Volume XLII-2/W5
Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLII-2/W5, 575-582, 2017
https://doi.org/10.5194/isprs-archives-XLII-2-W5-575-2017
© Author(s) 2017. This work is distributed under
the Creative Commons Attribution 4.0 License.
Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLII-2/W5, 575-582, 2017
https://doi.org/10.5194/isprs-archives-XLII-2-W5-575-2017
© Author(s) 2017. This work is distributed under
the Creative Commons Attribution 4.0 License.

  21 Aug 2017

21 Aug 2017

VIRTUAL MUSEUMS FOR LANDSCAPE VALORIZATION AND COMMUNICATION

E. Pietroni E. Pietroni
  • CNR Institute of Technologies Applied to the Cultural Heritage, via Salaria km 29,300 00015 Monterotondo st. (Rome), Italy

Keywords: Landscape representation, Digital ecosystems, Virtual museums, Digital storytelling, Embodied Interaction, New media, participatory approach

Abstract. Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional “sensing” and self- identification. The landscape reflects also the human activities in the territory and the communities’ cultural patterns, their sense of “belonging”. In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or “monographic”, representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people.

Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization.

The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved.