75 research outputs found
BEYOND STATIC COLORS: AN INTERACTIVE PARTICIPATORY DESIGN PERSPECTIVE ON COLOR-CENTRIC EXPERIENCES
By combining cognitive, sensorial, historical, and artistic aspects into one experience, digital interactive technologies have afforded new ways to perceive, preserve, curate, exhibit, and access cultural objects. However, there is a critical lack of frameworks and tools designed specifically for colored cultural artifacts–cultural items for which color is a key means of conveying the creative message. While colored artifacts are a priority for Conservation Science, due to their fragility and to the complexity of recreating original appearances, in this article we argue that the conservation of colored artifacts is not merely a matter of scientific studies, analysis and static preservation. Instead, we argue for holistic conservation including the valorization of the social dimensions of color, including for civic engagement. The work first investigates the types of data and knowledge that Conservation Science produces regarding colored collections which specifically consider the social dimension of color. We then research the relational ties between humans and colored cultural artifacts, proposing ways that caring attitudes can be triggered and maintained. We finally survey previous color-centric approaches to such artifacts with digital technologies in an interactive media participatory design perspective. We conclude with lessons learned and further directions, including novel research questions and ideas for future user experiences
The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecting the cognitive-emotional impact of immersive Virtual Reality (VR), specifically Educational Environmental Narrative (EEN) Games. The experiment was designed around three main research questions: if passive or active interaction is preferable for factual and spatial knowledge acquisition; whether meaningfulness is a relevant experience in a serious game (SG) context; and if concentration impacts knowledge acquisition and engagement also in VR educational games. The findings highlight that passive interaction should only be encouraged for factual knowledge acquisition, that meaningfulness is a relevant experience and should be included in serious game design, and, finally, that concentration is a factor that impacts the experience in immersive games. The authors discuss potential design paths to improve both factual and spatial knowledge acquisition, such as abstract concept-oriented design, concluding that SGs should contain game mechanics explicitly supporting players’ moments of reflection, and story structures explicitly aligned to educational facts
Interactive digital narrative authoring tools and hybrid experiences in cultural heritage. An integrated review
Interactive Digital Narrative Authoring Tools (IDN-AT) are software applications that allow users, without the need for programming skills, to create, design, and publish interactive digital narrative applications. In the field of Digital Heritage and specifically in that of Virtual Museums there is an increasing need of such tools, to enable non programmers (designers, creatives and curators) to design and develop hybrid experiences in cultural contexts. This paper aims at reviewing available solutions, defining the gaps and still missing features, tools or services, with the goal of paving the way for a webXR integrated solution
Extending civic participation of Virtual Cultural Experiences: Brancacci POV experiments
Brancacci POV is an hybrid collaborative XR experience meant to let visitors to explore a Renaissance monument in Florence, together and guided by an expert. This research prototype has been used as experimental laboratory to explore complex concepts, dynamics and users behaviors (Caring attitude, VR in formal education and Social Cohesion) with the aim of developing new design strategies for Interactive Media in the Cultural Heritage and Cultural Tourist domains
Videogiochi e processi educativi: nuovi scenari di media literacy
L’esplosivo fenomeno culturale e sociale dei videogiochi lancia una sfida complessa al mondo dell’educazione e della formazione. Divenuti dei veri e propri medium comunicativi, sempre meno forme di intrattenimento ludico fine a se stesso e sempre più metafore del grande gioco della vita, riportano al centro la necessità di riflettere sulle valenze pedagogiche del gioco, coniugandole ai nuovi linguaggi, alle rappresentazioni visuali, testuali e artistiche. Accogliere tale sfida può rappresentare, per la pedagogia e per tutti coloro che sono e saranno professionisti e operatori in questo ambito, la possibilità di delineare percorsi nuovi, aprire orizzonti e nuove prospettivedi formazione del pensiero dei giovani e delle giovani, in maniera non banale e aperta del mondo.
Imparare ad utilizzare un videogioco, significa vivere una nuova alfabetizzazione, ovvero new media literacy: quali nuove sfide educative e progettuali nei percorsi formativi formali e non formali
Conoscenza, tutela e valorizzazione di siti archeologici con particolare attenzione alle applicazioni virtuali: il caso di Ca' Tron (Venezia, Italia)
Community Landscape Archaeology and Digital Technologies for Heritagization and Memorialization Processes
Archaeologists have increasingly embraced public and community engagement, recognizing that multi-vocal approaches, decolonization,
and community participation are crucial in a global context. One of the most effective methods is fostering public involvement in research.
However, studies often focus on the social, economic, and political outcomes of archaeology while underutilizing digital tools beyond
dissemination, missing opportunities for co-creation, narrative building, and multivocality.
Our research, part of the CHANGES-CREST project, explores the integration of community participation with mobile GIS technologies,
remote sensing and Artificial Intelligence. The project aims to co-design sustainable cultural heritage tourism, develop community-based
heritage practices, apply digital solutions for heritage promotion, and support decolonization processes.
Two test sites in the Veneto Region have been implemented as case studies. The Venetian Lagoon has a rich archaeological record dating
back to the protohistoric period to recent times but faces preservation challenges due to climate change, tourism, and migration. The Asiago
Plateau presents significant archaeological phases from Prehistory to the Cold War; this peripheral region experiences tensions between
development and conservation.
Methodologically, we employ free mobile GIS platforms, remote sensing data (satellite images, cartography, aerial photos), Artificial
Intelligence analysis and local knowledge by involving communities in sharing experiences and topographical points of interest. Participants
identify culturally significant locations, associating narratives with material evidence, personal experiences and local history. Public
meetings and focus groups serve as discussion forums, while archaeologists and citizens collaborate in field surveys, mapping the local
heritage and creating AI models for the automatic recognition of the archaeological landscape. Mobile GIS also aids in planning future
research activities, preservation and valorization of cultural heritage. By sharing GIS tools on local communities personal devices, users
gain autonomy in heritage mapping and conservation. These digital tools have engaged younger and tech-savvy participants and, the use of
drones fostering new perspectives on landscape analysis.
Technology and landscape knowledge have emerged as shared languages between archaeologists and communities, facilitating knowledge
exchange and aiding decolonization efforts. Simplifying data and establishing digital ‘fixed points’ in landscape reconstruction helps to re-
narrate complex histories and support decolonisation. Making archaeological language accessible and openly acknowledging interpretative
uncertainties promotes inclusivity over rigid academic narratives.
Both case studies demonstrate that digital and community archaeology should be seen as an interconnected system of theories, tools, and
practices. Free mobile GIS, in particular, empowers communities to engage actively with their heritage, fostering a contemporary and
inclusive archaeological approach
Imagining the past of an Italian garden. A historical-virtual reconstruction of Villa lo Zerbino.
Villa lo Zerbino, built at the end of the 16th century, is an example of an Alessian villa in a suburban area of Genoa. During the centuries, the expanding city reached the villa, later incorporating it completely. As the surrounding urban landscape evolved, the garden was also modified, following the English landscape trends of the era. The main objective of the project discussed in this paper is the creation of a model for the virtual reconstruction of the historic garden of Villa lo Zerbino and its evolution over time. We describe the process that starts from a specific knowledge (based on documents, drawings and maps) and leads to a 3D model focusing on the vegetation elements. A second objective faces the difficulties of the visualization of the uncertainties related to the 16th century virtual garden. When using sources of different qualities and ages, the viewer might not distinguish the difference between the elements that were reconstructed based on documental information and those that result from mere imagination. To give a transparent image of the credibility of the elements, their level of uncertainty has been evaluated and visualized in the virtual representation. The virtual reconstruction methodology has been applied to three areas of the garden. The digital product gives a general image of the 19th century villa. The second part of the paper focuses on the visualization of a 16th century area and the evaluation of its level of uncertainty. This paper contributes to academic research on virtual reconstruction and proposes 3D modeling as a basis for the restoration project, as well as a means to reveal architectural patrimony to the public. Also, providing a 3D representation of the changes of villa over centuries, it aims to stimulate further contributions on the co-evolution of historic heritage and urban landscape
A PageRank based predictive model for the estimation of the archaeological potential of an urban area
We present the analysis of multi-faceted, GIS managed data for determining the archaeological potential, i.e. a measure of the possibility that a more or less significant archaeological stratification is preserved. We used a sizable number of datasets, in order to consider the problem of estimation of archaeological potential in all of its aspects: archaeological data, building archaeological data, historical data, toponymic data, geomorphological data. As the identification of relations among finds is a key issue for the data mining in archaeological interpretation process, we applied a modified version of the PageRank model, because the criteria for assigning importance to web pages by search engines are similar and based on relations, also. The procedure included a categorization archaeological data, the assignment of initial values of potential to the available data through an automatic procedure, the creation of geomorphological
facies maps, the definition of functional areas (i.e. the levels of spatial and functional organization: urban, suburban and rural areas), and the application of the PageRank based algorithm. The model has been applied on the urban area of Pisa, and tested through the data of 14 new cores. The map of archaeological potential consists of the composition of the 7 layers, one for each archaeological period under consideration: Protohistory, Etruscan period, Roman period, Late Roman period, Early Medieval period, Late Medieval period, Modern Age, Contemporary Age. The results, including the archaeological potential map, are to be considered as the first steps towards an automatic, formally definable, and repeatable, approach to the computation of archaeological potential
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