Virtual Archaeology and museums, an italian perspective (original) (raw)

MUSINT II: a complex project on a virtual and interactive museum involving institutions in Florence, Rome and Heraklion

MUSINT II is part of a more general project on a series of virtual and interactive museums, using traditional and new technologies with the aim of reaching a wider audience. An interdisciplinary methodology provided by the participation of archaeologists, architects/designers and computer scientists makes the project rich in attractive solutions for visitors of different levels. MUSINT II uses a sophisticated structure, a series of 3-dimensional models produced with both photogrammetry and laser scanning. A complex database with many interconnected queries was implemented to make the study of a large number of objects more efficient and to offer truly innovative research responses with effortless data processing. New hyper-realistic techniques are used to best illustrate the reconstruction of buildings, objects and scenes of life. A specific educational section is addressed to young people, with all these new techniques applied in a winning way. The main object of MUSINT II is a specific category of small objects, sealings and seals, coming from the excavations at Haghia Triada carried out by the Italian Archaeological expedition in Crete at the beginning of 1900. Our purpose is to offer a new analytic and, at the same time, synthetic vision, addressed to a wide audience, of the historical and archaeological representation of one of the most important sites of Minoan Crete.

VIRTUAL PAST. INTERACTIVE PRESENTATION OF LATE ROMAN TOWERS (ARCHAEOLOGICAL MUSEUM, MILAN ITALY)

Morandi, S. and Tremari, M.: VIRTUAL PAST. INTERACTIVE PRESENTATION OF LATE ROMAN TOWERS (ARCHAEOLOGICAL MUSEUM, MILAN ITALY), Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLII-2/W11, 887-893, 2019

The work is an analysis of the recording, processing and presentation of the 3D data of two late roman towers inside the area of the Archaeological Museum of Milan, part of the city previously occupied by the Monastery of St. Maurizio and rich of historical and ancient monuments. The aim of this research is to examine the possibilities offered by digital technologies to record and enhance the archaeological heritage and to increase the divulgence and presentation with interactive products.

MUSINT II: A Complex Project on a Virtual and Interactive Museum Involving Institutions of Florence, Rome and Heraklion

Studies in Digital Heritage

MUSINT II is part of a bigger project involving a series of virtual and interactive museums, using traditional and new technologies with the aim to reach an enlarged audience. The presence of Archaeologists, Architects/Designers and Computer Scientists ensures an interdisciplinary methodology that makes our project rich of solutions and attractive to different visitors. MUSINT II uses a sophisticated structure, a series of 3 dimensional models produced both with photogrammetry and laser scanner. A complex database with numerous interconnected queries is implemented in order to enhance the study of a large number of objects giving really innovatory answers and effortless data processes. New hyper-realistic techniques are used to best illustrate the reconstruction of buildings, objects and scenes of life. A specific educational section is directed to young people where all these new techniques are applied in a winning way. The main object of MUSINT II consists in a specific category...

Building archaeological museums as protagonists of Virtual reality

Acta Terrae Septemcastrensis 9, “Lucian Blaga” University - IPCTE, Sibiu, 2010

How to migrate high motivated museum institutions to virtual museums online, even if they are affected by inadequate ICT competences, low Web presence and restricted financial resources? The article discusses the model-experience of the Virtual Museum of European roots realized by the F-MU.S.EU.M. Network. It is aimed disseminating toward a wide audience the acknowledgment that a major civilization flourished in Neolithic and Copper Age in Southeastern and Central Europe (the Danube civilization) and documenting how the European matrix is still now in part founded upon it. The partnership of the F-MU.S.EU.M.

Archeovirtual 2011: An Evaluation Approach to Virtual Museums. In Proceedings “18th International Conference on Virtual Systems and Multimedia” VSMM 2012, Virtual Systems in the Information Society, Milano, Italia, 2-5 settembre 2012, IEEE Press, pp.25-32.

November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC -Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy. The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented realities and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience’s impact towards projects, because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools was implied to evaluate the general visitor’s behavior and the effectiveness of interfaces, understand their expectations and experiences, and obtain a reference grid of values to evaluate if users' experience fit with organizers' ones. The first outcomes said that audience’s impact toward interactive applications seems depending on the capability of technology to be “invisible”; otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.

2012 - The Virtual Museum of the Tiber Valley Project

Antonia Arnoldus Huyzendveld, Marco Di Ioia, Daniele Ferdani, Augusto Palombini, Valentina Sanna, Sara Zanni, Eva Pietroni - The Virtual Museum of the Tiber Valley Project

The aim of the Virtual Museum of the Tiber Valley project is the creation of an integrated digital system for the knowledge, valorisation and communication of the cultural landscape, archaeological and naturalistic sites along the Tiber Valley, in the Sabina area between Monte Soratte and the ancient city of Lucus Feroniae (Capena). Virtual reality applications, multimedia contents, together with a web site, are under con struction and they will be accessed inside the museums of the territory and in a central museum in Rome. The different stages of work will cover the building of a geo-spatial archaeological database, the reconstruction of the ancient potential landscape and the creation of virtual models of the major archaeological sites. This paper will focus on the methodologies used and on present and future results.

Development of virtual environments for the museum communication

in Proceedings of the 6th International Congress “Science and Technology for the Safeguard of Cultural Heritage in the Mediterranean Basin” (22nd-25th October 2013, Athens, Greece), vol. III, Roma 2014, pp. 41-49

Despite the large number of monumental tombs discovered over the years in Taranto, only a few among them are open to the public for in situ visits. Actually, in most cases the visit is precluded because the sites are placed below private buildings or urban roads. However, as often happens, they are affected, for various reasons, by another inevitable trouble: the artefacts preserved inside them until the discover, have been subsequently brought into some museums whereas the monumental structures have been restored, in most cases with provisional works, in order to prevent their collapse. The consequence of this moving, is the de-contextualization of the grave goods and the lack of valorisation of monumental archaeological contexts. An effective solution for these issues could be achieved from the use of technologies that allow a virtual enjoyment of these monuments and the virtual set-up of the grave goods in their original contexts. Based on these premises, thanks to the project CNR-IBAM "Marta Racconta. Storie Virtuali di Tesori Nascosti", co-financed by the Fondazione Cassa di Risparmio di Puglia, the National ARchaeological Museum of TAranto (MARTA) will be soon equipped with the installation of a Virtual Platform. This will make 'accessible' ancient monuments from the Greek Taras (the ancient Taranto) currently closed to visitors. In particular, three very interesting monuments have been identified in close cooperation with the Superintendent and with the direction of the Museum of Taranto. The first one is the so-called Tomb of the Festoons, that was found in Via Crispi at the beginning of the last century. At present, it is placed inside a private apartment under the ground floor of a building. The second one, called the Hypogeum of the Gorgons, was discovered some years ago in Via Otranto, but it is now placed below a road pavement. The archaeological and archaeometric studies carried out on these monuments made it possible to develop a wide path of knowledge ranging from funerary rituals to construction techniques.

Virtualising ancient imperial Rome: from Gismondi's physical model to a new virtual reality application

International Journal of Digital Culture and Electronic Tourism, 2008

This paper deals with two, related topics: the acquisition and recovery of information'trapped'in the geometry of an historical artifact; the employment of this form of'intangible heritage'as an historical source on a par with more explicit sources such as ancient drawings, books, archaeological excavations, etc. This study relates to the construction of a virtual model of ancient Rome within the framework of the international project known as" Rome Reborn 1.0"(www. romereborn. virginia. edu). It exploits ...