Browsing by Author "Massidda, Marcello"
Now showing 1 - 7 of 7
Results Per Page
Sort Options
Item Designing Authentic Digital Experiences(The Eurographics Association, 2025) Spotti, Samuele; Bonifazi, Federica; Massidda, Marcello; Pescarin, Sofia; Travaglini, Laura; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe concept of authenticity has gained growing importance in the design of digital, hybrid, and XR experiences within the Cultural Heritage (CH) sector. In earlier research [PCS24], we examined authenticity through a multidisciplinary lens, combining a state-of-the-art review with empirical data collected via a Cultural Probe Kit (CPK) to explore user perceptions of authenticity in interactive experiences. From this, we developed a multidimensional authenticity framework, structured around three core dimensions: Self, Others, and World. This paper focuses on translating that framework into actionable design strategies through the PERCEIVE Co-design tool-a free resource composed of a card deck, board worksheets, and activity guidelines. Available as both a physical board game and a web app (in development), the tool supports designers and cultural experts through a step-by-step process to ensure authenticity is embedded in the experience design. By encouraging collaboration and creativity, it promotes the development of engaging, emotionally resonant digital experiences. Additionally, we created a custom GPT assistant to support iterative brainstorming and UX ideation around authenticity. The co-design outcomes were then used to shape the exhibition design strategy of Reconstruct & Relive, the final showcase of the PERCEIVE project (Ch.3).Item Early Stage of Community-Driven UI/UX Refactoring of the Open-Source ATON Framework(The Eurographics Association, 2025) Amadei, Chiara Florise; Massidda, Marcello; Menconero, Sofia; Gosti, Giorgio; Fanini, Bruno; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThe digitisation of cultural heritage has become a central practice in recent years, responding to the needs for the preservation, enhancement and study of cultural assets. The increasing production of digital resources has seen the development of online platforms for visualising and sharing 3D models and 360 panoramas, also facilitating access and management of this type of data. The democratisation of these tools, coupled with their increasing user-friendliness, has expanded and diversified the scientific communities involved, widening the catchment area from a single audience of experts to general users. This has led to the emergence of new needs on the part of the users involved, necessitating a re-evaluation of the logic underpinning the consumption of digital services. This paper analyses the case study of ATON: an open-source framework design for creating Web3D/WebXR apps interacting with CH objects and 3D scenes on the Web, which underwent a complete refactoring of the User eXperience (UX) and User Interface (UI) through the H2IOSC project. Starting with the analysis of the framework and its structure, we define which parts are involved in the complete refactoring. We discuss the milestones of the application's development from 2015 to the present, through the framework's increasing involvement in national and international project activities, highlighting the evolving user needs and implementations of new tools and functionalities through a bottom-up design approach. We first illustrate the community's role in the co-creation of ATON and its involvement in UX and UI refactoring activities. We present user research and design parts. Through the research plan, we describe the project from the objectives and research questions, debating the chosen methodologies, the target audience involved and the expected results. Finally, we present and discuss the choices related to the design process, covering the conceptualization of essential components, the development of the Design System (DS), and its implementation as a renewed built-in UI module. We also explore its integration into various ready-to-use blueprints and templates, analysing how it improves performance in the development phase. Additionally, we examine the trade-offs encountered in the components' abstraction level definition and the selection of suitable UI libraries by comparing existing solutions.Item Implementing Curiosity Hooks and Caring Practices in the Reconstruction of Lost Polychromy: Design Prototypes for Interactive Experiences.(The Eurographics Association, 2025) Bonifazi, Federica; Veggi, Manuele; Massidda, Marcello; Ferdani, Daniele; Pescarin, Sofia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioEngaging museum audiences with problems such as the conservation of monuments or the fading or lost colours of our Cultural Heritage remains a challenge, as traditional approaches often fail to establish lasting connections. Recent museological debates highlight a ''sense of care'' as a key perspective in fostering relationships between citizens and Cultural Heritage. The PERCEIVE Horizon project explores ''caring prototypes'' to enhance engagement with coloured collections. Building on research on curiosity-driven engagement, this study investigates design strategies for digital and hybrid prototypes, specifically tailored to engage visitors with the lost polychromy of ancient statuary. Our qualitative user research in museums and educational contexts reveals that audience feel to be involved most when actively solicited by an investigative process, rather than being treated as passive observer of reconstructions. We propose here a User eXperience (UX), interface (UI) and interaction (IxD) solutions inspired by a ''care'' theory. The theory is based on three concepts: ''care practice'', ''care as a process'' and ''effort''. The result is a modular interactive UX that guides visitors through the step-by-step reconstruction of lost polychromy, integrating archaeological, literary, and scientific data to foster a deeper connection with these fragile collections.Item Interactive and immersive discovery of diagnostic processes on multi-layered 3D collections on the web: the MuLaX tool(The Eurographics Association, 2025) Fanini, Bruno; Massidda, Marcello; Ferdani, Daniele; Bonifazi, Federica; Magrini, Donata; Iannaccone, Roberta; Barandoni, Cristiana; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioWeb3D technologies and recent standards allow nowadays to craft rich and interactive tools to present complex and multi-dimensional scientific data. The efficient visualization of 3D models enriched with analytical data acquired from archaeometric surveys on cultural heritage artefacts have become a fundamental aspect in digital preservation. Innovative scientific approaches and accessible interaction models enable experts and the general public to discover invisible or lost information (e.g. ancient polychromy on statuary or faded colors on paintings or textiles), edit and compare multiple datasets. In this paper, we present a Web3D tool called ''MuLaX'', designed and developed under the PERCEIVE European project: we describe its modular architecture, components and features offering users new ways to access, discover and examine multi-dimensional statuary collections directly online. The tool was developed on top of the open-source ATON framework, as plug\&play vertical application: it offers interactive discovery models for analytical/color data (layers), interactive annotation system for spot-analyses (microscope, X-ray fluorescence, etc.) or imaging (Visible-induced Luminescence, Ultraviolet-induced Visible Luminescence, etc.). Designed to handle multiple items (collections), MuLaX is also accessible on every device - from smartphones up to XR devices - and embraces modern web standards, formats and large open ecosystems to maximize interoperability and reuse. Furthermore, MuLaX explores dynamic image-based masks, providing easy ways to describe complex but network-wise compact semantic areas on top of the artwork, generated by other services or via interactive semantic painting. The Web3D tool also integrates with the PERCEIVE ecosystem, using its cloud to access items collection, analytical/color layers and semantic masks. This enables comfortable and flexible management by remote researchers and professionals, as well as remote processing of such data by online PERCEIVE services. In addition to a responsive UI, MuLaX also offers final users access to different XR presentation modes via WebXR, using spatial user interfaces for immersive inspection and discovery of artworks. The preliminary results of the considerable applicability of the tool were discussed in the context of the case study of Venus in a bikini exhibited at the National Archaeological Museum of Naples (MANN) and studied within the PERCEIVE project, as well as ongoing extension of MuLaX tool to embrace artworks in the 2D domain (like paintings), thanks to its flexible architectural design.Item Perceptive Enhanced Realities of Coloured Collections through AI and Virtual Experiences(The Eurographics Association, 2025) Pescarin, Sofia; Aga, Birgitte; Kiyomoto, I. Y. Arteaga; Barandoni, Cristiana; Bonifazi, Federica; Boracchi, Beatrice G.; Burgio, Lucia; Cerato, Ivana; Ciortan, Irina; Clay, Arthur; Fanini, Bruno; Fedon, Gemma Chiara; Ferdani, Daniele; Graf, Holger; Hardeberg, Jon Y.; Magrini, Donata; Massidda, Marcello; Panteleris, Paschalis; Papadopoulos, Giorgos; Pitikakis, Marios; Sandu, I. C. A.; Neil, S. N. Sinha; Siozos, P.; Sotiropoulou, S.; Spotti, S.; Stavroulakis, P.; Travaglini, L.; Trumpy, G.; Veggi, M.; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioPERCEIVE (Perceptive Enhanced Realities of Coloured Collections through AI and Virtual Experiences) is an European project dedicated to the study, analysis, interpretation, reconstruction, conservation and communication of colours in artwork and historical objects, within five different scenarios, including: lost polychromy of ancient sculptures, fading colours of paintings and works on arts, of textiles, of historical photo and film collections and colour of digital born art. This paper describes the methodology and presents the main results beyond the state of the art.Item Prototyper: a web3D platform for collaborative design and simulation of hybrid museum exhibitions(The Eurographics Association, 2025) Massidda, Marcello; Fanini, Bruno; Pescarin, Sofia; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioHybrid Exhibition Design (HED) involves physical environments and digital layers (e.g. AR/VR, IoT, and web3D), introducing multidisciplinary complexity across curatorial, design, and technological domains. To address the need for flexible, scalable, and accessible Authoring Tools (AT) in this context, we propose a methodological framework based on layered abstraction (components, widgets, templates), aiming to streamline collaborative design and rapid prototyping. Applying this methodology within the ATON framework, we developed ''Prototyper'', a web-based 3D authoring platform that enables non-developers to design, configure, and simulate hybrid museum experiences. The Prototyper Minimum Viable Product (MVP) implements minimal but expandable features, including 3D model integration, semantic interaction mapping, spatial measurements, and viewpoint simulation within a widget-based architecture. Developed as a proof of concept within the H2IOSC Project, this work demonstrates the feasibility of empowering co-design processes, reducing technical bottlenecks, and supporting more iterative, multidisciplinary approaches to exhibition planning in Cultural Heritage (CH) contexts.Item Towards an Experiment Planner for Cognitive Studies in Virtual Heritage Environments. A Pilot Study.(The Eurographics Association, 2024) Massidda, Marcello; Bordignon, Alice; Fabbri, Francesca; Nori, Raffaella; Piccardi, Laura; Travaglini, Laura; Veggi, Manuele; Pescarin, Sofia; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, HasanThe increasing role of Virtual Reality in psychology introduces new methods for replicable experiments and enhances techniques for analysing human behaviours. Despite the technological advancements, a flexible and user-friendly approach for researchers and psychologists is still lacking, making it challenging to meet their specific needs and requirements. This paper describes the design, development and testing of a prototype for configuring and managing experiments in virtual sessions in cultural 3D spaces. The prototype represents the first version of a future tool dedicated to the planning of assessment sessions in Virtual Heritage environments. To test this prototype we have used the Digital Twin of a physical Exhibition dedicated to Aldrovandi.