QA YEAR 09 N.1 03.2020

Page 68

VALORIZATION OF CULTURAL HERITAGE Jorma Ferino

How Virtual Reality, Gamification and 3D Visualization has been used in cultural heritage applications Some teenage passions are so engaging to turn into a real job in adulthood.

info@sjmtech3d.com www.sjmtech.net

The consequence of falling in love with video-games might be a spiritual addiction that is quite difficult to cure, which is why lots of “console” boys and girls feel obliged to choose a forced path towards self-production first and to the business world next. Eventually, some of them agreed on the fact that “turning” reality into a playable 3D world was actually possible, and that this could be done with goals “higher” than the game as an end in itself; a 3D modeling process of both the present and the past that allows players to personally live history, narrating the universe of our own cultural heritage in an original, innovative way. In Sardinia, this intuition has taken root and is currently undergoing a great moment of development and success, with one of the most diversified offers of projects and working groups. Among those, our team is actively engaged in the promotion of the archaeological heritage of the Island, promoting the cooperation with managers of the main Sardinian cultural sites. We have set up a group that works on three completely different mission statements: while one deals with Virtual Reality Technology, the other two take care of the marketing and design sectors, as well as the spatial planning and development. Three entities united by the same love for video-games.

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