Submitted:
05 February 2025
Posted:
06 February 2025
You are already at the latest version
Abstract
This paper focuses on the topic of multisensory museums, conceived as extended or hybrid realities where real and digital coexist to offer cognitive and emotional engaging experiences to the public and increase the sense of authenticity. Multisensory communication can increase accessibility, as it conveys the content through multiple perceptual channels, and it can solicit more inclusive, participatory, and creative audience engagement through the stimulation of emotions. A methodological approach to digitisation, communication strategies, interaction, creative storytelling, immersive technologies and accessibility issues are discussed in depth, in relation to novel museological practices. Machine learning and generative AI are opening new scenarios in management practices and decision-making processes, in data analyses and in natural language processing, and in the creation of customized content addressed to the audiences. A short overview about how these algorithms evolve and work is presented, considering challenges, threats, expectations and ethical implications they pose. Another topic is the sense of authenticity. How is it changing in today users? How phygital realities, storytelling and user experience design in museums can influence it? The paper will discuss these issues, presenting also some case studies, which have cultural, social, philosophical, and ethical implications, at a time when museums are redesigning their role in a society undergoing profound transformation.
Keywords:
1. Introduction
1.1. The Museum Between Map and Territory
1.2. Structure of the Paper
1.3. Museum, Virtual Heritage and Extended Reality
- shape, eventually digitally restored;
- context, through virtual reconstructions or mixed reality;
- technical processes, symbolic values and social attribution of meanings, through storytelling.
1.4. State of the Art
1.5. Key Factors of Multisensory Museums
2. Materials and Methods
2.1. Narration
2.2. Interaction
2.3. Progressive Focus on Content
- the object is identified and made readable, e.g., through the virtual restoration of the form, if it is compromised;
- the object is shown in its original context (built or natural), as well as the landscape associated to its original location;
- the object’s practical or symbolic use is represented, its meaning and the message it conveyed;
- the constituent material and the execution techniques are shown, in a possible journey from macro to micro;
- the invisible contents, hidden beneath its surface, are revealed, as censures, preparatory traits, pentimenti;
- the economic and symbolic value of the object is highlighted, its uniqueness compared to other similar objects;
- the contexts, territories, and cultures it came into contact with, during its journey in time and space, are revealed, the different meanings and values with which it was invested;
- the signs and traumas that the passage of time has imprinted on the object are highlighted, its state of preservation and the events that have occurred;
- the literary, prosaic, epic, poetic or dramaturgical memories related to the object are evoked;
- other objects presenting parallels and similarities in form, meaning or value, are shown, also belonging to other cultures.
2.4. Media Convergence and Combination
2.5. Social and Intimate Dimensions
2.6. Mixed Reality
2.7. Authenticity and Languages
2.8. Sense of Wonder
- The unexpected, the unpredictable, the surprise
- The narrative that goes beyond the boundaries of simple standardised description, both in terms of language and content and in their metaphorical presentation
- Unexpected movement
- Looking with eyes other than those of everyday life
- The rediscovery of the poetic meaning of things and actions, beyond daily utilitarian and pragmatic attributions of meaning
- Multisensory dimensions, the extended reality, phygital worlds
- The sense of immanence, feeling immersed with body and mind in a real or imaginary place (embodied sensing)
- The feeling of the connection among all beings and elements surrounding us
- The feeling to be part of the whole
- The empathy
- The sense of fear
- The unexpected sharing of a feeling with other persons or lives.
2.9. Sound and Soundscape
2.10. Tangible User Interfaces (TUI)
- conductive paint and/or piezoelectric sensors: This electrical method involves direct contact with the object by the user. It is based on the conductivity of certain materials/pigments of which paints are made, and on so-called ‘capacitive’ sensors that can detect touch on their surface by generating a change in electrical capacitance. These solutions require a computer, a programmable input-output electronic boards equipped with microcontrollers such as Arduino or Raspberry PI [80,81], capacitive sensors and/or conductive paint. Objects are electrically wired to the board’s connectors to detect their capacitance. The advantage of this technique is the high sensitivity to touch, ease of operation and simultaneous use by several hands; the disadvantage is the alteration of the physical surface properties of the paint-treated object and the decay of the conductive properties of the paint over time.
- Computer vision: this method [82,83] allows the user’s action to be intercepted even without direct contact with interactive surfaces, for example by recognising the action of a hand in a specific area. For these solutions, a computer (with higher performance than in the electrical method) and a camera equipped with an infrared depth sensor (such as Kinect, Leap Motion) are required. The advantage of this technique is that it does not alter the surface physical properties of the object, the disadvantage is the accuracy of the input, which might be slightly lower.
2.11. Digitisation
2.12. Representing the Invisible
2.13. Virtual Reconstructions and Authenticity
2.14. Embodiment
- immersion in an interactive multidimensional space;
- multichannel and multisensory stimulation;
- graphic realism;
- tangible user interfaces, object manipulation;
- creative body interaction and freedom in movements;
- mid-air gesture based interaction;
- feedback from the environment in real time to user’s actions and exchange of information with the environment;
- possibility to modify the layout/the setting/the assembly of objects in the space;
- engaging and emotional storytelling, dramatization, cinematographic and theatrical techniques;
- augmented reality;
- emotional and meaningful soundscape;
- interaction with other users;
- personal evolution in the digital ecosystem, [113];
- randomness and unexpected events.
2.15. Profiling Target Audience
2.16. Evaluation of the User Experience in Museums
2.17. Use of Ai in the Cultural Heritage and in Museums Sector
- target audience, users understanding;
- design brief.
- digitisation, 3d models fixing, denoise;
- resolution-enhancing processes;
- classification;
- restoration or reconstruction of CH assets;
- deep learning and text analyses (transcription services, keyword extraction);
- accessibility and automatic indexing of data;
- archival management.
3. Results
3.1. CNR Anniversary: 100 Years of Science
- a wooden structure designed according to physical and ergonomic accessibility criteria, to facilitate wheelchair users,
- the “astrolabe”, a rotating console, through which the visitor can navigate the celestial sphere; it consists of 11 relief shapes (tactile but not interactive) with symbolic figures representing the constellations-keywords and the history of CNR; these figures are very simple and stylised and can be recognisable also by blind or visually impaired people; they are also identified by Braille captions;
- proximity or stop sensors that allow the system to understand when the user is present and when he/she activates a constellation or keyword;
- a tactile slider allowing the user to navigate the constellation and activate projects;
- three screens positioned in a semicircle, to involve the audience in a panoramic view, on which the slowly rotating celestial map is visualised.
3.2. The Codex 4D Holographic Showcase
3.4. The Innova Patrimonio Project
3.5. The PERCEIVE Project
- the reconstruction of the original perception of the colored artworks through simulation tools and the production of on new digital images;
- the prediction of the future evolution of colour changes;
- the use of the obtained results in tools, services, and interactive prototypes to be accessed on site and online;
- the elaboration of methodological guidelines for the exhibition of the coloured collections;
- the creation of a design toolkit addressed to designers, educators, and curators, aiming at creating new multimedia, VR and AR applications.
4. Discussion
5. Conclusions
- who the current or potential museum visitors are, and which their expectations are;
- how the museum can help them meet their needs, offering them a profound and multisensory experience of comprehension and well-being;
- what strategies can be adopted to attract their curiosity towards the contents, but also to retain attention and focus it progressively, so as to foster emotional involvement, critical processing and remembering;
- how to integrate real and virtual content in the museum space to create extended realities;
- which are the principles for good storytelling and useful interaction;
- how to increase embodiment in analogue and digital spaces of experience;
- which good practices should be followed in cultural heritage digitalization, how to codify and express levels of trustworthiness and reliability of virtual content;
- how to represent and transmit the invisible aspects of the artworks, hidden beneath the surface;
- how to increase the sense of authenticity of the cultural experience;
- how to create inclusive and accessible museums;
- how artificial intelligence works and what perspectives it opens up in the field of study, creativity and transmission of culture, especially in museums;
- how to encourage social exchange while at the same time tugging at the innermost chords of the individual who comes into contact with art and the objects of our history;
- the importance of the link between museum, territory and communities;
- how to ensure the life cycle of digital resources.
5.1. Future Perspectives
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Forte, M.; Pietroni, E. The Museum’s mind: a genetic code for Cultural Exhibitions. In The Brain-Friendly Museum. Using Psychology and Neuroscience to Improve the Visitor Experience, edited by Annalisa Banzi; Routledge Taylor & Francis Group: London, UK, 2022; ISBN 9781032303291. [Google Scholar]
- Pietroni, E. Experience design, virtual reality and media hybridization for the digital communication inside museums. Appl. Syst. Innov. – ASI, MDPI, Special Issue entitled “Virtual Reality in Product Design”, edited by Maria Grazia Violante, Federica Marcolin, Enrico Vezzetti, 2019, Volume 2, Issue 4. [CrossRef]
- VIMM Virtual Multimodal Museum project, 2018, definition of virtual Museum. Available online: https://www.vi-mm.eu/2018/01/10/the-vimm-definition-of-a-virtual-museum/ (data di ultimo accesso 29th of July 2024).
- Bateson, G. Steps to an Ecology of Mind, Chandler Publishing Company, San Francisco, 1972.
- Mennekes, F. Corpi di Luce. Una conversazione con Bill Viola. In La Civiltà Cattolica, 19 maggio 2012, Quaderno 3886, Volume II, p. 339. Available online: https://www.laciviltacattolica.it/articolo/corpi-di-luce-una-conversazione-con-bill-viola/ (accessed on 26th of January 2025).
- Pietroni, E., Pagano, A., & Fanini, B. UX Designer and Software Developer at the Mirror: Assessing Sensory Immersion and Emotional Involvement in Virtual Museums. Studies in Digital Heritage, Vol 2 No 1, 2018, Special Issue “Perceiving CH through Digital Technologies”, pp.13-41. ISSN): 2574-1748. [CrossRef]
- ICOM, Definition of Museum, 2022. Available online: https://icom.museum/en/resources/standards-guidelines/museum-definition/ (accessed on 8th of November 2024).
- 31st General Assembly of ICOM - Milan, Italy, 2016. Resolution No. 1: The Responsibility of Museums Towards Landscape. Available online: https://www.icom-italia.org/wp-content/uploads/2018/02/ICOMItalia.MuseiePaesaggiCulturali.Risoluzionefinaleinglese.Documenti.9luglio.2016.pdf (accessed on 26th of January 2025).
- Faro Convention, 2005. Available online: https://www.coe.int/en/web/culture-and-heritage/faro-convention (accessed on 26th of January 2025).
- ISO 9241-20, Ergonomics of human-system interaction — Part 20: Accessibility guidelines for information/communication technology (ICT) equipment and services. Available online: https://www.iso.org/obp/ui/#iso:std:iso:9241:-20:ed-2:v1:en (accessed on 29th of July 2024).
- Maffei, T. Accessibility in the Museums: Guidelines of the Ministry of Cultural Heritage, ICOM 25th General Conference, 2nd of September 2019, Kyoto. Accessible online: https://www.icom-italia.org/wp-content/uploads/2019/07/TizianaMAFFEI.pdf (accessed on 30th of January 2025).
- ISO 9241-11:2018. Ergonomics of Human-System Interaction—Part 11: Usability: Definitions and Concepts. Available online: https://www.iso.org/standard/63500.html (accessed on 29th of July 2024).
- EN 301 549 V3.1.1 (2019-11). Accessibility requirements for ICT products and services: Available online: https://www.etsi.org/deliver/etsi_en/301500_301599/301549/03.01.01_60/en_301549v030101p.pdf (accessed on 20th of October 2024).
- Cetorelli, G. and Papi, L. (edited by). Design manual for accessibility and expended enjoyment of cultural heritage. From the functioning of the person to the functioning of cultural places. CNR Edizioni, Rome, Italy, 2024. ISBN 978-88-8080-610-3 paper version and ISBN 978-88-8080-611-0 digital version.
- Persson, H.; Åhman, H.; Arvei Yngling, A.; Gulliksen, J. Universal design, inclusive design, accessible design, design for all: different concepts—one goal? On the concept of accessibility—historical, methodological and philosophical aspects. Springer Link Univ Access Inf Soc 14, 2015, pp. 505–526. [CrossRef]
- Glenn, R. Carroll: Authenticity: Attribution, Value and Meaning. In book: Emerging Trends in the Social Sciences. Edition: First 2015 Publisher: Wiley (online). Editors: R. A. Scott, S.M.Kosslyn. [CrossRef]
- Pietroni, E. and Ferdani, D. Virtual Restoration and Virtual reconstruction in Cultural Heritage: terminology, methodologies, visual representation techniques and cognitive models. In Information, 2021,12, ISSN 2078-2489, MDPI, Special Issue on “Virtual Reality Technologies and Applications for Cultural Heritage”, guest editor Juan Carlos Torres. [CrossRef]
- PERCEIVE project - Perceptive Enhanced Realities of Coloured Collections through AI and Virtual Experiences: https://perceive-horizon.eu/ (accessed on 20th October 2024). 20 October.
- Pescarin, S.; Città, G.; Spotti, S. Authenticity in Interactive Experiences. In Heritage 2024, 7, pp. 6213-6242. [CrossRef]
- Vannini, P.; Franzese, A. The Authenticity of Self: Conceptualization, Personal Experience, and Practice. In Sociology Compass 2(5), 2008, pp. 1621 - 1637. [CrossRef]
- Adams, GR; Marshall, SK. A developmental social psychology of identity: understanding the person-in-context. J Adolesc. 1996 Oct;19(5):429-42. [CrossRef] [PubMed]
- Bailey, E. R., & Iyengar, S. S. Positive—More than unbiased—Self-perceptions increase subjective authenticity. In Journal of Personality and Social Psychology, 125(6), American Psychological Association, 2023, pp. 1351–1372. [CrossRef]
- JASPER Karl: Psychologie der weltanschauungen, 1919. Kessinger Publishing, Whitefish (USA), 2010.
- Artemisa project: available online: https://www.artemisiaproject.it/ (accessed on 29th of July 2024).
- The Sandbox available online: https://www.sandbox.game/en/ (accessed on 29th of July 2024).
- Buterin V. Ethereum: A Next-Generation Cryptocurrency and Decentralized Application Platform, in Bitcoin Magazine, 23 of January 2014. Available online: https://bitcoinmagazine.com/business/ethereum-next-generation-cryptocurrency-decentralized-application-platform-1390528211 (accessed on 29th of July 2024).
- NFT: https://en.wikipedia.org/wiki/Non-fungible_token (accessed on 29th of July 2024).
- British Museum will Enter the Metaverse via The Sandbox: https://decrypt.co/150405/british-museum-enter-metaverse-via-sandbox (accessed on 8th of November 2024).
- Falk, J.H. Identity and the Museum Visitor Experience. Routledge Taylor & Francis Group, London, UK, 2009.
- Brandi, C. Teoria del Restauro, Piccola Biblioteca Einaudi, Torino, Italy, 1963.
- Panofsky, E. Il significato nelle arti visive, Piccola Biblioteca Einaudi, Torino, Italy 1996. ISBN 9788806205614.
- Forte, M. About virtual archaeology: disorders, cognitive interactions and virtuality. BAR International Series, Volume 843, pp. 247-259.
- Hassenzahl, M. Experience Design: Technology for All the Right Reasons. Morgan and Claypool Publishers, San Rafael, California, 2010.
- Hassenzahl, M. User Experience and Experience Design. In book: Encyclopedia of Human-Computer Interaction, publisher: The Interaction Design Foundation, Editors: Soegaard, Mads and Dam, Rikke Friis, 2011.
- Tarnow, E. How Dreams And Memory May Be Related. Neuro-psycho analysis, 5(2), 2003, pp. 177-182.
- Yang, W.; Sun, C.; Huszár, R.; Hainmueller, T.; Kiselev, K.; Buzsáki G. Selection of experience for memory by hippocampal sharp wave ripples. In Science, 28 Mar 2024, Vol 383, Issue 6690. Available online: https://www.science.org/doi/10.1126/science.adk8261 (accessed on 31st of July 2024). [CrossRef]
- Freud, S. Strachey J., (ed.). The Interpretation of Dreams. Translated by James Strachey. New York: Avon, 1965.
- Kavanau, J.L. Sleep, memory maintenance, and mental disorders. In Journal of Neuropsychiatry and Clinical Neurosciences. 12 (2), 2000, pp. 199–208. [CrossRef] [PubMed]
- Kabat-Zinn, J. Mindfulness Meditation for Everyday Life, Eds. Piatkus Book, London, UK, 2001.
- Shakespeare, W. The Tempest, 1623, edited by John Heminges and Henry Condell.
- Pietroni, E.; Pagano, A.; Poli, C. Tiber Valley Virtual Museum: user experience evaluation in the National Etruscan Museum of Villa Giulia. In Proceedings of 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision WSCG 2016 Plzen, Czech Republic, May 30 – June 3, 2016, ed. By Vaclav Skala University of West Bohemia, Czech Republic, UNION Agency, pp.97-106. ISSN 2464–4625 (CD-ROM), ISSN 2464–4617 (print).
- Pagano, A.; Pietroni, E.; Ferdani, D.; d’Annibale, E. User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums. In Applied System Innovation ASI- MDPI, Special Issue Advanced Virtual Reality Technologies and Their Applications, 4,92 2021. [CrossRef]
- Goleman, D. Emotional Intelligence. Why It Can Matter More Than IQ. Bantam Books, 1995, United States, ISBN: 978-0553383713.
- Genette. Figure III. Discorso del racconto, Torino, Einaudi, 1972.
- Galansino, A. and Perov, K. (edited by). Bill Viola. Rinascimento elettronico, Giunti editore, collana Cataloghi arte 2017, ISBN: 9788809849303.
- Eva Pietroni: From remote to embodied sensing: new perspectives for virtual museums and archaeological landscape communication. In Book Digital Methods and Remote Sensing in Archaeology, Book Subtitle Archaeology in the Age of Sensing edited by Forte M. and Campana S. Springer International Publishing Switzerland, 2016 , Series title Quantitative Methods in the Humanities and Social Sciences. ISBN: 978-3-319-40656-5, DOI 10.1007/978-3-319-40658-9, ISSN 2199-0956 , ISBN 978-3-319-40658-9 (eBook).
- Wagner, RW. Edgar Dale: Professional, In Theory into Practice, Taylor & Francis, Milton Park, UK, 9, 1970, pp. 89-95.
- Nielsen, J. 10 Usability Heuristics for User Interface Design, Nielsen Norman Group, 1994. Available online: https://www.nngroup.com/articles/ten-usability-heuristics/ (accessed on 30th of January 2025).
- Pietroni, E., Pagano, A., & Fanini, B. UX Designer and Software Developer at the Mirror: Assessing Sensory Immersion and Emotional Involvement in Virtual Museums. In Studies in Digital Heritage, Vol 2 No 1, 2018, Special Issue “Perceiving CH through Digital Technologies”, pp. 13-41. [CrossRef]
- Gibson, J. The Theory of Affordances. In Perceiving, Acting, and Knowing, edited by Robert Shaw and John Bransford, Taylor & Francis Ltd., Milton Park, UK, 1977. ISBN 0-470-99014-7.
- Gibson, J. The Ecological Approach to Visual Perception. Psychology Press & Routledge Classic Editions, Taylor & Francis Group, Milton Park, UK, 1979. ISBN 0-89859-959-8.
- Varela, F., Thompson E., Rosch, E. The Embodied Mind. Cognitive Science and Human Experience, MIT Press, Cambridge, 1991.
- Featherstone, M.; Burrows, R. Cultures of technological embodiment: An introduction. In Cyberspace, Cyberbodies, Cyberpunk: Cultures of Technological Embodiment, M. Featherstone, R. Burrows (eds.), Thousand Oaks, CA, Sage Publications, 1995.
- Pietroni E., Pagano A., Rufa C. The Etruscanning project: Gesture-based interaction and user experience in the virtual reconstruction of the Regolini-Galassi tomb. In Proceedings of Digital Heritage International Congress 2013, IEEE Advanced Technology of Humanity, ISBN: 978-1-4799-3169-9, Marseille France; Vol II pp. 653-660.
- Pietroni, E.; Ferdani, D.; Forlani, M; Pagano, A.; Rufa, C. Bringing the Illusion of Reality Inside Museums—A Methodological Proposal for an Advanced Museology Using Holographic Showcases. In Informatics 2019, Volume 6, Issue 1, 2m MDPI Academic Open Access Publishing CC BY, ISSN 2227-9709. [CrossRef]
- Milgram, P. and Kishino, F. A Taxonomy of Mixed Reality Visual Displays. In IEICE TRANS-ACTIONS on Information and Systems”, 77 (12), 1994, pp.1321-1329.
- Fanini, B., Pagano, A., Pietroni, E., Ferdani, D., Demetrescu, E., Palombini, A. (2023). Augmented Reality for Cultural Heritage. In: Nee, A.Y.C., Ong, S.K. (eds) Springer Handbook of Augmented Reality. Springer Handbooks. Springer, Cham, 2023. [CrossRef]
- Pietroni, E. Percorsi espositivi di mostre e musei: il museo virtuale. In Book Heritage 5.0 edited by Bertini F. and Catricalà V., Dipartimento degli Studi letterari, filosofici e di storia dell’arte dell’Università di Tor Vergata, ed. Dei Merangoli, 2022, pp.119-155.
- Pepper, J.H. True History of the Ghost and All about Metempsychosis; Cambridge University Press: London, UK, 2012. [Google Scholar]
- Hobbes, T. Elements of Law I (Human Nature) IX, paragraph n. 18.
- Plato. Teeteto (150 d, 155 d).
- Aristotle. Metaphysics I.ii.982b11-24; Poetics IV.
- Schafer, R.M. The Tuning of the World; Random House Inc.: New York, NY, USA, 1977. [Google Scholar]
- Fırat, H.B. Acoustics as Tangible Heritage: Re-embodying the Sensory Heritage in the Boundless Reign of Sight. Preserv. In Digit. Technol. Cult. 2021, 50, 3–14. [Google Scholar] [CrossRef]
- Pietroni,E. Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism. In Heritage 2021,4, pp. 4495–4523. [CrossRef]
- Aletta, F.; Kang, J. (eds.). Historical Acoustics: Relationships between People and Sound over Time. In Acoustics 2020, 2, 9.
- Feld, S. Acustemologia. In Gli Spazi Sonori Della Musica; Lalli, G.L.T., Ed.; L’Epos, Palermo, Italy, 2010; pp. 33–44.
- Bellia, A. Towards a Digital Approach to the Listening to Ancient Places. In Heritag,e 2021, 4, pp. 2470-2480. [CrossRef]
- Espositore FOR ALL by Venaria Reale Tourin: Arte ed accessibilità - Espositore FOR All, available online:.
- https://www.thewalkman.it/arte-ed-accessibilita-espositore-for-all/#google_vignette (accessed on 29th of July 2024).
- Meconero, S.; Pietroni, E. L’accessibilità multimediale nel progetto e-Archeo. In Orizzonti di Accessibilità, Azioni e processi per percorsi inclusivi, edited by Ferroni L., Carlini A., Mancini F.M. RomaTre Press, 2023, pp. 107-109.
- Grassini, A. Toccare la Bellezza Maria Montessori and Bruno Munari. Corraini: Mantova, Italy, 2020; pp. 11–17.
- AA.VV. (edited by Museo Tattile Statale Omero). L’arte a portata di mano. Verso una pedagogia di accesso ai Beni culturali senza barriere, Armando Editore, Roma, Italy, 21–23 October 2004.
- Grassini, A. I ciechi e le arti plastiche. In Le dispense del Museo Omero; Museo Omero: Ancona, Italy, 2004. [Google Scholar]
- HELP project: seeing a painting by visually impaired persons: available online: https://www.cnr.it/en/focus/078-4/seeing-a-painting-by-visually-impaired-persons (accessed on 14th of August 2024).
- Gagarin, creative industry. Heart of Iceland project, available online: https://gagarin.is/work/heart-of-iceland/ (accessed on 14th of August 2024).
- Gagarin, creative industry. Wheel of Time project, available online: http://gagarin.is/work/eldheimar/ (accessed on 14th of August 2024).
- Stashed – IDEUM, available online https://ideum.com/portfolio/interactive-retail-experience (accessed on 14th August 2024).
- Studio Azzurro, creative industry: IN PRINCIPIO (E POI), available online: https://www.studioazzurro.com/?s=in+principio+e+poi&submit=%E2%96%BA&id=m, (accessed on 14th of Augusto 2024).
- Berlin Jewish Museum, The Whispering Table, available online at http://www.thegreeneyl.com/whispering-table (accessed on 14th of August 2024).
- Arduino: https://www.arduino.cc/ (accessed on 14th of Augusto 2024).
- Raspberry PI: https://www.raspberrypi.com/ (accessed on 14 of Augusto 2024).
- Klette, R. Concise Computer Vision. Springer, Berlin, Germany, 2014. ISBN 978-1-4471-6320-6.
- Morris, T. Computer Vision and Image Processing. Palgrave Macmillan, London, UK, 2004. ISBN 978-0-333-99451-1.
- The Venice Charter, 1964, 2nd International Congress of Architects and Technicians of Historic Monuments, Venice, 1964.
- Naif A., Haddad; Leen A., Fakhoury; Yasir, M. Sakr. A Critical Anthology of International Charters, Conventions & Principles on Documentation of Cultural Heritage for Conservation, Monitoring & Management. In Mediterranean Archaeology and Archaeometry 21.1 (2021): 291-310.
- Moi, T.; Cibicik, A.; Rølvåg, T. “Digital Twin Based Condition Monitoring of a Knuckle Boom Crane: An Experimental Study”. In Engineering Failure Analysis. 2020, 112: 104517. doi.org/10.1016/j.engfailanal.2020.104517. ISSN 1350-6307.
- Niccolucci F.: Markhoff, B.; Theodoridou, M.; Felicetti, A.; Hermon, S. The Heritage Digital Twin: a bicycle made for two. In Open Research Europe, 2023, available online: https://open-research-europe.ec.europa.eu/articles/3-64 (accessed on 31st of January 2025).
- Hamilton, D. “Seeing double: why IoT digital twins will change the face of manufacturing”. In Networkworld. August 25, 2017. Available online: https://www.networkworld.com/article/964195/seeing-double-why-iot-digital-twins-will-change-the-face-of-manufacturing.html (accessed on 31st January 2025).
- Fair Principles, available online: https://www.go-fair.org/fair-principles/ (accessed on 10th November 2024).
- Wilkinson, M.; Dumontier, M.; Aalbersberg, I.; et al. The FAIR Guiding Principles for scientific data management and stewardship. In Sci Data 3, 160018, 2016. [CrossRef]
- Mercuri, F. et al. 4D Thermo-reflectography of Cultural Heritage. Codex 4D project: from data acquisition to the implementation in innovative Virtual and Mixed reality platforms. In Journal of Cultural Heritage, 2023, Volume 68, July–August 2024, pp. 161-171. [CrossRef]
- Pietroni, E.; Botteon, A.; Buti, D.; Chirivì, A.; Colombo, C.; Conti, C.; Di Carlo, A.L.; Magrini, D.; Mercuri, F.; Orazi, N.; et al. “Codex 4D” Project: Interdisciplinary Investigations on Materials and Colors of De Balneis Puteolanis (Angelica Library, Rome, Ms. 1474). In Heritage 2024,7, pp. 2755–2791. [CrossRef]
- Forte, M. (edited by): Cyber-Archaeology. In British Archaeological Reports Ltd. (15 December 2010), ISBN-10: 1407307215. ISBN-13: 978-1407307213.
- Clark, J.T. The Fallacy of Reconstruction. In Cyber-Archaeology; Forte, M., Ed.; Archeopress: Oxford, UK, 2010; pp. 63–73. [Google Scholar]
- Forte, M.; Pietroni, E.; Rufa, C.; Bizzarro, A.; Tilia, A.; Tilia, S. DVR-Pompei: A 3D Information System for the House of the Vettii in OpenGL Environment. In Proceedings of the VAST, Virtual Reality, Archaeology and Cultural Heritage, An International Symposium, Glyfada, Athens, Greece, 28–30 November 2001; pp. 365–374.
- AA.VV.: La Villa di Livia, un percorso di archeologia virtuale, edited by Forte M., ed. Erma di Bretschneider, Roma 2008. Ed. a stampa: ISBN: 978-88-8265-461-0; ed. e-Book: ISBN: 9788891314321.
- London Charter, available online: https://londoncharter.org/ (accessed on 12th August 2024).
- The Principles of Seville, available online at http://sevilleprinciples.com/(accessed on 12th of August 2024).
- Lopez-Menchero, V.M.; Grande, A. The principles of the Seville Charter. In Proceedings of the CIPA Symposium, Prague, Czech Republic, 12–16 September 2011.
- Viscogliosi, A.; Borghini, S.; Carlani, R. L’uso delle ricostruzioni virtuali tridimensionali nella storia dell’architettura: Immaginare la Domus Aurea. In Roman Archaeol. 2006, 61, 207–219.
- Limoncelli, M. Il Restauro Virtuale in Archeologia; Carocci: Roma, Italy, 2012. [Google Scholar]
- Demetrescu, E. Archaeological stratigraphy as a formal language for virtual reconstruction. Theory and practice. In Archaeol. Sci. 2015, 57, pp. 42–55.
- Pietroni, E.; Menconero, S.; Botti, C.; Ghedini, F. e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies. In Appl. Syst. Innov. 2023, 6, 38. [CrossRef]
- Pietroni, E.; Menconero, S.; Demetrescu, E. Linee Guida_mappatura backend scientifico sulle ricostruzioni virtuali. Zenodo 2022. Available online: https://zenodo.org/record/6614747#.Y-JCfuzMJE5 (accessed on 12th of August 2024).
- Pietroni, E.; Forlani, M.; Rufa, C. Livia’s Villa Reloaded: An Example of Re-use and Update of a Pre-existing Virtual Museum, Following a Novel Approach in Storytelling Inside Virtual Reality Environments. In 2015 Digital Heritage, Proceedings of the Digital Heritage International Congress, Granada, Spain, 28 September–2 October 2015; Guidi, G., Torres, J.C., Scopigno, R., Holger, G., Eds.; IEEE: New York, NY, USA, 2015; Volume 2, pp. 511–518.
- Pietroni, E.; Pagano, A. Volusii’s and Livia’s Villas. From the digital acquisition on the field to novel approaches in interactive storytelling inside VR environments. In Paesaggi Domestici, l’esperienza della natura nelle case e nelle ville romane. Pompe, Ercolano e l’area vesuviana, a cura di Anna Anguissola, Marialaura Iadanza, Riccardo Olivito, L’ERMA» di BRETSCHNEIDER, 2020, pp. 205-218. ISBN: 978-88-913-1957-9 (printed version) ISBN: 978-88-913-1959-3 (digital version).
- Baldassari, G.; Demetrescu, E.; Pescarin, S.; Eriksson, J.; Graf, H. Behind Livia’s villa: a case study for the devolution of large scale interactive In-site to On-line application. Proceedings of the Second international conference on Design, User Experience, and Usability: web, mobile, and product design - Volume Part IV, Springer Link, 2013, pp.238–247. https://link.springer.com/chapter/10.1007/978-3-642-39253-5_26. [CrossRef]
- Damásio, A.R. Descartes’ Error: Emotion, Reason, and the Human Brain, Avon Books, New York 1994.
- Bonini, E. Building virtual cultural heritage environments: the embodied mind at the core of the learning processes. In Inderscience, Volume 1, Issue 2-3, 2008. ISSN: 1753-5212. eISSN: 1753-5220. [CrossRef]
- Clark, A. and Chalmers, D. The Extended Mind. In Analysis, Vol. 58, No. 1 January 1998, pp. 7-19, published By: Oxford University Press.
- Lakoff, G. and Johnson, M. Philosophy in the Flesh: The Embodied Mind and its Challenge to Western Thought. In DELTA Documentação de Estudos em Lingüística Teórica e Aplicada 17(1), January 2001. Available online: https://www.researchgate.net/publication/ (accessed on 16th August 2024). [CrossRef]
- Mellet-D’Huart, D. A model of (en)action to approach embodiment: A cornerstone for the design of virtual environments for learning. In Virtual Reality 10(3), December 2006, pp. 253-269. [CrossRef]
- Kronqvist, A., Jokinen, J., & Rousi, R. Evaluating the authenticity of virtual environments: Comparison of three devices. In Advances in Human-Computer Interaction, 2016, Article 2937632. [CrossRef]
- Annunziato, M.; Bonini, E.; Pierucci, P.; Pietroni, E. Cultural mirrors: an epistemological approach to artificial life for cultural heritage communication. In Digital Media and its Applications in Cultural Heritage, edited by Jamal Al-Qawasmi, Michele A. Chiuni, Sabry El- Hakim, pp. 219- 235, published by The Center Csaar for The Study of Architecture, ISBN-10: 9957860259, ISBN-13: 978-9957860257.
- Forte, M.; Pietroni,E.; Dell’Unto, N. 3D Multiuser Domain and Virtual Ecosystems for Transmission and Communication of Cultural Heritage. In Digital Media and its Applications in Cultural Heritage, edited by Jamal Al-Qawasmi, Michele A. Chiuni, sabry El- Hakim, pp. 179- 193, published by The Center Csaar for The Study of Architecture, ISBN-10: 9957860259, ISBN-13: 978-9957860257.
- Pietroni, E.; Rufa, C.; Forte, M. Embodied virtual communities: a new opportunity for the research in the field of cultural heritage. In Proceedings 3D ARCH, 3D Virtual Reconstruction and Visualisation of complex Architectures Trento 25-29 of February 2009 - International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences Volume XXXVIII-5/W1 ISSN 1682-1777.
- Personas Study Guide, available online: https://www.nngroup.com/articles/personas-study-guide/, (accessed on 10th November 2024).
- Roberts, C.M. Radio frequency identification (RFID). In Computers & Security, Volume 25, Issue 1, February 2006, Elsevier, pp. 18-26. [CrossRef]
- Rowe, P. “RFID Technology in use at the Otago Museum”, Vernon Systems, November 9, 2011, available online: https://vernonsystems.com/rfid-technology-in-use-at-the-otago-museum/ (accessed on 16th August 2024).
- Lusani F.; Marengo, M. I beacon e I musei. Una tecnologia innovativa al servizio dei beni culturali. Collegio Superiore dell’Università di Bologna: Available online: https://www.academia.edu/30072545/I_beacon_e_i_musei (accessed on 16th August 2024).
- Chianese, A.; Marulli, F.; Moscato, V. and Piccialli, F. A ’smart’ multimedia guide for indoor contextual navigation in Cultural Heritage applications. In Proceedings of International Conference on Indoor Positioning and Indoor Navigation, Montbeliard, France, 28-31 October 2013, IEEE. Electronic ISBN:978-1-4799-4043-1. [CrossRef]
- Hsi, S.; Fait, H. “RFID enhances visitors’ museum experience at the Exploratorium”. Communications of the ACM Digital Library, 2005, Volume 48, Issue 9, pp. 60–65. S2CID 8334725. [CrossRef]
- The Digital Services Act package, available online: https://digital-strategy.ec.europa.eu/en/policies/digital-services-act-package (accessed on 9th October 2024).
- Viola, R. and Di Biase, L. La legge dell’intelligenza artificiale, L’AI Act europeo per trovare un senso nel futuro della tecnologia. Il Sole 24 Ore S.p.A., 2024. ISBN 979-12-5484-3468. ISSN 977-1826380-607-40001.
- Draghi, M. Report on Competitiveness, available online: https://commission.europa.eu/topics/strengthening-european-competitiveness/eu-competitiveness-looking-ahead_en#paragraph_47059 (accessed on 30th of September 2024).
- Qoqo Software, available online: https://qoqo.ai/index.html (accessed on 30th of September 2024).
- UserDoc software, available online: https://deepgram.com/ai-apps/userdoc (accessed on 30th of September 2024).
- Design Brief Generator software, available online: https://www.brandbrief.io/design-brief-generator (accessed on 30th of September 2024).
- New EuropeanaTech Task Force report explores AI in relation to GLAMs: available online: https://pro.europeana.eu/post/new-europeanatech-task-force-report-explores-ai-in-relation-to-glams and https://pro.europeana.eu/project/ai-in-relation-to-glams (accessed on 30th of September 2024).
- Levoy, M. and Hanrahan, P. Light Field Rendering. Seminal Graphics Papers: Pushing the Boundaries, Volume 2, August 2023, Article N. 47, pp. 441 – 452. Publisher ACM Digital Library, New York, NY, USA, 2023. ISBN: 9798400708978. [CrossRef]
- Zhang, K.; Riegler, G.; Snavely, N. and Koltun, V. NeRF++: Analyzing and Improving Neural Radiance Fields. Cornell University, Computer Vision and Pattern Recognition arXiv:2010.07492v2 [cs.CV]. https://doi.org/10.48550/arXiv.2010.07492.
- Wu, T.; Yuan, YJ.; Zhang, LX. et al. Recent advances in 3D Gaussian splatting. In Comp. Visual Media 10, 613–642 (2024). [CrossRef]
- European Collaborative Cloud for Cultural Heritage: https://research-and-innovation.ec.europa.eu/research-area/social-sciences-and-humanities/cultural-heritage-and-cultural-and-creative-industries-ccis/cultural-heritage-cloud_en (accessed on 30th of September 2024).
- Dong Yu Li Deng: Automatic Speech Recognition. A Deep Learning Approach. In Signals and Communication Technology, Springer, London 2015. ISSN 1860-4862. ISBN 978-1-4471-5778-6. ISSN 1860-4870 (electronic). ISBN 978-1-4471-5779-3 (eBook). [CrossRef]
- Kowsari, K.; Jafari Meimandi, K.; Heidarysafa, M.; Mendu, S.; Barnes, L.; Brown, D. Text Classification Algorithms: A Survey. In Information 2019, 10, 150. [CrossRef]
- Allen, J. Natural language understanding. Publisher: Benjamin-Cummings Publishing Co., Inc., United States, 1988. ISBN: 0805303308.
- Dong, C.; Li, Y.; Gong, H.; Chen, M.; Li, J.; Shen, Y. and Min Yang: A Survey of Natural Language Generation. ACM Comput. Surv. 55, 8, Article 173 (August 2023). [CrossRef]
- Turing, A. M. I.—Computing Machinery and Intelligence. In Mind, Volume LIX, Issue 236, October 1950, pp. 433–460. [CrossRef]
- Colby, K. M.; Hilf, F. D.; Weber, S.; Kraemer, H. Turing-like indistinguishability tests for the validation of a computer simulation of paranoid processes. In Artificial Intelligence, 3, 1972, pp. 199–221.
- Adamopoulou, E.; Moussiades, L. An Overview of Chatbot Technology. In: Maglogiannis, I., Iliadis, L., Pimenidis, E. (eds) Artificial Intelligence Applications and Innovations. AIAI 2020. IFIP Advances in Information and Communication Technology, vol 584, (2020). Springer, Cham. [CrossRef]
- Bei Luo, Raymond Y. K. Lau, Chunping Li, Yain-Whar Si: A critical review of state-of-the-art chatbot designs and applications. WIREs Willey Interdisciplinary Reviews, Volume12, Issue1, January/February 2022 e1434.
- Algho platform: https://www.alghoncloud.com/ (accessed on 18 October 2024).
- Sharma, P.; Kumar, M.; Sharma, H.K.; et al. Generative adversarial networks (GANs): Introduction, Taxonomy, Variants, Limitations, and Applications. In Multimed Tools Appl, 2024. [CrossRef]
- OpenArt, available online: https://openart.ai/home?gad_source=1&gclid=Cj0KCQjw05i4BhDiARIsAB_2wfAsqlSbDSBY1sMtSRuWSgzxWEpCkYHj51IF6XZdkU0iIwGJ--tOSgAaAkzUEALw_wcB, (accessed on 18th October 2024).
- Canva AI, available online: https://www.canva.com/ai-image-generator/ (accessed on 18th October 2024).
- DALL-E 2, available online: https://openai.com/index/dall-e-2/ (accessed on 18th October 2024).
- Midjourney, available online: https://www.midjourney.com/home (accessed on 18th October 2024).
- Adobe Firefly, available online: https://www.adobe.com/it/products/firefly.html (accessed on 18th October 2024).
- Becker, J. Anthropology, AI and robotics. In book The Routledge Social Science Handbook of AI, Routledge, London, England, 2021. eBook ISBN: 9780429198533.
- Art Selfie by Google’s Art & Culture: https://artsandculture.google.com/camera/selfie (accessed on 18th October 2024).
- Merritt, E. AI and the Future of History: https://www.aam-us.org/2017/07/20/ai-and-the-future-of-history/ (accessed on 11th November 2024).
- Centenario CNR, available online: https://centenario.cnr.it/evento/la-scienza-si-fa-in-100/ (accessed on 18th October 2024).
- Web app 100 years of Science: available online: https://explore100.cnr.it/a/100/ (accessed on 15th October 2024).
- ATON web site: ATON website: https://osiris.itabc.cnr.it/aton/, (accessed on 15th October 2024).
- Fanini, B., Ferdani, D., Demetrescu, E., Berto, S., d’Annibale, E.: ATON: An open-source framework for creating immersive, collaborative and liquid web-apps for cultural heritage. In Applied Sciences, 11(22), 2021, p.11062.
- The Codex 4D web site: https://codex4d.it/en/home-en/ (accessed on 15th October 2024).
- Codex 4D web app demo: https://tube.rsi.cnr.it/w/jZi6XWdHcqMBeYZo52SKTf (accessed on 11th November 2024).
- Ultra Leap Motion Capture Sensor. Available online: https://www.ultraleap.com/product/ (accessed 15th October 2024).
- Schettino, P.; Pietroni, E. and d’Annibale, E. Re-thinking visitor experience with ancient manuscripts via the holographic showcase: the case of the Codex 4D project and its first public results from a mixed-method evaluation in situ. In Heritage 6 (9) (2023) 6035–6065. [CrossRef]
- Heritage In Motion award: https://europeanmuseumacademy.eu/heritage-in-motion-award/ (accessed on 15 October 2024).
- e-Archeo project demo: https://www.youtube.com/watch?v=XYInwanGb_k (accessed on 15 October 2024).
- Grand Prix Möbius, available online: https://www.moebiuslugano.ch/Grand-Prix-Mobius-Editoria-Mutante-2024-6adeee00, (accessed on 15th October 2024).
- e-Archeo Website: https://e-archeo.it/ (accessed on 11th November 2024).
- e-Archeo collection on Zenodo: https://zenodo.org/communities/e-archeo/records?q=&l=list&p=1&s=10&sort=newest (accessed on 15th October 2024).
- Pietroni, E. A new narrative approach to valorize historical villages, between dramaturgy and mixed reality: The Innova Patrimonio project. In Proceedings of the 15th International Technology, Education and Development Conference INTED2021, Valencia 7-8 March 2021, edited by L. Gómez Chova, A. López Martínez, I. Candel Torres, published by IATED Academy, pp: 8386-8395. ISBN: 978-84-09-27666-0. ISSN: 2340-1079.
- Italo Calvino, “Le città Invisibili”, Einaudi, 1972.
- Innova Patrimonio project: https://nelcielodifara.cnr.it (accessed on 15th October 2024).
- VVVV a visual live-programming environment: https://visualprogramming.net/ (accessed on 16th October, 2024).
- Leydesdorff, L. and Etzkowitz, H. The Triple Helix as a model for innovation studies. In Science and Public Policy, Volume 25, Issue 3, 1 June 1998, pp. 195–203.
- Cavallini, S.; Soldi, R.; Friedl, J. and Volpe, M. Using the Quadruple Helix Approach to Accelerate the Transfer of Research and Innovation Results to Regional Growth European Union, 2016. Catalogue number: QG-02-16-576-EN-NISBN: 978-92-895-0890-2. Available online: https://www.researchgate.net/publication/313251488_Using_the_Quadruple_Helix_Approach_to_Accelerate_the_Transfer_of_Research_and_Innovation_Results_to_Regional_Growth (accessed on 31st January 2025). [CrossRef]
- Kutlu H.; Brucker F.; Kallendrusch B.; Santos P. and Fellner D.W. AI based image segmentation of cultural heritage objects used for multi-view stereo 3D reconstructions. In Proceedings of 21st Eurographics Workshop on Graphics and Cultural Heritage GCH2023, Lecce 4-6 September 2023, editors A. Bucciero, B. Fanini, H. Graf, S. Pescarin, and S. Rizvic. Published by Eurographics - The European Association for Computer Graphics, EG Digital Library. [CrossRef]
- Kroeger O.; Krumpek O.; Kock P.; Pape M.; Schneider J. and Kruegel J. High Resolution 2D-3D –scanning and deep learning segmentation for digitization of fragmented wall paintings. In Proceedings of I 21st Eurographics Workshop on Graphics and Cultural Heritage GCH2023, Lecce 4-6 September 2023, editors A. Bucciero, B. Fanini, H. Graf, S. Pescarin, and S. Rizvic. Published by Eurographics - The European Association for Computer Graphics, EG Digital Library.
- Open access & Data management: https://ec.europa.eu/research/participants/docs/h2020-funding-guide/cross-cutting-issues/open-access-dissemination_en.htm (accessed on 11th November 2024).
- Data Management Plans in Horizon 2020: https://open-research-europe.ec.europa.eu/articles/1-42 (accessed on 11/11/2024).
- Falk, J.H. Meaningful Museum Experiences are Satisfying Museum Experiences. In Book Flourishing in Museums, Routledge, 2023. Taylor & Francis Group. eBook ISBN9781003281351.














Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).