scholarly journals La cultura in fuga San Lorenzo Escape e la storia raccontata per enigmi

Author(s):  
Daniele Ferraiuolo

The San Bonaventura Onlus Association was founded in 2014 within the Secular Franciscan Order (OFS), setting itself the goal of offering its contribution in the field of the enhancement of Cultural Heritage. In 2018, it created the first escape room dedicated to libraries and archives, inside the Fra Landolfo Caracciolo library in the Complex of San Lorenzo Maggiore in Naples. Starting from experiences conducted by the Association in the field of digital storytelling, gamification and development of digital tools for the enhancement of ancient books and documents, this contribution illustrates the particularities of the San Lorenzo Escape©, as well as the methods and skills used for its realization.

Author(s):  
Mario Casillo ◽  
Massimo De Santo ◽  
Marco Lombardi ◽  
Rosalba Mosca ◽  
Domenico Santaniello ◽  
...  

2021 ◽  
Author(s):  
Paul Reilly ◽  
◽  
Ian Dawson

The term Virtual Archaeology was coined 30 years ago when personal computing and the first wave of digital devices and associated technologies became generally available to field archaeologists (Reilly 1991; 1992). The circumstances that led to the origin of Virtual Archaeology have been recounted elsewhere. Put briefly, Virtual Archaeology was intended for reflexive archaeological practitioners “to be a generative concept and a provocation allowing for creative and playful improvisation around the potential adoption or adaptation of any new digital technology in fieldwork; in other words to explore how new digital tools could enable, and shape, new methodological insights and interpretation, that is new practices” (Beale, Reilly 2017). Digital creativity in archaeology and cultural heritage continues to flourish, and we can still stand by these aspirations. However, in 2021, the definition and extent of this implied “archaeological” community of practice and its assumed authority seems too parochial. Moreover, the archaeological landscape is not under the sole purview of archaeologists or cultural heritage managers. Consequently, experimentation with novel modes and methods of engagement, the creation of new forms of analysis, and different ways of knowing this landscape, are also not their sole prerogative. This applies equally to Virtual Archaeology and digital creativity in the realm of cultural heritage more generally. We assert that other affirmative digitally creative conceptions of, and engagements with, artefacts, virtual archaeological landscapes and cultural heritage assemblages – in their broadest sense – are possible if we are willing to adopt other perspectives and diffract them through contrasting disciplinary points of view and approaches. In this paper we are specifically concerned with interlacing artistic and virtual archaeology practices within the realm of imaging, part of something we call Virtual Art/Archaeology.


2020 ◽  
Vol 10 (4) ◽  
pp. 1356 ◽  
Author(s):  
Elisabetta Colucci ◽  
Valeria De Ruvo ◽  
Andrea Lingua ◽  
Francesca Matrone ◽  
Gloria Rizzo

This study describes the technical-systemic and conceptual-informative interoperability tests for the integration of a Historic Building Information Modeling (HBIM) model in a 3D Geographic Information System (GIS) environment aimed to provide complete and useful documentation for multiscale analyses on cultural heritage particularly exposed to risks. The case study of the San Lorenzo Church in Norcia (Italy) has been chosen given the urgent need to update the existing documentation for its protection and conservation issues, due to the extensive damage suffered after the series of earthquakes that occurred in central Italy starting from summer 2016. Different tests to evaluate two levels of conceptual interoperability (technical and semantic) when importing the HBIM model into a GIS environment were performed, whether with commercial software or with open source ones (ArcGIS Pro and QGIS, respectively). A data integration platform (Feature Manipulation Engine, FME) has been used for converting the IFC (Industry Foundation Classes) data format into the GML (Geography Markup Language) format, in order to obtain a unique and unified model and vocabulary for the 3D GIS project, structured with different levels of detail, according to CityGML standard. Finally, as HBIM-GIS integration is considered, the loss of geometric and informative data has been taken into account and evaluated.


2017 ◽  
Vol 25 (1) ◽  
pp. 39-50 ◽  
Author(s):  
Selma Rizvić

Virtual 3D reconstructions of destroyed or disappeared cultural heritage enable viewers to effectively travel back through time and visualize monuments whose fragments they can see in museums or archaeological sites. A powerful way to convey information through three-dimensional geometry is to add interactive digital storytelling to virtual models. In this paper we present our work on interactive virtual cultural heritage applications with storytelling and show how users appreciate this presentation form, considering it as breathing life into 3D geometry. We describe the Tašlihan project, which consists of a documentary, interactive digital story and serious game about this valuable cultural monument from Sarajevo, Bosnia and Herzegovina, of which only one wall remains as a memento to its existence.


2008 ◽  
Vol 29 (2) ◽  
pp. 193-204 ◽  
Author(s):  
Birgit Hertzberg Kaare

Abstract What are the actual inner processes taking place when youth shape and share stories about their lives through digital storytelling? In the present study, we follow an experiment in religious education in a local congregation outside Oslo. In the autumn of 2005, the Church of Norway initiated a project wherein young people raised questions of faith and life in short biographical mini-films called ‘Digital Faith Stories’. As the title suggests, digital tools are central to the project. We focus on the youth participants, analysing their role as media producers and following the construction of their stories. The adult leaders of the project are also given some attention. The analysis shows that the method of ‘Digital Storytelling’ might lead to a more systematic educational method for including the lifeworld of the young in religious training. The research has been carried out in cooperation with Prof. Knut Lundby.


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