New Representation Tools in VR and Holographic View

This paper investigates the development of advanced representation tools based on virtual reality and holographic visualization to enhance the communication, interpretation, and understanding of architectural and cultural heritage models. The research addresses the limitations of traditional two-dimensional and screen-based representations, proposing immersive and multi-user environments as more effective means for conveying spatial complexity to both expert and non-expert audiences.

The methodology is based on the integration of 3D modeling workflows (Revit, Rhino, SketchUp) with real-time visualization environments developed in Unity, using Unity Reflect to preserve geometric and semantic data throughout the pipeline (Fig. 3, p. 813). The system supports both VR headsets and holographic tables, enabling immersive single-user experiences and collaborative multi-user interaction. Several custom tools are implemented, including annotation systems for collaborative review, dynamic section planes for real-time spatial analysis (Fig. 9, p. 816), and heatmap visualizations that map quantitative parameters onto model components (Fig. 11, p. 818).

Results demonstrate that immersive and holographic visualization significantly improve spatial perception, data interpretation, and collaborative workflows, particularly in educational and design contexts. The study highlights the potential of integrating real-time engines and extended reality technologies into architectural representation pipelines, while emphasizing that these tools act primarily as enhanced visualization and interaction systems rather than generative or analytical AI processes.

Artificial Intelligence and Virtual Reality in the Simulation of Human Behavior During Evacuations

This paper investigates the integration of artificial intelligence and virtual reality for the simulation of human behavior in emergency evacuation scenarios. The research focuses on the use of game engines and agent-based modeling to reproduce dynamic interactions between individuals and built environments under hazardous conditions.

The methodology combines three-dimensional architectural modeling, real-time simulation environments, and AI-driven behavioral models. As described in the workflow (pp. 755–756), architectural spaces are modeled and imported into Unreal Engine, where virtual agents are endowed with physical and behavioral properties. Agent movement is governed by social force models, allowing the simulation of individual decision-making processes influenced by environmental stimuli, obstacles, and crowd dynamics. The system supports real-time interaction and visualization, enabling the testing of evacuation scenarios under varying conditions such as fire location and spatial configuration. Results demonstrate that immersive simulation environments can support predictive analysis, training, and design evaluation, while also highlighting the limitations of current models in capturing complex human behavior and decision-making processes during emergencies.

City’s Drums: The Case of Catania

This paper investigates the representation of urban stratification through a novel interpretative and digital framework applied to the city of Catania. The research conceptualizes the city as an interlocking system of “drums,” where successive historical, geological, and urban layers coexist and interact across time and space. Due to the influence of Mount Etna, Catania presents an exceptional case of accelerated and inverted stratification processes, where volcanic events disrupt conventional chronological layering (pp. 687–688).

The methodology combines historical cartography, geological surveys, and digital modeling to reconstruct the city’s layers without relying on hypothetical reconstructions, focusing exclusively on existing and detectable fragments. These layers—including the sedimentary basement, successive lava flows, and urban transformations from Greek to modern periods—are modeled as discrete elements and assembled into a three-dimensional system (pp. 690–696). As shown in the VR workflow (pp. 697–699), the research further develops an interactive virtual reality experience in which users can dynamically reconstruct the city by stacking these layers, enabling a perceptual understanding of the relationships between past and present. The results demonstrate that immersive and parametric representation tools can redefine the visualization of urban form, shifting from a static surface-based approach to a process-based understanding of spatial and temporal complexity.

Measuring the Quality of Architecture. Serious Games and Perceptual Analysis Applied to Digital Reconstructions of Perugia Fontivegge Station Drawing Evolution

This paper investigates the use of virtual reality and serious games as tools for evaluating the perceptual quality of architectural spaces through user interaction analysis. The research aims to understand how built environments influence human perception by comparing immersive experiences in digitally reconstructed scenarios. The methodology is based on the creation of two virtual environments representing different design phases of the Perugia Fontivegge railway station: the current configuration and an unbuilt nineteenth-century project. As shown in the workflow (pp. 660–666), users explore these environments in VR while their movements, head orientation, and eye-tracking data are recorded. A computational process projects visual cones onto discretized 3D surfaces to generate heat maps that identify areas of visual attention. The results reveal both similarities and differences in spatial perception between the two scenarios, highlighting how architectural form influences orientation, focal points, and user experience. The study demonstrates that immersive simulations can support design evaluation, enabling the analysis of both existing and hypothetical spaces and opening new perspectives for data-driven architectural design and user-centered planning.

Immersive Ro(o)me. A Virtual Reconstruction of Rome in 1750

This paper presents the development of an immersive virtual reconstruction of Rome in 1750, designed as a serious game to support cultural heritage dissemination through interactive storytelling. The research integrates historical analysis, iconographic sources, and three-dimensional modeling to recreate the urban fabric of eighteenth-century Rome within a game engine environment. The methodology combines urban reconstruction based on cartographic sources such as the Nolli map with a hierarchical modeling strategy that distinguishes primary, secondary, and tertiary elements to optimize visual perception and navigation. As illustrated in the modeling workflow (pp. 647–650), parametric modeling and procedural rules are used to generate urban morphology, while textures, lighting, and environmental elements contribute to recreating the perceptual identity of the historical city. The virtual environment is structured as an open-world interactive system in which users explore the reconstructed city, interact with characters, and engage in narrative-driven tasks based on a Game Design Document. Results demonstrate that serious games can enhance user engagement, support learning-by-doing processes, and effectively communicate complex historical and architectural content, while also highlighting the importance of balancing historical accuracy with gameplay and usability.

3D Outputs for an Archeological Site: The Priene Theater

This paper presents an integrated methodological workflow for the digital acquisition, reconstruction, and dissemination of an archaeological site, focusing on the Priene Theater. The research combines photogrammetric survey techniques, historical documentation, and interpretative modeling to generate both reality-based and hypothetical 3D reconstructions.

The methodology includes UAV and terrestrial image acquisition, point cloud generation, and subsequent segmentation and modeling processes. As illustrated in the data processing pipeline (Fig. 3, p. 628), dense point clouds are transformed into textured 3D models, which are then interpreted through comparison with archival sources to produce a reconstructed hypothesis of the theater. The study further explores visualization strategies, including web-based platforms, virtual reality environments, and preliminary augmented reality tests, addressing challenges related to model complexity, data optimization, and accessibility. Results highlight the potential of digital workflows to enhance the understanding and dissemination of archaeological heritage, while emphasizing the trade-off between geometric accuracy and usability in lightweight, web-oriented applications.

AR-Bicycle: Smart AR Component Recognition to Support Bicycle’s Second Life

This paper presents an augmented reality–based system for object and component recognition aimed at supporting product maintenance, repair, and lifecycle extension within a circular economy framework. The research focuses on bicycles as a case study, proposing a mobile application that combines 3D modeling, computer vision, and AR visualization to identify components and link them to contextualized repair information. The methodology integrates geometric analysis, average-shape modeling, and deep learning–based object recognition to enable scalable detection across different bicycle types. The workflow includes the definition of points of interest (PoIs), the creation of a generalized 3D model, and its implementation within Unity and Vuforia environments for AR interaction. As illustrated in the methodological diagram (Fig. 4, p. 613), the system connects recognition, information retrieval, and user interaction through a structured pipeline. The application allows users to visualize repair instructions, access multimedia content, and locate nearby service points, bridging digital knowledge and physical intervention. Results demonstrate the effectiveness of AR in improving component awareness, facilitating repair practices, and promoting sustainable product use, while highlighting limitations related to geometric variability and recognition accuracy across different product typologies.

Design and Modeling Atelier: Interaction of Physical and Virtual Models for Augmented Design Experiences

This paper presents an educational experiment aimed at integrating physical and digital modeling within architectural design processes through augmented reality workflows. The research investigates how the interaction between tangible maquettes, digital 3D models, and AR visualization can enhance design understanding, communication, and learning outcomes in an academic context.

The methodology is developed within a design atelier where students produce multi-scale physical models (1:500 and 1:200), digital models using NURBS-based software, and AR applications that overlay virtual content onto real maquettes. The workflow combines traditional fabrication techniques, digital modeling tools, and AR platforms such as Sketchfab, MyWebAR, and Vuforia, enabling the superimposition of additional information, animations, and design alternatives onto physical models. As shown in the workflow diagram (Fig. 2, p. 594), the process integrates sequential phases from urban maquette construction to AR visualization. Results demonstrate that hybrid real–virtual environments improve spatial comprehension, support iterative design processes, and foster a more effective communication of architectural concepts, while also highlighting technical challenges related to model alignment, tracking, and interoperability.

Experimentation of a Web Database for Augmented Reality Apps: The Case Study of Ruled Geometries

This paper presents the development and testing of a web-based database designed to support augmented reality applications for the visualization and study of complex geometries. The research focuses on ruled surfaces as a case study, proposing a digital platform that aggregates, classifies, and distributes 3D models enriched with geometric and descriptive information.

The methodology involves the creation of an open and scalable website that enables model visualization, download, and upload, as well as real-time integration with AR applications through APIs and structured data formats such as JSON. A taxonomy of ruled geometries is defined based on combinations of directrices, and a curated dataset of parametric 3D models is implemented to support both educational and experimental uses. The system allows multiple modes of interaction, including direct model download, dynamic linking to AR environments, and collaborative content generation. Results demonstrate that web-based geometric archives can enhance the accessibility, understanding, and dissemination of complex spatial forms, while supporting immersive learning and future integration with emerging environments such as the metaverse.

Machine Learning in Architectural Surveying: Possibility or Next Step of Development? From Photogrammetry to Augmented Reality of a Sculptural Group

This paper investigates the future role of machine learning in architectural surveying workflows, focusing on the digitization, optimization, and dissemination of sculptural heritage through photogrammetry and augmented reality. The study is based on the Sacred Mount of San Vivaldo in Tuscany, a sixteenth-century devotional complex composed of chapels containing terracotta statuary groups. Extensive image-based surveys were carried out using high-resolution DSLR photography to generate dense photogrammetric models of the sculptures. The authors discuss how machine learning could support multiple stages of the process, including automated image acquisition, quality control, mesh simplification, texture baking, and adaptive optimization for AR platforms and 3D printing. Particular attention is given to the challenge of converting highly detailed survey models into lightweight yet accurate assets suitable for mobile visualization and public interaction. The research also proposes AR applications capable of enriching the visitor experience with historical information and interactive content. The study concludes that AI-assisted surveying can become a major next step in heritage documentation, reducing manual effort while improving accessibility, reuse, and communication of complex cultural assets.