<p dir="ltr"><span>In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.</span></p><p dir="ltr"><span><br /></span></p>
<p><strong>Abstract.</strong> The aim of the paper is to study the characteristics of different 3D digital models (point clouds, mesh, CSG, BIM) for the realization of a museum of historical buildings widespread in the territory of South Tyrol through the 3D modeling of several farmhouses between the towns of Collalbo, Longomoso and Siffiano, in the Renon area. Therefore, moving from a defined case study, the paper proposes a workflow for model choice, use, and sharing considering also users profile.The objective is to create a system that allows, the sharing, both on site and remotely, of farmhouses digital models, information, images and documents found during the research. The purpose is to enhance the territory with the promotion of its knowledge taking into account also the importance of the participative aspects. In fact, in this system, are crucial and are a fundamental part of the safeguarding process, effectively increasing the information content and filling any information gaps, allowing the system to grow and become increasingly considerable and effective for the knowledge, documentation and enhancement of the territory.</p>
<p><strong>Abstract.</strong> In order to be properly handed down, especially in particular conditions with a high rate of vulnerability, cultural heritage requires documentation and enhancement strategies. The case study presented in this paper is particularly critical not only for the conservation conditions, but especially for the environmental conditions: the Catacombs of San Vittorino have complex conditions of recovery, because of the nature of the artefact and because of the poor lighting of the main environments. For this particularity, a workflow was developed that, in order to achieve the creation of an immersive device navigable by digital viewers such as Oculus Rift or similar, required the start-up of shooting by laser scanning, and then treat the point cloud with different software, in order to obtain a satisfactory result that, in other contexts, could have started easily from a photogrammetric shooting.</p>
Heritage education is an activity that is increasingly present in the educational curricula of schools and museums. Cognitive mechanisms and Representation devices must be thoroughly analysed and designed in order to promote the creation of didactic paths to foster effective learning experiences. Immersive visualization technologies are well suited for gamification applications and the technological and economic accessibility of VR HMD (head-mounted display) viewers makes these technologies particularly attractive for the development of potentially more widespread methodologies. This article will describe an educational path, and the relative experimentation, on the cultural heritage focused on the production of the typical bread of the Val Pusteria area - and the rural life around it. The project was aimed at primary school children and was based on a serious game in Virtual Immersive Reality.
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