Track 06 – Visualization and Interaction
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Item 360° Virtual Tours at the National Roman Museum. Making Culture Heritage Participatory, Accessible, and Personalized(The Eurographics Association, 2025) Torre, Eliana Maria; Poce, Antonella; Andone, Diana; Tãtaru, Marius-Cosmin; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioAs agents of social change, museums should promote inclusivity and accessibility. Despite the challenges of achieving this part of the museum's mission, it is possible to address them on a case-by-case basis. This paper outlines a segment of an ongoing doctoral research project at the National Roman Museum (MNR) in Rome, Italy. First, the concepts of inclusivity and accessibility are discussed. Next, it is explored how Virtual Reality (VR) and Digital Storytelling (DST) can enhance inclusive education. Following this, three 360 virtual tours are introduced, integrated with a DST approach, and created in Delightex. This section outlines how the platform operates, its features, and the technical process of creating the tours. The design principles for making the tours accessible and catering to the diverse interests and needs of various audiences are also addressed. At the current stage of the experimental phase, user experience evaluation involved two main groups: experts in IT and design, and the general public, which comprises individuals with varied demographics and digital skills. This paper presents preliminary results from the experimental stage, outlining the next steps for future development and implementation.Item ARise: an Augmented Reality Mobile Application to Improve Cultural Heritage Resilience(The Eurographics Association, 2025) Urbanelli, Angelica; Nadalin, Marina; Chiesa, Mario; Bayat, Rojin; Migliorini, Massimo; Rossi, Claudio; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe preservation of cultural heritage faces increasing threats from climate change effects and environmental hazards, demanding innovative solutions that can promote awareness and resilience. This paper presents ARise, an Augmented Reality mobile application designed to enhance public engagement with cultural sites while raising awareness about the local impacts of climate change. Based on a user-centered co-creative methodology involving stakeholders from five European regions, ARise integrates multiple data sources - a Crowdsourcing Chatbot, a Social Media Data Analysis tool, and an AI-based Artwork Generation module - to deliver immersive and emotionally engaging experiences. Although formal user testing is forthcoming, this prototype demonstrates the potential of AR to support education, cultural sustainability, and climate adaptation.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.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 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 Bridging Psychological Distance from Climate Change through Experiential Learning within Heritage Organisations(The Eurographics Association, 2025) Andrei, Maria; Heinrich, Sonja; Jacques, Jason; Oliver, Iain; Pisani, Sharon; Miller, Alan; Bates, Richard; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioPsychological distance from climate change---the perception that its impacts occur far away, in the future, to other people, or with uncertain likelihood---has been established as a major barrier to public understanding and action. Building on seven workshops hosted on an Antarctic expedition and two museum exhibitions located in Scotland, we present and evaluate a Virtual Reality (VR) approach that embeds local and global climate scenarios in museum exhibitions to collapse the four dimensions of psychological distance: temporal, spatial, social (identity) and uncertainty. Results demonstrate that VR can increase emotional engagement and perceived personal relevance with climate change. The paper proposes a set of guidelines for extending the scope of this work.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 Co-Designing XR Exhibits: Insights from a Domain Expert Workshop on UI and Interaction Features for Cultural Heritage(The Eurographics Association, 2025) Nunes, Tiago; Rodrigues, Armanda; Correia, Nuno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the design of an Extended Reality (XR) framework for virtual cultural exhibits through a domain expert workshop. The system includes AR (mobile), VR (immersive), a desktop editor, and a server backend. Experts evaluated proposed features like 360° media, inter-artifact relationships, and interactive object manipulation, highlighting their educational value while calling for improved accessibility and gamification. Results demonstrate how participatory design can align XR innovation with cultural heritage needs, offering guidelines for future development.Item Contextualism and Music Annotation: Exploring the Role of Digital Storytelling about a Composer's Life on Music Perception(The Eurographics Association, 2025) Petousi, Dimitra; Kougioumtzian, Lori; Katifori, Akrivi; Boile, Maria; Servi, Katerina; Ioannidis, Yannis; Kriezi, Vera; Vraka, Valia; Merakos, Stefania; Charkiolakis, Alexandros; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioIntangible cultural heritage, especially music, is challenging to interpret due to its elusive nature and reliance on context. This study investigates how knowledge of a composer's life and historical background shapes listeners' interpretations of classical music. Based on contextualism theory, which emphasizes the importance of cultural and personal context in meaning-making, the study involved 25 participants with varying levels of familiarity with music theory and the composer Nikos Skalkotas In a two-stage process, participants first annotated four musical pieces based on initial impressions. They then revisited the pieces after having engaged with a collaborative digital narrative and virtual reality (VR) experience based on archival material about the composer, presenting his life and work. The results show that annotations became more reflective and contextually informed after the storytelling experiences, indicating enhanced empathy and historical understanding. These findings suggest that immersive, narrative-driven context can enrich music appreciation and offer valuable tools for cultural heritage education.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 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 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 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 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 From Site to Story: A Virtual Archaeology Project in Arzachena (Sardinia, Italy)(The Eurographics Association, 2025) Ferdani, Daniele; Fanini, Bruno; Ronch, Diego; Pagano, Alfonsina; Palombini, Augusto; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioArzachena Civiltà Millenaria is a joint project between ISPC-CNR and the Municipality of Arzachena (Sardinia, Italy), designed to bring the archaeological heritage of Arzachena to a global audience through interactive virtual exploration. Situated in northern Sardinia, the municipality of Arzachena is home to several significant prehistoric and Nuragic sites. This initiative leverages advanced 3D technologies to create accurate digital replicas and hypothetical virtual reconstructions of these sites, offering users a visual and interactive storytelling as well as engaging and immersive way to explore them. Through an interactive guide, published within the web portal of Arzachena Tourism, users can freely explore digitized sites enriched with informative panels and images. The guide is powered by ATON, an open-source Web3D framework developed by ISPC-CNR, which provides a scalable and modular platform for high-quality 3D visualization. Among the key features, Present-Past mode, is central for the communication potential, allowing users to switch between the current state of the sites and historically accurate reconstructions. The Arzachena Civiltà Millenaria project adopts a data-driven approach to heritage preservation and dissemination, bridging the gap between site's reading and its public comprehension. This initiative not only enhances audience engagement but also fosters sustainable cultural tourism, encouraging visitors to explore beyond the Costa Smeralda and into the heart of Sardinia's millennia-old civilization. In this paper, the entire workflow of the project will be presented.Item Full-fledged Virtual Exploration of Sacred Spaces(The Eurographics Association, 2025) Paneva-Marinova, Desislava; Márkus, Zsolt László; Szkaliczki, Tibor; Goynov, Maxim; Szántó, György; Luchev, Detelin; Veres, Miklós; Pavlov, Radoslav; Weisz, Zsolt; Pavlova, Lilia; Martonosi, Patrik; Hidán, Attila; Rangochev, Konstantin; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioVirtual Reality (VR) revolutionised the way the users can perceive virtual or distant spaces and interact with them. The users wearing VR headsets have the impression as if they would look around at the real place of the sights. The technology is widely used in entertainment and training. Our goal was to examine how the VR technology can be applied to present sacral spaces. We assembled the virtual reality model of a Bulgarian Orthodox church in a cost-effective manner from high-resolution spherical panorama pictures. A complex VR exploration platform was created by integrating our VR presentation tool with the digital repository of Bulgarian icons and iconographic objects. Due to the integration, additional information can be displayed on specific frescoes of the church in the VR space. We offer a full-fledged virtual exploration of sacred spaces where the experience of moving around the virtual space and exploring the details of the church can be combined with transferring lexical knowledge about the church and its selected objects. The first versions of our virtual walks were available on the Web only. Due to the multiplatform development methodology applied, virtual walks can be demonstrated on VR as well.Item GenAI-Based Reconstruction of Prehistoric Remains(The Eurographics Association, 2025) Barceló, Juan A.; Tzerpou, Endoxia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioGenerative artificial intelligence (GenAI) has emerged as a powerful tool in various fields, including archaeology. However, its application in reconstructing prehistoric archaeology presents unique challenges and limitations that warrant careful consid-eration. Realizing the potential of Generative Artificial Intelligence to archaeological reconstruction requires a nuanced ap-proach that acknowledges and addresses the inherent limitations of AI in this context. The "black box" nature of some AI algorithms can make it difficult to understand how reconstructions are generated. This lack of transparency poses challenges for scientific reproducibility and peer review in archaeological research. By adopting a theoretical framework that combines technological innovation with rigorous archaeological methodology and ethical considerations, we can work towards more accurate, inclusive, and responsible reconstructions of prehistoric societies. This framework not only addresses the current limitations of AI in prehistoric archaeology but also sets the stage for future research directions. As AI technology continues to evolve, ongoing critical evaluation and adaptation of these approaches will be essential to ensure that generative AI becomes a valuable tool in expanding our knowledge of prehistoric human societies while respecting the complexity and cultural sensi-tivity of archaeological interpretation.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 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 Modern Digitization and 3D Visualization Technologies for Virtual Access to Hard-to-reach or Perished Historical Sites(The Eurographics Association, 2025) Tokarski, Piotr; Milosz, Marek; Kesik, Jacek; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioNowadays, an important issue is both the digitization of Cultural Heritage objects and the techniques of their virtual dissemination, regardless of the current state of the digitized object. This is crucial when the digitized location is at risk of closing, degradation, or complete loss due to natural disasters, armed conflicts, or political and economic conditions. Obtaining a digital twin of such an object allows not only to maintain the most accurate representation possible but also to implement an unlimited number of sessions to disseminate such an object, regardless of whether the object is only difficult to access or has already been excluded from display, damaged, or even completely lost. The paper presents detailed case studies of 3D scanning and model sharing for inner chambers of the Golden Mosque in Samarkand (Uzbekistan), the Church of the Archangel Michael in Chicago (USA), and the Church of St. Adalbert in Chicago (USA). The acquired data is based on TLS scans and photographs of the interior. The point clouds and mesh models generated from them provide a density adequate to the detail of the interior appearance and geometry. The Golden Mosque is a part of the Tillia-Kori madrasa (dating from the 17th century) located in the Registan complex in Samarkand, Uzbekistan - located in Central Asia. In turn, the Church of the Archangel Michael in Chicago (built in 1909 by the Polish diaspora) was desacralized in 2020 and closed. Its digitally documented condition shows the abandonment of the building that served the congregation until the very last moment. The demolition process of the Church of St. Adalbert in Chicago began in 2023. At the beginning of this process, it was possible to carry out a 3D scan of its interior and separately of the Pietà sculpture (a copy of Michelangelo's Madonna della Pietà) already transferred to another church. All of the above results are publicly available in the form of basic and online 3D models, panoramas, videos, and VR files.