From Talking Monuments up to Interactive Virtual Environments for Cultural Heritage Antonella Guidazzoli CINECA Interuniversity Consortium Responsabile Visit lab Via Magnanelli 6/3, 40033 Casalecchio di Reno, Italy a.guidazzoli@cineca.it Mauro Felicori Bologna City Council Direttore Settore Cultura e Rapporti con l'Università Via Oberdan 24, 40100 Bologna, Italy Mauro.Felicori@comune.bologna.it Abstract This paper presents a framework where interactions among computer science , history and communication issues can provide new tools to broaden knowledge. Interactive virtual environments can improve the understanding of monuments and cultural landscapes 3D digital scenarios can be used as new accessing interfaces to history and memory. The final aim is to transform research models into new narrative spaces. 1. INTRODUCTION Scientific visualizations connected to VEs (Virtual Environments) reconstructions can broaden our perceptual faculties and allow the interaction between numerical models and empirical data. Graphics applications came about to make it easier to understand complex numerical constructions via a synthesis through images, as they create original modes to surf the Net and to make inquiries in visible, invisible, hypothetical and imaginary worlds. A Virtual Environment is therefore, per se, a complex system and for its realization it is in fact necessary - to know how to build a virtual digital scenario; - to obtain validation and certification for the related digital sources/information or simulations - to design an interactive interface with “readers/viewers”. Products based on interactive Virtual Environments, therefore, not only do retain the information available to the scientific community, but also store them more effectively and make them more user-friendly. Thus VEs are an alternative to both the need to simplify most communications and to the passive stance imposed by most media1. The approach that can be suggested to surfers is the ancient myth of Ulysses, where journey and knowledge join together, a sort of space for “augmented knowledge” [1] available to everyone and able to communicate complex multidisciplinary research results to a broader audience. 2. METHODOLOGY The technologies and the skills in the field of Cultural Heritage developed by Cineca 2 involve the use of Virtual Reality systems in order to generate, navigate, explore and inquire reconstructed historical environments, which are connected to databases and simulations whenever available. In fact, the Open ViSMan framework (Open Virtual Scenarios Manager, developed on an open source graphic library OSG) [2] has been designed in order to navigate complex reconstructed cultural scenarios characterized by different LODs (Level of Details), with each level representing an interactive graphic interface available to the user, enabling access to a corresponding database and providing if necessary a bi univocal response: a graphical one inside the model and a traditional one as a response to a query of the database. This feature enables a user to make relationship between models and historical sources and the interpretations underlying the models themselves gathered under the same graphic interactive “roof” that unifies even apparently disjointed information usually provided by different cultural institutions such as Superintendences, museums, archives and universities and other research institutes. 1 This technological experience, together with our recent approach to issues concerning the world of communication, urges two considerations. The first recalls a statement by Kaplinski “…We live in a world that goes towards simplified modes for understanding ourselves and the world itself …” and the second concerns Sartori’s fierce criticism that TV viewers are unable to develop abstracting thinking. SARTORI G. 1997, "Homo Videns". Laterza. 2 www.cineca.it 3d.cineca.it Figure 1 Talking monuments : Certosa Virtual Museum . Interface to II WWW multimedia database However, to reach the public emotionally new communicative spaces are mandatory, environments able where three dimensional philological models developed in a research context become new narrative spaces. Since the Open Visman framework has been designed [2] with a high degree of compatibility with the Virtual Set technology it allows to work also with communication experts for a complete integration of the reconstructed models in a narrative space as in the case of the exhibition Vivere il Mediovo Parma al tempo della Cattedrale, the medieval Parma Cathedral and Square philological models have been used by Studio Azzurro [3] as digital scene pictures inside a virtual set where real actors following a screenplay, written in collaboration with the historians, played daily life scenes in the Medieval Square as well as religious ceremonies inside the three-dimension model of the Cathedral interior. Particular attention was given to the way these technologies fit into the general context of the exhibition, which was displaying historical exhibits of various types and dimensions in a traditional way. We strove to insert “intangible objects”, the electronic images, alongside real objects, whose history had made their presence even more physical. In order not to contrast with the museum project and its contents, the settings of the Cathedral and the Square were created by recalling architecturally such spaces, instead of reconstructing or imitating them as accurately as possible. Visitors are admitted to these settings and invited to relive these places through the picture story, the narration of short stories, the participation in small day-to-day facts, not in big historical events, a transverse and more human look bringing visitors to have a “point of view” on the work surrounding them, not an external “point of view” on the work in front of them. Figure 2 Vivere il Medioevo Philological model of the Middle Ages Cathedral in Parma . Figure 3 : A picture of the Pentecost festival It was very useful for carrying out our work to have 3D models of the spaces we wanted visitors to relive, and in which visitors would have been walking around. The 3D models allowed us to choose the most suggestive and human points of view for the shooting, and to study the peripheral positions of common citizens compared with the central, elevated positions of authorities. The software capability to manipulate light sources gave us a further possibility to insert suggestive narrative elements such as the characterisation of daily hours, and the study of the conditions of the night light at the glimmer of torches, or of the brightness of the moon. 3. TALKING MONUMENTS Cemeteries are, for people who want to hear, similar to books, narrating small dealings and major events of villages, towns or even whole nations. Though, with the passing of time, these places become less and less readable. First hand knowledge of the people remembered there fades away and, after a while, only unknown names and, sometimes, faces are left. The Certosa cemetery in Bologna hosts, besides the graves of ordinary or eminent citizens, two Monuments and Ossuary dedicated: one to the partisans dead during the Liberation War (1943-45); the other to the soldiers fallen during the First World War. The New Institutions for Museums of Bologna City Council, aware of the increasing forgetfulness in which these Monuments lay, conceived the Certosa Virtual Museum, 3 an integrated plan of intervention in collaboration with CINECA, as the main technological partner, and the Parri Institute for the History of Resistance and the Museum of Risorgimento, as main content deliverers. Traditional and technological approaches mingle together in order to focus attention toward these places. Real tours become virtual guided tours to a 3D world reconstructing the Monuments; historical research is the basis for complex databases accessible on site, through PDAs, or off site, thanks to PC placed inside Museums and through the Internet The Certosa Virtual Museum aims to connect past and present, inside (the dead in the cemetery) and outside (the wider world). As remembered by Thackeray in Vanity Fair, talking about Napoleon’s last campaigns: “…think of the condition of Europe […], where people were fighting, not by thousands, but by millions: each one of whom as he struck his enemy wounded horribly some other innocent heart far away”. The aspiration is to propose again the wider net both of historical events and of personal sorrows thanks, for example, to the private and official documents gathered about the IWW soldiers and their relatives and friends. At the same time, battles, skirmishes, political proposals, enterprises of local authorities and every day life join explanatory cards, trying to set these people inside their historical context. 3 www.certosadibologna.it Figure 3 Talking monuments : Certosa virtual Museum . Interface to I WWW multimedia database Figure 4 Talking monuments : Certosa Virtual Museum . Database interface 4. INTERACTIVE SIMULATION SCENARIOS AND COMMUNICATION FRAMEWORK. THE CASE STUDY OF THE VESUVIUS AREA The Interactive Virtual Environment conceived for the Vesuvius area is a scenario for the presentation of quantitative analysis of explosive eruption and the evaluation of the likely effectiveness of possible mitigation measures such as land-use planning, engineering interventions in buildings, emergency planning and community preparedness in the frame of the EXPLORIS project 4. The specific aim of the visualization and communication project is to integrate the results of the eruption numerical simulations with geographic datasets for a fully interactive 3D high-resolution navigation around the volcano preserving a correct perception of the quality of the simulation. 4 Exploris project (Explosive Eruption Risk and Decision Support for EU Populations Threatened by Volcanoes) funded by the European Unions’s research programme into the “Energy Environment and Sustainable Development” chapter (Proposal no. EVR1-2001-00047, Contract no. EVR1-CT2002-40026). Figure 5 Wireframe representation of the Digital Terrain Model of Vesuvius area , the simulation and GIS data It is based on Open VisMan ( Virtual Scenarios Manager ) developed for cultural application, as described before, but in this case the framework has been used for creating real-time visual simulation and other performance-oriented 3D graphics applications.[4] 3D reconstructions are the starting point for the interaction with the virtual world: with the simple click of the mouse button, 3d objects can be connected to information coming from relational databases, multimedia files, GIS, and so on. Each 3D linked object is highlighted by a hint that appears when the mouse cursor runs over the object. Also automatic 3D search is possible from the linked information, for example looking for a 3D object from the related database record. The navigation is similar to “first person shooters” videogames with collision detections with the virtual world. Thanks to naming conventions, special nodes inside the scene graph are recognized and treated in particular way, and also some GUI is created to handle the behavior of those nodes; for example particular nodes are switches, links to database or multimedia files, evolution nodes, Image Based Render, scene switch nodes (model deepening), and some others. The simulation, that has been saved in RAW format, has been processed in the VTK format. 5 5. FROM RESEARCH MODELS TO VIRTUAL SCENOGRAPHIES A further opportunity was located in the use of models for the realization of a TV documentary. Since the communication tool, described before, has been designed with a high degree of compatibility with the Virtual Set it took just a few days work for adapting the models and interactions to it. Now, once that documentary has been shown on TV on the national channel, it has entered an archive created by RAI 6: Mosaico, a TV mediateque for educational support. In a framework called Mosaico, people, teachers in particular, find a list of educational TV programs and can ask for their programmed broadcast on the RAI Educational satellite channel. People need just to be registered and then they will be notified about the date of transmission. Therefore models developed in a research context can be easily transferred into a TV Virtual Set . 5 6 www.kitware.com http://www.mosaico.rai.it/ Figure 6 A screen shot taken from a TV documentary. Casa del Centenario reconstruction , Pompeii Such applications should offer not only flexibility from the usability point of view, but also portability, hence enabling the application to run on many different visualization platforms available today. In order to make such virtual environments more user-friendly, it is necessary to improve access to and understanding of contents by providing the general public with new paradigms for access and use. Virtual Reality applications and interaction via palmtops will grant a better surfing experience inside the reconstructed environment. Different communication forms, such as the Internet, streaming videos, virtual worlds within Virtual Sets will most likely increasingly integrate. It is necessary to understand the specific features of each medium while foreseeing possible synergies between such new communication modes within the specific framework of Virtual Environments. The creation of virtual scenarios implies a new organization of work. For example, within the framework of Virtual Cultural Heritage, the creation of real-time applications based on 3D digital models develops within a multidisciplinary environment where computer experts, architects, archaeologists, historians, scriptwriters work to bring about Virtual Reality applications. The development of a VR product relies on a working method that makes use of different professional skills and foresees constant feedbacks between technical, computer-oriented and liberal arts experts. Moreover the usage of a framework based on an open source software, can be considered an important added value for a real “open heritage” . The use of open source tools is changing the approach to Virtual Reality applications in the heritage sector, leading to the creation of personalized spatial tools useful to link/connect all the data acquired during survey campaigns; keep the same geographical projection used in GIS projects; maintain the same GIS data formats; generate quality paged and tiled terrains of the area from GIS data; maintain the same modeling formats of three-dimensional monuments and sites reconstructed with photo-modeling or scanner-laser techniques and processed with external software; create libraries of 3d models and vegetation typical of the area and of the period; connect directly inside the three-dimensional geographical space the models and the vectorial themes; work dynamically at the reconstruction of the visible archaeological landscape, testing hypothesis, using the same data even for complex VR applications, useful for example for museums with a story-telling approach; and finally publish the results of surveys over the Web, updating them at each new campaigns through web plug-in. The ability to use open source technology allows the dissemination of content without additional cost and the customization of applications. Anyway, we believe that due to enhancement in both network bandwidth and spread of 3D client graphics performance, the ability to produce web-accessible content and application is a key issue in 3D content production pipeline. Moreover the correct use of the product will then be guaranteed by communication experts who will coordinate all the project components. It is usually necessary to involve several institutions to bring together such well-structured teams, and this is exactly our experience in the Vesuvius’ scenario reconstruction. 6. CONCLUDING REMARKS: MULTI CHANNEL OUTPUTS AND FUTURE RESEARCH Our experience somehow highlighted how the concept of media morphosis can also apply to a medium such as VR. The latter will necessarily involve more media and maybe it will force other media to change – the same happened when TV ushered in the transformation of the radio.[5] Today Virtual environments – just like early cinema – are new media that still goes through an “amazement effect” stage, but VR will soon need to devise its own language and its own specialized genres. VR curators must be able to interact with different disciplines and to exploit the potential of computer science in order to accompany users as they surf complex scenarios. The scientific results of the Exploris project have produced a new research project with archaeological purposes. Starting from the reconstruction of the Roman time Vesuvius’ topography based on geological data and historical sources, a new simulation of the past is going to be run. This experience demonstrates that Virtual Reality experts must be able to interact with many different scientific and artistic disciplines. They must also be able to take advantage of computer science tools in order to help people to understand and navigate these historical scenarios which have been scientifically reconstructed but are ready to be used as narrative spaces. References 1. VELTMAN, K., 2006. Understanding new media Augmented Knowledge and Culture, Calgary: University of Calgary Press 2 GUIDAZZOLI A. et al.: Databases and virtual environments: a good match for communicating complex cultural sites. In Proc. SIGGRAPH 2004 3 VIVERE IL MEDIOEVO - Parma al tempo della Cattedrale. SilvanaEditoriale, 2006 4 GUIDAZZOLI A., DELLI PONTI F., CALORI L. et al.: An Interactive Virtual Environment to communicate Vesuvius eruptions numerical simulations and Pompeii history. In Proc. SIGGRAPH 2006 5 Mc LUHAN, M., 1964. Understanding Media Mc Graw