Augusto Palombini

Dr. Augusto Palombini

orcid

Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 December 2019 in Digital Applications in Archaeology and Cultural Heritage
Verified
Journal Article
Closed access
GBGuido Bozzelli
Guido Bozzelli
ARAntonio Raia
Antonio Raia
SRStefano Ricciardi
Stefano Ricciardi
MNMaurizio De Nino
Maurizio De Nino
NBNicola Barile
Nicola Barile
Augusto PalombiniAugusto Palombini
Augusto Palombini


2 May 2020 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Alfonsina PaganoAlfonsina Pagano
Alfonsina Pagano
Augusto PalombiniAugusto Palombini
Augusto Palombini
GBGuido Bozzelli
Guido Bozzelli
MNMaurizio De Nino
Maurizio De Nino
ICIvana Cerato
Ivana Cerato
SRStefano Ricciardi
Stefano Ricciardi
The design of a virtual reality (VR) cultural application is aimed at supporting the steps of the learning process-like concrete experimentation, reflection and abstraction—which are generally difficult to induce when looking at ruins and artifacts that bring back to the past. With the use of virtual technologies (e.g., holographic surfaces, head-mounted displays, motion—cation sensors) those steps are surely supported thanks to the immersiveness and natural interaction granted by such devices. VR can indeed help to symbolically recreate the context of life of cultural objects, presenting them in their original place of belonging, while they were used for example, increasing awareness and understanding of history. The ArkaeVision VR application takes advantages of storytelling and user experience design to tell the story of artifacts and sites of an important cultural heritage site of Italy, Paestum, creating a dramaturgy around them and relying upon historical and artistic content revised by experts. Visitors will virtually travel into the temple dedicated to Hera II of Paestum, in the first half of the fifth century BC, wearing an immersive viewer–HTC Vive; here, they will interact with the priestess Ariadne, a digital actor, who will guide them on a virtual tour presenting the beliefs, the values and habits of an ancient population of the Magna Graecia city. In the immersive VR application, the memory is indeed influenced by the visitors’ ability to proceed with the exploratory activity. Two evaluation sessions were planned and conducted to understand the effectiveness of the immersive experience, usability of the virtual device and the learnability of the digital storytelling. Results revealed that certainly the realism of the virtual reconstructions, the atmosphere and the “sense of the past” that pervades the whole VR cultural experience, characterize the positive feedback of visitors, their emotional engagement and their interest to proceed with the exploration.

1 January 2023
Verified
Book Chapter
Closed access
PDF file
BFBruno Fanini
Bruno Fanini
Alfonsina PaganoAlfonsina Pagano
Alfonsina Pagano
EPEva Pietroni
Eva Pietroni
Daniele FerdaniDaniele Ferdani
Daniele Ferdani
Emanuel DemetrescuEmanuel Demetrescu
Emanuel Demetrescu
Augusto PalombiniAugusto Palombini
Augusto Palombini

1 September 2019 in Digital Applications in Archaeology and Cultural Heritage
Verified
Journal Article
Closed access
BFBruno Fanini
Bruno Fanini
SPSofia Pescarin
Sofia Pescarin
Augusto PalombiniAugusto Palombini
Augusto Palombini

12 August 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Riccardo De BenedictisRiccardo De Benedictis
Riccardo De Benedictis
CMCarlo De Medio
Carlo De Medio
Augusto PalombiniAugusto Palombini
Augusto Palombini
GCGabriella Cortellessa
Gabriella Cortellessa
CLCarla Limongelli
Carla Limongelli
ACAmedeo Cesta
Amedeo Cesta
Among more dramatic effects, the COVID-19 scenario also raised the need for new online information and communication services, promoting the spread of software solutions whose usefulness will last well beyond the pandemic situation. Particularly in the cultural heritage domain, it has been unveiled the relevance of new AI-based approaches, able to dynamically aggregate information and making them available for a customized fruition aimed to the individual cultural growth. Here, we integrate machine learning techniques for the automatic generation of contents for an intelligent tutoring system grounded on automated planning techniques. We present a solution for semantic, intelligent creation of personalized cultural contents, born as a lesson-making assistant, but developed as to become a multi-function “cultural crossover”, useful in the frame of a wide range of planning, dissemination, and managing activities for cultural heritage contents.