This contribution presents a virtual reality application developed for the enhancement of the Roman Walls of Fano, combining digital surveying, 3D modeling, and immersive storytelling. The project involved the integration of data acquired through laser scanning, aerial photogrammetry, and high-resolution photography to generate a high-density digital twin, used as the foundation for interactive experiences. The VR application, designed for standalone devices, guides the user through a structured narrative composed of activatable sequences, featuring synchronized audiovisual content, symbolic interactions, and explorable 1:1 scale environments. The user evaluation, conducted on a sample of university students, revealed a high level of satisfaction in terms of immersion and interactivity, while also highlighting the need to improve accessibility due to episodes of cybersickness. Future developments include the extension of the survey to the entire circuit of the Roman walls, historically grounded virtual reconstructions, integration of the model into GIS systems, and the creation of a distributed museum based on digital content adaptable to different audiences. The proposed experience represents an example of a scientifically grounded application of immersive technologies to the dissemination of archaeological heritage.

Documentare per valorizzare: un modello di fruizione digitale per le mura romane di Fano

Oscar Mei
Membro del Collaboration Group
;
2026

Abstract

This contribution presents a virtual reality application developed for the enhancement of the Roman Walls of Fano, combining digital surveying, 3D modeling, and immersive storytelling. The project involved the integration of data acquired through laser scanning, aerial photogrammetry, and high-resolution photography to generate a high-density digital twin, used as the foundation for interactive experiences. The VR application, designed for standalone devices, guides the user through a structured narrative composed of activatable sequences, featuring synchronized audiovisual content, symbolic interactions, and explorable 1:1 scale environments. The user evaluation, conducted on a sample of university students, revealed a high level of satisfaction in terms of immersion and interactivity, while also highlighting the need to improve accessibility due to episodes of cybersickness. Future developments include the extension of the survey to the entire circuit of the Roman walls, historically grounded virtual reconstructions, integration of the model into GIS systems, and the creation of a distributed museum based on digital content adaptable to different audiences. The proposed experience represents an example of a scientifically grounded application of immersive technologies to the dissemination of archaeological heritage.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11576/2783291
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