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Mediterranean Archaeology and Archaeometry, Vol.14, No 4, pp. 17-24
Copyright © 2014 MAA
Printed in Greece. All rights reserved.
CREATING NEW LINKS AMONG PLACES
THROUGH VIRTUAL CULTURAL HERITAGE
APPLICATIONS AND THEIR MULTIPLE RE-USE
Antonella Guidazzoli1, Maria Chiara Liguori1, Mauro Felicori2 and Sofia
Pescarin3
1Cineca Interuniversity Consortium, Italy
2Bologna City Council, Italy
3 CNR-ITABC, Italy
Received: 29/11/2013
Accepted: 08/05/2014 Corresponding author: Antonella Guidazzoli, Maria Chiara Liguori
(visitlab@cineca.it)
ABSTRACT
The valorisation of the Italian cultural hotspots to enhance the tourism industry has
always been at the heart of the local policies. Advanced computer applications can cru-
cially contribute to this aim. In such a conceptual framework, an apparently "endless" se-
ries of ICT applications, sharing 3D assets, sprang into life in Bologna thanks to an Open
Source background. The sequence of projects, that are going to be presented in the article,
was initiated by the creation of the stereoscopic 3D medium-length movie "Apa the
Etruscan". As an immediate consequence, four other projects have started, re-using some
of the 3D models from "Apa ", and more are following.
Our experience proves that a non possessive stance towards ones own products,
speeds up and optimises time and costs, improving different end-products. The continu-
ous transfer of models, adapted to new requirements, speeds up the productions, allow-
ing to focus more on aesthetics, without damaging neither the source project nor the re-
cipient, and reaching the widest audience possible. The multiplication of references can
be seen even in the short term as much more fruitful than creating expensive projects
closed in themselves. The rapidity of development and the increasing quality of the final
product allows, hence, a distribution able to reach an increasingly wider audience, bring-
ing the promotion of cultural heritage to a newer and higher awareness.
KEYWORDS: Open Source, 3D modelling, Cultural Heritage, asset re-use
18 ANTONELLA GUIDAZZOLI et al
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
1. INTRODUCTION
The valorisation of the Italian cultural
hotspots to enhance the tourism industry
has always been at the heart of the local
policies. As stated by Francesco Antinucci
(Antinucci, 2007), advanced computer ap-
plications can crucially contribute to this
aim. In such a conceptual framework, an
apparently "endless" series of ICT applica-
tions sprang into life in Bologna thanks to
an Open Source background.
The sequence of projects, that are going
to be presented in the article, was initiated
by the creation of the stereoscopic 3D me-
dium-length movie "Apa the Etruscan", on
behalf of the recently opened Museum of
the History of Bologna. The movie, inte-
grating previous researches, is now giving
birth to further realisations, always aimed
at attracting and engaging new audience.
The 3D models, created from scratch or as
an evolution of previous applications, have
been released as Open Data on the site of
the Municipality of Bologna
(http://dati.comune.bologna.it/3d). This
choice can be considered as a sort of letter
of intent about the desire to promote the re-
use of 3D contents for new cultural crea-
tions. As an immediate consequence, four
other projects have started, re-using some
of the 3D models from "Apa the Etruscan":
• an archaeological narration in Machin-
ima;
• an augmented reality application cou-
pled to an on-line video game set in
the Roman era and in the Middle Ages;
• an additional scene to be connected to
the first part of "Apa the Etruscan" and
to be show at the National Etruscan
Museum of Villa Giulia in Rome, in
order to explain something about the
Roman Etruria;
• a project supporting the UNESCO
candidacy of the network of porticoes
of Bologna.
In all four cases, the goal is always to at-
tract the attention of the public and visi-
tors. The fourth project is particularly sig-
nificant in this effort to virtuously recycling
resources: the resources for the initiatives
related to the Porticoes project, aimed at
attracting new tourists, come from the
tourist tax. The third project, combining the
narration about northern and southern
Etruria, opens a window between muse-
ums and territories. As Pascal Brackman
says (Brackman, 2011), creating and multi-
plying links between places and events,
allows, as on the web, to multiply the pos-
sibilities that people have to get in touch
with these realities. Any set of references
increases the visibility of the connected
points; in our case the elements to be high-
lighted are the city of Bologna and its cul-
tural resources.
The new links are also part of an effort to
show what is already known, or little
known, from new perspectives. The aug-
mented reality project, for example, will
allow citizens to discover parts of Bologna
unknown to most people, such as the Ro-
man remains buried beneath the road sur-
face. At the same time, users themselves
should be able to participate in a shared
narrative. In the project about the Porticoes
of Bologna as UNESCO Heritage, for ex-
ample, the digital platform will collect and
provide visitors with a virtual environ-
ment, geo-referencing whatever documen-
tation is available about the porticoes; users
would engage with the proposed contents
and add their personalised ones (Guidaz-
zoli, 2013; Apollonio et al., 2013).
Storytelling, gaming and wide participa-
tion (Anderson and Rainie, 2012), anything
can converge towards the aim of raising
the general level of attention to the many
and beautiful cultural resources at our dis-
posal.
2. "APA THE ETRUSCAN", AN OPEN
EXPERIENCE
ICT solutions applied to Cultural Herit-
age can really improve the valorisation of
local cultural hotspots (Bellotti et al., 2013).
By adopting such an approach, the creation
of links and the re-elaboration of digital
resources become simpler and quicker. En-
gaging contents, designed for citizens and
tourists, can be easily deployed. Projects
CREATING NEW LINKS AMONG PLACES 19
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
must not remain as isolated monads, but
should become nodes in expanding net-
works. The experience started with the pro-
ject "Apa the Etruscan" fits perfectly in this
type of process (Fig. 1).
Figure 1 “Apa the Etruscan”: the main character
inside the Bolognese Archaeological Museum.
"Apa the Etruscan", a 15 minute stereo-
scopic 3D movie about the history of Bolo-
gna, was developed as an integrated part of
the tour in the Museum of the History of
Bologna (Boetto Cohen et al., 2011). While
waiting for research results about the im-
pact of the new generation of museums,
including the Museum of the History of
Bologna, it is currently possible to get a su-
perficial yet effective overview of the opin-
ions expressed by visitors on Tripadvi-
sor.it. By October, 2013 - taking into ac-
count that the museum opened in late Jan-
uary 2012 - on 125 reviews available, 36
make explicit reference to "Apa", and all in
positive terms.
The movie, consisting of 100 shots, about
20 locations, 380 blender files, 8500 textures
and 1000 data files, was created by Cineca
with a production pipeline based on open
source resources for more than 95%. This
choice has stimulated the development of a
fruitful approach which considers the re-
use, and the intensive exploitation of pro-
duced assets, the best way to maximize re-
sults (Fig. 2).
Figure 2 Asset re-use in the “Apa” pipeline.
The philosophy of “re-use” was adopted
while the movie was still under develop-
ment: from the beginning, the creation of a
repository supported the collection of the
already available assets and the new ones
created from scratch. "Apa" itself had start-
ed from the re-use of elements coming
from previously developed projects: a situ-
ation that headed to the definition of a spe-
cific production pipeline. The principle that
drove us towards these choices and set
aside the fear of the hypothetical harmful
déjà vu effect is the certainty that single el-
ements, when used in different contexts,
can express other meanings and other cul-
tural contents, eliminating the danger of
repetition. Once the project was concluded,
it seemed a natural consequence to make
the 3D models available through the
OpenData website of the Municipality of
Bologna under a Creative Commons 3.0 cc-
by-nc-sa license, asking users for attribu-
tion, sharing alike and non commercial use
of the models (creativecom-
mons.org/licenses/). In October 2013,
among all data made available through the
portal, one of the models produced for
"Apa", related to the segment of porticoes
reaching the basilica of St. Luke, was
ranked 12th among the most popular con-
20 ANTONELLA GUIDAZZOLI et al
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
tents and other four 3D models, again from
"Apa", were located from the 30th to the
33rd place.
The decision to release 3D models under
Creative Commons license was also sup-
ported by a strong commitment to the
Open Source vision. In particular, as we
will see in the next pages, the adhesion to
the community built around the Blender
modelling software proved particularly
fruitful, both for the excellent characteris-
tics of the software and for the resources
made available, even in this case, under
various Creative Commons licenses.
3. PROMOTE LOCAL REALITIES
THROUGH COMPUTER APPLICA-
TIONS FOR CULTURAL HERITAGE:
SOME EXAMPLES
3.1 Marcus Caelius, the value of memory
Even before the creation of the film
"Apa" was over, some of its assets have
been re-used in another project: “Marcus
Caelius, the value of memory”, realised by
NoReal, upon suggestions by Cineca, on
behalf of the Civic Archaeological Museum
of Bologna (Bentini et al., 2012). “Marcus
Caelius” is an experiment to assess the fea-
sibility of creating a short educational film
with Machinima technique and in an
OpenSim environment (opensimula-
tor.org). The goal is to be able to contain
the costs of 3D productions by reducing at
least the effort in the animation. Set in Ro-
man Bologna in the Augustan era, it aims
to highlight some findings pertaining to the
collection of the Archaeological Museum
by narrating the death of the Bolognese
centurion Marcus Caelius in the Battle of
the Teutoburg and his brother's decision to
dedicate him a tombstone, currently pre-
served at the Museum of Bonn, Germany.
The environments, set up in Open Sim, and
the use of avatars, allow to "shoot" the
scenes in real-time, directly in the multi-
verse. The story-telling gains a position of
dominance with respect to the final aesthet-
ic result. For this project, which will be
shown at the Archaeological Museum of
Bologna, some assets made for "Apa", such
as the procedural Roman Bologna, have
been exploited. At the same time, assets
made for this short film, such as various
objects of daily use, have become part of
the production pipeline of the video game
"ApaGame", presented in this article.
Therefore, even before its conclusion,
"Apa" had been already deeply involved in
the philosophy of re-use in the framework
of virtual cultural heritage applications:
"Apa" had been taken advantage of re-
searches and 3D models created by other
projects and was now offering digital re-
sources to another project commissioned
by another museum. "Marcus Caelius"
would have provided, in turn, 3D models
to a new video game production aiming at
the promotion of the city as a whole.
3.2 "Ati" and Southern Etruria
"Apa" has proved extremely fertile and,
after less than a year, the production of its
spin-off, "Ati", started (Delli Ponti et al.,
2013). "Ati" aims to enhance the collections
of the National Etruscan Museum of Villa
Giulia in Rome, a city other than Bologna,
but telling also of Bologna during Etruscan
times. The movie has been conceived as a
bridge between Bologna and Rome, be-
tween Northern and Southern Etruria, bor-
rowing directly a few minutes from the
"Apa" movie. At the end of the sequence
narrating the Etruscan Bologna, the version
for the Museum of Villa Giulia goes on
driven by another character, "Ati", briefly
narrating about Southern Etruria and the
temple of Veii and taking a cue from some
relics preserved in the Museum itself.
In this case, there is not a re-use of assets
but, rather, the re-use of a rendered shot
used as an introduction to something com-
pletely new. Even the narrator changes
and, if on the one hand, this choice was in-
evitable after the death of the Bolognese
singer Lucio Dalla, who had lent his voice
to "Apa", on the other hand the creation of
a customised mascot for the Roman muse-
um is, obviously, a precious opportunity.
This kind of solutions for the dissemina-
tion and promotion of cultural hot spots
CREATING NEW LINKS AMONG PLACES 21
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
can also be successfully joined to merchan-
dising activities. Moreover it is possible to
foresee, in addition to the sale of a DVD,
containing the 3D movie and its making-of,
different gadgets such as "Ati"'s action fig-
ures in order to create not only economic
outcomes, but also communication ones
(Fig. 3).
Figure 3 "Ati": 3D printing test for hypothetical
merchandise.
As for the Museum of Villa Giulia, de-
spite its rich and wonderful collection, the
number of visitors is still inadequate.
Transforming the image of the museum in
something more familiar and closer to
common people, thanks to mascots and
souvenirs, can pay dividends. Moreover, as
we all know, the enormous wealth of Ital-
ian Cultural Heritage do not seem to have
been adequately exploited yet (ISTAT,
2012) and this area of opportunity is ideal
for flexible, cross-media ICT applications
and, why not, can also give economic re-
turns.
3.3 “ApaGame”
In the creation of the educational video
game “ApaGame”, developed by CINECA,
CNR-ITABC and Fraunhofer Institute,
there is a more intensive use of the assets
deriving from “Apa the Etruscan”.
Set in the Medieval era and in the Roman
Bologna during the Augustan age, “Apa-
game” is a test-bed within the V-Must pro-
ject (www.v-must.net) to assess the practi-
cability of passing on to different plat-
forms, such as on-line games and aug-
mented reality Mobile apps, assets born for
being rendered (Fig. 4).
Figure 4 “ApaGame”: the Medieval market level
(under construction).
As for "Ati", the main character is a total
novelty compared to "Apa" and largely re-
lies upon the increasingly vast resources
made available by the Blender community,
such as those coming from Blender Cookie
(http://cgcookie.com/blender/) or Blend
Swap (http://www.blendswap.com/) and
from the wide selection of avatars that, in-
side an Open perspective, can be custom-
ized according to the various needs (Fig. 5).
Figure 5 “Ati”: from the CookieFlexRig character to
“Ati”
The Medieval and Roman architectures
used in the game are largely drawn from
"Apa" (Fig. 6), while Roman objects relies
upon some findings of the Archaeological
Museum of Bologna reconstructed, as men-
22 ANTONELLA GUIDAZZOLI et al
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
tioned before, for the "Marcus Caelius" pro-
ject.
"ApaGame" is designed as a small mag-
net for locals and tourists, transmitting, on
the one hand, knowledge about the city
and its daily life in the past and, on the
other hand, trying to attract people to the
nowadays city.
Figure 6 "ApaGame": the Roman bridge level seen
in Blender while setting the bounding boxes.
In particular, the Augmented Reality app
will allow the viewers strolling in the cen-
ter of Bologna to enjoy the view of histori-
cal overviews through their own mobile
devices. Roman vestiges in Bologna are
scarcely considered also by the citizens
themselves, who are undoubtedly more
familiar with the medieval city and with an
urban landscape still strongly characterized
by buildings pertaining to that era. The in-
formation about the city and its daily life in
the two periods will be transmitted
through various cross-references between
the two platforms – on-line game and mo-
bile app. The UNESCO Porticoes Project
will offer an important contribution to the
Mobile app, since it will provide free Wi-Fi
areas along the extension of the porticoes
in the city center.
3.4 The Porticoes Project for a UNESCO
candidacy
The porticoes of Bologna are an excellent
test for the potentialities of digital technol-
ogies. First of all, of course, they are archi-
tectural elements, reflecting an evolution
lasting for a thousand years and they con-
tain works of art, which are part of the
city's heritage, and hundreds of plaques
(ready to become hotspots!) telling the sto-
ry of Bologna. Moreover, porticoes are a
place for socialisation, trades, crafts, civil
participation; they are a space for teenag-
ers’ social life, a meeting point for house-
wives, informal clubs for intellectuals. Por-
ticoes are the generous nest for those rela-
tionships for which Bologna is famous in
the world. To give an account of this vitali-
ty is the declared challenge of the project,
launched by the Municipality of Bologna in
support of the nomination proposal for the
UNESCO’s world heritage list. The Munic-
ipality will try to get the inclusion by ask-
ing the city to take on the project as a col-
lective work. Not only professional work,
then, but many volunteers (students of en-
gineering and technical institutes, ICT en-
thusiasts, traders and craftsmen) will be
called upon to contribute to the effort,
while the independent associations will be
offered virtual porticoes to stage their free
expressiveness.
The project includes, in addition to an ef-
fective management and maintenance of
the porticoes, the implementation of a Web
based geographic platform. The platform
will collect, display and deliver 3D models
within historical and artistic data related to
Bologna porticoes. This feature is useful to
describe and promote the whole porticoes
system.
The platform will be accessible through
social platforms in order to allow users a
direct participation by means of personal
contents (photos, drawings, posts, etc..)
and making available to a general public
the updates from the Events section
(Guidazzoli et al., 2013; Apollonio et al.,
2013).
CREATING NEW LINKS AMONG PLACES 23
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
Figure 7 X3DOM testing for the on-line 3rd Cloister
of the Bolognese Monumental Cemetery linked to
its database.
The 3D models will partly come from the
work done by students of the department
of Architecture, University of Bologna,
partly from previous projects, such as the
Medieval Bologna from "Apa" and "Apa-
Game" or the Virtual Museum of the Cer-
tosa (http://www. certosadibologna.it).
The Virtual Museum of the Certosa, under-
taken by Cineca always on behalf of the
Municipality of Bologna, had already con-
tributed to "Apa" with terrain models
(DTM). Other 3D models will converge to-
wards the porticoes platform from the
work of high school students and volun-
teers that can contribute in compliance
with a set of requirements. The 3D models
will be navigable online in X3D and will be
linked to fact sheets (Fig. 7).
4. CONCLUSIONS
The involvement of the general audience
in a collective effort for the enhancement
and preservation of cultural assets is an
increasingly popular goal, as evidenced
also by the CreativeCH project
(http://www.creative-heritage.eu/). Our
experience proves that a non possessive
stance towards ones own products, speeds
up and optimises time and costs, improv-
ing different end-products. In our case, the
involvement of two institutions such as
CINECA and CNR- ITABC, two museums
(the Archaeological Museum and the Mu-
seum of the History of Bologna) and a local
authority, in an on going collaboration that
has been lasted for years, has allowed posi-
tive virtuous synergies that will now em-
brace even the National Etruscan Museum
of Villa Giulia. Undergoing a first amend-
ment, a previous work made by CNR-
ITABC on Roman Bologna had become
part of "Apa"; models that have been fur-
ther re-used in "Marcus Caelius" and
"ApaGame". Given the low budget availa-
ble for the development of "Apa", for ex-
ample, it would never have been possible
to create a movie capable of getting many
awards without starting from an important
core of available assets. Similarly, if "Ati"
had not had access to the resources of the
Blender community, the time needed to
create the main character would have been
at least twice and required higher econom-
ic resources, jeopardizing the entire project.
The continuous transfer of models,
adapted to new requirements, speeds up
the productions, allowing to focus more on
aesthetics, without damaging neither the
source project nor the recipient, and reach-
ing the widest audience possible. The de-
sire to draw attention to their own contents
should not close cultural institutions and
local authorities in a jealous isolation. The
multiplication of references can be seen
even in the short term as much more effec-
tive than creating expensive projects closed
in themselves. The rapidity of development
and the increasing quality of the final
product allows, hence, a distribution able
to reach an increasingly wider audience,
bringing the promotion of cultural heritage
to a newer and higher awareness.
5. ACKNOWLEDGEMENT
The authors wish to thank Davide Borra,
NoReal; Paola Giovetti, Archaeological
Museum of Bologna; Antonio Baglivo,
Giosué Boetto Cohen, Chiara Bonanni,
Francesca Delli Ponti, Luigi Calori, Daniele
De Luca, Silvano Imboden, Fabio Negro,
Rossella Pansini, Maurizio Quarta,
Manuela Ritondale, Francesco Veronesi,
CINECA; Luigi Virgolin, Comune di
Bologna; Emanuel Demetrescu, Daniele
Ferdani, Luca de Felice, Yaara Ilan, Guido
Lucci Baldassari, Augusto Palombini,
CNR-ITABC.
24 ANTONELLA GUIDAZZOLI et al
© University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24
REFERENCES
Anderson, J., Rainie, L. (2012), The Future of Gamification, Pew Research Center, May.
Antinucci, F. (2007) Musei Virtuali, Laterza, Roma-Bari.
Apollonio, F.I., Gaiani, M., Fallavolita, F., Ballabeni, M., Zun, Z., Guidazzoli, A., Baglivo,
A., Liguori, M.C., Felicori, M. and Virgolin, L. (2013) Bologna porticoes project.
A 3D repository for WHL UNESCO nomination, in Alonzo C. Addison, Livio De
Luca, Gabriele Guidi, Sofia Pescarin (Eds.), Proceeding of: 2013 Digital Heritage
International Congress, 28 Oct – 1 Nov 2013 Marseille, France, IEEE, ISBN: 978-1-
4799-3169-9, Vol. I, pp. 563 – 570.
Bellotti, F., Berta, R. and De Gloria, A. (2013) Virtual Heritage Le Tecnologie
dell’Informazione (IT) applicate ai Beni Culturali, in «Storicamente», 9, DOI
10.1473/stor465,http://www.storicamente.org/02_tecnostoria/virtual_heritage.
htm
Bentini, L., Borra, D., De Luca, D., Guidi, F., Donati, C., Giovetti, P., Guidazzoli, A.,
Liguori, M.C., Marchesi, M., Pirotti, A. and Spigarolo, M. (2012) Marcus Caelius
Project: a transmedial approach to support cultural communication and
educational experiences, in proceedings of: D. Borra, P. Porietti (a cura di),
MIMOS 2012, Roma.
Boetto Cohen, G., Calori, L., Delli Ponti, F., Diamanti, T., Guidazzoli, A., Imboden, S.,
Liguori, M.C., Mauri, A., Negri, A. and Pescarin, S. (2011) Apa the Etruscan and
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Sketches Proceedings, Hong Kong.
Brackman, P. (2011) NOKIA-UNESCO Roundtable on Heritage, Tourism, and Sustaina-
bility, UNESCO, Paris, 14 to 15 March 2011.
Delli Ponti, F., De Luca, D., Guidazzoli, A., Imboden, S. and Liguori, M.C. (2013) 3D
Computer Graphics short movies for communicating cultural heritage. An open
source pipeline, in Alonzo C. Addison, Livio De Luca, Gabriele Guidi, Sofia
Pescarin (Eds.), Proceeding of: 2013 Digital Heritage International Congress, 28
Oct – 1 Nov 2013 Marseille, France, IEEE, ISBN: 978-1-4799-3169-9, Vol. II, pp.
325-328
Guidazzoli, A., Liguori, M.C. and Felicori, M. (2013) Open Creative Framework for a
Smart Cultural City: Bologna Porticoes and the Involvement of Citizens for a
UNESCO Candidacy, in Information Technologies for Performing Arts, Media
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Virtual Heritage app and re-use

  • 1. Mediterranean Archaeology and Archaeometry, Vol.14, No 4, pp. 17-24 Copyright © 2014 MAA Printed in Greece. All rights reserved. CREATING NEW LINKS AMONG PLACES THROUGH VIRTUAL CULTURAL HERITAGE APPLICATIONS AND THEIR MULTIPLE RE-USE Antonella Guidazzoli1, Maria Chiara Liguori1, Mauro Felicori2 and Sofia Pescarin3 1Cineca Interuniversity Consortium, Italy 2Bologna City Council, Italy 3 CNR-ITABC, Italy Received: 29/11/2013 Accepted: 08/05/2014 Corresponding author: Antonella Guidazzoli, Maria Chiara Liguori (visitlab@cineca.it) ABSTRACT The valorisation of the Italian cultural hotspots to enhance the tourism industry has always been at the heart of the local policies. Advanced computer applications can cru- cially contribute to this aim. In such a conceptual framework, an apparently "endless" se- ries of ICT applications, sharing 3D assets, sprang into life in Bologna thanks to an Open Source background. The sequence of projects, that are going to be presented in the article, was initiated by the creation of the stereoscopic 3D medium-length movie "Apa the Etruscan". As an immediate consequence, four other projects have started, re-using some of the 3D models from "Apa ", and more are following. Our experience proves that a non possessive stance towards ones own products, speeds up and optimises time and costs, improving different end-products. The continu- ous transfer of models, adapted to new requirements, speeds up the productions, allow- ing to focus more on aesthetics, without damaging neither the source project nor the re- cipient, and reaching the widest audience possible. The multiplication of references can be seen even in the short term as much more fruitful than creating expensive projects closed in themselves. The rapidity of development and the increasing quality of the final product allows, hence, a distribution able to reach an increasingly wider audience, bring- ing the promotion of cultural heritage to a newer and higher awareness. KEYWORDS: Open Source, 3D modelling, Cultural Heritage, asset re-use
  • 2. 18 ANTONELLA GUIDAZZOLI et al © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 1. INTRODUCTION The valorisation of the Italian cultural hotspots to enhance the tourism industry has always been at the heart of the local policies. As stated by Francesco Antinucci (Antinucci, 2007), advanced computer ap- plications can crucially contribute to this aim. In such a conceptual framework, an apparently "endless" series of ICT applica- tions sprang into life in Bologna thanks to an Open Source background. The sequence of projects, that are going to be presented in the article, was initiated by the creation of the stereoscopic 3D me- dium-length movie "Apa the Etruscan", on behalf of the recently opened Museum of the History of Bologna. The movie, inte- grating previous researches, is now giving birth to further realisations, always aimed at attracting and engaging new audience. The 3D models, created from scratch or as an evolution of previous applications, have been released as Open Data on the site of the Municipality of Bologna (http://dati.comune.bologna.it/3d). This choice can be considered as a sort of letter of intent about the desire to promote the re- use of 3D contents for new cultural crea- tions. As an immediate consequence, four other projects have started, re-using some of the 3D models from "Apa the Etruscan": • an archaeological narration in Machin- ima; • an augmented reality application cou- pled to an on-line video game set in the Roman era and in the Middle Ages; • an additional scene to be connected to the first part of "Apa the Etruscan" and to be show at the National Etruscan Museum of Villa Giulia in Rome, in order to explain something about the Roman Etruria; • a project supporting the UNESCO candidacy of the network of porticoes of Bologna. In all four cases, the goal is always to at- tract the attention of the public and visi- tors. The fourth project is particularly sig- nificant in this effort to virtuously recycling resources: the resources for the initiatives related to the Porticoes project, aimed at attracting new tourists, come from the tourist tax. The third project, combining the narration about northern and southern Etruria, opens a window between muse- ums and territories. As Pascal Brackman says (Brackman, 2011), creating and multi- plying links between places and events, allows, as on the web, to multiply the pos- sibilities that people have to get in touch with these realities. Any set of references increases the visibility of the connected points; in our case the elements to be high- lighted are the city of Bologna and its cul- tural resources. The new links are also part of an effort to show what is already known, or little known, from new perspectives. The aug- mented reality project, for example, will allow citizens to discover parts of Bologna unknown to most people, such as the Ro- man remains buried beneath the road sur- face. At the same time, users themselves should be able to participate in a shared narrative. In the project about the Porticoes of Bologna as UNESCO Heritage, for ex- ample, the digital platform will collect and provide visitors with a virtual environ- ment, geo-referencing whatever documen- tation is available about the porticoes; users would engage with the proposed contents and add their personalised ones (Guidaz- zoli, 2013; Apollonio et al., 2013). Storytelling, gaming and wide participa- tion (Anderson and Rainie, 2012), anything can converge towards the aim of raising the general level of attention to the many and beautiful cultural resources at our dis- posal. 2. "APA THE ETRUSCAN", AN OPEN EXPERIENCE ICT solutions applied to Cultural Herit- age can really improve the valorisation of local cultural hotspots (Bellotti et al., 2013). By adopting such an approach, the creation of links and the re-elaboration of digital resources become simpler and quicker. En- gaging contents, designed for citizens and tourists, can be easily deployed. Projects
  • 3. CREATING NEW LINKS AMONG PLACES 19 © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 must not remain as isolated monads, but should become nodes in expanding net- works. The experience started with the pro- ject "Apa the Etruscan" fits perfectly in this type of process (Fig. 1). Figure 1 “Apa the Etruscan”: the main character inside the Bolognese Archaeological Museum. "Apa the Etruscan", a 15 minute stereo- scopic 3D movie about the history of Bolo- gna, was developed as an integrated part of the tour in the Museum of the History of Bologna (Boetto Cohen et al., 2011). While waiting for research results about the im- pact of the new generation of museums, including the Museum of the History of Bologna, it is currently possible to get a su- perficial yet effective overview of the opin- ions expressed by visitors on Tripadvi- sor.it. By October, 2013 - taking into ac- count that the museum opened in late Jan- uary 2012 - on 125 reviews available, 36 make explicit reference to "Apa", and all in positive terms. The movie, consisting of 100 shots, about 20 locations, 380 blender files, 8500 textures and 1000 data files, was created by Cineca with a production pipeline based on open source resources for more than 95%. This choice has stimulated the development of a fruitful approach which considers the re- use, and the intensive exploitation of pro- duced assets, the best way to maximize re- sults (Fig. 2). Figure 2 Asset re-use in the “Apa” pipeline. The philosophy of “re-use” was adopted while the movie was still under develop- ment: from the beginning, the creation of a repository supported the collection of the already available assets and the new ones created from scratch. "Apa" itself had start- ed from the re-use of elements coming from previously developed projects: a situ- ation that headed to the definition of a spe- cific production pipeline. The principle that drove us towards these choices and set aside the fear of the hypothetical harmful déjà vu effect is the certainty that single el- ements, when used in different contexts, can express other meanings and other cul- tural contents, eliminating the danger of repetition. Once the project was concluded, it seemed a natural consequence to make the 3D models available through the OpenData website of the Municipality of Bologna under a Creative Commons 3.0 cc- by-nc-sa license, asking users for attribu- tion, sharing alike and non commercial use of the models (creativecom- mons.org/licenses/). In October 2013, among all data made available through the portal, one of the models produced for "Apa", related to the segment of porticoes reaching the basilica of St. Luke, was ranked 12th among the most popular con-
  • 4. 20 ANTONELLA GUIDAZZOLI et al © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 tents and other four 3D models, again from "Apa", were located from the 30th to the 33rd place. The decision to release 3D models under Creative Commons license was also sup- ported by a strong commitment to the Open Source vision. In particular, as we will see in the next pages, the adhesion to the community built around the Blender modelling software proved particularly fruitful, both for the excellent characteris- tics of the software and for the resources made available, even in this case, under various Creative Commons licenses. 3. PROMOTE LOCAL REALITIES THROUGH COMPUTER APPLICA- TIONS FOR CULTURAL HERITAGE: SOME EXAMPLES 3.1 Marcus Caelius, the value of memory Even before the creation of the film "Apa" was over, some of its assets have been re-used in another project: “Marcus Caelius, the value of memory”, realised by NoReal, upon suggestions by Cineca, on behalf of the Civic Archaeological Museum of Bologna (Bentini et al., 2012). “Marcus Caelius” is an experiment to assess the fea- sibility of creating a short educational film with Machinima technique and in an OpenSim environment (opensimula- tor.org). The goal is to be able to contain the costs of 3D productions by reducing at least the effort in the animation. Set in Ro- man Bologna in the Augustan era, it aims to highlight some findings pertaining to the collection of the Archaeological Museum by narrating the death of the Bolognese centurion Marcus Caelius in the Battle of the Teutoburg and his brother's decision to dedicate him a tombstone, currently pre- served at the Museum of Bonn, Germany. The environments, set up in Open Sim, and the use of avatars, allow to "shoot" the scenes in real-time, directly in the multi- verse. The story-telling gains a position of dominance with respect to the final aesthet- ic result. For this project, which will be shown at the Archaeological Museum of Bologna, some assets made for "Apa", such as the procedural Roman Bologna, have been exploited. At the same time, assets made for this short film, such as various objects of daily use, have become part of the production pipeline of the video game "ApaGame", presented in this article. Therefore, even before its conclusion, "Apa" had been already deeply involved in the philosophy of re-use in the framework of virtual cultural heritage applications: "Apa" had been taken advantage of re- searches and 3D models created by other projects and was now offering digital re- sources to another project commissioned by another museum. "Marcus Caelius" would have provided, in turn, 3D models to a new video game production aiming at the promotion of the city as a whole. 3.2 "Ati" and Southern Etruria "Apa" has proved extremely fertile and, after less than a year, the production of its spin-off, "Ati", started (Delli Ponti et al., 2013). "Ati" aims to enhance the collections of the National Etruscan Museum of Villa Giulia in Rome, a city other than Bologna, but telling also of Bologna during Etruscan times. The movie has been conceived as a bridge between Bologna and Rome, be- tween Northern and Southern Etruria, bor- rowing directly a few minutes from the "Apa" movie. At the end of the sequence narrating the Etruscan Bologna, the version for the Museum of Villa Giulia goes on driven by another character, "Ati", briefly narrating about Southern Etruria and the temple of Veii and taking a cue from some relics preserved in the Museum itself. In this case, there is not a re-use of assets but, rather, the re-use of a rendered shot used as an introduction to something com- pletely new. Even the narrator changes and, if on the one hand, this choice was in- evitable after the death of the Bolognese singer Lucio Dalla, who had lent his voice to "Apa", on the other hand the creation of a customised mascot for the Roman muse- um is, obviously, a precious opportunity. This kind of solutions for the dissemina- tion and promotion of cultural hot spots
  • 5. CREATING NEW LINKS AMONG PLACES 21 © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 can also be successfully joined to merchan- dising activities. Moreover it is possible to foresee, in addition to the sale of a DVD, containing the 3D movie and its making-of, different gadgets such as "Ati"'s action fig- ures in order to create not only economic outcomes, but also communication ones (Fig. 3). Figure 3 "Ati": 3D printing test for hypothetical merchandise. As for the Museum of Villa Giulia, de- spite its rich and wonderful collection, the number of visitors is still inadequate. Transforming the image of the museum in something more familiar and closer to common people, thanks to mascots and souvenirs, can pay dividends. Moreover, as we all know, the enormous wealth of Ital- ian Cultural Heritage do not seem to have been adequately exploited yet (ISTAT, 2012) and this area of opportunity is ideal for flexible, cross-media ICT applications and, why not, can also give economic re- turns. 3.3 “ApaGame” In the creation of the educational video game “ApaGame”, developed by CINECA, CNR-ITABC and Fraunhofer Institute, there is a more intensive use of the assets deriving from “Apa the Etruscan”. Set in the Medieval era and in the Roman Bologna during the Augustan age, “Apa- game” is a test-bed within the V-Must pro- ject (www.v-must.net) to assess the practi- cability of passing on to different plat- forms, such as on-line games and aug- mented reality Mobile apps, assets born for being rendered (Fig. 4). Figure 4 “ApaGame”: the Medieval market level (under construction). As for "Ati", the main character is a total novelty compared to "Apa" and largely re- lies upon the increasingly vast resources made available by the Blender community, such as those coming from Blender Cookie (http://cgcookie.com/blender/) or Blend Swap (http://www.blendswap.com/) and from the wide selection of avatars that, in- side an Open perspective, can be custom- ized according to the various needs (Fig. 5). Figure 5 “Ati”: from the CookieFlexRig character to “Ati” The Medieval and Roman architectures used in the game are largely drawn from "Apa" (Fig. 6), while Roman objects relies upon some findings of the Archaeological Museum of Bologna reconstructed, as men-
  • 6. 22 ANTONELLA GUIDAZZOLI et al © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 tioned before, for the "Marcus Caelius" pro- ject. "ApaGame" is designed as a small mag- net for locals and tourists, transmitting, on the one hand, knowledge about the city and its daily life in the past and, on the other hand, trying to attract people to the nowadays city. Figure 6 "ApaGame": the Roman bridge level seen in Blender while setting the bounding boxes. In particular, the Augmented Reality app will allow the viewers strolling in the cen- ter of Bologna to enjoy the view of histori- cal overviews through their own mobile devices. Roman vestiges in Bologna are scarcely considered also by the citizens themselves, who are undoubtedly more familiar with the medieval city and with an urban landscape still strongly characterized by buildings pertaining to that era. The in- formation about the city and its daily life in the two periods will be transmitted through various cross-references between the two platforms – on-line game and mo- bile app. The UNESCO Porticoes Project will offer an important contribution to the Mobile app, since it will provide free Wi-Fi areas along the extension of the porticoes in the city center. 3.4 The Porticoes Project for a UNESCO candidacy The porticoes of Bologna are an excellent test for the potentialities of digital technol- ogies. First of all, of course, they are archi- tectural elements, reflecting an evolution lasting for a thousand years and they con- tain works of art, which are part of the city's heritage, and hundreds of plaques (ready to become hotspots!) telling the sto- ry of Bologna. Moreover, porticoes are a place for socialisation, trades, crafts, civil participation; they are a space for teenag- ers’ social life, a meeting point for house- wives, informal clubs for intellectuals. Por- ticoes are the generous nest for those rela- tionships for which Bologna is famous in the world. To give an account of this vitali- ty is the declared challenge of the project, launched by the Municipality of Bologna in support of the nomination proposal for the UNESCO’s world heritage list. The Munic- ipality will try to get the inclusion by ask- ing the city to take on the project as a col- lective work. Not only professional work, then, but many volunteers (students of en- gineering and technical institutes, ICT en- thusiasts, traders and craftsmen) will be called upon to contribute to the effort, while the independent associations will be offered virtual porticoes to stage their free expressiveness. The project includes, in addition to an ef- fective management and maintenance of the porticoes, the implementation of a Web based geographic platform. The platform will collect, display and deliver 3D models within historical and artistic data related to Bologna porticoes. This feature is useful to describe and promote the whole porticoes system. The platform will be accessible through social platforms in order to allow users a direct participation by means of personal contents (photos, drawings, posts, etc..) and making available to a general public the updates from the Events section (Guidazzoli et al., 2013; Apollonio et al., 2013).
  • 7. CREATING NEW LINKS AMONG PLACES 23 © University of the Aegean, 2014, Mediterranean Archaeology & Archaeometry, 14, 4 (2014) 17-24 Figure 7 X3DOM testing for the on-line 3rd Cloister of the Bolognese Monumental Cemetery linked to its database. The 3D models will partly come from the work done by students of the department of Architecture, University of Bologna, partly from previous projects, such as the Medieval Bologna from "Apa" and "Apa- Game" or the Virtual Museum of the Cer- tosa (http://www. certosadibologna.it). The Virtual Museum of the Certosa, under- taken by Cineca always on behalf of the Municipality of Bologna, had already con- tributed to "Apa" with terrain models (DTM). Other 3D models will converge to- wards the porticoes platform from the work of high school students and volun- teers that can contribute in compliance with a set of requirements. The 3D models will be navigable online in X3D and will be linked to fact sheets (Fig. 7). 4. CONCLUSIONS The involvement of the general audience in a collective effort for the enhancement and preservation of cultural assets is an increasingly popular goal, as evidenced also by the CreativeCH project (http://www.creative-heritage.eu/). Our experience proves that a non possessive stance towards ones own products, speeds up and optimises time and costs, improv- ing different end-products. In our case, the involvement of two institutions such as CINECA and CNR- ITABC, two museums (the Archaeological Museum and the Mu- seum of the History of Bologna) and a local authority, in an on going collaboration that has been lasted for years, has allowed posi- tive virtuous synergies that will now em- brace even the National Etruscan Museum of Villa Giulia. Undergoing a first amend- ment, a previous work made by CNR- ITABC on Roman Bologna had become part of "Apa"; models that have been fur- ther re-used in "Marcus Caelius" and "ApaGame". Given the low budget availa- ble for the development of "Apa", for ex- ample, it would never have been possible to create a movie capable of getting many awards without starting from an important core of available assets. Similarly, if "Ati" had not had access to the resources of the Blender community, the time needed to create the main character would have been at least twice and required higher econom- ic resources, jeopardizing the entire project. The continuous transfer of models, adapted to new requirements, speeds up the productions, allowing to focus more on aesthetics, without damaging neither the source project nor the recipient, and reach- ing the widest audience possible. The de- sire to draw attention to their own contents should not close cultural institutions and local authorities in a jealous isolation. The multiplication of references can be seen even in the short term as much more effec- tive than creating expensive projects closed in themselves. The rapidity of development and the increasing quality of the final product allows, hence, a distribution able to reach an increasingly wider audience, bringing the promotion of cultural heritage to a newer and higher awareness. 5. ACKNOWLEDGEMENT The authors wish to thank Davide Borra, NoReal; Paola Giovetti, Archaeological Museum of Bologna; Antonio Baglivo, Giosué Boetto Cohen, Chiara Bonanni, Francesca Delli Ponti, Luigi Calori, Daniele De Luca, Silvano Imboden, Fabio Negro, Rossella Pansini, Maurizio Quarta, Manuela Ritondale, Francesco Veronesi, CINECA; Luigi Virgolin, Comune di Bologna; Emanuel Demetrescu, Daniele Ferdani, Luca de Felice, Yaara Ilan, Guido Lucci Baldassari, Augusto Palombini, CNR-ITABC.
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