Paola Di Giuseppantonio Di Franco | University of Essex (original) (raw)
Conferences and Sessions organized by Paola Di Giuseppantonio Di Franco
With this workshop we aim to explore the possibilities inherent in virtual heritage environments ... more With this workshop we aim to explore the possibilities inherent in virtual heritage environments and historical inquiry to foster young people's critical engagement with their past.
The workshop will develop structured discussions on issues arising from the following central concerns:
1. How to enable young people from conflict affected countries to reflect upon and learn about the complexity of their cultural heritage and history and how it affects society and economy;
2. How to enable school teachers to develop their knowledge and teaching skills, and enhance students’ inquiry skills;
3. How to engage large numbers of Tunisian and Lebanese children with their heritage through the use of new technologies and inquiry-based learning.
These questions will be discussed during the workshops and tested through the design and implementation of a Virtual Reality Project.
The purpose of this workshop is to bring together a number of people and organisations, who may have a common interest in developing a funded project, focused around building young people’s engagement with their heritage, through inquiry learning through digital technologies. Given the workshop is hosted in Beirut, the focus is on Lebanese young people. However, given that participants are also attending from Syrian institutions, Syria is also of strong interest.
The field of ‘disaster heritage’, the impact on cultural heritage (both tangible and intangible)... more The field of ‘disaster heritage’, the impact on cultural heritage (both tangible and intangible) through natural disaster, is of ever-increasing concern, in particular given increasing threats from climate change. This ‘sandpit’ session brought together specialists from UK, Japan and elsewhere with the aim of developing funding bids in this area. Themes for discussion included: the mitigation of the risk to cultural heritage from natural disasters; digital archives of the impact of natural disasters on cultural heritage; the role of social media and the creation of new online communities in mitigating of the impact of natural disasters on cultural heritage, dealing with displacement, responding to reconstruction practices and recreating heritage processes; mitigation, displacement, reconstruction, and risk management; interfacing with human rights; historical perspectives on the mitigation of natural disasters; creative responses to the impact of natural disasters on cultural heritage (e.g. creative writing, film, other media: cf ‘Memory Maps’ project with V&A, oral histories, legends, stories and popular culture); interdisciplinary perspectives on volcanology, seismology, coastal erosion and sea-level change, big data, computer science, archives.
Throughout history forced mass movements of people have created heritage, at the time and retrosp... more Throughout history forced mass movements of people have created heritage, at the time and retrospectively. Sites left behind are reused or fall into ruin, objects are taken on journeys, cultural practices are introduced into new environments. In this symposium we will explore the heritage of these displacements with a particular focus on the Mediterranean region from prehistory till today. The conference will include an exhibition of " Another Day Lost: 1,888 and counting… " by Syrian artist Issam Kourbaj, the performance of Ladino songs by Jessica Marlow, and a lunch inspired by Mediterranean culinary heritage. For more information visit:
On the 25th of October 2015, from 10 am to 1pm, at the McDonald Institute for Archaeological Rese... more On the 25th of October 2015, from 10 am to 1pm, at the McDonald Institute for Archaeological Research. Join us for a taster session of topics funded by European grants, including digital technology for preserving cultural heritage; the causes of gender violence among teenagers; teacher leadership and its importance for social transformations; and shell beads and prehistoric fashion. Presentations are followed by interactive hands-on activities. Ideal for all polymaths, young and old.
Archaeology is becoming increasingly ‘digital’. The use of 3D laser scanners, computer vision and... more Archaeology is becoming increasingly ‘digital’. The use of 3D laser scanners, computer vision and photogrammetric methods is well established in the archaeological field now, since these techniques allow to digitally preserving the information through time. Three-dimensional metric replicas of the archaeological record are powerful tools for the analysis, understanding and interpretation of tangible heritage, since they give the opportunity to virtually revisit the archaeological information by multiple experts, without the limitations of space and time. Today digital archives and the web allow preservation, sharing and accessibility of 3D data, favoring an unprecedented dissemination of information. Thanks to the advancement of technologies, 3D digital objects can now also be recreated using 3D printers. This gives researchers and the public the ability to not only see objects, but also engage and interact with their reproductions. Three-dimensional printing affords the use of tactile information not typically utilized when simply viewing static 2D photographs or looking at objects displayed in a museum. What is the value of 3D digital and physical replicas of ancient material culture? How should we consider these digital and virtual reproductions? Are they authentic representations of our cultural heritage or just virtual and physical ‘fakes’? We welcome papers that discuss how 3D digital and printed replicas challenge and reconsider the notion of authenticity in archaeology and heritage studies. We would like potential papers to explore the concept of authenticity in relation to:-Three-dimensional digital replicas of ancient artefacts.-Three-dimensional printed replicas of ancient artefacts.-Three-dimensional virtual replicas of the archaeological excavation process. -Cultural diversity. How different cultures cope with replicas.-Museum experiences.
Books by Paola Di Giuseppantonio Di Franco
This volume represents the first attempt to collate an organic collection of contributions on aut... more This volume represents the first attempt to collate an organic collection of contributions on authenticity and the digital realm in heritage and archaeology. It analyses the concept of authenticity from different perspectives and with different multidisciplinary contributions, together with theoretical debate. The collection of papers explores the concept of authenticity in a comprehensive way, engaging with theories relating to the commodification of ancient material culture, heritage-making processes, scholarly views and community engagement. These papers also take into account current digital practices for the study of past material culture and how their use affects and redefines interpretation processes in archaeology. This will provide a key reference text for archaeologists, museum and heritage specialists, and other readers interested in authenticity, cultural heritage and 3D reproductions.
My dissertation aimed to investigate the potential use of virtual copies of artifacts for knowled... more My dissertation aimed to investigate the potential use of virtual copies of artifacts for knowledge production and acquisition in archaeology. Although scholars recognize the value of digital models for enhancing artifact studies in schools and universities and re-contextualizing objects exhibited in museums, some researchers suggest that these models lack information that is only available through real-world human-object interaction. This point opens up a question about the real value of digital object representations in both research and education. Studies demonstrate, in fact, that we do think with objects and that interaction with things is critical when trying to make sense of their use and function. This study, done in collaboration with the program of Cognitive and Information Science at the University of California, Merced, investigated how knowledge production and acquisition work through different media: visual examination, physical interaction, and three-dimensional virtual and material replica interaction.
The results of this research can be applied to a number of fields, including archaeology, museum display, and modern heritage management. This project will also help to clarify the growing area of human-object interaction studies.
The First Annual Center for Research in the Humanities and Arts (CHRA) Graduate Student conferenc... more The First Annual Center for Research in the Humanities and Arts (CHRA) Graduate Student conference was held at the campus of the University of California, Merced, on April 12-13, 2013. From Monadism to Nomadism: A Hybrid Approach to Cultural Productions focused on the intersection and interplay of cultural studies, the social sciences, and the humanities and encouraging the exploration of various theoretical frameworks, case studies and fieldwork, and research. By juxtaposing issues such as intercultural negotiation, trans-(post)modern society, migratory aesthetics, diverse understandings within liquid societies, and symbolic struggle, this conference provided a venue to explore the post-(de)colonial dilemmas created by the reinvention and promotion of culture as a coherent and diverse reality. The proceedings are online at: http://128.48.120.176/uc/search?entity=ssha_ihgradstud_conf2013.
Papers by Paola Di Giuseppantonio Di Franco
This interactive documentary combines 3D visualisation and multi-modal storytelling to tell the s... more This interactive documentary combines 3D visualisation and multi-modal storytelling to tell the story of Senerchia terremotata, that is, the earthquake that devastated the Irpinia region (South Italy) in 1980. Forty years after one of the most devastating earthquakes in Italian history, Italia Terremotata investigates its long-term impact on rural communities in Irpinia (South Italy). This film integrates 3D visualisation and multimodal storytelling to recount the story of the resilient community of Senerchia, one of at least 40 towns almost completely destroyed by the 1980 earthquake which left 2483 people dead, 7700 injured, and 250,000 homeless. After the earthquake, most of the inhabitants of Senerchia lived in prefabricated houses for more than 20 years before they were able to occupy the new town, built next to the ruins of the abandoned old town. The community of Senerchia, and other affected towns, are still recovering from this life-changing event. The case study of Senerch...
Visual Studies, 2022
In this article, we discuss the experimental application of iterative co-design, community-based ... more In this article, we discuss the experimental application of iterative co-design, community-based and place-centred approaches in the creation of 3D immersive experiences of places that have been badly damaged or destroyed after natural catastrophic events. We take as our case study the community of Senerchia, hit and partially destroyed by the 1980 Irpinia earthquake in Italy. The main purpose of this paper is to analyse and discuss the co-creation process we undertook with residents of the town for the making of an immersive documentary Italia Terremotata which explores life before, during and after the earthquake. Our approach is based on design-thinking and aims to define an ethical framework for the creation of reflexive and multi-vocal 3D immersive storytelling systems that consider ‘vulnerability’ and ‘empathy’ as central design values of the iterative prototyping and co-creation cycle.
PLOS ONE
Museums have widely embraced virtual exhibits. However, relatively little attention is paid to ho... more Museums have widely embraced virtual exhibits. However, relatively little attention is paid to how sound may create a more engaging experience for audiences. To begin addressing this lacuna, we conducted an online experiment to explore how sound influences the interest level, emotional response, and engagement of individuals who view objects within a virtual exhibit. As part of this experiment, we designed a set of different soundscapes, which we presented to participants who viewed museum objects virtually. We then asked participants to report their felt affect and level of engagement with the exhibits. Our results show that soundscapes customized to exhibited objects significantly enhance audience engagement. We also found that more engaged audience members were more likely to want to learn additional information about the object(s) they viewed and to continue viewing these objects for longer periods of time. Taken together, our findings suggest that virtual museum exhibits can im...
Critical Archaeology in the Digital Age Edited by Kevin Garstki, 2022
Drawing on recent studies that offer a re-reading of The Work of Art by Walter Benjamin (1935), i... more Drawing on recent studies that offer a re-reading of The Work of Art by Walter Benjamin (1935), in this chapter I argue that research and practice concerned with the use of 3D digital and printed replicas of artifacts inside museums should focus on how playing with and touching replicas can regenerate the aura of the original items exhibited in the glass case. My argument reinforces the idea that authenticity is not intrinsic to the inner qualities of original artifacts, but is instead defined by engagement, play, and the sense of touch, such that replicas of artifacts, which can be touched and physically or virtually manipulated, can sometime be perceived as more authentic than the real objects exhibited in a glass case.
Sustainability, 2019
This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Proj... more This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Project. This project, funded by the British Council, combined education, history, and heritage for the digital preservation of tangible and intangible aspects of heritage associated with the 19th century Said Palace (Ksar Said) in Tunis. We produced an interactive 3D model of Ksar Said and developed learning resources to build Tunisian students’ critical engagement with their heritage through inquiry learning activities within the 3D model. We used a user-centred approach, based on pre-assessment (i.e., co-creation of contents), mid-term evaluation (i.e., feedback on contents and preliminary design of virtual activities), and post-assessment design (i.e., user trial). Our results demonstrate the potential of this novel approach to virtual learning and inform future co-design, evaluation and implementation choices for improving the generative power of three dimensional virtual replication of heritage sites in the cultural heritage sector.
3D visualisation in archaeology has become a suitable solution and effective instrument for the a... more 3D visualisation in archaeology has become a suitable solution and effective instrument for the analysis, interpretation and communication of archaeological information. However, so far only a few attempts have been made to understand and evaluate the real impact that 3D imaging has on the discipline under its different forms (off-line immersive and not immersive, and on-line platform).
There is a need in archaeology and cultural heritage for a detailed analysis of the different infrastructural options that are available and a precise evaluation of the differing impact that they can have in reshaping the discipline. To achieve this, it is important to develop new methodologies that consider the evaluation process as a fundamental and central part for assessing digital infrastructures. These new methods should include flexible evaluation approaches that can be adapted to the infrastructure that needs to be assessed.
This article aims to provide some examples of 3D applications in archaeology and cultural heritage and describe how the selection of the infrastructure is related to specific needs of the project. This work will describe the different applications and propose guidelines and protocols for evaluating their impact within academia and the general public.
This paper investigates the use of 3D immersive virtual environments and 3D prints for interactio... more This paper investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This paper provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects.
In this paper, we present two experiments designed to compare 2D digital pictures and 3D digital ... more In this paper, we present two experiments designed to compare 2D digital pictures and 3D digital replicas of artifacts, to understand how differently these media facilitate the perception and understanding of our past. Archeologists and museum experts have commonly used 2D digital pictures to preserve and study artifacts. Recently, these scholars have also started to use 3D digital archives for their studies. Yet, we still need to determine how these two formats (2D vs. 3D) affect the perception of our past. Results of our experiments point to 3D digital replicas of artifacts as more effective means to digitally preserve tangible cultural heritage, since 3D multi-visualization augments the perception of physical characteristics of the artifacts allowing a more embodied experience with these objects. Our experiments also suggest that multi-visualization (i.e., point-cloud, mesh, and color information) helps the viewers to overcome their personal conceptualization of specific objects.
This study uses a novel, interdisciplinary approach to investigate how people describe ancient ar... more This study uses a novel, interdisciplinary approach to investigate how people describe ancient artefacts. Here, we focus on gestures. Researchers have shown that gestures are important in communication, and those researchers often make a distinction between beat and iconic gestures. Iconic gestures convey meaning, specifically, visual-spatial information. Beat gestures do not convey meaning; they facilitate lexical access. In our study, we videotaped participants while they described artefacts presented through varied media: visual examination, physical interaction, and three-dimensional virtual and material replica (i.e., 3D prints) interaction. Video analysis revealed that media type affected gesture production. Participants who viewed actual objects displayed in a museum-style case produced few gestures in their descriptions. This finding suggests that traditional museum displays may diminish or limit museum users degree of engagement with ancient artefacts. This interdisciplinary work advances our knowledge of material culture by providing new insights into how people use and experience ancient artefacts in varied presentations. Implications for virtual reproduction in research, education, and communication in archaeology are discussed.
Archaeology is a material, embodied discipline; communicating this experience is critical to stud... more Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field), can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.
With this workshop we aim to explore the possibilities inherent in virtual heritage environments ... more With this workshop we aim to explore the possibilities inherent in virtual heritage environments and historical inquiry to foster young people's critical engagement with their past.
The workshop will develop structured discussions on issues arising from the following central concerns:
1. How to enable young people from conflict affected countries to reflect upon and learn about the complexity of their cultural heritage and history and how it affects society and economy;
2. How to enable school teachers to develop their knowledge and teaching skills, and enhance students’ inquiry skills;
3. How to engage large numbers of Tunisian and Lebanese children with their heritage through the use of new technologies and inquiry-based learning.
These questions will be discussed during the workshops and tested through the design and implementation of a Virtual Reality Project.
The purpose of this workshop is to bring together a number of people and organisations, who may have a common interest in developing a funded project, focused around building young people’s engagement with their heritage, through inquiry learning through digital technologies. Given the workshop is hosted in Beirut, the focus is on Lebanese young people. However, given that participants are also attending from Syrian institutions, Syria is also of strong interest.
The field of ‘disaster heritage’, the impact on cultural heritage (both tangible and intangible)... more The field of ‘disaster heritage’, the impact on cultural heritage (both tangible and intangible) through natural disaster, is of ever-increasing concern, in particular given increasing threats from climate change. This ‘sandpit’ session brought together specialists from UK, Japan and elsewhere with the aim of developing funding bids in this area. Themes for discussion included: the mitigation of the risk to cultural heritage from natural disasters; digital archives of the impact of natural disasters on cultural heritage; the role of social media and the creation of new online communities in mitigating of the impact of natural disasters on cultural heritage, dealing with displacement, responding to reconstruction practices and recreating heritage processes; mitigation, displacement, reconstruction, and risk management; interfacing with human rights; historical perspectives on the mitigation of natural disasters; creative responses to the impact of natural disasters on cultural heritage (e.g. creative writing, film, other media: cf ‘Memory Maps’ project with V&A, oral histories, legends, stories and popular culture); interdisciplinary perspectives on volcanology, seismology, coastal erosion and sea-level change, big data, computer science, archives.
Throughout history forced mass movements of people have created heritage, at the time and retrosp... more Throughout history forced mass movements of people have created heritage, at the time and retrospectively. Sites left behind are reused or fall into ruin, objects are taken on journeys, cultural practices are introduced into new environments. In this symposium we will explore the heritage of these displacements with a particular focus on the Mediterranean region from prehistory till today. The conference will include an exhibition of " Another Day Lost: 1,888 and counting… " by Syrian artist Issam Kourbaj, the performance of Ladino songs by Jessica Marlow, and a lunch inspired by Mediterranean culinary heritage. For more information visit:
On the 25th of October 2015, from 10 am to 1pm, at the McDonald Institute for Archaeological Rese... more On the 25th of October 2015, from 10 am to 1pm, at the McDonald Institute for Archaeological Research. Join us for a taster session of topics funded by European grants, including digital technology for preserving cultural heritage; the causes of gender violence among teenagers; teacher leadership and its importance for social transformations; and shell beads and prehistoric fashion. Presentations are followed by interactive hands-on activities. Ideal for all polymaths, young and old.
Archaeology is becoming increasingly ‘digital’. The use of 3D laser scanners, computer vision and... more Archaeology is becoming increasingly ‘digital’. The use of 3D laser scanners, computer vision and photogrammetric methods is well established in the archaeological field now, since these techniques allow to digitally preserving the information through time. Three-dimensional metric replicas of the archaeological record are powerful tools for the analysis, understanding and interpretation of tangible heritage, since they give the opportunity to virtually revisit the archaeological information by multiple experts, without the limitations of space and time. Today digital archives and the web allow preservation, sharing and accessibility of 3D data, favoring an unprecedented dissemination of information. Thanks to the advancement of technologies, 3D digital objects can now also be recreated using 3D printers. This gives researchers and the public the ability to not only see objects, but also engage and interact with their reproductions. Three-dimensional printing affords the use of tactile information not typically utilized when simply viewing static 2D photographs or looking at objects displayed in a museum. What is the value of 3D digital and physical replicas of ancient material culture? How should we consider these digital and virtual reproductions? Are they authentic representations of our cultural heritage or just virtual and physical ‘fakes’? We welcome papers that discuss how 3D digital and printed replicas challenge and reconsider the notion of authenticity in archaeology and heritage studies. We would like potential papers to explore the concept of authenticity in relation to:-Three-dimensional digital replicas of ancient artefacts.-Three-dimensional printed replicas of ancient artefacts.-Three-dimensional virtual replicas of the archaeological excavation process. -Cultural diversity. How different cultures cope with replicas.-Museum experiences.
This volume represents the first attempt to collate an organic collection of contributions on aut... more This volume represents the first attempt to collate an organic collection of contributions on authenticity and the digital realm in heritage and archaeology. It analyses the concept of authenticity from different perspectives and with different multidisciplinary contributions, together with theoretical debate. The collection of papers explores the concept of authenticity in a comprehensive way, engaging with theories relating to the commodification of ancient material culture, heritage-making processes, scholarly views and community engagement. These papers also take into account current digital practices for the study of past material culture and how their use affects and redefines interpretation processes in archaeology. This will provide a key reference text for archaeologists, museum and heritage specialists, and other readers interested in authenticity, cultural heritage and 3D reproductions.
My dissertation aimed to investigate the potential use of virtual copies of artifacts for knowled... more My dissertation aimed to investigate the potential use of virtual copies of artifacts for knowledge production and acquisition in archaeology. Although scholars recognize the value of digital models for enhancing artifact studies in schools and universities and re-contextualizing objects exhibited in museums, some researchers suggest that these models lack information that is only available through real-world human-object interaction. This point opens up a question about the real value of digital object representations in both research and education. Studies demonstrate, in fact, that we do think with objects and that interaction with things is critical when trying to make sense of their use and function. This study, done in collaboration with the program of Cognitive and Information Science at the University of California, Merced, investigated how knowledge production and acquisition work through different media: visual examination, physical interaction, and three-dimensional virtual and material replica interaction.
The results of this research can be applied to a number of fields, including archaeology, museum display, and modern heritage management. This project will also help to clarify the growing area of human-object interaction studies.
The First Annual Center for Research in the Humanities and Arts (CHRA) Graduate Student conferenc... more The First Annual Center for Research in the Humanities and Arts (CHRA) Graduate Student conference was held at the campus of the University of California, Merced, on April 12-13, 2013. From Monadism to Nomadism: A Hybrid Approach to Cultural Productions focused on the intersection and interplay of cultural studies, the social sciences, and the humanities and encouraging the exploration of various theoretical frameworks, case studies and fieldwork, and research. By juxtaposing issues such as intercultural negotiation, trans-(post)modern society, migratory aesthetics, diverse understandings within liquid societies, and symbolic struggle, this conference provided a venue to explore the post-(de)colonial dilemmas created by the reinvention and promotion of culture as a coherent and diverse reality. The proceedings are online at: http://128.48.120.176/uc/search?entity=ssha_ihgradstud_conf2013.
This interactive documentary combines 3D visualisation and multi-modal storytelling to tell the s... more This interactive documentary combines 3D visualisation and multi-modal storytelling to tell the story of Senerchia terremotata, that is, the earthquake that devastated the Irpinia region (South Italy) in 1980. Forty years after one of the most devastating earthquakes in Italian history, Italia Terremotata investigates its long-term impact on rural communities in Irpinia (South Italy). This film integrates 3D visualisation and multimodal storytelling to recount the story of the resilient community of Senerchia, one of at least 40 towns almost completely destroyed by the 1980 earthquake which left 2483 people dead, 7700 injured, and 250,000 homeless. After the earthquake, most of the inhabitants of Senerchia lived in prefabricated houses for more than 20 years before they were able to occupy the new town, built next to the ruins of the abandoned old town. The community of Senerchia, and other affected towns, are still recovering from this life-changing event. The case study of Senerch...
Visual Studies, 2022
In this article, we discuss the experimental application of iterative co-design, community-based ... more In this article, we discuss the experimental application of iterative co-design, community-based and place-centred approaches in the creation of 3D immersive experiences of places that have been badly damaged or destroyed after natural catastrophic events. We take as our case study the community of Senerchia, hit and partially destroyed by the 1980 Irpinia earthquake in Italy. The main purpose of this paper is to analyse and discuss the co-creation process we undertook with residents of the town for the making of an immersive documentary Italia Terremotata which explores life before, during and after the earthquake. Our approach is based on design-thinking and aims to define an ethical framework for the creation of reflexive and multi-vocal 3D immersive storytelling systems that consider ‘vulnerability’ and ‘empathy’ as central design values of the iterative prototyping and co-creation cycle.
PLOS ONE
Museums have widely embraced virtual exhibits. However, relatively little attention is paid to ho... more Museums have widely embraced virtual exhibits. However, relatively little attention is paid to how sound may create a more engaging experience for audiences. To begin addressing this lacuna, we conducted an online experiment to explore how sound influences the interest level, emotional response, and engagement of individuals who view objects within a virtual exhibit. As part of this experiment, we designed a set of different soundscapes, which we presented to participants who viewed museum objects virtually. We then asked participants to report their felt affect and level of engagement with the exhibits. Our results show that soundscapes customized to exhibited objects significantly enhance audience engagement. We also found that more engaged audience members were more likely to want to learn additional information about the object(s) they viewed and to continue viewing these objects for longer periods of time. Taken together, our findings suggest that virtual museum exhibits can im...
Critical Archaeology in the Digital Age Edited by Kevin Garstki, 2022
Drawing on recent studies that offer a re-reading of The Work of Art by Walter Benjamin (1935), i... more Drawing on recent studies that offer a re-reading of The Work of Art by Walter Benjamin (1935), in this chapter I argue that research and practice concerned with the use of 3D digital and printed replicas of artifacts inside museums should focus on how playing with and touching replicas can regenerate the aura of the original items exhibited in the glass case. My argument reinforces the idea that authenticity is not intrinsic to the inner qualities of original artifacts, but is instead defined by engagement, play, and the sense of touch, such that replicas of artifacts, which can be touched and physically or virtually manipulated, can sometime be perceived as more authentic than the real objects exhibited in a glass case.
Sustainability, 2019
This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Proj... more This paper describes the work undertaken as part of the ‘Digital Documentation of Ksar Said’ Project. This project, funded by the British Council, combined education, history, and heritage for the digital preservation of tangible and intangible aspects of heritage associated with the 19th century Said Palace (Ksar Said) in Tunis. We produced an interactive 3D model of Ksar Said and developed learning resources to build Tunisian students’ critical engagement with their heritage through inquiry learning activities within the 3D model. We used a user-centred approach, based on pre-assessment (i.e., co-creation of contents), mid-term evaluation (i.e., feedback on contents and preliminary design of virtual activities), and post-assessment design (i.e., user trial). Our results demonstrate the potential of this novel approach to virtual learning and inform future co-design, evaluation and implementation choices for improving the generative power of three dimensional virtual replication of heritage sites in the cultural heritage sector.
3D visualisation in archaeology has become a suitable solution and effective instrument for the a... more 3D visualisation in archaeology has become a suitable solution and effective instrument for the analysis, interpretation and communication of archaeological information. However, so far only a few attempts have been made to understand and evaluate the real impact that 3D imaging has on the discipline under its different forms (off-line immersive and not immersive, and on-line platform).
There is a need in archaeology and cultural heritage for a detailed analysis of the different infrastructural options that are available and a precise evaluation of the differing impact that they can have in reshaping the discipline. To achieve this, it is important to develop new methodologies that consider the evaluation process as a fundamental and central part for assessing digital infrastructures. These new methods should include flexible evaluation approaches that can be adapted to the infrastructure that needs to be assessed.
This article aims to provide some examples of 3D applications in archaeology and cultural heritage and describe how the selection of the infrastructure is related to specific needs of the project. This work will describe the different applications and propose guidelines and protocols for evaluating their impact within academia and the general public.
This paper investigates the use of 3D immersive virtual environments and 3D prints for interactio... more This paper investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This paper provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects.
In this paper, we present two experiments designed to compare 2D digital pictures and 3D digital ... more In this paper, we present two experiments designed to compare 2D digital pictures and 3D digital replicas of artifacts, to understand how differently these media facilitate the perception and understanding of our past. Archeologists and museum experts have commonly used 2D digital pictures to preserve and study artifacts. Recently, these scholars have also started to use 3D digital archives for their studies. Yet, we still need to determine how these two formats (2D vs. 3D) affect the perception of our past. Results of our experiments point to 3D digital replicas of artifacts as more effective means to digitally preserve tangible cultural heritage, since 3D multi-visualization augments the perception of physical characteristics of the artifacts allowing a more embodied experience with these objects. Our experiments also suggest that multi-visualization (i.e., point-cloud, mesh, and color information) helps the viewers to overcome their personal conceptualization of specific objects.
This study uses a novel, interdisciplinary approach to investigate how people describe ancient ar... more This study uses a novel, interdisciplinary approach to investigate how people describe ancient artefacts. Here, we focus on gestures. Researchers have shown that gestures are important in communication, and those researchers often make a distinction between beat and iconic gestures. Iconic gestures convey meaning, specifically, visual-spatial information. Beat gestures do not convey meaning; they facilitate lexical access. In our study, we videotaped participants while they described artefacts presented through varied media: visual examination, physical interaction, and three-dimensional virtual and material replica (i.e., 3D prints) interaction. Video analysis revealed that media type affected gesture production. Participants who viewed actual objects displayed in a museum-style case produced few gestures in their descriptions. This finding suggests that traditional museum displays may diminish or limit museum users degree of engagement with ancient artefacts. This interdisciplinary work advances our knowledge of material culture by providing new insights into how people use and experience ancient artefacts in varied presentations. Implications for virtual reproduction in research, education, and communication in archaeology are discussed.
Archaeology is a material, embodied discipline; communicating this experience is critical to stud... more Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field), can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.
Insediamenti rupestri di età medievale: l'organizzazione dello spazio nella mappatura dell'abitato. Italia centrale e meridionale. II Convegno Nazionale di Studi sugli Abitati Rupestri (Castello Orsini – Vasanello (VT), (24 – 25 ottobre 2009)., 2012
Prpceedings of the 38th Annual Conference on Computer Applications and Quantitative Methods in Archaeology, CAA 2010 , 2013
I LONGOBARDI DEI DUCATI DI SPOLETO E BENEVENTO, 2002
The Virtual Museum of the Western Han Dynasty Project is a joint research between UC Merced and t... more The Virtual Museum of the Western Han Dynasty Project is a joint research between UC Merced and the Jiaotong University aimed to the digital documentation of archaeological sites, artifacts and cultural relics of the Western Han Dynasty. The outcome of this process will be the creation of a virtual museum, based on collaborative environments, dedicated to the Western Han Dynasty and able to integrate new archaeological datasets coming from the fieldwork activities (most part of them unpublished), monuments, and famous collections of artifacts of the Xi’an archaeological museums.
One of the most important archaeological examples in Xi’an is represented by the mural paintings of the monumental tombs of the Western Han Dynasty. Despite their cultural and historical importance they are at risk of being lost because of the critical conditions of plasters and colors. The murals show a very rich repertory of subjects such as scenes of daily life, rituals and ascension to heaven. These examples of mural paintings contain a very complex interpretation code explaining the relations between life and death during the Western Han dynasty. A simple description of the subjects and also the 3D virtual reconstruction of the tombs are insufficient for approaching a correct cultural interpretation. In this paper we present a preliminary case study on the semantics of the tomb M 27’s iconography (excavated in Xi’an in 2004 and documented by laser scanning) obtained through 3D virtual cybermaps. The use of virtual-cyber mind maps emphasizes the interpretation of the spatial, religious and symbolic connections (affordances) of the different subjects and images decorating the vault and the walls of the tomb. Through this simulation process the potential semantic recomposition of the tomb creates new metaphors of learning and communication.
In 2008 the idea of a Western Han dynasty virtual museum was conceived by the Xian Jaotong Univer... more In 2008 the idea of a Western Han dynasty virtual museum was
conceived by the Xian Jaotong University of Technology and the
University of California Merced. In two years it has been possible to
collect a huge amount of 3D data using different laser scanner
techniques. We are going to show the data archive made for the
preservation of tangible heritage at risk and communication models
made for revealing the intangible heritage.