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Experiential Learning With Augmented Reality for Cultural Heritage

Experiential Learning With Augmented Reality for Cultural Heritage
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Author(s): Carlo Battini (University of Genoa, Italy), Giuseppe Gioco (Wondertech S.r.l., Italy)and Ivan Carmosino (Wondertech S.r.l., Italy)
Copyright: 2026
Pages: 42
Source title: Exploring Digital Models and Immersive Spaces in Architecture and Construction
Source Author(s)/Editor(s): Cecilia Maria Bolognesi (Politecnico di Milano, Italy)and Simone Balin (Politecnico di Milano, Italy)
DOI: 10.4018/979-8-3373-3256-7.ch002

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Abstract

Augmented reality is a consolidated technology that allows the integration of the real world with digital elements, creating an interaction between the physical environment and computer-generated information. The case study presented has as its object the ancient Borgo Castello of Andora (SV), winner of the PNRR call for the redevelopment of historic villages. The project saw the study and application of redevelopment interventions for the recovery of the Borgo Castello area. Using laser scanner equipment, drones and Structure from Motion algorithms, the result was a vast database of point clouds and accurate 3D models, useful for understanding the historical evolution of the building. The investigations revealed how the existing walls were derived from the reuse of other pre-existing structures. The chapter presents how starting from three-dimensional models and accurate archaeological investigations it is possible to create augmented reality applications to involve the public and make them participate in the discoveries found.

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