Eva Pietroni | Consiglio Nazionale delle Ricerche (CNR) (original) (raw)
Papers by Eva Pietroni
INTED proceedings, Mar 1, 2021
SCIRES-IT : SCIentific RESearch and Information Technology, Aug 4, 2016
Demonstrated during the Digital Heritage Expo in Granada, Protect the Walls! is an educational pr... more Demonstrated during the Digital Heritage Expo in Granada, Protect the Walls! is an educational project that deals with the technology and tactics of siege of the 4th century BC. It was conceived as a serious game in order to facilitate enjoyment by younger persons, while maintaining its scientific validity and historical reliability. It is a multi-sensory stereoscopic experience aimed at transmitting cultural content not in a descriptive manner but looking for emotional involvement by the public. During the game experience, the user gets to know the ancient war machines and the strategies of attack and defense in a siege, the architectural characteristics of the towers and the city walls of Paestum (once called Poseidonia). The dramatic storytelling of Protect the Walls! is also developed through a short but spectacular introductory movie, completely realized in CG. The game runs in a VR environment and requires gesture based interaction to be played.
Information, Apr 13, 2021
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Amsterdam University Press eBooks, Jan 2, 2014
Oxford University Press eBooks, Mar 19, 2020
Digital technologies can have a great impact on the methodological and epistemological research r... more Digital technologies can have a great impact on the methodological and epistemological research regarding urban contexts, not only for the documentation and reconstruction of the built heritage but also in the simulation and transmission of intangible values. 3D representation is a powerful tool for communication and also for interpretation. It has perceptive and cognitive impact while also providing a visual interface toward making multiple and deeper connections of meaning and contents. The chapter analyzes the approaches commonly adopted in 3D reconstruction of urban contexts. Methodologies, technologies, software, and data are examined, together with possible outputs (2D or 3D GIS, computer-graphic movies, real time or augmented-reality applications) while offering new perspectives. A study case is presented of the Matera Città Narrata project, whose aim was the creation of a multi-channel digital platform able to support public tourism of this World Heritage Site. It includes, for instance, 3D reconstructions of the urban context evolution through eight chronological phases. It also tells the stories behind those ancient sites, provides real fragments of life, as well as myths, events, characters, and memories.
Amsterdam University Press eBooks, Dec 31, 2014
The aim of "Matera Citta Narrata" (Matera: Tales of a City) project is the creation of ... more The aim of "Matera Citta Narrata" (Matera: Tales of a City) project is the creation of a digital platform able to support the public before and during the visit of Matera ( Unesco World Heritage since 1993) , through the access to cultural contents while attending places, sites, itineraries. It does not consist in a descriptive traditional guide inspecting monuments and mentioning who made them and when. On the contrary it tells the stories that took place in those ancient sites, real fragments of life, myths, events, characters, memories, also involving local people. Several contents have been developed: 3D reconstructions, videos, multimedia, virtual reality environments, audio guides, declined according to different communicative formats to be implemented for different and multiplatform devices. 3D reconstructions show the evolution of Matera and its landscape through the time, in eight different ages: the emersion of lands from the sea more than two million years ago, the terrain and “gravina” development, the birth of the first neolithic entrenched settlements (5000-4000 b.C.), the diffusion of the life in the caves, the construction of the “built” and fortified space in the Middle Ages, the expansion from the Civitas to Sassi suburbs, from Sassi to the planar area where the modern and contemporary city developed. The main components of the platform are: 1) the web site, accessible in remote and from smartphone, where it is possible to enjoy narratives, to make specific researches or to download different kinds of materials usefull during the successve visit of the city; 2) cultural contents and applications for mobile devices (phones, smartphone, iPad) with different operative systems (iOS, Android, Symbian, Java). In this way every user can reach cultural contents in a simple way, choosing the communicative format he prefers and supported by the technolgy he owns. The access is totally free for public. The project has been r ealized by CNR ITABC and supported by the Regional Promotion Agency (APT) and the Basilicata Regional Government’s Department of Manufacturing/Production Activities, The paper will describe the contents and the technological infrastructure.
Etruscanning 3D is a European project in the Culture 2007 framework, that involves a consortium o... more Etruscanning 3D is a European project in the Culture 2007 framework, that involves a consortium of museums and research organizations from 3 European countries to explore the possibilities of new visualization techniques, in order to to re-create and restore the original context of the Etruscan graves. The project is in progress and will last until 2013. Main objectives are: - International cooperation in the development of presentation techniques, to be proposed during exhibitions in the Netherlands (two important exhibitions are already open in Amsterdam and in Leiden), Belgium and Germany and for permanent use in Italian museums; - digital acquisition, digital restoration, 3D reconstructions and final communication of Etruscan graves and collections through innovative VR systems. We focus on two important Etruscan tombs: Tomba Regolini Galassi , in the Sorbo necropolis in Cerveteri, and Tomba 5 Monte Michele , in Veio. The finds from these tombs are mostly in museum collections a...
Heritage, Nov 27, 2021
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
HAL (Le Centre pour la Communication Scientifique Directe), Nov 8, 2005
In this paper we will answer methodological and technological problems of the virtual reconstruct... more In this paper we will answer methodological and technological problems of the virtual reconstruction using OpenGl software in order to project, reconstruct and explore the archaeological landscape in real time. The "Appia antica" project is an extraordinary case study able to integrate different spatial technologies: remote sensing, laser scanning, mono and stereo photogrammetry, photomodelling, DGPS RTK (real time kinematic), GIS. Technologies used are turned towards two research directions : the first one is the topographic and architectural documentation of monuments for GIS and spatial archives, the second one is the creation of a virtual reality system dedicated to the narrative museum of the Appia antica. Scientific, geographical, antropological, cultural, narrative aspects are all together costitutive elements of the hystory of the archaeological landscape, they belong to its memory. How did ancient people lived in the territory? What kind of activities did they develop? Which symbolic values did they attribute to the places? What kind of relationship did they establish with the territory and in consequence among themselves? These are the main questions a project of communication should face. It is very important to preserve the link between the fieldwork and relief activities and virtual reality communication. For this reason our efforts have been oriented to experiment and find a common protocol to manage data, without loosing information during the successive phases of elaboration and communication.
Applied System Innovation
Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the... more Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the col...
Routledge eBooks, Aug 16, 2022
Digital technologies can have a revolutionary impact in the cultural heritage domain, not only in... more Digital technologies can have a revolutionary impact in the cultural heritage domain, not only in documentation and representation but also in communication and in the emerging field of digital ecosystems. Virtual environments allow the users to learn from experience, joining sensorimotor and interpretative faculties, perceiving, acting and adapting to changing circumstances, even if in contexts that are no longer (or not yet) materially accessible today. The challenge consists in the breadth of the field and the need to bring together an exceptional spectrum of disciplines, from cognitive science and psychology to history, archaeology, art, geography, computer sciences. Despite the exciting perspectives opened in education and in terms of social and economic growth, research in the domain of Virtual Museums has not reached a sufficient level of maturity, such as Cinema or Game sectors. There is still a disconnection between the research, that develops tools with little interest in ...
2012 18th International Conference on Virtual Systems and Multimedia, 2012
ABSTRACT
INTED proceedings, Mar 1, 2021
SCIRES-IT : SCIentific RESearch and Information Technology, Aug 4, 2016
Demonstrated during the Digital Heritage Expo in Granada, Protect the Walls! is an educational pr... more Demonstrated during the Digital Heritage Expo in Granada, Protect the Walls! is an educational project that deals with the technology and tactics of siege of the 4th century BC. It was conceived as a serious game in order to facilitate enjoyment by younger persons, while maintaining its scientific validity and historical reliability. It is a multi-sensory stereoscopic experience aimed at transmitting cultural content not in a descriptive manner but looking for emotional involvement by the public. During the game experience, the user gets to know the ancient war machines and the strategies of attack and defense in a siege, the architectural characteristics of the towers and the city walls of Paestum (once called Poseidonia). The dramatic storytelling of Protect the Walls! is also developed through a short but spectacular introductory movie, completely realized in CG. The game runs in a VR environment and requires gesture based interaction to be played.
Information, Apr 13, 2021
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Amsterdam University Press eBooks, Jan 2, 2014
Oxford University Press eBooks, Mar 19, 2020
Digital technologies can have a great impact on the methodological and epistemological research r... more Digital technologies can have a great impact on the methodological and epistemological research regarding urban contexts, not only for the documentation and reconstruction of the built heritage but also in the simulation and transmission of intangible values. 3D representation is a powerful tool for communication and also for interpretation. It has perceptive and cognitive impact while also providing a visual interface toward making multiple and deeper connections of meaning and contents. The chapter analyzes the approaches commonly adopted in 3D reconstruction of urban contexts. Methodologies, technologies, software, and data are examined, together with possible outputs (2D or 3D GIS, computer-graphic movies, real time or augmented-reality applications) while offering new perspectives. A study case is presented of the Matera Città Narrata project, whose aim was the creation of a multi-channel digital platform able to support public tourism of this World Heritage Site. It includes, for instance, 3D reconstructions of the urban context evolution through eight chronological phases. It also tells the stories behind those ancient sites, provides real fragments of life, as well as myths, events, characters, and memories.
Amsterdam University Press eBooks, Dec 31, 2014
The aim of "Matera Citta Narrata" (Matera: Tales of a City) project is the creation of ... more The aim of "Matera Citta Narrata" (Matera: Tales of a City) project is the creation of a digital platform able to support the public before and during the visit of Matera ( Unesco World Heritage since 1993) , through the access to cultural contents while attending places, sites, itineraries. It does not consist in a descriptive traditional guide inspecting monuments and mentioning who made them and when. On the contrary it tells the stories that took place in those ancient sites, real fragments of life, myths, events, characters, memories, also involving local people. Several contents have been developed: 3D reconstructions, videos, multimedia, virtual reality environments, audio guides, declined according to different communicative formats to be implemented for different and multiplatform devices. 3D reconstructions show the evolution of Matera and its landscape through the time, in eight different ages: the emersion of lands from the sea more than two million years ago, the terrain and “gravina” development, the birth of the first neolithic entrenched settlements (5000-4000 b.C.), the diffusion of the life in the caves, the construction of the “built” and fortified space in the Middle Ages, the expansion from the Civitas to Sassi suburbs, from Sassi to the planar area where the modern and contemporary city developed. The main components of the platform are: 1) the web site, accessible in remote and from smartphone, where it is possible to enjoy narratives, to make specific researches or to download different kinds of materials usefull during the successve visit of the city; 2) cultural contents and applications for mobile devices (phones, smartphone, iPad) with different operative systems (iOS, Android, Symbian, Java). In this way every user can reach cultural contents in a simple way, choosing the communicative format he prefers and supported by the technolgy he owns. The access is totally free for public. The project has been r ealized by CNR ITABC and supported by the Regional Promotion Agency (APT) and the Basilicata Regional Government’s Department of Manufacturing/Production Activities, The paper will describe the contents and the technological infrastructure.
Etruscanning 3D is a European project in the Culture 2007 framework, that involves a consortium o... more Etruscanning 3D is a European project in the Culture 2007 framework, that involves a consortium of museums and research organizations from 3 European countries to explore the possibilities of new visualization techniques, in order to to re-create and restore the original context of the Etruscan graves. The project is in progress and will last until 2013. Main objectives are: - International cooperation in the development of presentation techniques, to be proposed during exhibitions in the Netherlands (two important exhibitions are already open in Amsterdam and in Leiden), Belgium and Germany and for permanent use in Italian museums; - digital acquisition, digital restoration, 3D reconstructions and final communication of Etruscan graves and collections through innovative VR systems. We focus on two important Etruscan tombs: Tomba Regolini Galassi , in the Sorbo necropolis in Cerveteri, and Tomba 5 Monte Michele , in Veio. The finds from these tombs are mostly in museum collections a...
Heritage, Nov 27, 2021
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
HAL (Le Centre pour la Communication Scientifique Directe), Nov 8, 2005
In this paper we will answer methodological and technological problems of the virtual reconstruct... more In this paper we will answer methodological and technological problems of the virtual reconstruction using OpenGl software in order to project, reconstruct and explore the archaeological landscape in real time. The "Appia antica" project is an extraordinary case study able to integrate different spatial technologies: remote sensing, laser scanning, mono and stereo photogrammetry, photomodelling, DGPS RTK (real time kinematic), GIS. Technologies used are turned towards two research directions : the first one is the topographic and architectural documentation of monuments for GIS and spatial archives, the second one is the creation of a virtual reality system dedicated to the narrative museum of the Appia antica. Scientific, geographical, antropological, cultural, narrative aspects are all together costitutive elements of the hystory of the archaeological landscape, they belong to its memory. How did ancient people lived in the territory? What kind of activities did they develop? Which symbolic values did they attribute to the places? What kind of relationship did they establish with the territory and in consequence among themselves? These are the main questions a project of communication should face. It is very important to preserve the link between the fieldwork and relief activities and virtual reality communication. For this reason our efforts have been oriented to experiment and find a common protocol to manage data, without loosing information during the successive phases of elaboration and communication.
Applied System Innovation
Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the... more Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the col...
Routledge eBooks, Aug 16, 2022
Digital technologies can have a revolutionary impact in the cultural heritage domain, not only in... more Digital technologies can have a revolutionary impact in the cultural heritage domain, not only in documentation and representation but also in communication and in the emerging field of digital ecosystems. Virtual environments allow the users to learn from experience, joining sensorimotor and interpretative faculties, perceiving, acting and adapting to changing circumstances, even if in contexts that are no longer (or not yet) materially accessible today. The challenge consists in the breadth of the field and the need to bring together an exceptional spectrum of disciplines, from cognitive science and psychology to history, archaeology, art, geography, computer sciences. Despite the exciting perspectives opened in education and in terms of social and economic growth, research in the domain of Virtual Museums has not reached a sufficient level of maturity, such as Cinema or Game sectors. There is still a disconnection between the research, that develops tools with little interest in ...
2012 18th International Conference on Virtual Systems and Multimedia, 2012
ABSTRACT
Atti del workshop del 15 dicembre 2016 presso il Museo Nazionale Etrusco di Villa Giulia a Roma, ... more Atti del workshop del 15 dicembre 2016 presso il Museo Nazionale Etrusco di Villa Giulia a Roma, sul tema della comunicazione museale, dei musei virtuali e di una proposta metodologica per la valutazione dell'esperienza dei visitatori.
In particolare vengono presentati i risultati delle valutazioni svolte nel corso del 2015-2016 sul pubblico scolastico (licei di Roma e provincia) e su quello generico dell'installazione di realtà virtuale con interazione naturale MUSEO VIRTUALE DELLA VALLE DEL TEVERE, ospitata permanentemente presso lo stesso Museo di Villa Giulia e realizzata dal CNR ITABC.
Vengono presentati anche altri approcci metodologici e casi di studio, interessanti al fine di restituire un quadro abbastanza esauriente della tematica.