The aim of the study was to design a sensory experience which would enable contemporary users to appreciate artifacts which are remote in terms of time, space and contemporary cultural sensibility. The chamber tombs, a glorious example of Samnite civilization (IX– III century B.C.) offered a unique possibility to pursue this objective thanks to the peculiarities of the architectural paintings which paratactically decorate the chamber tomb walls. From a contemporary perspective these pictorial dynamics epitomize the emerging paradigm of real and virtual space organization where the real and the virtual combine and guide users towards interactive fruition.
Con motori di videogiochi, Ri-mediazione di ambienti archeologici
Rossi Adriana;
2020
Abstract
The aim of the study was to design a sensory experience which would enable contemporary users to appreciate artifacts which are remote in terms of time, space and contemporary cultural sensibility. The chamber tombs, a glorious example of Samnite civilization (IX– III century B.C.) offered a unique possibility to pursue this objective thanks to the peculiarities of the architectural paintings which paratactically decorate the chamber tomb walls. From a contemporary perspective these pictorial dynamics epitomize the emerging paradigm of real and virtual space organization where the real and the virtual combine and guide users towards interactive fruition.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.