Articles by Mirco D’Alessio
Le fornaci romane di Pollentia-Urbs Salvia (Urbisaglia-MC): un modello di fruizione immersiva per il patrimonio archeologico
Roberto Perna, Ludovica Xavier de Silva, Paolo Clini, Mirco D’Alessio, Elena Capodaglio
Abstract
This research showcases the use of immersive digital technologies to enhance cultural heritage engagement, focusing on the archaeological site of Urbs Salvia, Italy. The project uses Virtual Reality (VR) to reconstruct and narrate the ancient ceramic production kilns of Pollentia-Urbs Salvia. The implemented activity aligns with the goals of the European Adrion TRANSFER project, ensuring a coherent and sustainable strategy for the archaeological park site. Through interdisciplinary methods, the team developed a Virtual Immersive Movie (VIM) combining detailed 3D modeling, texturing, and simulations with cinematic greenscreen footage. The virtual environment, designed for Meta Quest 3 headsets, includes both passive storytelling and active user interaction, enabling participants to explore reconstructed spaces and understand the ceramic production process. Advanced techniques in Blender and Unity ensured a realistic and engaging experience. User testing with 33 participants revealed high satisfaction rates regarding usability, visual appeal, and narrative clarity, with minimal instances of discomfort. The project sets a benchmark for integrating digital tools in cultural heritage, transforming traditional archaeological presentation into an accessible, immersive format. Future developments include expanding interactivity, incorporating gaming elements, and integrating AI-driven language models for multilingual real-time interaction, fostering inclusivity and sustainable heritage promotion.
«Archeologia e Calcolatori» 2025, 36.1, 321-340; doi: 10.19282/ac.36.1.2025.16
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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