The Multimedia Room of the Scrovegni Chapel. A Virtual Heritage Project (Contributo in atti di convegno)

Type
Label
  • The Multimedia Room of the Scrovegni Chapel. A Virtual Heritage Project (Contributo in atti di convegno) (literal)
Anno
  • 2004-01-01T00:00:00+01:00 (literal)
Alternative label
  • Forte, M.; Pescarin, S.; Pietroni, E.; Rufa, C.; Bacilieri, D.; Borra, D. (2004)
    The Multimedia Room of the Scrovegni Chapel. A Virtual Heritage Project
    in CAA 2003. Computer application and Quantitative Methods in Archaeology, Oxford
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Forte, M.; Pescarin, S.; Pietroni, E.; Rufa, C.; Bacilieri, D.; Borra, D. (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#note
  • pp. 529-532 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • CNR ITABC Aracnet Archè No Real (literal)
Titolo
  • The Multimedia Room of the Scrovegni Chapel. A Virtual Heritage Project (literal)
Abstract
  • The Scrovegni Chapel, painted by Giotto in the period 1303-1305, is one of the most important masterpiece of the European art. Because of serious problems of preservation, the paintings have been restored in the last two years but the accessibility of the monument is now restricted to a little number of visitors (20 people any time) and to a short time (15 minutes). In order to solve these problems of fruition the municipality of Padua planned the creation of an hypermedia room (10 x 20 m) hosting multimedia and museum installations concerning the contextualization of Giotto's world and of the Scrovegni Chapel. The most important installation is a virtual reality system created by the Institute of Technologies Applied to Cultural Heritage of National Research Council, aimed to a spatial 3D reconstruction and re- composition of the information regarding Giotto's paintings and the internal architecture of the monument (33.000 polygons in real time, 500 links, more than 100 menus). In this way the visitors of the Chapel (last year about 600.000) can prepare virtually the real visit to the monument (1st alphabetisation) and then, they can come back to the virtual installation in order to integrate all the information they need (2nd re-alphabetisation). We have defined this process of digital cultural learning through virtual exhibitions \"musealising the Virtual\": the use of VR tools and applications will increase a reticular cultural learning (despite the traditional \"linear\" learning), catalysing new consumes of virtual heritage. (literal)
  • The Scrovegni Chapel, painted from Giotto in the period 1303-1305, is one of the most important masterpiece of the European art. Because of serious problems of preservation, the paintings have been restored in the last two years but the accessibility to the monument is now limited for number of visitors (20 people any time) and length (15 minutes at a time). In order to solve these problems of fruition the municipality of Padua has planned the creation of an hypermedia room (10 x 20 m) hosting multimedia and museum installations concerning the contextualization of the Giotto's world and of the Scrovegni Chapel. The most important installation is a virtual reality system created by the Institute of Technologies Applied to the Cultural Heritage of the National Research Council (Rome, team directed by Maurizio Forte) aimed to a spatial 3D reconstruction and re-composition of all the information regarding the Giotto's paintings and the internal architecture of the monument (33.000 polygons in real time, 500 links, more than 100 menus). In this way the visitors of the Chapel (last year about 600.000) will can prepare virtually the real visit to the monument (1st alphabetization) and then, they will can come back to the virtual installation in order to integrate all the information they will need (2nd re-alphabetization). We have defined this process of digital cultural learning through virtual exhibitions \"musealising\" the Virtual\": the use of VR tools and applications will increase a reticular cultural learning (despite the traditional \"linear\" learning), catalyzing new consumes of virtual heritage. (literal)
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