Track 06 – Visualization and Interaction
Permanent URI for this collection
• Karina Rodriguez Echavarria – University of Brighton, United Kingdom • Maria Economou – University of Glasgow, United Kingdom • Ruggero Pintus – CRS4, Italy • Angeliki Antoniou – University of West Attica, Greece
XR Platforms and Frameworks for Cultural Engagement
HERIX: An integrated platform for creating Immersive, Interactive and Liquid eXtended
Reality experiences for Cultural Heritage
Manuel Fortunato Drago, Emanuele Marino, Sara Serratore, Antonio Lagudi, Loris Barbieri,
and Fabio Bruno
FRAMES: A Platform for Constructing Immersive and Multimodal Extended Reality Exhibitions
Vasileia Eirini Pitikaki, Emmanouil Troulis, Asterios Leonidis, Maria Korozi, and
Constantine Stephanidis
OpenLIME: An open and flexible web framework for creating and exploring complex
multi-layered relightable image models
Federico Ponchio, Fabio Bettio, Fabio Marton, Ruggero Pintus, Leonardo Righetto, Andrea
Giachetti, and Enrico Gobbetti
User Driven Augmented Reality Registration for Urban Digital Twin Heritage Visualization
Bernhard Öder and Sophie Jörg
Visual Archives and Historical Imagery in VR
Stereo Spectacular: Reviving the Universal Exposition of 1867 in Virtual Reality through
Historical Stereoscopic Photographs
Dhruva Gowda Storz, Samy Mannane, Tonia Ramogida, Toussain Cardot, and Sarah Kenderdine
Real-Time Rendering of Old Glass Panes
Alexander Josse, Quentin Huan, François Rousselle, and Christophe Renaud
Representation of Meta-Paradata for H-BIM Models in WebGIS: Paving the Way Towards '3D
Scientific Models'
Alessandra Spreafico, Mohammadreza Mehdizadeh, Erica Casareto, Filiberto Chiabrando, and
Cristina Della Coletta
Swiss Echoes: An immersive and embodied exploration of a national broadcasting archive
Giacomo Alliata, Loïc Serafin, André Rattinger, and Sarah Kenderdine
Digital Heritage Research: History, Archaeology, and Virtual Reconstruction
Between technical history, industrial archaeology, Digital Humanities and Virtual Reality:
A digital corpus of a former industrial site under rehabilitation: the case of CAP 44
Florent Laroche, Matthieu Quantin, William Plessis, Jean-Louis Kerouanton, Sophie Audoux,
and Soazig Duchene
Prague Astronomical Clock - Virtual Presentation
Sven Ubik, Oldrich Linhart, Jirí Kubišta, Petr Skála, David Knespl, Jirí Mašek, and Jakub
Rocek
Accessibility and Inclusive Engagement
Tactile Embroidery Reproduction Exploiting Machine Vision for Visually Impaired Engagement
George P. Jenkinson, Myrsini Samaroudi, and Xavier Aure Calvet
Exploring Anamorphoses in Immersive Virtual Reality on the Web: Design and Challenges of
the Anamorphic Gallery of Anamorphoses (AnGA)
Sofia Menconero, Chiara Florise Amadei, Giorgio Gosti, and Bruno Fanini
Full-fledged Virtual Exploration of Sacred Spaces
Desislava Paneva-Marinova, Zsolt László Márkus, Tibor Szkaliczki, Maxim Goynov, György
Szántó, Detelin Luchev, Miklós Veres, Radoslav Pavlov, Zsolt Weisz, Lilia Pavlova, Patrik
Martonosi, Attila Hidán, and Konstantin Rangochev
Immersive and Interactive VR/AR Experiences in Cultural Heritage
Augmented Reality Workflows and Prototype Tools for Museums
Fadilah Arief and Erik Malcolm Champion
Cultural VR for the elderly: setting up the experience
Angeliki Antoniou, Stella Sylaiou, George Lepouras, Anastasios Theodoropoulos, and Maria
Kyriazi
ARise: an Augmented Reality Mobile Application to Improve Cultural Heritage Resilience
Angelica Urbanelli, Marina Nadalin, Mario Chiesa, Rojin Bayat, Massimo Migliorini, and
Claudio Rossi
Co-Designing XR Exhibits: Insights from a Domain Expert Workshop on UI and Interaction
Features for Cultural Heritage
Tiago Nunes, Armanda Rodrigues, and Nuno Correia
Reconstructing the Past
Remaking Lost Communities in Virtual Cultural Landscapes
Junyu Zhang, Miriam Sturdee, Alan Miller, Iain Oliver, and Jacquie Aitken
Rediscovering Mural Paintings: Experiencing Medieval Art as Originally Conceived Through
Historical Light Simulation
Imanol Munoz-Pandiella, Manvir Kaur-Singh, Carles Bosch, Carlos Andujar, and Xavier Pueyo
From Site to Story: A Virtual Archaeology Project in Arzachena (Sardinia, Italy)
Daniele Ferdani, Bruno Fanini, Diego Ronch, Alfonsina Pagano, and Augusto Palombini
Reconstructing Gladiator Combat: A Multisensory Virtual Reality Training Environment
Ronan Gaugne, Stéphane Salvan, Ewen Cazuc, Valérie Gouranton, and Charles Pontonnier
Digitization and 3D Visualization for Heritage Accessibility
Modern Digitization and 3D Visualization Technologies for Virtual Access to Hard-to-reach
or Perished Historical Sites
Piotr Tokarski, Marek Milosz, and Jacek Kesik
Spatiando con gli Occhi: Delivering an Interactive 3D Reconstruction of 17th-Century Rome
Joanna Mundy, John Halbert, and Ian Burr
ESILab: An efficient software for immersion and exploitation of large point clouds
El Mustapha Mouaddib, Jordan Caracotte, Dorian Kempf, Noël Villette, and Thibault Potin
Narratives, Multimodality, and Emotional Engagement in Heritage
Riding the Hippogriff: a VR Exploration of Orlando Furioso Epic Poem
Annalisa Mombelli, Elisa Silva, Gianluca Genovese, Fabrizio Bondi, and Roberto Montanari
Evaluating the role of video within multi-sensory cultural experiences
Stamatia Ladikou and Anastasia Chourmouziadi
Reinterpreting Heritage Site Through Collective Memory and Augmented Reality - The Case of
Nanjing's Great Bao'en Temple
Yimeng Chen, Mingdong Song, and Yuying Li
Bridging Psychological Distance from Climate Change through Experiential Learning within
Heritage Organisations
Maria Andrei, Sonja Heinrich, Jason Jacques, Iain Oliver, Sharon Pisani, Alan Miller, and
Richard Bates
AI and Generative Techniques for Heritage Reconstruction
GenAI-Based Reconstruction of Prehistoric Remains
Juan A. Barceló and Endoxia Tzerpou
A multimodal approach to 3D modelling of Spanish cultural heritage buildings for
visualization and management based on generative AI and geospatial data
Miguel Antonio Barbero-Álvarez, Javier Rodríguez Peña, Cristian Olmedo Ferrero, and Marina
A. Álvarez Alonso
Bringing the Gonzaga Equestrian Heritage to Life: AI-Enhanced VR Storytelling for Cultural
Dissemination
Zhou You, Daniele Treccani, and Andrea Adami
Integrating Artificial Intelligence in the Design of Interactive Experiences. An Overview
for Digital Cultural Heritage Practitioners
Manuele Veggi
Storytelling and Interpretation in Digital Heritage
Contextualism and Music Annotation: Exploring the Role of Digital Storytelling about a
Composer's Life on Music Perception
Dimitra Petousi, Lori Kougioumtzian, Akrivi Katifori, Maria Boile, Katerina Servi, Yannis
Ioannidis, Vera Kriezi, Valia Vraka, Stefania Merakos, and Alexandros Charkiolakis
Beyond Street Signs: Ethical and Situated Cultural Storytelling using AI and Extended
Reality
Marina Toumpouri, Marios Constantinides, Václav Milata, Sophia Ppali, Lampros Alexopoulos,
and Fotis Liarokapis
360° Virtual Tours at the National Roman Museum. Making Culture Heritage Participatory,
Accessible, and Personalized
Eliana Maria Torre, Antonella Poce, Diana Andone, and Marius-Cosmin Tãtaru
The Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat
Mummy
Ronan Gaugne, Jérémy Lacoche, Odile Hays, Théophane Nicolas, and Valérie Gouranton
Browse
Recent Submissions
Item GenAI-Based Reconstruction of Prehistoric Remains(The Eurographics Association, 2025) Barceló, Juan A.; Tzerpou, Endoxia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioGenerative artificial intelligence (GenAI) has emerged as a powerful tool in various fields, including archaeology. However, its application in reconstructing prehistoric archaeology presents unique challenges and limitations that warrant careful consid-eration. Realizing the potential of Generative Artificial Intelligence to archaeological reconstruction requires a nuanced ap-proach that acknowledges and addresses the inherent limitations of AI in this context. The "black box" nature of some AI algorithms can make it difficult to understand how reconstructions are generated. This lack of transparency poses challenges for scientific reproducibility and peer review in archaeological research. By adopting a theoretical framework that combines technological innovation with rigorous archaeological methodology and ethical considerations, we can work towards more accurate, inclusive, and responsible reconstructions of prehistoric societies. This framework not only addresses the current limitations of AI in prehistoric archaeology but also sets the stage for future research directions. As AI technology continues to evolve, ongoing critical evaluation and adaptation of these approaches will be essential to ensure that generative AI becomes a valuable tool in expanding our knowledge of prehistoric human societies while respecting the complexity and cultural sensi-tivity of archaeological interpretation.Item Remaking Lost Communities in Virtual Cultural Landscapes(The Eurographics Association, 2025) Zhang, Junyu; Sturdee, Miriam; Miller, Alan; Oliver, Iain; Aitken, Jacquie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioCharacters in immersive, Virtual Reality environments have the potential to enrich the user experience, improving engagement with heritage, and in doing so, benefiting heritage organisations and their communities. By creating authentic digital scenes based upon archaeological and historical data, we enable these communities and their visitors to better understand the past. Often, historical reconstructions can appear empty, focused on the landscape and architecture, yet omitting animals, people and associated intangible heritage. We demonstrate the potential of enriching these reconstructions with the details of lives past.Item Exploring Anamorphoses in Immersive Virtual Reality on the Web: Design and Challenges of the Anamorphic Gallery of Anamorphoses (AnGA)(The Eurographics Association, 2025) Menconero, Sofia; Amadei, Chiara Florise; Gosti, Giorgio; Fanini, Bruno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIn the field of art, anamorphosis is a perspective technique that produces two-dimensional images or three-dimensional installations whose form can be correctly perceived from a single viewpoint (the perspective projection centre), while appearing distorted and sometimes incomprehensible when viewed from other positions. Anamorphosis stands as one of the highest examples of how art and science have fruitfully interacted over the centuries. It has a long tradition, beginning with Renaissance perspective experiments, reaching its peak in 17th-century treatises, and maintaining a widespread legacy in contemporary artistic language. Anamorphic devices work by disrupting the physiological visual process, altering perception and stimulating the viewer's cognitive processes aimed at recognising forms in an interactive and dynamic manner. This physical and mental engagement makes the experience emotionally and intellectually stimulating, as it requires the effort to reconfigure the image and unveil its true meaning, creating a personal connection with the artwork. Despite the potential of immersive Virtual Reality (iVR) for experiencing anamorphic works due to their interactive and dynamic characteristics, as well as the unparalleled creative freedom offered by the virtual environment, the scientific literature has not extensively explored this field. Our contribution aims to propose the design and creation of a VR experience centred on the theme of anamorphosis, developed using the ATON framework within the H2IOSC project. The WebXR experience, titled ''Anamorphic Gallery of Anamorphoses'' (AnGA), is divided into two parts. The first part involves the exploration of an anamorphic space where the user must locate the perspective projection centre, the only point from which the anamorphosis appears undistorted. Once positioned at this point, the anamorphic environment gives way to the virtual environment generating the perspective projection. This virtual environment is a gallery showcasing various types of anamorphic devices (planar and spatial anamorphosis, tabula scalata, catoptric anamorphosis). Thus, AnGA has the dual purpose of providing users with an anamorphic experience and illustrating the main anamorphic mechanisms and their long history. The paper also addresses and discusses the challenges posed by binocular vision in exploring anamorphic spaces in iVR, which is based on perspective projection from a single point and, theoretically, achieves maximum effectiveness with monocular vision.Item Rediscovering Mural Paintings: Experiencing Medieval Art as Originally Conceived Through Historical Light Simulation(The Eurographics Association, 2025) Munoz-Pandiella, Imanol; Kaur-Singh, Manvir; Bosch, Carles; Andujar, Carlos; Pueyo, Xavier; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe lighting of Cultural Heritage artifacts plays a crucial role in how we perceive and consequently understand artworks. However, lighting is typically designed to enhance the experience of contemporary visitors, often diverging significantly from the original conditions and techniques under which these works were created. This disconnect between historical and modern lighting conditions makes it difficult to fully understand the original visual experience. This issue is particularly evident in the case of Romanesque paintings, which are now exhibited in well-lit museums, but were originally displayed in dimly lit churches. In this paper, we present a method to bridge this gap, focusing on the paintings of a Romanesque church. We achieve this by simulating the original lighting conditions. Our approach encompasses the entire pipeline, from acquiring data of equivalent historical light sources and computing natural lighting to performing physically based rendering for accurate light simulation. Additionally, we have developed a web application that allows users to inspect and compare the resulting HDR images using different tone mapping and luminance operators. Our work provides a valuable tool for art historians and the general public to explore different lighting hypotheses and gain a deeper understanding of the experience of visiting a medieval church as originally conceived.Item Evaluating the role of video within multi-sensory cultural experiences(The Eurographics Association, 2025) Ladikou, Stamatia; Chourmouziadi, Anastasia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis short paper reports a recent experiment with digital content and its evaluation in terms of impact in multi-sensory visiting experience, by recording visitors' opinion during its use within a cultural exhibition. Specifically, the aim of this experiment was to understand if and how QR code-enabled video can enhance the multi-sensory visiting experience within a cultural exhibition. This research aims to answer the following three research questions: a) Is QR code-enabled video supportive in the multi-sensory visiting experience of cultural exhibitions? b) How can QR code-enabled video keep the audience's interest in terms of the exhibition's content/subject? c) Can a QR code-enabled video activate visitors' emotions and enrich their sensory experience? To achieve this goal, five videos and a quiz were developed and afterwards evaluated by a traditional hard-copy questionnaire. The findings of this experiment are briefly presented in this paper.Item HERIX: An integrated platform for creating Immersive, Interactive and Liquid eXtended Reality experiences for Cultural Heritage(The Eurographics Association, 2025) Drago, Manuel Fortunato; Marino, Emanuele; Serratore, Sara; Lagudi, Antonio; Barbieri, Loris; Bruno, Fabio; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe increasing demand for interactive and immersive experience in the field of cultural heritage (CH) has stimulated the exploration of novel approaches to engage audiences with cultural assets. Extended Reality (XR) technology has emerged as a powerful tool in this domain, offering high-quality, immersive, and interactive experiences that enhance the appreciation of cultural and natural heritage. Despite their potential, the widespread adoption of XR solutions remains limited, primarily due to the technical complexity associated with content creation and the need to ensure compatibility across a broad range of XR devices. To address these challenges, this paper presents HERIX, a scalable and modular platform designed for the creation and deployment of XR scenarios. HERIX provides an integrated environment that enables content creators with limited programming skills to develop interactive XR experiences while allowing visitors to engage with them. The platform consists of three key components: an authoring tool for scenario creation, two XR applications for content consumption, and a web server for data access and management. By streamlining the authoring process, HERIX lowers technical barriers and enhances accessibility. A preliminary evaluation through two user studies highlighted its potential and appeal within cultural contexts.Item From Site to Story: A Virtual Archaeology Project in Arzachena (Sardinia, Italy)(The Eurographics Association, 2025) Ferdani, Daniele; Fanini, Bruno; Ronch, Diego; Pagano, Alfonsina; Palombini, Augusto; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioArzachena Civiltà Millenaria is a joint project between ISPC-CNR and the Municipality of Arzachena (Sardinia, Italy), designed to bring the archaeological heritage of Arzachena to a global audience through interactive virtual exploration. Situated in northern Sardinia, the municipality of Arzachena is home to several significant prehistoric and Nuragic sites. This initiative leverages advanced 3D technologies to create accurate digital replicas and hypothetical virtual reconstructions of these sites, offering users a visual and interactive storytelling as well as engaging and immersive way to explore them. Through an interactive guide, published within the web portal of Arzachena Tourism, users can freely explore digitized sites enriched with informative panels and images. The guide is powered by ATON, an open-source Web3D framework developed by ISPC-CNR, which provides a scalable and modular platform for high-quality 3D visualization. Among the key features, Present-Past mode, is central for the communication potential, allowing users to switch between the current state of the sites and historically accurate reconstructions. The Arzachena Civiltà Millenaria project adopts a data-driven approach to heritage preservation and dissemination, bridging the gap between site's reading and its public comprehension. This initiative not only enhances audience engagement but also fosters sustainable cultural tourism, encouraging visitors to explore beyond the Costa Smeralda and into the heart of Sardinia's millennia-old civilization. In this paper, the entire workflow of the project will be presented.Item Modern Digitization and 3D Visualization Technologies for Virtual Access to Hard-to-reach or Perished Historical Sites(The Eurographics Association, 2025) Tokarski, Piotr; Milosz, Marek; Kesik, Jacek; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioNowadays, an important issue is both the digitization of Cultural Heritage objects and the techniques of their virtual dissemination, regardless of the current state of the digitized object. This is crucial when the digitized location is at risk of closing, degradation, or complete loss due to natural disasters, armed conflicts, or political and economic conditions. Obtaining a digital twin of such an object allows not only to maintain the most accurate representation possible but also to implement an unlimited number of sessions to disseminate such an object, regardless of whether the object is only difficult to access or has already been excluded from display, damaged, or even completely lost. The paper presents detailed case studies of 3D scanning and model sharing for inner chambers of the Golden Mosque in Samarkand (Uzbekistan), the Church of the Archangel Michael in Chicago (USA), and the Church of St. Adalbert in Chicago (USA). The acquired data is based on TLS scans and photographs of the interior. The point clouds and mesh models generated from them provide a density adequate to the detail of the interior appearance and geometry. The Golden Mosque is a part of the Tillia-Kori madrasa (dating from the 17th century) located in the Registan complex in Samarkand, Uzbekistan - located in Central Asia. In turn, the Church of the Archangel Michael in Chicago (built in 1909 by the Polish diaspora) was desacralized in 2020 and closed. Its digitally documented condition shows the abandonment of the building that served the congregation until the very last moment. The demolition process of the Church of St. Adalbert in Chicago began in 2023. At the beginning of this process, it was possible to carry out a 3D scan of its interior and separately of the Pietà sculpture (a copy of Michelangelo's Madonna della Pietà) already transferred to another church. All of the above results are publicly available in the form of basic and online 3D models, panoramas, videos, and VR files.Item Full-fledged Virtual Exploration of Sacred Spaces(The Eurographics Association, 2025) Paneva-Marinova, Desislava; Márkus, Zsolt László; Szkaliczki, Tibor; Goynov, Maxim; Szántó, György; Luchev, Detelin; Veres, Miklós; Pavlov, Radoslav; Weisz, Zsolt; Pavlova, Lilia; Martonosi, Patrik; Hidán, Attila; Rangochev, Konstantin; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioVirtual Reality (VR) revolutionised the way the users can perceive virtual or distant spaces and interact with them. The users wearing VR headsets have the impression as if they would look around at the real place of the sights. The technology is widely used in entertainment and training. Our goal was to examine how the VR technology can be applied to present sacral spaces. We assembled the virtual reality model of a Bulgarian Orthodox church in a cost-effective manner from high-resolution spherical panorama pictures. A complex VR exploration platform was created by integrating our VR presentation tool with the digital repository of Bulgarian icons and iconographic objects. Due to the integration, additional information can be displayed on specific frescoes of the church in the VR space. We offer a full-fledged virtual exploration of sacred spaces where the experience of moving around the virtual space and exploring the details of the church can be combined with transferring lexical knowledge about the church and its selected objects. The first versions of our virtual walks were available on the Web only. Due to the multiplatform development methodology applied, virtual walks can be demonstrated on VR as well.Item A multimodal approach to 3D modelling of Spanish cultural heritage buildings for visualization and management based on generative AI and geospatial data(The Eurographics Association, 2025) Barbero-Álvarez, Miguel Antonio; Peña, Javier Rodríguez; Ferrero, Cristian Olmedo; Alonso, Marina A. Álvarez; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis work presents a study on blending the latest artificial intelligence technologies with geospatial data for managing and visualizing Spain's cultural heritage. The goal is to achieve a new stable simulation using multimodal data that serves as a foundation for future advancements in AI-driven cultural heritage 3D modeling technology. Fundamentally, the work here exposed is a proof of concept to assess whether the exploration and visualization of the geospatial information related to Spain's cultural heritage can rely on AI concepts to improve its processing and understanding. This will lay ground for enhancing the visitor experience at heritage sites within their contextual environment. The application of the proposed methodology to a real-world case, such as the Monastery of El Escorial, has demonstrated the potential of generative AI in the management and dissemination of cultural heritage resources. This method is innovative because it proposes a new approach in which the combination of different AI-generated results serves as the starting point for creating 3D models of buildings, which can be manually refined aftwerwards, instead of the more costly manual acquisition and modelling from scratch. The approach integrates multimodal sources of graphical information, including videos, photographs, and text, to be blended with geospatial data. It is concluded that design methods integrating AI techniques and geospatial data add quality to working models, given that buildings are inherently tied to their spatial context. The addition of these properties allows for a more precise and detailed digital representation. Furthermore, these models can be visualized in web applications, thus shedding light on AI as a valuable tool to be added to the already existing modelling solutions in digital cultural heritage.Item Riding the Hippogriff: a VR Exploration of Orlando Furioso Epic Poem(The Eurographics Association, 2025) Mombelli, Annalisa; Silva, Elisa; Genovese, Gianluca; Bondi, Fabrizio; Montanari, Roberto; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the potential of Virtual Reality (VR) in cultural heritage experiences through an interactive reimagining of the journey to the moon in Ludovico Ariosto's Orlando Furioso poem. Developed as part of the ''Furiose Interazioni'' project, officially presented in September 2023, this VR installation, the third of a path structured through a ''station-based'' methodology, aims to bridge historical literature and digital storytelling, engaging users of different ages in a first-person shareable, immersive experience. Starting from the analysis of the state of the art in Virtual Reality for enhancing tangible and intangible cultural heritage, the study discusses the theoretical, technological, and interaction design choices behind the project, addressing challenges such as maintaining narrative authenticity, adapting literary content for interactive media, and ensuring accessibility across diverse audiences. User evaluation results, during the first year of opening, demonstrate how VR enhances engagement, learning, and emotional connection, highlighting the broader implications of immersive technologies in digital heritage.Item Stereo Spectacular: Reviving the Universal Exposition of 1867 in Virtual Reality through Historical Stereoscopic Photographs(The Eurographics Association, 2025) Storz, Dhruva Gowda; Mannane, Samy; Ramogida, Tonia; Cardot, Toussain; Kenderdine, Sarah; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioStereo Spectacular unites 19th-century stereoscopic immersive media with contemporary virtual reality technologies, reconstructing the Exposition Universelle of Paris 1867 (UE1867) through archival stereoscopic photographs within an immersive museum experience. As a landmark historical event, the expo marked a turning point in visual culture. Part of the Expo's spectacular appeal involved the use of contemporary technologies in the service of museography and art. One such technology was stereography, which was used to extensively document the event through 1000+ stereoscopic photographs. Stereo Spectacular presents a navigable art-tectonic virtual reconstruction of the UE1867: hundreds of digitized, restored, geolocated, augmented, and sonified stereo pairs are configured into a navigable, map-based visual space that museum audiences can freely explore. Stereo Spectacular is built for a state-of-the-art multi-user 360° stereoscopic virtual reality system, but is scalable to any and all virtual reality and stereoscopic visualization hardware. The project presents a novel curatorial framework for reconstituting and reconfiguring stereo archives into compelling reconstructions of place and time. It demonstrates how image archives can become navigable VR places, and how multisensory augmentations can be used to shed new light on visions of the past. Importantly, the project transforms the individually viewed stereo pair into a socially experienced visual space, reinventing the historical stereo viewing experience, and - in the case of the UE1867 - reinterpreting the experience of visiting the fair through contemporary immersive visualization.Item FRAMES: A Platform for Constructing Immersive and Multimodal Extended Reality Exhibitions(The Eurographics Association, 2025) Pitikaki, Vasileia Eirini; Troulis, Emmanouil; Leonidis, Asterios; Korozi, Maria; Stephanidis, Constantine; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioWhile immersive technologies are becoming more prevalent in museums and exhibition spaces, significant opportunities remain to enhance visitor engagement through more interactive and meaningful experiences. At the same time, physical space limitations often restrict the number of artifacts on display, preventing institutions from showcasing the full richness of their collections to the public. To address these challenges, a platform named FRAMES was designed and developed. Initially implemented in a CAVE-like environment, FRAMES facilitates multi-user interactivity and social engagement, promotes cultural heritage dissemination, and supports the digital transformation of museum experiences. Key features include personalized interactions, accessibility, and Augmented Reality enhancements. To demonstrate its capabilities, VanoArt, an instance of FRAMES for art galleries, was created. A cognitive evaluation with UX experts confirmed the system's effectiveness in enhancing immersion, interactivity, and user engagement. These findings highlight FRAMES' potential to reshape digital exhibition practices and enrich cultural experiences.Item Real-Time Rendering of Old Glass Panes(The Eurographics Association, 2025) Josse, Alexander; Huan, Quentin; Rousselle, François; Renaud, Christophe; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioMany cultural heritage projects involve the 3D reconstruction of old glass buildings. Old glass, however, has many defects, due to the artisanal manufacturing techniques of the time, such as crown or cylinder blowing. The presence of these defects has a number of visual consequences, manifesting itself in the deviation of light passing through or reflecting off the glass panes. The appearance of these old glasses, the lighting produced through their surface, and the vision of the world perceived through them, is thus very different from what is perceived through contemporary industrial glass, and therefore has a considerable impact on the rendering that will be produced in their presence. However, setting up interactive virtual tours that take into account these old glasses is proving complex, as the materials available in commercial 3D rendering engines are unable to faithfully reproduce the lighting effects produced. In this paper, we propose a precise, real-time rendering of the surface and volume defects (bubbles, chords) present in some old glass and their impact on the appearance of the world perceived through these panes. Our approach is based on ray tracing, which not only interacts with the material's geometric defects, but also takes into account the curvature of light as the glass's refractive index varies.Item Between technical history, industrial archaeology, Digital Humanities and Virtual Reality: A digital corpus of a former industrial site under rehabilitation: the case of CAP 44(The Eurographics Association, 2025) Laroche, Florent; Quantin, Matthieu; Plessis, William; Kerouanton, Jean-Louis; Audoux, Sophie; Duchene, Soazig; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis article introduces interdisciplinary research on digitizing industrial heritage, focusing on CAP44 in Nantes, a rare 19thcentury reinforced concrete structure. The building, being transformed into the ''Cité des imaginaires,'' is documented using CIDOC-CRM ontology, Omeka-S, and GraphDB to enable digital twin modeling. The AIDEN VR platform allows immersive 3D exploration of historical data via gestures, movement, and voice. This innovative tool enhances understanding and promotes digital access to complex heritage. The project also raises ethical and methodological issues, aiming for transparent and rigorous digital preservation of industrial memory.Item Representation of Meta-Paradata for H-BIM Models in WebGIS: Paving the Way Towards '3D Scientific Models'(The Eurographics Association, 2025) Spreafico, Alessandra; Mehdizadeh, Mohammadreza; Casareto, Erica; Chiabrando, Filiberto; Coletta, Cristina Della; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioEnsuring authenticity and reliability of 3D models of Cultural Heritage (CH) data is increasingly critical, especially considering the increasing adoption of Artificial Intelligence (AI) in generating content. This paper highlights the importance of metadata and paradata to ensure transparency, authorship, and scientific rigor and considers challenges in creating meta-paradata information and its visualization on the web alongside 3D content. The study explores integrating meta-paradata into WebGIS platforms through tests on document-based Historic-BIM (H-BIM) models from the Turin 1911 project, promoting best practices for accessible, georeferenced, and verifiable '3D scientific models' while preserving CH narratives in virtual 'scrollytelling' environments.Item Reconstructing Gladiator Combat: A Multisensory Virtual Reality Training Environment(The Eurographics Association, 2025) Gaugne, Ronan; Salvan, Stéphane; Cazuc, Ewen; Gouranton, Valérie; Pontonnier, Charles; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis study presents a research project focused on designing, implementing, and evaluating a multisensory virtual environment to simulate gladiatorial training. The aim is to analyze how immersive experiences impact the acquisition and refinement of technical skills in armed singular dueling. Conducted collaboratively by teams in virtual reality, biomechanics, and history, the project developed a historically contextualized environment centered on the provocator, a specific gladiator type. The virtual environment allows users to train in typical offensive maneuvers, offering a testbed for hypotheses about Roman combat and the effects of external conditions on performance. It serves as both a historical reconstruction tool and an experimental platform for studying ancient martial techniques. Built on rigorous historical and visual research, it uses motion capture technology to accurately recreate combat sequences, enhancing the authenticity and educational value of the simulation. A key contribution of this work lies in advancing the study of gladiatorial techniques, an area often distorted by popular culture. By integrating passive haptic and auditory feedback, the environment enhances sensory immersion, contributing to a deeper and more accurate understanding of gladiatorial practices. This multisensory approach not only supports the preservation of ancient techniques but also sheds light on the physical and cognitive demands faced by historical fighters. Ultimately, this research bridges disciplines-combining historical scholarship, biomechanics, and virtual reality-to offer an innovative way of exploring Roman gladiatorial training. The findings may inform broader discussions on the role of immersive technologies in skill development and historical interpretation within virtual environments.Item The Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat Mummy(The Eurographics Association, 2025) Gaugne, Ronan; Lacoche, Jérémy; Hays, Odile; Nicolas, Théophane; Gouranton, Valérie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper presents the design and evaluation of a twofold dissemination experience to enhance the scientific study of a cat mummy. The mummy is part of the archaeological collection of an art museum. It has undergone scientific analysis, resulting in a large amount of digital data collected via X-ray, CT and photogrammetry, leading to significant discoveries about the nature and history of the mummy. The first part of the dissemination approach resulted in the production of a 1:1 scale transparent copy, which gives visitors a clear view of the mummy's contents. It has joined the museum's collection and is now displayed alongside the original mummy. The object is both aesthetic and scientific. It was produced using an advanced 3D printing technique based on 3D data generated from segmentations of CT scan data. The second part consists of a VR-based experience proposed to the museum's visitors, highlighting the scientific process that has led to new knowledge and unresolved questions. The VR environment guides users through data production, exploration and analysis, enhancing interpretation. This VR experience was first showcased at an international XR event, and later at the museum's weekly events. Two user studies were conducted on these occasions, using subjective questionnaires to gather feedback. The first assessed the presence, usability and comfort of the VR experience. The second assessed the impact on dissemination. The results show a strong user interest in the scientific approach and confirm the public interest in this method. The experience is now routinely offered in the museum.Item Augmented Reality Workflows and Prototype Tools for Museums(The Eurographics Association, 2025) Arief, Fadilah; Champion, Erik Malcolm; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper describes a case study undertaken in Indonesia with a local naval museum (Jakarta Maritime Museum) to explore how low-cost Augmented Reality (AR) tools can be employed by local museum professionals to create engaging serious games and related apps for the general public. Participants sketched prototypes and were shown how to develop initial sketches and convert into AR. We evaluated prototyping tools such as FigminXR and workshopped AR games that were developed by museum professionals and community members. As part of this project, we created a workflow and templates for museum staff to visualize their AR games and ideas for museum exhibitions and collections in digital format. We created reusable assets and templates. Our templates and assets were initially tested with Niantic Studio and transferred to Glitch with multi-image tracking and A-Frame using HTML and JavaScript. We also conducted training sessions in Blender and Niantic Studio with high school students (although there were limitations). As part of the eventual outputs, we created a workflow for schools and museums to develop low-cost AR solutions that did not require advanced programming or design skills.Item Contextualism and Music Annotation: Exploring the Role of Digital Storytelling about a Composer's Life on Music Perception(The Eurographics Association, 2025) Petousi, Dimitra; Kougioumtzian, Lori; Katifori, Akrivi; Boile, Maria; Servi, Katerina; Ioannidis, Yannis; Kriezi, Vera; Vraka, Valia; Merakos, Stefania; Charkiolakis, Alexandros; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIntangible cultural heritage, especially music, is challenging to interpret due to its elusive nature and reliance on context. This study investigates how knowledge of a composer's life and historical background shapes listeners' interpretations of classical music. Based on contextualism theory, which emphasizes the importance of cultural and personal context in meaning-making, the study involved 25 participants with varying levels of familiarity with music theory and the composer Nikos Skalkotas In a two-stage process, participants first annotated four musical pieces based on initial impressions. They then revisited the pieces after having engaged with a collaborative digital narrative and virtual reality (VR) experience based on archival material about the composer, presenting his life and work. The results show that annotations became more reflective and contextually informed after the storytelling experiences, indicating enhanced empathy and historical understanding. These findings suggest that immersive, narrative-driven context can enrich music appreciation and offer valuable tools for cultural heritage education.Item 360° Virtual Tours at the National Roman Museum. Making Culture Heritage Participatory, Accessible, and Personalized(The Eurographics Association, 2025) Torre, Eliana Maria; Poce, Antonella; Andone, Diana; Tãtaru, Marius-Cosmin; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioAs agents of social change, museums should promote inclusivity and accessibility. Despite the challenges of achieving this part of the museum's mission, it is possible to address them on a case-by-case basis. This paper outlines a segment of an ongoing doctoral research project at the National Roman Museum (MNR) in Rome, Italy. First, the concepts of inclusivity and accessibility are discussed. Next, it is explored how Virtual Reality (VR) and Digital Storytelling (DST) can enhance inclusive education. Following this, three 360 virtual tours are introduced, integrated with a DST approach, and created in Delightex. This section outlines how the platform operates, its features, and the technical process of creating the tours. The design principles for making the tours accessible and catering to the diverse interests and needs of various audiences are also addressed. At the current stage of the experimental phase, user experience evaluation involved two main groups: experts in IT and design, and the general public, which comprises individuals with varied demographics and digital skills. This paper presents preliminary results from the experimental stage, outlining the next steps for future development and implementation.Item Reinterpreting Heritage Site Through Collective Memory and Augmented Reality - The Case of Nanjing's Great Bao'en Temple(The Eurographics Association, 2025) Chen, Yimeng; Song, Mingdong; Li, Yuying; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioNanjing Great Bao'en Temple is a historically stacked temple site and an iconic symbol of Chinese architectural heritage, having undergone multiple cycles of destruction and reconstruction. This paper presents Blooming Memory, a mobile AR-based interactive experience designed to reinterpret the temple's history through spatialized textual memory narratives from different historical periods. Rather than recreating lost physical structures, the project visualizes shifting interpretations and stories tied to the site, highlighting its intangible and evolving heritage. By combining AR spatial design, scenario-based narrative visualization, and participatory interaction, Blooming Memory explores new possibilities for engaging visitors with heritage beyond static reconstructions. The study demonstrates AR's potential to support layered storytelling and user engagement in digital heritage contexts.Item Integrating Artificial Intelligence in the Design of Interactive Experiences. An Overview for Digital Cultural Heritage Practitioners(The Eurographics Association, 2025) Veggi, Manuele; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the integration of Artificial Intelligence (AI) in the design of interactive experiences for Cultural Heritage (CH). Previous studies indeed either miss to represent the specificity of the CH or mention possible tools without making a clear reference to a structured Interaction Design (IxD) workflow. The study also attempts to overcome one of the major limitations of traditional literature review, which may fail to capture proprietary tools whose release is rarely accompanied by academic publications. Besides the analysis of previous research, the study proposes a possible workflow for IxD in CH, subdivided into phases and tasks: for each of them, this paper proposes possible AI-based tools that can support the activity of designers, curators, and CH professionals. The review concludes with a final section outlining future paths for research and development in this domain.Item OpenLIME: An open and flexible web framework for creating and exploring complex multi-layered relightable image models(The Eurographics Association, 2025) Ponchio, Federico; Bettio, Fabio; Marton, Fabio; Pintus, Ruggero; Righetto, Leonardo; Giachetti, Andrea; Gobbetti, Enrico; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioWe introduce OpenLIME (Open Layered IMage Explorer), an open, scalable, and flexible framework for creating web-based interactive tools to annotate and inspect large multi-layered and multi-channel standard and relightable image models. Adaptive image management and display use a data-flow approach, where images from sources of any size are efficiently streamed into screen-sized buffers that can be processed and combined using customizable WebGL shaders. The framework natively supports multispectral images, Bidirectional Reflectance Distribution Function (BRDF), and Reflectance Transformation Imaging (RTI) datasets and can be extended to accommodate other multi-channel raster datasets, such as neural representations. Multi-layer and multi-faceted visualizations are achieved through opacity adjustments, blending modes, and interactive lenses. The released library provides a set of pre-configured layers, facilitating the rapid deployment of web-based datasets and kiosk applications. Its responsive user interface is compatible with desktop, mobile, and general multitouch environments, while its modular architecture allows for extensive customization, making it adaptable to diverse annotation and visualization needs. The paper illustrates the framework's design and discusses specific use cases, including the inspection of RTI models, the integration of novel relightable image formats, archaeological data documentation and annotation, and standalone museum application creation and deployment. The main components of the framework are released as open source.Item User Driven Augmented Reality Registration for Urban Digital Twin Heritage Visualization(The Eurographics Association, 2025) Öder, Bernhard; Jörg, Sophie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis work presents the idea of combining Augmented Reality (AR) with an urban Digital Twin (DT) to visualize virtual histori- cal content in real-world locations. Historical buildings can be experienced on-site in their former state using a novel manual placement method. This approach leverages user guidance for precise alignment, bypassing technical and environmental lim- itations common in computer vision methods, offering a robust and accessible solution for urban exploration and heritage visualization. The interactive nature, the simplicity and the adaptability of this approach offer great potential for gamified experiences in cultural heritage and beyond.Item Cultural VR for the elderly: setting up the experience(The Eurographics Association, 2025) Antoniou, Angeliki; Sylaiou, Stella; Lepouras, George; Theodoropoulos, Anastasios; Kyriazi, Maria; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe paper presents the Firefly project (Fostering vIrtual heRitage Experience For eLderlY) aiming at creating virtual cultural experiences for people over 65 years of age. As the world population grows older, elderly people form a large segment of the population and they are also an important target group for cultural experiences. Cultural heritage can help keep people over 65 physically and cognitively active improving their wellbeing. In addition, people over 65 can provide their valuable knowledge to enrich cultural heritage and pass their knowledge to younger generations. Despite the benefits from involving older adults in cultural heritage experiences, many cultural heritage sites remain out of reach for people of this age group. There are many reasons for this exclusion, like mobility and accessibility issues, financial issues, etc. and important heritage sites, like Delos, cannot be visited by elderly people. Firefly is preparing 3D models of Delos important sites, like the ancient theatre and the House of Dionysos. Firefly is also using a film narrating historical events, capable of involving participants emotionally. Data already collected from older people from two preliminary studies show elders' positive attitudes towards the use of Virtual Reality (VR), but they also revealed their concerns regarding the usability of VR headsets. In addition, the participants also expressed their concerns regarding the ethical use of cutting-edge technologies like VR. Building on the preliminary studies findings, during the next experimentation phase, Firefly will use an interactive CAVE environment to allow elders to access the cultural content, avoiding the use of headsets, while virtually exploring the routes of Pausanias in Peloponnese.Item Beyond Street Signs: Ethical and Situated Cultural Storytelling using AI and Extended Reality(The Eurographics Association, 2025) Toumpouri, Marina; Constantinides, Marios; Milata, Václav; Ppali, Sophia; Alexopoulos, Lampros; Liarokapis, Fotis; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioHonorific street names that commemorate historical figures, events, or cultural symbols constitute a frequently overlooked, yet symbolically potent layer of urban heritage. Beyond their practical function in navigation and spatial organization, they also encode ideological narratives into public space that shape collective memory and identity. However, they often go unnoticed, while traditional cultural heritage (CH) tools do not engage with their contested meanings, particularly in politically divided urban landscapes. This paper addresses this gap by exploring how the integration of extended reality (XR) and artificial intelligence (AI) can reanimate toponymic inscriptions into dynamic, context-sensitive forms of storytelling. Focusing on the center of Nicosia, Cyprus, we present an intelligent tourist guide that combines mobile XR, conversational AI, and lifelike avatars to deliver personalized, multilingual narratives, at the sites of honorific street names. We conclude by discussing the ethical challenges of algorithmic memory mediation in contested urban spaces and we argue that such systems, when designed responsibly, can foster critical engagement, pluralistic representation, and new forms of civic pedagogy within the domain of CH.Item Spatiando con gli Occhi: Delivering an Interactive 3D Reconstruction of 17th-Century Rome(The Eurographics Association, 2025) Mundy, Joanna; Halbert, John; Burr, Ian; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe publisher of Giovanni Battista Falda's great map of Rome ca. 1676 invites the viewer to stroll the streets with their eyes: ''spatiando con gli occhi per tutte le vie, piazze, giardini, et contrade della Città''. Falda crafted a printed version of the city that could be taken abroad allowing 17th-century viewers a virtual visit to Rome. They could ''walk'' every street, seeing the grandeur of the modern building programs of Urban VIII, Innocent X, and Alexander VII and the impact they were having on the urban environment of Rome. The Envisioning Baroque Rome project takes this virtual Rome into the modern era, allowing the viewer to virtually visit 17th-century Rome using XR technology. By combining extensive research, artistic rendering, and XR world building, we are recreating Falda's 1676 Rome one building and block at a time in 3D, using Autodesk Maya, 3DS Max, and Unity to create an interactive large-scale build. Our efforts to research every detail that Falda renders in his prints have resulted in precious insights into the priorities of the artist and his patrons, the construction programs in Rome, and relationships among artists and publishers.Item Bringing the Gonzaga Equestrian Heritage to Life: AI-Enhanced VR Storytelling for Cultural Dissemination(The Eurographics Association, 2025) You, Zhou; Treccani, Daniele; Adami, Andrea; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe dissemination of architectural and cultural heritage faces challenges in accessibility, engagement, participatory experience, and authenticity, particularly for sites with multi-layered historical narratives. Conventional approaches often fail to reconcile educational rigor with interactive appeal or to fully communicate the socio-political significance and spatial realism of heritage, limiting public connection and understanding. Advanced technologies such as virtual reality (VR) and artificial intelligence (AI) offer new opportunities to bridge this gap by combining rigorous historiography with experiential storytelling. This study develops a hybrid digital framework integrating VR, photogrammetry, AI, and gamification to enhance the interpretation of the Gonzaga family's equestrian legacy in Mantova. Using UAV and terrestrial photogrammetry, we reconstructed three multi- era architectural sites (Cortile della Cavallerizza, Piazza Sordello, and Sala dei Cavalli) as high-resolution 3D models. AI algorithms generated historically consistent 3D characters and assets, while immersive VR environments developed via Unity Engine and Oculus SDK enabled users to explore narrative-driven scenarios tied to the horses' military, ceremonial, and diplomatic roles. The resulting VR application functions effectively, featuring interactive elements such as task completion and dynamic scene transitions, which may enhance spatial understanding and cultural appreciation. However, further studies involving user focus groups and feedback collection are needed to better assess its usability and overall impact.Item Swiss Echoes: An immersive and embodied exploration of a national broadcasting archive(The Eurographics Association, 2025) Alliata, Giacomo; Serafin, Loïc; Rattinger, André; Kenderdine, Sarah; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper answers the need for new modes of access for large audiovisual collections and builds on top of the computational and immersive turn of the cultural sector. The immersive installation Swiss Echoes fosters an embodied and spatialised paradigm in which visitors fly over a topographical 3D map of the Swiss landscape to discover how the voices captured in the national broadcasting archive of the Radio Télévision Suisse talk about local places. Through a reflection on the design rationale supported by key insights from a user evaluation conducted at our laboratory, three main themes are elucidated. First, the computational augmentation of the archive foregrounds access to a collection of locations rather than videos. Second, the use of an immersive environment and a performative controller fosters a profoundly embodied mode of spatial exploration. Third, sharing the immersive experience between multiple visitors creates a collective form of engagement, where the main visitor interacting becomes a performer and director for the others.Item Prague Astronomical Clock - Virtual Presentation(The Eurographics Association, 2025) Ubik, Sven; Linhart, Oldrich; Kubišta, Jirí; Skála, Petr; Knespl, David; Mašek, Jirí; Rocek, Jakub; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe Prague astronomical clock is a medieval astronomical clock in the Old Town Square in Prague. It is the oldest original working astronomical clock and the most visited astronomical clock in the world. However, many visitors have limited information about its history and the function of the Astrolabe. The clockwork itself is not commonly accessible. The aim of the project described here was to present a digital replica of all parts of the Prague astronomical clock and to make information about the clock available to researchers, students and the general public. In this paper, we show how the model was presented and we evaluate user feedback on the presentation.Item ARise: an Augmented Reality Mobile Application to Improve Cultural Heritage Resilience(The Eurographics Association, 2025) Urbanelli, Angelica; Nadalin, Marina; Chiesa, Mario; Bayat, Rojin; Migliorini, Massimo; Rossi, Claudio; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe preservation of cultural heritage faces increasing threats from climate change effects and environmental hazards, demanding innovative solutions that can promote awareness and resilience. This paper presents ARise, an Augmented Reality mobile application designed to enhance public engagement with cultural sites while raising awareness about the local impacts of climate change. Based on a user-centered co-creative methodology involving stakeholders from five European regions, ARise integrates multiple data sources - a Crowdsourcing Chatbot, a Social Media Data Analysis tool, and an AI-based Artwork Generation module - to deliver immersive and emotionally engaging experiences. Although formal user testing is forthcoming, this prototype demonstrates the potential of AR to support education, cultural sustainability, and climate adaptation.Item ESILab: An efficient software for immersion and exploitation of large point clouds(The Eurographics Association, 2025) Mouaddib, El Mustapha; Caracotte, Jordan; Kempf, Dorian; Villette, Noël; Potin, Thibault; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioDigitization techniques now makes it possible to produce precise and dense textured 3D point clouds. Therefore, 3D surveys of monuments or archaeological sites can easily reach several billions of points. To ensure a smooth virtual visit and to manipulate these point clouds, we have developed the ESILab software (Enhanced Scan Immersion Lab). Thanks to a dedicated 3D model converter using an octree partitioning of the point cloud and the accessibility of rendering engine parameters, ESILab can load a 3D model containing several billion points in just a few seconds. It also makes it possible to load multiple point clouds, superimpose them and extract slices for relevant comparisons and visualizations. The point clouds of six famous and very large French Gothic monuments were used simultaneously to demonstrate the software's potential (see the attached video to the paper). This software can be shared free of charge upon request right now and will be made available to the public as soon as possible.Item Co-Designing XR Exhibits: Insights from a Domain Expert Workshop on UI and Interaction Features for Cultural Heritage(The Eurographics Association, 2025) Nunes, Tiago; Rodrigues, Armanda; Correia, Nuno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the design of an Extended Reality (XR) framework for virtual cultural exhibits through a domain expert workshop. The system includes AR (mobile), VR (immersive), a desktop editor, and a server backend. Experts evaluated proposed features like 360° media, inter-artifact relationships, and interactive object manipulation, highlighting their educational value while calling for improved accessibility and gamification. Results demonstrate how participatory design can align XR innovation with cultural heritage needs, offering guidelines for future development.Item Tactile Embroidery Reproduction Exploiting Machine Vision for Visually Impaired Engagement(The Eurographics Association, 2025) Jenkinson, George P.; Samaroudi, Myrsini; Calvet, Xavier Aure; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioBest conservation practices for historic textiles such as their display behind glass and in low light conditions to prevent damage and deterioration create significant barriers for visually impaired audiences. Alternative sensory experiences, particularly tactile exploration, have proven essential for increasing engagement with historical and cultural objects for these visitors. Leveraging state-of-the-art machine vision approaches, we present a comprehensive workflow to generate machinable 3D models across multiple materials. We evaluate these reproductions with visually impaired participants using the replica experience framework, analysing preferences across material types, tactile features, and representation techniques. Our preliminary findings demonstrate that combining contextual audio guides with tactile objects significantly enhances understanding and engagement. Notably, providing multiple material versions of the same artefact better accommodates the diverse preferences and tactile sensitivities found within the visually impaired community, suggesting material diversity should be a key consideration in developing inclusive museum experiences.Item Bridging Psychological Distance from Climate Change through Experiential Learning within Heritage Organisations(The Eurographics Association, 2025) Andrei, Maria; Heinrich, Sonja; Jacques, Jason; Oliver, Iain; Pisani, Sharon; Miller, Alan; Bates, Richard; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioPsychological distance from climate change---the perception that its impacts occur far away, in the future, to other people, or with uncertain likelihood---has been established as a major barrier to public understanding and action. Building on seven workshops hosted on an Antarctic expedition and two museum exhibitions located in Scotland, we present and evaluate a Virtual Reality (VR) approach that embeds local and global climate scenarios in museum exhibitions to collapse the four dimensions of psychological distance: temporal, spatial, social (identity) and uncertainty. Results demonstrate that VR can increase emotional engagement and perceived personal relevance with climate change. The paper proposes a set of guidelines for extending the scope of this work.