Articles by Renato Angeloni
Un Virtual Immersive movie per la fruizione del patrimonio archeologico: il viaggio nella “Tomba della Regina” di Sirolo-Numana
Paolo Clini, Renato Angeloni, Mirco D’Alessio, Giacomo Bardelli, Stefano Finocchi
Abstract
The paper presents a workflow aimed at documenting, disseminating, and making archaeological heritage more accessible. To preserve scientific rigour and data accuracy, also providing an emotional experience to the audience, the entire process was carried out through the collaborative efforts of three professionals: the archaeologist, the digitization expert, and the entertainment industry professional. The case study is a pre-Roman necropolis located in the “I Pini” archaeological area (Marche Region, Italy). The site presents several circular burials, one of which belongs to a female figure known as the “Queen”, which became the central focus of the narrative. The first working step was the digital documentation of a selection of the findings from the “Queen’s” tomb, currently displayed at the Antiquarium Statale of Numana, followed by the virtual reconstruction of the burial. Then, the obtained 3D models were used to generate a Virtual Immersive Movie (VIM) which allows visitors to immerse themselves in the virtual reconstruction and interact with the archaeological findings using a Head-mounted Display. The evaluation of the user experience proved the effectiveness of the VIM. The scores obtained from the questionnaire will also serve as inspiration for further enhancements, aiming to deliver a more interactive and improved educational experience.
«Archeologia e Calcolatori» 2024, 35.1, 473-490; doi: 10.19282/ac.35.1.2024.28
Dalla replica digitale alla modellazione informativa. Un approccio scan-to-BIM alla documentazione del microscavo e restauro della tomba 27 di Colle Vaccaro (AP)
Sofia Cingolani, Paolo Clini, Ramona Quattrini, Renato Angeloni, Francesca Angelo, Livia Sforzini, Antonella di Giovanni, Roberta Bollati
Abstract
The widespread integration of digital technologies in the field of archaeology, facilitated by increasingly powerful and economically accessible tools, is producing a profound transformation in the conventional methodologies employed by archaeologists. This contribution specifically delves into the documentation of excavation phases and artifacts, presenting a workflow tested on the tomb 27 of the Colle Vaccaro necropolis (AP) within the educational project managed by the Istituto Centrale del Restauro (ICR). The digital representation of distinct layers and artifacts, developed together with with micro-excavation and restoration operations, serves as a tool for real-time analysis and documentation. Crucially, it acts as a foundational element for constructing an information system geared towards subsequent and more comprehensive historical-archaeological analyses. The outcome of this contribution is the formulation of a semi-automatic process designed to ensure a geometrically accurate and informed three-dimensional representation. This workflow for documenting an excavation and its artifacts is designed to facilitate efficient data utilization both for scholars and professionals.
«Archeologia e Calcolatori» 2024, 35.1, 407-426; doi: 10.19282/ac.35.1.2024.25
La digitalizzazione per la documentazione, lo studio e la fruizione di un sito archeologico. La VR experience del teatro di Ricina
Paolo Clini, Renato Angeloni, Mirco D’Alessio, Roberto Perna, David Sforzini
Abstract
This paper presents a workflow developed thanks to the collaboration between archae- ologists and engineers, aimed at the documentation, representation and virtual fruition of an archaeological site. The purpose is to exploit the data acquired through digital solutions and the consequent elaboration of a reality 3D model to support archaeological studies and to effectively disseminate their results. The presented case study is the Roman Theatre of Ricina (Villa Potenza, MC). The building has preserved much of its masonry, but it is very different from that which could be appreciated by the audience of theatrical performances in Roman times. The work has been developed according to three steps: 1) digital documentation of the site and elaboration of a reality-based 3D model; 2) study of the archaeological finds thanks to the reality-based 3D model and design of a possible reconstruction, represented through a second 3D model elaborated by anastylosis; 3) development of a Virtual Reality environment for the fruition and the interaction with the two 3D models. The final output is therefore an immersive VR application that offers the possibility to access to the theatre both in its current form and in the original one. An experience that is not limited to a simple visualization rather presenting itself as a guided tour across the centuries.
«Archeologia e Calcolatori» 2022, 33.1, 279-296; doi: 10.19282/ac.33.1.2022.15
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