In recent years, the digitisation of cultural and academic heritage has gradually shifted from the simple development of static three-dimensional models towards the creation of interoperable and dynamic information ecosystems, capable of integrating diverse data to support preventive conservation, research and public outreach (Cerullo et al, 2023). In this context, the Curioni Collection of wooden models, commissioned by Professor Giovanni Curioni, lecturer in civil engineering at the Royal School of Engineering Practice (Bocconcino et al, 2023), represents today a strategic resource in both teaching and research, but also a starting point for engaging diverse audiences, in line with the objectives of knowledge enhancement and transfer inherent in the university’s third mission (Bocconcino et al, 2023). The proposed research forms part of a wider research project, the initial phases of which focused on defining an integrated process for the surveying, representation, documentation, digitisation (Bocconcino et al, 2023) and access to these artefacts through photogrammetric acquisition techniques, geometric optimisation of digital models, data structuring and online publication (Bocconcino et al, 2023), utilising interoperable and accessible platforms for three-dimensional visualisation, such as the Sketchfab web-based sharing platform. During the second phase of the research, a mixed reality prototype was developed for the interactive exploration of digital models. The system was implemented within the TouchDesigner software environment, configured to receive and process tracking data from the Leap Motion Controller. During the second phase of the research, a mixed reality prototype was developed for the interactive exploration of digital models. The system was implemented within the TouchDesigner software environment, configured to receive and process tracking data from the Leap Motion Controller. The integration of immersive environments and natural interaction paradigms enables users to interact with digitised heritage through gestures performed in space, fostering immersive, inclusive and contactless learning experiences (Pietroni et al., 2021). Thanks to its high precision in tracking hands and fingers, the Leap Motion has, from the outset, enabled the manipulation of virtual models without the use of physical input devices. However, the sensor’s limited operational area, characterised by a small capture volume, restricts the user to a largely static position and confines interaction to hand movements alone (Guzsvinecz et al., 2019), for this reason, new interaction environments have been investigated, including the Orbbec Astra 2 depth camera. Unlike Leap Motion, which focuses primarily on hand tracking, the depth camera sensor captures three-dimensional information relating to the user’s entire body and the surrounding space, generating a continuous depth-based representation (Guzsvinecz et al., 2019). This technological transition makes it possible to move beyond the concept of simple gestural manipulation, introducing modes of spatial interaction based on bodily movement and on the relationship between the user, the physical environment and digital content. The proposed approach aims to enhance the sense of embodiment – understood as the user’s perception of physical and spatial integration within the digital system (Gallagher, 2020) – thereby fostering immersive experiences that are particularly effective in museum and exhibition settings. Through natural body movements, visitors can navigate, interact with and explore three-dimensional models without resorting to physical devices or traditional interfaces, thereby reducing technological barriers and broadening accessibility to an audience with varying levels of digital literacy. The research therefore explores the shift from direct manipulation to spatial navigation as a strategy for enhancing inclusivity, engagement and participation. The ultimate aim is to demonstrate how the integration of AI-XR technologies, depth sensors and digital models of cultural heritage can transform three-dimensional representation into a genuine cognitive interface, capable of supporting experiential learning and the shared construction of knowledge.

Space, body, knowledge: spatial navigation and embodiment for the dissemination of historical collections of wooden models for structural engineering / Vozzola, M., Bocconcino, M.M., Semis, L.. - (2026), pp. 13-13. (REAACH Association REpresentation Advances And CHallenges 2026 ON LINE 13 - 14 OTTOBRE 2026).

Space, body, knowledge: spatial navigation and embodiment for the dissemination of historical collections of wooden models for structural engineering

MARIAPAOLA, VOZZOLA;MAURIZIO MARCO, BOCCONCINO;SEMIS, LARISA
2026

Abstract

In recent years, the digitisation of cultural and academic heritage has gradually shifted from the simple development of static three-dimensional models towards the creation of interoperable and dynamic information ecosystems, capable of integrating diverse data to support preventive conservation, research and public outreach (Cerullo et al, 2023). In this context, the Curioni Collection of wooden models, commissioned by Professor Giovanni Curioni, lecturer in civil engineering at the Royal School of Engineering Practice (Bocconcino et al, 2023), represents today a strategic resource in both teaching and research, but also a starting point for engaging diverse audiences, in line with the objectives of knowledge enhancement and transfer inherent in the university’s third mission (Bocconcino et al, 2023). The proposed research forms part of a wider research project, the initial phases of which focused on defining an integrated process for the surveying, representation, documentation, digitisation (Bocconcino et al, 2023) and access to these artefacts through photogrammetric acquisition techniques, geometric optimisation of digital models, data structuring and online publication (Bocconcino et al, 2023), utilising interoperable and accessible platforms for three-dimensional visualisation, such as the Sketchfab web-based sharing platform. During the second phase of the research, a mixed reality prototype was developed for the interactive exploration of digital models. The system was implemented within the TouchDesigner software environment, configured to receive and process tracking data from the Leap Motion Controller. During the second phase of the research, a mixed reality prototype was developed for the interactive exploration of digital models. The system was implemented within the TouchDesigner software environment, configured to receive and process tracking data from the Leap Motion Controller. The integration of immersive environments and natural interaction paradigms enables users to interact with digitised heritage through gestures performed in space, fostering immersive, inclusive and contactless learning experiences (Pietroni et al., 2021). Thanks to its high precision in tracking hands and fingers, the Leap Motion has, from the outset, enabled the manipulation of virtual models without the use of physical input devices. However, the sensor’s limited operational area, characterised by a small capture volume, restricts the user to a largely static position and confines interaction to hand movements alone (Guzsvinecz et al., 2019), for this reason, new interaction environments have been investigated, including the Orbbec Astra 2 depth camera. Unlike Leap Motion, which focuses primarily on hand tracking, the depth camera sensor captures three-dimensional information relating to the user’s entire body and the surrounding space, generating a continuous depth-based representation (Guzsvinecz et al., 2019). This technological transition makes it possible to move beyond the concept of simple gestural manipulation, introducing modes of spatial interaction based on bodily movement and on the relationship between the user, the physical environment and digital content. The proposed approach aims to enhance the sense of embodiment – understood as the user’s perception of physical and spatial integration within the digital system (Gallagher, 2020) – thereby fostering immersive experiences that are particularly effective in museum and exhibition settings. Through natural body movements, visitors can navigate, interact with and explore three-dimensional models without resorting to physical devices or traditional interfaces, thereby reducing technological barriers and broadening accessibility to an audience with varying levels of digital literacy. The research therefore explores the shift from direct manipulation to spatial navigation as a strategy for enhancing inclusivity, engagement and participation. The ultimate aim is to demonstrate how the integration of AI-XR technologies, depth sensors and digital models of cultural heritage can transform three-dimensional representation into a genuine cognitive interface, capable of supporting experiential learning and the shared construction of knowledge.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/3016462