In the "Etruscanning3D" european project framework, the virtual reconstruction of the Regolini Galassi tomb, in Cerveteri, has been realized, in order to re-contextualize its precious funerary goods, today preserved in the vatican Museums, in their ancient space, digitally represented in 3D. The Regolini Galassi is one of the most appealing Etruscan graves we know, famous for its rich contents but also for the many objects that show the Orientalizing influence. The reconstruction has been preceded by a huge work of data collection, interpretations, topographical acquisitions through a variety of techniques, digital restorations, in order to create a plausible simulation of how the tomb could appear when it was closed, at the half of the VII century BC. The final purpose of the VR application is communication inside museums, so the narrative approach and the metaphors of interactions played a key role. The most innovative value of the VR application is the paradigm of interaction based on natural interfaces. The user moves inside the 3D space through his body movements. The public explore the virtual tomb, get near the artifacts and listen to the narrative contents directly from the voices of the prestigious Etruscan personages buried inside; the princess and the warrior. All this is possible moving in the space in front of the projection, in the simplest and natural way and without any device and any marker. The user walks on a real map of the grave placed on the floor, onto which some "hotspots" are attached. Changing his position from one hotspot to another, he also moves in the virtual space, going closer to the objects and prompting the storytelling to emerge. The order in the choice of the hotspot activation is free, so every sequence can be activated. The projection of 12 m², the evocative storytelling done in first-person, the use lighting to gradually reveal the objects as the space is explored, and the physical involvement of the user produce a strong sensation of immersion. This solution not only makes the interaction amazing for the public, but allows people of every age and every "technical" skill to enjoy the virtual contents. We are working in the definition of a proper grammar of gestures that can be tested on public and continuously improved, also with the support of experts in cognitive science. This movie shows the first version of the application, we are now working in an update coming in the next months. The application is built in Unity 3D and uses the Kinect sensor for motion capture. The system has been derived from the new generation of games, but for the first time it has been applied to VR environments dedicated to the CH .

The Regolini Galassi Tomb revisited. 3D reconstruction as a research instrument

Eva Pietroni;
2011

Abstract

In the "Etruscanning3D" european project framework, the virtual reconstruction of the Regolini Galassi tomb, in Cerveteri, has been realized, in order to re-contextualize its precious funerary goods, today preserved in the vatican Museums, in their ancient space, digitally represented in 3D. The Regolini Galassi is one of the most appealing Etruscan graves we know, famous for its rich contents but also for the many objects that show the Orientalizing influence. The reconstruction has been preceded by a huge work of data collection, interpretations, topographical acquisitions through a variety of techniques, digital restorations, in order to create a plausible simulation of how the tomb could appear when it was closed, at the half of the VII century BC. The final purpose of the VR application is communication inside museums, so the narrative approach and the metaphors of interactions played a key role. The most innovative value of the VR application is the paradigm of interaction based on natural interfaces. The user moves inside the 3D space through his body movements. The public explore the virtual tomb, get near the artifacts and listen to the narrative contents directly from the voices of the prestigious Etruscan personages buried inside; the princess and the warrior. All this is possible moving in the space in front of the projection, in the simplest and natural way and without any device and any marker. The user walks on a real map of the grave placed on the floor, onto which some "hotspots" are attached. Changing his position from one hotspot to another, he also moves in the virtual space, going closer to the objects and prompting the storytelling to emerge. The order in the choice of the hotspot activation is free, so every sequence can be activated. The projection of 12 m², the evocative storytelling done in first-person, the use lighting to gradually reveal the objects as the space is explored, and the physical involvement of the user produce a strong sensation of immersion. This solution not only makes the interaction amazing for the public, but allows people of every age and every "technical" skill to enjoy the virtual contents. We are working in the definition of a proper grammar of gestures that can be tested on public and continuously improved, also with the support of experts in cognitive science. This movie shows the first version of the application, we are now working in an update coming in the next months. The application is built in Unity 3D and uses the Kinect sensor for motion capture. The system has been derived from the new generation of games, but for the first time it has been applied to VR environments dedicated to the CH .
2011
Istituto per le Tecnologie Applicate ai Beni Culturali - ITABC - Sede Montelibretti
Istituto di Scienze del Patrimonio Culturale - ISPC
9789040078071
Etruscans
digital re-creation of ancient contexts
digital restoration
storytelling
virtual reality
communication
natural interaction
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/277377
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