e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies
Abstract
:1. Introduction
1.1. Aims of e-Archeo Project
1.2. Structure of the Paper
1.3. State of the Art on XR and Accessibility for Cultural Heritage
- Findable. Automatic and reliable retrieval of datasets depends on the persistent identifiers (PIDs), such as DOI, Handle or URN, and descriptive metadata, which should be recorded in repositories that machines can also index;
- Accessible. The data or the metadata should be stored in repositories that make them persistent over time and traceable on the network;
- Interoperable. The data format should be open and interpretable by various tools, including other databases. Metadata should also use a standardised language shared internationally by different indexing services;
- Re-usable. Data processing should conform to the standards or protocols recognised by the relevant scientific communities. Data and metadata should be described and documented so they can be replicated and/or combined in different contexts. The reuse of data and metadata should be declared under one or more open licences.
1.4. General Strategies Adopted and the Added Value of the Project
1.4.1. Role and Use of Virtual Reconstructions, Levels of Representation, Technological Choices
- (1)
- Today’s “archaeological landscape” associated with descriptive and narrative contents;
- (2)
- “potential ancient landscape”, through virtual reconstructions associated with descriptive and narrative contents;
- (3)
- “interpreted landscape”, through the application of symbolic colours to the various elements of the virtual reconstruction, corresponding to different reliability levels; these latter are also connected to the interpretative sources and processes that have supported the reconstruction. This visualisation is associated with the scientific back end.
- 360°, still or animated, interactive rendering (equirectangular projection);
- Simple VR scenes, in case of visualization of museum objects, accessible also on common smartphones.
1.4.2. A Multichannel Project
1.4.3. Sustainability and Long-Term Preservation
1.4.4. Runtime Online Platform
- (1)
- “e-Archeo.it” website;
- (2)
- “e-Archeo 3D” web app, allowing audio-visual experience (multimedia and VR, 360° MR);
- (3)
- “e-Archeo Voices” web app, to access podcasts for each archaeological site.
2. Materials and Methods
2.1. Methods and Tools for Working Together and Creating the Production Chain
- The founders of the city (who they were, where they came from, how they arrived, why they arrived, etc.);
- The characteristics of the settlement (morphology, functional areas, viability, residential buildings, sacred buildings, necropolis, etc.);
- The population’s cultural identity during the time (funeral rites, care of the sick, crops, technologies, clothing, etc.);
- Social and political relations with neighbouring populations (military techniques, enemies, allies, contamination with surrounding cultures, etc.);
- Known personalities, significant monuments and objects representative of the culture.
- Preliminary phase:
- Existing data collection and organization on a common repository, analyses and optimization;
- Decision about the contexts to be virtually reconstructed and the selection of the most meaningful narrative subjects for each site;
- Definition of interventions, output and strategies; elaboration of methodological guidelines and templates to be transmitted to all content producers;
- Content production;
- Development of the applications for public use and dataset publication on an open access repository for long-term archiving.
2.2. 3D Contents
- Red, to identify archaeological features documented in situ in the present or the past;
- Blue, to identify virtual restoration work resulting from physical evidence (e.g., partial collapse of a wall);
- Dark yellow, in the case of anastylosis with the repositioning of existing pieces but located elsewhere (e.g., in a museum);
- Light yellow, in the case of anastylosis with missing elements;
- Green, to identify reconstructed elements without concrete evidence, thanks to deductive processes (e.g., literary sources, architectural modules, comparative cases, typological similarities).
2.3. Languages and Styles
2.4. Platform Requirements
- (1)
- Compliance with the usability standards ISO 9241-11:1998, later updated by ISO/2014 [50], which define usability as “effective and satisfactory interaction for the user in terms of both efficiency and well-being. The aim of usability is to economise the cognitive effort of the user, proposing products that are easy to understand, to learn, to use, to remember, that avoid or make recoverable errors and that therefore gratify the user”;
- (2)
- (3)
- Open source software in order to lengthen survival over time;
- (4)
- Compatibility with all web browsers (Firefox, Safari, Chrome, Edge);
- (5)
- Ability to adapt the same web application to multiple devices and presentation modes (multi-projection, immersive viewer, desktop, tablet, smartphone);
- (6)
- Automatic recognition of the device from which the web app is accessed to adapt the resolution of the displayed content;
- (7)
- Ease and autonomy for content providers to upload and publish data, without having to go through the platform developer, following simple procedures;
- (8)
- Persistence of content links over time;
- (9)
- Sustainability of economic management;
- (10)
- Management of videos through an integrated player (HTML5);
- (11)
- Management of 3D models in real-time graphic scenarios;
- (12)
- Management of 360° panoramas, both photographic and video;
- (13)
- Management of audio content, even more than one instance at the same time in the same scene;
- (14)
- Management of semantic mappings applied to the 3D models/scenarios;
- (15)
- Creation, by authorized content providers, of 3D annotations and metadata associated with 3D models; these annotations may contain text, images, audio and video; they are associated with specific areas or elements of the 3D scene or 360° panorama and are accessed simply by selecting that element of interest;
- (16)
- Interfacing with QR codes;
- (17)
- Integration with low-cost hardware solutions and single-board computers (e.g., Raspberry Pi);
- (18)
- Aptitude to manage gamification techniques, in perspective.
- Management of 360° 2.5D panoramas (panoramic image and depth map);
- Support for marker-based AR;
- Support for markerless AR;
- Interfacing with motion capture (e.g., Leap Motion) or proximity systems to create advanced interaction models.
3. Results
3.1. e-Archeo 3D
3.2. e-Archeo Voices
3.3. e-Archeo Tactile
3.4. e-Archeo Human Interface
3.5. e-Archeo Video
4. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Pietroni, E.; Menconero, S.; Botti, C.; Ghedini, F. e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies. Appl. Syst. Innov. 2023, 6, 38. https://doi.org/10.3390/asi6020038
Pietroni E, Menconero S, Botti C, Ghedini F. e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies. Applied System Innovation. 2023; 6(2):38. https://doi.org/10.3390/asi6020038
Chicago/Turabian StylePietroni, Eva, Sofia Menconero, Carolina Botti, and Francesca Ghedini. 2023. "e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies" Applied System Innovation 6, no. 2: 38. https://doi.org/10.3390/asi6020038
APA StylePietroni, E., Menconero, S., Botti, C., & Ghedini, F. (2023). e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies. Applied System Innovation, 6(2), 38. https://doi.org/10.3390/asi6020038