La ricostruzione virtuale del paesaggio di Torre Guaceto (Brindisi, Italia)
10.6092/issn.1973-9494/7173
La pubblicazione descrive la progettazione e lo sviluppo di applicazioni per dispositivi mobili che sfruttano le tecnologie della Realtà Aumentata (AR) e della Realtà Virtuale( VR) finalizzate a migliorare la divulgazione e la comprensione delle evidenze archeologiche presenti presso la Riserva Naturale dello Stato e Area Marina Protetta di Torre Guaceto (Brindisi), facenti parte dell’insediamento fortificato dell’età del Bronzo di Scogli di Apani e, più in generale, indirizzate alla conoscenza dei caratteri naturali e antropici del suo territorio costiero nel corso del II millennio a.C.
application/pdf
1973-9494
7173
en
Teodoro Scarano
Conservation Science in Cultural Heritage
Artificial Vision
The Virtual Reconstruction of Torre Guaceto Landscape (Brindisi, Italy)
Text.Serial.Journal
https://conservation-science.unibo.it/
16
Articles
2017-07-24
2017-07-17
2017-07-24
2017-09-04
277-313
CSCH
Teodoro Scarano
2016
10.6092/issn.1973-9494/7173
277
Università del Salento, Lecce
1973-9494
Artificial Vision
en
313
Wang, X. (2009) Augmented reality in architecture and design: potentials and challenges for application, International Journal of Architectural Computing, 7(2), pp. 309-326.
The Virtual Reconstruction of Torre Guaceto Landscape (Brindisi, Italy)
https://conservation-science.unibo.it/article/download/7173/6905
16
T    HE VIRTUAL RECONSTRUCTION OF TORRE GUACETO
     LANDSCAPE (BRINDISI, ITALY)

   Italo Spada*,10Ferdinando Cesaria, Francesco Chionna, Anna Marina Cucinelli
   Centro di progettazione, design e tecnologie dei materiali (CETMA)
   Brindisi, Italy

   Teodoro Scarano
   Dipartimento di Beni Culturali
   Università del Salento, Lecce, Italy


    Keywords: Building Information Modelling, Virtual Reality, Augmented Reality, Arti-
ficial Vision.


   1. Introduction

   The search for alternative and technological solutions for enhancing the cultural
and archaeological patrimony represents a difficult challenge for the Information and
Communications Technology market. In recent years, there has been such a boom in
the number of tools and applications for communication that it has become difficult to
be innovative. Technologies such as virtual and augmented reality – commonly driven
by giants like Apple and Samsung – have offered a new user-friendly approach to
digital environments. As for cultural heritage, unfortunately, the widespread usage of
new technologies has been associated with a lack of attention to scientific data and its
“cultural” message. Thus, while in the last decade APP and multimedia products have




                                                                                                     CONSERVATION SCIENCE IN CULTURAL HERITAGE
impoverished scientific data in favor of entertainment contents, today there is a need
to move beyond entertainment in order to support smart products that are able to en-
hance culture and research and to guarantee access to target users. To succeed, col-
laboration between different professionals with a variety of skills and proper scientific
support becomes very important.
   The present study brings together different methodological and analytical approach-
es that have enabled the testing of new technologies in the field of archeology in
indoor and outdoor environments. The survey area was the Natural Reserve of Torre
Guaceto, located between Brindisi and Carovigno (Italy), and the focus of the project
was the Middle Bronze Age (15th century BC) artifacts resulting from archeological
survey activities carried out by the Historical Heritage Department of the University of
Salento in the area of the small islands known as the Scogli di Apani (Brindisi, Italy) [1].
   The aim of the study was to digitally translate, archaeological and environmental
data in order to develop two kinds of applications: the first for visualizing digital con-
tents through augmented reality and mobile phones, and the second based on mixed
reality interactions, for the innovative Google Tango device. The innovative value of the
present study is based on multidisciplinary research activities and on the re-use of the
same digital data in different platforms.

* Corresponding author: italo.spada@cetma.it


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                                                                                                                           2. Archaeological Overview

                                                                                                                           The archaeological research project carried out by the University of Salento, De-
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        partment of Cultural Heritage1 in the Natural Reserve and Protected Marine Area of
                                                                                                                        Torre Guaceto (Brindisi, Italy) concerns the investigation of the coastal landscape dur-
                                                                                                                        ing the 2nd millennium BC and focuses on the Bronze Age fortified settlement of Scogli
                                                                                                                        di Apani [1, 2]. Today, the protohistoric site of Scogli di Apani is about 1.5 hectares wide
                                                                                                                        and 40% of its surface still has archaeological layers up to 3m thick; the two islets are
                                                                                                                        situated about 500m from the coastline.




                                                                                                                                             Figure 1. Scogli di Apani archeological excavations.

                                                                                                                           Two different areas were investigated on the larger islet of Scogli di Apani (Figure
                                                                                                                        1): Sector A, in the south-west of the island, is in the area of the fortified wall; Sector B,
                                                                                                                        instead, is along the southern side and has thick archaeological layers [3-5]. The exca-
                                                                                                                        vations brought to light at least two different layers of huts destroyed by fire, one on top
                                                                                                                        of the other. Inside them, there were still preserved many artifacts, including pottery,
                                                                                                                        bone and hard animal tissue items, flint and stone tools, etc. Many animal bones, ma-
                                                                                                                        rine and terrestrial mollusks, in addition to charred seeds, were also found and prob-
                                                                                                                        ably represent meal remains. It was also possible to document many well-preserved
                                                                                                                        elements of the dwelling structures, as in the case of pole holes, daub pieces, mud
                                                                                                                        hearth-plates, pavements and small base walls. Short-lived botanical remains from
                                                                                                                        both hut 1 and 2 were sampled for radiocarbon dating and supported the indications of
                                                                                                                        relative chronology from the pottery analysis to a late phase of the Middle Bronze Age
                                                                                                                        (15th century BC) [6].
                                                                                                                           From the very beginning, the project paid special attention to mapping the geo-
                                                                                                                        archaeological markers of changes in sea level and subsequently to the topic of re-
                                                                                                                        constructing the paleogeographical and paleoenvironmental features of the coastline
                                                                                                                        between the two Bronze Age sites of Torre Guaceto and Scogli di Apani2. Up to now,
                                                                                                                        the collected data from terrestrial and underwater surveys as well as from the archaeo-
                                                                                                                        logical investigations [7] allow us to suppose a sea level during the 2nd millennium
                                                                                                                        B.C. that was up to 4m lower than today [3, 8]. The fortified settlement of Scogli di


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Apani was probably a peninsula close to a large coastal swamp; the data from the
paleoenvironmental analyses carried out on four different core drillings taken up to a
depth of 2.50m in this coastal area, strongly support this hypothesis.


   3. Production of digital contents with high scientific value

   The production of digital contents had two phases. The first one was related to the tri-
dimensional digital reconstruction of the discovered objects and items. The second was
directed at placing the models in the life context of the Bronze Age. The digital models
have a high intrinsic value since they are the result of a complex scientific process.
The latter was necessary to correctly interpret the archeological data of the finds (from
their condition when discovered to their original state) and to provide real data for the
reconstruction of the original landscape and the village of Scogli di Apani (C14 dating,
conducted by CEDAD) 3.

   a) 3D Models for the augmented reality application Smart Archaeological
      Landscape

   The described activities concern the reconstruction of the 3D digital model starting
from an archeological find. The same methodology was used for the reconstruction of
the entire collection of the items chosen for the project.
   The first step was the identification of the archeological finds to be digitalized. In this
phase the Cultural Heritage Department of the University of Salento had an important
role in the analytic scouting of the items discovered in the Bronze Age settlements at
Scogli di Apani. With the use of software for 3D modeling such as Maxon Cinema 4D
and Autodesk Maya, it is possible to entirely rebuild an object as it was in its original
form, even though very little real data is available, such as for example, only a fragment




                                                                                                       CONSERVATION SCIENCE IN CULTURAL HERITAGE
of an artifact. Starting from scientific documentation and working with archeological
experts, for the digital reconstruction we selected the finds with the most interesting in-
formation and the most representative of the investigated area. The selected items are
currently preserved in the Archeological Lab of the Natural Reserve of Torre Guaceto.
The digital models were used in the two sections of the augmented reality app de-
scribed in more detail in the next paragraph.
   • Indoor section: in the Archeological Lab of the Natural Reserve of Torre Guaceto;
   • Outdoor section: in the area of the Natural Reserve of Torre Guaceto affected by
      the archeological survey.
   In detail:
   • Items in the indoor section:
      – kettle;
      – brassard (archer’s armguard);
      – lithic axe;
      – deer antlers.
   • Items in the outdoor section:
      – acorn;
      – swamp reed;
      – pole holes (evidence of the presence of huts).



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                                                                                                                           b) Sharing the scientific data and 3D digital interpretation techniques of a
                                                                                                                              fragment of kettle
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                            In order to obtain the necessary information for the production of digital contents
                                                                                                                        it was essential to carry out research in the Archaeology Laboratory where the finds
                                                                                                                        are currently preserved, and also in the places where they were discovered inside
                                                                                                                        the Natural Reserve. Information from the paleoenvironmental and geoenvironmental
                                                                                                                        analyses was shared during the surveys conducted in the places of interest.
                                                                                                                            The first element analyzed was a “fragment of kettle” that represented the archeo-
                                                                                                                        logical data from which the reconstruction and interpretation of the original state of the
                                                                                                                        object started (Figure 2).




                                                                                                                        Figure 2. Digital translation stages: from archaeological evidence to 3D model.

                                                                                                                            Below are listed the activities required for the phases of the survey and the analysis:
                                                                                                                            • photographic campaign of the fragment;
                                                                                                                            • parametric evaluation of the fragment;
                                                                                                                            • data sheet with all information and archaeological survey data (hand-drawn),
                                                                                                                               such as analytical descriptions, plans and orthogonal views;
                                                                                                                            • collection of data on the functionality of the object in daily life, necessary for the
                                                                                                                               reconstruction of the contextualized scenario.
                                                                                                                            In order to exploit the archeological preserved data for later interpretation of the
                                                                                                                        missing part (not preserved), we used techniques of photogrammetry4, which gave the
                                                                                                                        relief of the fragment with relative measurements. The data acquired was translated
                                                                                                                        into a three-dimensional model and then processed through polygonal tracks and com-
                                                                                                                        mands of revolve5 in order to obtain an editable 3D surface. After all these operations,
                                                                                                                        consistently performed with the scientific data support, the generated 3D digital model
                                                                                                                        was characterized in the successive operation of texturing6.
                                                                                                                            In order to give the 3D model the right texture, it was necessary to recreate it (ter-
                                                                                                                        racotta material). For this purpose, we worked on the images of the fragment from the
                                                                                                                        photographic survey, in order to extract the tangible data. After extraction and elabora-
                                                                                                                        tion of the material’s texture, obtained working on the relief, shadowing, contrast and
                                                                                                                        specular effects, it was applied to the model through the mapping process called “UV
                                                                                                                        mapping”. After this operation, the model was optimized for real time visualization,
                                                                                                                        through the following operations:
                                                                                                                            • reduction in the number of polygons in the original model;
                                                                                                                            • triangularization of polygonal faces;
                                                                                                                            • conversion of perpendicular lines and tangents;
                                                                                                                            • clean-up of surfaces.


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   We subsequently exported the model with different settings and tested each of them
in a real time environment based on Unity 3D in order to evaluate the visualization
quality of the model and the response time of the application. After defining the right
standards for real time, the model was ready to be used in the AR application and
loaded into the database of the app contents.

   c) Digital interpretation of the Bronze Age Settlement at Scogli di Apani

    The previously described kettle was found on the floor of a hut in the Bronze Age
village at Scogli di Apani. This type of closed vessel with its pierced slat on which the lid
was placed for boiling was probably used to make dairy products. With the aim of com-
municating to the user the context of utilization of the finds in addition to their details,
we also interpreted, modeled and digitally reconstructed the entire prehistoric village,
today recognizable only due to the presence, in the excavation site, of “pole holes” and
finds including utensils, food and other items dating back to the Bronze Age. Therefore,
scenes of daily life in the Bronze Age village were digitally realized, underlining the use
of the kettle in its everyday functions:
    • milking;
    • filtering;
    • cooking.
    Using the milking scene as an example (Figure 3) it is possible to observe the digi-
tal reconstruction of the village at Scogli di Apani with its huts, and animal and plant
species, as well as the people who inhabited the Reserve of Torre Guaceto. All the
information visualized in the described scene is the result of specific investigations
that have allowed environments, subjects and objects to be represented according to
scientific analysis.




                                                                                                      CONSERVATION SCIENCE IN CULTURAL HERITAGE




                                Figure 3. 3D “Milking” scene


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                                                                                                                           The first scene shows a woman who is milking a cow. In this scene, the kettle was
                                                                                                                        needed in the phase of milk collecting. In order to realize this scene we had to produce
                                                                                                                        the following 3D models:
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                           • of the cow;
                                                                                                                           • of the milkmaid;
                                                                                                                           • of the hut;
                                                                                                                           • of context objects;
                                                                                                                           • of the terrain, local flora and fauna.
                                                                                                                           At the same time as the modeling was being carried out, we did research and edit-
                                                                                                                        ing on the textures to respect the materials specified by the scientific consultancy:
                                                                                                                           • the coat of the cow;
                                                                                                                           • the clothes of the woman;
                                                                                                                           • the material of the hut;
                                                                                                                           • the materials of the flora, fauna and terrain

                                                                                                                           d) Digital reconstruction of the huts

                                                                                                                            In order to digitally reconstruct the Bronze Age hut we collected all the real planimet-
                                                                                                                        ric and structural data coming from the archeological studies:
                                                                                                                            • plan of the hut;
                                                                                                                            • size of the pole holes and distance between them;
                                                                                                                            • overall height of the perimeter walls;
                                                                                                                            • types and materials of the walls;
                                                                                                                            • size of the roof;
                                                                                                                            • floor;
                                                                                                                            • textures of the entire building.
                                                                                                                            The skeleton of the building was created using a modeling procedure for polylines,
                                                                                                                        later converted into polygonal objects using extrusion functions to produce “extrude
                                                                                                                        curves” and “extrude surfaces”. The study and reproduction of the textures for each
                                                                                                                        building material of the hut was a complex process and covered wood types, stones
                                                                                                                        and metals, as well as the graphic transcription of hard materials (animal bones, tools,
                                                                                                                        furniture, specific areas of the hut, etc.). Thanks to the digital reconstruction of the
                                                                                                                        living area, it was possible to contextualize the archeological finds in the scenarios of
                                                                                                                        Bronze Age life.

                                                                                                                           e) Digital reproduction of organic elements

                                                                                                                            Organic modeling is usually considered the most challenging since the elements
                                                                                                                        are rich in particulars and characterized by soft geometries. Modeling is, therefore,
                                                                                                                        generally a long process. In our project, it was important to refer to sources which
                                                                                                                        illustrated the variety of plants and trees that were present in the period under ex-
                                                                                                                        amination: oaks, heathers, junipers and several plants of the Mediterranean maquis7.
                                                                                                                        For the digital reconstruction of these elements it is common to use the spline patch
                                                                                                                        modeling technique, which is based on a dense network of curves and control points
                                                                                                                        that can be later transformed into surfaces, such as that of a leaf. Polygon extrusion
                                                                                                                        is used for the stems and trunks.




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   f) Female character’s 3D modeling and rigging

   Creating this character (subject) was very complex. The anatomy of the body was
realized following the traditional procedure of organic modeling, using surfaces and
polygons. Through software tools such as union, difference, intersection, booleans,
smoothing, sculpting, rounds and many other functionalities we were able to obtain the
correct anatomic proportions of the female body. Afterwards, using specific Cinema 4D
plug-ins, we created the clothes, characterizing them with stylistic shapes and materi-
als of the Bronze Age. To begin with, the finished model of the subject is a rigid body
with a static position, called “T position”. It is then completed by building and embed-
ding a complex skeleton system, which enables animation of the geometric model.
The insertion of a virtual skeleton, composed of joints and IK handles, and the use
of kinematic patterns, allowed us to handle the poses of the female model in the 3D
scene. This phase is called “Character Set Up” (Figure 4).




                                                                                                     CONSERVATION SCIENCE IN CULTURAL HERITAGE
                             Figure 4. Female character set up

   g) Completion of the scene and illumination setup

   To obtain the best result in terms of graphic rendering, it is essential to correctly
set up the lights inside the 3D scene. In this phase we also worked on optimizing the
bump8 parameters and reflection of the materials, functional to the improvement of
the definition of surfaces and the incidence of the light source. In every scene we in-
serted natural sunlight to illuminate the entire environment on the basis of latitude and
longitude coordinates. In order to make the subject stand out, we inserted additional
light points. The settings for shading, depth of field, radiosity, anisotropy, intensity and
warmth of light were carefully calculated.


   4. Augmented reality for the visualization and enjoyment of advanced digital
      archaeological data

  Old artifacts carry with them important data about the existence of our ancestors. If
we know how to look at them, they can provide important knowledge of our past; they
can make history come to life. Unfortunately, finds are not always discovered in their


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                                                                                                                        entirety and very often not in their original context. Examining them in detail, archeolo-
                                                                                                                        gists are able to identify them, understand their use and meanings, and locate them
                                                                                                                        in time and place. The challenge for archeological exhibitions is to find a way to codify
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        this specialized scientific information to make it accessible to a wider public in a real-
                                                                                                                        istic and effective way.
                                                                                                                            Augmented Reality is a valid instrument to achieve this goal, making it possible to
                                                                                                                        present the artifacts to people in a way that enables them to see what no longer exists.
                                                                                                                            Augmented reality can indeed be defined as the integration of digital information
                                                                                                                        with the user’s environment in real time. Unlike virtual reality, which creates a totally
                                                                                                                        artificial environment, AR supplements reality, rather than completely replacing it [9].
                                                                                                                            In past years, cultural heritage sites have been well provided with many types of
                                                                                                                        electronic informative tools. More recently however, a large number of projects rely-
                                                                                                                        ing on handheld computing devices, such as mobile phones, have been proposed.
                                                                                                                        Many of them are based on augmented reality technologies. One pioneer project is
                                                                                                                        Archeoguide [10], which provides personalized tours and reconstructions of ruined
                                                                                                                        sites, using augmented reality. Another example is the PRISMA project [11], a video
                                                                                                                        see-through visualization system composed of a camera to record the real time video
                                                                                                                        stream, binoculars as the visualization device and an inertial sensor to track the point
                                                                                                                        of view and rotation of the binoculars. Another more recent work is Arac Maps [12],
                                                                                                                        a concept for augmenting archeological paper maps with 3D models and additional
                                                                                                                        interaction options. Another interesting project, developed by CETMA, is JurAr [13],
                                                                                                                        a markerless AR mobile application prototype that allows the visitors of a paleonto-
                                                                                                                        logical site to point at one of the alleged dinosaur footprints present in the site with
                                                                                                                        the mobile device camera and see the digital reproductions of the corresponding
                                                                                                                        species.
                                                                                                                            Augmented reality, virtual reality, 3D visualization, social games are all powerful
                                                                                                                        instruments currently offered, to enhance the enjoyment of archeological cultural herit-
                                                                                                                        age. However, these technology platforms are often not combined with attractive high
                                                                                                                        quality multimedia content that pays attention to both the emotional impact they can
                                                                                                                        produce and the cultural and scientific message they have to communicate.
                                                                                                                            In this article, we describe the methodology used to develop an augmented reality
                                                                                                                        application for handheld devices that aims to achieve this precise goal. In particular,
                                                                                                                        the augmented reality app relates to the archaeological finds belonging to the Middle
                                                                                                                        Bronze Age found during the archaeological investigation in the fortified settlement
                                                                                                                        of Scogli di Apani, two small islands, situated at a distance of 500 meters from the
                                                                                                                        coast, which are part of the Natural Reserve of Torre Guaceto, in the province of
                                                                                                                        Brindisi.

                                                                                                                          a) The AR app – Smart Archaeological Landscape

                                                                                                                           The Augmented Reality application, called Smart Archaeological Landscape, was
                                                                                                                        designed for non-expert users to understand and enjoy the prehistoric finds in the
                                                                                                                        Natural Reserve of Torre Guaceto. It uses the archaeological evidence housed inside
                                                                                                                        the Archeological Lab of Torre Guaceto and the paleobotanical elements in the outdoor
                                                                                                                        environment. The name of the app wishes to underline the vision of the landscape as
                                                                                                                        a museum, and so a place for the dissemination and in-depth analysis of archeologi-
                                                                                                                        cal knowledge. The application works on any recent handheld devices such as smart
                                                                                                                        phones and tablets. It is divided into two main parts: indoor and outdoor.


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   The indoor section refers to the archeological finds dating back to the Bronze Age,
inside the Archeological Lab and visitor centre of Torre Guaceto. In this section, users
can see the artifacts preserved in the laboratory in augmented reality, digitally rebuilt in
their original form, in their historical context and how they were used.




Figure 5. On the left, acorns dating back to the Bronze Age discovered during the survey; on the
right, a rendering that shows the use of acorns in the Bronze Age.

   The outdoor section refers to paleobotanical elements still present in the Natural
Reserve of Torre Guaceto; clear evidence of their use during the Bronze Age was
discovered during the survey conducted in the Scogli di Apani settlement. In this case,
the application mixes, in real time, the real environment where the element is currently
present, with the digital simulation of its use in the Bronze Age (Figure 5). In addition
to augmented reality, the application has a section with textual and audio explanations
in Italian and English about the items and their discovery, and a picture gallery with
computer generated images showing scenes of objects in use during the Bronze Age.




                                                                                                         CONSERVATION SCIENCE IN CULTURAL HERITAGE
   b) Development and features – implementation

   Smart Archaeological Landscape is an Augmented Reality mobile application based
on a video see-through system9, which uses the camera of the handheld device to
capture the video stream and its screen for the visualization. We used Unity3D as a
development platform and rendering engine for our 3D models and Vuforia as a mobile
vision platform. To guarantee maximum robust tracking, required to properly display
the information layer according to the user’s current position, orientation and perspec-
tive, we decided to use a vision-based tracking technique based on fiducial markers.
This method has been widely used in computer vision techniques because of its robust
performance [14][14]. However, a potential drawback of this method is intrinsic in its
own working principles, as the unnatural appearance of the external marker itself in
the scene can spoil the aesthetics of the environment. Rather than using fiducial mark-
ers, camera pose can be determined using marker detection techniques that rely on
naturally existing features, such as points, lines, edges or textures. This method has
the great advantage of not introducing any artificial elements in the environment but
is not always applicable and is usually less robust than fiducial marker tracking. In our
project, we evaluated we could use fiducial markers without spoiling the aesthetics of
the environment, so this technique was adopted.
   For each augmented model, we created a specific marker designed to guarantee
robustness in pattern recognition and accuracy in the pose detection and tracking.


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I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        Figure 6. Indoor utilization - Museum displays at Visit Centre Al GawSit (Serranova).




                                                                                                                        Figure 7. Outdoor utilization - Area of archaeological findings at the Natural Reserve of Torre
                                                                                                                        Guaceto.

                                                                                                                           Each marker is placed near the real object (artifact or paleobotanical element). The
                                                                                                                        user can observe both the real element and its digital reconstruction at the same time
                                                                                                                        and watch how it was used in the Bronze Age (Figure 6, Figure 7). The methodology
                                                                                                                        behind the design and development of the Smart Archaeological Landscape app was
                                                                                                                        based on a strongly multidisciplinary approach. Different professionals worked on the
                                                                                                                        project in order to correctly interpret the scientific data and encode the archaeological
                                                                                                                        data, which otherwise would only be understood by expert users; visual data is thus
                                                                                                                        accessible to a wider audience. The solution described here is a multimedia product
                                                                                                                        that is the result of study, research and analysis that lasted several years.

                                                                                                                           c) Functionality

                                                                                                                            Smart Archaeological Landscape was designed to be used indoors and outdoors.
                                                                                                                        Specifically, indoor utilization takes place where the archaeological finds are preserved
                                                                                                                        (Archaeological Laboratory and Visit Centre Al Gaw Sit in Serranova), while outdoor uti-
                                                                                                                        lization takes place in the Reserve of Torre Guaceto where the paleobotanical elements
                                                                                                                        are still present today. The augmented reality is indeed used “to augment” the real
                                                                                                                        environment with digital contents and 3D scientific reconstructions of the items present
                                                                                                                        in the reserve/museum. The user can choose whether to access the indoor or outdoor
                                                                                                                        section. After choosing, using the camera of their handheld device, users simply have
                                                                                                                        to frame one of the markers in the environment to enjoy the linked multimedia contents.
                                                                                                                            For the indoor section the archeological finds visible in augmented reality are:
                                                                                                                            • kettle;
                                                                                                                            • brassard (archer’s armguard);
                                                                                                                            • lithic axe;
                                                                                                                            • deer antlers.


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   These finds were discovered during the survey conducted in the Bronze Age vil-
lage of Scogli di Apani, and are now preserved in the Archaeological Laboratory of
The Natural Reserve of Torre Guaceto. In many cases, they are just a fragment of
the original object. Through the application it is possible to see the digitally rebuilt
original object next to the real one, to interact with it, rotating and scaling it, and fi-
nally watch how it was used. Each detail of the digital model was built starting from
archaeological data.
   The app also provides a textual explanation and an audio guide in English and Ital-
ian with information on the object observed by the user. For each element there is a
gallery of images created in computer graphics where it is possible to see a scene of
the item contextualized in the Bronze Age (Figure 8).




                          Figure 8. App IU - Interior hut rendering.                                CONSERVATION SCIENCE IN CULTURAL HERITAGE

   The outdoor section presents similar features. The paleobotanical elements visible
in AR are:
   • acorn;
   • swamp reed;
   • pole holes (evidence of the presence of huts).
   The pole holes, still present on the promontory ridge of Torre Guaceto, are holes in
the rock, inside which one end of a wooden pole was placed and formed the perimeter
and subsequent partitions inside the Bronze Age huts, as well as holding up the roof.
Unlike the other artifacts, their visualization in the app is in virtual reality instead of
augmented reality. In this case the app shows a reconstruction in VR of the environ-
ment in its original state. The user’s input activates a real time animation where the
poles are inserted inside the holes, revealing the original function of the pole holes.
The app, moreover, allows users to appreciate the virtual reconstruction of a Bronze
Age settlement.


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                                                                                                                           The functionality and methodology described show an approach in which innova-
                                                                                                                        tive technology plays an important role in communicating and promoting the cultural
                                                                                                                        message of the archaeological and natural site. The technology platform relies on high
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        quality contents, created with the support and contribution of different specialists and
                                                                                                                        professionals. The objective was to grant visitors an enjoyable experience that allowed
                                                                                                                        them to appreciate the archaeological heritage presented to them, giving users the
                                                                                                                        opportunity to understand what would otherwise only be understood by experts. The
                                                                                                                        most innovative aspect in the project is the fact that a multimedia product was built that
                                                                                                                        could easily communicate scientific data coming from years of specialized research, in
                                                                                                                        a simple and direct way, without losing any of its original meaning.


                                                                                                                           5. The Google Tango experience

                                                                                                                            The digital documentation and 3D modeling of cultural heritage monuments and
                                                                                                                        sites has been a highly topical subject in recent years. This contribution is part of on-
                                                                                                                        going research and offers an approach dedicated to the enjoyment of archaeological
                                                                                                                        heritage in the context of processes that integrate consolidated cognitive paths and
                                                                                                                        technologies whose potential is still under investigation, including Augmented Reality.
                                                                                                                        The data used by a scientifically consistent methodology are the result of calculations
                                                                                                                        that critically use modeling software and engine graphics; the given example refers to
                                                                                                                        a settlement dating back to the Bronze Age. The town was identified and investigated
                                                                                                                        during the three campaigns of excavation carried out on Scogli di Apani, in the territory
                                                                                                                        of the Natural Reserve and Protected Marine Area of Torre Guaceto, on the north coast
                                                                                                                        of Brindisi in Italy.
                                                                                                                            Enhancement of the archaeological domain has led over time to combining tradi-
                                                                                                                        tional methods of valorization with more modern knowledge and communication tools
                                                                                                                        that users, who are becoming increasingly computer literate, appreciate especially in
                                                                                                                        cases where the sites concerned cannot be fully enjoyed at first hand.




                                                                                                                        Figure 9. Google Tango Interface.


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   This is the case of the archaeological site of the village near Apani (Brindisi, Italy)
where the cognitive support tools on site fail to satisfy visitor expectations.
   Our goal is to create a new interactive experience for users aimed at acquiring,
understanding and retaining the experience of their visit. Knowledge of visitor needs
consequently becomes a fundamental prerequisite for any cultural heritage policy, a
way to interact with the public. The visitor experience adds to personal growth and
becomes unique, something special to recount.
   From a technological point of view, in the last two years, there has been a real
revolution that has opened up new horizons for cultural consumption [15, 16]. In
June 2014, Google unveiled the first release of the Tango project (Figure 9). It is a
technology that combines hardware and software in order to solve the problem of
localization in the absence of a GPS device. The technology is based on computer
vision techniques by determining the position of the device in the environment. The
objective is to allow mobile devices to understand space and movement. Google
Tango uses three main methods: motion detection, recognition of space and percep-
tion of depth. This means that a Project Tango device can monitor its movement and
orientation within a three dimensional space. Furthermore, the data regarding depth
allows an application to detect the distance between visible objects and the device.
The combination of functions of depth perception and motion tracking allow you to
calculate distances between points or to select an area of interest. One of the first
tests was carried out at Al Museu Nacional d’Art de Catalunya in Barcelona, in Febru-
ary 2016, where Google and Lenovo organized a special visit based on the use of a
tablet equipped with this new technology. The device is able to locate its position and
to display augmented contents. From the hardware point of view, the components
included in the tablet are:
   • screen: display 7.02 “ 1920 x 1200 HD IPS (323 ppi);
   • camera: 1MP front facing fixed focus with IR LED, 4MP 2 μm RGB IR pixel sensor;




                                                                                                   CONSERVATION SCIENCE IN CULTURAL HERITAGE
   • dimensions: 119.77 x 196.33 x 15.36 mm;
   • operating system: Android ™ 4.4.2 KitKat ®;
   • wireless: dual-band Wi-Fi (2.4GHz / 5GHz) Wi-Fi 802.11 a / b / g / n ; NFC (reader
       and peer-to-peer modes);
   • weight: 370 g;
   • audio output: two stereo speakers 3.5 mm audio connector;
   • memory: 128 GB internal storage;
   • RAM: 4 GB RAM;
   • ports: USB 3.0 host via dock connector;
   • micro SD card slot for nano SIM;
   • battery: 4960 mAH cell (2 x 2480 cells);
   • processor: NVIDIA Tegra K1 w/ 192 CUDA cores;
   • sensors: motion tracking camera; 3D depth sensing; accelerometer; ambient
       light; barometer; compass; GPS; gyroscope.
   One of the innovative features we used in the project concerns motion tracking,
that is, the possibility of the device to determine its position by observing the area in
examination. The libraries available allow you to obtain data relating to position and
orientation (Figure 10).




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I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                                                  Figure 10. Tango tracking functionalities.

                                                                                                                           In general, the aim of this project, based on Augmented/Virtual Reality technol-
                                                                                                                        ogy, is to allow visitors to enrich the ways in which they see the natural world and its
                                                                                                                        past, through a journey in time. Using their mobile devices, visitors search for virtual
                                                                                                                        items (Gateway) that will allow them to make the leap into the Bronze Age. Once they
                                                                                                                        have stepped back in time, virtual reality technology will ‘teleport’ visitors to the Bronze
                                                                                                                        Age village, so they can walk its streets and appreciate the elements of the ancient
                                                                                                                        landscape (Figure 11). In the village, the houses have been rebuilt in 3D, structures in
                                                                                                                        which the educational experience can be enhanced by observing objects from every-
                                                                                                                        day life, some of which are made of fused metal or ceramics.
                                                                                                                           To facilitate interaction, a study on the graphical interfaces was carried out. At the
                                                                                                                        start of the application, the visitor is guided along a path that highlights both the initial
                                                                                                                        information about the village in question and the procedure to be followed for the visit.




                                                                                                                                            Figure 11. Above - AR contents – below - VR contents.

                                                                                                                           After this initial stage, the visitor has to look in the real environment for the time
                                                                                                                        “gateway”, digitally added in augmented reality. The passage through the “gateway”
                                                                                                                        allows him to time travel and to land in the Bronze Age village. Through a series of
                                                                                                                        sensors dedicated to vision, the visitor can start his journey.


                                                                                                                  290
   6. Conclusions

    The notion of innovation described in this article leads to the conclusion that there
is a real opportunity for researchers to explore and improve future and experiential
projects.
    In recent years, there has been an urge to push the traditionally static museum
towards producing more interesting innovative activities, regarding organization and
management, ticketing policies, opening hours, promotion and communication pro-
jects. The traditional museum container itself can be transformed into new entertain-
ment spaces for events, cultural activities, themed exhibitions, etc. so as to attract
wider audiences10.
    In this sense, Smart Archaeological Landscape is an innovative multidisciplinary
experience which, on the one hand aims to satisfy a targeted public, and on the other,
confirms the need to support scientific research in providing new user-friendly techno-
logical solutions. The applications described here, can therefore be used to dissemi-
nate information and enhance visitor experience by means of interactive tools which
help to understand the meaning of the archaeological context and scientific contents
at the same time providing easy access to all users.
    Today however, there is a consensus that one of the most important problems for
many cultural heritage structures is the management of IT tools; many of them, etc.,
have reported difficulties, for example, associated with the maintenance of techno-
logical equipment. Research into this issue is essential. For this reason, the app was
developed to meet the following requirements.
    1) Installation problems with user devices: real-time functionalities are very fre-
       quently not supported by users’ mobile devices11, therefore, the Al GawSit Visit
       Center will provide, provisionally, and without additional costs to tickets, pre-
       configured devices for visitors. In the Archaeological Laboratory, on guided tours
       and learning courses, the pre-configured devices will be used by operators for




                                                                                                     CONSERVATION SCIENCE IN CULTURAL HERITAGE
       demonstrations and scientific purposes.
    2) Internet and wi-fi connection limitations: Augmented and virtual reality ap-
       plications require a high-quality internet connection to work with real-time
       downloads and to communicate with remote dataset. For small local structures
       however, the internet connection is not always guaranteed. For this reason the
       described applications have been developed to work with marker-based technol-
       ogy. For the Google Tango device, internet connection is not required;
    3) Outdoor functionalities: most of the AR and VR applications use GPS recog-
       nition algorithms to track the user in the space and to visualize digital contents
       corresponding to the point of interest. However, it is known that the GPS signal
       has an error ranging from 1-10 meters. Therefore, the applications described rely
       on physical markers installed on the visit route of the Natural Reserve of Torre
       Guaceto. The Google Tango device instead, recognizes the interaction environ-
       ment with its sensors, thus, the visualization of the augmented reality is auto-
       matic.
    4) Accessibility: To develop accessible applications ensuring 100% of the interac-
       tive functionalities is a very difficult task. The described applications have there-
       fore been developed to include accessibility tools: interfaces designed according
       to usability standards and in compliance with EU law, multi language audio as-
       sistant, and adjustable volume functionalities.


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                                                                                                                              Acknowledgments

                                                                                                                           Research and development activities in this article were financed by Italian na-
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        tional procedure: Article 57, paragraph 2, of Legislative Decree n. 163 of 2006), “Sis-
                                                                                                                        tema Integrato per la Valorizzazione e Fruizione della Riserva Marina Statale di torre
                                                                                                                        Guaceto”, integrated system for the enhancement and use of the RNS Torre Guaceto
                                                                                                                        PORFESR Puglia 2007/2013 - line 4.4 implementation of Action 4.4.3 Code CUP
                                                                                                                        H91E14000150006 IGC code 6208844427.


                                                                                                                              Notes
                                                                                                                        1
                                                                                                                           The research project started in 2008 under the scientific direction of Professor Riccardo Gu-
                                                                                                                        glielmino; direction and scientific and technical coordination by Teodoro Scarano, who is also the
                                                                                                                        scientific director of the Laboratory of Archaeology of Torre Guaceto.
                                                                                                                        2
                                                                                                                           This specific survey activity was carried out in collaboration with underwater archaeologists,
                                                                                                                        coordinated by Professor Rita Auriemma of the Department of Cultural Heritage of the University
                                                                                                                        of Salento and with geomorphologists directed by Professor Giuseppe Mastronuzzi of the De-
                                                                                                                        partment of Geology and Geophysics, University of Bari.
                                                                                                                        3
                                                                                                                          Dating and diagnostic center, Brindisi.
                                                                                                                        4
                                                                                                                          The result of a match of orthophotos taken from multiple points around the object.
                                                                                                                        5
                                                                                                                           Common instrument of revolution of a curve around an axis, which automatically generates a
                                                                                                                        polygon mesh.
                                                                                                                        6
                                                                                                                          Method for defining surface texture or color information on a 3D model.
                                                                                                                        7
                                                                                                                          Common Mediterranean ecosystem.
                                                                                                                        8
                                                                                                                           Overlapping of a second texture used by the rendering engine to simulate grooves and protru-
                                                                                                                        sions
                                                                                                                        9
                                                                                                                           In AR video see-through is a system in which a signal captured by a video camera is combined
                                                                                                                        with virtual elements and displayed on a screen in real time.
                                                                                                                        10
                                                                                                                            Source: National Institute of Statistics (Italy), “The non-state museums and similar institutions”,
                                                                                                                        Informazioni n. 6, ISBN 978-88-458-1680-2, 2010.
                                                                                                                        11
                                                                                                                            Reference is made to the loading and processing of 3D digital content in real time (AR/VR).



                                                                                                                              References

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      Biographical notes

   Italo Spada is senior researcher at the CETMA Consortium (Virtual, Augmented
Reality and Multimedia Area Manager) in the field of new media and interaction applied
to cultural heritage, industrial design, scientific research and training. He is, at present,
coordinating national and international projects dedicated to new technologies, edu-
tainment, entertainment, virtual archeology and museum interaction. He works mainly
on the following areas: technologies for 3D buildings, methodologies and tools for the
optimization of different complex geometric patterns, immersive and interactive space
design, dynamic real-time tracking of the human body, 3D rigging, augmented reality
mobile applications and interaction with dynamic 3D digital contents.

   Francesco Chionna is a computer science engineer. He has several years’ expe-
rience of working as a researcher. He has managed industrial and military research


                                                                                                  293
                                                                                                                        projects focused on developing software and systems for virtual and augmented real-
                                                                                                                        ity application used by several Universities and private companies. He has hands on
                                                                                                                        experience in managing all stages of system development efforts, including require-
I. Spada, F. Cesaria, F. Chionna, A.M. Cucinelli, T. Scarano - The virtual reconstruction of torre Guaceto landscape




                                                                                                                        ments definition, design, architecture, coding, testing. His research focuses on ICT
                                                                                                                        innovations for building software applications, including visualization technologies, im-
                                                                                                                        age processing and machine learning.

                                                                                                                            Ferdinando Cesaria is a researcher at the Virtual, Augmented Reality and Multime-
                                                                                                                        dia Area of the CETMA Consortium. He has a Master’s in Cinema and Media Engineer-
                                                                                                                        ing, a specialization in Computer Science Engineering focused on multimedia, com-
                                                                                                                        puter graphics and new media. He also has a post-graduate Master in Management
                                                                                                                        of Innovation and Service Engineering. As a researcher, he has gained experience
                                                                                                                        by participating in several innovative projects in the ICT fields. His current research is
                                                                                                                        mainly focused on Virtual Reality, Augmented Reality and the use of multimedia ap-
                                                                                                                        plications and ICT technologies applied to cultural heritage.

                                                                                                                           Teodoro Scarano is a post-doctoral researcher in prehistoric archaeology and has
                                                                                                                        several years’ academic experience of working in the scientific direction and manage-
                                                                                                                        ment of fieldwork research projects as well as the technical coordination of data and
                                                                                                                        materials processing. He is a specialist in the Italian Bronze Age and his scientific
                                                                                                                        research focuses on fortified coastal settlements, spatial and functional analysis of
                                                                                                                        dwelling structures/areas, handmade local pottery studies and coastal landscape ar-
                                                                                                                        chaeology. He has several years’ experience in designing and managing projects of
                                                                                                                        fruition and valorization of cultural/archaeological heritage also in national parks by
                                                                                                                        means of ICT, special exhibitions, experimental and educational archeology as well as
                                                                                                                        public archaeology. He is the author of about 50 scientific papers and one monograph.

                                                                                                                           Anna Marina Cucinelli is a researcher at the Virtual, Augmented Reality and Mul-
                                                                                                                        timedia Area of the CETMA Consortium and deals with Augmented Reality activities,
                                                                                                                        3D modelling and animation through off-line and real-time technologies. She also
                                                                                                                        works on exhibition design projects; she is a specialist in virtual applications for cul-
                                                                                                                        tural heritage.




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