2025-12-18
Francesco Gabellone, Valentino Desantis
This article concerns some theoretical discussions about storytelling and persuasive narration as a premise for the philological reconstructive study of an archaeological area. The forms of communication discussed here create emotions by interacting with human feelings, sharing stories that convey knowledge in a simple yet effective manner. The use of passive media and interactive technologies with minimal usability requirements encourages broad user engagement, pro-moting cross-disciplinary paths and unexpected connections. For this reason, this mode of cultural transmission represents the most effective way to engage a broader audience. In the second part of this discussion, some results from a recent project at the archaeological site of Manduria (TA) are presented, where, alongside the use of new digital languages to support storytelling, the methods of philological reconstruction and emotional storytelling are highlighted.
2025-12-18
Carmelo Occhipinti, Marco Gaiani, Simone Garagnani, Roberto Palermo, Francesco Guidi, Elisa Angeletti
The replication of ancient paintings involves significant challenges, especially when considering that modern viewing conditions differ greatly from their original settings. This contribution presents the results of a digital acquisition campaign focusing on three historically significant paintings: two works by Ludovico Mazzolino from Le Gallerie degli Uffizi and Titian’s “Portrait of Alfonso I d’Este” from Palazzo Pitti in Florence. As part of the DarkScape Experience (DSE) research project, this work aims to digitally reconstruct the paintings to relocate them in a virtual representation of their context at Villa d’Este, in Tivoli, to simulate original viewing conditions regarding daytime and nighttime illumination as documented in historical sources. The integrated process presented produced three-dimensional models replicating the visual aspects, the characteristics, and the materials of the real artworks, through multilayered textures and 3D meshes including both painted wood panels or canvases and their frames.
2025-12-18
Izzettin Kutlu, Deryanur Şimşek
This study adopts a holistic approach to documenting, analysing, and preserving the Çelbira Grape Processing Area, a significant part of Mardin’s heritage sites. The methodology of the study consists of four stages of literature review, fieldwork, flow analysis, and evaluation of the data obtained. A three-dimensional digital model of an area of approximately 1700 m² was produced using an iPad Pro LiDAR sensor, and comparative measurements taken on site achieved an accuracy level of less than 1 cm. The findings of the study revealed that the grape processing site was developed with a sophisticated engineering approach to adapt to the slope and terrain conditions. However, today, the neglected and unconserved condition of the channels, distilleries, and cisterns of the Çelbira indicates that the heritage is under the threat of extinction. The study emphasises that digital technologies are powerful tools for documenting, preserving, and analysing historical buildings
2025-12-18
Francesca Galasso
This research analyses an interdisciplinary model to enhance Minor Historical Heritage by integrating historical, architectural and digital skills. Through archival analysis, the study shows how participatory methodologies and immersive technologies can promote the protection of marginalised cultural heritage. The adoption of interactive strategies, including gamification, reveals significant potential in community engagement and dialogue between past and present, especially in contexts such as Pavia's historical heritage, which would benefit from this approach. The results highlight an approach that can be replicated in other urban contexts, outlining a path of preservation and interpretation that consolidates the relationship between research, innovation and cultural awareness.
2025-12-18
Brenda Siso-Calvo, Gonzalo Marco-Cuenca, Rosario Arquero-Avilés
This article presents the development and initial pilot implementation of a methodological framework adapted to assess the impact of the virtual exhibition ‘The Library of the Lady of Elche’ [La Biblioteca de la Dama de Elche]. By combining a virtual exhibition creation model with the guidelines of the Europeana Impact Playbook, the proposed framework structures the definition of objectives, stakeholders, impact types and value lenses with specific evaluation indicators. The proposal addresses three dimensions of impact while prioritising the assessment of online reach through data from the exhibition’s digital dissemination strategies. The measurement process is based on web traffic, social media activity, academic citations and participation in both scholarly and public outreach events, demonstrating the effectiveness of designing digital cultural projects with an impact-oriented approach within the GLAM (Galleries, Libraries, Archives, Museums) sector.
2025-12-18
César Alonso Cardona Cano
This artistic research article documents the end-to-end production of a fixed-binaural remix of “Mantra” by Estados Alterados. We designed a reproducible, hybrid workflow—dummy-head re-amping, HRTF-based spatial synthesis, and conventional multitrack mixing—to translate narrative goals (Reality ↔ Beyond) into perceptible spatial events for headphone listening. Materials included original stems, time-charts and spatial diagrams; decisions emphasized axial anchors with selective periphery, preserving timbral identity while enhancing externalization and presence. Validation covered multi-headphone listening, stereo fold-down checks and streaming-target mastering. Deliverables comprise the published track and a browser-based interactive interface that supports knowledge transfer between academia and industry; computational mood/timbre profiling with Essentia/MusiCNN complements the qualitative analysis.
2025-12-18
Matilde Gardini, Cristiana Bartolomei
Generative AI is transforming architectural design, enabling everything from text-based concept generation to sketch animation and hyper-realistic renderings. This study examines whether Gen AI can go beyond visual inspiration to actually generate viable architectural designs. Twenty-one tools were tested using three input types, text prompts, sketches, and 3D models, across specific case studies. A total of 25 renderings were produced and analyzed. The evaluation focused on how well the outputs aligned with the inputs, as well as their structural and functional plausibility. Tools were assessed for their creative flexibility, fidelity to prompts, and architectural coherence. Findings reveal both the potential and current limitations of Gen AI in architectural practice.
2025-12-17
Virginia Valzano, Francesco Antonio Lucarella, Ferdinando Boero
With Volume 15 (2025), the international scientific journal SCIRES-IT - SCIentific RESearch and Information Technology, a diamond open access and eco-sustainable publication since its foundation (2011), celebrated its fifteenth anniversary and achieved further national and international scientific milestones. In this Editorial, we briefly revisit some key stages of the journal's journey and its prestigious international scientific achievements.