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The Greek-Roman Theater of Taormina: Towards a Reconstruction Proposal RECONSTRUCTION AS A DIALECTICAL RELATIONSHIP

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This article presents some results achieved by the IBAM CNR for the reconstructive study of the Greco-Roman theater of Taormina, aimed at the realization of a CG film presented at the G7 summit (26-27 May 2017). The reconstruction is currently presented to visitors on display inside one of the two basilicas at the entrance to the theater. The work was commissioned by the archaeological park of Naxos-Taormina and proposes the ancient monument in its original appearance in two distinct phases. The first phase, dating back to the first quarter of the 2nd century AD, involves an impressive renovation, with the expansion of the seating capacity and the construction of an external ambulatory, in addition to the reconstruction of the whole frons scaenae. The second phase is ascribable to the 3rd century, and changes the theater building and the orchestra, with the transformation of the orchestra area into an arena, a testimony to the tendency to replace theatrical performances with gladiatorial games and venationes. Our reconstruction uses rapid 3D relief methodologies based on drone and ground photogrammetry, together with the interpretative potential offered by the 3D modeling environment. This approach has led to some unpublished solutions, such as the solution of the connection of the velarium with the hill supported only by ropes. However, the main objective of this work is linked to understand the architectural of the monument in an overview that places it in its original context and that allows visitors to appreciate the various elements of its originality. The role of the specialist in virtual archeology is closely connected to the dialectical relationship between humanistic knowledge and the possibilities offered by 3D modeling and simulation tools. Only from a continuous verification in 3D of the technical-constructive, dimensional and spatial aspects, is it possible to validate some hypotheses that come to life from the philological study of the sources, from archaeological data, and from contemporary comparisons. Many of the original results, achieved by heterogeneous teams of humanists and virtual archeology specialists, are possible thanks to this moment of verification and study of monuments directly in the 3D environment. Very often only a minimal part of the reconstructive hypothesis proves plausible and compatible with functional logic and the constructive and stylistic principles used by a given civilization in a precise historical period. Thanks to the continuous verification of the possible relationships between historical-aesthetic information and technical-constructive principles, which are closely intertwined with observations and possible deductions in a 3D environment, we are now able to filter the various solutions. The analysis of the dimensions and the observation of the constructive elements in space, facilitated by the digital approach, allows for the determination of the incidence of loads and the thrust of arcs and vaults, to interactively visualize the structures, and to overlap the traditional analyses with the archaeometric analyses (e.g. georadar, IR, etc.). In this approach, the basic survey and the different interdisciplinary contributions are placed in touch with the reconstructive phase. All deduction develops
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CHNT 22, 2017
The Greek-Roman Theater of Taormina: Towards a
Reconstruction Proposal
FRANCESCO GABELLONE, IVAN FERRARI and FRANCESCO GIURI,
CNR IBAM
(National Research Council, Istituto per i Beni Archeologici e Monumentali), Italy
This article presents some results achieved by the IBAM CNR for the reconstructive study of the Greco-Roman
theater of Taormina, aimed at the realization of a CG film presented at the G7 summit (26-27 May 2017). The
reconstruction is currently presented to visitors on display inside one of the two basilicas at the entrance to the
theater. The work was commissioned by the archaeological park of Naxos-Taormina and proposes the ancient
monument in its original appearance in two distinct phases. The first phase, dating back to the first quarter of the
2nd century AD, involves an impressive renovation, with the expansion of the seating capacity and the construction
of an external ambulatory, in addition to the reconstruction of the whole frons scaenae. The second phase is
ascribable to the 3rd century, and changes the theater building and the orchestra, with the transformation of the
orchestra area into an arena, a testimony to the tendency to replace theatrical performances with gladiatorial games
and venationes. Our reconstruction uses rapid 3D relief methodologies based on drone and ground photogrammetry,
together with the interpretative potential offered by the 3D modeling environment. This approach has led to some
unpublished solutions, such as the solution of the connection of the velarium with the hill supported only by ropes.
However, the main objective of this work is linked to understand the architectural of the monument in an overview
that places it in its original context and that allows visitors to appreciate the various elements of its originality.
Key words:
Museum Communications, Virtual reconstruction, Taormina, Theater.
CHNT Reference:
F. Gabellone et al. 2019. The Greek-Roman Theater of Taormina: Towards a Reconstruction Proposal
RECONSTRUCTION AS A DIALECTICAL RELATIONSHIP
The role of the specialist in virtual archeology is closely connected to the dialectical relationship between
humanistic knowledge and the possibilities offered by 3D modeling and simulation tools. Only from a continuous
verification in 3D of the technical-constructive, dimensional and spatial aspects, is it possible to validate some
hypotheses that come to life from the philological study of the sources, from archaeological data, and from
contemporary comparisons. Many of the original results, achieved by heterogeneous teams of humanists and virtual
archeology specialists, are possible thanks to this moment of verification and study of monuments directly in the 3D
environment. Very often only a minimal part of the reconstructive hypothesis proves plausible and compatible with
functional logic and the constructive and stylistic principles used by a given civilization in a precise historical
period. Thanks to the continuous verification of the possible relationships between historical-aesthetic information
and technical-constructive principles, which are closely intertwined with observations and possible deductions in a
3D environment, we are now able to filter the various solutions. The analysis of the dimensions and the observation
of the constructive elements in space, facilitated by the digital approach, allows for the determination of the
incidence of loads and the thrust of arcs and vaults, to interactively visualize the structures, and to overlap the
traditional analyses with the archaeometric analyses (e.g. georadar, IR, etc.). In this approach, the basic survey and
the different interdisciplinary contributions are placed in touch with the reconstructive phase. All deduction develops
Authors addresses: F. Gabellone: CNR IBAM, Via prov.le Monteroni, 73100 Lecce (Italy) f.gabellone@ibam.cnr.it; I. Ferrari:
ivan.ferrari@cnr.it; F. Giuri: francesco.giuri@cnr.it
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CHNT 22, 2017 Publication date: February 2019
from them and an interpretation takes substance; it is therefore the result of a dialectical relationship between
historical-aesthetic values and technical-constructive principles [Gabellone et al. 2015b
;
Malfitana et al. 2016]
Fig. 1. The scene of the theater of Taormina today.
ARCHITECTURAL CHARACTERISTICS OF THE THEATER
Little information is available on the Hellenistic stage of the theater. It probably had to present a cavea with
analèmmata converging to nine wedges, but with a smaller extension than the current one, as we know from the
remains of a sanctuary of this phase placed on top of the cavea, which was then occupied by the external ambulatory
added to the theater at the moment of reconstruction in the imperial age. The Hellenistic cavea partly used the rocky
outcrops to carve the steps and partly used blocks of local stone to place the steps where the rock was absent. Some
registered seats are conserved, with paleographic characters of third century B.C. The theater of Taormina can be
counted among the most ancient Greek and Sicilian great theaters with a curved, not trapezoidal cavea, as in even
older ones, which date back to the 3rd century B.C. (Fig. 1). In the theater, there are also some frame elements with
narrow and elongated teeth according to a common typology between late 2nd and early 1st century B.C. that, if
they were relevant to the building (but the circumstances of discovery are ignored), they could indicate some
intervention in the late Hellenistic age. Almost certainly the Hellenistic scene of the theater of Taormina was in the
same position as the current scenic building, numerous limestone blocks in the masonry that must have been taken
from the masonry of the Hellenistic scene at the time of its demolition are reused.
According to the most recent studies, the building that is currently visible is commonly considered the result of a
grandiose reconstruction in the Imperial period, established in the Trajan-Hadrianic age. After this total
reconstruction, another important phase of interventions is signaled by the restructuring of the scenic building and
the orchestra transformed into an arena. These modifications, in addition to those of the internal ambulatory
connected to the porticus in the summa cavea, are attributed to the Severan period, established on the basis of the
date of the capitals and other elements of the trabeation put into operation on that occasion in the frons scaenae
modified for transformation of the orchestra in the arena. This dating is also supported by the fashion, well
documented in Asia Minor, which spread in the 3rd century, adapting the theaters to games gladiators and venationes
that is to functions that characterized amphitheaters. Surely it is the sign of a popular interest in games rather than
cultural representations. The reconstruction in the Trajan-Hadrianic period brought about a spectacular display of
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CHNT 22, 2017 Publication date: February 2019
white marble, polychrome stones for the columns, the coverings of the scene and the orchestra and the enormous
extension of the cavea, so as to cover a small temple of the Hellenistic period that tops the mountain. The Pensabene
study hypothesizes that the cavea could hold between 8.900 and 11.150 spectators [Pensabene 2008]. At the cavea,
which however maintained the form of Hellenistic horseshoe tradition very slightly, there was added a double
crowning ambulatory: the external one opened on the façade with 47 arches framed by pillars and the internal one
consisted of a portico that housed the steps of the summa cavea (perhaps in wood because there are no traces on the
north wall to which they had to lean) and which was supported by a crypt below.
Fig. 2a-2b. The current state restituted with drone flight and virtual reconstruction of the entire theater.
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Towards the praecinctio the crypt presented a wall 2.60 m. high which also formed the podium on which stood the
colonnade of the upper portico. The cavea, divided into nine wedges and three maenians, with tribunales above the
outlet of the parodoi, thus reached a maximum diameter of 107 m., and the orchestra of 28.94 m. (translatable with
slight approximation to 360 and 100 feet).
Two large basilicae or versurae connected directly to the parascaenia flanked the scenic building, to which the
porticus post scaenam was attached at the back. The basilicae (the west one of 12 x 16.5 m, the east one 10.5 x 16
m) had internal walls articulated in niches and formed large rooms. Several Late Antique interventions are visible in
the porticus in the summa cavea, which is closed by a wall that encompasses the columns, and readapts the arena to
connect with aquatic shows in which the marble coverings of the building walls were also removed, surrounded, and
its pavement replaced by mortar. The reconstruction in the Trajan-Hadrianic period brought about a spectacular
display of white marble, polychrome stones for the columns, the coverings of the scene and the orchestra and the
enormous extension of the cavea, so as to cover a small temple of the Hellenistic period that tops the mountain. The
Pensabene study hypothesizes that the cavea could hold between 8,900 and 11,150 spectators [Santangelo 1950,
1955; Sear 1996, 2005, 2006].
THE PROJECT OF COMMUNICATION
The reconstructive study presented here aims to create and disseminate video in CG projected during the work of the
G7 summit (26-27 May 2017). Currently the reconstruction is shown to visitors inside one of the two basilicas, at
the entrance to the theater. The work was commissioned by the Archaeological Superintendence - Archeological
Park of Naxos-Taormina and re-proposes the ancient structure in its original appearance, in the two phases of the
Roman period just described. We will not dwell on the architectural features and archaeological evidence of the
monument, but we will try to trace the elements of interest that have emerged from the three-dimensional study
aimed at museum communication [Gabellone et al. 2015a, 2017].
Our first aspiration was to move the center of interest from the exclusive technological innovation, to the scientific
rigor of the contents represented through a realistic graphic rendering. The need to propose innovative solutions that
contain some progress compared to the state of the art can sometimes be extraneous to the logic of communicative
effectiveness of a "product" to be used, which must instead compare its value and its utility in relation to the final
level of satisfaction of the public. It is precisely on this aspect linked above all to the quality of the scientific data
and to the communicative efficacy of the transmitted data that it is possible to conceive of a Virtual Archeology
"product" as culturally valid. Something that is able to transcend pure technicalities and points straight on quality,
even when this means using video game metaphors and visual effects used in modern cinematography, to represent
rigorous scientific information in simple, immediate, but also spectacular language. From the methodological point
of view, the reconstruction of the theater uses the reliefs coming from image-based restitutions, realized with drone
and ground flight. (The survey was provided by Firefighers, authorized to fly over the restricted area. The 3D model
was realized using Agisoft Photoscan, stand-alone software). The drone flight allowed for the detection of the three-
dimensional trend of the entire architectural complex, which includes, in addition to the scenic building, the versurae
and the cavea, the intricate access systems made with stairs and ramps. The considerable differences in height
connected by these ramps strongly characterize the site, but make it difficult to understand if not returned to and
represented in a correct three-dimensional shape. The first objective of the project of communication therefore
concerns the perception of the spatiality of the whole, which alone gives the theater a unique connotation of
remarkable scenographic interest, in which the landscape and the exhibition are an integral part of the original
architectural project.
This particular physiognomy of the context justifies the remarkable variety of artistic representations that portray the
site in every time: a point of view that is an integrated part of the communicated message and that we have tried to
underline through the use of a continuous animated sequence in which a selection of paintings has been converted
into 3D. The use of this simple technique permits shifting the accent - and therefore the attention of the spectator - to
certain details, taking them up again in a three-dimensional space (Fig. 3). Thus, in the various selected paintings it
is possible to find interesting elements, sometimes unrelated to the ruins, with the cavea occupied by flocks of sheep,
with gentlemen comfortably transported by carriages, with shepherds or designers sitting on the steps intent to watch
the sunset. The result is a vision that is most often romantic and ruinist, where the architectural remains of the scene
are part of an idyllic landscape, which we considered interesting to be transmitted to today's visitors. Always
connected to this theme, related to the spatial and emotional perception of the monument, there is a second animated
element, called "The look of Icarus". The visitor is offered a different point of view, namely a contextualization of
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CHNT 22, 2017 Publication date: February 2019
the theater in the wider naturalistic territory of the park. The drone flight frames the building from above and
outlines its contours and its relationship with the town, the hills and the sea. The process of approach and knowledge
of the monument thus becomes even clearer. It is the starting point for the proposed reconstruction, in which the
three-dimensional model is grafted into the current context both with metric-morphological approach, which is with
its architectural form reconstructed on the current remains, but also with references to the perception of naturalistic
and scenographic spaces, which, as we have seen, are an essential component for reading its uniqueness.
Fig. 3. Grab-screen of 3D painting, from video “Memories from Taormina”.
Fig. 4. Reconstruction proposal of the scene.
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THE VIRTUAL RECONSTRUCTION
We could say that the main objective of this virtual reconstruction was to contextualize the theater at different scales:
the architectural organism in its natural environmental space and their elements in their original location. To this
end, sequences have been continuously used to show fragments of columns, capitals and statues, all linked to their
hypothetical reconstruction (Fig. 4).
Fig. 5. The porticus in summa cavea with the velarium coverage.
Fig. 6. The velarium coverage and the scene.
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CHNT 22, 2017 Publication date: February 2019
Through dynamic camera movement the real fragment is framed in 3D averaged photogrammetry and is placed
virtually in its original position as observed from the live tour, to then close the sequence with the object completely
rebuilt (Fig. 2a-2b). The visitor does not need further information for understanding spatial relationships and for a
correct re-reading of very often misunderstood or fragmented elements. The language used is deliberately concise, to
fully exploit the communicative potential of three-dimensional representations and to deliver complex processing in
a simple, intuitive way, suitable for a heterogeneous and generic public. A simplicity of the results to which
corresponds an extremely versatile and evolved technology, but where, paradoxically, the effort to be made is
actually more difficult than in the past.
In fact, the rendering process represents reality like never before and this is its true weakness. The representation of
a 3D model must in fact solve every detail with realism, even in the sense of this term linked to the possible, to the
likely, to something that can exist in reality, which we have never seen, but which obviously requires a rational
response. On the contrary, the traditional line drawing provides only information of form, delineating only the
contours of the objects. These can give space to the interpretive imagination of those who observe them and take on
different connotations. Thus, the virtual reconstruction, with its ability to present photorealistic ancient contexts,
sometimes becomes "too beautiful", because perhaps it goes beyond what is possible, beyond those answers that
scientific rigor would require of us not to formulate. The result in this case, however, would be complete
renunciation, against the concept of "reconstruction of the figurative" and "reintegration of the image" [Carbonara
1976] of an ancient work, reaffirmed by various scholars. In any case, the reconstruction is based on the logical
findings described above and materializes them in some solutions that we are going to describe [Gabellone 2017].
Let's start from the reconstruction of the platforms, used for example on the architraves of the great scenic openings.
Many reconstructions erroneously present these arched openings, while a more careful analysis shows that almost all
the openings were here solved with a straight architrave (with a flat plate) surmounted by a discharge arch. The
result is a scene punctuated by simple rectangular openings, in line with the widespread prototypes of the Imperial
period in southern Italy.
Still in reference to the scene, in the first imperial phase, there were on either side of the two hospitalia doors the
columns set on a curvilinear podium. This also had to support columns that were partly found to be inserted into the
wall. These were followed by two other columns isolated on a pedestal that framed the door directly. A sort of
propylaeum was thus created in front of the gates, including the direction, similar to what can be found in other
theaters, such as that of Merida and Sabratha, a city in north-western Libya.
Another element of interest is the solution of the connection between the two basilicas and the cavea, which was to
be affected, in our opinion, by the previous Hellenistic structure. The three-dimensional study could confirm the
possibility of a scenic body (scene and basilicas) isolated, distinct from the structure of the cavea. In our
reconstruction proposal the walls of analèmmata, which generally contained the cavea along the side passages
(parodoi) to the right and left, do not extend in height to the top of the cavea, but delimit the extension at a lower
altitude, allowing a glimpse of part of the landscape behind it. This is also justified by the misalignment of the
containment wall (analèmmata) with the basilica on the north-west side and by the presence, on the basilica on the
opposite side of a system of stairs and openings grafted directly on the rock surface. We consider the hypothesis of a
vertical closure of connection with the cavea made with heavy walls having the same height as the basilicas as
scarcely plausible.
A further element worthy of interest is the attestation of a flight of steps destined to host some rows of spectators in
the portico of summa cavea. This has been described in the past by several scholars. According to these descriptions
it had to lean on a masonry substructure shaped like a lame arch. We could follow the remains of the grafts of this
structure only in some portions of the porticus to the North, in the rest of its journey we cannot find traces of it. The
reconstruction of this staircase was conceived here with a simple wooden structure, which in part (in the northern
section) unloads on the "crypt" formed by the lame vault and in the remaining part it rests on a wooden supporting
structure. It is not clear whether the second renovation of the building, which we discussed at the beginning, has
partly demolished this crypt, or if it was not very functional from the beginning of its construction and has never
been completely finished (Fig. 5).
Particularly interesting, especially in relation to the second renovation that sees the theater transform into an
amphitheater, is the presence of the velarium. His attestation is certain and is evidenced by the large brackets placed
at regular intervals along the outer perimeter of the back wall of the corridor in summa cavea. The shelves, in lava
stone, are arranged at regular intervals in correspondence with the surviving arches of the back wall and have a
recess for the joint of the velarium draw pole. Probably, in correspondence to these surviving corbels, but at a
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CHNT 22, 2017 Publication date: February 2019
vertical distance of about two meters, there had to be additional slotted shelves, which served to firmly anchor the
pole to the back wall. A complex tensioning system of the supporting structures of the velarium had to ensure the
counter pressure of the weight exerted on the pole and the distension of the entire structure (Fig. 6). It is difficult,
due to the lack of the necessary space beyond the back wall, to imagine the presence of winch-like elements similar
to those documented for the Colosseum in Rome. It is more probable that for the theater of Taormina there were
some winches placed on the covering of the background ambulatory, with a tensioning system that does not impact
the external perimeter and is almost invisible to the spectators. The problem of the actual load bearing structure is
different and more complex, which should have two possible solutions: the first with a system of cantilever beams
counterbalanced by a rope having the function of a tie rod; the second with a system entirely made up of strings of
different sections. In the first case, the need to cover the entire cavea poses considerable dimensional problems, with
a space to be covered not less than 30 meters, which could reach 40 meters if we hypothesized an extended coverage
up to the vertical projection of the orchestra. The solution proposed here therefore takes into consideration a
complex system of ropes that could probably cover lights even over 40 m. We have also proposed a similar
prototype for the Catania amphitheater: it is a system analogous to the current tensile structure that had to be
supported by the mutual contrast given by opposing forces acting only by ropes of different sizes. The system had to
be tense in unison by a group of specialized employees, who, at the same time pulling the sails, would bring the
entire structure under tension, similarly to what happens with modern tensile structures, today made with steel
cables. This explains, as we know, the adoption of sailors for the extension of the velar, an operation that for the
Colosseum bothered a considerable number, housed in the castra misenatium, camps located near the Colosseum
itself. However, we know that this solution that only uses strings should not be the only one used in the Roman
world. We know a fresco from Pompeii where the amphitheater is only partially covered and apparently supported
by beams. The fresco, very famous, is one of the few that shows a realistic setting and episode. The amphitheater of
Pompeii is faithfully portrayed, with the city walls behind it and the large gym with a central pool to its right. The
episode represented is that of the fight broke out between Pompeiani and Nucerini in the year 59 A.D. in which there
were numerous deaths, so much so as to induce the Roman Senate to prohibit the performance of gladiatorial games
in the amphitheater of Pompeii for ten years. In many other recent reconstructions, the velaras are represented with
mixed supporting structures in wood and ropes, but the considerable light to be covered (here 40 m) would require a
structural verification of the beams, in our case replaced by large diameter ropes.
Many are still the elements of uncertainty that would deserve a reflection and a new study, especially in relation to
the appearance of the back wall of the scene, to some details of the scene itself, and especially to the original
materials and colors. What emerges in summary from the reading of our reconstruction is a building covered with
velarium, with a scenic rectilinear body, with peculiar elements of various interest, partially open on the sides and
grafted on a hill in a panoramic position, with a porticus in summa cavea crowning a horseshoe cavea.
For modeling, texturing and rendering was used Maxon C4D and V-ray.
CONCLUSION
The use of new digital languages for communication has now become a prerogative of all those museums that intend
to move on the path of new social dynamics. The reconstructive study in three dimensions allows us to respond with
greater precision and verisimilitude to the insistent request that archaeologists have overwhelmingly launched to
illustrators, designers, artists of all time. Also in this project, the reconstruction has had to confront with missing
data, because the rarest circumstance is precisely the one in which the available data are abundant and sufficient to
define with safety a scientifically unassailable and univocal proposal. Despite this, it is undeniable that the
fascination linked to the attempt to 'imagine' possible solutions is useful for fueling a constructive debate on the
appearance of buildings in the past. This is what we wanted to do, in addition to the attempt to deliver to the public
with a scientifically respectful attitude to the data, as the appearance of an ancient monument that today presents
itself only in its bare structure.
ACKNOWLEDGEMENTS
A heartfelt thanks to Vera Greco, director of the Archeological Park of Naxos-Taormina-Isolabella, for having
strongly wanted to introduce our digital content into the museums itinerary and to Daniele Malfitana, IBAM CNR
director, for having always supported our work. Finally, thanks to the archaeologist Maria Grazia Vanaria and
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CHNT 22, 2017 Publication date: February 2019
Agostino Zumbo for their continuous support, to the custodians of the theater and to the V.V.F.F. who produced the
first 3D model from the monuments photo. Thank you very much to Davide Tanasi for the English translation.
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Imprint:
Proceedings of the 22nd International Conference on Cultural Heritage and New Technologies 2017.
CHNT 22, 2017 (Vienna 2019). http://www.chnt.at/proceedings-chnt-22/
ISBN 978-3-200-06160-6
Editor/Publisher: Museen der Stadt Wien – Stadtarchäologie
Editorial Team: Wolfgang Börner, Susanne Uhlirz
The editor’s office is not responsible for the linguistic correctness of the manuscripts.
Authors are responsible for the contents and copyrights of the illustrations/photographs.
... The hypothesis proposed is the result of a study that uses direct analysis of the remains, integrated with the important contribution offered by the availability of an enhanced observation in a virtual environment. The many information gaps on the archaeological and historical level have been supplemented by a comparative study with other contemporary structures [17]. ...
Chapter
Data exploration and inspection within semantically enriched multi-dimensional contexts, may benefit of immersive VR presentation when proper 3D user interfaces are adopted. WebXR represents a great opportunity to investigate, experiment, develop and assess advanced multi-dimensional interactive tools for Cultural Heritage, making them accessible through a common web browser. We present and describe the potential of WebXR and a set of building blocks for crafting such immersive data inspection tools, exploiting recent web standards and spatial user interfaces. We describe the current state of the EMviq tool - developed within SSHOC European project - and how it is taking advantage of these components for online immersive sessions. The EMviq tool allows to visually inspect and query an Extended Matrix dataset, allowing to query and explore all the information within the knowledge graph relating to the interpretative datasets - in this paper applied to the case studies of the Roman theatre of Catania and Montebelluna smithy. The main functionalities discussed are spatio-temporal exploration, search and selection of stratigraphic units, and the presentation of metadata and paradata related to the data provenance (both objective and interpretative).KeywordsWebXRWeb3DGraph-DBImmersive VRSemantic inspection
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This paper presents the results achieved for the reconstructive study of the Greek-Roman theatre of Taormina, aimed at the realization of a Computer Graphic (CG) film presented at the G7 summit (26-27 May 2017). The reconstruction is now exposed to visitors within one of the two basilicas at the entrance of the theater. The work was commissioned by the Archaeological Superintendence-Park of Naxos-Taormina and proposes the ancient structure in its original aspect in two distinct phases. The first phase dating back to the first quarter of the II century A.D.. When, following a first imposed renovation, the complex expanded the receptive capacity of audience with the construction of an external ambulatory and the reconstruction of the entire scaenae frons. The second part dating back to III century A.D. instead, it involves changes to the stage building and the orchestra with its transformation into the arena that change the use of the building. In particular the theatre representations were substituted with gladiatorial games. Our reconstruction uses fast 3D surveys based on drone photogrammetry and close range photogrammetry, together with the potential offered by the 3D modelling environment for interpretation and study. This approach has led to some unpublished solutions. The main goal of this work, is to understand the architectural and details of the monument, in an overall vision of the original context that allows the visitors to value its element of originality.
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The role of the virtual archaeology specialist is closely connected to the dialectic relationship between classical studies and the possibilities offered by these tools for three-dimensional (3D) modeling and simulation. Only through constant checks in 3D of the technical and construction, dimensional, and spatial aspects is it possible to validate the hypotheses that are formed from the philological study of the sources, archaeological data, and contemporary parallels. Through the presentation of some case studies, this chapter presents reflections on possible methodological approaches related to the problem of the reconstruction of archaeological context, from problems related to the transparency of information to the typological reconstruction or to reconstruction in the absence of sufficient data. Virtual archaeology is a promising sector in which to believe and invest, not only for those outcomes economically foreseen in terms of the capitalization of cultural assets, but also for the many expectations related to employment and the potential to use new, specialized figures. The archaeologist’s and historian’s contribution is decisive for being able to guarantee a certain scientific rigor for a virtual archaeology product, but also of contributions by sciences quite remote from the humanities, such as chemistry, physics, geology, and medicine, all disciplines that can find fertile connective tissue in this growing sector.
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The use of cognitive metaphors for the transmission of historical and cultural content is now an indispensable condition in the process of revamping the forms of museum communication. In this project for setting up the new Museo Egizio in Turin, the cultural message has been entrusted to three specific filmed segments in 3D computer graphics, aimed at introducing the subjects dealt with in the rooms dedicated to queen Nefertari, the chapel of the painter Maya, and the tomb of Kha. These are archaeological settings of extraordinary importance for studying and learning about the art and culture of ancient Egypt. In these filmed segments, passive viewing is offset by an emotional approach that engages visitors in an information path where, despite the inactive mode of fruition, they are in some way participants, because they are emotionally involved. The film itself is conceived as a showcase of changeable, heterogeneous digital content, capable of offering a concise, preparatory overview of the finds present in the museum spaces. This passive and " self-explanatory " approach will allow the visitor to understand the relationships between various objects – some not directly visible – like the mummy of Kha and of his consort Merit; to reconstruct the tombs virtually in their original context; but above all, thanks to the techniques of virtual archaeology, to visit these settings as they appeared at the moment they were unearthed. All this was made possible thanks to the use of integrated technologies for rendering and representation, capable of bringing virtualization to a level of verisimilitude that can foster a hyper-realistic " participatory " vision. The high degree of realism of the virtual reconstructions, the visual effects, and the techniques of cinematographic representation add emotion to the scientific content, making a positive contribution towards the visitors " losing themselves " between the real and the virtual dimension. Active or passive communication? Based on dynamic narration and multimodal information, new forms of museum communication have strongly changed the very ways in which cultural content is enjoyed by the public, and the logic with which it is displayed. At the same time, the impulse of new technologies has overarchingly imposed new forms of communication, based above all on digital content and languages. Recent studies clearly show that all those museums that characterized their own cultural offering through the use of digital technologies and the public's active participation have been most successful in terms of attendance figures and also, in all likelihood, have achieved better understanding of the cultural information being communicated. In this context, Turin's Museo Egizio has seen a communication proposal come into being that, through the use of 3D restitution technologies, virtual reconstruction, and computer animation, can accelerate and enhance the visitor's cognitive abilities, becoming a medium capable of effectively generating " virtuous " learning
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This article present some results related to different case studies in which it is addressed the problem of digital restoration using digital 3D models exclusively produced by means of image-based technologies. The integrally IB approach is justify by different requirements: the first is linked to the possibility to obtain efficient 3D models complete with texture in easy way. The second is linked to the time of capture of these models and the third on the better management of the workflow due to the excellent performance with low-polygon models generated by IB technologies. Of course the same approach you can get on every type of 3D models, also obtained by laser scanning, but with more problems related to the textures and the management of large amounts of data. The full 3D approach to the problem of the restoration of archaeological finds extremely damaged, raises several points of interest, including sculpting and painting directly on surfaces, as well with the possibility of reintegration of the missing parts using other sculptural elements in similar subjects best preserved. Starting from these premises, we carried out a comparative test on different image-datasets with different ISO and different resolution, to provide a metric comparison of results, as an operational base that allows to know, in advance, the criticality metric in IB surveys.
(electronic) Geotechnologies and the Environment
Springer International Publishing AG 2017, Volume 16, ISSN 2365-0575 ISSN 2365-0583 (electronic) Geotechnologies and the Environment, ISBN 978-3-319-50516-9 ISBN 978-3-319-50518-3 (eBook), DOI 10.1007/978-3-319-50518-3.
Il Teatro di Taormina
  • Patrizio Pensabene
Patrizio Pensabene. 2008. Il Teatro di Taormina, in Studio tematico delle carte del rischio del patrimonio culturale ed ambientale della Regione Siciliana, 2, Palermo 2008, pp. 129-154.
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Il teatro di Taormina
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Roman Theatres. An Architectural Study
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Critical reading of surviving structures starting from old studies for new reconstructive proposal of the Roman theatre of Catania
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Daniele Malfitana, Francesco Gabellone, Giuseppe Cacciaguerra, Ivan Ferrari, Francesco Giuri and Claudia Pantellario. 2016. Critical reading of surviving structures starting from old studies for new reconstructive proposal of the Roman theatre of Catania, in Proceedings of the 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation 'ARQUEOLOGICA 2.0' in Valencia (Spain), Sept. 5 -7, 2016, Valencia 2016, pp. 155-161, ISBN: 978-84-9048-455-5. Imprint: Proceedings of the 22nd International Conference on Cultural Heritage and New Technologies 2017. CHNT 22, 2017 (Vienna 2019). http://www.chnt.at/proceedings-chnt-22/