Archeomatica_3_2023
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ivista trimestrale, Anno XV - Numero 3 <strong>2023</strong><br />
www.archeomatica.it<br />
ArcheomaticA<br />
Cultural Heritage Technologies<br />
Innovative Solutions<br />
for Cultural Heritage<br />
Between architecture<br />
and Digital Twin<br />
Leonardo da Vinci’s<br />
Last Supper<br />
Digital Narratives<br />
for CH
Tecnologie<br />
per le Scienze<br />
della Terra e del Mare<br />
Magnetometri<br />
terrestri<br />
Magnetometri<br />
marini<br />
Magnetometri<br />
per drone<br />
Leggeri e intuitivi per rilievi<br />
ambientali e geologici: progetto<br />
preimpostato, dati visualizzati<br />
a colori e con il rumore di<br />
fondo più basso del mercato.<br />
Rapidi, accurati, acquisiscono dati<br />
ad altissima risoluzione in acque<br />
poco o molto profonde. G-882 è<br />
l’unico certificato per le bonifiche<br />
OBI-UXO nel mare del Nord.<br />
La tecnologia MFAM diminuisce<br />
di 10 volte dimensioni e consumi<br />
e mantiene l’altissima risoluzione.<br />
Codevintec rappresenta anche:<br />
tel. +39 02 4830.2175 | info@codevintec.it | www.codevintec.it
EDITORIAL<br />
Museum use<br />
This issue of <strong>Archeomatica</strong> is dedicated, in no uncertain terms, to the use of museum heritage, a<br />
complex topic that has millions of facets, between public and private, not least of which is the<br />
intercontinental transmigration of cultural contents and, above all, of the narrative language that<br />
unites them and that separates and distinguishes them.<br />
The change in focus on the very delicate topic, in almost all countries including the institutional<br />
level, in 2022 has changed the definition of museum by the international ICOM's body, mainly<br />
addressing the cultural role of intergenerational communication of the museum.<br />
It does not mean that the accessibility of the museum and the removal of architectural barriers<br />
have faded into the background as regards the functional objective of opening and practicability of<br />
museum containers to the public, which increasingly needs to be increased in terms of frequency,<br />
being their permanent framework according to the historical world museum organization.<br />
It means that museums, like libraries, are even more instruments of cultural diffusion which, in<br />
making use of the audiovisual image and interactivity as a means of communication on an emotional<br />
level, does not forget the sustainability of the public integration projects advanced and to be<br />
advance, including the public that once said they were simply less fortunate.<br />
That is, the integration of sustainability with disability, of any kind, even alphabetic, whatever the<br />
cost. Tactile and audiovisual values are at the center of the communicative effectiveness of the<br />
museum complex and of the conservation of the works of art and literature that build the language<br />
and their transmission to the future: being visitable is the purpose of its collections and being open<br />
the purpose of its databases.<br />
For paintings and sculptures to be interpretable, they must not be modified, even when profoundly<br />
altered, and the Restoration Charters and Risk Maps are still the fundamental communicative tools<br />
of the artistic sign and writing, even when it has traveled the world, on paper and by cable. The<br />
meaning intentionally and unintentionally participates in interpretations, even the most equivocal<br />
identifications throughout the centuries, and the historian like the visitor moves through the<br />
contradictions of the vast and borderless work on the image, even more so if offered through the<br />
materials and techniques of art reproduction, now no longer just engraving, photographic and<br />
cinematographic, but radiographic, infrared, laser scanning, punctiform, holographic and so on<br />
through which even an expert orients himself as if he were blind in front of a hieroglyph: its its<br />
meanings have not changed unless the sign has been corrupted, they have increased immeasurably<br />
in the memory of artificial intelligence and sometimes even distorted and disguised.<br />
To the point that today it is possible to coherently object to Walter Benjamin and his essay entitled<br />
'The work of art in the era of its technical reproducibility' that the work of art in itself was born<br />
and lived in the era of its technical reproducibility and that there has not been an era that has not<br />
reproduced its samples and masterpieces, as long as sustainability and memory have not become<br />
in the common language above borders and frontiers synonymous with substitution, if not in the<br />
digital evanescence of web and viewers. The only tool in terms of prevention and protection from<br />
the perishability of materials that allows you to imagine the work of art totally as it was in the most<br />
immersive of uses.<br />
Buona lettura,<br />
Francesca Salvemini
SUMMARY<br />
DOCUMENTATION<br />
6 Digital narratives<br />
for education and<br />
cultural dissemination:<br />
an application case<br />
in the Colosseum<br />
archaeological park<br />
On the cover a demonstrative image of a<br />
user using VALUE (Visual Analysis for Localization<br />
and Understanding of Environments)<br />
by Noémie Gabay, Dario Di<br />
Girolamo, Andrea Schiappelli<br />
12 Between architecture and<br />
Digital Twin: the 3D survey<br />
of the Visconti Tower of the<br />
famous Monza Park<br />
by Valentina Baratti, Giada Quercia,<br />
Gianluca Renghini<br />
follow us on<br />
Twitter, Facebook e Instagram<br />
ArcheomaticA<br />
CULTURAL HERITAGE TECHNOLOGIES<br />
YEAR XV, N° 3 - <strong>2023</strong><br />
<strong>Archeomatica</strong>, quarterly published since 2009, is the<br />
first Italian magazine for dissemination, promotion and<br />
exchange of knowledge on technologies for the preservation,<br />
enhancement and enjoyment of cultural heritage.<br />
Publishing about technologies for survey and documentation,<br />
analysis and diagnosis, restoration and maintenance,<br />
museums and archaeological parks, social networking and<br />
"smart" peripherals. As a reference point in the field is the<br />
sharing media for the industry, the professionals, the institutions,<br />
the academia, including research institutions and<br />
government agencies.<br />
Director<br />
Renzo Carlucci<br />
dir@archeomatica.it<br />
Managing Editor<br />
Michele Fasolo<br />
michele.fasolo@archeomatica.it<br />
Editorial board<br />
Giuseppe Ceraudo, Annalisa Cipriani, Maurizio<br />
Forte, Bernard Frischer, Giovanni Ettore<br />
Gigante, Mario Micheli, Stefano Monti,<br />
Luca Papi, Marco Ramazzotti,<br />
Antonino Saggio, Francesca Salvemini,<br />
Rodolfo Maria Strollo<br />
Editors<br />
Valerio Carlucci<br />
valerio.carlucci@archeomatica.it<br />
redazione@archeomatica.it<br />
Matteo Serpetti<br />
matteo.serpetti@archeomatica.it<br />
Maria Chiara Spezia<br />
chiaraspiezia@archeomatica.it
CASE STUDY<br />
16 Leonardo da Vinci’s<br />
Last Supper: Enhanced<br />
Uses and New Digital<br />
Pathways<br />
by Francesco Gavioli,<br />
Eleonora Ligas<br />
COLUMNS<br />
32 ENTERPRISES<br />
STATE-OF-THE-ART<br />
SOLUTIONS<br />
40 AGORÀ<br />
News from Heritage world<br />
42 EVENTS<br />
20 SyncHolo: Holograms<br />
in the World of Art<br />
by paola Rocca, Caterina Rai,<br />
Camilla di Giacomo<br />
ADV<br />
AMOR 24<br />
CHNT 31<br />
Codevintec 2<br />
Esri 30<br />
MUSEUMS<br />
26 Innovative Solutions for<br />
the fruition of<br />
Cultural Heritage: VALUE<br />
by Antonino Lopes, Angelo Aiello,<br />
Gter 10<br />
Planetek 25<br />
Stonex 11<br />
Strumenti Topografici 44<br />
TechnologyForAll 43<br />
Teorema 42<br />
Luca Falzone, Viola Massa<br />
pubblishied by<br />
Science & Technology Communication<br />
Science & Technology Communication<br />
Marketing and Subcriptions<br />
Tatiana Iasillo<br />
t.iasillo@mediageo.it<br />
MediaGEO soc. coop.<br />
Via Palestro, 95<br />
00185 Roma<br />
tel. 06.64.87.12.09<br />
fax. 06.62.20.95.10<br />
www.archeomatica.it<br />
Graphic Design<br />
Daniele Carlucci<br />
daniele@archeomatica.it<br />
Publisher<br />
MediaGEO soc. coop.<br />
<strong>Archeomatica</strong> è una testata registrata al<br />
Tribunale di Roma con il numero 395/2009<br />
del 19 novembre 2009<br />
ISSN 2037-2485<br />
Printed by Bona Digital Print Srl<br />
Signed articles engages only the<br />
responsibility of the author. It is forbidden<br />
partial reproduction of the contents of<br />
this journal in any form and by any means,<br />
electronic or mechanical, including data storage<br />
systems and download, without any written<br />
permission.
DOCUMENTATION<br />
Digital narratives for education and<br />
cultural dissemination: an application case<br />
in the Colosseum archaeological park<br />
By Noémie Gabay, Dario Di Girolamo, Andrea Schiappelli<br />
Fig 1 - In the PArCo with Claudius: a path to empowerment.<br />
In recent years, the demand<br />
for innovative cultural heritage<br />
presentation has risen. Cognitive<br />
barriers pose a challenge in<br />
connecting cultural sites with<br />
the public. Storytelling and<br />
gamification can help overcome<br />
these barriers, making cultural<br />
places more inclusive. We'll discuss<br />
Cultrip's innovative approach,<br />
focusing on their narrative<br />
serious game at the Colosseum<br />
archaeological park (Fig. 1).<br />
TOWARDS NEW FORMS<br />
OF CULTURAL NARRATION<br />
Storytelling, despite the appearance<br />
of novelty given by the<br />
term, is a concept perhaps as<br />
old as humanity itself. In the<br />
context of past civilizations,<br />
forms of communication between<br />
generations were predominantly<br />
oral, creating a rich heritage<br />
of stories that, though<br />
largely forgotten today, finds<br />
new life in the objects displayed<br />
in museums, which are intrinsically<br />
linked to shared places and<br />
imaginaries. The mission of the<br />
modern cultural communicator,<br />
is precisely to attempt to forge<br />
a link between objects and the<br />
stories they witness, stories that<br />
tell of the daily lives of the men<br />
and women of the past.<br />
Storytelling can become a powerful<br />
tool to democratize access<br />
to culture and knowledge,<br />
translating complex concepts<br />
into a more accessible language.<br />
Additionally, due to the interaction<br />
guaranteed by digital<br />
technology, individuals with different<br />
needs can interact and<br />
participate appropriately according<br />
to their motivations and<br />
cognitive and cultural needs.<br />
The visitor is no longer limited<br />
to being a passive listener to<br />
a story, but becomes an active<br />
protagonist who now takes<br />
ownership of the experience.<br />
Storytelling techniques serve as<br />
effective psychological levers<br />
that act on the very depths of<br />
human psychology. The goal is to<br />
emotionally engage the visitor,<br />
not only at an intellectual level,<br />
but deeply in the most intimate<br />
sensitivity of knowledge. In this<br />
way, emotion becomes the vehicle<br />
for transmitting knowledge<br />
without ever trivializing the<br />
cultural content or degrading its<br />
language.<br />
There is a mechanism as ancestral<br />
as storytelling. In the ani-<br />
6 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 7<br />
mal world, puppies learn to survive<br />
through play, honing their<br />
physical and cognitive skills.<br />
Play can be considered a form<br />
of simulation in a controlled environment,<br />
which aims to reproduce<br />
a certain situation, in order<br />
to provide an opportunity for learning<br />
through the autonomous<br />
resolution of a problem.<br />
The so-called gamification, understood<br />
as the application of<br />
game elements and game-design<br />
principles in non-gaming contexts,<br />
can be declined, as in our<br />
case, also in the cultural field.<br />
Game mechanisms like rewards,<br />
goals, levels, and challenges,<br />
motivate people to perform extraordinary<br />
actions they would<br />
normally not undertake. The success<br />
of gamification is rooted in<br />
motivational elements that, once<br />
again, draw on intrinsic values of<br />
the person, such as the desire to<br />
access social rewards and enhance<br />
his or her self-esteem.<br />
The use of storytelling and gamification<br />
in the cultural context<br />
is particularly effective<br />
when directed at children and<br />
teenagers, as these languages<br />
are part of their daily lives. Since<br />
young people associate play<br />
and storytelling with moments<br />
of pleasure and enjoyment, it is<br />
possible to mitigate the aversion<br />
that some of them might have<br />
towards what they perceive as<br />
school activities.<br />
fusion of the two concepts. Cultrip<br />
is an initiative mainly aimed<br />
at children aged 7 to 11, a group<br />
that shows enormous receptivity<br />
towards such forms of dissemination,<br />
as well as curiosity<br />
and openness to exploring even<br />
complex scientific and historical<br />
topics.<br />
The idea behind Cultrip is inspired<br />
by the so-called game books<br />
born in the '80s in the United<br />
States. In these adventure books,<br />
the reader took on the role<br />
of a character within the story<br />
and, jumping back and forth<br />
between the pages, made decisions<br />
that influenced the development<br />
of the plot. This reference<br />
is reinterpreted in Cultrip<br />
to adapt it to the contemporary<br />
context and the peculiarities of<br />
the cultural field. Therefore,<br />
although interactive stories can<br />
be accessed from smartphones<br />
or computers, they are closely<br />
linked to the site itself. The<br />
virtual journey undertaken by<br />
the player reflects what could<br />
physically be done, thus extending<br />
the interaction between<br />
the visitor and the site itself.<br />
This is one of the advantages of<br />
the digital mode of fruition for<br />
cultural sites: it accompanies<br />
the visitor before the visit to<br />
prepare for discovery and after<br />
the visit to relive the experience<br />
from home.<br />
Another advantage is intense<br />
sensory involvement thanks to<br />
auditory and visual immersion,<br />
as well as increased accessibility.<br />
In the digital medium,<br />
the concept of non-linear plot,<br />
already present in game books,<br />
expands further. The story fragments<br />
into narrative nodes where<br />
the user's choice possibilities<br />
are potentially infinite, allowing<br />
a new story to be experienced<br />
each time. The user becomes<br />
a co-creator by autonomously<br />
choosing which branch of the<br />
story to explore and takes the<br />
active role of a protagonist in<br />
the tale. By playing in the first<br />
person, they trigger that process<br />
of identification with the characters<br />
and the ancient world<br />
that makes the experience so<br />
powerful and memorable.<br />
AN INTEGRATED METHODOLOGI-<br />
CAL APPROACH<br />
There are many projects in recent<br />
years that have approached<br />
cultural communication through<br />
the concepts of storytelling and<br />
gamification. This paper will illustrate<br />
the experience of Cultrip,<br />
which is remarkable for the<br />
Fig 2. - Structure of narrative passages with nodes and ramifications.
Time spent by children on digital<br />
devices is usually perceived<br />
by adults as of little value, if not<br />
harmful. However, with the dissemination<br />
technique described<br />
above, such time is not wasted<br />
but is transformed into a means<br />
of knowledge and development<br />
of creative imagination.<br />
Fig 3. - Interactive story map at the palatine and Roman forum on Claudius with narrative arc.<br />
OPERATIONAL STEPS<br />
The Cultrip project, prioritizes<br />
not so much technology, but<br />
more than anything the value of<br />
cultural content. A writing methodology<br />
was developed to create<br />
compelling and aesthetically<br />
impactful interactive narratives<br />
without betraying historical accuracy.<br />
This method will be briefly<br />
explained below.<br />
As a first step, working closely<br />
with the institutions of the cultural<br />
site, an initial attempt is<br />
made to establish a connection<br />
with the place, to understand its<br />
needs and, so to speak, capture<br />
its essence. Together we select a<br />
possible visit route and consider<br />
where to place QR codes that<br />
will allow access to the interactive<br />
story from different points<br />
along the itinerary.<br />
Subsequently, in-depth historical<br />
research and source study<br />
is undertaken. The material gathered<br />
at this stage is subjected<br />
to critical analysis in order<br />
to identify a historical event,<br />
work of art, or theme to serve<br />
as a background for the future<br />
narrative. The proposed stories<br />
are always based on historical<br />
facts or the material and<br />
intangible culture of the site.<br />
This choice might seem like a<br />
constraint on imagination, but<br />
in fact constraints can provide<br />
a coherence that works in favor<br />
of the project. The more historical<br />
data are gathered, the more<br />
the story is enriched with details<br />
and subplots and becomes both<br />
vivid and plausible. The creative<br />
writing stage also assumes a<br />
key role in filling in the blanks<br />
resulting from incomplete and<br />
biased historical sources. In choosing<br />
the subject of the narrative,<br />
not only the great characters<br />
and the best-known events are<br />
favored, but also the everyday<br />
vicissitudes of ordinary people<br />
are considered. In this way, kids<br />
can feel closer to the people of<br />
those distant times, identifying<br />
with their joys and worries.<br />
We proceed to the creation stage,<br />
where the narrated story<br />
enriched with scientific insights<br />
is written, and, in addition, the<br />
structure and computer programming<br />
for the ramifications<br />
of the story is developed. (Fig.<br />
2) Finally, to make the experience<br />
engaging and captivating for<br />
children, the text is accompanied<br />
by vivid illustrations inspired<br />
by the world of graphic novels,<br />
narrator voices, and sound<br />
and musical effects, which make<br />
the entire narrative even more<br />
vibrant and exciting. This deliberate<br />
pop art look, with a vibrant<br />
color palette, plays a major<br />
role in overcoming the idea<br />
of boredom and obsolescence<br />
too often associated by children<br />
with history.<br />
THE CASE STUDY:<br />
THE NARRATIVE SERIOUS<br />
GAME FOR THE COLOSSEUM<br />
ARCHAEOLOGICAL PARK<br />
We now want to bring as a case<br />
study the experience created<br />
with the input and collaboration<br />
of the Education, Didactics and<br />
Training Service of the Colosseum<br />
archaeological park.<br />
This shared project, titled “At<br />
the PArCo with Claudius: a path<br />
to empowerment”, aligns with<br />
the guidelines that the park's<br />
EDF Service has established over<br />
time. It follows a strategy focused<br />
on the development of gamified<br />
experiences, preferably integrated<br />
with direct site experiences.<br />
This approach is considered<br />
essential for effective learning of<br />
historical-archaeological content<br />
and, above all, for providing a<br />
satisfying emotional and sensory<br />
experience the ultimate goal of<br />
initiatives like this.<br />
The case study consists of an interactive<br />
story related to a tour<br />
8 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 9<br />
route that unfolds between the<br />
Palatine and the Roman Forum<br />
in which each narrative arc corresponds<br />
to a place that is emblematic<br />
in the park and important<br />
to the narrative. This story is<br />
enriched by a series of elements<br />
that make it a real teaching aid<br />
made available to teachers of<br />
Italian elementary and secondary<br />
schools and is usable by LIM (interactive<br />
whiteboard multimedia).<br />
It accompanies the child at all<br />
stages of discovery of the archaeological<br />
site: at school, with the<br />
support of teachers; at home,<br />
independently or in family; and<br />
finally, during the visit to the archaeological<br />
park. (Fig. 3).<br />
Objectives of the project<br />
The goals that had been foreseen<br />
were two: first, to gradually<br />
introduce children to the<br />
knowledge of the Palatine and<br />
the Roman Forum through the<br />
story of Emperor Claudius during<br />
his childhood. Second, to raise<br />
children's awareness of socially<br />
sensitive issues, such as bullying,<br />
marginalization, and disability,<br />
experiences Claudius had during<br />
his youth. These topics become<br />
an opportunity for dialogue and<br />
discussion with children about<br />
the differences and similarities<br />
between past societies and our<br />
own, making them empathize<br />
with the suffering that arises<br />
from these difficult situations.<br />
The narrative broadly takes up<br />
the traditional structure of fairy<br />
tales as theorized by V. Propp. It<br />
is a coming-of-age tale in which<br />
young Claudius manages to overcome<br />
his fears with the help of<br />
new friends until he is ready to<br />
embrace adulthood, symbolized<br />
by the toga virilis ceremony.<br />
The player becomes a character<br />
in the Augustan imperial court,<br />
talks to historical figures such<br />
as the emperor Augustus or the<br />
teacher Verrius Flaccus, and<br />
explores first-century Rome.<br />
Through his or her choices, he<br />
or she must help the young Claudius<br />
find his lost bulla by facing<br />
trials that, if mastered, unlock<br />
several possible endings, a peculiarity<br />
that promotes the longevity<br />
and replayability of the<br />
experience.<br />
Educational aspects<br />
The method adopted proves effective<br />
in the educational context<br />
through the use of various<br />
learning mechanisms. In addition<br />
to students' emotional involvement<br />
in storytelling, a verification<br />
system is used to consolidate<br />
acquired notions and<br />
foster long-term learning. This<br />
verification system also provides<br />
immediate feedback to teachers<br />
on the degree of students' attention<br />
and learning.<br />
At the end of listening to insights<br />
based on the ministerial<br />
syllabus that intersperse the<br />
Fig 4 - Album of stickers and collectible cards.<br />
narrative, a mini-verification<br />
game is offered. These quizzes,<br />
if passed, reward the player<br />
with collectible cards, another<br />
cornerstone of the experience.<br />
These illustrated cards stimulate<br />
children of that age's natural<br />
pleasure in collecting, and serve<br />
as rewards for learning efforts.<br />
The experience is not only digital,<br />
but the collectible cards<br />
are also provided in paper form<br />
to be pasted on a travel diary<br />
that serves as a visit guide and a<br />
scrapbook. The latter adopts the<br />
graphic language and structure<br />
of commercially popular sticker<br />
albums, but instead of soccer<br />
players, the protagonists are<br />
Roman emperors, slaves, and artists.<br />
(Fig. 4)<br />
CONCLUSION<br />
The success of the Cultrip<br />
project, and in particular of the<br />
application developed for the<br />
Colosseum archaeological park,<br />
confirms the potential of digital<br />
narrative and gamification techniques<br />
in the field of cultural<br />
communication. Cultrip's inte-
active story created for the<br />
Colosseum archaeological<br />
park represents an example<br />
of how the new methodologies<br />
of interactive storytelling<br />
and gamification can be<br />
applied with success in museum<br />
education and cultural<br />
outreach.<br />
Thanks to the skillful integration<br />
of engaging storytelling<br />
and appealing graphic, the<br />
project manages not only<br />
to stimulate the interest of<br />
children towards the historical<br />
and artistic heritage<br />
of Ancient Rome, but also<br />
effectively conveys cultural<br />
notions.<br />
It is time to abandon the idea<br />
that these types of approaches<br />
based on storytelling<br />
and play lead to a degradation<br />
of the scientific level or<br />
demean the importance of<br />
the cultural site. On the contrary,<br />
the power of stories<br />
lies in their ability to excite<br />
and create new audiences<br />
passionate about history that<br />
will bring to the museum a<br />
quality cultural tourism.<br />
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Storytelling. Attualità e forme del<br />
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Hoepli<br />
Abstract<br />
The integration of storytelling and<br />
gamification in cultural communication<br />
and education offers a powerful<br />
means to engage audiences<br />
and make cultural content more<br />
accessible and enjoyable. The Cultrip<br />
project exemplifies how these<br />
methodologies can be successfully<br />
implemented, providing an interactive<br />
and educational experience for<br />
children at the Colosseum archaeological<br />
park. By embracing innovative<br />
approaches, cultural institutions<br />
can foster a deeper appreciation<br />
and understanding of heritage<br />
among diverse audiences, ultimately<br />
contributing to the democratization<br />
of culture and knowledge.<br />
Keywords<br />
storytelling; gamification; cultural dissemination;<br />
museums; digital; education;<br />
accessibility; narrative serious games<br />
Author<br />
Noémie Gabay<br />
noemie.gabay@cultrip.it<br />
architect and co-founder of Duplicart,<br />
Dario Di Girolamo<br />
dario.digirolamo@cultrip.it<br />
architect and co-founder of Duplicart,<br />
Andrea Schiappelli<br />
andrea.schiappelli@cultura.gov.it<br />
Archaeological Officer, Head of the<br />
Education Didactics and Training Service<br />
at the Colosseum archaeological park,<br />
10 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 11<br />
www.stonex.it<br />
SURVEYING<br />
THE WORLD<br />
COME SEE US:<br />
Hall 27<br />
Stand A27.27 / A27.28
DOCUMENTATION<br />
Between architecture and Digital Twin:<br />
the 3D survey of the Visconti Tower<br />
of the famous Monza Park<br />
by Valentina Baratti, Giada Quercia, Gianluca Renghini<br />
Fig. 1 - Instruments used and data exported.<br />
In the month of March 2022, as part of a redevelopment project<br />
of the Visconti Tower, in collaboration with the Villa Reale Park<br />
Consortium, the topographic, 3D and aerial photogrammetric<br />
surveys of the Tower were carried out within the walls of the<br />
Monza Park, famous for the international racetrack and for its<br />
kilometers of city walls: one of the largest European historic<br />
parks. The surveys were carried out to obtain an extremely<br />
detailed, precise and georeferenced 3D model of the building in<br />
order to produce high-level internal and external elevations and<br />
floor plans. The result obtained is the digital model of the use of<br />
different survey tools and techniques integrated together.<br />
HISTORICAL NOTES OF THE VI-<br />
SCONTI TOWER OF THE ROYAL<br />
PALACE OF MONZA<br />
The Visconti Tower, located inside<br />
the Royal Gardens of the<br />
Royal Palace of Monza, was<br />
conceived and designed in the<br />
first decade of the nineteenth<br />
century by Luigi Canonica, who<br />
was responsible for drawing<br />
up the entire perimeter of the<br />
current Monza Park, as can be<br />
seen from the cadastral map at<br />
that time. The idea of the tower<br />
with neo-Gothic shapes, howe-<br />
12 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 13<br />
ver, found its execution only in<br />
1822, when Giacomo Tazzini,<br />
who succeeded Canonica in the<br />
role of architect of the Royal<br />
buildings, thought of exploiting<br />
the ancient rural building of the<br />
Tuscan vineyard casino to create<br />
a building “alla gotica” and<br />
enrich the royal gardens with<br />
another notable topical piece<br />
of the romantic garden repertoire:<br />
the gothic tower and the<br />
medieval ruin, so popular in the<br />
classic english gardens of those<br />
years. In a first draw the main<br />
elements of the structure are<br />
sketched, which will only be<br />
definitively completed in 1824,<br />
again by Tazzini. The new building,<br />
composed of a portico,<br />
a ground room and an upper<br />
room, is approached by a new<br />
circular tower about twenty<br />
meters high: inside a spiral<br />
staircase leads first to an upper<br />
gallery and finally to the crenelated<br />
terrace: a real lookout<br />
tower at the edge of the gardens<br />
from which was possible to<br />
enjoy an innovative and unusual<br />
point of view of the royal gardens<br />
and the park itself.<br />
An engraving by Frederic Lose<br />
dated 1826 and entitled Le Tour<br />
dans le jarden, shows the tower<br />
finally completed and exactly<br />
how it is nowdays. Therefore it<br />
can be deduced that the date<br />
of the end of the works was<br />
between 1824 and 1826.<br />
to use numerous topographic<br />
and aerial photography solutions<br />
to create, with various<br />
types of tools and software,<br />
both the interior and the exterior<br />
of the detected structure,<br />
a survey project - from a metric<br />
point of view - extremely<br />
detailed and precise, in order<br />
to obtain the digital twin of the<br />
cultural asset.<br />
To do this, the range of Stonex<br />
laser scanners (X300, X150 and<br />
XH120) from which orthomosaics<br />
of the highest quality and<br />
a reliable survey from a metric<br />
point of view were obtained.<br />
Finally, an aerial photogrammetric<br />
survey of over 230 photos,<br />
carried out with a DJI drone,<br />
completed and integrated the<br />
territorial data with the aerial<br />
photogrammetric data obtained<br />
from the Remotely Piloted Aircraft<br />
System - SAPR.<br />
Given the peculiarity of the<br />
structure - from an architectural<br />
point of view - which presents<br />
decorations and details of<br />
various kinds, the use of three<br />
different types of laser scanners<br />
proved to be extremely<br />
appropriate for the case study:<br />
each laser scanner of the Stonex<br />
it was used for a specific<br />
need, enhancing not only the<br />
properties of the instrument<br />
but also the possibility of collecting<br />
every essential detail<br />
with maximum precision for the<br />
purposes of digital reproduction<br />
of the structure. For example,<br />
the X300 laser scanner from the<br />
Stonex series, given its range of<br />
three hundred meters and its<br />
ability to generate extremely<br />
dense and precise point clouds,<br />
it was used to have an overall<br />
view and to capture details and<br />
decorations of the tower facades,<br />
in all its geometric and<br />
architectural interweavings, on<br />
F<br />
ig. 2 - Aeropho<br />
metric data pr<br />
in Cube-3d.<br />
INTEGRATION OF TERRESTRIAL<br />
AND AEROPHOTOGRAMMETRIC<br />
DATA FOR THE SURVEY OF THE<br />
VISCONTI TOWER<br />
The architectural complexity of<br />
the structure surveyed, although<br />
modest in size, and of the<br />
surrounding space, covered by<br />
vegetation, made it necessary<br />
Fig. 2 - Aerophotogrammetric data processed in Cube-3d.
which to integrate more precise<br />
data coming from other scanners.<br />
The X150 laser scanner is a light<br />
and easy to handle tool with a<br />
minimum range of 20cm and a<br />
maximum of 150m, particularly<br />
suitable for capturing portions<br />
of buildings and detailed elements.<br />
Multi-line Lidar technology<br />
and the ability to obtain<br />
complete coverage of the surrounding<br />
area allow you to process<br />
3D models for a wide range<br />
of applications.<br />
A perfect tool for quick topographic<br />
surveys, scans of building<br />
facades and data collection<br />
for floor plans. In fact, it was<br />
widely used to collect digital information<br />
about the interior of<br />
the Tower as well as some details<br />
of the exterior: the point<br />
clouds generated by the X150<br />
laser scanner were then colored<br />
with a 360 HDR camera integrated<br />
into the instrument itself.<br />
Finally, the XH120 portable laser<br />
with SLAM technology proved to<br />
be a reliable companion for providing<br />
a precision planimetry of<br />
the walls and for detecting the<br />
narrow spaces of the tower. The<br />
SLAM technology and the data<br />
derived from the portable laser<br />
XH120 have made it possible to<br />
carry out excellent integration<br />
and registration between the<br />
point clouds obtained from all<br />
Fig. 3 - Stonex S990A GNSS Receiver with IMU.<br />
the laser scanners used, providing<br />
an overall and integrated<br />
overview of all digital information<br />
collected and returned in<br />
that digital unicum which is its<br />
natural consequence and definition.<br />
All the data collected by laser<br />
scans, whose elaborated and<br />
processed point clouds constitute<br />
the digital twin.<br />
PRECISION GEOREFERENCING<br />
WITH S990A GNSS RECEIVER AND<br />
R20 TOTAL STATION<br />
No topographic survey can - nowadays<br />
- be carried out without<br />
precision georeferencing with<br />
a GNSS receiver and a cuttingedge<br />
Total Station. The topographic<br />
positioning was carried<br />
out with the S990A GNSS receiver<br />
from the Stonex range in<br />
harmony with the R20 total station,<br />
in order to be able to georeference<br />
all the data collected<br />
with maximum precision.<br />
Stonex S990A is an 800-channel<br />
GNSS receiver characterized<br />
by an innovative functionality<br />
that improves the performance<br />
of field investigations. All GNSS<br />
signals (GPS, GLONASS, BEIDOU,<br />
GALILEO, QZSS and IRNSS) are<br />
included, at no additional cost.<br />
The new IMU system allows tilt<br />
measurement (TILT) up to 60°:<br />
fast initialization, fast and precise<br />
detection.<br />
The S990A receiver is equipped<br />
with: Bluetooth, Wi-Fi, dual frequency<br />
UHF radio 410-470 MHz<br />
and 902.4-928 MHz. The needs<br />
of each country are supported.<br />
And internal 4G modem that<br />
works with all signals in the<br />
world, a fast Internet connection<br />
is guaranteed.. The internal<br />
10,200 mAh battery allows it<br />
to work for 9 hours and can be<br />
recharged via a Type-C connector.<br />
The color touch display and<br />
web user interface are a quick<br />
and easy way to have complete<br />
control of the receiver.<br />
Thanks to the RTK function<br />
and the Atlas® correction service,<br />
Stonex S990A is also able<br />
to work in particularly difficult<br />
areas. Atlas® provides global<br />
centimeter correction data via<br />
L-Band.<br />
The 1PPS port can be used in<br />
applications that require precise<br />
synchronization time to ensure<br />
multiple instruments work<br />
together.<br />
Stonex S990A with IMU system<br />
makes all measurements reliable,<br />
both surveying and staking<br />
work, and makes the acquisition<br />
of points extremely faster: it is<br />
possible to save up to 40% of<br />
work time in the field.<br />
The S990A GNSS receiver was<br />
also used to measure the GCPs<br />
(Ground Control Points) to be<br />
associated with the aerial photogrammetric<br />
data.<br />
Field software at work in data<br />
collection: stonex cube-a, stonex<br />
reconstructor and Cube-3D<br />
The Stonex Cube-a software was<br />
an excellent ally in field data<br />
collection thanks to its simple<br />
and intuitive interface.<br />
All this data was processed in<br />
the office in the following days<br />
using Cube-desk and Cube-3d<br />
14 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 15<br />
and Stonex Reconstructor software.<br />
Stonex Reconstructor was used<br />
for filtering and recording the<br />
point clouds from Laser Scanner<br />
while with Cube-3d it was possible<br />
to create the final project of<br />
union of all the data collected<br />
since it is able to read a wide<br />
range of formats.<br />
Cube-3d was able to:<br />
• Manage the complete photogrammetric<br />
project (photo,<br />
3D model, orthophoto)<br />
• Import point cloud data from<br />
laser scanners (since it can<br />
handle clouds generated<br />
from any source)<br />
• Import and manage topographic<br />
survey CAD data<br />
(points, polylines, etc.)<br />
The final result confirms that<br />
the integration between TLS<br />
and SLAM data and from aerophotogrammetric<br />
survey allows<br />
to obtain a geometrically reliable<br />
digital 3D model enriched<br />
with color data, perfectly functional<br />
to the needs of the Villa<br />
Reale Park Consortium.<br />
CONCLUSIONS<br />
In recent years, new technologies<br />
have become precious<br />
tools for analyzing the state<br />
of conservation of historic and<br />
architectural buildings. In this<br />
sense, it is now widely established<br />
that geomatic survey<br />
techniques offer solutions that<br />
were unthinkable only a few<br />
years ago for integrated digital<br />
surveys and the documentation<br />
Fig. 4 - Stonex Cube-a Field Software.<br />
of the architectural and artistic<br />
heritage (point based methods,<br />
image-based photogrammetry<br />
and their combination) which,<br />
unlike a Traditional surveys allow<br />
you to save time and have<br />
a high level of accuracy even in<br />
cramped or poorly maintained<br />
structures.<br />
For this reason, laser scanner<br />
and aerial photogrammetry surveys<br />
enhanced by GNSS and total<br />
station positioning systems<br />
can be used to produce detailed<br />
and excellently georeferenced<br />
3D models.<br />
Abstract<br />
In collaboration with the Consorzio<br />
Villa Reale, the topographic,<br />
3D and aerial photogrammetric<br />
surveys of the<br />
Visconti Tower of the Monza<br />
Park were carried out. The<br />
surveys were carried out to<br />
obtain an extremely detailed,<br />
precise and georeferenced 3D<br />
model of the building in order<br />
to produce high-level internal<br />
and external elevations and<br />
floor plans and to obtain a digital<br />
twin of the structure. The<br />
survey is the result of different<br />
survey tools and techniques integrated<br />
together.<br />
Keywords<br />
3D survey; GNSS; georeferencing;<br />
cultural heritage; digital twin<br />
Author<br />
Valentina Baratti<br />
Valentina.baratti@stonex.it<br />
Giada QuerciaGiada.Quercia@<br />
stonex.it<br />
Gianluca Renghini<br />
gianluca.renghini@stonex.it
CASE STUDY<br />
Leonardo da Vinci’s Last Supper:<br />
Enhanced Uses and New Digital Pathways<br />
by Francesco Gavioli, Eleonora Ligas<br />
Fig.1 - Last Supper Interactive project by Franz Fischnaller in the Deep Space 8K<br />
at the Ars Electronica Center in Linz.<br />
In recent years, the growing field of digital enhancement of the<br />
cultural heritage has seen more and more projects dedicated to the<br />
works and writings of Leonardo da Vinci. Digital Humanities 1 and<br />
Digital Storytelling 2 projects have been conceived and developed to<br />
enhance Leonardo’s masterpieces.<br />
This article offers a survey of some examples of digital<br />
enhancement of Leonardo da Vinci’s Last Supper where<br />
Haltadefinizione’s ultra-high definition digital image was<br />
used. Starting from the digital storytelling project Last Supper<br />
Interactive, we will examine several instances of uses of these<br />
images. We will also focus on the ultra-high definition digital<br />
acquisition process itself.<br />
LSI - LAST SUPPER INTERACTIVE<br />
One of the most fascinating recent<br />
digital storytelling projects<br />
based on the Last Supper is the<br />
immersive installation LSI - Last<br />
Supper Interactive, on exhibit in<br />
the Deep Space of the Ars Electronica<br />
Center in Linz. LSI is an<br />
8K-3D augmented reality project<br />
that aims to offer a deep understanding<br />
of the Last Supper and<br />
the historical and architectural<br />
context in which this mural painting<br />
was created. The centerpiece<br />
of the project is the ultrahigh<br />
resolution photograph of<br />
Leonardo da Vinci’s Last Supper,<br />
a 21-billion pixel image composed<br />
of 1042 individual frames,<br />
the result of the digitization<br />
that Haltadefinizione performed<br />
in 2010.<br />
Inside LSI, Franz Fischnaller has<br />
built the Alberti’s Theorem Virtual<br />
Tool (ATVT), an interactive<br />
learning device inspired by the<br />
perspective rules of Leon Battista<br />
Alberti. It shows how Leonardo<br />
applied linear perspective in<br />
the Last Supper. With this tool,<br />
you can observe the painting<br />
from different elevations and<br />
points of view, even from within<br />
the pictorial space. It provides a<br />
unique view of the details and<br />
positions of the apostles at the<br />
table.<br />
16 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 17<br />
The LSI application brings its visitors<br />
right inside the Last Supper<br />
for a full view of its narrative<br />
and symbolism, as well as an understanding<br />
of Leonardo’s use of<br />
linear perspective.<br />
LSI was created in 2019 as a collaboration<br />
between Haltadefinizione,<br />
Professor Franz Fischnaller<br />
and Cineca (Bologna). The<br />
project was updated this year<br />
at Linz with the participation<br />
of the Laboratory of Computer<br />
Vision and Reverse Engineering<br />
of the Polytechnic University of<br />
Milan, which added its 3D digitization<br />
of the monastic complex<br />
of Santa Maria delle Grazie, including<br />
the basilica, the cloister<br />
and the refectory.<br />
THE GIGAPIXEL DIGITIZATION<br />
OF THE LAST SUPPER<br />
At the center of this immersive<br />
experience is the ultra-high definition<br />
‘gigapixel’ image of the<br />
Last Supper by Leonardo da Vinci.<br />
In 2007 and 2010, Haltadefinizione<br />
conducted two ultra-high<br />
resolution digital photographic<br />
sessions, in collaboration with<br />
the Lombardy Regional Museum<br />
Directorate and the Museum of<br />
the Last Supper (Museo del Cenacolo<br />
Vinciano). During photography,<br />
the Italian State Center<br />
for Restoration in Rome tested<br />
Haltadefinizione’s equipment<br />
and certified that it is in full<br />
compliance with the current rules<br />
for the protection of the artistic<br />
heritage.<br />
The digital image of the Last<br />
Supper was for many years the<br />
largest one ever made.<br />
Gigapixel images allow you to<br />
explore the smallest details of<br />
this masterpiece, and are an<br />
extraordinary tool for conser-<br />
Fig. 2 - Digitization project of Leonardo’s Last Supper.<br />
vators. An ultra-high resolution<br />
image serves as a benchmark for<br />
planning any conservation efforts.<br />
Restorers and specialists<br />
were able to compare the two<br />
gigapixel images taken three<br />
years apart to monitor the evolution<br />
of the conservation status<br />
of a masterpiece notoriously<br />
subject to degradation due to<br />
Leonardo’s unusual technique 3 .<br />
Historians of Leonardo have described<br />
his mixed technique of<br />
tempera and dry oil on plaster. It<br />
promised a chromatic intensity<br />
and a brilliance of the pigments<br />
that could not have been possible<br />
in fresco. However, only a<br />
few years after its completion,<br />
the technique turned out to be<br />
vulnerable and began to show<br />
the first signs of decay.<br />
Fig. 3 - Leonardo Da Vinci, Last Supper, 1494 - 1498, Dry wall-painting, Basilica di Santa<br />
Maria delle Grazie – Milan<br />
© Haltadefinizione Image Bank | On concession of Ministero della cultura - Direzione<br />
Regionale Musei Lombardia |
INTERACTIVE STORYTELLING<br />
AND A CLOSER LOOK AT DETAILS<br />
From the point of view of valorization<br />
and discovering new<br />
enhanced uses, the goal of these<br />
digitization campaigns was to<br />
make the ultra-high definition<br />
image available online for free,<br />
to enable scholars and art lovers<br />
to admire the Last Supper from<br />
closer then they could ever see<br />
with the naked eye.<br />
Gigapixel images are very large<br />
files that consist of billions of<br />
pixels. To manage them online,<br />
Haltadefinizione uses a Digital<br />
Asset Management (DAM) software<br />
application called Coosmo.<br />
It is designed specifically<br />
for ultra-high definition digital<br />
files and other heavy digital<br />
objects like 3D models. Haltadefinizione<br />
developed it with the<br />
support of Memooria, a leading<br />
company in the supply of software<br />
and hardware for Digital<br />
Humanities.<br />
Using the DAM, specially designed<br />
for the world of cultural<br />
heritage, several collaborative<br />
projects have been made possible<br />
between Haltadefinizione<br />
and DRM Lombardia - the Lombardy<br />
Regional Museum Directorate.<br />
The software has allowed<br />
the Last Supper to be made<br />
available on the website of the<br />
Last Supper Museum (Museo del<br />
Cenacolo Vinciano) with descriptions<br />
that follow the user’s focus<br />
all the down to the individual<br />
brush strokes.<br />
The digital platform is full of<br />
potential for a deeper user<br />
experience, with multimedia<br />
storytelling that can have customizable<br />
paths. The goal is to<br />
broaden people’s knowledge of<br />
the works through this new tool<br />
that allows you to create real<br />
virtual guided tours for a deeper<br />
understanding of digitized masterpieces.<br />
With this in mind, the online<br />
viewing tool lets the user create<br />
interactive narratives based<br />
on the work. For example, at<br />
Easter in 2021, Haltadefinizione<br />
and the Lombardy Regional<br />
Museums Directorate designed<br />
a virtual tour that invited art<br />
lovers and scholars to discover<br />
details on the Last Supper table<br />
setting that are almost invisible<br />
to the naked eye 4 .<br />
To show its use as a teaching<br />
tool, there was also a detailed<br />
study of the iconological meanings<br />
of the objects seen in the<br />
table setting for the Last Supper,<br />
Fig. 4 - Virtual guided tour available on the website of the Cenacolo Vinciano, made<br />
possible through Coosmo, Digital Asset Management (DAM) software for Cultural Heritage<br />
developed by Haltadefinizione.<br />
which made it not only interesting<br />
to the general public but<br />
also useful to specialists.<br />
CONCLUSION<br />
In conclusion, these projects<br />
show how new technologies are<br />
revolutionizing our ways of preserving<br />
and valuing our cultural<br />
heritage. The potential offered<br />
by digital models has brought<br />
about new ways to make use of<br />
great works like this one. It has<br />
also led to an increase in visitor<br />
traffic to the actual site in Milan.<br />
These projects for the digital<br />
enhancement of the Last Supper<br />
were pioneering examples<br />
that have led to a long series of<br />
renovations at one of the most<br />
visited UNESCO sites in Italy. We<br />
hope that, along with with the<br />
project now underway of redesigning<br />
a more sustainable museum<br />
5 , the Lombardy Regional<br />
Museums Directorate will continue<br />
to invest in the digital enhancement<br />
of this extraordinary<br />
site. In this way, they will carry<br />
on the important work of preservation<br />
and dissemination of the<br />
rich cultural heritage of the Last<br />
Supper around the world.<br />
HALTADEFINIZIONE SRL AND<br />
HALTADEFINIZIONE GMBH<br />
Haltadefinizione is a technology<br />
company specialized in the protection<br />
and enhancement of the<br />
historical and artistic heritage<br />
through the realization of digitization<br />
campaigns in ultra-high<br />
definition, 3D and multispectral<br />
surveys.<br />
Thanks to its long experience in<br />
the field of scanning large-format<br />
works (frescoes, paintings,<br />
maps, statues, tapestries, etc.),<br />
the company plans every digital<br />
acquisition in accordance with<br />
18 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 19<br />
the physical conditions and the<br />
location of the work, ensuring<br />
excellent results in all conditions<br />
of photography, without<br />
ever needing to move the works.<br />
Haltadefinizione also applied aerophotogrammetric<br />
survey techniques<br />
with drones to digitize<br />
entire buildings and monuments<br />
of historical and artistic importance.<br />
In addition to the digital acquisition<br />
of works of art in ultra-high<br />
definition, the<br />
Research and Development department<br />
also deals with the engineering<br />
of innovative machines<br />
for gigapixel and 3D photography<br />
and for the production of 3D replicas.<br />
Thanks to the development of<br />
software for the management<br />
and use of ultra-high definition<br />
images, the company offers digital<br />
storage and preservation<br />
services for cultural heritage<br />
through Coosmo, its Digital Asset<br />
Management service. Specifically<br />
designed for the management<br />
of large quantities of digital assets,<br />
it is compatible with the<br />
IIIF Image and Presentation API<br />
and is flexible and adaptable<br />
to different needs such as protection,<br />
conservation and open<br />
source code.<br />
In November 2022, Haltadefinizione<br />
opened a branch in<br />
Germany, to reach out to the<br />
international market, providing<br />
its technological expertise and<br />
exclusive services to museums<br />
around the world. The objective,<br />
also at the European level,<br />
remains the protection and enhancement<br />
of cultural institutions<br />
and the promotion and<br />
dissemination of our cultural heritage<br />
through digital transformation<br />
projects.<br />
Endnotes<br />
1 A notable example that combines the digitization of Leonardo's<br />
writings and their publication within an innovative model of a<br />
digital library is the project Leonardo//Thek@-Codex Atlanticus,<br />
curated by the Galileo Museum in Florence, cf. Galluzzi, P. (2022)<br />
Leonardo//thek@ 1.0: a digital infrastructure to avoid being<br />
shipwrecked in the ocean of data of the Codex Atlanticus, in Galluzzi<br />
P., Nova A. (ed. by) Decoding Leonardo's codices: Compilation,<br />
dispersal, and reproduction technologies, Venezia: Marsilio.<br />
Regarding the extended bibliography on Digital Humanities, see<br />
Tomasi F. (2022) Organizzare la conoscenza: digital humanities<br />
e web semantico: un percorso tra archivi, biblioteche e musei,<br />
Milano: Editrice bibliografica, Previtali G. (2022) Che cosa sono le<br />
digital humanities, Carocci, Roma, Ciotti F. (ed. by) (<strong>2023</strong>) Digital<br />
Humanities: Metodi, strumenti, saperi, Roma: Carocci.<br />
2 Regarding digital storytelling projects related to Leonardo's<br />
works, see Marani P. C., Apollonio F. I., Gaiani M., Barsanti R.<br />
(2022) Dentro i disegni: tecnologie virtuali per la fruizione dell’opera<br />
grafica di Leonardo da Vinci, in Costa S., Cordera P., Poulot<br />
D. (ed. by) Storytelling. Esperienze e comunicazione del Cultural<br />
Heritage, Bologna: Bologna University Press.<br />
3 Measures were undertaken to address the fragility of the artwork<br />
during the most recent extensive restoration intervention,<br />
cf. Brambilla Barcilon P., Il restauro, in Brambilla Barcilon P., Marani<br />
P. C. (1999) Leonardo. L'Ultima Cena, Milano: Electa.<br />
4 The virtual tour is available on the website of the Cenacolo Vinciano<br />
at the following link: https://cenacolovinciano.org/ultimacena-percorso-halta/<br />
5 Regarding the transformation project for the visitors’ itinerary<br />
at the physical site, please refer to https://cenacolovinciano.<br />
org/en/news-ed-eventi/new-visitors-itinerary-and-new-spacesat-the-museum-of-leonardos-last-supper/<br />
Bibliography<br />
Brambilla Barcilon P., Marani P. C. (1999) Leonardo. L'Ultima<br />
Cena, Milano: Electa.<br />
Ciotti F. (ed. by) (<strong>2023</strong>) Digital Humanities: Metodi, strumenti,<br />
saperi, Roma: Carocci.<br />
Costa S., Cordera P., Poulot D. (ed. by) (2022) Storytelling.<br />
Esperienze e comunicazione del Cultural Heritage, Bologna:<br />
Bologna University Press.<br />
Galluzzi P. (2022) Leonardo//thek@ 1.0: a digital infrastructure<br />
to avoid being shipwrecked in the ocean of data of the<br />
Codex Atlanticus, in Galluzzi P., Nova A. (ed. by), Decoding<br />
Leonardo's codices: Compilation, dispersal, and reproduction<br />
technologies, Venezia: Marsilio.<br />
Marani P. C., Apollonio F. I., Gaiani M., Barsanti R. (2022) Dentro<br />
i disegni: tecnologie virtuali per la fruizione dell’opera<br />
grafica di Leonardo da Vinci, in<br />
Costa S., Cordera P., Poulot D. (ed. by) Storytelling. Esperienze<br />
e comunicazione del Cultural Heritage, Bologna: Bologna<br />
University Press.<br />
Occhipinti C. (2020) Cloni di Leonardo: scritti su arte, umanesimo<br />
e tecnologia, Roma: Dei Merangoli.<br />
Previtali G. (2022) Che cosa sono le digital humanities, Roma:<br />
Carocci.<br />
Tomasi F. (2022) Organizzare la conoscenza: digital humanities<br />
e web semantico: un percorso tra archivi, biblioteche e musei,<br />
Milano: Editrice bibliografica.<br />
Website Bibliography<br />
https://www.openculture.com/2017/07/leonardo-da-vincisvisionary-notebooks-now-online-browse-570-digitized-pages.html<br />
https://www.openculture.com/2018/08/leonardo-da-vincis-earliest-notebooks-now-digitized-and-made-free-online.<br />
html#google_vignette<br />
https://www.openculture.com/2019/05/a-complete-digitization-of-leonardo-da-vincis-codex-atlanticus.html<br />
http://codex-atlanticus.ambrosiana.it<br />
https://scholarworks.iu.edu/journals/index.php/sdh/article/<br />
view/27719/35525<br />
https://franz-fischnaller.com/last-supper-interactive-by-franzfischnaller/<br />
Abstract<br />
The article aims to explore recent opportunities for the digital<br />
enhancement of Leonardo da Vinci's Last Supper made possible<br />
through the gigapixel image acquired by Haltadefinizione. The<br />
analysis begins with an analysis of the immersive project LSI<br />
- Last Supper Interactive, recently presented at the Ars Electronica<br />
Center in Linz. Subsequently, it explores collaborations<br />
between Haltadefinizione and the Museo del Cenacolo Vinciano,<br />
which have revolutionized online accessibility to the masterpiece<br />
through engaging paths of interactive storytelling.<br />
Keywords<br />
Digitization; Gigapixel; Enhancement of cultural heritage;<br />
Conservation; Leonardo da Vinci<br />
Author<br />
Francesco Gavioli, Digital Humanities Specialist,<br />
Haltadefinizione<br />
francesco.gavioli@haltadefinizione.com<br />
Eleonora Ligas, Art Historian, Haltadefinizione<br />
eleonora.ligas@haltadefinizione.com
CASE STUDY<br />
SyncHolo: Holograms<br />
in the World of Art<br />
by Paola Rocca, Caterina Rai, Camilla di Giacomo<br />
The use of holograms<br />
in exhibition design<br />
and the new frontier of<br />
inclusive communication<br />
to the public: how<br />
holograms enrich the<br />
cultural experience and<br />
how digital technology<br />
synthesizes the analog<br />
into experiences that<br />
amplify the perception of<br />
art and its meaning.<br />
When introduced to the topic of holograms for the<br />
first time, one's mind may wander to a diverse archive<br />
of pop culture and science fiction, transporting<br />
us to the distant worlds of Star Wars or Star Trek, or to the<br />
advertisements from Back to the Future. At first glance, holograms<br />
appear as nothing more than a fantasy, a glimpse into<br />
a technology seemingly too advanced for our time. However,<br />
enthusiasts know that the era of holograms has begun, and<br />
we are already engaged in an ongoing technological pursuit.<br />
Experts in the field are aware that technology's evolution has<br />
impressively expanded the horizons of hologram applications.<br />
HOLOGRAMS: BACK TO BASICS<br />
Holograms are 3D images achievable through a variety of<br />
technologies that differ in type and use. From holographic<br />
smoke to Pepper's Ghost projectors, which suffer from complex<br />
setup limitations and sensitivity to space and lighting<br />
20 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 21<br />
conditions. There are also pyramid<br />
systems, holographic screens,<br />
semi-transparent OLED<br />
screens, and rotating mirrors,<br />
all constrained by their inherently<br />
limited scale. One of the<br />
most established technologies,<br />
however, relies on one or more<br />
LED projection blades to create<br />
a floating image with remarkable<br />
detail and exponential size<br />
potential. The end result is a high-quality<br />
image, up to 4k resolution,<br />
projected using technology<br />
that enhances its impact<br />
through animations and previously<br />
unseen visual effects.<br />
3D HOLOGRAPHIC PROJECTION<br />
AND ITS DISRUPTIVE EFFECT ON<br />
THE MARKET<br />
SyncHolo has embraced the<br />
concept of holography, providing<br />
solutions based on 3D holographic<br />
projection devices tailored<br />
to various market sectors.<br />
It enhances the perception of<br />
products and displayed items,<br />
amplifying the overall perceptual<br />
experience. Developed by<br />
Sync Lab, a leading company in<br />
advanced software solutions and<br />
technological consulting, dedicated<br />
to an ongoing process of<br />
value-driven design and implementation,<br />
SyncHolo is an innovative<br />
solution centered around<br />
3D technology. It was born in<br />
2019 within the Research and<br />
Development laboratory at the<br />
ComoNExT Innovation Hub and<br />
emerged as a key player in the<br />
technological evolution, using<br />
holograms to communicate<br />
high-impact content and open<br />
up to an ever-expanding range<br />
of market sectors, positioning<br />
itself as a major market player<br />
during the pandemic.<br />
THE HOLOGRAM CONCEPT<br />
IN DIFFERENT CONTEXTS<br />
Holograms break through the<br />
fourth wall of language, introducing<br />
innovative and unconventional<br />
approaches to threedimensional<br />
communication.<br />
They revolutionize the content<br />
consumption system, becoming<br />
increasingly disruptive not only<br />
in digitally-oriented fields like<br />
retail and commerce but also in<br />
museums, fashion, luxury, and<br />
major events.<br />
A 3D hologram system, achieved<br />
through one or more LED<br />
projection blades, creates a holographic<br />
image that seems to<br />
float in space, reaching significant<br />
dimensions and captivating<br />
attention far more effectively<br />
than most other media. Today,<br />
this technology represents the<br />
bridging of the digital-analog<br />
gap, achieving a complete synthesis.<br />
BEAUTIFUL AND SIMPLE<br />
In a world where "complex" is<br />
often equated with "complicated,"<br />
SyncHolo distinguishes itself<br />
with its straightforward and
unobtrusive configurations and<br />
installations that seamlessly<br />
integrate with exhibition spaces.<br />
Requiring minimal space,<br />
it can be wall-mounted, placed<br />
on a pedestal, or positioned<br />
inside showcases and display<br />
windows, allowing observation<br />
from any angle or distance. Easily<br />
transportable compared to<br />
first-generation holographic displays,<br />
it is designed with a promotional<br />
strategy that connects<br />
with consumers innovatively, interactively,<br />
and engagingly.<br />
SyncHolo and the World of Art:<br />
Redefining Inclusive Communication<br />
in Museums and Exhibitions<br />
SyncHolo represents the<br />
new frontier of open communication<br />
with the public within<br />
the museum and exhibition environment,<br />
harnessing the visual<br />
power of holograms to enhance<br />
content within museums<br />
and offer visitors unforgettable<br />
experiences.<br />
Leveraging 3D technology to<br />
promote culture, enabling a<br />
more profound understanding<br />
of artworks and their meanings<br />
through dynamic and faithful<br />
reproductions, is a fundamental<br />
element of contemporary<br />
exhibition design. Enriching<br />
exhibition spaces with historical<br />
figures, monuments, and<br />
artworks is now possible, whether<br />
in museums, art galleries,<br />
archaeological sites, churches,<br />
or basilicas. Visitors can immediately<br />
connect with history and<br />
art, transforming a visit into a<br />
highly engaging and animated<br />
experience.<br />
The ability to transcend the<br />
two-dimensionality of images,<br />
reproduce sculptures in their<br />
original form, and replace missing<br />
artworks by making them<br />
three-dimensional are just a<br />
few of the operational areas in<br />
which SyncHolo enhances the<br />
experiential impact of the art<br />
world. Its cross-disciplinary expertise<br />
has promoted innovation<br />
and historical reconstruction in<br />
cultural contexts, making them<br />
more accessible to an increasingly<br />
diverse audience across various<br />
levels of information and<br />
curiosity.<br />
Unlike other holographic<br />
projection solutions, SyncHolo's<br />
LED-based technology is not affected<br />
by ambient lighting conditions<br />
and, thanks to advanced<br />
graphic rendering capabilities,<br />
can replicate artworks in their<br />
natural lighting. As a result, it<br />
performs exceptionally well in<br />
outdoor environments, even offering<br />
waterproof options.<br />
THE PERFORMANCE<br />
What distinguishes SyncHolo is<br />
its scalable solution, which allows<br />
the creation of customized<br />
reproductions for the museum<br />
space, from small fan displays<br />
to potential wall installations<br />
that offer complete coverage.<br />
This technology is also incredibly<br />
versatile, providing realtime<br />
and interactive solutions.<br />
Museums where Dante recites<br />
the Divine Comedy, interactive<br />
artwork that answers questions<br />
and tells its story, and educational<br />
projects in school and academic<br />
environments have limitless<br />
possibilities.<br />
THE KEY ELEMENTS OF THIS IN-<br />
DEPTH EXPERTISE<br />
Designing a realistic and highperformance<br />
product requires<br />
advanced skills. The SyncHolo<br />
development team consists of<br />
22 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 23<br />
3D artists with a conceptually<br />
versatile approach, ensuring<br />
full alignment with requests and<br />
contexts, with specialized expertise<br />
in rendering and 3D modeling.<br />
Their work results in video<br />
productions that go beyond<br />
the "wow factor," generating holograms<br />
that faithfully reproduce<br />
all the details of the subject,<br />
enhancing the user's emotional<br />
and cognitive experience. With<br />
support from industry-leading<br />
software and advanced technology,<br />
the solution combines video<br />
creation and development<br />
with the mechanics of blade-based<br />
LED technology, using testing<br />
and visual optimization to create<br />
immersive 3D experiences that<br />
get users into their magic.<br />
EXPANDING HORIZONS<br />
THROUGH HOLOGRAPHIC ART<br />
The impact of SyncHolo reaches<br />
far beyond the world of<br />
art and culture. As this cuttingedge<br />
technology gains momentum,<br />
its influence extends to<br />
various sectors, including entertainment<br />
and marketing.<br />
The entertainment industry is<br />
already exploring the immense<br />
potential of holographic performances:<br />
with SyncHolo, artists<br />
can create mesmerizing, threedimensional<br />
spectacles that<br />
transport audiences to entirely<br />
new realms of creativity. Whether<br />
it's a live concert, theater<br />
production, or a virtual presence<br />
at events, this technology<br />
opens doors to uncharted territories<br />
in entertainment.<br />
Marketing and advertising are<br />
another arena where SyncHolo's<br />
holographic prowess can't<br />
be overlooked. Imagine walking<br />
down a shopping street and<br />
being greeted by virtual brand<br />
ambassadors and interactive<br />
product showcases: SyncHolo<br />
enables advertisers to engage<br />
consumers in ways that were<br />
once reserved for sci-fi fantasies.<br />
It's a paradigm shift that<br />
disrupts traditional advertising<br />
methods and captivates consumers<br />
with innovative and memorable<br />
experiences.<br />
THE POWER OF CONNECTION<br />
In an age where the digital landscape<br />
constantly evolves, SyncHolo<br />
stands as a testament to<br />
the power of technology to create<br />
connections. It transcends<br />
the boundaries of physical space,<br />
allowing people to interact<br />
with art, history, education,<br />
entertainment, and marketing<br />
in profoundly engaging ways. As<br />
SyncHolo continues to push the<br />
boundaries of what holographic<br />
technology can achieve, it redefines<br />
our relationship with<br />
the world around us. In this new<br />
era of holographic art and immersive<br />
experiences, the possibilities<br />
are limitless, and the<br />
future is brimming with exciting<br />
prospects.<br />
SHAPING THE FUTURE OF<br />
ART AND CULTURE WITH<br />
HOLOGRAMS<br />
The fusion of technology and<br />
creativity that SyncHolo represents<br />
is not just a testament to<br />
innovation but also a reflection<br />
of our evolving cultural landscape.<br />
As society continues to<br />
adapt to the digital age, the lines<br />
between physical and virtual<br />
experiences blur. SyncHolo's role<br />
in bridging this gap demonstrates<br />
the importance of staying at<br />
the forefront of technological<br />
advancements while preserving<br />
the authenticity of art and culture.<br />
It underscores the capacity<br />
of technology to enhance our<br />
understanding and appreciation<br />
of the world, ushering in a new<br />
era where art and culture can<br />
be shared, celebrated, and cherished<br />
in ways we never before<br />
imagined. With SyncHolo leading<br />
the way, the future of holograms<br />
in art and beyond holds<br />
the promise of uncharted horizons,<br />
where imagination knows<br />
no bounds.<br />
Abstract<br />
The use of holograms in exhibition<br />
design and the new frontier<br />
of inclusive communication to the<br />
public: how holograms enrich the<br />
cultural experience and how digital<br />
technology synthesizes the<br />
analog into experiences that amplify<br />
the perception of art and its<br />
meaning.<br />
When introduced to the topic<br />
of holograms for the first time,<br />
one's mind may wander to a diverse<br />
archive of pop culture and<br />
science fiction, transporting us to<br />
the distant worlds of Star Wars<br />
or Star Trek, or to the advertisements<br />
from Back to the Future.<br />
At first glance, holograms appear<br />
as nothing more than a fantasy,<br />
a glimpse into a technology seemingly<br />
too advanced for our time.<br />
However, enthusiasts know that<br />
the era of holograms has begun,<br />
and we are already engaged in an<br />
ongoing technological pursuit. Experts<br />
in the field are aware that<br />
technology's evolution has impressively<br />
expanded the horizons of<br />
hologram applications.<br />
Keywords<br />
Holograms; cultural heritage; digital<br />
technologies; museums; art<br />
Author<br />
Paolo Rocca<br />
paolo.rocca@synclab.it<br />
Caterina Rai<br />
caterina.rai@synclab.it<br />
Camilla di Giacomo<br />
camilla.digiacomo@synclab.it
MUSUEMS<br />
Innovative solutions for the<br />
fruition of Cultural Heritage:<br />
VALUE<br />
By Antonino Lopes, Angelo Aiello, Luca Falzone, Viola Massa<br />
Digital evolution leads to<br />
important changes on the ways<br />
cultural services are offered<br />
and on the visitor’s role who,<br />
in certain cases, has the<br />
possibility to interact firsthand<br />
with the artwork.<br />
The VALUE solution offers an<br />
innovative method of cultural<br />
enjoyment based on Mixed<br />
Reality technologies which turn<br />
the visit into an immersive and<br />
Fig.1 - Demonstrative image of a user using VALUE.<br />
emotional experience.<br />
The digital revolution has<br />
contributed to radically<br />
change the supply of<br />
goods and services across all<br />
market sectors. The spread of<br />
technological innovations has<br />
also brought substantial changes<br />
within the Cultural Heritage<br />
sector, improving the experience<br />
offered to the public.<br />
Today’s new technologies allow<br />
the implementation of innovative<br />
solutions capable not only<br />
of engaging users in a direct and<br />
stimulating way, but also of offering<br />
the artistic product in a<br />
completely different mode.<br />
Just think of the possibilities offered<br />
by the so-called eXtended<br />
Reality (XR) which allows entire<br />
environments or individual works<br />
to be recreated in their original<br />
state even in those cases<br />
where the assets are not physically<br />
observable or accessible.<br />
Innovative solutions are not only<br />
limited to improving the visit experience<br />
but are a valid tool for<br />
breaking down social barriers; in<br />
fact, thanks to these technologies,<br />
it’s now possible to allow<br />
even users with disabilities to<br />
get complete tours.<br />
Within this context, VALUE (Visual<br />
Analysis for Localization and<br />
Understanding of Environments)<br />
is born, an innovative project<br />
that revolutionizes the visiting<br />
experience within museum spaces<br />
using specific technologies<br />
and digital tools. The service can<br />
be used by means of wearable<br />
devices (for example Microsoft<br />
HoloLens 2). On these devices,<br />
information content is presented<br />
in Mixed Reality, multimedia<br />
elements superimposed on the<br />
surrounding reality that allow<br />
26 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 27<br />
the user to live a unique and<br />
engaging experience.<br />
Through VALUE it’s possible to<br />
imagine interaction scenarios<br />
with monuments, archaeological<br />
finds and works of art<br />
virtually reproduced and visible<br />
through augmented reality<br />
headsets.<br />
VALUE is also configured as<br />
a valid tool for analysing the<br />
preferences and degree of<br />
satisfaction of a visitor for<br />
benefiting the museum structure.<br />
To this aim, the system<br />
is able to anonymously collect<br />
data on the visiting preferences,<br />
implicitly expressed by<br />
the visitor through his stay in<br />
some rooms or in the intensive<br />
viewing of some works.<br />
This provides the managing<br />
body with statistical analyses<br />
to improve the organization of<br />
its cultural site (use of spaces,<br />
distribution of service staff,<br />
etc.), and, at the same time,<br />
improve the experience offered<br />
to the visitor.<br />
From the analysis of the observed<br />
works, the system will autonomously<br />
identify visitors'<br />
preferences and will be able<br />
to offer "cultural recommendations"<br />
on other works on the<br />
same site that may be of interest<br />
and will provide proposals<br />
(commercial suggestions)<br />
for the purchase of objects,<br />
souvenirs, books and so on,<br />
available in the museum bookshop.<br />
The development and testing<br />
phases of VALUE were conducted<br />
by examining the painting<br />
Annunciation by Antonello<br />
da Messina. The work carried<br />
out has made it possible to<br />
offer the visitor not only the<br />
Fig.2 - Annunciazione (by Antonello da Messina), oil on panel 180x180 cm, located at<br />
Palazzo Bellomo in Syracuse.<br />
Fig.3 - Demonstrative image of a visitor using the VALUE solution to access detailed information<br />
regarding the capital present in the Annunciation painting by Antonello da Messina.
ight colors of the foreground<br />
of the painting, a detail of Flemish<br />
inspiration and testimony<br />
to the influence of Jan van Eyck,<br />
a Flemish artist known by Antonello<br />
da Messina in Naples during<br />
his training (Bove, 2018).<br />
Fig.4 - Avatar of Antonello da Messina created for the VALUE solution. By wearing the<br />
viewers, users can interact with the hologram and listen to information and descriptions<br />
of the painting directly from the artist of the artwork.<br />
opportunity to appreciate the<br />
peculiarities of the painting in<br />
detail, with a fine analysis of<br />
the artwork’s, but also to listen<br />
to the descriptions narrated by<br />
an exceptional guide, the author<br />
himself, Antonello da Messina,<br />
reproduced in “flesh and blood”<br />
in a digital version thanks to virtual<br />
reality. Once the smart glasses<br />
are worn, the user will be<br />
able to interact with the author's<br />
avatar and with the surrounding<br />
environment and discover information<br />
and details about the<br />
painting in an innovative way.<br />
The VALUE project has been developed<br />
with funds from Regione<br />
Sicilia via the PO FESR 2014/2020<br />
– Line 1.1.5. – initiative (Support<br />
for the technological advancement<br />
of companies through the<br />
financing of pilot lines and early<br />
product validation actions and<br />
large-scale demonstrations).<br />
CASE STUDY<br />
L'Annunciazione (Annunciation)<br />
by Antonello da Messina is an oil<br />
on wooden panel painting dated<br />
1474 and exhibited in the Regional<br />
Gallery of Palazzo Bellomo in<br />
Syracuse. Commissioned by the<br />
priest Giuliano Manjuni of Palazzolo<br />
Acreide (Bove, 2018), news<br />
of the work was lost until 1897<br />
when it was rediscovered by Enrico<br />
Mauceri.<br />
The scene represents the moment<br />
of the annunciation inside<br />
a room full of details, some of<br />
which were lost following the<br />
traumatic transfer from the panel<br />
to the canvas, an operation<br />
necessary due to the poor conditions<br />
of the wooden support<br />
(La Mendola, s.d.). The humidity<br />
has in fact led to significant deterioration<br />
which has subjected<br />
the representation to various<br />
restorations over time, essential<br />
to prevent further damage. The<br />
protagonists of the depiction are<br />
the archangel Gabriel on the left<br />
and the virgin Mary on the right.<br />
Great attention to architectural<br />
details such as the ceiling beams<br />
and details of the false ceiling.<br />
In the background of the windows<br />
that justify the light and<br />
TECHNOLOGIES<br />
VALUE's great innovation is represented<br />
by Mixed Reality<br />
(MR). Through the wearable<br />
device, the visitor can observe<br />
virtual objects superimposed on<br />
the surrounding reality and interact<br />
with them, experiencing<br />
a unique and engaging experience.<br />
MR applications integrate<br />
holograms, virtual elements<br />
extremely similar to tangible<br />
physical objects, into the real<br />
environment. Holograms can be<br />
defined as virtual objects composed<br />
of light and sound (Coulter,<br />
et al., <strong>2023</strong>).<br />
To guarantee a 360° immersive<br />
experience, therefore, the positioning<br />
of these virtual objects<br />
must be carried out with great<br />
precision and verisimilitude. The<br />
mechanism that allows you to<br />
draw a hologram and position it<br />
in a specific area with respect to<br />
the environment is called holographic<br />
rendering .<br />
The technologies developed in<br />
VALUE, the studies of the painting<br />
and the historical period of<br />
its creation, made it possible<br />
to conduct a peculiar analysis<br />
which led to the creation of a<br />
hologram of the artist Antonello<br />
da Messina. Once the smart glasses<br />
are worn, the avatar guides<br />
the visitor to discover the painting,<br />
the details, the curiosities<br />
and the history that has brought<br />
the painting up to the present<br />
day.<br />
28 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology 29<br />
The device adopted for the development<br />
of the solution was<br />
Microsoft HoloLens 2, a viewer<br />
that can be considered a holographic<br />
computer capable of integrating<br />
the virtual world with<br />
the real world.<br />
One of the characteristics of<br />
the device is precisely the ability<br />
to start spatial mapping processes<br />
that allow you to obtain<br />
an analysis of real surfaces and<br />
thus position holograms and<br />
contextualized virtual objects<br />
within the identified areas.<br />
Key principles for hologram control<br />
include Position, Occlusion<br />
and Physics.<br />
Position - By applying the principle<br />
of position it becomes possible<br />
to delineate suitable and unsuitable<br />
areas for the positioning<br />
of holograms.<br />
Occlusion – Occlusion is the<br />
aspect that profoundly affects<br />
the user's perception, convincing<br />
him of the effective integration<br />
of holograms into the real world.<br />
Physics – Applying this principle<br />
makes the user experience even<br />
more realistic. For example, by<br />
applying the laws of gravity to a<br />
falling hologram, the sensation<br />
perceived by the user will be<br />
even more integrated and harmonious<br />
compared to the real<br />
environment.<br />
The VALUE solution is the result<br />
of the implementation of multiple<br />
technologies which combined,<br />
offer a product of cultural<br />
enjoyment with a great emotional<br />
impact. The technologies<br />
contained in the solution can be<br />
summarized as follows:<br />
4Computer Vision: Recognition<br />
of observed environments and<br />
objects.<br />
4Machine Learning: Data<br />
Fig. 5 - Demonstration event open to the public of the VALUE solution, Wednesday 31 May<br />
<strong>2023</strong> at Palazzo di Bellomo in Syracuse.<br />
analysis for improving recognition<br />
algorithms.<br />
4Behavioral Analysis: Identification<br />
of user paths and preferences.<br />
4Eye Tracking: Use of eye tracking<br />
to identify the details of<br />
a work observed by the user.<br />
4Speech Recognition: Interaction<br />
with a conversational<br />
agent using natural language.<br />
DEVELOPMENTS<br />
AND APPLICATIONS<br />
In a context in which the visitor<br />
is the main actor of the visit experience,<br />
technology becomes<br />
the fundamental means through<br />
which to optimize the use of a<br />
service.<br />
Even though visitors show more<br />
and more consensus regarding<br />
the possibility of enjoying a cultural<br />
asset through innovative<br />
systems, in Italy the entities that<br />
adopt new technologies are not<br />
only still few, but in most cases,<br />
they marginally integrate new<br />
technologies into their offer, not<br />
adopting complete solutions like<br />
those described above.<br />
Computer Vision is in fact one of<br />
the most promising technologies,<br />
especially within market sectors<br />
that offer services with a high<br />
emotional impact (Redazione<br />
Osservatori Digital Innovation,<br />
<strong>2023</strong>). Thanks to technology, the<br />
museum structure improves the<br />
quality of what is offered to the<br />
public, providing more dynamic<br />
and complete information, capable<br />
of bringing the public closer<br />
to the artwork and providing<br />
information that will be remembered<br />
more over time.<br />
In its testing phases with the<br />
public, the VALUE solution aroused<br />
strong interest among the<br />
majority of visitors sample. In<br />
particular, the public was more<br />
attracted to the solution and the<br />
possibility of being able to access<br />
historical-cultural contents
through a different methodology.<br />
Following the visit experience,<br />
almost all of the sample<br />
was fully satisfied and declared<br />
that they had learned more information<br />
than they would have<br />
done with traditional audio guides.<br />
The solution developed to date<br />
is scalable, customizable, usable<br />
both from wearable devices<br />
and from Smartphones and Tablets<br />
and considering the cultural<br />
heritage sector, the application<br />
possibilities are numerous.<br />
Regardless of the nature of the<br />
cultural asset considered, in<br />
fact, the technology developed<br />
in VALUE finds great application<br />
in this sector. Interactive tours,<br />
characters that come to life,<br />
time travel, instant sharing and<br />
personalized experiences are<br />
just a few examples of how the<br />
solution can be implemented in<br />
different scenarios.<br />
Bibliography<br />
Bove, L. (2018, novembre 5). L’Annunciazione<br />
di Antonello da Messina, un capolavoro<br />
nato a Palazzolo. Tratto da https://palazzoloacreide.italiani.it:<br />
https://palazzoloacreide.italiani.it/annunciazione-di-antonelloda-messina/<br />
Coulter, D., Ferrone, H., Mollis, A., Narva,<br />
N., Sherer, T., Tieto, V., . . . v-chmccl. (<strong>2023</strong>,<br />
luglio 12). Che cos'è un ologramma? Tratto<br />
da https://learn.microsoft.com: https://<br />
learn.microsoft.com/it-it/windows/mixedreality/discover/hologram<br />
La Mendola, D. O. (s.d.). La vicenda dell’Annunciazione<br />
di Antonello da Messina. Tratto<br />
da https://www.rivistasegno.eu: https://<br />
www.rivistasegno.eu/la-vicenda-dellannunciazione-di-antonello-da-messina/<br />
Redazione Osservatori Digital Innovation.<br />
(<strong>2023</strong>, aprile 10). Computer Vision: definizione,<br />
funzionamento e applicazioni. Tratto<br />
da https://blog.osservatori.net: https://<br />
blog.osservatori.net/it_it/computer-visiondefinizione-applicazioni<br />
Tieto, V., Turner, A., & v-chmccl. (<strong>2023</strong>, luglio<br />
12). Panoramica del rendering olografico.<br />
Tratto da https://learn.microsoft.com:<br />
https://learn.microsoft.com/it-it/windows/<br />
mixed-reality/develop/advanced-concepts/<br />
rendering-overview<br />
Abstract<br />
The digital revolution has helped to<br />
radically change perspective in the<br />
provisioning of goods and services in all<br />
market sectors. In the CH business, people<br />
visit's approach has substantially<br />
changed, with the introduction of new<br />
enabling technology, i.e., Artificial Intelligence<br />
and related technologies like<br />
Computer Vision, Machine Learning,<br />
eXstended Reality, etc. The digital evolution,<br />
by modifying the process of providing<br />
the cultural services, determines<br />
important changes both in the ways of<br />
using the asset and in the role of the<br />
visitor, who more often has the possibility<br />
of interacting firsthand with the<br />
cultural artworks.<br />
The VALUE project provides a different<br />
cultural fruition method, based on the<br />
use of mixed reality technologies capable<br />
of making the visit a unique emotional<br />
experience.<br />
Keywords<br />
Mixed reality; Machine learning; Augmented<br />
Reality; Cultural Heritage; Computer Vision.<br />
Author<br />
Antonino Lopes<br />
Angelo Aiello<br />
Luca Falzone<br />
Viola Massa<br />
info@xeniaprogetti.it<br />
Xenia Progetti S.r.l.<br />
30 ArcheomaticA N°3 <strong>2023</strong>
CHNT28<br />
Cultural Heritage Technology 31<br />
Conference on Cultural Heritage and New Technologies<br />
November, 15 - 17 <strong>2023</strong> | Vienna, Austria<br />
Cultural Heritage as a Resource<br />
Technologies for the Paradigm Shift in Archaeology, Conservation and Education<br />
Call for Papers: April 15 to June 30<br />
Notification: from July 14<br />
Early Bird Tickets: until October 18<br />
The association CHNT-ICOMOS Austria was founded<br />
in early 2021 to organise the annual Conference<br />
on Cultural Heritage and New Technologies. It is<br />
a sister association of the Austrian National Committee<br />
of the International Council on Monuments<br />
and Sites (ICOMOS). The association has around 20<br />
members who contribute to the continuous<br />
development of the conference and participate<br />
intensively in the preparations.<br />
The City of Vienna (Department 7 – Cultural<br />
Affairs) is the association’s cooperation partner and<br />
is hosting the event in the Vienna City Hall.<br />
CHNT28: November 15 - 17<br />
CHNT provides a platform for exchanging views on<br />
the Cultural Heritage protection agenda and enables<br />
discussions among colleagues from a wide<br />
range of disciplines. During the conference the<br />
latest approaches to the research, management<br />
and monitoring of world heritage sites, cultural<br />
assets and archaeological monuments will be<br />
presented. The focus is primarily on interdisciplinary<br />
cooperation between experts with a strong<br />
interest in the application of new<br />
technologies in the field of cultural heritage.<br />
This year at CHNT we will be looking at how to<br />
change the way we perceive and handle upcoming<br />
challenges and crises while focusing on archaeology<br />
and cultural heritage as a resource.<br />
CALL FOR PAPERS<br />
The CHNT Committee invites you to submit a contribution<br />
in the form of a long abstract that relate to<br />
a specific session (lecture of max. 20 minutes) or<br />
round table (short talks of about 5 to 10 minutes).<br />
In addition, you can participate in various panels<br />
and workshops.<br />
Please find further information online:<br />
www.chnt.at/call-for-papers<br />
Presenters and session chairs who participated in<br />
CHNT 28 have the possibility to publish their contributions<br />
in the proceedings of the conference.<br />
The Call is open from April 15 to June 30, <strong>2023</strong>!<br />
„We believe that technology can make a difference and help to protect,<br />
research and valorize Cultural Heritage in a sustainable way<br />
and to thereby preserve it for the next generation.“<br />
CHNT-ICOMOS Austria • Karlsplatz 13, 1040 Vienna • www.chnt.at • info@chnt.at
ENTERPRISES<br />
exercises will also take place<br />
with Autodesk ReCap, a particularly<br />
powerful low cost product,<br />
and the most recent tools<br />
developed within SfM Agisoft<br />
Metashape for terrain classification,<br />
the integration of Laser<br />
Scanner point clouds in the<br />
same software environment as<br />
Metashape. The procedures for<br />
filtering vegetation from laser<br />
scanner, aerophotogrammetric<br />
and LiDAR data will also be described<br />
through the Open Source<br />
tool FUSION - United States Department<br />
of Agriculture.<br />
A TRAINING COURSE DEDI-<br />
CATED TO DIGITAL PHOTO-<br />
GRAMMETRY AND THREE-DI-<br />
MENSIONAL SURVEYING: RE-<br />
GISTRATIONS OPEN FOR "3D<br />
SURVEYING AND POINT CLOUD<br />
MANAGEMENT" BASIC AND<br />
ADVANCED MODULES<br />
A highly professional training<br />
course, for years a point of<br />
reference for teaching technique<br />
and effectiveness, that<br />
TerreLogiche Training has built<br />
for those who want to expand<br />
their knowledge in the field of<br />
digital photogrammetry and three-dimensional<br />
surveying. The<br />
basic course "3D photogrammetric<br />
survey and point cloud management"<br />
will be held on 20,<br />
21 and 22 November, while the<br />
advanced module "3D survey<br />
and point cloud management"<br />
is scheduled for 23, 24 and 25<br />
January 2024 .<br />
The objective of the basic<br />
course is to convey the knowledge<br />
necessary to design and im-<br />
plement a photogrammetric<br />
survey campaign, manage the<br />
data and extract orthophotos,<br />
sections and textured models.<br />
Thanks to the advanced module<br />
you will be able to manage<br />
datasets coming from threedimensional<br />
surveys carried<br />
out using different acquisition<br />
technologies (e.g. laser scanner<br />
and SFM photogrammetric survey)<br />
to obtain point clouds and<br />
high-quality textured meshes<br />
from the processed data.<br />
Participants of the basic course<br />
will work with Agisoft Metashape<br />
(Professional), the best<br />
low-cost software for digital<br />
photogrammetry processing,<br />
CloudCompare, Open Source<br />
and very widespread for the<br />
management of point clouds<br />
and meshes, and Perspective-<br />
Rectifier, a low-cost software<br />
that allows the straightening<br />
and georeferencing of digital or<br />
traditional images.<br />
In the advanced module the<br />
The two modules can be purchased<br />
individually or in a single<br />
solution as a training package,<br />
thus saving on the list price.<br />
Guaranteed savings also for<br />
ANA - National Association of<br />
Archaeologists members, who<br />
can count on a 30% discount reserved<br />
for them, as long as they<br />
are up to date with their membership.<br />
For further information, please<br />
refer to the course sheets:<br />
4 "3D photogrammetric survey<br />
and management of point<br />
clouds (basic)" https://www.<br />
terrelogica.com/formazioneterrelogica/scopri-i-corsi/<br />
rilievo-3d-fotogrammetrico-gestion-nuvole-di-punti.html<br />
4 "3D survey and management<br />
of point clouds (advanced)"<br />
https://www.terrelogica.com/<br />
formazione-terrelogica/scoprii-corsi/rilievo-3d-gestion-dellenuvole-di-punti-avanzato.<br />
html<br />
32 32 ArcheomaticA ArcheomaticA N°3 <strong>2023</strong> N°3 <strong>2023</strong>
Tecnologie Cultural per Heritage i Beni Culturali Technology 33 33<br />
Tecnologie per i Beni Culturali 33<br />
LITUS: THE INTERACTIVE TO-<br />
TEM FOR MUSEUMS AND HI-<br />
STORICAL PLACES<br />
The project was born from the<br />
synergy between Automata2<br />
SRL and Floki srls: Automata2<br />
deals with innovative services<br />
and is the protagonist of the<br />
hardware part while Floki has<br />
implemented its own webapp<br />
within the totem.<br />
The need underlying this collaboration<br />
develops from a widespread<br />
and rooted dynamic<br />
in the tourism sector. In fact,<br />
the visitor often takes multiple<br />
photos that remain unused on<br />
the phone for a long time and<br />
what is achieved through the<br />
new service is to enhance these<br />
images by making them available<br />
to a community that expands<br />
over time united by a passion<br />
for the historic place visited.<br />
The visitor can download the<br />
application directly from the<br />
QR Code on the totem and can<br />
take photographs of what strikes<br />
him, with his smartphone,<br />
directly from the app's home<br />
screen. Each image is collected<br />
and inserted into a drive shared<br />
with all visitors who have experienced<br />
the historic place.<br />
Furthermore, within the application<br />
it is possible to view<br />
multimedia material divided<br />
by step and consistent with<br />
the works of art present along<br />
the cultural route; the visitor<br />
himself will then choose,<br />
among the photos taken, some<br />
memories to take with him. The<br />
chosen images can be printed or<br />
sent via email.<br />
From the analysis of the images<br />
taken, it is also possible<br />
to provide important data on<br />
the points of greatest interest<br />
within the historical or museum<br />
places and allow the organization<br />
of the structures to be able<br />
to think of strategies based on<br />
the information provided.<br />
For more information about Litus:<br />
https://automata2.com/<br />
https://www.instagram.com/<br />
we_are_floki/<br />
THE MANFREDONICO<br />
CASTLE IN VIRTUAL REALITY<br />
"Open the castle door, I would<br />
like to know what moment in<br />
history was experienced here."<br />
(Fabrizio Caramagna)<br />
Mussomeli, a town and municipality<br />
in the province of Caltanisetta,<br />
rises above a fertile<br />
plateau, behind it, on a cliff,<br />
stands the majestic Manfredonico<br />
Castle, built for military<br />
and residential purposes by the<br />
Count of Modica, Manfredi III<br />
Chiaramonte, in the 14th century.<br />
The fortress is in perfect<br />
symbiosis with the limestone<br />
cliff, dominates the valley<br />
below and represents one of<br />
the masterpieces originally in<br />
Arab-Norman and Chiaramonte<br />
style of Sicily. Built on the pre-
ENTERPRISES<br />
Fig. 2 - Manfredonico Castle of Mussomeli: 3D reconstruction (Image Bank Xenia Progetti)<br />
existing ruins of an Arab architecture<br />
during the possession of<br />
the D'Auria family, the masonry<br />
works are arranged at different<br />
heights and accompany the<br />
natural structure of the rock.<br />
The interiors of the Castle are<br />
equally evocative and reveal its<br />
magnificence: the Chiaramonte<br />
access portal opens into the second<br />
wall with the noble coats<br />
Fig. 3 - Manfredonico Castle of Mussomeli: 3D reconstruction (Image Bank Xenia Progetti).<br />
of arms still visible at the top<br />
and from a small vestibule there<br />
is the possibility of accessing<br />
the so-called Hall of the Barons<br />
, a large rectangular room with<br />
the ogives of two mullioned windows.<br />
Overlooking the internal<br />
courtyard is the chapel, which,<br />
first dedicated to San Giorgio,<br />
protector of Chiaromonte, has<br />
housed the statue of the Madonna<br />
della Catena since 1521.<br />
The castle of Mussomeli is one<br />
of the most evocative and wellpreserved<br />
Italian medieval<br />
castles in the Sicilian artisticcultural<br />
panorama and is known<br />
as, through the 3D reconstruction<br />
of artefacts or cultural sites,<br />
it is possible to deepen in<br />
situ visits and admire a deposited<br />
object or a cultural place<br />
decentralized down to the<br />
smallest detail, even if only<br />
virtually. Using techniques such<br />
as laser scanning, photogrammetry<br />
and computer modeling,<br />
it is possible to create incredibly<br />
accurate, three-dimensional<br />
digital “twins”. 3D reconstruction,<br />
in fact, allows you to capture<br />
the essence of an artefact<br />
or a cultural site, precisely reproducing<br />
the colours, textures,<br />
architectural details and other<br />
characteristics. Thanks to this<br />
technology, Xenia Progetti, an<br />
innovative company active in<br />
software development not only<br />
in the cultural heritage sector,<br />
has produced the application:<br />
"Castello Manfredonico VR",<br />
which allows the user to "navigate"<br />
in the most hidden corners<br />
of the fortress.<br />
Thanks to virtual reality it is in<br />
fact possible to visit the spaces,<br />
move freely through the environments<br />
and admire its Gothic<br />
beauties up close. The system<br />
allows users to be guided on a<br />
tour to discover Sicilian environments<br />
and history, and thus<br />
access cultural information in a<br />
simple and fun way. The application<br />
proposes the use and development<br />
of latest generation<br />
technology, promoting the valo-<br />
34 34 ArcheomaticA ArcheomaticA N°3 N°1 <strong>2023</strong> N°3 <strong>2023</strong>
Cultural Heritage Technology 35<br />
Tecnologie per i Beni Culturali AGORÀ35<br />
risation of the artistic heritage<br />
present in the area.<br />
3D playback can be useful for:<br />
• View objects or entire sites<br />
in their original integrity, when<br />
for example, due to time or mismanagement,<br />
an asset has not<br />
reached the present day in its<br />
optimal state of conservation;<br />
• Enrich the web contents of<br />
the site or museum, to offer an<br />
additional service for visiting<br />
cultural assets, thus breaking<br />
down geographical barriers and<br />
making an asset always accessible<br />
online;<br />
• Print models of the work or<br />
site to offer inclusive visit experiences<br />
(tactile museum, school<br />
activities, etc.).<br />
The application encourages the<br />
Fig. 4 - Manfredonico Castle of Mussomeli (Image Bank Xenia Progetti)<br />
development and use of new<br />
technologies in the area with<br />
the aim of enhancing the most<br />
characteristic environments full<br />
of meaning and historical-artistic<br />
value.<br />
PIETRO PERUGINO MASTER OF<br />
PERSPECTIVE<br />
Haltadefinizione provides highresolution<br />
digital images that<br />
can be dynamically displayed<br />
at maximum definition, sharp<br />
even at high magnification and<br />
simulating the three-dimensional<br />
effect of the surrounding<br />
environment. The images shine<br />
with power of persuasion to<br />
such an extent - when reporting<br />
it one cannot help but hide a<br />
certain embarrassment - that<br />
Instagram's Artificial Intelligence<br />
censored one of them, asking it<br />
to be replaced with another less<br />
sensual one from the <strong>Archeomatica</strong><br />
page dedicated to Luca<br />
Signorelli in Haltadefinizione: it<br />
was the detail of the nude of a<br />
damned soul longed for by Satan,<br />
which to the painter's contemporaries<br />
who entered the<br />
Chapel of San Brizio of the<br />
Cathedral of Orvieto must<br />
have appeared of an extremely<br />
convincing hyperrealism<br />
as well as beautiful...<br />
With no less effectiveness,<br />
the Haltadefinizione database<br />
(Image Bank) has archived<br />
the works of Pietro<br />
di Cristoforo Vannucci, the<br />
Perugino, which during the<br />
celebrations for the five<br />
hundredth anniversary of<br />
the artist's death were reproposed<br />
to the public in<br />
the exhibition that was held<br />
at the National Galleries of<br />
Umbria and which closed<br />
last June, entitled “The<br />
best master of Italy. Perugino<br />
in his time", with the<br />
catalog edited by Marco Pierini<br />
and Veruska Picchiarelli.<br />
The overviews of around<br />
Fig. 1 - Pietro Perugino, Adorazione dei Magi (National<br />
Gallery of Umbria, Perugia; Image Bank Haltadefinizione)
ENTERPRISES<br />
ten paintings, which were included<br />
in the initiative, can be<br />
viewed online here: https://bit.<br />
ly/3Pimqwv and observed in the<br />
most minute details without losing<br />
clarity and maintaining the<br />
perception of the relationships<br />
of size, proportion and distance.<br />
From the digital recording,<br />
which exposes them online from<br />
any condition of permanent public<br />
placement or storage, under<br />
the authorial keyword of<br />
Pietro Perugino, it is the works<br />
that appear with maximum clarity,<br />
in focus just as if we were<br />
in front of them with a precision<br />
optical instrumentation. From<br />
the images, made dynamic up to<br />
maximum magnification, emerges<br />
a painter with a style that is<br />
both grandiose and meticulous,<br />
among the first to make use of<br />
the Pierfrancescan perspective,<br />
as supported by Federico Zeri in<br />
the Bollettino d'arte in 1953, in<br />
the article Il Maestro dell 'Annunciazione<br />
Gardner. Some works<br />
recognized by Zeri previously<br />
attributed to Fiorenzo di Lorenzo<br />
were displayed in the exhibition.<br />
A perspective which in the<br />
Adorazione dei Magi di Perugia<br />
(fig.1) reaches the heights of the<br />
master from Borgo Sansepolcro<br />
in the most intense chromaticism<br />
of Domenico Veneziano.<br />
I first learned both through the<br />
subtleties and glimpses of the<br />
city walls of Benedetto Bonfigli,<br />
whom Leone Pascoli had first<br />
advanced in the role of his first<br />
master in Perugia and through<br />
whom he must have become acquainted<br />
with their works, the<br />
first painters to flagrantly influence<br />
him.<br />
In this plate the characters wear<br />
velvet doublets buttoned on the<br />
collar and in the first on the left,<br />
with the red cap (fig. 2), a threequarter<br />
self-portrait is recognisable,<br />
based on the comparison<br />
with the frontal self-portrait<br />
of the Collegio del Cambio in<br />
Audience Hall. The Cambio frescoes,<br />
which argue for Divine<br />
Wisdom, are the chronological<br />
threshold of the painter's triumph<br />
in Perugia, once the idea of<br />
Fig. 2 - Pietro Perugino, Adorazione dei Magi, panel, detail of the self-portrait (National<br />
Gallery of Umbria, Perugia; Image Bank Haltadefinizione)<br />
a total collaboration of aids, including<br />
Raffaello, had been set<br />
aside for them: a collaboration,<br />
now understood only as partial,<br />
which was postulated by Giovan<br />
Battista Cavalcaselle, who, following<br />
Vasari and reading the<br />
date inscribed in the right bay of<br />
the frescoes (MD), dated them<br />
to 1500. Recently, the discovery<br />
of the contract drawn up in<br />
1496 (Sartore 2013) has allowed<br />
to draw up the chronology for<br />
the years 1498-1500, with the<br />
hypothesis of an intervention by<br />
Pinturicchio as well as Raffaello.<br />
A third self-portrait appeared in<br />
La consegna delle chiavi of the<br />
Sistine Chapel (fig. 3): it is the<br />
man in the dark habit behind<br />
the Apostles of the group on the<br />
right behind St. Peter (A. Venturi<br />
1950, fig.3). Perugino certainly<br />
did not lack, more than Raffaello<br />
himself, the skills of a portraitist,<br />
also based on the recognition,<br />
always in the same panel of<br />
the Adoration of the Magi (figs. 1<br />
and 2), of the portrait of Andrea<br />
Verrocchio, in whose workshop<br />
the young painter had just completed<br />
his Florentine apprenticeship,<br />
around 1475, in the fifth<br />
face with the gray cap in the line<br />
of adoring the Child. Date from<br />
which the tight chronology of<br />
the artist's intense independent<br />
activity in central Italy unfolds<br />
with commissions in Rome and<br />
Venice and from Mantua (Gnoli<br />
1923). The grandiose panel of<br />
the L’adorazione dei Magi comes<br />
from the Umbrian gallery from<br />
the church of S. Maria Nuova<br />
and, in the first half of the sixteenth<br />
century, from the demolished<br />
one of S. Maria dei Servi in<br />
36 36 ArcheomaticA ArcheomaticA N°3 <strong>2023</strong> N°3 <strong>2023</strong>
Cultural Heritage Technology 37<br />
Perugia and perhaps, previously,<br />
from the Jesuit Convent with the<br />
church dedicated to San Giusto<br />
alle Mura in Florence, where<br />
Giorgio Vasari could have seen<br />
it until 1529, with three other<br />
paintings of his which the historian<br />
mentions and which will<br />
have instead been transferred<br />
to the Uffizi. According to Vasari<br />
in the Life of Pietro Perugino,<br />
in fact, the 'wall painting' of a<br />
Nativity with the Magi, in which<br />
Perugino would nevertheless<br />
have portrayed Andrea Verrocchio,<br />
was in the cloister of the<br />
convent, among the paintings of<br />
San Giusto lost in the siege of<br />
Florence in 1529. An education,<br />
that in the workshop of Andrea<br />
Verrocchio, remembered not<br />
only by Vasari, but also by Filippo<br />
Baldinucci, Leone Pascoli and<br />
Pellegrino Orlandi. In that workshop,<br />
he would have painted<br />
both with Luca Signorelli, his<br />
collaborator, and alongside Leonardo<br />
da Vinci and Lorenzo di<br />
Credi, the three faces in the L’adorazione<br />
dei Magi di Perugia at<br />
the sides of the master Verrocchio,<br />
following the Magi kings, in<br />
whose clothes would instead be<br />
represented by members of the<br />
Baglioni family from Perugia, as<br />
donors of the altarpiece. It will<br />
be followed after twenty years<br />
by the Altarpiece of the Decemvirs<br />
of the Vatican Museums,<br />
which Perugino signed with the<br />
patronymic with very fine capital<br />
letters: "...HOC PETRUS<br />
DE CHASTRO PLEBIS PINXIT", to<br />
which was joined upon completion<br />
the cymatium with Cristo<br />
in Pietà of the National Gallery<br />
of Umbria, also the latter now<br />
Fig. 3 - Pietro Perugino, La consegna delle chiavi, fresco (Sistine Chapel; Photo Anderson,<br />
gelatine with silver salts, Alinari Archive, Florence)<br />
in Haltadefinizione. Dated 1500<br />
and on the lower edge signed<br />
in capital letters 'PERUSINUS',<br />
citizenship obtained in 1485, in<br />
the squared, refined and elegant<br />
calligraphic style of all the inscriptions<br />
of Perugino's paintings<br />
is also L’assunzione della Madonna<br />
e Santi in the Accademia Gallery<br />
of Florence, L’assunzione<br />
della Vergine from the Abbey of<br />
Vallombrosa.<br />
Corner pieces of his predella<br />
were the masterpieces of<br />
the two profile portraits of the<br />
monks Biagio Milanesi, abbot of<br />
Vallombrosa and Baldassarre di<br />
Angelo (figs. 4a and b), which<br />
still bear a refined, thin inscription<br />
of their respective identities<br />
on the edge of the compartments,<br />
and today at the Academy<br />
of Florence, true models<br />
of verisimilitude, painted with a<br />
marked predilection for detail.<br />
While on an altar of the La Chiesa<br />
dell’Annunziata (S. Maria dei<br />
Servi, Cappella Baratta) of the<br />
Fig. 4a - Pietro Perugino, Portrait of Biagio Milanesi, predella section of the Altarpiece of the L’assunzione<br />
della Madonna of the Vallombrosa Abbey (Gallery of the Academy of Florence); Fig. 4b - idem, Portrait of<br />
Baldassarre di Angelo, ibidem (Galleria dell'Accademia di Firenze)
ENTERPRISES<br />
same city the L’assunzione della<br />
Vergine is still preserved which<br />
was on the back of the Deposizione<br />
di Cristo, begun by Filippino<br />
Lippi and, after his death,<br />
completed by Perugino in 1507:<br />
the latter, today in the Gallerie<br />
dell'Accademia in Florence,<br />
was also a grandiose machine,<br />
according to Vasari once entirely<br />
set up in the church of the<br />
Servite Fathers, who had been<br />
among his major commitments.<br />
The two compartments with St.<br />
John the Baptist and St. Lucia<br />
at the Metropolitan Museum of<br />
Art in New York were part of it.<br />
Extraordinarily appreciable in<br />
very high resolution, even if not<br />
always evidently intact, is the<br />
color film on the panels, which,<br />
varied by the knowledge of works<br />
by Flemish painters that reached<br />
Florence, stands out for<br />
the colored shadows, finished in<br />
oil on tempera with a very thin<br />
line. Perugino finally transferred<br />
the oil miniature technique<br />
to the grandiose scale and the<br />
altarpiece, to the point of covering<br />
an entire wall.<br />
Bonfigli's less bright chromaticism<br />
will again be mentioned in<br />
the grandiose fresco of the L’Adorazione<br />
dei Magi in the Oratorio<br />
di Santa Maria dei Bianchi<br />
(S. Maria della Mercede) in Città<br />
della Pieve, dated 1504 (fig. 5),<br />
involved in the exhibition circuit<br />
current: another fading of ultramarine<br />
blue on the horizon. Not<br />
to be interpreted in the sense of<br />
a revival of Leonardo's nuance,<br />
but rather as peculiar to Perugino,<br />
parallel to the rendering<br />
of the shrubs, classificatory by<br />
a botanical treatise, no less<br />
than it was for Leonardo. In this<br />
painting Perugino, opening the<br />
last period of his production in<br />
Umbria, sprinkled the wide expanse<br />
of color with theories of<br />
Fig. 5 - Pietro Perugino, Adoration of the Magi, fresco, 1504 (Oratorio dei Bianchi, Città<br />
della Pieve).<br />
characters and knights, like his<br />
first master Bonfigli, but increasingly<br />
spaced out on the lay of<br />
the land, enclosing the landscape<br />
horizon in which Lago Trasimeno<br />
can be seen in the trompe<br />
l'oeil of a frame with racemes,<br />
rosettes, acanthus spirals and<br />
candelabras in a plastic quotation<br />
from Roman architecture,<br />
which finally makes the banded<br />
structure of the triumphal arch<br />
vanish of his most impressive<br />
altar machines. The immensity<br />
of the landscape extends over<br />
a single plane, unlike the Martirio<br />
di San Sebastiano dei Pollaiolo<br />
(National Gallery, London),<br />
painted for the SS. Annunziata<br />
di Firenze, in which it appears<br />
doubled and staggered on two<br />
or more levels. Adolfo Venturi,<br />
in the article L’arte giovanile<br />
del Perugino (L'arte, 1911, 14,<br />
p. 53) had supported, in contradiction<br />
with Vasari, Perugino's<br />
training in the workshop of Antonio<br />
Pollaiolo, instead of that<br />
of his antagonist Verrocchio, for<br />
the brilliance of the colors in the<br />
details illuminated in oil and for<br />
the large extensions of landscape<br />
on the geometrical ground<br />
or floor, which both Leonardo<br />
and Perugino intersected with<br />
architectural wings, rocky walls<br />
or windows and, finally, rolling<br />
hills.<br />
In the Gonfalone di Giustizia of<br />
the National Gallery of Umbria<br />
(fig.6), commissioned by the<br />
Confraternita dei Disciplinati<br />
di S. Maria Novella in Perugia<br />
starting from 1496, again compared<br />
to the very high resolution<br />
of Haltadefinizione, one can<br />
nevertheless see the turreted<br />
perspective of Perugia from out-<br />
38 38 ArcheomaticA ArcheomaticA N°3 N°1 <strong>2023</strong> N°3 <strong>2023</strong>
Cultural Heritage Technology 39<br />
Tecnologie per i Beni Culturali AGORÀ39<br />
Fig. 6 - Pietro Perugino, Gonfalone di Giustizia<br />
(National Gallery of Umbria, Pergia)<br />
(Image Bank Haltadefinizione)<br />
side the walls which, similarly,<br />
in the shiny clarity of a lens, however<br />
abraded, is anything but<br />
sweetly fantastic. The frame of<br />
the fresco with L’Adorazione dei<br />
Fig. 7 - Pietro Perugino, Annunciazione Ranieri<br />
(National Gallery of Umbria, Perugia;<br />
Image Bank Haltadefinizione)<br />
Magi di Città della Pieve is very<br />
similar to the framing of the<br />
perspectives of the eight panels<br />
of the Storie dei Miracoli di San<br />
Bernardino, also in the National<br />
Gallery of Umbria and coming<br />
from the Oratorio di San Bernardino<br />
della Chiesa di S. Francesco<br />
al Prato in Perugia, which date<br />
them to the workshop's own activity<br />
of the artist's full maturity<br />
starting from 1473, a date that<br />
appears in the scene of San Bernardino<br />
healing a girl, with stylistic<br />
discontinuity between them<br />
and extensive intervention by<br />
other masters, including Pinturicchio.<br />
They can also be compared<br />
to the Annunciazione Ranieri<br />
(fig.7), coming from the private<br />
collection in the Roman palace of<br />
Count Emanuele Ranieri (Ranieri<br />
del Castello di Sorbello formerly<br />
Del Monte) and in storage at the<br />
same Gallery, which repeats the<br />
score of a flooring recurring in<br />
the tablets. As well as the Opistograph<br />
Altarpiece of the Monteripido<br />
Convent in Perugia, with the<br />
Coronation of the Virgin on one<br />
side, in which the Saints' robes<br />
have even earlier iridescent effects<br />
than in Michelangelo, while<br />
a wooden Crucifix in the round<br />
stands out in the center of the<br />
scene of the Crucifixion on the<br />
other, to highlight the maximum<br />
degree of volumetric, plastic and<br />
sculptural evidence; progressively<br />
in the chromatic simulation<br />
of Donatello's flattened objects<br />
are increasingly flattened as the<br />
distance to the horizon increases.<br />
All works that demonstrate<br />
how, returning to live in Città<br />
della Pieve, his hometown, where<br />
he had more than modest ori-<br />
gins, Perugino had maintained<br />
the entrepreneurial ability to<br />
carry out commissions in Perugia,<br />
Florence, Rome and Naples<br />
and others on his own international,<br />
intended for the French,<br />
Spanish and German markets.<br />
No less than the exhibition activities<br />
for the celebration of<br />
the centenary, the collection of<br />
Perugino's works that the Image<br />
Bank of Haltadefinizione offers<br />
to the public, seems first of all to<br />
be able to fill a historiographical<br />
gap, restoring maximum visibility<br />
to his Umbrian works, precisely<br />
those left out of Filippo Baldinucci's<br />
biography (Notizie dei<br />
Professori del Disegno, Volume<br />
V, Milano 1811, p. 491) and reinstated<br />
by some other paintings<br />
extrapolated from their contexts<br />
and exported.<br />
Francesca Salvemini<br />
Fig 8 - Pietro Perugino, Sposalizio della Vergine (Museée<br />
des Beaux Arts, Caen; Image Bank Haltadefinizione)
AGORÀ<br />
A call to EU Member States for a<br />
pan-European collection of 3Ddigitised<br />
heritage assets Under<br />
Twin it!, the Ministries of Culture<br />
of the European Union Member<br />
States are invited to liaise with<br />
their national cultural institutions<br />
to submit one 3D digitised<br />
heritage asset to the common<br />
European data space for cultural<br />
heritage, deployed by the Europeana<br />
Initiative. The goal of the<br />
campaign is to collect and showcase<br />
emblematic and high-quality<br />
samples of Europe’s cultural<br />
assets in 3D, while supporting<br />
Member States in their 3D digitisation<br />
and preservation efforts.<br />
Introduction<br />
Making cultural heritage available<br />
for future generations to enjoy<br />
and be inspired by is a major<br />
public policy goal in the EU. 3D<br />
technologies offer unprecedented<br />
opportunities to advance<br />
this objective, widening access<br />
to culture, supporting digital<br />
preservation and fostering the<br />
reuse of Europe's cultural assets.<br />
In the 2019 declaration of cooperation<br />
on advancing digitisation<br />
of cultural heritage, EU Member<br />
States recognised the need for<br />
‘a pan-European initiative for<br />
3D digitisation of cultural heritage<br />
artefacts, monuments and<br />
sites’. The European Commission<br />
Recommendation of 2021 on<br />
a common European data space<br />
for cultural heritage invites EU<br />
Member States to set clear digitisation<br />
and digital preservation<br />
goals. By 2030, Member States<br />
are encouraged to ‘digitise in 3D<br />
all monuments and sites deemed<br />
at risk, 50 % of the most physically<br />
visited cultural and heritage<br />
monuments, buildings and<br />
sites, and pay special attention<br />
to specific categories of heritage<br />
assets with low level of digitisation’.<br />
It also sets ambitious<br />
indicative targets for content<br />
contribution to Europeana and<br />
the data space, both in terms of<br />
new high quality records and 3D<br />
assets.<br />
‘Twin it! 3D for Europe’s culture’<br />
is a campaign by the European<br />
Commission and the Europeana<br />
Initiative, under the auspices of<br />
the Swedish and Spanish Presidencies<br />
of the Council of the EU,<br />
culminating during the Belgian<br />
Presidency, to support these goals.<br />
About the campaign<br />
Twin it! will mobilise all 27 EU<br />
Member States to submit one 3D<br />
digitised heritage asset to the<br />
data space by the end of the<br />
campaign in 2024. The selected<br />
asset can be cultural heritage<br />
at risk, among the most physically<br />
visited monuments, buildings<br />
and sites in that country,<br />
or belong to a category with low<br />
levels of digitisation, directly<br />
supporting the Recommendations’<br />
goals. The 3D digitised asset<br />
should be of high technical<br />
quality, showcasing European<br />
excellence.<br />
This pan-European 3D collection<br />
will be showcased during a final<br />
high-level event in Brussels,<br />
planned in the framework of the<br />
Belgian Presidency. The final<br />
event will take place alongside<br />
a meeting of the Council of the<br />
EU so that Ministers of Culture<br />
could join and renew their commitment<br />
to the Recommendations,<br />
Europeana and the data<br />
space. The collection would be<br />
then hosted in a dedicated online<br />
collection.<br />
Twin it! kicks-off on 21 June<br />
<strong>2023</strong> during the Swedish Presidency<br />
of the EU. It will continue<br />
under Spain’s Presidency in the<br />
second half of the year and will<br />
come to an end during Belgium’s<br />
Presidency in 2024.<br />
European Commissioner for Internal<br />
Market, Thierry Breton,<br />
said: ‘Europeana currently gives<br />
access to 57 million cultural<br />
heritage assets with only 0.01%<br />
in 3D. Let's take advantage of<br />
the opportunities brought by<br />
technology to preserve our European<br />
cultural heritage for future<br />
generations. Today, we are<br />
calling Member States to select<br />
digital 3D assets to enhance innovation<br />
and creation not only in<br />
the cultural and creative sectors<br />
but also in education, tourism<br />
and smart cities. This will benefit<br />
and empower people and businesses.’<br />
Harry Verwayen, General Director<br />
of the Europeana Foundation,<br />
said, ‘3D offers unprecedented<br />
opportunities for the cultural<br />
heritage sector to fulfil its<br />
public mission in the 21st century,<br />
staying relevant in today’s<br />
fast-changing world. 3D modelling<br />
is already being used across<br />
Europe to support preservation<br />
work, capture imaginations and<br />
enable new forms of discovery,<br />
or to construct cultural virtual<br />
worlds, to name but a few. The<br />
Europeana Initiative will continue<br />
empowering EU Member States<br />
and their cultural heritage<br />
institutions to fully harness the<br />
potential of 3D for the benefit of<br />
Europe’s culture.’<br />
Why 3D Matters<br />
Twin it! 3D for Europe’s culture<br />
will contribute to creating<br />
a shared understanding of the<br />
need for 3D, raising awareness<br />
of its opportunities and benefits<br />
and building capacity among EU<br />
40 ArcheomaticA N°3 <strong>2023</strong>
Cultural Heritage Technology technologies 41<br />
Member States and their cultural<br />
heritage institutions. Ultimately,<br />
it aims to spur a wider uptake of<br />
3D digitisation in Europe’s cultural<br />
heritage sector and better<br />
equip it to:<br />
4 Broaden access to culture,<br />
reaching wider and more diverse<br />
audiences. 3D can provide<br />
virtual access to inaccessible<br />
places - for instance those underwater<br />
- or improve accessibility<br />
for people with visual impairments<br />
by offering, for example,<br />
tactile experiences. It can be<br />
used to enhance engagement<br />
with and public understanding<br />
of cultural heritage through tailored,<br />
immersive and interactive<br />
experiences.<br />
4Advance Europe’s collective<br />
efforts and responsibility to preserve<br />
its shared irreplaceable<br />
cultural heritage for the benefit<br />
and enjoyment of future generations.<br />
This cultural wealth is fragile<br />
and constantly at risk due to<br />
changing climate conditions and<br />
other human-caused threats.<br />
3D allows for non-destructive<br />
analysis of assets and visualisation<br />
of damages, providing crucial<br />
information for restoration<br />
and conservation.<br />
4 Spur innovation and creativity.<br />
3D digitisation with the highest<br />
level of detail can enhance<br />
the reuse of cultural heritage<br />
material and therefore support<br />
the emergence of potential new<br />
services and applications in the<br />
cultural and creative sectors and<br />
well beyond - from education<br />
and research to tourism.<br />
To fully capitalise on the potential<br />
of 3D for the benefit of our<br />
sector, there is a need for multidisciplinary<br />
capacity-building of<br />
heritage professionals, exchange<br />
of practices and pan-European<br />
collaboration and networking.<br />
Twin it! will provide a platform<br />
to advance these objectives.<br />
Events<br />
Work undertaken as part of the<br />
Twin It! campaign is supported<br />
by conferences on 3D which<br />
Europeana will organise in collaboration<br />
with Member States<br />
holding the Presidencies of the<br />
Council of the EU from January<br />
<strong>2023</strong> - June 2024.<br />
Under Spain’s Presidency of the<br />
Council (July-December <strong>2023</strong>),<br />
a conference explored how to<br />
build the capacities of heritage<br />
professionals and institutions in<br />
creating and making available<br />
high-quality 3D data. And the<br />
theme of 3D will also be the focus<br />
of Europeana activities related<br />
to the Belgian Presidency<br />
(January-June 2024).<br />
Source: ( https://pro.europeana.eu/page/twin-it-3d-for-europe-s-culture<br />
)<br />
EUreka3D project: latest updates<br />
on 3D digitisation of heritage<br />
collections – Content<br />
partners in the project started<br />
the work to digitize in 3D their<br />
assets, with final aim of sharing<br />
the collections as open access in<br />
Europeana, the European Digital<br />
Library.<br />
The EUreka3D project coordinated<br />
by Photoconsortium has just<br />
started the action on high-quality<br />
3D digitisation, which will<br />
make great collections of cultural<br />
heritage 3D digitised objects<br />
accessible to everyone in the Europeana<br />
website.<br />
The content provided by project<br />
partners is very diverse, and<br />
ranges from monuments at risk<br />
to archaeological objects, early<br />
cinema items and filigree paper<br />
moulds. EUreka3D will aggregate<br />
on Europeana about 5,000<br />
new 2D and 3D records, digitised<br />
in high quality from various<br />
providers: CUT Cyprus University<br />
of Technology, Bibracte, Museo<br />
della Carta and CRDI Ajuntament<br />
de Girona, some of which have<br />
never featured on Europeana before.<br />
The project is also creating a<br />
cloud-based platform managed<br />
at EGI the European Grid Initiative.<br />
dedicated to Cultural Heritage<br />
Institutions offering advanced<br />
services and tools for digital collection<br />
management, especially<br />
with 3D objects and their metadata<br />
and paradata management.<br />
During these days, CRDI / Ajuntament<br />
de Girona is one of the<br />
partners fully involved in the<br />
digitisation process. Around 50<br />
pre-cinema objects from the<br />
Cinema Museum of Girona are<br />
being digitised: magic lanterns,<br />
zoetropes, optical boxes, early<br />
cinema cameras and movie<br />
projectors. The 3D objects are<br />
being digitalised following the<br />
recommendations of the unique<br />
Study on Quality in 3D Digitisation<br />
of Tangible Cultural Heritage<br />
(VIGIE 2020/654), produced<br />
by partner CUT.<br />
Images courtesy of CRDI/Ajuntament<br />
de Girona<br />
Source: ( https://www.digitalmeetsculture.net/article/<br />
eureka3d-project-updates-3d-
EVENTS<br />
8 NOVEMBER <strong>2023</strong><br />
ROMADRONE - Roma (Italy)<br />
https://romadrone.it<br />
14 – 16 NOVEMBER <strong>2023</strong><br />
Technologyforall - Roma (Italy)<br />
https://technologyforall.it<br />
15 – 17 NOVEMBER <strong>2023</strong><br />
CHNT28 – Cultural Heritage and New<br />
Technologies - Wien (Austria)<br />
12 – 13 DECEMBER <strong>2023</strong><br />
ArcheoFOSS <strong>2023</strong> - Torino (Italy)<br />
https://www.archeofoss.org/<strong>2023</strong>/<br />
14 – 15 DECEMBER <strong>2023</strong><br />
AIES - XIV International Conference on<br />
Diagnosis, Conservation and Enhancement<br />
of Cultural Heritage - Napoli (Italy)<br />
https://www.aiesbbcc.it/<strong>2023</strong>-2/<br />
14 – 15 DECEMBER <strong>2023</strong><br />
GEO – AI Artificial Intelligence for Spatial<br />
Data - Torino (Italy)<br />
https://polito.it<br />
21 – 23 FEBRUARY<br />
3D-ARCH workshop - 3D Virtual<br />
Reconstruction and Visualization of<br />
Complex Architectures - Siena (Italy)<br />
https://www.fbk.eu/it/event/3d-archworkshop/<br />
15 – 17 MAY 2024<br />
RESTAURO – Salone Internazionale dei<br />
Beni Culturali - Ferrara (Italy)<br />
https://www.salonedelrestauro.com/<br />
1 – 7 JULY 2024<br />
FOSS 4G Europe 2024 - Tartu (Estonia)<br />
https://2024.europe.foss4g.org/<br />
2 - 5 JULY 2024<br />
XXXIX° Convegno Scienza e Beni Culturali.<br />
Preventive and Planned Conservation.<br />
Twenty years after the Italian Cultural<br />
Heritage Framework Law<br />
Bressanone (Italy)<br />
https://scienzaebeniculturali.it/<br />
13 – 15 SEPTEMBER 2024<br />
Intersectionality: Museums, inclusion,<br />
and SDGs. Seventeenth International<br />
Conference on the Inclusive Museum<br />
Vienna, (Austria)<br />
https://onmuseums.com/2024-<br />
conference<br />
Roma<br />
NEW LEICA BLK360<br />
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on your mobile device, you can be absolutely sure you’ve captured<br />
everything you need. VIS technology automatically combines<br />
your scans to speed up your workflow and help you make sure<br />
your datasets are complete.<br />
◗ BLK360 data is highly valuable for so many uses - from AEC to VR.<br />
Easily transfer and work with data in your software ecosystem<br />
to create immersive and highly accurate deliverables.<br />
◗ You can also upload BLK360 data to HxDR, the Hexagon cloud-based<br />
data storage, visualization and collaboration platform.<br />
to know<br />
more<br />
Contact us to know more!<br />
Via A. Romilli, 20/8 - 20139 Milano • Tel. 02 5398739<br />
42 E-mail: teorema@geomatica.it ArcheomaticA N°3 <strong>2023</strong><br />
www.geomatica.it • www.disto.it • www.termocamere.com
Cultural Heritage Technology 43<br />
Il Forum dell'Innovazione<br />
Tecnologie per il Territorio, Beni Culturali e Smart Cities<br />
14 - 16 NOV <strong>2023</strong><br />
www.technologyforall.it
DWG