The aim of the research project “Modeling the Morphology and Dynamics of Roman Mediterranean Port Cities,” funded by the LABEX Intelligence des Mondes Urbains of the University of Lyon, is to reconstruct lost urban spaces of antiquity while facilitating possible interactions between two scientific communities often brought together in our field: archaeologists and architect-computer scientists. It focuses primarily on a collaborative and interactive environment allowing these communities to interact by jointly and incrementally formalizing the scientific hypotheses that will serve to reconstruct the studied urban and port spaces in three dimensions. The concerted formalization of an urban space at a given period requires numerous interactions: verbal exchanges, visual demonstrations, iconographic comparisons, and morphological hypotheses. It is nourished by expansive preliminary documentary work constituting a state of knowledge at a given moment. However, we believe that when it comes to collaborating between heterogeneous communities, whose words, descriptions, understanding, and interpretation of space draw from different visual and scientific cultures, 3D visualization alone—as detailed and eloquent as it may be—is unable to provide the same interpretative keys to different disciplines. Debates pertaining to synthetic images, for instance, may deprive those who fail to master digital tools of a nuanced space of expression, which can ultimately unbalance the interpretations and shaping of the studied spaces. We have therefore decided to reconsider the nature of this interaction space by reinventing the REACTABLE© (Reactable Project Homepage, https://reactable.com/, last accessed 2025/05/13.), which is essentially a backlit translucent horizontal surface on which tangible objects are placed in order to manifest the appearance of their digital 3D double on a large screen, for example. Echoing what D. Schön calls the “reflective conversation with the materials of the situation” characteristic of the mental disposition of individuals in situations of exchange and debate, we endeavor to enrich possible levels of interaction between transdisciplinary communities by using concept-objects belonging to the real world that allow each individual around the table to participate in exchanges bolstered by the same capacity for interaction.
Artificial Intelligence Alternatives for the Digitisation of Cultural Heritage, 3D Rendering Processes of the Sala Basile in Villa Igiea
The technology integrated with Artificial Intelligence functionality allows the acquisition of real spaces in an increasingly expeditious manner, giving the possibility of digitally configuring complex environments and experimenting with new digital surveying methodologies that differ from the established image/range-based techniques. In recent years, substantial advancements in the fields of computer graphics and computer vision have led to the emergence of innovative approaches, such as Gaussian Splatting, which have revolutionized 3D scene reconstruction and rendering processes. These methods offer remarkable improvements in both realism and computational efficiency. Moreover, in the digital age, the demand for accessible and user-friendly applications is constantly growing, and research is increasingly focused on solutions that offer essential functionality at cost-effective prices. These objectives are mainly pursued by exploiting open-source frameworks, cloud services, and simple methodologies to keep development costs low. The paper aims to validate the results of two Gaussian Splatting processes generated by accessible and user-friendly applications, as well as using simple data as a starting point, such as videos recorded with 360-degree cameras. In this way, the work seeks to evaluate the effectiveness of these innovative techniques in producing high-quality 3D reconstructions, considering the simplicity of the process for users and the associated costs.
Cultural Exchanges and Interactive Teaching: Mixed Reality Experiences in the ARTEST Project
Mixed Reality technologies provide innovative solutions for cultural heritage documentation and education, blending real and virtual environments to enhance user engagement and learning experiences. Within the framework of the ARTEST project, an Erasmus+ Capacity Building initiative, this study explores the potential of MR for digital documentation and interactive teaching. The research focuses on integrating advanced digital survey techniques, including photogrammetry and laser scanning, to create 3D models of cultural artifacts. These models are further enriched with interactive content through the Hevolus portal, allowing exploration via Microsoft HoloLens in a Hybrid Learning Space. The study investigates how these technologies facilitate cultural exchange between Italy and Mongolia by developing immersive educational tools. The methodological framework emphasizes the integration of STEM approaches within humanities education, fostering a bridge between technological advancements and traditional cultural studies. The outcomes highlight the effectiveness of MR in providing students with interactive learning environments that promote deeper cultural understanding. By leveraging MR applications, this study contributes to the development of sustainable digital education models, enhancing the accessibility and preservation of cultural heritage.
The Basilica of San Giorgio Maggiore in Venice: Towards a Digital Fruition
The Basilica of San Giorgio Maggiore is a complex system of environments that over the centuries—starting from an earlier pre-existence that arose between the eighth and ninth centuries—has undergone many variations and structural additions, from the Middle Ages to the present day. Despite the high tourist attendance and the vast decorative apparatus that the church houses, its fruition lacks support materials capable of guiding the ideal visitor in discovering the church, its history, and its features, as well as obtaining information regarding the sculptural and pictorial works. The essay is focused on the creation of a digital platform capable of guiding the ideal visitor through useful information for the museum visit: an online system that allows free access, both on-site and remotely, capable of providing an interactive guided tour. The platform takes advantage of appropriate hotspots positioned along an ideal visiting path; each hotspot allows access to descriptive panels through which the works of art are classified. The guided tour is implemented through texts, images, videos, and digital models, according to the most relevant environments: information is organized in thematic graphic layouts, accessible through intuitive and immediate readability. The work carried out is aimed at the touristic promotion of cultural heritage through the creation of a virtual environment and allows the sharing of content with a wider audience, ensuring the museum enjoyment of the environments involved and supporting the visit of the place.
The paper investigates the evolution of AI-assisted architectural representation from early unpredictable text-to-image generation systems toward more controlled and precise workflows based on Stable Diffusion, ControlNet, and LookX AI. The research analyzes the role of latent spaces, diffusion models, GANs, convolutional neural networks, and AI rendering systems in architectural visualization, emphasizing the transition from exploratory AI image production to controllable design-oriented generation. Through experimental workflows combining Rhinoceros 3D models, ControlNet preprocessors, segmentation maps, depth maps, edge detection, and prompt engineering, the study evaluates how AI systems can support architectural rendering, stylistic control, spatial coherence, and atmosphere generation. The paper compares open-source and cloud-based AI platforms, discussing the balance between creativity, predictability, customization, and architectural precision in contemporary AI-assisted design workflows.
The paper presents a Virtual Reality-based feedback system designed to support product design evaluation and customer interaction during the development process. The research proposes a Product-Service System (PSS) workflow integrating VR environments, game engines, 3D modeling, usability testing, and interactive feedback collection to improve communication between designers and users during the early design stages. The methodology combines Autodesk 3DS Max, Unreal Engine, Unity3D, C# scripting, and web-based VR deployment to create immersive environments in which users can interact with virtual products, manipulate materials and geometries, and provide evaluative feedback through integrated usability interfaces. The system is tested through interactive prototypes of industrial design objects, demonstrating how VR and real-time 3D visualization can support iterative product refinement, customer-centered design, and collaborative decision-making within digital product development pipelines.
Floating Acrobats: Exploring Exaptation in Architecture Through Artificial Intelligence
The paper explores the intersection between generative artificial intelligence, virtual reality, performance art, and architectural experimentation through the practice-based installation Floating Acrobats. The research investigates the concept of exaptation as a design strategy, examining how AI-generated imagery, VR environments, sculptural design, and performative spatial experiences can be repurposed into new artistic and architectural functions. The methodology combines hand sketches, 3D modeling, AI-generated visual simulations, immersive VR environments, and interactive exhibition design to create a multisensory installation centered on resilience, adaptability, and collective creativity. The study reflects on the transformative role of generative AI in artistic production, virtual exhibition spaces, authorship, and morphospatial experimentation, proposing AI as a catalyst for new forms of architectural imagination and performative interaction.
Maker Architecture: Learning by Fabricating in the Fourth Industrial Revolution
The paper investigates the concept of “Maker Architecture” as an educational, research, and professional paradigm based on learning through fabrication within the context of the Fourth Industrial Revolution. Through a comparative analysis of international case studies, the research explores how digital fabrication, parametric design, robotic manufacturing, Fab Labs, collaborative platforms, and maker culture are transforming architectural pedagogy and production. The study examines full-scale prototyping, computational workflows, CNC manufacturing, open-source collaboration, and interdisciplinary experimentation as core components of a new constructionist learning model. The paper ultimately defines the theoretical and methodological characteristics of Maker Architecture, including scientific experimentation, computational design, connectivity, collaboration, customization, circularity, and component-based construction.
A Point Cloud-Based Multi-Platform Application to Support the Conservation Project of Medieval Stone Architecture
The paper presents a multi-platform application based on point cloud data to support the conservation and dissemination of a medieval stone village. The workflow integrates 3D survey techniques—laser scanning, mobile mapping, and photogrammetry—to generate temporal datasets documenting different stages of restoration. Instead of relying on mesh-based reconstruction, the study proposes the direct use of point clouds as rendering primitives within interactive environments developed in Unity. The application is designed for multiple platforms (mobile AR, PC/web, and VR), each tailored to specific user needs and hardware constraints, enabling both professional access to detailed documentation and public engagement through immersive storytelling. The system incorporates interactive features such as time-travel navigation, point cloud visualization control, and narrative content layers, positioning the project as a hybrid tool for conservation support, education, and virtual heritage exploration.
Via Porro: Reading and Inspirations from an Urban Space
The paper explores the regeneration of an urban space in Genoa through a perceptual and visual communication-driven approach. Focusing on Via Porro, an area affected by the collapse of the Morandi Bridge, the study investigates how visual perception, storytelling, and immersive representations can support urban design processes and public engagement. The methodology combines urban analysis, perceptual mapping, and design proposals visualized through photomontages, 3D modeling (Archicad), and real-time rendering (Twinmotion). The results are communicated through immersive videos and 360° visualizations, enabling stakeholders to compare current conditions with proposed interventions and to better understand spatial transformations. The research highlights the role of visual narrative as a tool for inclusivity and participatory urban planning, even in the absence of fully developed XR systems.
The Former Monastery of Saints Severino and Sossio: An Example of an Immersive Reality for the Dissemination of Cultural Heritage
The paper presents an immersive digital reconstruction of the former monastery of Saints Severino and Sossio, currently housing the State Archive of Naples, aimed at enhancing cultural heritage dissemination. The methodology integrates historical research, archival documentation, and multi-source digital survey techniques, including photogrammetry, laser scanning, LiDAR, and AI-based approaches such as NeRF and Gaussian Splatting. The resulting 3D model is implemented within a real-time interactive environment using Unreal Engine 5, where advanced rendering technologies (Nanite and Lumen) enable highly detailed and photorealistic visualization. The system is structured as an applied game, allowing users to navigate the architectural complex and explore its historical transformations through a timeline-based interaction. The research highlights the potential of AI-driven workflows and immersive environments to accelerate data acquisition, improve visualization quality, and support both analysis and dissemination of cultural heritage.
