Semantically Annotated 3D Material Supporting the Design of Natural User Interfaces for Architectural Heritage

With the advent of artificial intelligence and natural user interfaces, the need for multimedia material that can be semantically interpreted in real time becomes critical. In the field of 3D architectural survey, a significant amount of research has been conducted to allow domain experts represent semantic data while keeping spatial references. Such data becomes valuable for natural user interfaces designed to let non-expert users obtain information about architectural heritage. In this paper, we present the architectural data collection and annotation procedure adopted in the Cultural Heritage Orienting Multimodal Experiences (CHROME) project. This procedure aims at providing conversational agents with fast access to fine-detailed semantic data linked to the available 3D models. We will discuss how this will make it possible to support multimodal user interaction and generate cultural heritage presentations.

Segmentation protocols in the digital twins of monumental heritage: a methodological development

The paper shows an advancement of the research that the authors have been carrying out in recent years in semantic structuring of digital architectural representations field, with a focus on the issue of uncertainty of annotations. The studies carried out in this regard have shown how the domain experts specialization determines a vision and interpretation of the same architectural object that we could define “categorized”. The interest was, then, in verifying which categories of experts have a greater degree of agreement in classifying and segmenting architectural elements, to highlight which specializations contribute the most in enriching the semantic reasoning about such forms. Aiming to broaden this reasoning, the research was deepened with annotation sessions concerning architecture examples that didn’t correspond to the classical orders rule but included wider fields of historical heritage (from sacred to fortified architecture). The aim is to verify whether the uncertainty of annotation is actually ascribable to a specific segment of the historical heritage, for example, the classical world, or whether the question is broader and as such in needs deeper thinking.

The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage

This paper aims to investigate the conditioning that the use of playful games requires the role of graphic element for disseminating and promoting the Cultural Heritage. Within the CHROME project, which has, among the various objectives, the definition of an innovative strategy to promote the three Charterhouses of Campania, it comes up with the idea to plan a playful game placed in one of the three monasteries. Its purpose is to provide a first knowledge, both in relation to the spatiality of a Carthusian monastery and to the life of a monk of the Order, exploiting the playful dimension of the games. Since that the proposed location for the game is a monastic complex whose modeling is gained by range-based and image-based survey processes, the project shows the definition of a methodology to generate digital three-dimensional models, whose geometric genesis is at the same time both topologically coherent and enjoyable on the selected technology platform. Once obtained the scene in which the narration develops, it must qualify as a visual device able to activate the sensory involvement, the share and the exploration. For this reason, some expedients (illumination techniques, framing, distortions, sonorous scenes) have been studied to stimulate the player and to communicate cognitive messages related to the game space using the principle “show, don’t tell”.