Prototyping on site Virtual Museums: the case study of the co-design approach to the Palatine hill in Rome (Barberini Vineyard) exhibition
Autor: | Enzo d’Annibale, Sofia Pescarin, Bruno Fanini, Daniele Ferdani |
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Jazyk: | angličtina |
Rok vydání: | 2019 |
Předmět: |
Co-design
Engineering Virtual archaeology 060102 archaeology biology business.industry Immersive Virtual Reality 020207 software engineering 06 humanities and the arts 02 engineering and technology Musical biology.organism_classification Visual arts Exhibition HMD Virtual Archaeology Physical space 0202 electrical engineering electronic engineering information engineering Emperor 0601 history and archaeology Exhibition Design business |
Zdroj: | 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018), San Francisco, CA, USA, 26-30/10/2018 info:cnr-pdr/source/autori:S. Pescarin, E. d'Annibale, B. Fanini, D. Ferdani/congresso_nome:2018 3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018)/congresso_luogo:San Francisco, CA, USA/congresso_data:26-30%2F10%2F2018/anno:2019/pagina_da:/pagina_a:/intervallo_pagine DigitalHERITAGE/VSMM |
DOI: | 10.1109/DigitalHeritage.2018.8810135 |
Popis: | In 2016, during the preparation of a rock musical in Rome about the life of the Roman emperor Nero, CNR ITABC became involved in the proposal of a Virtual Museum dedicated to an area of the Palatine hill (the so-called Barberini Vineyard), facing the Colosseum, where the stage of the show should have been temporarily built. The paper presents a methodology that has been tested for the creation of the Virtual Museum of the Palatine, and identifies useful tools that could support the creation of virtual museums and how such museums could be located in a physical space and within a real collection. While planning and testing, we have demonstrated the usefulness of immersive reality as a way to prototype "on site virtual museums" and to solve common issues that emerge in the design and production of such installations. |
Databáze: | OpenAIRE |
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