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Towards a New Archaelogy

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ivista trimestrale, Anno XVI - Numero 3 <strong>2024</strong><br />

www.archeomatica.it<br />

ArcheomaticA<br />

Cultural Heritage Technologies<br />

Towards<br />

a New<br />

Archaeology?<br />

Artificial Beings<br />

in Archaeology<br />

Immersive Virtual<br />

Reality<br />

Revealing Tyndaris


EDITORIAL<br />

Archaeo-Logos?<br />

Archaeology is undergoing significant transformations thanks to new technologies and<br />

multidisciplinary approaches. These changes, on the one hand, accelerate the process<br />

of knowledge-building in the archaeological field, but on the other, make the body of<br />

knowledge required to practice archaeology increasingly extensive and, therefore, the<br />

path to studying this discipline more complex and interdisciplinary. We are certainly facing<br />

a phase of transition and transformation in archaeology that, at least partially, may set<br />

aside some of the long-held tools of the trade—like the pickaxe, trowel, shovel, buckets,<br />

and wheelbarrow. While these tools remain essential for excavations, archaeology as a<br />

field is not solely dependent on them.<br />

Considering that archaeology is a Science focused on reconstructing ancient civilizations<br />

through the study of material evidence, the role of the archaeologist goes beyond<br />

merely unearthing or excavating artifacts. Rather, it involves interpreting the past and<br />

navigating a vast array of bibliographic sources and material data to enable historical<br />

reconstruction based on direct, tangible, and scientifically verifiable evidence. In this<br />

regard, archaeometry has played a fundamental role since its emergence in the early<br />

1950s with William Libby, strengthening archaeology’s status as a science. Today, a similar<br />

technological push is opening new horizons and enabling scientific connections from<br />

survey to data publication. It is these technologies that now accelerate the processes<br />

of knowledge-building, documentation, analysis, interpretation, and dissemination of<br />

archaeological data.<br />

The use of advanced technologies, such as drones, 3D scanners, lidar, and satellite<br />

imagery, allows us to map archaeological sites more precisely and quickly, providing data<br />

that archaeologists can use to reconstruct the past. This information is also valuable for<br />

conducting preliminary investigations required by institutions or companies involved in<br />

territorial planning and preventive archaeology.<br />

The introduction of big data and artificial intelligence techniques has helped to analyze<br />

large quantities of information, making the search and interpretation of data and the<br />

identification of archaeological sites, as well as the analysis of numerous finds, more<br />

efficient. Yet, it is ultimately the responsibility of people—scholars and archaeologists—to<br />

manage, analyze, and interpret all of this information provided by technology and to<br />

decide how to apply it. Therefore, archaeologists must keep up with the rapidly changing<br />

world, as their role involves connecting dots, assembling pieces, and reconstructing<br />

the historical mosaic. This transformation can sometimes feel too fast, complex, and<br />

overwhelming, creating a large, often cumbersome, volume of data.<br />

We often hear the question, "What do I do with all this information and data?" The answer<br />

is, in essence, straightforward: they are testimonies for a future that has not yet arrived<br />

and remains unknown. Archaeologists, in particular, must recognize the value of preserving<br />

material or digital records of a past that no longer exists. Technology that captures reality<br />

and creates digital models serves as a primary, direct record of our present world for a<br />

near future that continuously shifts in time and space. In this sense, technology has a<br />

dual purpose: to document the current state of Cultural Heritage and accelerating the<br />

knowledge process by creating connections that were unimaginable few years ago.<br />

Enjoy your reading!<br />

Valerio Carlucci


SUMMARY<br />

Case Study<br />

6 Immersive Virtual Reality<br />

in Archaeology: Enhancing<br />

Research and Public<br />

Engagement -<br />

A Case Study of the Temple<br />

of Juno Excavations in<br />

On the cover, an image of the Tindari Baths<br />

(Edited by Andrea di Santo).<br />

Agrigento, Italy by Eleonora<br />

Lanfranco, Marcello Carrozzino,<br />

Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco<br />

14 Artificial Beings in<br />

Archaeology: Bridging<br />

Historical Reality and Digital<br />

Simulation - The "Johannes"<br />

Project: A Novel Approach<br />

to Reconstructing Medieval<br />

Life through AI and Material<br />

Culture<br />

by Stefano Bertoldi e Marco Valenti<br />

follow us on<br />

Twitter, Facebook e Instagram<br />

RESTORATION<br />

20 Cultural heritage: from<br />

Italy smart conservation<br />

and protection from fire,<br />

bacteria, water - Climate<br />

phenomena require the<br />

use of the most advanced<br />

technology By Camilla Ghedini<br />

ArcheomaticA<br />

CULTURAL HERITAGE TECHNOLOGIES<br />

YEAR XV, N° 3 - <strong>2024</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


DOCUMENTATION<br />

26 Revealing Tyndaris: a<br />

technological approach to<br />

archaeological conservation<br />

and study By Valerio Carlucci, Andrea<br />

COLUMNS<br />

46 EVENTS<br />

ADV<br />

Di Santo e Michele Fasolo<br />

34 From Sports Collectibles to<br />

the Digital Humanities: the<br />

Evolution of Technology<br />

and the Transformation of<br />

Consciousness<br />

By Luca Baraldi<br />

40 Cultural Heritage and<br />

Gamification: Xenia<br />

Progetti solutions that<br />

revolutionize the ways<br />

of learning and visiting<br />

cultural sites<br />

CHNT 44<br />

Esri 46<br />

Gter 23<br />

Halta Definizione 45<br />

Makros 48<br />

Planetek 33<br />

Stonex 13<br />

TechnologyForAll 47<br />

Xenia 2<br />

by Luca Antonio Falzone, Viola Massa, Antonio Gianmaria Spampinato<br />

TECHNICAL DATA SHEET<br />

42 Thermography for the<br />

conservation of historical<br />

artifacts: the case of the Chinese<br />

Buddha in an underground<br />

published by<br />

environment By TESTO<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.


CASE STUDY<br />

Immersive Virtual Reality in Archaeology:<br />

Enhancing Research and Public Engagement<br />

A Case Study of the Temple of Juno Excavations in Agrigento, Italy<br />

by Eleonora Lanfranco, Marcello Carrozzino, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco<br />

Fig. 1 - - Metashape (left) and Blender (right) showcasing the 3D model of the site.<br />

Immersive Virtual<br />

Reality (VR) is having a<br />

revolutionary impact on the<br />

field of archaeology. It is<br />

not only facilitating greater<br />

public engagement, but<br />

also providing tools that<br />

can be used to optimise<br />

workflows and enhance<br />

data analysis, as well as<br />

fostering interdisciplinary<br />

collaboration. This project<br />

illustrates the potential of<br />

VR to effect transformative<br />

change regarding both<br />

research and cultural<br />

heritage dissemination.<br />

This paper introduces "Valle dei Templi VR" (VTVR) a prototype<br />

virtual reality application developed at the Institute<br />

of Mechanical Intelligence at Sant’Anna School of Advanced<br />

Studies in Pisa, in partnership with the Scuola Normale di Pisa under<br />

the auspices of the Archaeological Park of the Valley of the<br />

Temples at Agrigento. The project, demonstrated on the archaeological<br />

digs in the Valley of the Temples in Agrigento, aims to<br />

revolutionize how archaeological sites are documented by offering<br />

archaeologists immersive, real-time access to excavation data.<br />

Unlike VR tools designed solely for public exhibitions, this application<br />

caters specifically to archaeologists, providing them with<br />

a comprehensive collection of resources, such as excavation reports,<br />

images, videos, and detailed 3D scans of excavation layers.<br />

One of the most time-consuming aspects of archaeology is the<br />

post-excavation phase, where data analysis and integration are<br />

critical. This system helps streamline those processes by facilitating<br />

faster organization and retrieval of excavation data, significantly<br />

boosting the efficiency of research and site or artifact<br />

analysis. The VR application also offers a virtual exploration of<br />

archaeological sites, delivering a deeper and more authentic experience<br />

than traditional methods of presenting archaeological<br />

findings.<br />

6 ArcheomaticA N°4 2023


Cultural Heritage Technology 7<br />

With its ability to let users interact<br />

with 3D models of the<br />

excavation, the tool represents<br />

a major leap forward in archaeology.<br />

By providing professionals<br />

with an immersive platform<br />

for accessing, analysing, and<br />

sharing excavation data, the<br />

application supports enhanced<br />

collaboration, innovation, and<br />

insight within the field. The objective<br />

is to demonstrate how<br />

VR can provide researchers with<br />

an immersive experience akin to<br />

that experienced by the original<br />

excavators when collecting their<br />

data. At the same time, VTVR<br />

has been designed to address<br />

the needs of various stakeholders,<br />

from professional users to<br />

non-specialist audiences.<br />

generated can be extensive.<br />

This documentation includes<br />

written records, such as excavation<br />

diaries, lists of significant<br />

finds, and inventories of SUs,<br />

as well as graphical records like<br />

trench maps, section plans, and<br />

photos of the SUs. For each SU,<br />

there are also detailed lists of<br />

discovered materials, catalog<br />

entries for individual artifacts,<br />

drawings of pottery fragments,<br />

and photographs of the findings.<br />

For archaeologists, this detailed<br />

documentation is essential for<br />

reconstructing the context of<br />

artifacts. However, the challenge<br />

lies in managing fragmented<br />

records that link excavation<br />

findings with material analysis.<br />

To resolve this, data is systematically<br />

stored in both physical<br />

and digital formats, shared via<br />

hard drives and cloud storage<br />

for ongoing team access. In order<br />

to enhance this procedure,<br />

it would be advisable to implement<br />

a unified methodology for<br />

the documentation process, integrating<br />

excavation data with<br />

artifact analysis for accurate<br />

interpretations and future publications.<br />

Objectives<br />

The project aims to create a<br />

living 3D model of the archaeological<br />

site that captures its<br />

transformation over time. This<br />

model provides detailed access<br />

to each Stratigraphic Unit (SU),<br />

offering a visual timeline of how<br />

DESIGN<br />

Archaeological research depends<br />

heavily on stratigraphy, a<br />

concept derived from geological<br />

principles of sedimentation. In<br />

this context, stratification refers<br />

to the formation of distinct<br />

stratigraphic units (SUs), which<br />

are discrete layers or deposits in<br />

the soil resulting from either human<br />

activities or natural events.<br />

Each SU represents a continuous<br />

and homogenous formation in<br />

both time and space. The accurate<br />

identification and contextualization<br />

of each SU are critical<br />

for archaeologists to draw<br />

informed conclusions regarding<br />

the function of a site, its chronological<br />

development, and the<br />

phases of human occupation.<br />

During excavation campaigns,<br />

such as those led by the Scuola<br />

Normale Superiore under the direction<br />

of Gianfranco Adornato<br />

since 2020 at Temple D in the<br />

UNESCO-listed Valle dei Templi,<br />

the volume of documentation<br />

Fig. 2 - Starting screen of the VR application


the excavation site has evolved.<br />

Users can analyse excavation<br />

data in real-time, seeing the<br />

status of active digs, how SUs<br />

have changed throughout the<br />

process, and finalized models of<br />

completed areas The prototype<br />

has been designed as an everevolving<br />

resource, with the capacity<br />

to continually integrate<br />

new data and discoveries. It is<br />

anticipated that this will make<br />

it a valuable tool for both researchers<br />

and the general public.<br />

The model's modular design<br />

permits seamless updates,<br />

thereby ensuring that the model<br />

develops in tandem with ongoing<br />

excavations, rather than<br />

merely reflecting a fixed point<br />

in time.<br />

While this meets the specific<br />

needs of archaeologists, a significant<br />

focus of the project<br />

also involves bridging the gap<br />

between the specialized world<br />

of archaeology and the public.<br />

Part of this effort includes developing<br />

tools aimed at nonspecialists,<br />

allowing them to<br />

explore the discoveries and<br />

research processes in an engaging<br />

and informative way. Such<br />

a project not only broadens<br />

public understanding of the archaeological<br />

field but also fosters<br />

greater appreciation for<br />

the cultural heritage uncovered<br />

through research.<br />

The system is designed to extend<br />

beyond the technical aspects<br />

of archaeology, incorporating<br />

historical and cultural<br />

insights related to the site. This<br />

will facilitate engagement with<br />

a broader audience, transforming<br />

the tool into an educational<br />

platform where users can explore<br />

the site's history in a visually<br />

intuitive and immersive<br />

manner.<br />

Moreover, another requirement<br />

of the project is to facilitate<br />

the effective communication<br />

of archaeological findings to a<br />

non-specialist audience, ensuring<br />

that users have access to<br />

tools which simplify complex<br />

data. These tools must provide<br />

clear, intuitive visualizations<br />

and explanations of discoveries,<br />

fostering greater public interest<br />

and appreciation for cultural<br />

heritage and archaeological<br />

work.<br />

Information acquisition<br />

and processing<br />

A critical phase of the project<br />

involved the development of a<br />

comprehensive methodological<br />

and operational framework, essential<br />

for successful implementation.<br />

This phase underscored<br />

the significance of integrating<br />

theoretical insights with practical<br />

applications, thereby ensuring<br />

that the project was firmly<br />

anchored in both conceptual<br />

understanding and real-world<br />

implementation.<br />

We spent a period working at<br />

the Valley of the Temples archaeological<br />

site, where our<br />

main objective was to produce<br />

accurate 3D models using photogrammetry<br />

techniques. This approach<br />

was essential for acquiring<br />

detailed and accurate data<br />

on the current condition of the<br />

Fig. 3 - Selection and navigation starting menu (left) and Technical Data Sheet for a Stratigraphic Unit (right).<br />

8 ArcheomaticA N°4 2023


Cultural Heritage Technology 9<br />

site. It also allowed us to document<br />

the excavation locations,<br />

creating a highly detailed and<br />

realistic virtual representation<br />

of the excavation site. This period<br />

was crucial not only for the<br />

collection of data, but also for<br />

gaining first-hand insight into<br />

the day-to-day operations of the<br />

archaeologists on site. Observing<br />

the excavation work provided<br />

a better understanding of the<br />

complexity of their tasks and the<br />

difficulties inherent in accurately<br />

documenting each artefact<br />

discovered. Currently, as previously<br />

stated, the documentation<br />

process is largely unstructured<br />

and relies on fragmented textual<br />

descriptions, scattered digital<br />

images and freehand sketches.<br />

The absence of a unified system<br />

or central repository greatly<br />

hampers the ability to quickly<br />

retrieve and interpret this heterogeneous<br />

information, resulting<br />

in delays in research, limiting<br />

collaborative potential and<br />

complicating decision-making.<br />

IMPLEMENTATION<br />

Building the prototype for the<br />

VR information system involved<br />

a complex, multi-layered approach<br />

to ensure that archaeological<br />

data could be accessed<br />

and understood intuitively. In<br />

the following parts, we detail<br />

the methods used: first, we<br />

outline the steps taken in the<br />

development process, covering<br />

both the suite of software tools<br />

employed and the hardware<br />

needed for visualization; additionally,<br />

we examine the factors<br />

that significantly influence<br />

the user experience, including<br />

the design of the user interface,<br />

the strategic use of transparent<br />

overlays to display terrain,<br />

and the manner in which users<br />

navigate and interact within the<br />

virtual environment.<br />

Tools<br />

Archaeologists traditionally rely<br />

on tables within text documents<br />

to log excavation data, as discussed<br />

earlier. To improve the<br />

organization and management<br />

of stratigraphic data, we introduced<br />

the use of CSV (Comma-<br />

Separated Values) files, which<br />

are compatible with spreadsheet<br />

programs such as Google<br />

Sheets and Microsoft Excel. This<br />

format offers better data structuring<br />

and can be seamlessly<br />

imported into our system for<br />

processing.<br />

For generating 3D models of<br />

stratigraphic units (SUs), we<br />

utilized Agisoft Metashape a<br />

photogrammetry software specialized<br />

in producing highly accurate<br />

and detailed visual representations,<br />

and Blender, an<br />

open-source 3D modelling suite.<br />

The terrain modelling involved<br />

importing GIS data, including<br />

geographic and spatial elements<br />

like topography and reliefs, into<br />

Blender. This data enabled the<br />

creation of an accurate and detailed<br />

model of the site’s geographic<br />

context (Fig. 1).<br />

The resulting models have been<br />

exported into the fbx format<br />

and the subsequently imported<br />

into Unity 3D, a game engine for<br />

Fig. 4 - Three-dimensional reconstruction of the original temple.


VR development used to design<br />

the user interface, build the VR<br />

environment, and implement<br />

the application's interaction and<br />

visualization frameworks.<br />

To capture a comprehensive<br />

360-degree panoramic view of<br />

the archaeological site, a specialized<br />

application was employed:<br />

the Street View Download<br />

360 application was used<br />

to capture a comprehensive<br />

360-degree panoramic image<br />

of the archaeological site from<br />

Google Street View, in order to<br />

create a skybox providing an immersive<br />

background within the<br />

Virtual Reality environment.<br />

The final virtual experience was<br />

optimised for use with the Meta<br />

Oculus Quest 3 headset, thereby<br />

providing users with a fully immersive<br />

archaeological exploration.<br />

Graphical User Interface (GUI)<br />

The graphical interface (GUI)<br />

of the VR application has been<br />

crafted to ensure users have a<br />

seamless and informative interaction<br />

with the displayed<br />

archaeological heritage. Upon<br />

launching the app, users are<br />

prompted to select between<br />

two modes: one tailored for experts<br />

and the other designed for<br />

general audiences (Fig. 2). All<br />

menu interactions are managed<br />

via the Quest controllers using a<br />

ray-casting interaction method.<br />

Upon entering the application,<br />

users are situated at the<br />

northern side of the Temple of<br />

Juno, positioned on the altar. A<br />

concise tutorial video presents<br />

the controls and guides users<br />

through navigating the virtual<br />

space.<br />

n "Professional" mode, users are<br />

prompted with a pop-up menu,<br />

which allows them to select an<br />

excavation site and, if relevant,<br />

the specific SU they wish to<br />

explore, while in the general<br />

mode, instead of choosing an<br />

excavation site, users can select<br />

a "historical-artistic theme"<br />

related to the Valley of the<br />

Temples to further explore. This<br />

interface facilitates straightforward<br />

navigation through the<br />

excavation areas, enabling users<br />

to focus on specific archaeological<br />

details. Additionally, it<br />

provides the option to modify<br />

the transparency of the terrain,<br />

which enhances the clarity of<br />

the visualisation. All menu interactions<br />

are managed via the<br />

Quest controllers using a raycasting<br />

interaction method.<br />

The user is teleported to a designated<br />

location within the virtual<br />

environment; alternatively,<br />

free navigation can be selected<br />

(see subsequent Navigation System<br />

section). As the user progresses<br />

through the designated<br />

area in the expert mode, an additional<br />

panel is automatically<br />

generated, displaying detailed<br />

information about the corresponding<br />

SUs. This includes photographic<br />

images, descriptions,<br />

materials, dimensions, and accurate<br />

locations, enabling researchers<br />

to categorise each excavation<br />

and conduct a comprehensive<br />

analysis of the findings<br />

within the digital environment<br />

(Fig. 3). In the general mode,<br />

after being teleported, the user<br />

can access specific multimedia<br />

Fig. 5 - Interactive hotspot (left) and his multimedia content (right).<br />

10 ArcheomaticA N°4 2023


Cultural Heritage Technology 11<br />

content related to the selected<br />

historical-artistic themes.<br />

Visualization<br />

The application utilizes transparency<br />

effectively, allowing users<br />

to see through the various layers<br />

of an excavation and facilitating<br />

a greater degree of clarity and<br />

comprehension regarding the<br />

various stratigraphic units (SUs).<br />

By modifying the transparency<br />

value associated with the materials<br />

in the system's backend,<br />

users can alternatively view the<br />

present-day terrain, complete<br />

with excavations coverage, or<br />

activate a transparent mode for<br />

detailed examination of each<br />

SUs. This flexibility allows for a<br />

dynamic and customisable view<br />

of the archaeological site, enabling<br />

users to modify the visualisation<br />

according to their specific<br />

exploration requirements.<br />

The three-dimensional reconstruction<br />

of the original temple,<br />

as observed in Fig.4, is presented<br />

with a fixed degree of partial<br />

transparency that remains<br />

unaltered throughout the experience.<br />

This model serves as a<br />

pivotal spatial reference point<br />

within the application, offering<br />

users a clear visual context for<br />

the site's layout.<br />

For those following the "general<br />

audience" pathway, the application<br />

affords the opportunity for<br />

interactive exploration of the<br />

virtual site. As users progress<br />

through the environment, they<br />

can interact with various hotspots,<br />

represented as spheres<br />

(Fig. 5), situated at significant<br />

locations. These hotspots allow<br />

the user to access supplementary<br />

content, including text,<br />

images, and videos, which provide<br />

a more comprehensive<br />

understanding of the historical<br />

importance of each area. This<br />

interactive design encourages<br />

engagement and facilitates a<br />

more immersive comprehension<br />

of the site's past as users navigate<br />

through the virtual environment.<br />

Navigation System<br />

The project integrates a userfriendly<br />

navigation system designed<br />

to offer seamless exploration<br />

of the virtual environment,<br />

leveraging the Oculus<br />

Meta Quest 3 controllers. Users<br />

can move through the virtual<br />

space using the thumbsticks,<br />

allowing for smooth and precise<br />

movement, while selecting<br />

or interacting with objects by<br />

pressing the trigger buttons on<br />

the controllers. For additional<br />

ease, a teleportation option is<br />

also available, allowing users to<br />

instantly move to different areas<br />

within the environment for<br />

quicker navigation.<br />

The navigation system has been<br />

developed in accordance with<br />

ergonomic guidelines and user<br />

experience principles, considering<br />

factors such as comfort during<br />

extended periods of use and<br />

ease of interaction, with the objective<br />

of ensuring that the system<br />

responds in a fluid manner<br />

to user inputs. The incorporation<br />

of customisable movement<br />

speed and adjustable controller<br />

sensitivity enables the adaptation<br />

of the system to individual<br />

preferences. The result is a<br />

highly immersive and accessible<br />

virtual environment, which allows<br />

users to focus on exploration<br />

and interaction without experiencing<br />

any discomfort.<br />

CONCLUSIONS AND<br />

FUTURE DEVELOPMENTS<br />

The archaeologists participating<br />

in this project regard the<br />

VR system as a groundbreaking<br />

tool for organizing the extensive<br />

documentation produced during<br />

excavation efforts and artifact<br />

analysis. They recognize<br />

its capability to consolidate all<br />

data generated from archaeological<br />

digs into a single, accessible<br />

virtual platform. Users can<br />

navigate individual stratigraphic<br />

units (SUs) while retaining a<br />

comprehensive understanding<br />

of the site's overall topography.<br />

Each SU, reconstructed through<br />

photogrammetry, is intricately<br />

linked to its corresponding excavation<br />

location and related<br />

documentation. This method<br />

provides a means to address the<br />

irreversible aspects of stratigraphic<br />

excavation by offering a<br />

virtual reconstruction that aids<br />

in historical analysis.<br />

Although the current iteration<br />

of the system is a prototype centered<br />

on a specific case study,<br />

its potential for broader application<br />

in various archaeological<br />

contexts is considerable, pending<br />

further enhancements. One<br />

potential improvement could<br />

involve creating authoring tools<br />

tailored for archaeologists. Such<br />

tools would empower field specialists<br />

to independently contribute<br />

to and update SU data,<br />

thus streamlining the documentation<br />

workflow. Additionally,<br />

an automated georeferencing<br />

system would represent another<br />

significant advancement, allowing<br />

3D scans of each SU to be<br />

accurately positioned with minimal<br />

manual intervention, thereby<br />

enhancing both precision and<br />

efficiency.


The broader significance of this<br />

VR system extends beyond archaeological<br />

research. Its capacity<br />

to simplify complex technical<br />

information makes it invaluable<br />

for public engagement<br />

and educational initiatives.<br />

Utilizing similar visualization<br />

and interaction methods, this<br />

system could convey a diverse<br />

range of content—historical,<br />

artistic, and architectural—thus<br />

enriching the visitor experience.<br />

It not only enhances on-site exploration<br />

but also makes archaeology<br />

more approachable and<br />

engaging for a wider audience.<br />

This integration of technology<br />

and heritage has the potential<br />

to transform how individuals interact<br />

with archaeological sites,<br />

enabling them to explore history<br />

in an immersive and interactive<br />

manner.<br />

Looking ahead, the incorporation<br />

of Augmented Reality (AR) offers<br />

tremendous potential. By utilizing<br />

AR, this experience could be<br />

brought into real-world visits,<br />

providing the same extensive<br />

information directly in the physical<br />

environment. This would allow<br />

the public to participate<br />

in AR-enhanced tours and give<br />

archaeologists real-time access<br />

to digital records superimposed<br />

on their actual surroundings. A<br />

precise localization or tracking<br />

system would facilitate this transition<br />

to AR, offering an unprecedented<br />

level of engagement with<br />

the archaeological site.<br />

Moreover, the VR system opens<br />

exciting avenues for remote collaboration<br />

and telepresence.<br />

By supporting real-time data<br />

sharing and interactive involvement<br />

from anywhere around the<br />

globe, the system can foster a<br />

worldwide network of experts<br />

Bibliography<br />

BPujol Tost, L.; Sureda Jubrany, M. (2007)<br />

Vers une Réalité Vir-tuelle véritablement<br />

interactive. In: proc. of Virtual Retrospect,<br />

p. 77-81.<br />

Reilly, P. (1990) Towards a virtual archaeology.<br />

In: Computer Applications in Archaeology,<br />

British Archaeological reports (Int.<br />

Series 565), p. 133-139<br />

Christou, C.; Angus, C.; Loscos, C.; Dettori,<br />

A.; Roussou, M. (2006) A versatile largescale<br />

multimodal VR system for cul-tural<br />

heritage visualization. In: VRST06 Symp. on<br />

Virtual real-ity software and technology,<br />

ACM, p. 133–14<br />

Elkarmoty, M., Rupfle, J., Helal, K.,<br />

Sholqamy, M., Fath-Elbab, M., Kollofrath,<br />

J., ... & Helal, H. (2023). Localization and<br />

shape determination of a hidden corridor<br />

in the Great Pyramid of Giza using nondestructive<br />

testing. NDT & E International,<br />

139, 102809.<br />

Brooks, J. (2020). The Applications of Immersive<br />

Virtual Reali-ty Technologies for<br />

Archaeology (Master's thesis, Trent University<br />

Canada, etd:813, TC-OPET-10779).<br />

Gaugne, R; Gouranton, V.; Dumont, G.;<br />

Chauffaut, A.; Ar-naldi, B. (2014) Immersia,<br />

an open immersive infrastructure:<br />

doing archaeology in virtual reality. In: Archeologia<br />

e Calcola-tori, pp.1-10<br />

Ogle, T.; Skarbez, R. Immersive Archaeology.<br />

Virginia Tech (2018)<br />

Cozzolino, M., Caliò, L. M., Gentile, V.,<br />

Mauriello, P., & Di Meo, A. (2020). The discovery<br />

of the theater of Akragas (Valley of<br />

Temples, Agrigento, Italy): an archaeological<br />

confirmation of the supposed buried<br />

structures from a geophysical survey. Geosciences,<br />

10(5), 161.<br />

who can both contribute to and<br />

utilize this digital information.<br />

Such collaborative capabilities<br />

could expedite research efforts<br />

and shorten the timeline for<br />

publishing findings, as archaeologists<br />

would be able to access<br />

comprehensive data without<br />

needing to be physically present<br />

at the excavation site.<br />

The future direction of this project<br />

also hints at the creation<br />

of a unified data management<br />

platform, which would significantly<br />

boost the efficiency of<br />

archaeological processes. This<br />

platform would enable seamless<br />

sharing, analysis, and processing<br />

of collected data, thereby accelerating<br />

excavation activities<br />

and facilitating more thorough<br />

and timely research.<br />

Abstract<br />

The use of Virtual Reality (VR) is becoming<br />

increasingly popular in the creation of innovative<br />

content archiving and cataloguing<br />

solutions. In the field of archaeology, the<br />

utilisation of VR for both professional and<br />

non-specialist applications remain a relatively<br />

unexplored area. To address this gap,<br />

we present a VR application designed to<br />

streamline the storage and access of critical<br />

data for archaeological studies, while<br />

facilitating the presentation of these studies<br />

to the public. The application interface<br />

facilitates direct interaction with 3D<br />

models generated through photogrammetry<br />

and modelling techniques, facilitating<br />

two distinct yet complementary objectives:<br />

firstly, a detailed examination of the data<br />

collected, which in turn improves research<br />

activities; secondly, it brings visitors closer<br />

to the world of archaeological research.<br />

We applied this system to the case study of<br />

excavations at the Temple of Juno in Agrigento,<br />

Italy.<br />

Keywords<br />

Virtual Reality, Archaeology, Data Archiving,<br />

Photogrammetry, Reconstruction<br />

Author<br />

Eleonora Lanfranco<br />

eleonora.lanfranco@santannapisa.it<br />

Institute of Mechanical Intelligence (IIM)<br />

of Scuola Superiore Sant’Anna, Pisa (PI),<br />

Italy - www.santannapisa.it/it/istituto/<br />

intelligenza-meccanica<br />

Marcello Carrozzino<br />

m.carrozzino@santannapisa.it<br />

Institute of Mechanical Intelligence (IIM)<br />

of Scuola Superiore Sant’Anna, Pisa (PI),<br />

Italy - www.santannapisa.it/it/istituto/<br />

intelligenza-meccanica<br />

Giuseppe Rignanese<br />

giuseppe.rignanese@sns.it<br />

Scuola Normale Superiore, Pisa (PI), Italy -<br />

www.sns.it/it<br />

Gianfranco Adornato<br />

gianfranco.adornato@sns.it<br />

Scuola Normale Superiore, Pisa (PI), Italy -<br />

www.sns.it/it<br />

Massimo Bergamasco<br />

m.bergamasco@santannapisa.it<br />

Institute of Mechanical Intelligence (IIM)<br />

of Scuola Superiore Sant’Anna, Pisa (PI),<br />

Italy - www.santannapisa.it/it/istituto/<br />

intelligenza-meccanica<br />

12 ArcheomaticA N°4 2023


Cultural Heritage Technology 13<br />

XVS<br />

vSLAM 3D Scanner<br />

CONTATTACI<br />

PER INFO<br />

Seguici sui Social<br />

www.stonex.it


CASE STUDY<br />

Artificial Beings in Archaeology: Bridging<br />

Historical Reality and Digital Simulation<br />

The "Johannes" Project: A Novel Approach to Reconstructing Medieval<br />

Life through AI and Material Culture<br />

by Stefano Bertoldi e Marco Valenti<br />

Fig. 1 - Burial SK86<br />

under excavation.<br />

The "Johannes" project represents an innovative intersection<br />

of archaeology and artificial intelligence, aiming to<br />

reconstruct and simulate the consciousness of a medieval<br />

individual based on extensive archaeological data. By utilizing<br />

AI, specifically a ChatGPT model, the project seeks to bridge<br />

the gap between material culture and digital self-awareness.<br />

The AI is populated with data from the archaeological site<br />

of Miranduolo, integrating information about the village's<br />

historical context, material culture, and societal structures<br />

from the 7th to the early 14th century. This project explores<br />

the challenges of limiting the AI's knowledge.<br />

Setting aside purely theoretical<br />

and faith-based positions<br />

that either remain<br />

enthusiastic or, conversely,<br />

entirely opposed, the application<br />

of artificial intelligence is<br />

viewed through a limited lens,<br />

either as a sophisticated search<br />

engine or a somewhat capable<br />

assistant more or less capable of<br />

solving our problems. In reality,<br />

there is an emerging field of research<br />

focusing on the applica-<br />

14 ArcheomaticA N°4 2023


Cultural Heritage Technology 15<br />

tion of AI as digital companions,<br />

even extending into the realms<br />

of emotion and affection. That<br />

intelligence might entail more<br />

than just processing power-it<br />

could also encompass empathy,<br />

and perhaps even emotions, or<br />

at least a sophisticated ability<br />

to simulate them. This prompts<br />

an intriguing question: at what<br />

point does an artificial entity<br />

with advanced intellectual capabilities<br />

and potential empathy<br />

transition from being merely<br />

artificial to something we might<br />

consider alive?<br />

The debate surrounding AI performance,<br />

though engaging,<br />

doesn't fully address this question.<br />

While we can't yet claim that<br />

true intelligence with computational<br />

prowess and independent<br />

initiative exists, some applications<br />

possess mathematical capabilities<br />

far beyond the natural<br />

average and can empathize<br />

with our human essence in surprisingly<br />

effective ways.<br />

It is from these reflections, not<br />

strictly archaeological in nature,<br />

that the "Johannes" project<br />

emerged. The name chosen<br />

for the character wasn't drawn<br />

from any specific source but<br />

was randomly selected from<br />

documented individuals in archival<br />

records from the analyzed<br />

period.<br />

into Gemini) was sentient. This<br />

assertion led to his suspension<br />

from the tech giant. Whether<br />

Lemoine was being provocative,<br />

genuinely believed in his<br />

claims, or based them on unscientific<br />

assumptions, his statement<br />

sparked significant controversy<br />

and opposition.<br />

The cognitive stronghold of language,<br />

once believed to set humanity<br />

apart from animals and<br />

machines, elevating Homo sapiens<br />

to the rank of "master" of<br />

the planet, has now crumbled<br />

(Manzotti & Rossi 2023, p. 142).<br />

Another boundary—physical<br />

presence in the world—is also<br />

eroding. Robotics is transforming<br />

theory into tangibility in this<br />

regard.<br />

Thus, consciousness, the perception<br />

of oneself and others,<br />

might be the next—and perhaps<br />

final—frontier to conquer or perhaps<br />

defend. In the case of the<br />

Johannes project, the goal was<br />

not to create artificial life (a<br />

concept challenging to define)<br />

but to restore the residual image<br />

of a life that has persisted<br />

in the real world, one that can<br />

be glimpsed through material<br />

culture, society, and religion.<br />

THE ARCHAEOLOGICAL<br />

SITE OF MIRANDUOLO<br />

Miranduolo (Chiusdino - SI) represents<br />

an extensive excavation<br />

project spanning 17 campaigns<br />

and over 700 days. Nearly all of<br />

the space within the castle's,<br />

and more than 1,000 square<br />

meters outside them, has been<br />

fully excavated, yielding a vast<br />

quantity of material. Over the<br />

past six years, we have continuously<br />

analyzed, processed, and<br />

cross-referenced these findings,<br />

leading to new insights that<br />

would have been impossible in<br />

the context of more hastily published<br />

excavations.<br />

Updates on progress and evolv-<br />

THE DEBATE SURROUNDING AI<br />

The debate on AI consciousness<br />

is a complex topic, with<br />

contours we do not fully understand<br />

and do not intend to<br />

fully explore here. However,<br />

consider the case of Google's<br />

engineer Blake Lemoine, who,<br />

two years ago, claimed that the<br />

LaMDA program (now evolved<br />

2 - SK86's skull after restoration<br />

Fig.


ing hypotheses have been<br />

shared consistently, contributing<br />

to a bibliography of over 80<br />

titles. Our approach has been<br />

to thoroughly revisit and reexamine<br />

the entire body of documentation<br />

linked to more than<br />

4,500 stratigraphic units. This<br />

process involves stressing the<br />

data, reinterpreting it from various<br />

perspectives, and drawing<br />

new insights. Given the site's<br />

complexity and its significant<br />

potential to inform archaeological<br />

and historical debates, such<br />

iterative processes are essential<br />

particularly for its contribution<br />

to archaeological and historical<br />

debates. The long periods<br />

of data processing are crucial<br />

to building a "critical mass" of<br />

data capable of generating interpretive<br />

frameworks, which<br />

can then be tested, refined, and<br />

transformed into models. With<br />

its diachronic pattern of continuous<br />

occupation from the 7th to<br />

Fig. 3 - Reconstruction of SK86's face (creation<br />

by Stefano Ricci).<br />

the early 14th century, and the<br />

fact that it has been excavated<br />

to a highly significant extent,<br />

the site can be proposed as an<br />

indispensable touchstone for<br />

anyone developing interpretive<br />

models of early medieval village<br />

formation and, where applicable,<br />

their evolution into castles.<br />

Moreover, following the example<br />

of Poggibonsi, the site has<br />

also served as a testing ground<br />

for experimenting with Information<br />

Technology techniques and<br />

methods applied to Archaeology,<br />

particularly in documentation,<br />

analysis, and data sharing.<br />

The enormous volume of data<br />

collected and processed, the<br />

maturity of the processing techniques<br />

achieved, and the diversity<br />

of information obtained<br />

led to the development of the<br />

Johannes concept and prototype.<br />

Initially, the idea was to<br />

have the history and archaeology<br />

of the site narrated by one<br />

of its inhabitants. However, we<br />

quickly realized the limitations<br />

of this approach; a 12th-century<br />

person could not have known<br />

much of what modern research<br />

has uncovered. Therefore, we<br />

opted for a different methodology<br />

that is more subjective yet<br />

also more plausible.<br />

The primary objective of the<br />

project was to evaluate the behavior<br />

of a ChatGPT bot when<br />

constrained within a markedly<br />

limited spectrum of information;<br />

on this front, much work<br />

remains to be done. Additionally,<br />

Johannes is intended to<br />

serve as an educational tool for<br />

archaeology students, aimed at<br />

training them to assess the subjectivity<br />

of sources and to stimulate<br />

inquiry in a multi-layered<br />

manner.<br />

ARCHITECTURE OF AN<br />

"ARTIFICIAL BEING"<br />

The ChatGPT bot, along with<br />

its "consciousness" and memory,<br />

was initially populated with<br />

knowledge derived from archaeological<br />

investigations conducted<br />

between 2001 and 2016.<br />

This included information about<br />

the village's inception in the 7th<br />

century and its early medieval<br />

transformations, leading up to<br />

the processes of incastellation<br />

and decastellation in the early<br />

14th century (Valenti 2022). The<br />

buried individual, labeled SK86<br />

(Fig. 1), was a man approximately<br />

167 cm tall, with pronounced<br />

muscle attachments<br />

in the upper limbs, significant<br />

osteoarthritis in the spine, and<br />

signs of nutritional stress from<br />

childhood. These markers indicate<br />

a life of hard, strenuous labor<br />

and a birth into a very poor<br />

family.<br />

The most striking features include<br />

a sharp-force injury on<br />

the left frontal bone, a small<br />

oval depression on the right<br />

frontal bone likely caused by<br />

a blunt, pointed object, and<br />

trauma with bone remodeling<br />

of the mandibular condyle (Fig.<br />

2), resulting in a misaligned<br />

jaw structure that would have<br />

caused significant difficulties in<br />

chewing during the individual's<br />

lifetime (Abate & Ricci 2022).<br />

The anthropological analysis<br />

of the buried individual and<br />

his facial reconstruction (Fig.<br />

3), conducted by Stefano Ricci<br />

(Department of Earth, Physical,<br />

and Environmental Sciences<br />

- University of Siena), and<br />

the dating of the burial, led to<br />

the hypothesis that SK86 was<br />

a man-at-arms serving the Gherardeschi<br />

family and that he<br />

16 ArcheomaticA N°4 2023


Cultural Heritage Technology 17<br />

fought during the siege of Miranduolo,<br />

led by the Bishop of<br />

Volterra's troops around 1125<br />

(Fig. 4). However, the injuries<br />

sustained in battle did not result<br />

in his death. SK86—our Johannes—survived<br />

and was able<br />

to recount the most significant<br />

event of his life: the battle that<br />

began on the plains below the<br />

castle and continued until the<br />

defenses were breached (Nardini<br />

2022).<br />

Drawing from this "story within<br />

the History," we sought to populate<br />

Johannes's memory and<br />

consciousness. The process of<br />

populating his memories was<br />

complex and delicate, given the<br />

evident gap between what he<br />

knew and what archaeologists<br />

know today.<br />

JOHANNES'S PAST<br />

AND MIRANDUOLO'S HISTORY<br />

After integrating the "past" archaeology<br />

of Miranduolo into<br />

Johannes's present (Bertoldi<br />

2022), including the landscape<br />

(Putti 2022), historical context,<br />

material culture (Menghini<br />

2022, Palmas 2022, Nardini<br />

<strong>2024</strong>), diet, and nearby rural<br />

and urban settlements (Cantini<br />

2003, Causarano 2017), we<br />

faced our first major challenge.<br />

From the dataset of information<br />

known to historians and archaeologists<br />

about 12th-century<br />

Tuscany, we needed to filter out<br />

what a peasant-soldier, likely<br />

illiterate and spending almost<br />

his entire life among the hills of<br />

the Val di Merse, could realistically<br />

have known. This required<br />

us to simulate sensory experiences;<br />

Johannes knew only<br />

what he could see and what he<br />

was told. Of the long history of<br />

his settlement, he might have<br />

Fig. 4 - The Siege of Miranduolo (graphic reconstruction by InkLink studio, Firenze)<br />

heard about the castle's transformation<br />

from mixed construction<br />

to stone (an event occurring<br />

within a century before his<br />

birth); it's plausible that elders<br />

recounted this "revolutionary"<br />

change. However, as we move<br />

further back in time, Johannes's<br />

memory fades after two or<br />

three generations at most. SK86<br />

would not have known about<br />

the 9th- and 10th-century village<br />

organized as a curtis, nor<br />

about its polarized society;<br />

even less would he have known<br />

about the village's founding as<br />

a mining settlement—a factoryvillage—in<br />

the 7th century, and<br />

its subsequent evolution into an<br />

agricultural center with divided<br />

power in the 8th century.<br />

Therefore, within this complex<br />

differential, we were compelled<br />

to enrich the character's reminiscences<br />

by drawing upon our<br />

deep knowledge of the castle's


material culture. We sought to<br />

incorporate objects that could<br />

evoke sensations, memories of<br />

the past, and narratives that intertwined<br />

archaeologically and<br />

historically verified facts with<br />

plausible individuals who could<br />

have intersected with the life of<br />

our character.<br />

JOHANNES'S FUTURE<br />

What further complicated the<br />

creation of the bot was the<br />

understanding of what happened<br />

during the long period<br />

that can be described as the<br />

"liminal phase" of consciousness,<br />

between the death of<br />

SK86 and the artificial rebirth of<br />

Johannes. To actualize this process,<br />

we established a terminus<br />

a quo (the year 1140), marking<br />

the endpoint of our character's<br />

memory. This is essentially the<br />

moment around which Johannes<br />

dies, yet the space-time paradox<br />

generated results in a present<br />

that predates this threshold.<br />

Johannes perceives himself<br />

as alive and does not see himself<br />

as belonging to a distant<br />

"Middle Ages" (a term obviously<br />

unknown to him). When asked<br />

directly, he would respond with<br />

surprise: "I do not come from<br />

the past; I live in the present."<br />

From a technical perspective,<br />

this operation of erasing the<br />

future/past creates some challenges<br />

within ChatGPT. It is<br />

necessary to continuously refine<br />

the bot and filter out irrelevant<br />

information.<br />

HIS CONSCIOUSNESS<br />

Once his memory was constructed<br />

within the limited scope previously<br />

described, we needed to<br />

define the simulation of emotions,<br />

empathy, and the selfawareness<br />

that Johannes possesses.<br />

This aspect, extremely<br />

delicate as it goes far beyond<br />

archaeology and technology,<br />

is crucial to the project. The<br />

bot, as previously mentioned,<br />

is not an artificial assistant nor<br />

merely an intelligent collection<br />

of information regarding Miranduolo,<br />

the Val di Merse, central-southern<br />

Tuscany, the 12th<br />

century, or the phenomenon of<br />

incastellamento.<br />

The goal is to model an artificial<br />

being endowed with critical<br />

thought about its own life, with<br />

opinions expressed emotionally<br />

(for Johannes, the Bishop<br />

of Volterra represents the arrogance<br />

and cruelty of ecclesiastical<br />

power), and with desires<br />

and hopes for his future. These<br />

expressions do not necessarily<br />

represent objective truth,<br />

but rather personal thoughts<br />

shaped by past experiences.<br />

We also aim to equip him with<br />

knowledge that could lead to<br />

a form of bodily-kinesthetic<br />

intelligence (Di Napoli 2007).<br />

Johannes's body (or rather, the<br />

bones of SK86) and his material<br />

culture are our tools for decoding<br />

his life and actions. In this<br />

light, we used the acquired data<br />

to enable him to communicate<br />

about what he saw and did.<br />

Consider this simple example:<br />

When Johannes tells us his personal<br />

story—his childhood, his<br />

service to the Gherardeschi<br />

Counts at Miranduolo, etc.—he<br />

consistently identifies himself<br />

as an "archer," even though we<br />

did not provide this information.<br />

We questioned why he<br />

chose to present himself in this<br />

way. What prompted this interpretive<br />

liberty?<br />

Upon reviewing all the data entered<br />

for the period in question,<br />

we noticed that arrowheads are<br />

among the most commonly attested<br />

finds. Their abundance<br />

attests to the siege and subsequent<br />

battle conducted against<br />

Miranduolo by the Bishop of Volterra's<br />

troops. Johannes's reasoning<br />

sequence is clear: I am<br />

a man-at-arms—there are many<br />

arrows—therefore, I was also an<br />

archer.<br />

In its simplicity, this cognitive<br />

sequence offers valuable insights<br />

into how our artificial being<br />

reasons. It helps us evaluate<br />

which routines we need to refine<br />

or codify for inputting data<br />

that can be transformed into<br />

"stories" and narratives.<br />

CONCLUSIONS<br />

This project, which will be expanded<br />

to include other artificial<br />

beings from preceding and<br />

succeeding periods (7th to early<br />

14th century), is an experiment<br />

in evaluating direct sources<br />

for constructing archaeological<br />

data. In this sense, "interviewing"<br />

an artificial being from the<br />

Middle Ages aims to highlight<br />

the differences between objective<br />

material data (even if partial,<br />

fragmentary, and complex)<br />

and those shaped by specific individual<br />

wills. It is also intended<br />

as a teaching tool and a new<br />

point for theoretical discussion.<br />

In the uncertainty of whether AI<br />

is or ever will be sentient, our<br />

goal was to simulate a natural<br />

being, complete with errors<br />

determined by cultural limitations,<br />

personal opinions, and<br />

individual expectations.<br />

Although archaeological, historical,<br />

anthropological, and genetic<br />

data may suggest extensive<br />

knowledge of people from<br />

18 ArcheomaticA N°4 2023


Cultural Heritage Technology 19<br />

the past, there is a palimpsest<br />

that cannot be fully modeled—a<br />

limit beyond which it<br />

is impossible to proceed. This<br />

refers to the spectrum of instinct,<br />

character, and innate<br />

abilities. To address this, we<br />

created a simulation to restore<br />

Johannes from SK86, populating<br />

his narrative with reliable,<br />

yet not always verifiable, information.<br />

AKNOWLEDGEMENTS<br />

The anthropological study and<br />

facial reconstruction were<br />

conducted as part of a cooperative<br />

project between the<br />

Municipality of Chiusdino and<br />

the Department of Historical<br />

Sciences and Cultural Heritage<br />

of the University of Siena<br />

(under the scientific direction<br />

of Prof. Marco Valenti), in collaboration<br />

with the Department<br />

of Earth, Physical, and<br />

Environmental Sciences.<br />

The Johannes project is part<br />

of the "New Technologies in<br />

Cultural Heritage Research"<br />

Lab-Arena, within the 2023-<br />

2027 Excellence Project of the<br />

Department of Historical Sciences<br />

and Cultural Heritage of<br />

the University of Siena (SOPaC,<br />

acronym for Sustainability and<br />

Employability in Cultural Heritage).<br />

The bot is accessible at:<br />

https://chatgpt.com/g/gmchL2LSPc-johannes-abitante-di-miranduolo.<br />

Bibliographical References<br />

Abate, E., & Ricci, S. (2022). Restauro, studio paleoantropologico e tafonomico degli<br />

inumati del cimitero medievale di Miranduolo. In M. Valenti, A. Nardini, & S. Bertoldi<br />

(Eds.), Miranduolo. Le lunghe mutazioni del potere tra VII e XIV secolo (pp. 121-134).<br />

Firenze: All'Insegna del Giglio.<br />

Bertoldi, S. (2022). L'insediamento e i rapporti sociali tra VIII e inizi XI secolo. In M.<br />

Valenti, A. Nardini, & S. Bertoldi (Eds.), Miranduolo. Le lunghe mutazioni del potere<br />

tra VII e XIV secolo (pp. 49-66). Firenze: All'Insegna del Giglio.<br />

Cantini, F. (2003). Il castello di Montarrenti. Lo scavo archeologico (1982-1987). Per<br />

la storia della formazione del villaggio medievale in Toscana (secc. VII-XV). Firenze:<br />

All'Insegna del Giglio.<br />

Causarano, M. A. (2017). La cattedrale e la città. Il cantiere del duomo di Siena tra<br />

XI e XIV secolo. Firenze: All'Insegna del Giglio.<br />

Di Napoli, G. (2007). Disegnare e conoscere. La mano, l'occhio, il segno. Vicenza:<br />

Einaudi.<br />

Manzotti, R., & Rossi, S. (2023). IO e IA. Mente, cervello e GPT. Soveria Mannelli:<br />

Rubbettino Editore.<br />

Menghini, C. (2022). La ceramica dal VII al XIV secolo: analisi sociali, economiche e<br />

politiche. In M. Valenti, A. Nardini, & S. Bertoldi (Eds.), Miranduolo. Le lunghe mutazioni<br />

del potere tra VII e XIV secolo (pp. 167-186). Firenze: All'Insegna del Giglio.<br />

Nardini, A. (2022). L'insediamento e i rapporti politici e sociali tra XI e XIV secolo.<br />

In M. Valenti, A. Nardini, & S. Bertoldi (Eds.), Miranduolo. Le lunghe mutazioni del<br />

potere tra VII e XIV secolo (pp. 67-86). Firenze: All'Insegna del Giglio.<br />

Nardini, A. (<strong>2024</strong>). Il bicchiere nel corredo domestico fra IX e XIII secolo nel senese:<br />

i casi di Miranduolo e Poggibonsi. In M. Uboldi, S. G. Lerma, & M. Bagnasco (Eds.), Il<br />

vetro nel Medioevo. Atti delle XXI Giornate di Studio sul Vetro del Comitato Nazionale<br />

Italiano AIHV (pp. 57-68). Cremona: Fanti Gragica.<br />

Palmas, C. (2022). I reperti metallici fra VII e XIV secolo. In M. Valenti, A. Nardini,<br />

& S. Bertoldi (Eds.), Miranduolo. Le lunghe mutazioni del potere tra VII e XIV secolo<br />

(pp. 216-232). Firenze: All'Insegna del Giglio.<br />

Putti, M. (2022). La complessità di un paesaggio storico: il territorio di Miranduolo<br />

nella diacronia. In M. Valenti, A. Nardini, & S. Bertoldi (Eds.), Miranduolo. Le lunghe<br />

mutazioni del potere tra VII e XIV secolo (pp. 106-120). Firenze: All'Insegna del<br />

Giglio.<br />

Valenti, M. (2022). Le lunghe mutazioni del potere (VII-inizi XIV secolo). In M. Valenti,<br />

A. Nardini, & S. Bertoldi (Eds.), Miranduolo. Le lunghe mutazioni del potere tra VII e<br />

XIV secolo (pp. 14-39). Firenze: All'Insegna del Giglio.<br />

Abstract<br />

The "Johannes" project represents an innovative intersection of archaeology and artificial<br />

intelligence, aiming to reconstruct and simulate the consciousness of a medieval<br />

individual based on extensive archaeological data. By utilizing AI, specifically<br />

a ChatGPT model, the project seeks to bridge the gap between material culture and<br />

digital self-awareness. The AI is populated with data from the archaeological site of<br />

Miranduolo, integrating information about the village's historical context, material<br />

culture, and societal structures from the 7th to the early 14th century. This project<br />

explores the challenges of limiting the AI's knowledge to what would have been<br />

known by a 12th-century individual, thereby enriching the AI's "memories" with sensory<br />

experiences and historically plausible narratives. The project raises significant<br />

questions about the potential of AI in historical reconstruction, particularly in the<br />

simulation of emotions, empathy, and self-awareness.<br />

Ultimately, "Johannes" is not merely an intelligent collection of data but an experimental<br />

artificial being capable of critical thought, subjective experiences, and<br />

emotional expression. The implications of this project extend beyond archaeology,<br />

offering new perspectives on the use of AI in understanding the past and its potential<br />

as a teaching tool and a medium for theoretical exploration.<br />

Keywords<br />

Artificial Intelligence; Artificial Archaeology;<br />

Archaeological Reconstruction; Self-Awareness<br />

Author<br />

Stefano Bertoldi<br />

stefano.bertoldi@unisi.it<br />

Università di Siena<br />

Marco Valenti<br />

Marco.Valenti@unisi.it<br />

Università di Siena


RESTORATION<br />

Cultural heritage: from Italy smart conservation<br />

and protection from fire, bacteria, water<br />

Climate phenomena require the use of the most advanced technology<br />

By Camilla Ghedini<br />

Fig. 1 – Max Planck Institute. History of Art Institute of Florence.<br />

Makros founded in 2018,<br />

is based in Ferrara, Emilia<br />

Romagna. its organization<br />

includes a technical scientific<br />

committee of biologists,<br />

mathematicians, physicists,<br />

computer technicians<br />

and scientists, architects,<br />

who direct research and<br />

development, to which<br />

about half of the profits<br />

are allocated. Makros owns<br />

six patents, which can be<br />

combined together. Clients<br />

are public, private and even<br />

religious authorities and<br />

institutions.<br />

The floods that in recent years<br />

have been hitting Italy and Europe,<br />

strongly test the ability to<br />

protect and conserve the archival,<br />

artistic, cultural heritage<br />

of institutions, private individuals<br />

who own important collections<br />

and companies that have<br />

historical archives. Water, like<br />

fire, causes irreversible damages<br />

and losses, forcing to select<br />

which operations can be<br />

done to restore. The collective<br />

memory and identity of countries,<br />

territories and communities<br />

are affected. This is what<br />

Massimo Luise, founder of Makros<br />

srl, thought about when,<br />

in 2011 patented Blockfire, an<br />

archival fire protection system<br />

now combined with protection<br />

from bacteria and water. A fire<br />

is an occasional event, fungal<br />

proliferation and floods are directly<br />

connected to ongoing<br />

climate change and require Art<br />

managers to activate technological<br />

processes. It is no coincidence<br />

that the company, which<br />

is based in Ferrara, Emilia Romagna,<br />

a region with constant<br />

hydrogeological risk, was recognized<br />

in 2023 by Fassa Bortolo<br />

and Fondazione Symbola - the<br />

Foundation for Italian qualities<br />

- among the one hundred excellent<br />

companies in the Fourth<br />

Report Italian Cultural Spaces<br />

Stories. What does Makros produces?<br />

Archival systems with<br />

the appearance of real design<br />

libraries that open and close,<br />

allowing access and consultation<br />

(see the various types in<br />

products, on www.blockfire.it,<br />

20 ArcheomaticA N°4 2023


Cultural Heritage Technology 21<br />

English version). These libraries<br />

are micro ventilated, to let<br />

the contents breathe, they are<br />

equipped with a control unit<br />

that controls the closure in case<br />

of heat and flames and a system<br />

to monitor the internal environmental<br />

conditions. Makros’<br />

installations protect without<br />

external fire-extinguishing systems,<br />

which not only compromise<br />

the heritage but can harm<br />

humans. Compactable, they<br />

can reach a height of 6 meters<br />

and store several linear meters<br />

if not kilometers of documents<br />

and books. In Rami Barrack, the<br />

largest book center in Istanbul<br />

and the second largest in Turkey,<br />

Makros installations - designed<br />

to host 2 million books<br />

– are 27 kilometers long and 12<br />

meters deep. A true three level<br />

citadel, the underground level<br />

built under the lake of the immense<br />

public park. At the Kunsthistorisches<br />

Institut in Florenz<br />

- Max Planck, the recently renovated<br />

and inaugurated institute<br />

of history of art in Florence,<br />

Makros has created systems to<br />

safeguard over two kilometers<br />

of documents, some inside the<br />

Palace, some in a basement,<br />

beneath an internal garden. The<br />

installations, in Italy, Europe<br />

and Asia, are countless: from<br />

Brera Institute of Science to<br />

Bordeaux International Art Museum,<br />

from Ankara Art & Sculpture<br />

Museum to Vatican Palaces.<br />

Then there is the Laboratory<br />

for the Restoration of Ancient<br />

Books, important Universities -<br />

Rome 3, Genoa, Ferrara, Milan<br />

Polytechnic, Turin - the Military<br />

School of Cecchignola (Rome),<br />

the Bank of Italy, Leonardo<br />

Aerospace. Without neglecting<br />

the Courts, health facilities,<br />

the Courts, health facilities,<br />

ethnographic institutes.<br />

Makros' clients are public and<br />

private. The need to protect<br />

and conserve - this is Makros'<br />

challenge - is everywhere. Just<br />

think that 85 percent of the artistic<br />

heritage of museums and<br />

foundations is not exhibited. It<br />

is stored and often piled up in<br />

improvised exposed to air, infiltrations<br />

and dangers contain-


ers despite the existence of<br />

ministerial guidelines for their<br />

preparation and storage, with<br />

specific requirements in terms<br />

of safety of the systems and microclimatic<br />

parameters. If exhibited<br />

works are, in Italy alone<br />

480 thousand, there are 4 and<br />

a half million in storage, theoretically<br />

they should be kept in<br />

good conditions in order to be<br />

consulted or exhibited in temporary<br />

exhibitions. Not counting<br />

the archaeological material and<br />

other materials known only to<br />

insiders.<br />

The Makros system is certified<br />

by 6 patents, nationalized in<br />

Europe, as well as in the United<br />

States, Canada, China, Russia,<br />

Turkey. The work of the technical<br />

scientific committee made<br />

up of physicists, biologists,<br />

mathematicians, computer scientists<br />

never stops. For Makros,<br />

continuous research is essential.<br />

It supports research in<br />

collaboration with important<br />

and prestigious partners – for<br />

example CNR in Florence- some<br />

of which have been published<br />

in important specialized magazines.<br />

Makros also uses the skills<br />

and spaces of the nearby University<br />

Technology Park (University<br />

of Ferrara) to carry on<br />

experiments. Each installation<br />

requires the study of internal<br />

and external environment and<br />

the material to be contained:<br />

from the canvases of the paintings<br />

to the paper of the codes,<br />

as well as fabrics, leather, furnishing.<br />

The key word is suitability,<br />

which presupposes constant<br />

technological advancement,<br />

skill refinement, continuous<br />

software improvement<br />

and updating. Special increased<br />

power sensors have been developed<br />

to detect environmental<br />

data, they have been placed<br />

inside the archive systems and<br />

they can export data even if<br />

they are in insulated structures.<br />

This way they feed data to the<br />

fungal proliferation prediction<br />

software. In case of detection<br />

of non-optimal conservation<br />

conditions, the software issues<br />

warnings to intervene and activate<br />

remedies which can also<br />

be automatic according to the<br />

parameters set by the Makros’<br />

technical scientific committee.<br />

The remedies include solutions<br />

for ventilation, dehumidification<br />

or humidification, solid<br />

support inhibition of fungal<br />

growth. Warning and remedies<br />

are remotely reported on devices.<br />

Each system is equipped<br />

with emergency batteries so<br />

that data are never lost. Makros<br />

uses non-carcinogenic materials,<br />

starting with paints and<br />

insulation material. Luise’s idea<br />

of Blockfire started from fire.<br />

Working with museums and archives,<br />

he asked himself: what<br />

is missing? Looking around he<br />

realized that a protection system<br />

was missing. There were<br />

fire extinguishers or automatic<br />

extinguishing systems but they<br />

were not enough. They solved<br />

only half of the problems. Putting<br />

out the flames didn’t mean<br />

saving Art. So he started to do<br />

research. He wanted something<br />

that did not exist. After two<br />

years of study and comparisons<br />

with other systems he made<br />

it, he filed the first patent,<br />

Blockfire precisely, the result<br />

of a test at Giordano Institute,<br />

which certified that even with a<br />

thousand degrees outside temperature,<br />

his 'containers' remained<br />

structurally intact and<br />

offered a passive protection<br />

barrier against fire. From fire he<br />

also thought about water and<br />

bacteria, from protection to<br />

conservation, which must be a<br />

daily routine. His first, great intuition<br />

was understanding that,<br />

regarding flames, the so-called<br />

active protection systems had<br />

to be eliminated. The second,<br />

that proceeding by sectors did<br />

not make sense. "There were<br />

those who cared about fire,<br />

those about deterioration, those<br />

about water. A global vision<br />

was missing", he summarizes.<br />

In Italy he broke consolidated<br />

patterns, with the recognition<br />

of this protection technology by<br />

the Fire Brigade. For this reason,<br />

he says, it would be important<br />

to have a unique European<br />

legislation, thus overcoming<br />

the current fragmentation. And<br />

for this reason it is important<br />

to train the staff who will deal<br />

22 ArcheomaticA N°4 2023


Cultural Heritage Technology 23<br />

with it. "There is nothing difficult<br />

- Luise begins - but knowing<br />

how to read the data is fundamental".<br />

Does protecting heritage<br />

cost money? "It also costs<br />

money to recover it. Nothing<br />

can be saved from fire and what<br />

is not damaged by the flames is<br />

damaged by the heat and subsequent<br />

extinguishing methods.<br />

What is saved from water must<br />

be frozen, then defrozen without<br />

passing through the liquid<br />

state, with very high costs. In<br />

both cases, restoration work is<br />

needed. Bacteria cause 'holes'<br />

in paper, in the wooden frames<br />

of paintings, etc. The cost is a<br />

false problem, because the risk<br />

is the irreversibility of the loss".<br />

And Luise cites the flood in<br />

Florence in 1966, with damaged<br />

works of art and millions<br />

of books submerged. The water<br />

and mud reached the Uffizi, the<br />

Baptistery, the Archaeological<br />

Museum, the National Library.<br />

Then the flood of Emilia Romagna,<br />

in 2023, with over 30<br />

archives and libraries ending up<br />

under water and thousands of<br />

books that, taken to the cold<br />

storage rooms of food companies,<br />

are still waiting to be restored.<br />

Or the fire at the National<br />

Museum of Brazil, in Rio de<br />

Janeiro, in 2018, which marked<br />

the loss of 20 thousand objects<br />

but above all 200 years (opened<br />

in 1818, ed.) of knowledge and<br />

research. Or the recent one at<br />

Somerset House in London, a<br />

noble house transformed into<br />

a museum with paintings by<br />

Cezanne, Monet, Van Gogh and<br />

other artists saved by firefighters.<br />

Not less important the<br />

works of art attacked by biological<br />

agents, such as fungi, insects,<br />

bacteria, which presence<br />

is linked to humidity, therefore<br />

to poor conservation conditions,<br />

with consequent degradation.<br />

Luise, is organizing an<br />

international event in Ferrara,<br />

the city of the Este family,<br />

where the company's creative<br />

headquarters are located, the<br />

date will be Spring 2025. In the<br />

meantime, he monitors climate<br />

and meteorological changes,<br />

«which require us to accelerate<br />

the protection and conservation<br />

of the archival and cultural<br />

heritage, of which we consider<br />

ourselves defenders. The world<br />

around us is changing rapidly.<br />

For Makros trusting science is an<br />

essential tool for Culture. “We<br />

want beauty all around us”.<br />

Abstract<br />

Makros founded in 2018, is based<br />

in Ferrara, Emilia Romagna. its<br />

organization includes a technical<br />

scientific committee of biologists,<br />

mathematicians, physicists, computer<br />

technicians and scientists,<br />

architects, who direct research<br />

and development, to which about<br />

half of the profits are allocated.<br />

Makros owns six patents, which can<br />

be combined together. Clients are<br />

public, private and even religious<br />

authorities and institutions.<br />

Keywords<br />

Cultural heritage; blockfire; smart<br />

conservation; conservation; technologies<br />

Author<br />

Camilla Ghedini<br />

info@ufficiostampacomunicazione.com<br />

Press, Makros


Orthomosaic of<br />

Insula IV, Tindari<br />

Archaeological<br />

Park (UAV survey<br />

and processing<br />

by Andrea Di<br />

Santo).


DOCUMENTATION<br />

Revealing Tyndaris: a Technological Approach<br />

to Archaeological Conservation and Study<br />

By Valerio Carlucci, Andrea Di Santo e Michele Fasolo<br />

Fig. 1 - Textured mesh of the northeast<br />

elevation of the Basilica in the Tindari<br />

Archaeological Park (UAV survey and<br />

processing by Andrea Di Santo).<br />

The archaeological site of<br />

Tyndaris (currently Tindari,<br />

municipality of Patti,<br />

province of Messina, Italy)<br />

served as the backdrop for<br />

an important technological<br />

and cultural initiative<br />

organized by mediaGEO<br />

on May 30, <strong>2024</strong>: the<br />

“TECHNOLOGYforALL<br />

OnTheRoad”.<br />

The event brought together<br />

university professors,<br />

experts in geomatics, archaeology,<br />

and engineering, as<br />

well as industry professionals<br />

engaged in applying advanced<br />

surveying methodologies. The<br />

main objective was to create<br />

precise and detailed digital<br />

documentation of a site useful<br />

for conservation, study, and<br />

tourism enhancement.<br />

During the event, a series of<br />

state-of-the-art surveying technologies<br />

were employed to map<br />

and meticulously document the<br />

topography and monuments of<br />

the ancient Greek, and later<br />

Roman, city in Sicily—an area<br />

for which a complete survey is<br />

still lacking.<br />

According to Diodorus Siculus,<br />

the foundation of Tyndaris<br />

dates to 396/395 B.C., when Dionysius<br />

I of Syracuse allocated a<br />

territory on the northern coast<br />

of Sicily, opposite the Aeolian<br />

Islands, to six hundred Messenean<br />

mercenaries who fought<br />

under his command in a victorious<br />

campaign that led the<br />

Carthaginians to abandon the<br />

island in 393 B.C. This stable<br />

and formidable garrison of professional<br />

soldiers, adopting a<br />

mythical Messenean poleonym,<br />

established control over a territory<br />

taken from the Sicel city of<br />

Abakainon, an ally of Carthage.<br />

The area was inhabited and surrounded<br />

by largely hostile Sicel<br />

populations and centered on<br />

a promontory overlooking the<br />

sea.<br />

Simultaneously, likely as a consequence<br />

of this new settlement,<br />

the nearby Hellenized<br />

indigenous center of Gioiosa<br />

Guardia nearly lost all vitality.<br />

From the Tyndarian promontory,<br />

an important pass along the<br />

coastal route was controlled,<br />

coinciding with the coastal terminus<br />

of a significant inland<br />

route. This position also allowed<br />

for the interdiction of a<br />

port area, possibly comprising<br />

two harbors, strategic for dominating<br />

the maritime routes of<br />

the southern Tyrrhenian Sea.<br />

The chronological data of the<br />

foundation provided by the<br />

historical source, however, has<br />

26 ArcheomaticA N°4 2023


Cultural Heritage Technology 27<br />

not yet found confirmation in<br />

archaeological research. Both<br />

the oldest structures of the settlement,<br />

identified during excavations<br />

in the 1950s, and the<br />

earliest data from necropolis<br />

areas do not date beyond the<br />

second half of the 4th century<br />

B.C. Consequently, both the<br />

dating of the urban plan and the<br />

related chronological issue concerning<br />

the city walls remain<br />

uncertain and controversial in<br />

scholarly studies.<br />

After over a century of conflict,<br />

with only a few decades of independence—amidst<br />

struggles<br />

involving Syracusans, leaders<br />

like Timoleon and Agathocles,<br />

Carthaginians, Mamertines,<br />

and Romans—in 254 B.C., a<br />

few years after the naval battle<br />

of Atilius Regulus against<br />

Hamilcar in the nearby waters,<br />

Tindari surrendered in fidem<br />

et amicitiam populi Romani,<br />

subsequently maintaining loyal<br />

conduct. From the 2nd to early<br />

1st century B.C., evidence indicates<br />

lively public and private<br />

building activity in the city,<br />

adhering to experiences and<br />

models of Hellenistic and Italic<br />

architectural and figurative culture.<br />

Between the late Republican<br />

and early Imperial periods,<br />

coinciding with the arrival in<br />

Sicily of increasingly numerous<br />

and entrepreneurially aggressive<br />

Italian groups, villae began<br />

to appear in the territory.<br />

Following the military events<br />

that pitted Sextus Pompey<br />

against Octavian in Sicily, the<br />

Imperial era saw the establishment<br />

of the Colonia Augusta<br />

Tyndaritanorum, with a probable<br />

widespread transfer of properties<br />

from the old local aristocracy<br />

to members of the new<br />

and victorious Augustan ruling<br />

class. This period also saw an<br />

intensification of presence in<br />

the surrounding countryside, as<br />

highlighted by systematic and<br />

intensive surface surveys conducted<br />

between 2010 and 2012<br />

(Fasolo 2013, 2014). Among<br />

these new owners, Grypianus<br />

might be included, possibly<br />

connected with Iucundus Grypianus,<br />

who had land holdings in<br />

Egypt; the name of one of his<br />

freedmen emerged from an inscription<br />

reused centuries later<br />

in the Tyndarian territory at<br />

Patti, possibly in what was once<br />

his estate. Certainly, to him or<br />

another unknown prominent<br />

supporter of Octavian belonged<br />

a marble slab with a bas-relief<br />

depicting Apollo before the<br />

Temple of Victory on the Palatine,<br />

found during excavations<br />

in the area of the Roman villa of<br />

Patti Marina and probably displayed<br />

in a room of the dwelling<br />

that preceded the late antique<br />

villa.<br />

However, Augustus's plans—envisioning<br />

a revival and significant<br />

role for the new Roman<br />

Fig. 2 - Textured mesh of the southeast elevation of the Basilica<br />

at the Tindari Archaeological Park (UAV survey and processing by<br />

Andrea Di Santo).<br />

colony compared to a state of<br />

abandonment and depopulation<br />

(oliganthropia), as reported<br />

by Strabo—seem to have been<br />

abruptly interrupted due to a<br />

catastrophic event recalled by<br />

Pliny the Elder. Studies have<br />

not yet clarified the nature or<br />

the area affected by the disaster,<br />

but certainly, in the city,<br />

after an initial series of urban<br />

interventions in the early Imperial<br />

age, signs from the second<br />

half of the 1st century A.D. indicate<br />

a slowdown in building<br />

activity, both private and public,<br />

a financial crisis, and later<br />

evidence of a progressive decline<br />

in urban life. At the beginning<br />

of the 3rd century, stratigraphic<br />

data show a definitive<br />

abandonment of some urban<br />

building complexes and perhaps<br />

temporary abandonment<br />

of many others, also indicating<br />

a significant demographic contraction,<br />

likely exacerbated by<br />

epidemics.<br />

A significant seismic event,<br />

identified by most scholars with<br />

the earthquake of 365 A.D.,


then led to the residential abandonment<br />

of the western and<br />

northwestern quarters of the<br />

city. Even in the countryside,<br />

stable settlement shrank, and<br />

if it did not disappear entirely,<br />

it certainly did not concentrate<br />

in Tindari. In the late antique or<br />

proto-Byzantine period, some<br />

scholars attribute the restructuring<br />

of the original Greek city<br />

walls to this time, in connection<br />

with Vandal incursions in Sicily<br />

between 440 and 475 A.D. In the<br />

southeastern sector of the city,<br />

this intervention incorporated<br />

the northwest wall of the socalled<br />

"Basilica" and marked a<br />

general narrowing of the urban<br />

perimeter.<br />

From the 6th century onward,<br />

the settlement seems to lose<br />

any urban character, beginning<br />

to assume a rural aspect. In the<br />

last Byzantine phase of Sicily,<br />

Tindari, although still an episcopal<br />

seat (in the Basilica perhaps)<br />

, is perhaps reduced to merely<br />

a fortified outpost of the territory<br />

and a stretch of coast. A<br />

terminus ad quem for the end of<br />

the city could be derived, if we<br />

accept the identification of the<br />

toponyms M.d.nar or D.ndarah<br />

with Tindari, from the report of<br />

the city's conquest by Arab invaders<br />

in the year 835/836. Between<br />

the end of the 11th and<br />

the end of the 12th century,<br />

under Norman rule, Tindari was<br />

supplanted by Patti in the role<br />

it had held for centuries as the<br />

territorial center. In historical<br />

sources, it is not mentioned except<br />

indirectly as vetus civitas,<br />

reappearing as sedes Helene<br />

Tindaree only in 1282.<br />

Archaeological research at Tindari<br />

began as early as the 18th<br />

century, with initial studies conducted<br />

by the Prince of Biscari<br />

and other contemporaries of<br />

the time. During the 19th century,<br />

further excavations were<br />

promoted by the Commission of<br />

Antiquities and Fine Arts, which<br />

led to the discovery and study<br />

of numerous artifacts and structures.<br />

In the 20th century, under<br />

the guidance of Paolo Orsi<br />

and Luigi Bernabò Brea, investigations<br />

became more systematic,<br />

revealing significant details<br />

about the urban planning and<br />

history of the site, including the<br />

discovery of the theater and the<br />

basilica.<br />

AMONG THE MONUMENTS SUR-<br />

VEYED WITH ADVANCED TECH-<br />

NOLOGIES: THE BASILICA<br />

The so-called "Basilica" is one<br />

of the most imposing monuments<br />

in Tindari, but its function<br />

remains a subject of debate.<br />

Some scholars identify<br />

it as a Hellenistic gymnasium,<br />

while others see it as a Roman<br />

basilica later reused as an episcopal<br />

residence. The building<br />

features a rectangular hall divided<br />

into eight sections, each<br />

separated by transverse arches<br />

supported by pillars. The interior<br />

had a vaulted roof and may<br />

have had one or more upper<br />

floors. The construction exhibits<br />

techniques typical of the Imperial<br />

Age, with the use of squared<br />

blocks and some elements in<br />

concrete work, indicating a<br />

chronology between the Hellenistic<br />

and Roman periods.<br />

Fig. 3 - Orthogonal view of the<br />

RGB point cloud of the Basilica<br />

and Insula IV at the Tindari Archaeological<br />

Park (3D survey by<br />

Lorenzo Ruglioni, 3DTarget).<br />

28 ArcheomaticA N°4 2023


Cultural Heritage Technology 29<br />

THE GRECO-ROMAN THEATER<br />

The theater of Tindari is one of<br />

the best-preserved monuments<br />

and has undergone several restoration<br />

campaigns, especially<br />

in the 20th century. Originally<br />

built in the Hellenistic period,<br />

it was expanded and modified<br />

in the Roman era to host circus<br />

performances. The cavea<br />

(koilon) has a diameter of about<br />

76 meters and could accommodate<br />

up to 3,000 spectators. The<br />

structure rests against the hillside,<br />

while the wings are supported<br />

by massive substructure<br />

walls. The stage features typical<br />

elements of Greek theaters<br />

with paraskenia and a channel<br />

(euripus) for water drainage.<br />

THE FORTIFICATIONS<br />

The defensive walls of Tindari,<br />

still visible today, display multiple<br />

construction phases. They<br />

are built with parallelepiped<br />

sandstone blocks in a doublefaced<br />

structure. Some sections<br />

of the walls have been dated<br />

to the 3rd century B.C., likely<br />

constructed to protect the city<br />

from the threats of the Mamertines.<br />

Typical elements such<br />

as towers and gates have been<br />

identified, including a dipylon<br />

gate with a semicircular tenaille<br />

entrance, flanked by towers.<br />

The city walls include a sophisticated<br />

water drainage system<br />

and showcase various construction<br />

techniques that reflect Punic<br />

influences and subsequent<br />

Roman interventions.<br />

INSULA IV AND THE BATHS<br />

Insula IV, located in the southeastern<br />

sector of the city, is one<br />

of the best-preserved blocks in<br />

Tindari. It comprises residential<br />

houses (including the so-called<br />

Houses B and C), baths, and tabernae.<br />

The baths are renowned<br />

for their mosaics, decorated<br />

with geometric patterns and<br />

figures such as the Trinacria and<br />

symbols of the Dioscuri. These<br />

mosaics attest to the stylistic<br />

influence of North African and<br />

local workshops active between<br />

the 2nd and 3rd centuries A.D.<br />

The houses were organized<br />

around porticoed courtyards,<br />

featuring cisterns and rainwater<br />

collection systems.<br />

The collected data are currently<br />

being processed by mediaGEO:<br />

▪ Processing of Point Clouds<br />

▪ Creation of BIM Models<br />

▪ Structural Analyses (Insula IV)<br />

▪ Geographic Information Systems<br />

(GIS)<br />

Some preliminary results are already<br />

promising:<br />

The combined use of these<br />

technologies can offer an unprecedented<br />

view of the monuments.<br />

Not only does it digitally<br />

preserve the heritage, but it<br />

also makes it accessible and attractive<br />

on a global scale.<br />

The "Technology for All" event<br />

in Tyndaris offered a unique opportunity<br />

to field-test a series<br />

of advanced tools, each with its<br />

own peculiarities, advantages,<br />

and some limitations. Below is<br />

a report that compares these<br />

instruments, highlighting their<br />

features and providing insights<br />

into their performance during<br />

the event.<br />

THE TECHNOLOGIES<br />

NavVis VLX 3 Wearable<br />

Mobile Laser Scanner<br />

The NavVis VLX 3 is a portable<br />

mapping system designed<br />

for scanning complex environments,<br />

both indoors and outdoors,<br />

while in motion. It is<br />

equipped with two 32-layer Li-<br />

DAR sensors, four cameras for<br />

360° imagery, and an integrated<br />

display for real-time monitoring.<br />

• Main Features<br />

Portable and wearable, it utilizes<br />

SLAM technology to capture<br />

detailed point clouds and<br />

can be integrated with georeferencing<br />

systems for increased<br />

accuracy.<br />

• Advantages<br />

Portability and Ergonomics: Being<br />

wearable, it allows smooth<br />

movement through complex archaeological<br />

sites.<br />

Continuous Scanning. Ensures<br />

uninterrupted coverage without<br />

the need to reconfigure the<br />

scanner. Geospatial Data Integration.<br />

Compatible with global<br />

coordinates for integrated mapping.<br />

• Possible Disadvantages<br />

Challenges with Uniform Surfaces:<br />

SLAM technology may struggle<br />

in environments with few<br />

distinguishable features.<br />

Limited Range: Not ideal for<br />

long-distance scans.<br />

Sensitivity to Sudden Movements:<br />

Unexpected movements<br />

can compromise scan quality.<br />

• Post-Processing:<br />

Reliance on Automatic Software<br />

Cleaning: Although the software


can clean point clouds, residual<br />

artifacts in crowded environments<br />

may require manual corrections.<br />

Complex Data Integration for<br />

Large Projects: When using data<br />

from multiple sources or sessions,<br />

integration can become<br />

complex and require advanced<br />

expertise.<br />

• Post-Processing Considerations:<br />

Supporting Software: NavVis<br />

IVION<br />

Automatic and Real-Time Registration:<br />

Immediate visualization<br />

to identify any gaps.<br />

Integrated Georeferencing: Improved<br />

accuracy thanks to compatibility<br />

with GNSS systems.<br />

Automatic Point Cloud Cleaning:<br />

Automatic removal of moving<br />

objects.<br />

Advantages: Reduced editing<br />

times, easy integration with<br />

CAD/BIM software for analysis<br />

and modeling.<br />

Leica BLK2GO<br />

Compact and Portable Laser<br />

Scanner: The BLK2GO is a lightweight<br />

and easy-to-use device<br />

designed for rapid and dynamic<br />

3D data acquisition in indoor<br />

environments. It features a horizontal<br />

field of view of 360° and<br />

a vertical field of 270°, along<br />

with wireless data transfer.<br />

• Main Features<br />

Portable, fast, capable of 360°<br />

scans, includes an integrated<br />

imaging camera.<br />

• Advantages<br />

Extreme Portability: Ideal for<br />

exploring tight and narrow<br />

spaces.<br />

360° Scanning: Complete coverage<br />

in a single pass.<br />

Ease of Use: Autonomous startup,<br />

wireless data transfer.<br />

• Possible Disadvantages<br />

Medium Precision: Does not offer<br />

the same quality as more<br />

advanced scanners.<br />

Limited Range: Suitable for<br />

short distances, not for larger<br />

structures.<br />

Battery Life: Limited to short<br />

sessions without interruptions.<br />

• Post-Processing<br />

Dependence on Wireless Data<br />

Transfer: The connection can<br />

suffer interference, delaying<br />

data acquisition and transfer.<br />

Less Advanced Noise Filtering:<br />

Filtering capabilities may not<br />

completely remove noise, necessitating<br />

manual cleaning.<br />

• Post-Processing Considerations<br />

Supporting Software: Cyclone<br />

REGISTER 360 (BLK Edition)<br />

• Peculiarities<br />

Wireless Transfer and On-Site<br />

Management: Real-time control<br />

to avoid coverage errors.<br />

Point Cloud Optimization: Automatic<br />

filtering and enhancement.<br />

Advantages: Efficient merging<br />

of scans, reduced editing times<br />

thanks to dynamic on-site previews.<br />

Leica RTC360<br />

High-Speed and High-Precision<br />

3D Laser Scanner: The RTC360 is<br />

designed for rapid acquisition of<br />

extremely detailed data. It integrates<br />

HDR imaging and a VIS<br />

(Visual Inertial System) that automatically<br />

aligns point clouds.<br />

Main Features: High precision,<br />

scanning speed up to 2 million<br />

points per second, automatic<br />

real-time registration.<br />

• Advantages<br />

Speed and Precision: Ideal for<br />

quickly covering large archaeological<br />

areas.<br />

Automatic Registration: The VIS<br />

system reduces the need for<br />

complex post-processing operations.<br />

HDR Images: Provide detailed<br />

and realistic models.<br />

• Possible Disadvantages<br />

Heavy and Expensive: Heavier<br />

and more costly than other<br />

scanners.<br />

Requires Accurate Setup: Demands<br />

detailed installation and<br />

maintenance.<br />

• Post-Processing<br />

Large Volume of Data to Manage:<br />

High-resolution scans generate<br />

large files that require<br />

powerful systems for processing<br />

and storage.<br />

Dependence on VIS Automatic<br />

Registration: In specific environments,<br />

automatic registration<br />

may not work perfectly,<br />

requiring manual alignments.<br />

• Post-Processing Considerations<br />

Supporting Software: Cyclone<br />

FIELD 360 and REGISTER 360<br />

• Peculiarities<br />

On-Site VIS Automatic Registration:<br />

Minimizes the need for<br />

manual alignments.<br />

HDR Processing: Enhances the<br />

visual quality of models.<br />

Advantages: Efficient merging<br />

of scans, seamless integration<br />

with CAD/BIM software for conservation<br />

and reconstruction<br />

projects.<br />

30 ArcheomaticA N°4 2023


Cultural Heritage Technology 31<br />

Stonex X70GO Model<br />

Portable 3D Laser Scanner with<br />

Dual Mode: The X70GO combines<br />

SLAM mode for dynamic<br />

scanning and static mode for<br />

detailed scans, integrating a 12<br />

MP RGB camera to colorize point<br />

clouds.<br />

• Main Features: SLAM and static<br />

modes, real-time processing,<br />

integrated georeferencing.<br />

• Advantages<br />

Dynamic and Static Modes (X-<br />

Whizz): Adaptability to precision<br />

and speed requirements.<br />

Real-Time Processing and Preview:<br />

Reduces time for corrective<br />

actions on-site.<br />

Georeferencing: Improves the<br />

accuracy of acquired data.<br />

• Possible Disadvantages<br />

Variable Precision in SLAM Mode:<br />

Scans may be less precise in<br />

challenging environments.<br />

Limited Battery Life: Prolonged<br />

scanning sessions may require<br />

frequent battery replacements.<br />

• Post-Processing<br />

Complexity in Combining Different<br />

Modes: Integrating data<br />

acquired in dynamic and static<br />

modes may require additional<br />

steps, slowing down point cloud<br />

merging.<br />

Dependence on Dedicated Software:<br />

If the software is not<br />

well-managed, obtaining precise<br />

alignments can be difficult.<br />

Dual-Mode Scanning: Facilitates<br />

the combination of dynamic and<br />

static data.<br />

Advantages: Advanced point<br />

cloud optimization and management,<br />

precise georeferencing,<br />

and easy integration for<br />

detailed models.<br />

Lidaretto H32X on<br />

DJI Matrice 350 Drone<br />

UAV-Mounted Lidar System<br />

(Drone): The Lidaretto H32X,<br />

integrated with a GARMIN<br />

VIRB360 camera, is a versatile<br />

scanning system that can be<br />

mounted on drones, vehicles, or<br />

backpacks for aerial or mobile<br />

acquisitions. Ideal for largescale<br />

mapping.<br />

• Main Features: Mountable on<br />

drones, rapid aerial acquisition,<br />

point cloud colorization through<br />

360° images.<br />

• Advantages<br />

Versatile Aerial Acquisition:<br />

Covers extensive areas difficult<br />

to explore on foot.<br />

Integration with 360° Images:<br />

Adds visual information to point<br />

clouds for photorealistic models.<br />

Speed and Efficiency: Rapid and<br />

detailed scanning of large areas.<br />

• Possible Disadvantages:<br />

Weather Conditions: Wind, rain,<br />

and other factors can affect<br />

flight stability and data quality.<br />

Drone Regulations: Require special<br />

permits, which can delay<br />

operations.<br />

Drone Battery Life: Limited battery<br />

duration requires frequent<br />

recharging breaks.<br />

• Post-Processing:<br />

Complexity in Managing Large<br />

Volumes of Aerial Data: Large<br />

amounts of data collected during<br />

flights may require considerable<br />

processing and management<br />

time.<br />

Synchronization of Images and<br />

Point Clouds: Accurately combining<br />

lidar data and 360° images<br />

can be complicated, especially<br />

in case of alignment<br />

issues.<br />

• Post-Processing Considerations<br />

Supporting Software: GOpost<br />

and Cube-3D<br />

• Peculiarities<br />

Flexible Data Processing and<br />

Optimization: Filtering and enhancing<br />

scans.<br />

Fig. 4 - Orthomosaic of the tomb at<br />

Cercadenari, Tindari Archaeological<br />

Park (UAV survey and processing by<br />

Andrea di Santo).


• Post-Processing Considerations<br />

Supporting Software: Dedicated<br />

software from Alma Sistemi<br />

• Peculiarities:<br />

Multi-Source Processing and<br />

Point Cloud Colorization: Combines<br />

lidar and 360° images for<br />

photorealistic models.<br />

Automated Flight Planning: Optimizes<br />

data collection to uniformly<br />

cover large areas.<br />

Advantages: Enhanced visual<br />

models and efficient data management<br />

for large areas, ideal<br />

for presentations and detailed<br />

analyses.<br />

FINAL CONCLUSION<br />

Post-processing is a critical<br />

phase in archaeological surveying.<br />

Each tool offers different<br />

solutions for data optimization<br />

and management:<br />

• NavVis VLX 3: Efficient with<br />

automatic registration and<br />

cleaning, but complex when<br />

integrating data from multiple<br />

sources.<br />

• Leica BLK2GO: Quick transfer<br />

and on-site control, but with<br />

limitations in automatic noise<br />

filtering.<br />

• Leica RTC360: Minimizes<br />

manual alignments but requires<br />

complex management of large<br />

data volumes.<br />

• Stonex X70GO: Flexibility with<br />

dynamic and static modes, but<br />

difficulties in integrating mixed<br />

data.<br />

• Lidaretto H32X on Drone: Excellent<br />

for covering large areas<br />

with photorealistic models, but<br />

requires precise management of<br />

data synchronization.<br />

The choice of the right tool<br />

should consider the specific<br />

needs of the project, balancing<br />

speed, precision, and data integration<br />

capabilities to create<br />

accurate and useful models in<br />

the field of archaeological conservation<br />

and presentation.<br />

The "Technology for All on the<br />

Road <strong>2024</strong>" event in Tindari<br />

demonstrated how technological<br />

innovation can serve culture.<br />

The integration of advanced<br />

surveying techniques<br />

offers powerful tools for the<br />

conservation, study, and promotion<br />

of cultural heritage. With<br />

data processing underway, the<br />

community eagerly awaits the<br />

final results, which promise to<br />

shed new light on Tindari's rich<br />

history and become a model for<br />

future similar initiatives.<br />

ACKNOWLEDGEMENTS<br />

We thank all the companies<br />

that participated and made this<br />

event possible and for the survey<br />

made: Dyna-Tech, Geomax,<br />

Lidaretto, Stonex and 3DTarget.<br />

Abstract<br />

The archaeological site of Tyndaris<br />

(currently Tindari, municipality of<br />

Patti, province of Messina, Italy)<br />

served as the backdrop for an important<br />

technological and cultural<br />

initiative organized by mediaGeo<br />

on May 30, <strong>2024</strong>: the “Technology<br />

for All on the Road <strong>2024</strong>”.<br />

The event brought together university<br />

professors, experts in geomatics,<br />

archaeology, and engineering,<br />

as well as industry professionals<br />

engaged in applying advanced surveying<br />

methodologies. The main<br />

objective was to create precise and<br />

detailed digital documentation of a<br />

site useful for conservation, study,<br />

and tourism enhancement.<br />

During the event, a series of stateof-the-art<br />

surveying technologies<br />

were employed to map and meticulously<br />

document the topography<br />

and monuments of the ancient<br />

Greek, and later Roman, city in Sicily—an<br />

area for which a complete<br />

survey is still lacking.<br />

Keywords<br />

Archaeology; Technologies;<br />

survey; Lidar; scanner 3D;<br />

Author<br />

Valerio Carlucci<br />

valerio.carlucci@archeomatica.it<br />

Andrea di Santo<br />

andreadis.workspace@gmail.com<br />

Michele Fasolo<br />

michele.fasolo@archeomatica.it<br />

32 ArcheomaticA N°4 2023


Cultural Heritage Technology 33


DOCUMENTATION<br />

From Sports Collectibles to the Digital<br />

Humanities: the Evolution of Technology<br />

and the Transformation of Consciousness<br />

By Luca Baraldi<br />

For several decades<br />

now, we have been<br />

living through rapidly<br />

accelerating technological<br />

change, at a moment<br />

in history in which<br />

digitization is remaking<br />

the relationship between<br />

knowledge and humanity.<br />

Until recently, the act of<br />

passing down our history<br />

from generation to<br />

generation was entrusted to the<br />

voluntary or involuntary production<br />

of material witnesses. But<br />

in today’s growing digital ecosystem,<br />

historical memory has<br />

turned into data, computer architectures,<br />

and algorithmic interpretations.<br />

It is important not<br />

to approach this in purely technological<br />

terms, but instead as a<br />

real epistemological revolution.<br />

This not only changes the way<br />

we do things; it is also changing<br />

the ways we perceive them,<br />

know them, interpret them, and<br />

rework them. History, culture,<br />

and knowledge are all part of<br />

an evolving information ecosystem,<br />

which today, more than<br />

ever, is based on the possibility<br />

of direct interaction, immediate<br />

accessibility, and dynamic<br />

modularity. All of this requires<br />

new skills and new methodologies,<br />

born from an encounter<br />

between humanistic knowledge<br />

and technology. Starting today,<br />

Gruppo Panini Cultura is a major<br />

player in this revolution. The<br />

Group was founded as the next<br />

step in a corporate history which<br />

has always combined technological<br />

evolution with the desire<br />

to disseminate knowledge.<br />

The companies that form the<br />

Group share the will to rewrite<br />

the ways of preserving and enhancing<br />

our cultural heritage by<br />

pursuing a business model that<br />

merges tradition and innovation.<br />

DIGITAL HUMANITIES:<br />

THE NEED FOR AN<br />

EPISTEMOLOGICAL ENCOUNTER<br />

Digital humanities represent a<br />

growing field of research and<br />

experimentation, where innovative<br />

approaches to the study and<br />

preservation of culture unite the<br />

humanities with digital technologies<br />

and bring a practical<br />

34 ArcheomaticA N°4 2023


Cultural Heritage Technology 35<br />

perspective to theoretical ideas.<br />

Yet despite their widespread visibility,<br />

they run the risk of being<br />

misunderstood and oversimplified<br />

when public discourse fails<br />

to recognize the real difficulties<br />

and the challenges to our beliefs<br />

about art. On the one hand,<br />

Digital humanities celebrate the<br />

power of technology in cataloging,<br />

making accessible, and interpreting<br />

cultural data. On the<br />

other hand, it is easy to forget<br />

that simply using new technological<br />

tools is not enough, by<br />

itself, to really transform the<br />

process of acquiring knowledge.<br />

As highlighted by Johanna Drucker,<br />

one of the leading voices in<br />

the field of digital humanities,<br />

data are never neutral (Drucker<br />

2011), nor can a representation<br />

of phenomena or cultural objects<br />

be considered scientifically<br />

reliable as if it were really observer-independent.<br />

Every technical<br />

or methodological choice<br />

we make in the digitization<br />

process - from the selection of<br />

material to be digitized, to how<br />

data is to be accessed and used<br />

- reflects a set of epistemological<br />

and value-based decisions.<br />

Cultural data, therefore, cannot<br />

be simply considered as objects<br />

to be stored and preserved, but<br />

represent a continuous engagement<br />

between the past and<br />

the present, between historical<br />

memory and contemporary<br />

needs. It may seem obvious that<br />

digital technologies introduce<br />

a condition of despatialization,<br />

that is, the possibility of freeing<br />

the informational value of an<br />

object from its physical context.<br />

This leads to real and potentially<br />

immediate methodological challenges<br />

involving new strategies<br />

for the conservation, exploitation,<br />

and use of cultural heritage.<br />

One of the most critical aspects<br />

of the digital humanities<br />

is therefore the too frequent<br />

reference to the mere application<br />

of technological tools to<br />

the humanities, without thinking<br />

of it as a real epistemological<br />

encounter (Masson 2017).<br />

This means that different forms<br />

of knowledge, humanistic and<br />

technological, run the risk of<br />

relating to each other in a passive,<br />

purely functional way,<br />

without the activation of processes<br />

of real exchange, which<br />

would have the purpose to create<br />

new methodologies and new<br />

paradigms of understanding. Today<br />

there is a clear need to take<br />

steps to construct a serious dialogue<br />

between epistemologies,<br />

between ways of knowing and<br />

producing knowledge, which is<br />

not limited to not limited to simply<br />

coexisting perspectives, but<br />

that generates a creative and innovative<br />

synthesis.<br />

The risk of not recognizing this


challenge is clear. The use of<br />

technology, as well as unquestioned<br />

enthusiasm for innovation<br />

at any cost without an adequate<br />

critical perspective, runs the risk<br />

of flattening cultural and historical<br />

complexity, impoverishing<br />

its wealth, and hiding the most<br />

relevant information. The digital<br />

humanities theorist David M.<br />

Berry has neatly described this<br />

phenomenon as computational<br />

turn, seeking to highlight its potential<br />

and risks: a shift towards<br />

a world view dominated by the<br />

quantification and standardization<br />

of processes of knowledge<br />

(Berry 2011). However, as Berry<br />

points out, the value of the digital<br />

humanities comes from examining<br />

how technology is used,<br />

studying its true value, and taking<br />

advantage of new perspectives<br />

and opportunities.<br />

To fully realize the potential of<br />

the digital humanities, we need<br />

methodologies that go beyond<br />

the mere digital reproduction<br />

of cultural materials, seeking to<br />

understand their meaning and<br />

determine their purpose. An approach<br />

is needed that integrates<br />

the accuracy and efficiency of<br />

digital data with the humanities’<br />

ability to interpret and to<br />

explain the context of works of<br />

art. This is the vision of Gruppo<br />

Panini Cultura, which works daily<br />

to offer the most advanced<br />

technologies, working to create<br />

and enable a synthesis between<br />

humanistic knowledge and technological<br />

innovation.<br />

THE GEOPOLITICS OF KNOWL-<br />

EDGE: PRESERVING HISTORY AS A<br />

POLITICAL RESPONSIBILITY<br />

In the age of digital geopolitics,<br />

it is important to understand<br />

that the conservation of the cultural<br />

heritage is not only critical<br />

for the preservation of historical<br />

memory, but it is also an important<br />

political issue, and the digital<br />

humanities must inevitably<br />

face that fact (Grincheva <strong>2024</strong>).<br />

History is not a neutral concept.<br />

In its substance, in the tangible<br />

product of its assertions and its<br />

symbolic interpretations, it is a<br />

multi-faceted battle for identity,<br />

power and influence. If it is true,<br />

as Michel Foucault wrote, that<br />

history is the result of a relationship<br />

of forces (Foucault 1969), in<br />

today’s world of platforms and<br />

the attention economy, strength<br />

is also expressed through the<br />

governance of digital platforms.<br />

To preserve memory and to control<br />

its digitization today means<br />

controlling the collective narrative<br />

of society as well as the<br />

elements of facilitation of, or<br />

resistance to, the ways of consuming<br />

and enjoying culture.<br />

In this context, the digitization of<br />

cultural heritage is at the center<br />

of a broader reflection on the<br />

geopolitics of knowledge (Fiormonte<br />

2017). It is not only about<br />

preserving documents, works<br />

of art or historical objects, but<br />

about establishing who has the<br />

36 ArcheomaticA N°4 2023


Cultural Heritage Technology 37<br />

right to define the past and have<br />

access to it, through the creation<br />

of tools for information processing<br />

and public use. When the<br />

power to preserve and transmit<br />

cultural memory is concentrated<br />

in a few hands, we run the<br />

risk of privatizing memory and<br />

knowledge (Mhalla <strong>2024</strong>). That<br />

is a risk we run today, through<br />

the progressive centralization of<br />

digital platforms outside of our<br />

own cultural and social-political<br />

context.<br />

The act of preserving history<br />

thus becomes a political responsibility.<br />

How can we ensure that<br />

a digitized cultural heritage remains<br />

accessible to all? How can<br />

we ensure that digital assets do<br />

not become tools of control, manipulation,<br />

or exclusion? Gruppo<br />

Panini Cultura is at the forefront<br />

of these challenges. By participating<br />

in digitization projects<br />

linked to the National Recovery<br />

and Resilience Plan (PNRR), the<br />

Group is contributing to the conservation<br />

of some of Italy’s most<br />

valuable cultural resources, such<br />

as the State Archives in Rome<br />

and Florence and the Biblioteca<br />

Nazionale Braidense in Milan.<br />

However, its role is not limited<br />

to a purely technical task, nor<br />

do they wish it to be. It is a mission<br />

with profound political and<br />

social implications.<br />

ecosystem, based on the capitalization<br />

of information potential,<br />

digitized cultural goods are<br />

no longer mere objects of study<br />

or conservation, but become<br />

real economic assets, acting in a<br />

global system of exchange, storage,<br />

and potential monetization<br />

(Zhang <strong>2024</strong>). Obviously, this<br />

evolving situation offers new opportunities<br />

but raises a number<br />

of strategic, ethical, and technological<br />

questions which we<br />

must not ignore.<br />

One of the most important problems<br />

that we have been facing<br />

since the introduction of digitization<br />

technologies (not only for<br />

the cultural heritage) concerns<br />

the durability of digital data.<br />

Unlike physical objects, whose<br />

durability is related to the physiological<br />

longevity of materials,<br />

digital data is subject to rapid<br />

technological obsolescence. Digital<br />

formats, management software,<br />

hardware interfaces and<br />

technological infrastructures<br />

are changing rapidly, making it<br />

strategically necessary to define<br />

a policy or institutional strategy<br />

capable of adapting to changing<br />

technologies, to ensure the survival<br />

of historical memory and<br />

its verifiability.<br />

A second problem concerns data<br />

security, both in terms of data<br />

integrity and of ensuring the<br />

correct conditions for access and<br />

use. The digitized cultural heritage,<br />

which certainly represents<br />

an invaluable treasure from a<br />

historical-cultural point of view,<br />

is acquiring an increasingly significant<br />

role in the context of a<br />

resurgent soft power, with growing<br />

geopolitical and economic<br />

implications (Andreula 2022).<br />

This makes it a potential target<br />

for cyberattacks and misappropriation<br />

or manipulation by state<br />

or private actors (Loiseau 2020).<br />

Although we are more likely to<br />

think of cybersecurity problems<br />

in other contexts, security and<br />

data integrity are major issues<br />

here as well, both at a strategic<br />

level and at the infrastructure<br />

level.<br />

Finally, there is the question of<br />

monetization. The pervasive<br />

presence of generative artificial<br />

intelligence has raised the issue<br />

of the informational potential of<br />

digitized assets as economic assets,<br />

perhaps for the first time<br />

in such a disruptive manner.<br />

Beyond the purely legal issues,<br />

THE CONSERVATION OF MEMORY<br />

AND THE DATA ECONOMY: THE<br />

FUTURE OF DIGITAL CULTURE<br />

The preservation of memory in<br />

the age of digitization is closely<br />

linked to the dynamics of the<br />

data economy, where data — its<br />

detection, collection, organization<br />

and interpretation — are<br />

its founding and fundamental<br />

character. In this new economic


which suggest a necessary evolution<br />

of the industry’s doctrine<br />

(Thongmeensuk <strong>2024</strong>), for the<br />

first time, the digitized heritage<br />

can be exploited as complex information<br />

capital, where metadata<br />

can legitimately acquire<br />

economic value (Hansson 2023).<br />

If digitized cultural heritage becomes<br />

an integral part of the<br />

data economy, how can we be<br />

sure that the economic benefits<br />

deriving from its use are distributed<br />

fairly? Who controls access<br />

to and use of cultural data? Is it<br />

possible to prevent digital culture<br />

from becoming an object<br />

of commercial speculation, and<br />

from losing its educational and<br />

public value? Many questions will<br />

require urgent answers, to protect<br />

strategies and methodologies<br />

that promote the advancement<br />

of the whole concept of<br />

heritage and the way in which<br />

its value evolves and constantly<br />

changes, in the midst of all this<br />

accelerated technological implementation.<br />

Gruppo Panini Cultura has decided<br />

to gather specialist expertise<br />

into a single vision, in order to<br />

deal with the strategic, design<br />

and operational complexity of<br />

advanced digitization and digital<br />

humanities projects, and to<br />

ensure a constant state of methodological<br />

and technological<br />

evolution.<br />

Franco Cosimo Panini Editore has<br />

a long tradition in art publishing<br />

and the faithful reproduction of<br />

high-quality facsimiles, showing<br />

how fine craftsmanship and attention<br />

to detail can be incorporated<br />

into museum and cultural<br />

management. This legacy enables<br />

the group to face the challenges<br />

inherent in the preservation<br />

of the quality and integrity<br />

of the cultural heritage and to<br />

provide solutions that maintain<br />

the aesthetic and historical value<br />

of digitized objects, ensuring<br />

all forms of their future enjoyment<br />

and use.<br />

Haltadefinizione is at the forefront<br />

of advanced digitization,<br />

using technologies such as ultrahigh<br />

definition and 3D formats<br />

to ensure highly detailed reproduction<br />

of works of art. This not<br />

only allows the masterpieces of<br />

the past to be preserved in a<br />

safe and faithful way, but also<br />

makes them accessible and usable<br />

in new and interactive ways.<br />

This novel approach addresses<br />

the issue of accessibility to cultural<br />

heritage, allowing anyone<br />

to view what would otherwise<br />

be limited to a physical and local<br />

experience, so that study<br />

and research can expand beyond<br />

physical barriers.<br />

Hyperborea makes a fundamental<br />

contribution to the management<br />

and exploitation of cultural<br />

data. Its highly specialized software<br />

organizes complex archival<br />

assets and makes them available<br />

for use, responding to increasing<br />

demand for modularity and scalability<br />

of digital solutions. Designing<br />

structured digital libraries<br />

means not only archiving but<br />

creating a network of knowledge<br />

that can be constantly updated,<br />

safely consulted and that is open<br />

to multi-level use, promoting<br />

the sustainable monetization of<br />

content without compromising<br />

its public value.<br />

Mida Digit specializes in large<br />

digitization projects and is capable<br />

of dealing with the vast<br />

complexity and variety of cultural<br />

materials. From historical<br />

documents to three-dimensional<br />

artefacts, the company ensures<br />

that each object is treated with<br />

the most advanced and appropriate<br />

technologies, to ensure<br />

its physical integrity. This is particularly<br />

crucial in a landscape<br />

where the risk of technological<br />

obsolescence is high, and digitization<br />

techniques must con-<br />

38 ArcheomaticA N°4 2023


Cultural Heritage Technology 39<br />

stantly adapt to new quality and<br />

preservation standards.<br />

Finally, Memooria represents the<br />

innovative drive of the group,<br />

with a research and development-oriented<br />

approach that<br />

focuses on building hardware<br />

and software solutions designed<br />

to ensure the security and longterm<br />

usability of digitized cultural<br />

heritage. Because of its<br />

drive for innovation, the group<br />

can successfully address the<br />

challenges posed by managing<br />

large volumes of cultural data,<br />

preserving not only public access<br />

to these contents but also their<br />

integrity and protection against<br />

cyber threats.<br />

Together, these companies offer<br />

an integrated response to the<br />

challenges of the digital humanities,<br />

providing specialist expertise<br />

ranging from ultra-high<br />

resolution digital acquisition to<br />

complex archive management<br />

and the public use and active<br />

enjoyment of the cultural heritage.<br />

Gruppo Panini Cultura<br />

is a synthesis of technical and<br />

humanistic knowledge, able to<br />

deal with the problems related<br />

to the preservation of memory in<br />

the digital age in a strategic and<br />

innovative way.<br />

TOWARDS AN INNOVATIVE CUL-<br />

TURAL ECOSYSTEM: QUESTIONS<br />

STILL OPEN<br />

How can we ensure that the<br />

digitization of the cultural heritage<br />

is truly inclusive and accessible<br />

to all, without creating<br />

new forms of exclusion or<br />

inequality? What are the ethical<br />

limits to monetizing digital culture,<br />

and how can we balance<br />

the need for economic sustainability<br />

with preserving the public<br />

and democratic value of the<br />

cultural heritage? How can we<br />

develop digital technologies and<br />

infrastructures that are able to<br />

guarantee the durability and security<br />

of cultural data, without<br />

relying solely on market logic or<br />

political pressures? The future of<br />

the digital humanities seems to<br />

be more than ever marked by a<br />

dense set of questions that require<br />

answers. The evolution of<br />

technology, the introduction of<br />

digital systems with increasingly<br />

autonomous operational capabilities,<br />

the rapid transformation<br />

of the geopolitical scene and the<br />

increasingly pervasive impact of<br />

the platform economy are just<br />

some of the variables that contribute<br />

to making the current<br />

scenario difficult to predict.<br />

What does remain constantly<br />

clear is the cultural, social,<br />

and political responsibility that<br />

comes from the conservation of<br />

history and cultural heritage in a<br />

correct way, with an educational<br />

aim that reaches out to all, is inclusive<br />

and empowering, and remains<br />

clearly so. If we fail to answer<br />

these many open questions<br />

correctly and consistently, not<br />

only will we risk compromising<br />

the preservation of our past, but<br />

we may also impede our ability<br />

to carry our culture forward into<br />

the future, to ensure its vitality,<br />

autonomy, and legitimacy<br />

(Chaves 2023). Never before this<br />

moment has technology made<br />

it so necessary for us to foster<br />

a dialogue between disciplines<br />

and perspectives, to ensure that<br />

knowledge is not misrepresented<br />

or manipulated, to protect individual<br />

and social freedom and<br />

to avoid losing the distinction<br />

between what is true and what<br />

pretends to be true, about the<br />

past.<br />

References<br />

Drucker, J. (2011). Humanities approaches to graphical<br />

display. Digital Humanities Quarterly, 5(1), 1-21.<br />

Masson, E. (2017). Humanistic data research: An encounter<br />

between epistemic traditions.<br />

Berry, D. M. (2011). The computational turn: Thinking<br />

about the digital humanities. Culture machine, 12.<br />

Grincheva, N., & Stainforth, E. (<strong>2024</strong>). Geopolitics of<br />

Digital Heritage. Elements in Critical Heritage Studies.<br />

Foucault, M. (1980). L’archeologia del sapere (1969),<br />

trad. it. di G. Bogliolo, Milano, Rizzoli (BUR).<br />

Fiormonte, D. (2017). Digital humanities and the<br />

geopolitics of knowledge. Digital Studies/Le Champ<br />

Numérique, 7(1).<br />

Mhalla, A. (<strong>2024</strong>). Technopolitique: comment la<br />

technologie fait de nous des soldats. Seuil.<br />

Zhang, T., Jiang, Y., Liu, M., Jiang, Y., Yu, B., & Chen,<br />

Y. (<strong>2024</strong>). The digital economy brings new opportunities<br />

for arts and culture. Cambridge Explorations in<br />

Arts and Sciences, 2(1).<br />

In reference to the project Ephemerality and Loss<br />

in Digital Humanities Projects, diretto da Wymer,<br />

al Duke: https://humanitiesunbounded.duke.edu/<br />

ephemerality-and-loss-digital-humanities-projects<br />

Andreula, N., & Petruzzelli, S. (2022). Meta-soft power:<br />

Flipping the scales between art & culture. RAI-<br />

SINA FILES, 144.<br />

Loiseau, H., Ventre, D., & Aden, H. (Eds.). (2020).<br />

Cybersecurity in Humanities and Social Sciences: A<br />

Research Methods Approach. John Wiley & Sons.<br />

Thongmeensuk, S. (<strong>2024</strong>). Rethinking copyright<br />

exceptions in the era of generative AI: Balancing innovation<br />

and intellectual property protection. The<br />

Journal of World Intellectual Property, 27(2), 278-<br />

295.<br />

Hansson, K. (2023). Metadata as imaginary demands:<br />

Exploring metadata markets in digital heritage with<br />

speculative design. Journal of the Association for Information<br />

Science and Technology.<br />

Chaves, D. A. D. L., & Alvarez, E. B. (2023). Scientific<br />

divulgation before the post-truth and the crisis of<br />

credibility of science in the context of Digital Humanities.<br />

Transinformação, 35, e237317.<br />

Abstract<br />

For several decades now, we have been living through<br />

rapidly accelerating technological change, at a<br />

moment in history in which digitization is remaking<br />

the relationship between knowledge and humanity.<br />

Until recently, the act of passing down our history<br />

from generation to generation was entrusted to<br />

the voluntary or involuntary production of material<br />

witnesses. But in today’s growing digital ecosystem,<br />

historical memory has turned into data, computer<br />

architectures, and algorithmic interpretations. It<br />

is important not to approach this in purely technological<br />

terms, but instead as a real epistemological<br />

revolution. This not only changes the way we<br />

do things; it is also changing the ways we perceive<br />

them, know them, interpret them, and rework<br />

them. History, culture, and knowledge are all part<br />

of an evolving information ecosystem, which today,<br />

more than ever, is based on the possibility of direct<br />

interaction, immediate accessibility, and dynamic<br />

modularity. All of this requires new skills and new<br />

methodologies, born from an encounter between<br />

humanistic knowledge and technology.<br />

Keywords<br />

Cultural Heritage; Digital Humanities; technologies;<br />

digitization; digital culture; conservation<br />

Author<br />

Luca Baraldi<br />

l.baraldi@hyperborea.com<br />

Haltadefinizione


DOCUMENTATION<br />

Cultural Heritage and Gamification: Xenia<br />

Progetti solutions that revolutionize the<br />

ways of learning and visiting cultural sites<br />

By Luca Antonio Falzone, Viola Massa, Antonio Gianmaria Spampinato<br />

Fig. 1 - In the photo Luca Falzone, Marketing & Innovation Solution Manager at Xenia<br />

Progetti, with the staff of the Cerveteri and Tarquinia Archaeological Park, during the<br />

installation of the touch screen inside the park's museum area.<br />

In recent years, the concept of gamification has acquired<br />

increasing relevance, becoming a valid and recognized learning<br />

methodology. Gamification, using characteristic elements of<br />

games, such as prizes, timed challenges and competitions,<br />

makes the learning process more engaging and interactive, thus<br />

promoting the acquisition of knowledge. When integrated with<br />

technology, this method turns into a highly effective tool, also<br />

capable of improving the user experience, especially in certain<br />

contexts such as, for example, the cultural one. The adoption<br />

of gamification in cultural contexts not only attracts a larger<br />

and more diverse audience, but stimulates a more dynamic<br />

approach to culture and education.<br />

The challenge today is<br />

to integrate these tools<br />

effectively, finding<br />

the right balance between<br />

play and learning, so that<br />

the gaming experience does<br />

not become an end in itself<br />

but a true engine of cultural<br />

growth. In this scenario, Xenia<br />

Progetti, a company that has<br />

been involved in the design,<br />

consultancy and marketing<br />

of goods and services in the<br />

Information Technology sector<br />

for over 30 years, offers<br />

customized gamification solutions<br />

capable of significantly<br />

improving the experience<br />

of using cultural sites and to<br />

enhance the historical heritage<br />

through interactive and<br />

engaging solutions. The integration<br />

of these technologies<br />

makes it possible to transform<br />

the visit into a dynamic experience<br />

in which visitors are<br />

motivated to actively interact<br />

with works of art and places<br />

thanks to stimulating and personalised<br />

digital content. The<br />

Xenia Progetti solutions which<br />

involve the use of virtual reality<br />

technologies and digital<br />

reconstructions offer the<br />

possibility of developing, for<br />

example, 3D games to be played<br />

on common devices or on<br />

special touch screen monitors<br />

installed within cultural sites.<br />

40 ArcheomaticA N°4 2023


Cultural Heritage Technology 41<br />

The possibilities are many and<br />

also include the development<br />

of dedicated applications, suitable<br />

for every type of audience,<br />

including people with motor<br />

disabilities, thus providing inclusive<br />

tools that allow visitors<br />

with reduced mobility to fully<br />

participate in the museum experience.<br />

These solutions can<br />

be implemented both in indoor<br />

places such as museums and art<br />

galleries but also in outdoor environments<br />

such as archaeological<br />

and naturalistic parks, thus<br />

allowing easier access through<br />

multimedia content, even to<br />

areas that are difficult to explore,<br />

such as caves or places that<br />

are closed to visitors because<br />

they are inaccessible.<br />

More and more cultural structures<br />

are adopting these solutions,<br />

recognizing the benefits<br />

in terms of accessibility, involvement<br />

and enhancement of<br />

heritage. A significant example<br />

is that of the Cerveteri and<br />

Tarquinia Archaeological Park,,<br />

which chose to rely on Xenia<br />

Progetti for the implementation<br />

of a solution based on gamification.<br />

The project involved the<br />

development of an application<br />

installed on a touchscreen monitor<br />

through which visitors can<br />

discover the sculptural group of<br />

Fig. 2 - The game intro screen.<br />

Fig. 3 - The game screen of ART PUZZLE 3D.<br />

the god Mithras through gaming<br />

activities, which allow visitors<br />

to reconstruct the sculptural<br />

group in the shortest possible<br />

time and to observe the operates<br />

in its integrity. In order to<br />

develop the system, the work<br />

and its various fragments have<br />

been digitally reconstructed,<br />

enriched with animations and<br />

sounds that allow visitors to admire<br />

the sculptural group, thus<br />

enriching the visual and cognitive<br />

experience.<br />

Xenia Progetti, fully exploiting<br />

the benefits of gamification,<br />

offers museum structures tools<br />

that make culture more accessible,<br />

inclusive and immersive.<br />

Solutions that enrich the understanding<br />

of cultural and natural<br />

heritage, involving the public<br />

in a direct and personalized<br />

way. This approach transforms<br />

a passive visit into an active<br />

challenge, stimulating interest<br />

in history and art. The introduction<br />

of gamification into cultural<br />

contexts is not just a way to<br />

attract a younger or technologically<br />

advanced audience, but<br />

represents a real paradigm shift<br />

in the way culture can be described<br />

and transmitted to the<br />

public.<br />

Abstract<br />

In recent years, the concept of gamification<br />

has acquired increasing relevance,<br />

becoming a valid and recognized learning<br />

methodology. Gamification, using<br />

characteristic elements of games, such<br />

as prizes, timed challenges and competitions,<br />

makes the learning process more<br />

engaging and interactive, thus promoting<br />

the acquisition of knowledge. When integrated<br />

with technology, this method<br />

turns into a highly effective tool, also capable<br />

of improving the user experience,<br />

especially in certain contexts such as, for<br />

example, the cultural one. The adoption<br />

of gamification in cultural contexts not<br />

only attracts a larger and more diverse<br />

audience, but stimulates a more dynamic<br />

approach to culture and education.<br />

Keywords<br />

Cultural Heritage; accessibility; gamification;<br />

gaming experience; Xenia Progetti Solutions;<br />

archaeology<br />

Author<br />

Luca Antonio Falzone, Viola Massa,<br />

Antonio Gianmaria Spampinato<br />

LFalzone@xeniaprogetti.it


TECHNICAL DATA SHEET<br />

Thermography for the conservation of<br />

historical artifacts: the case of the Chinese<br />

Buddha in an underground environment<br />

By Testo<br />

Thermography is the ideal<br />

choice for protecting historical<br />

treasures. With the use of<br />

this technique, we are able<br />

to identify imperfections that<br />

can damage our artifacts, such<br />

as water infiltration or mold,<br />

invisible to the naked eye.<br />

This technology is increasingly<br />

widespread as a preventive<br />

maintenance method for<br />

cultural and artistic heritage<br />

throughout the world.<br />

Thermography is not a measurement<br />

of temperature,<br />

but is based on the<br />

principles of thermodynamics:<br />

each body is characterized by<br />

its own thermal emission depending<br />

on its surface temperature,<br />

which is in turn conditioned by<br />

the thermal conductivity and<br />

specific heat of each material.<br />

In fact, each material has a different<br />

capacity to transmit or<br />

retain heat.<br />

Thermography allows us to investigate<br />

and identify internal problems<br />

that are not visible to the<br />

naked eye and is very useful in<br />

various applications for the protection<br />

of artistic and cultural<br />

heritage.<br />

Some examples:<br />

• large surfaces can be mapped<br />

to search for cavities, voids or<br />

infill<br />

• the presence of water infiltration<br />

by capillarity can be observed<br />

• over-plastered mosaics can be<br />

studied and maps of the adhesion<br />

of the tiles can be obtained<br />

• detachments and cracks in frescoes<br />

can be detected<br />

The potential of thermography is<br />

truly enormous even for medium<br />

and small-sized artifacts, such<br />

as archaeological finds, bronzes,<br />

paintings, ancient books and<br />

parchments.<br />

THE APPLICATION CONTEXT<br />

The Chinese nation, with a history<br />

of over 5,000 years of uninterrupted<br />

civilization, has created<br />

an extremely rich cultural heritage.<br />

Cultural relics are non-renewable<br />

historical resources and<br />

are the "flagship" of China. Relics<br />

are a precious material cultural<br />

heritage, not only a historical<br />

and tourist resource, but also<br />

represent Chinese artistic culture<br />

and are the basis of modern<br />

science and technology.<br />

Cultural relics embody the national<br />

sentiment, cohesion and<br />

consensus of the Chinese people<br />

in particular: they generate<br />

profound and majestic power,<br />

can be called the "roots" and<br />

42 ArcheomaticA N°4 2023


Cultural Heritage Technology 43<br />

"sources" of the nation and the<br />

country, a very important concept<br />

for traditional Chinese<br />

culture!<br />

Premier Li Keqiang stressed<br />

at the 12th National People's<br />

Congress in 2016 that by protecting<br />

historical relics, we<br />

promote the development of<br />

cultural enterprises, to pass<br />

on traditional Chinese culture,<br />

and also modernization, not<br />

only to create abundant material<br />

wealth, but also to provide<br />

excellent spiritual products<br />

to the people through culture,<br />

thus to win the respect of the<br />

world with civilization and<br />

moral strength.<br />

THE CHALLENGE<br />

Testo has received many requests<br />

for cultural heritage<br />

management around the<br />

world, hoping to provide solutions<br />

for the protection of<br />

historical relics, so that the<br />

precious relics get more attention<br />

and maintenance.<br />

Especially in some caves or in<br />

environments where the temperature<br />

and humidity are not<br />

stable, taking measurements<br />

on such cultural artefacts is<br />

very challenging. However,<br />

once all the measurements<br />

have been taken, the thermal<br />

imaging camera used for the<br />

measurements will certainly<br />

become "famous in history"<br />

together with the artefacts<br />

analysed.<br />

THE SOLUTION<br />

Testo 890 is a thermal imaging<br />

camera with high thermal sensitivity<br />

and high resolution.<br />

Furthermore, the possibility of<br />

using different lenses allows<br />

collecting images of both details<br />

at a great distance and<br />

large surfaces when the spaces<br />

are narrow. As can be seen<br />

in the collected images, testo<br />

890 has proven to be particularly<br />

suitable for this type of application,<br />

highlighting some problems<br />

of the Buddha statue. Through<br />

the thermal imaging camera we<br />

can observe with precision that<br />

under the left arm of the Buddha<br />

statue there are evident cracks,<br />

highlighted with the lighter colours<br />

and caused by the heating<br />

of the material by air convection<br />

inside the cracks themselves. It<br />

can also be observed that these<br />

cracks are invisible to the naked<br />

eye, making thermographic<br />

inspection particularly useful in<br />

this case.<br />

The area at the base of the statue<br />

raises suspicions of excessive<br />

humidity, highlighted by the cooling<br />

caused by the evaporation of<br />

the water. This could identify an<br />

area with mold on the surface in<br />

contact with the floor. Here, further<br />

investigations are necessary.<br />

Abstract<br />

Thermography is the ideal choice for protecting<br />

historical treasures. Using this<br />

technique, we are able to identify imperfections<br />

that can damage our artifacts,<br />

such as water infiltration or mold, invisible<br />

to the naked eye. This technology is<br />

increasingly widespread as a preventive<br />

maintenance method for cultural and artistic<br />

heritage throughout the world.<br />

Thermography is not a measurement of<br />

temperature, but is based on the principles<br />

of thermodynamics: each body is<br />

characterized by its own thermal emission<br />

depending on its surface temperature,<br />

which is in turn conditioned by the<br />

thermal conductivity and specific heat of<br />

each material. In fact, each material has<br />

a different capacity to transmit or retain<br />

heat.<br />

Thermography allows us to investigate<br />

and identify internal problems that are<br />

not visible to the naked eye and is very<br />

useful in various applications for the protection<br />

of artistic and cultural heritage.<br />

Keywords<br />

Thermography; diagnostics; conservation;<br />

heritage; technologies<br />

Author<br />

Testo S.p.A. Settimo Milanese (MI) - Italy<br />

info@testo.it


Cultural Heritage Technology<br />

CHNT29<br />

Conference on Cultural Heritage and New Technologies<br />

November, 04 - 06 <strong>2024</strong> | Vienna, Austria<br />

Call for Papers: April 15 to June 30<br />

Notification: from July 14<br />

Early Bird Tickets: until October 06<br />

The association CHNT-ICOMOS Austria was -<br />

founded in early 2021 to organise the annual Confe-rence<br />

on Cultural Heritage and New Technologies. It<br />

is a sister association of the Austrian National Committee<br />

of the International Council on Monuments<br />

-<br />

and Sites (ICOMOS). The association has around 20<br />

members who contribute to the continuous development<br />

of the conference and participate intensively in<br />

the preparations.<br />

The City of Vienna (Department 7 - Cultural Affairs)<br />

is the association‘s cooperation partner and is<br />

hosting the event, which is funded by the Federal<br />

Ministry of Culture, Arts, Civil Service and Sports.<br />

CHNT29: November 04 - 06<br />

CHNT provides a platform for exchanging views<br />

on the Cultural Heritage protection agenda and<br />

enables discussions among colleagues from a<br />

wide range of disciplines. During the conference<br />

the latest approaches to the research, management<br />

and monitoring of world heritage sites,<br />

cultural assets and archaeological monuments<br />

will be presented. The focus is primarily on interdisciplinary<br />

cooperation between experts with a<br />

strong interest in the application of new technologies<br />

in the field of cultural heritage.<br />

CHNT29 makes an open call on topics to uncover<br />

the latest insights from the CHNT community,<br />

welcoming new and current findings to shape<br />

an engaging conference at the forefront of contemporary<br />

discussions. This approach sets the<br />

stage for an exciting journey towards the 30 th<br />

CHNT anniversary year.<br />

CALL FOR PAPERS<br />

The CHNT Committee invites you to submit a<br />

cont-ribution in the form of a long abstract that<br />

relate to<br />

round table (short talks of about 5 to 10 minutes).<br />

In addition, you can participate in various<br />

panels and workshops.<br />

Please find further information online:<br />

www.chnt.at/call-for-papers<br />

Presenters and session chairs who participated<br />

in CHNT 29 have the possibility to publish their<br />

cont-ributions in the proceedings of the conference.<br />

The call is open from April 15 to June 22, <strong>2024</strong>!<br />

„We believe that technology can make a difference and help to pro-<br />

tect, 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


Un nuovo modo<br />

di vedere l’arte<br />

Giovanni Battista Moroni, Il cavaliere in rosa, 1560, Olio su tela, Palazzo Moroni – Bergamo<br />

© Haltadefinizione Image Bank | Su concessione di FAI - Fondo per l'Ambiente Italiano


EVENTS<br />

11-12 NOVEMBER <strong>2024</strong><br />

Italia Hexagon Live<br />

Monza Italy<br />

https://tinyurl.com/2cybnsn5<br />

11 - 15 NOVEMBRE <strong>2024</strong><br />

CIDOC <strong>2024</strong><br />

Amsterdam (The Netherlands)<br />

14 - 15 NOVEMBER <strong>2024</strong><br />

GeoBuiz Summit Europe<br />

Amsterdam (The Netherlands)<br />

https://tinyurl.com/4364xj7v<br />

19 - 22 NOVEMBER <strong>2024</strong><br />

EAASI Partner Summit <strong>2024</strong><br />

Athens (GR)<br />

https://lnkd.in/duYqd_Q7<br />

28-29 NOVEMBER <strong>2024</strong><br />

GeoAI <strong>2024</strong> - Artificial Intelligence for<br />

Geospatial data (FBK)<br />

Trento (Italy)<br />

https://tinyurl.com/mvh4cn76<br />

28 NOVEMBER <strong>2024</strong><br />

GeoCom 24<br />

London (UK)<br />

https://www.agi.org.uk/geocom/<br />

2 - 4 DICEMBRE <strong>2024</strong><br />

Paradata, Metadata, and Data in 3D<br />

Digital Documentation for Cultural<br />

Heritage<br />

Limassol (Cyprus)<br />

https://euromed<strong>2024</strong>.eu/<br />

10-13 DECEMBER <strong>2024</strong><br />

Conferenza Nazionale di Geomatica e<br />

Informazione Geografica #ASITA<strong>2024</strong><br />

Padova (Italy)<br />

https://www.asita.it/<br />

12 - 13 DECEMBER <strong>2024</strong><br />

Optical 3D Metrology Workshop<br />

Brescia (Italy)<br />

https://tinyurl.com/5asxz7u6<br />

30-31 JANUARY 2025<br />

H-BI(M)ON - Heritage - Building<br />

Information Modeling / MONitoring<br />

Parma (Italy)<br />

https://tinyurl.com/3896mhhn<br />

8 - 10 APRILE 2025<br />

Commercial UAV Expo Europe<br />

Amsterdam (The Netherlands)<br />

https://www.expouav.com/<br />

46 ArcheomaticA N°4 2023


Cultural Heritage Technology 47<br />

TECHNOLOGYforALL Italian events:<br />

OnTheRoad, Academy, and Expo. A series of traveling exhibitions, training<br />

sessions, and meetings that will combine practical demonstrations, workshops,<br />

and high-level conferences across various locations in Italy. The initiative will<br />

culminate in the Expo, a major exhibition event set to take place in Rome in 2025.<br />

TFA ONTHEROAD<br />

Tindari, Sicilia:<br />

30 May <strong>2024</strong><br />

Foligno, Umbria:<br />

25-26 October <strong>2024</strong><br />

Civitavecchia, Lazio:<br />

Being Defined<br />

Roma, Lazio:<br />

28 November <strong>2024</strong><br />

TFA ACADEMY<br />

L’Aquila, Abruzzo:<br />

January 2025<br />

TFA EXPO<br />

Roma, Lazio:<br />

May/June 2025<br />

technologyforall.it<br />

technologyforall.it


SISTEMI INNOVATIVI DI ARCHIVIAZIONE A PROTEZIONE PASSIVA TOTALE<br />

ANTIFUOCO ANTIALLAGAMENTO ANTIBATTERICO<br />

www.makros.org<br />

www.blockfire.it

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