This thesis explores the applications and uses of Augmented Reality (AR) and Virtual Reality (VR) technologies in the field of architectural visualisation, considering their ability to valorise and reimagine cultural heritage sites. The medieval village of Ghesc, characterised by its traditional stone architecture, was used as a case study to develop three digital experiences with three different technological approaches: Immersal SDK, Unity VR and Spark AR. These experiences were designed not only for digital preservation but also to support the Canova Association activities as educational, dissemination and marketing tools. These three digital project ideas for the immersive access to the Ossola stone offer new approaches in which buildings can be preserved and promoted, thanks to innovative and engaging technological approaches. Finally, a comparison of the three projects is made, analysing their uses, accessibility, and needs. The thesis concludes with final considerations and evaluations to plan future choices based on project requirements, technological limitations, architectural context and economic criteria when choosing the appropriate digital tools.
La tesi presentata esplora le possibili applicazioni di tecnologie immersive di Realtà Aumentata e Realtà Virtuale nel campo della visualizzazione architettonica, considerando la loro capacità di valorizzare e re-immaginare i siti del patrimonio culturale. Il borgo medievale di Ghesc, caratterizzato dalla tradizionale architettura in pietra, è stato utilizzato come caso studio per sviluppare tre esperienze digitali con tre approcci tecnologici diversi: Immersal SDK, Unity VR e Spark AR. Queste esperienze sono state progettate non solo ai fini della conservazione digitale ma anche per essere di supporto alle attività di valorizzazione del patrimonio costruito dell'Associazione Canova come strumenti educativi, divulgativi e di marketing. Le tre idee progettuali di fruizione immersiva del villaggio in pietra ossolana, offrono nuovi approcci in cui gli edifici possono essere preservati e promossi, grazie ad approcci tecnologi innovativi e accattivanti. Infine, viene effettuato un confronto tra le tre ipotesi progettuali, analizzandone impieghi, accessibilità e bisogni. La tesi si conclude con considerazioni e valutazioni finali per programmare scelte future in base ai requisiti del progetto, ai limiti tecnologici, al contesto architettonico e ai criteri economici nella scelta degli strumenti digitali appropriati.
Digital immersive applications for a valorization project of a medieval stone village : a case study of Ghesc
ANTÓNIO TAVARES, MARIANA ANDREIA;Ramirez Rugel, Eimy Nicole
2022/2023
Abstract
This thesis explores the applications and uses of Augmented Reality (AR) and Virtual Reality (VR) technologies in the field of architectural visualisation, considering their ability to valorise and reimagine cultural heritage sites. The medieval village of Ghesc, characterised by its traditional stone architecture, was used as a case study to develop three digital experiences with three different technological approaches: Immersal SDK, Unity VR and Spark AR. These experiences were designed not only for digital preservation but also to support the Canova Association activities as educational, dissemination and marketing tools. These three digital project ideas for the immersive access to the Ossola stone offer new approaches in which buildings can be preserved and promoted, thanks to innovative and engaging technological approaches. Finally, a comparison of the three projects is made, analysing their uses, accessibility, and needs. The thesis concludes with final considerations and evaluations to plan future choices based on project requirements, technological limitations, architectural context and economic criteria when choosing the appropriate digital tools.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/218907