Track 06 – Visualization and Interaction
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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 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 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 Riding the Hippogriff: a VR Exploration of Orlando Furioso Epic Poem(The Eurographics Association, 2025) Mombelli, Annalisa; Silva, Elisa; Genovese, Gianluca; Bondi, Fabrizio; Montanari, Roberto; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis paper explores the potential of Virtual Reality (VR) in cultural heritage experiences through an interactive reimagining of the journey to the moon in Ludovico Ariosto's Orlando Furioso poem. Developed as part of the ''Furiose Interazioni'' project, officially presented in September 2023, this VR installation, the third of a path structured through a ''station-based'' methodology, aims to bridge historical literature and digital storytelling, engaging users of different ages in a first-person shareable, immersive experience. Starting from the analysis of the state of the art in Virtual Reality for enhancing tangible and intangible cultural heritage, the study discusses the theoretical, technological, and interaction design choices behind the project, addressing challenges such as maintaining narrative authenticity, adapting literary content for interactive media, and ensuring accessibility across diverse audiences. User evaluation results, during the first year of opening, demonstrate how VR enhances engagement, learning, and emotional connection, highlighting the broader implications of immersive technologies in digital heritage.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 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 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 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 Remaking Lost Communities in Virtual Cultural Landscapes(The Eurographics Association, 2025) Zhang, Junyu; Sturdee, Miriam; Miller, Alan; Oliver, Iain; Aitken, Jacquie; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioCharacters in immersive, Virtual Reality environments have the potential to enrich the user experience, improving engagement with heritage, and in doing so, benefiting heritage organisations and their communities. By creating authentic digital scenes based upon archaeological and historical data, we enable these communities and their visitors to better understand the past. Often, historical reconstructions can appear empty, focused on the landscape and architecture, yet omitting animals, people and associated intangible heritage. We demonstrate the potential of enriching these reconstructions with the details of lives past.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 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 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 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 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 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 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 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 A multimodal approach to 3D modelling of Spanish cultural heritage buildings for visualization and management based on generative AI and geospatial data(The Eurographics Association, 2025) Barbero-Álvarez, Miguel Antonio; Peña, Javier Rodríguez; Ferrero, Cristian Olmedo; Alonso, Marina A. Álvarez; Campana, Stefano; Ferdani, Daniele; Graf, Holger; Guidi, Gabriele; Hegarty, Zackary; Pescarin, Sofia; Remondino, FabioThis work presents a study on blending the latest artificial intelligence technologies with geospatial data for managing and visualizing Spain's cultural heritage. The goal is to achieve a new stable simulation using multimodal data that serves as a foundation for future advancements in AI-driven cultural heritage 3D modeling technology. Fundamentally, the work here exposed is a proof of concept to assess whether the exploration and visualization of the geospatial information related to Spain's cultural heritage can rely on AI concepts to improve its processing and understanding. This will lay ground for enhancing the visitor experience at heritage sites within their contextual environment. The application of the proposed methodology to a real-world case, such as the Monastery of El Escorial, has demonstrated the potential of generative AI in the management and dissemination of cultural heritage resources. This method is innovative because it proposes a new approach in which the combination of different AI-generated results serves as the starting point for creating 3D models of buildings, which can be manually refined aftwerwards, instead of the more costly manual acquisition and modelling from scratch. The approach integrates multimodal sources of graphical information, including videos, photographs, and text, to be blended with geospatial data. It is concluded that design methods integrating AI techniques and geospatial data add quality to working models, given that buildings are inherently tied to their spatial context. The addition of these properties allows for a more precise and detailed digital representation. Furthermore, these models can be visualized in web applications, thus shedding light on AI as a valuable tool to be added to the already existing modelling solutions in digital cultural heritage.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 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.