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For evaluation, the team has two main criteria: a scientific evaluation concerning the
feedback of `virtual learning' in terms of information processing and a communicative-
didactic evaluation, namely the customer satisfaction of the digital users and the quality
of the cultural content in the digital world. For testing the VR systems of the Scrovegni's
Chapel, the CNR team hopes to prepare an evaluation questionnaire for the visitors,
which covers all of the `musealised' areas, i.e. both real and virtual visits to the chapel.
The team is also studying the possibility of monitoring the behaviour of the visitors with
video cameras and recording their feedback/impact in a virtual museum.The multime-
dia/VR room of the Chapel was opening in Padua on the 25th of March 2003, and
evaluation must include all the factors of interaction and memorisation of museum
events according to narrative contexts. For this project it will be interesting to compare
the virtual map that will be created during the interaction with the multimedia model
and the real map relative to the real visit. In this case narrative thinking provides interest-
ing and useful feedback, i.e. the faculty to `tale' or `narrativise' a virtual experience.
Future work for the TECBEC Lab of the CNR-ITABC includes the Vettii House in
Pompeii, Aksum in Ethiopia, and the Terramare Bronze-Age landscapes. Fundamental
goals of the various projects are:
- To increment the cognitive content of the virtual models in terms of interaction,
dynamics and contextualisation;
- Real time and interactive analyses (archaeometric and spatial analyses connected with
the 3D environment);
- Digital monitoring of the monuments on-site using DVR systems;
- 3D contextualisation, representation and visualisation of all the data available in an
OpenGL environment;
- Scientific communication and visual publication of archaeological data using multidi-
mensional metaphors.
As Forte puts it, `The great challenge [for DVR] is to use desktop technologies for
disseminating virtual reality systems and applications all over the world, integrating the
entertainment of video games with the `edutainment' of cultural models/projects, from
VR centres to domestic daily life.'
Virtual Reality and
Display Technologies
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Archeoguide overlays the user's actual surroundings with virtual representations to create an Augmented Reality experience
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