This thesis explores the use of digital technologies for the documentation, preservation and enhancement of cultural heritage, focusing on the Sacristy of San Giovanni, located within the Basilica of the Holy House of Loreto and known for its frescoes by Luca Signorelli. The project aims to create a detailed digital replica of the sacristy through an integrated survey combining laser scanning and digital photogrammetry. The acquired data were processed using Agisoft Metashape and Blender to develop an accurate and optimized 3D model. The digital reconstruction was then imported into Unity to create an immersive virtual tour, allowing users to explore the environment and discover its artistic and architectural features through interactive, audio and audiovisual contents. Artificial intelligence was also used as a supporting tool for the creation of some audiovisual elements. The experience was developed for Meta Quest 3 headsets and evaluated through an anonymous questionnaire focused on immersion, usability, visual quality and the potential of VR for cultural heritage enhancement. The results highlight how digital technologies can support both the documentation and preservation of cultural heritage and its accessibility and dissemination. The virtual reconstruction is therefore conceived not as a replacement for the original, but as a complementary tool for experiencing and understanding a fragile and normally inaccessible cultural asset.
Questa tesi esplora l’uso delle tecnologie digitali per la documentazione, la conservazione e la valorizzazione del patrimonio culturale, concentrandosi sulla Sacrestia di San Giovanni, situata all’interno della Basilica della Santa Casa di Loreto e nota per gli affreschi di Luca Signorelli. Il progetto mira a creare una replica digitale dettagliata della sacrestia attraverso un rilevamento integrato che combina la scansione laser e la fotogrammetria digitale. I dati acquisiti sono stati elaborati utilizzando Agisoft Metashape e Blender per sviluppare un modello 3D accurato e ottimizzato. La ricostruzione digitale è stata poi importata in Unity per creare un tour virtuale immersivo, che consente agli utenti di esplorare l’ambiente e scoprirne le caratteristiche artistiche e architettoniche attraverso contenuti interattivi, audio e audiovisivi. L’intelligenza artificiale è stata inoltre utilizzata come strumento di supporto per la creazione di alcuni elementi audiovisivi. L’esperienza è stata sviluppata per i visori Meta Quest 3 e valutata tramite un questionario anonimo incentrato sull’immersività, l’usabilità, la qualità visiva e il potenziale della realtà virtuale per la valorizzazione del patrimonio culturale. I risultati evidenziano come le tecnologie digitali possano supportare sia la documentazione e la conservazione del patrimonio culturale, sia la sua accessibilità e diffusione. La ricostruzione virtuale è quindi concepita non come un sostituto dell’originale, ma come uno strumento complementare per vivere e comprendere un bene culturale fragile e normalmente inaccessibile
Complesso di affreschi di Luca Signorelli nella Sagrestia di San Giovanni a Loreto: un “gemello digitale” finalizzzato alla conservazione e fruizione immersiva.
OFFIDANI, LUCIA
2025/2026
Abstract
This thesis explores the use of digital technologies for the documentation, preservation and enhancement of cultural heritage, focusing on the Sacristy of San Giovanni, located within the Basilica of the Holy House of Loreto and known for its frescoes by Luca Signorelli. The project aims to create a detailed digital replica of the sacristy through an integrated survey combining laser scanning and digital photogrammetry. The acquired data were processed using Agisoft Metashape and Blender to develop an accurate and optimized 3D model. The digital reconstruction was then imported into Unity to create an immersive virtual tour, allowing users to explore the environment and discover its artistic and architectural features through interactive, audio and audiovisual contents. Artificial intelligence was also used as a supporting tool for the creation of some audiovisual elements. The experience was developed for Meta Quest 3 headsets and evaluated through an anonymous questionnaire focused on immersion, usability, visual quality and the potential of VR for cultural heritage enhancement. The results highlight how digital technologies can support both the documentation and preservation of cultural heritage and its accessibility and dissemination. The virtual reconstruction is therefore conceived not as a replacement for the original, but as a complementary tool for experiencing and understanding a fragile and normally inaccessible cultural asset.| File | Dimensione | Formato | |
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TESI Lucia Offidani.pdf
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https://hdl.handle.net/20.500.12075/29193