Track 02 – Policy, Standards, Ethics, and Education
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Browsing Track 02 – Policy, Standards, Ethics, and Education by Subject "Applied computing → Education"
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Item Enduring Memory: Participatory Digital Experiences for Exploring the Contemporary Past at Camp 65(The Eurographics Association, 2025) Mittica, Daniele; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe educational project ''La memoria che resta'' (''The Memory That Remains'') aimed to raise awareness of contemporary historical-archaeological heritage through a collaboration between archaeologists from the University of Bari ''Aldo Moro'' and students from the ''Cagnazzi'' High School in Altamura. Focused on Camp 65, one of Italy's largest prisoner-of-war camps, the project combined mobile mapping and 3D surveying using accessible digital tools such as QField and iPhones equipped with integrated LiDAR. During the dissemination phase, students were actively involved in the documentation process and later developed digital storytelling content to reflect on and communicate their field experiences. This participatory approach effectively fostered interdisciplinary skills and a deeper understanding of the site's historical significance within the local community.Item Technology, Communication, and Sustainable Tourism: Exploring New Approaches for Heritage and Research(The Eurographics Association, 2025) Cerato, Ivana; Bonifazi, Federica; Pescarin, Sofia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper investigates how digital technologies can foster more sustainable cultural tourism by addressing key challenges such as overtourism, limited accessibility, and disengagement with lesser-known heritage. As tourism places increasing pressure on cultural and natural resources, digital innovation offers new strategies for enhancing access, redistributing visitor flows, and enriching interpretive experiences through immersive storytelling and participatory design. Three case studies have here been identified to illustrate distinct technological solutions, virtual reality, hybrid web-based collaboration, and mobile gamification, each contributing to sustainable tourism in unique ways. A Night in the Forum is a VR narrative game set in the reconstructed Forum of Augustus in Rome. Developed for PlayStation VR, the experience immerses users in ancient Roma through interactive storytelling. It enhances cultural literacy and reduces physical impact on archaeological sites, especially by engaging younger, digitally native audiences. Brancacci POV is a hybrid web3D application focused on Florence's Brancacci Chapel. It allows remote and onsite participants to explore a detailed 3D model collaboratively, guided by experts. Users take on investigative roles, analyzing frescoes with virtual tools. This model promotes decentralization, expands accessibility, and supports education while protecting a fragile heritage site. Ozan 1982 is a mobile game designed to redirect tourism from Salento's crowded coast to the inland town of Ugento. Through a fictional mystery grounded in local history, it encourages exploration of cultural sites while incorporating environmental messages via recycled art installations. It fosters awareness, supports local economies, and extends seasonal tourism. Together, these projects show how digital tools can support sustainable tourism by transforming heritage encounters into immer- sive, inclusive, and educational experiences. They highlight the importance of design strategies that are not only technologically innovative but also culturally and socially responsive.