Any city with a long and articulated past has buildings, squares and monuments linked to its history, the built heritage is its more evident direct link to the historical and artistic events that characterize the present urban asset. In between this main feature, there is the possibility that a myriad of a minor, medium or minimal sized elements may be present, creating a network of evidence, sometimes diffi-cult to catch, but strongly connected to past events and valuable stories. It brings to light details that are often ignored or misinterpreted because of their historical peculiarities. The present research is focused on a structure based on an AR solution to make these traces in Florence downtown more ac-cessible and discoverable. This paper base is the starting point for a special and fascinating exploration of the Florentine downtown, passing by a series of “secondary” but highly intriguing traces. In addition to the most important places and monuments, known and desired by tourists, there are details and trivia that further enhance the uniqueness of the experience in the historical and cultural city.
H–Bim to Virtual Reality: a New Tool for Historical Heritage
In recent years, the application of Building Information Modelling to cultural heritage has led to the de-velopment of solid operating methods that have enabled a more efficient management of information. The use of other real time methodologies, such as Virtual Reality (VR), has also begun to be tested in the architectural context. The objective of this work is to test whether BIM models can be exploited to create immersive experiences in digitally simulated environments, with the aim of setting up new visualization and evaluation modalities for the built space. Giovanni Michelucci’s Church provides an opportunity to test the use of Historic–BIM (H–BIM) models for the development of VR.
When the Real Really Means: VR and AR Experiences in Real Environments
During this past year the Laboratory for eXtended Realities (DIDA–LXR) from the DIDALABS sys-tem at the Department of Architecture at the University of Florence, has experienced a various number of activities. Most of them linked together digital modelling of no longer existing architectures and still in place Built Heritage. Others were aimed to develop an “Augmented Virtual Reality” using specific environments/locations (for example a boat) to enhance the sensations of the user during the experience. Some others were based on direct VR shooting, using advanced panoramic cameras and creating a point of view compliant with the specific impressions that the place should transmit. In the contribution proposed here the AR, VR and XR experiences from this personal research will be presented sharing the specific subjects, the evaluation of usable technologies, the strategy for shoot-ing, survey, processing and post–processing, the dissemination of ideas and the lesson learnt.
