at the same time impressive representation of the earth surface and territories. These technologies have been, also, applied to Virtual Heritage 3D reconstructions, to improve the fruition of Cultural Heritage (CH), with the achievement of interesting results. The topic of this paper is the experimentation on the fusion between globe based and gaming technologies (in our case WebGL) that allow achieving a more user-centric and powerful solution useful for publishing 3D geospatial information of CH on Web. This choice allows obtaining GIS oriented 3D models, typical of globe applications, and, at the same time, a more immersive exploration of CH and its surrounding environment. In particular, it also gives complementary text and multimedia information on the history, architectural features of each cultural good, based on querying of semantic information. The test field of the research is the construction of the 3D GIS virtual globe model of the Manfredonic Castle of Mussomeli (Sicily-Italy), developed for PON-NEPTIS EU Project, to compare open-source technologies and commercial proprietary applications. textcopyright Authors 2018. CC BY 4.0 License.},
keywords = {Cultural heritage, Geo-Spatial Informations, Interactive Environments, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {inproceedings}
}
2017
Gallo, Luigi
SNECS: le nuove tecnologie informatiche per la conoscenza e la fruizione del patrimonio culturale Book Section
In: Castel Nuovo in Napoli. Ricerche integrate e conoscenza critica per il progetto di restauro e di valorizzazione, no. 3, Artstudiopaparo, Napoli (Italia), 2017, ISBN: 97888991-47-3.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloSNECSNuoveTecnologie2017,
title = {SNECS: le nuove tecnologie informatiche per la conoscenza e la fruizione del patrimonio culturale},
author = { Luigi Gallo},
isbn = {97888991-47-3},
year = {2017},
date = {2017-02-01},
booktitle = {Castel Nuovo in Napoli. Ricerche integrate e conoscenza critica per il progetto di restauro e di valorizzazione},
number = {3},
publisher = {Artstudiopaparo, Napoli (Italia)},
series = {Collana FREQUENZE_conservazione/restauro},
abstract = {Il progetto di ricerca SNECS - Social Network delle Entit`a dei Centri Storici, finanziato dal Ministero dell'Istruzione, dell'Universit`a e della Ricerca, ha come obiettivo generale quello di raccogliere e trasmettere i contenuti della conoscenza scientifica di carattere artistico, archeologico, letterario, storico– filosofico sul territorio della Campania, con particolare enfasi sui centri storici, attivando e sperimentando nuove strategie per la loro rappresentazione, organizzazione, diffusione e promozione basate su paradigmi di intelligenza tecnologica. SNECS `e un'iniziativa promossa dal Distretto ad alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC), un'aggregazione di Universit`a, Enti di Ricerca e Aziende il cui obiettivo `e rendere il Patrimonio Culturale volano di crescita civile e rilancio economico, promuovendo un marchio di fabbrica caratterizzato da interventi innovativi basati su servizi ed infrastrutture tecnologiche e sociali.},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Pietro, Giuseppe De
Il Virtuale per il Patrimonio Culturale: prospettive e direzioni future Book Section
In: La Baia di Napoli – Strategie integrate per la conservazione e la fruizione del paesaggio culturale, Interpretazione/Comunicazione e strategie di fruizione del paesaggio culturale, Artstudiopaparo, Napoli (Italia), 2017, ISBN: 978-88-99130-68-8.
BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloVirtualePatrimonioCulturale2017,
title = {Il Virtuale per il Patrimonio Culturale: prospettive e direzioni future},
author = { Luigi Gallo and Giuseppe De Pietro},
isbn = {978-88-99130-68-8},
year = {2017},
date = {2017-01-01},
booktitle = {La Baia di Napoli – Strategie integrate per la conservazione e la fruizione del paesaggio culturale, Interpretazione/Comunicazione e strategie di fruizione del paesaggio culturale},
publisher = {Artstudiopaparo, Napoli (Italia)},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Scianna, Andrea; Guardia, Marcello La
Main Features of a 3d Gis for a Monumental Complex with an Historical-Cultural Relevance Proceedings Article
In: G., Bonora V. Tucci (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 519–526, International Society for Photogrammetry and Remote Sensing, 2017.
Abstract | Links | BibTeX | Tags: Archaeological Site, BIM, Cultural heritage, Geographical Information Systems, Historic Preservation, Restoration
@inproceedings{sciannaMainFeatures3d2017a,
title = {Main Features of a 3d Gis for a Monumental Complex with an Historical-Cultural Relevance},
author = { Andrea Scianna and Marcello La Guardia},
editor = { Bonora V. Tucci G.},
doi = {10.5194/isprs-Archives-XLII-5-W1-519-2017},
year = {2017},
date = {2017-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {519--526},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {The last achievements of technologies in geomatics especially in survey and restitution of 3D models (UAV/drones andlaser scanner technologies) generated new procedures and higher standards of quality in representation of archaeological sites. Together with Geomatics, the recent development of Information and Communication Technologies (ICT) strongly contribute to document and the Cultural Heritage (CH). The representation and documentation of CH using these new technologies has became necessary in orderto satisfy different needs: -for restorers in order to acquire a deep knowledge of the cultural good and to define possible strategiesof restoration; -for the conservation of information, allowing to preserve the 3D geometry of the monumental complex with the integration of descriptions about architectural elements; -for touristic aims, giving the opportunity of sharing CH information on web, allowing users to visit and explore, in a virtual way,monumental complexes, acquiring information details about architectural elementsorthe history of monumental complex. Looking through these new scenarios, the development of a 3D Geographic Information System (GIS) applied to a cultural good could be,today,an added value of fundamental importance for full description and data managementof monumental complexes. In this work,the main features necessary for the correct construction of a 3D GIS of a monumental complex will be analyzed, with a particular focus on the possibilities for creating a standardized procedure to follow.},
keywords = {Archaeological Site, BIM, Cultural heritage, Geographical Information Systems, Historic Preservation, Restoration},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Gallo, Luigi; Pietro, Giuseppe De
Virtual Cultural Heritage: Perspectives and Future Directions Proceedings Article
In: La Baia Di Napoli - Strategie Integrate per La Conservazione e La Fruizione Del Paesaggio Culturale, Napoli, Italy, 2016.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@inproceedings{galloVirtualCulturalHeritage2016,
title = {Virtual Cultural Heritage: Perspectives and Future Directions},
author = { Luigi Gallo and Giuseppe De Pietro},
year = {2016},
date = {2016-12-01},
booktitle = {La Baia Di Napoli - Strategie Integrate per La Conservazione e La Fruizione Del Paesaggio Culturale},
address = {Napoli, Italy},
abstract = {Modern computing and virtual environment technologies can immerse users into highly realistic computer-generated environments, in which visible and invisible, hypothetical and imaginary objects can be merged into a single, coherent world. These aspects make it natural to apply them to explore areas of cultural interest: a virtual tourist can immerse into places that are inaccessible because only existent in ancient ages, or still existing but closed for repairs, or simply too distant to be reached. An entire city centre can now be reproduced in 4D, with time as the fourth dimension, representing and amplifying centuries of history in a single, virtual space. From a technical and technological perspective, things are evolving fast. Virtual Reality (VR) headsets and development platforms are now cheaper and efficient. High-end solutions such as Oculus Rift, HTC Vive and Sony PlayStation VR, will be all available within the year. For a fully mobile VR experience, Samsung Gear VR and Google Cardboard, in which a smartphone is used it both as the visual and processing unit, are now available too. As a result, after decades of niche products and applications, VR solutions are entering into the mainstream, and opening new scenarios. Let us consider the case of ``Splash'', a new-born community: people can capture the space around them with a 360-degree video and then share it to other users that, by using a VR helmet or even a cardboard, can immerse into these distant realities. Experiences, both real and virtual, can now be shared by letting the users to live them with their own point of view. However, the more the presence - the sensation of being there - of the user grows, the more the interactivity becomes challenging. Humans learn and perceive following an interactive process, and this is especially true for the understanding, analysis and interpretation of the cultural patrimony. The immersion into a digital, real or mixed world will require novel technologies and methods to interact with and, somewhat, ``feel'' such environments. How to navigate within the spatio-temporal continuum, make questions, switch between the different realities of the cultural information? These are only some of the aspects that are now opening methodological discussions and research questions},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Bovier, Fabrizia; Caggianese, Giuseppe; Pietro, Giuseppe De; Gallo, Luigi; Neroni, Pietro
An Interactive 3D Holographic Pyramid for Museum Exhibition Proceedings Article
In: 2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 428–434, 2016.
Abstract | Links | BibTeX | Tags: Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization
@inproceedings{bovierInteractive3DHolographic2016,
title = {An Interactive 3D Holographic Pyramid for Museum Exhibition},
author = { Fabrizia Bovier and Giuseppe Caggianese and Giuseppe De Pietro and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2016.73},
year = {2016},
date = {2016-11-01},
booktitle = {2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {428--434},
abstract = {In this paper, an interactive holographic system, realized with the aim of creating, exchanging, discussing and disseminating cultural heritage information, is presented. By using low-cost and off-the-shelf devices, the system provides the visitors with a 'floating' computer generated representation of a virtual cultural artefact that, unlike the real one, can be examined in detail through a touchless natural interface. The proposed system is realized in such a way that it can be easily placed in a cultural exhibition without requiring any structural intervention. As such, it could represent a useful instrument complementary to a museum visit thanks to its capacity both to convey different types of digital cultural information and especially to allow the visitor to become an active actor, able to enjoy different perspectives and all the details of the artefact sharing her/his experience with other visitors. The paper describes the system modules and the hardware design to physically realize the pyramid, and details the user interface composed of two main actions designed to obtain a simple exploration of a virtual cultural heritage artefact.},
keywords = {Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi
Smart Underground: Enhancing Cultural Heritage Information Access and Management through Proximity-Based Interaction Proceedings Article
In: Xhafa, Fatos; Barolli, Leonard; Amato, Flora (Ed.): Advances on P2P, Parallel, Grid, Cloud and Internet Computing, pp. 105–114, Springer International Publishing, 2016, ISBN: 978-3-319-49108-0 978-3-319-49109-7.
Abstract | Links | BibTeX | Tags: Beacons, Cultural heritage, Natural User Interfaces, web interface
@inproceedings{caggianeseSmartUndergroundEnhancing2016,
title = {Smart Underground: Enhancing Cultural Heritage Information Access and Management through Proximity-Based Interaction},
author = { Giuseppe Caggianese and Luigi Gallo},
editor = { Fatos Xhafa and Leonard Barolli and Flora Amato},
doi = {10.1007/978-3-319-49109-7_10},
isbn = {978-3-319-49108-0 978-3-319-49109-7},
year = {2016},
date = {2016-11-01},
urldate = {2016-12-06},
booktitle = {Advances on P2P, Parallel, Grid, Cloud and Internet Computing},
volume = {1},
pages = {105--114},
publisher = {Springer International Publishing},
series = {Lecture Notes on Data Engineering and Communications Technologies},
abstract = {This paper describes the Smart Underground system, the main aim of which is to enhance the access to cultural heritage information for the visitors. The system provides a more interactive visiting experience based on a proximity interaction with the artefacts in an exhibition, which allows an easy access to a new level of cultural information proposed by the exhibition curators. For this reason, the system also offers a set of tools for the curators with the aim of simplifying the organization and updating of the cultural content information. Finally, the system, by integrating modern technologies with the real works of art in the exhibition, proposes a possible solution to the emerging problem of the management and dissemination of cultural heritage digitalized content, leading to an improvement in the experiences of both visitors and curators.},
keywords = {Beacons, Cultural heritage, Natural User Interfaces, web interface},
pubstate = {published},
tppubtype = {inproceedings}
}
Santo, Massimo De; Gallo, Luigi
Le tecnologie DATABENC Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016, ISBN: 978-88-99130-26-8.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{desantoTecnologieDATABENC2016,
title = {Le tecnologie DATABENC},
author = { Massimo De Santo and Luigi Gallo},
isbn = {978-88-99130-26-8},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il Distretto ad alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC) `e un'aggregazione di Universit`a, Enti di Ricerca e Aziende il cui obiettivo `e rendere il Patrimonio Culturale volano di crescita civile e rilancio economico. Il Distretto vede nel Patrimonio Culturale l'occasione per costruire un valore con il quale creare sviluppo per il territorio e intende farlo promuovendo un marchio di fabbrica caratterizzato da interventi innovativi basati su servizi ed infrastrutture tecnologiche e sociali. Partendo da questo assunto, le due attuali progettualit`a DATABENC, denominate CHIS (Cultural Heritage Information System) e SNECS (Social Network delle Entit`a dei Centri Storici), puntano fortemente sull'utilizzo delle tecnologie pi`u avanzate per costruire nuovi modi di comunicare, rendendo i cittadini/turisti partecipi della gestione del Patrimonio Culturale e investendo sulla costruzione di reti di interesse intorno all'immenso patrimonio di cui il nostro Territorio `e depositario. Le tecnologie svolgono il loro ruolo di facilitatori di processi fondati sull'insieme delle competenze attive nella filiera distrettuale, costruita intorno ai temi della conoscenza integrata, del monitoraggio diagnostico, della valorizzazione e della fruizione sostenibile.},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Iorio, Gennaro
Oltre il visibile: un nuovo sguardo sul territorio Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloOltreVisibileNuovo2016,
title = {Oltre il visibile: un nuovo sguardo sul territorio},
author = { Luigi Gallo and Gennaro Iorio},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il territorio dei Campi Flegrei `e segnato dalle forme particolari che la natura vi ha assunto, e, in sintonia con queste, da un immaginario mitico che ha lasciato numerose tracce nelle opere letterarie, nel patrimonio archeologico e iconografico, nei toponimi in uso. Con l'obiettivo di "mostrare" al visitatore questa tradizione mitologica e letteraria, utilizzando le potenzialit`a offerte dalle nuove tecnologie, `e stata realizzata la mostra nell'ambito delle attivit`a del progetto SNECS (Social Network delle Entit`a dei Centri Storici), integrando le competenze degli umanisti del Museo Archeologico Nazionale di Napoli (MANN) con quelle degli umanisti e dei tecnologi dei soggetti partner del Distretto ad Alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC).},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Scianna, Andrea; Guardi, Marcello La; Scaduto, Maria Laura
Definition of a Workflow for Web Browsing of 3D Models in Archaeology Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 10059 LNCS, pp. 41–52, 2016.
Abstract | Links | BibTeX | Tags: Archaeological Site, Cultural heritage, Historic Preservation, Virtual Reality, WebGL
@article{sciannaDefinitionWorkflowWeb2016a,
title = {Definition of a Workflow for Web Browsing of 3D Models in Archaeology},
author = { Andrea Scianna and Marcello La Guardi and Maria Laura Scaduto},
editor = { Ioannides M. Rajcic V. Hagedorn-Saupe M. Fresa A. Fink G. Moropoulou A. Liestol G. Grussenmeyer P.},
doi = {10.1007/978-3-319-48974-2_6},
year = {2016},
date = {2016-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {10059 LNCS},
pages = {41--52},
publisher = {Springer Verlag},
abstract = {The Cultural Heritage (CH) is a fundamental element of promotion of territories and of tourism development. Publishing 3D models of archaeological sites and their three-dimensional reconstruction on the Web is one of the best ways to spread their knowledge. However, many recent scientific researches in this field have highlighted the limitations and difficulties related to the networking of interactive 3D models. The main difficulties are related to the complexity and the size of models, which influence the access speed, and the cost of software and hardware needed for the publication on the WEB. In light of this background, this article describes the further advances of research activities carried out at GISLAB CNR-UNIPA for creating interactive 3D models of archaeological sites, accessible and navigable with a Web browser, fully compliant with HTML5. This system includes also the surrounding landscape, essential to analyze and understand the close relationship between human settlements and the surrounding geographical contexts. Such models don't need specific app for navigation but are accessible on the WEB via the WebGL open source libraries, compliant with the most popular Web browsers (Firefox, Safari and Chrome). The system consists of a headboard multimedia platform tested on Mokarta archaeological site (Trapani, Sicily). The user can explore the 3D model of the archaeological site in its current state, its virtual reconstruction, and the historical documentation. This application has highlighted the great potential and the limits of the sharing of complex 3D models via the Web, opening new scenarios for the purpose of valorization of the archaeological heritage through the use of effective technologies and reduction of costs, opening new themes of further research. This experimentation is also a real example of an open data application. textcopyright Springer International Publishing AG 2016.},
keywords = {Archaeological Site, Cultural heritage, Historic Preservation, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {article}
}