Etruscanning 3D project. The 3D reconstruction of the Regolini Galassi Tomb as a research tool and a new approach in storytelling (Contributo in atti di convegno)

Type
Label
  • Etruscanning 3D project. The 3D reconstruction of the Regolini Galassi Tomb as a research tool and a new approach in storytelling (Contributo in atti di convegno) (literal)
Anno
  • 2012-01-01T00:00:00+01:00 (literal)
Alternative label
  • Wim Hupperetz, Raffaele Carlani, Daniel Pletinckx, Eva Pietroni (2012)
    Etruscanning 3D project. The 3D reconstruction of the Regolini Galassi Tomb as a research tool and a new approach in storytelling
    in International Congress of Archaeology, Computer Graphics, Heritage and Innovation, ARQUEOLOGICA 2.0, Sevilla, 20-22 giugno 2012
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Wim Hupperetz, Raffaele Carlani, Daniel Pletinckx, Eva Pietroni (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#titoloVolume
  • Proceedings of the 4th Edition of the International Congress of Archaeology, Computer Graphics, Heritage and Innovation, ARQUEOLOGICA 2.0 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#pagineTotali
  • 7 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • Allard Pierson Museum-Amstersam University; Katatexilux; Visual Dmension, CNR Institute of Technologies Applied to Cultural Heritage (literal)
Titolo
  • Etruscanning 3D project. The 3D reconstruction of the Regolini Galassi Tomb as a research tool and a new approach in storytelling (literal)
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 preservd in the vatican Museums, in their ancient space, digitally represented in 3D. The reconstruction has been preceded by a huge work of data collection, reinterpretations, 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 another key role . (literal)
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