Unlocking the interactive potential of digital models with game engines and visual programming for inclusive Vr and web-based museums
Bibliographic Data
| ID | 19547097 |
|---|---|
| Authors | Fabrizio Banfi (0000-0002-5193-0043, Politecnico di Milano), Daniela Oreni (0000-0001-9635-9357, Politecnico di Milano) |
| Year | 2025 |
| Volume | 16 |
| Issue | 32 |
| Pages | 44-70 |
| Publication date | 2025-01-31 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Virtual Archaeology Review (JOURNAL) |
| Journal identifiers | ISSN: 1989-9947 • E-ISSN: 1989-9947 |
| Publisher | Universitat Politecnica de Valencia (PUBLISHER) |
| DOI | 10.4995/var.2024.22628 |
| OpenAlex | W4407036037 |
| Language | EN |
| Citations received | 3 |
| References cited | 92 |
Highlights: Digital surveying, Historic Building Information Modeling, Game Engines and visual programming are enhancing virtual reality technologies, turning static models into engaging, interactive virtual environments(IVE) A VR app and WebVRapplication have been developed for the Ospedale Maggiore in Milan, integrating virtual-visual storytelling (VVS) with three-dimensional (3D)animations, textual information, and audio to enhance user engagement The VR and WebVRsolutions support a wide range of devices, making cultural heritage more accessible to diverse audiences and promoting a more inclusive understanding of history and architecture Abstract: In an era marked by rapid digital transformation, the preservation and dissemination of cultural heritage increasingly depend on advanced technologies to convey both its tangible and intangible values, whether on-site or remotely. Monuments, archaeological sites, historical centres, and museums are progressively recognising the transformative potential of extended reality (XR) technologies. Among these, virtual reality (VR) has emerged as a particularly effective tool for communicating information and engaging visitors. These technologies facilitate the creation of immersive, interactive experiences that provide access to vast datasets, often difficult to explore within the limitations of physical settings. This study investigates these emerging paradigms, specifically focusing on the roles played by digital surveying, data interpretation, Historic Building Information Modelling (HBIM), and visual programming languages (VPL) in developing innovative VR solutions. These advancements allow for the transformation of static BIM into dynamic interactive virtual environments (IVE) and virtual objects (IVO), which respond to user input in real-time, thereby fostering engaging and dynamic digital experiences. A case study of the Ospedale Maggiore in Milan—designed by Filarete in the mid-15th century and currently housing the University of Milan—serves as an exemplary model of the potential of these technologies. A VR platform and a WebVR application have been developed, enabling users to immerse themselves in a virtual environment enriched by virtual-visual storytelling (VVS). This narrative approach integrates textual information, audio, and 3D animations to enhance the user's experience (UX) and provide a multifaceted understanding of the site’s historical and cultural significance. By supporting a diverse range of devices—including desktop computers, VR headsets, and mobile phones and tablets—these solutions aim to expand accessibility, foster inclusivity, and promote a deeper, more immersive engagement with cultural heritage. The project not only enhances the visitor experience but also advances the role of digital technologies in democratising access to and understanding of cultural and historical resources
Cultural heritage · Emerging technologies · Human–computer interaction · Multimedia · Sociology · Transformative learning · Virtual reality · World Wide Web · 3D Surveying and Cultural Heritage · Computer Science · Conservation Techniques and Studies · Museums and Cultural Heritage
Historic building information modelling (HBIM)
A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage
The adoption of virtual reality devices
Virtually Real or Really Virtual
A Survey of Scan-to-BIM Practices in the AEC Industry—A Quantitative Analysis
HBIM, 3D drawing and virtual reality for archaeological sites and ancient ruins
Special Section Preface
The Application of Historic Building Information Modelling (HBIM) to Cultural Heritage
A Scan-to-BIM Methodology Applied to Heritage Buildings
Terrestrial laser scanning and close range photogrammetry for 3D archaeological documentation
Digitisation, digital interaction and social media
A framework study on the use of immersive XR technologies in the cultural heritage domain
Dimensions and Levels of Knowledge in Heritage Building Information Modelling, HBIM
Methodology for an HBIM workflow focused on the representation of construction systems of built heritage
Theorizing Born Digital Objects
The Extended Reach of Game Engine Companies
| Citations per year | 3 |
|---|---|
| Citation span | 2025 - 2026 (2) |
| Highly cited | No |