Track 06 – Visualization and Interaction
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Item Spatiando con gli Occhi: Delivering an Interactive 3D Reconstruction of 17th-Century Rome(The Eurographics Association, 2025) Mundy, Joanna; Halbert, John; Burr, Ian; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe publisher of Giovanni Battista Falda's great map of Rome ca. 1676 invites the viewer to stroll the streets with their eyes: ''spatiando con gli occhi per tutte le vie, piazze, giardini, et contrade della Città''. Falda crafted a printed version of the city that could be taken abroad allowing 17th-century viewers a virtual visit to Rome. They could ''walk'' every street, seeing the grandeur of the modern building programs of Urban VIII, Innocent X, and Alexander VII and the impact they were having on the urban environment of Rome. The Envisioning Baroque Rome project takes this virtual Rome into the modern era, allowing the viewer to virtually visit 17th-century Rome using XR technology. By combining extensive research, artistic rendering, and XR world building, we are recreating Falda's 1676 Rome one building and block at a time in 3D, using Autodesk Maya, 3DS Max, and Unity to create an interactive large-scale build. Our efforts to research every detail that Falda renders in his prints have resulted in precious insights into the priorities of the artist and his patrons, the construction programs in Rome, and relationships among artists and publishers.Item ESILab: An efficient software for immersion and exploitation of large point clouds(The Eurographics Association, 2025) Mouaddib, El Mustapha; Caracotte, Jordan; Kempf, Dorian; Villette, Noël; Potin, Thibault; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioDigitization techniques now makes it possible to produce precise and dense textured 3D point clouds. Therefore, 3D surveys of monuments or archaeological sites can easily reach several billions of points. To ensure a smooth virtual visit and to manipulate these point clouds, we have developed the ESILab software (Enhanced Scan Immersion Lab). Thanks to a dedicated 3D model converter using an octree partitioning of the point cloud and the accessibility of rendering engine parameters, ESILab can load a 3D model containing several billion points in just a few seconds. It also makes it possible to load multiple point clouds, superimpose them and extract slices for relevant comparisons and visualizations. The point clouds of six famous and very large French Gothic monuments were used simultaneously to demonstrate the software's potential (see the attached video to the paper). This software can be shared free of charge upon request right now and will be made available to the public as soon as possible.Item Real-Time Rendering of Old Glass Panes(The Eurographics Association, 2025) Josse, Alexander; Huan, Quentin; Rousselle, François; Renaud, Christophe; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioMany cultural heritage projects involve the 3D reconstruction of old glass buildings. Old glass, however, has many defects, due to the artisanal manufacturing techniques of the time, such as crown or cylinder blowing. The presence of these defects has a number of visual consequences, manifesting itself in the deviation of light passing through or reflecting off the glass panes. The appearance of these old glasses, the lighting produced through their surface, and the vision of the world perceived through them, is thus very different from what is perceived through contemporary industrial glass, and therefore has a considerable impact on the rendering that will be produced in their presence. However, setting up interactive virtual tours that take into account these old glasses is proving complex, as the materials available in commercial 3D rendering engines are unable to faithfully reproduce the lighting effects produced. In this paper, we propose a precise, real-time rendering of the surface and volume defects (bubbles, chords) present in some old glass and their impact on the appearance of the world perceived through these panes. Our approach is based on ray tracing, which not only interacts with the material's geometric defects, but also takes into account the curvature of light as the glass's refractive index varies.Item Bringing the Gonzaga Equestrian Heritage to Life: AI-Enhanced VR Storytelling for Cultural Dissemination(The Eurographics Association, 2025) You, Zhou; Treccani, Daniele; Adami, Andrea; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe dissemination of architectural and cultural heritage faces challenges in accessibility, engagement, participatory experience, and authenticity, particularly for sites with multi-layered historical narratives. Conventional approaches often fail to reconcile educational rigor with interactive appeal or to fully communicate the socio-political significance and spatial realism of heritage, limiting public connection and understanding. Advanced technologies such as virtual reality (VR) and artificial intelligence (AI) offer new opportunities to bridge this gap by combining rigorous historiography with experiential storytelling. This study develops a hybrid digital framework integrating VR, photogrammetry, AI, and gamification to enhance the interpretation of the Gonzaga family's equestrian legacy in Mantova. Using UAV and terrestrial photogrammetry, we reconstructed three multi- era architectural sites (Cortile della Cavallerizza, Piazza Sordello, and Sala dei Cavalli) as high-resolution 3D models. AI algorithms generated historically consistent 3D characters and assets, while immersive VR environments developed via Unity Engine and Oculus SDK enabled users to explore narrative-driven scenarios tied to the horses' military, ceremonial, and diplomatic roles. The resulting VR application functions effectively, featuring interactive elements such as task completion and dynamic scene transitions, which may enhance spatial understanding and cultural appreciation. However, further studies involving user focus groups and feedback collection are needed to better assess its usability and overall impact.Item Cultural VR for the elderly: setting up the experience(The Eurographics Association, 2025) Antoniou, Angeliki; Sylaiou, Stella; Lepouras, George; Theodoropoulos, Anastasios; Kyriazi, Maria; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe paper presents the Firefly project (Fostering vIrtual heRitage Experience For eLderlY) aiming at creating virtual cultural experiences for people over 65 years of age. As the world population grows older, elderly people form a large segment of the population and they are also an important target group for cultural experiences. Cultural heritage can help keep people over 65 physically and cognitively active improving their wellbeing. In addition, people over 65 can provide their valuable knowledge to enrich cultural heritage and pass their knowledge to younger generations. Despite the benefits from involving older adults in cultural heritage experiences, many cultural heritage sites remain out of reach for people of this age group. There are many reasons for this exclusion, like mobility and accessibility issues, financial issues, etc. and important heritage sites, like Delos, cannot be visited by elderly people. Firefly is preparing 3D models of Delos important sites, like the ancient theatre and the House of Dionysos. Firefly is also using a film narrating historical events, capable of involving participants emotionally. Data already collected from older people from two preliminary studies show elders' positive attitudes towards the use of Virtual Reality (VR), but they also revealed their concerns regarding the usability of VR headsets. In addition, the participants also expressed their concerns regarding the ethical use of cutting-edge technologies like VR. Building on the preliminary studies findings, during the next experimentation phase, Firefly will use an interactive CAVE environment to allow elders to access the cultural content, avoiding the use of headsets, while virtually exploring the routes of Pausanias in Peloponnese.Item OpenLIME: An open and flexible web framework for creating and exploring complex multi-layered relightable image models(The Eurographics Association, 2025) Ponchio, Federico; Bettio, Fabio; Marton, Fabio; Pintus, Ruggero; Righetto, Leonardo; Giachetti, Andrea; Gobbetti, Enrico; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioWe introduce OpenLIME (Open Layered IMage Explorer), an open, scalable, and flexible framework for creating web-based interactive tools to annotate and inspect large multi-layered and multi-channel standard and relightable image models. Adaptive image management and display use a data-flow approach, where images from sources of any size are efficiently streamed into screen-sized buffers that can be processed and combined using customizable WebGL shaders. The framework natively supports multispectral images, Bidirectional Reflectance Distribution Function (BRDF), and Reflectance Transformation Imaging (RTI) datasets and can be extended to accommodate other multi-channel raster datasets, such as neural representations. Multi-layer and multi-faceted visualizations are achieved through opacity adjustments, blending modes, and interactive lenses. The released library provides a set of pre-configured layers, facilitating the rapid deployment of web-based datasets and kiosk applications. Its responsive user interface is compatible with desktop, mobile, and general multitouch environments, while its modular architecture allows for extensive customization, making it adaptable to diverse annotation and visualization needs. The paper illustrates the framework's design and discusses specific use cases, including the inspection of RTI models, the integration of novel relightable image formats, archaeological data documentation and annotation, and standalone museum application creation and deployment. The main components of the framework are released as open source.Item Tactile Embroidery Reproduction Exploiting Machine Vision for Visually Impaired Engagement(The Eurographics Association, 2025) Jenkinson, George P.; Samaroudi, Myrsini; Calvet, Xavier Aure; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioBest conservation practices for historic textiles such as their display behind glass and in low light conditions to prevent damage and deterioration create significant barriers for visually impaired audiences. Alternative sensory experiences, particularly tactile exploration, have proven essential for increasing engagement with historical and cultural objects for these visitors. Leveraging state-of-the-art machine vision approaches, we present a comprehensive workflow to generate machinable 3D models across multiple materials. We evaluate these reproductions with visually impaired participants using the replica experience framework, analysing preferences across material types, tactile features, and representation techniques. Our preliminary findings demonstrate that combining contextual audio guides with tactile objects significantly enhances understanding and engagement. Notably, providing multiple material versions of the same artefact better accommodates the diverse preferences and tactile sensitivities found within the visually impaired community, suggesting material diversity should be a key consideration in developing inclusive museum experiences.Item HERIX: An integrated platform for creating Immersive, Interactive and Liquid eXtended Reality experiences for Cultural Heritage(The Eurographics Association, 2025) Drago, Manuel Fortunato; Marino, Emanuele; Serratore, Sara; Lagudi, Antonio; Barbieri, Loris; Bruno, Fabio; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe increasing demand for interactive and immersive experience in the field of cultural heritage (CH) has stimulated the exploration of novel approaches to engage audiences with cultural assets. Extended Reality (XR) technology has emerged as a powerful tool in this domain, offering high-quality, immersive, and interactive experiences that enhance the appreciation of cultural and natural heritage. Despite their potential, the widespread adoption of XR solutions remains limited, primarily due to the technical complexity associated with content creation and the need to ensure compatibility across a broad range of XR devices. To address these challenges, this paper presents HERIX, a scalable and modular platform designed for the creation and deployment of XR scenarios. HERIX provides an integrated environment that enables content creators with limited programming skills to develop interactive XR experiences while allowing visitors to engage with them. The platform consists of three key components: an authoring tool for scenario creation, two XR applications for content consumption, and a web server for data access and management. By streamlining the authoring process, HERIX lowers technical barriers and enhances accessibility. A preliminary evaluation through two user studies highlighted its potential and appeal within cultural contexts.Item Rediscovering Mural Paintings: Experiencing Medieval Art as Originally Conceived Through Historical Light Simulation(The Eurographics Association, 2025) Munoz-Pandiella, Imanol; Kaur-Singh, Manvir; Bosch, Carles; Andujar, Carlos; Pueyo, Xavier; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe lighting of Cultural Heritage artifacts plays a crucial role in how we perceive and consequently understand artworks. However, lighting is typically designed to enhance the experience of contemporary visitors, often diverging significantly from the original conditions and techniques under which these works were created. This disconnect between historical and modern lighting conditions makes it difficult to fully understand the original visual experience. This issue is particularly evident in the case of Romanesque paintings, which are now exhibited in well-lit museums, but were originally displayed in dimly lit churches. In this paper, we present a method to bridge this gap, focusing on the paintings of a Romanesque church. We achieve this by simulating the original lighting conditions. Our approach encompasses the entire pipeline, from acquiring data of equivalent historical light sources and computing natural lighting to performing physically based rendering for accurate light simulation. Additionally, we have developed a web application that allows users to inspect and compare the resulting HDR images using different tone mapping and luminance operators. Our work provides a valuable tool for art historians and the general public to explore different lighting hypotheses and gain a deeper understanding of the experience of visiting a medieval church as originally conceived.Item Representation of Meta-Paradata for H-BIM Models in WebGIS: Paving the Way Towards '3D Scientific Models'(The Eurographics Association, 2025) Spreafico, Alessandra; Mehdizadeh, Mohammadreza; Casareto, Erica; Chiabrando, Filiberto; Coletta, Cristina Della; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioEnsuring authenticity and reliability of 3D models of Cultural Heritage (CH) data is increasingly critical, especially considering the increasing adoption of Artificial Intelligence (AI) in generating content. This paper highlights the importance of metadata and paradata to ensure transparency, authorship, and scientific rigor and considers challenges in creating meta-paradata information and its visualization on the web alongside 3D content. The study explores integrating meta-paradata into WebGIS platforms through tests on document-based Historic-BIM (H-BIM) models from the Turin 1911 project, promoting best practices for accessible, georeferenced, and verifiable '3D scientific models' while preserving CH narratives in virtual 'scrollytelling' environments.Item Reinterpreting Heritage Site Through Collective Memory and Augmented Reality - The Case of Nanjing's Great Bao'en Temple(The Eurographics Association, 2025) Chen, Yimeng; Song, Mingdong; Li, Yuying; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioNanjing Great Bao'en Temple is a historically stacked temple site and an iconic symbol of Chinese architectural heritage, having undergone multiple cycles of destruction and reconstruction. This paper presents Blooming Memory, a mobile AR-based interactive experience designed to reinterpret the temple's history through spatialized textual memory narratives from different historical periods. Rather than recreating lost physical structures, the project visualizes shifting interpretations and stories tied to the site, highlighting its intangible and evolving heritage. By combining AR spatial design, scenario-based narrative visualization, and participatory interaction, Blooming Memory explores new possibilities for engaging visitors with heritage beyond static reconstructions. The study demonstrates AR's potential to support layered storytelling and user engagement in digital heritage contexts.Item Prague Astronomical Clock - Virtual Presentation(The Eurographics Association, 2025) Ubik, Sven; Linhart, Oldrich; Kubišta, Jirí; Skála, Petr; Knespl, David; Mašek, Jirí; Rocek, Jakub; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe Prague astronomical clock is a medieval astronomical clock in the Old Town Square in Prague. It is the oldest original working astronomical clock and the most visited astronomical clock in the world. However, many visitors have limited information about its history and the function of the Astrolabe. The clockwork itself is not commonly accessible. The aim of the project described here was to present a digital replica of all parts of the Prague astronomical clock and to make information about the clock available to researchers, students and the general public. In this paper, we show how the model was presented and we evaluate user feedback on the presentation.Item Beyond Street Signs: Ethical and Situated Cultural Storytelling using AI and Extended Reality(The Eurographics Association, 2025) Toumpouri, Marina; Constantinides, Marios; Milata, Václav; Ppali, Sophia; Alexopoulos, Lampros; Liarokapis, Fotis; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioHonorific street names that commemorate historical figures, events, or cultural symbols constitute a frequently overlooked, yet symbolically potent layer of urban heritage. Beyond their practical function in navigation and spatial organization, they also encode ideological narratives into public space that shape collective memory and identity. However, they often go unnoticed, while traditional cultural heritage (CH) tools do not engage with their contested meanings, particularly in politically divided urban landscapes. This paper addresses this gap by exploring how the integration of extended reality (XR) and artificial intelligence (AI) can reanimate toponymic inscriptions into dynamic, context-sensitive forms of storytelling. Focusing on the center of Nicosia, Cyprus, we present an intelligent tourist guide that combines mobile XR, conversational AI, and lifelike avatars to deliver personalized, multilingual narratives, at the sites of honorific street names. We conclude by discussing the ethical challenges of algorithmic memory mediation in contested urban spaces and we argue that such systems, when designed responsibly, can foster critical engagement, pluralistic representation, and new forms of civic pedagogy within the domain of CH.Item Between technical history, industrial archaeology, Digital Humanities and Virtual Reality: A digital corpus of a former industrial site under rehabilitation: the case of CAP 44(The Eurographics Association, 2025) Laroche, Florent; Quantin, Matthieu; Plessis, William; Kerouanton, Jean-Louis; Audoux, Sophie; Duchene, Soazig; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis article introduces interdisciplinary research on digitizing industrial heritage, focusing on CAP44 in Nantes, a rare 19thcentury reinforced concrete structure. The building, being transformed into the ''Cité des imaginaires,'' is documented using CIDOC-CRM ontology, Omeka-S, and GraphDB to enable digital twin modeling. The AIDEN VR platform allows immersive 3D exploration of historical data via gestures, movement, and voice. This innovative tool enhances understanding and promotes digital access to complex heritage. The project also raises ethical and methodological issues, aiming for transparent and rigorous digital preservation of industrial memory.Item FRAMES: A Platform for Constructing Immersive and Multimodal Extended Reality Exhibitions(The Eurographics Association, 2025) Pitikaki, Vasileia Eirini; Troulis, Emmanouil; Leonidis, Asterios; Korozi, Maria; Stephanidis, Constantine; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioWhile immersive technologies are becoming more prevalent in museums and exhibition spaces, significant opportunities remain to enhance visitor engagement through more interactive and meaningful experiences. At the same time, physical space limitations often restrict the number of artifacts on display, preventing institutions from showcasing the full richness of their collections to the public. To address these challenges, a platform named FRAMES was designed and developed. Initially implemented in a CAVE-like environment, FRAMES facilitates multi-user interactivity and social engagement, promotes cultural heritage dissemination, and supports the digital transformation of museum experiences. Key features include personalized interactions, accessibility, and Augmented Reality enhancements. To demonstrate its capabilities, VanoArt, an instance of FRAMES for art galleries, was created. A cognitive evaluation with UX experts confirmed the system's effectiveness in enhancing immersion, interactivity, and user engagement. These findings highlight FRAMES' potential to reshape digital exhibition practices and enrich cultural experiences.Item The Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat Mummy(The Eurographics Association, 2025) Gaugne, Ronan; Lacoche, Jérémy; Hays, Odile; Nicolas, Théophane; Gouranton, Valérie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper presents the design and evaluation of a twofold dissemination experience to enhance the scientific study of a cat mummy. The mummy is part of the archaeological collection of an art museum. It has undergone scientific analysis, resulting in a large amount of digital data collected via X-ray, CT and photogrammetry, leading to significant discoveries about the nature and history of the mummy. The first part of the dissemination approach resulted in the production of a 1:1 scale transparent copy, which gives visitors a clear view of the mummy's contents. It has joined the museum's collection and is now displayed alongside the original mummy. The object is both aesthetic and scientific. It was produced using an advanced 3D printing technique based on 3D data generated from segmentations of CT scan data. The second part consists of a VR-based experience proposed to the museum's visitors, highlighting the scientific process that has led to new knowledge and unresolved questions. The VR environment guides users through data production, exploration and analysis, enhancing interpretation. This VR experience was first showcased at an international XR event, and later at the museum's weekly events. Two user studies were conducted on these occasions, using subjective questionnaires to gather feedback. The first assessed the presence, usability and comfort of the VR experience. The second assessed the impact on dissemination. The results show a strong user interest in the scientific approach and confirm the public interest in this method. The experience is now routinely offered in the museum.Item Integrating Artificial Intelligence in the Design of Interactive Experiences. An Overview for Digital Cultural Heritage Practitioners(The Eurographics Association, 2025) Veggi, Manuele; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the integration of Artificial Intelligence (AI) in the design of interactive experiences for Cultural Heritage (CH). Previous studies indeed either miss to represent the specificity of the CH or mention possible tools without making a clear reference to a structured Interaction Design (IxD) workflow. The study also attempts to overcome one of the major limitations of traditional literature review, which may fail to capture proprietary tools whose release is rarely accompanied by academic publications. Besides the analysis of previous research, the study proposes a possible workflow for IxD in CH, subdivided into phases and tasks: for each of them, this paper proposes possible AI-based tools that can support the activity of designers, curators, and CH professionals. The review concludes with a final section outlining future paths for research and development in this domain.Item Exploring Anamorphoses in Immersive Virtual Reality on the Web: Design and Challenges of the Anamorphic Gallery of Anamorphoses (AnGA)(The Eurographics Association, 2025) Menconero, Sofia; Amadei, Chiara Florise; Gosti, Giorgio; Fanini, Bruno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIn the field of art, anamorphosis is a perspective technique that produces two-dimensional images or three-dimensional installations whose form can be correctly perceived from a single viewpoint (the perspective projection centre), while appearing distorted and sometimes incomprehensible when viewed from other positions. Anamorphosis stands as one of the highest examples of how art and science have fruitfully interacted over the centuries. It has a long tradition, beginning with Renaissance perspective experiments, reaching its peak in 17th-century treatises, and maintaining a widespread legacy in contemporary artistic language. Anamorphic devices work by disrupting the physiological visual process, altering perception and stimulating the viewer's cognitive processes aimed at recognising forms in an interactive and dynamic manner. This physical and mental engagement makes the experience emotionally and intellectually stimulating, as it requires the effort to reconfigure the image and unveil its true meaning, creating a personal connection with the artwork. Despite the potential of immersive Virtual Reality (iVR) for experiencing anamorphic works due to their interactive and dynamic characteristics, as well as the unparalleled creative freedom offered by the virtual environment, the scientific literature has not extensively explored this field. Our contribution aims to propose the design and creation of a VR experience centred on the theme of anamorphosis, developed using the ATON framework within the H2IOSC project. The WebXR experience, titled ''Anamorphic Gallery of Anamorphoses'' (AnGA), is divided into two parts. The first part involves the exploration of an anamorphic space where the user must locate the perspective projection centre, the only point from which the anamorphosis appears undistorted. Once positioned at this point, the anamorphic environment gives way to the virtual environment generating the perspective projection. This virtual environment is a gallery showcasing various types of anamorphic devices (planar and spatial anamorphosis, tabula scalata, catoptric anamorphosis). Thus, AnGA has the dual purpose of providing users with an anamorphic experience and illustrating the main anamorphic mechanisms and their long history. The paper also addresses and discusses the challenges posed by binocular vision in exploring anamorphic spaces in iVR, which is based on perspective projection from a single point and, theoretically, achieves maximum effectiveness with monocular vision.Item Evaluating the role of video within multi-sensory cultural experiences(The Eurographics Association, 2025) Ladikou, Stamatia; Chourmouziadi, Anastasia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis short paper reports a recent experiment with digital content and its evaluation in terms of impact in multi-sensory visiting experience, by recording visitors' opinion during its use within a cultural exhibition. Specifically, the aim of this experiment was to understand if and how QR code-enabled video can enhance the multi-sensory visiting experience within a cultural exhibition. This research aims to answer the following three research questions: a) Is QR code-enabled video supportive in the multi-sensory visiting experience of cultural exhibitions? b) How can QR code-enabled video keep the audience's interest in terms of the exhibition's content/subject? c) Can a QR code-enabled video activate visitors' emotions and enrich their sensory experience? To achieve this goal, five videos and a quiz were developed and afterwards evaluated by a traditional hard-copy questionnaire. The findings of this experiment are briefly presented in this paper.Item Augmented Reality Workflows and Prototype Tools for Museums(The Eurographics Association, 2025) Arief, Fadilah; Champion, Erik Malcolm; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper describes a case study undertaken in Indonesia with a local naval museum (Jakarta Maritime Museum) to explore how low-cost Augmented Reality (AR) tools can be employed by local museum professionals to create engaging serious games and related apps for the general public. Participants sketched prototypes and were shown how to develop initial sketches and convert into AR. We evaluated prototyping tools such as FigminXR and workshopped AR games that were developed by museum professionals and community members. As part of this project, we created a workflow and templates for museum staff to visualize their AR games and ideas for museum exhibitions and collections in digital format. We created reusable assets and templates. Our templates and assets were initially tested with Niantic Studio and transferred to Glitch with multi-image tracking and A-Frame using HTML and JavaScript. We also conducted training sessions in Blender and Niantic Studio with high school students (although there were limitations). As part of the eventual outputs, we created a workflow for schools and museums to develop low-cost AR solutions that did not require advanced programming or design skills.