
Daniele Ferdani
Consiglio Nazionale delle Ricerche (CNR), Dipartimento Scienze Umane (DSU), Researcher at the Institute of Cultural Heritage Sciences
Daniele Ferdani is researcher at the Institute of Heritage Science of the National Research Council (ISPC-CNR) in Italy. He is graduated in Preservation of Cultural Heritages at the University of Parma in 2006 and attained a 2nd level postgraduate master in Geo-technology for Archaeology at the University of Siena in 2007. In 2012 he accomplished a Ph.D in Medieval Archaeology at University of Siena, specializing in surveys, analysis and representation of medieval architectures and settlements. His research activities deal with digital archaeology and are particularly oriented to the definition and experimentation of methodologies and integrated digital technologies for the acquisition, interpretation, tridimensional reconstruction of cultural heritage and dissemination through virtual reality systems.
He collaborated in several National (Arcus - Museo Virtuale della Valle del Tevere, Archeovirtual, Prin - Aquae Patavinae, Pro.Va.Ci, SENECA and Necropoli Cerveteri) and European funded research projects (V-Must – Virtual Museum Transnational Network, CEMEC – Connecting Early Medieval European Collection, REVEAL) holding position of responsibility and collaborating with different international partners. In 2013 he collaborated as visiting researcher at the Swedish Pompeii Project of the Lund University working at the tridimensional reconstruction of the house of Caecilius Iucundus in Pompeii. Since 2014 he has been invited as guest lecturer at the master course on Virtual Reality in Archaeology of the Dept. of Archaeology and Ancient History, Lund University.
Currently he is coordinator of the scientific cooperation projects of the ISPC with the Cultural Institutes of the Republic of San Marino and with the Université Chatolique de Louvain in Belgium. He is project leader of the archaeological survey campaign of the medieval fortresses in San Marino and he is involved in the PON SHINE project for the enhancement of the Italian nodes in the E-RIHS infrastructure.
He collaborated in several National (Arcus - Museo Virtuale della Valle del Tevere, Archeovirtual, Prin - Aquae Patavinae, Pro.Va.Ci, SENECA and Necropoli Cerveteri) and European funded research projects (V-Must – Virtual Museum Transnational Network, CEMEC – Connecting Early Medieval European Collection, REVEAL) holding position of responsibility and collaborating with different international partners. In 2013 he collaborated as visiting researcher at the Swedish Pompeii Project of the Lund University working at the tridimensional reconstruction of the house of Caecilius Iucundus in Pompeii. Since 2014 he has been invited as guest lecturer at the master course on Virtual Reality in Archaeology of the Dept. of Archaeology and Ancient History, Lund University.
Currently he is coordinator of the scientific cooperation projects of the ISPC with the Cultural Institutes of the Republic of San Marino and with the Université Chatolique de Louvain in Belgium. He is project leader of the archaeological survey campaign of the medieval fortresses in San Marino and he is involved in the PON SHINE project for the enhancement of the Italian nodes in the E-RIHS infrastructure.
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Books by Daniele Ferdani
Local architectural heritage is an expression of a long-lasting circle of traditions and oral knowledge fostered from one generation to another and revealed through simple or complex architectural realities. It is also a manifestation of economic and social impact on the landscape. Given this assumption, this volume, by means of new building archaeology research approaches, debates the development and the organisation of the fortified architectures, settlements and centres during the medieval age in the historical area of Luni (Lunigiana), a sub-cultural region that stands between Tuscany and Liguria (Italy). The author portrays a complete and summarized picture of the development of the power of the bishopric in the Luni area, promoter of the seigniorial territorialization and castle-building, between the 10th and 14th centuries. The study of the historical architectures adopts a multifaceted methodology that combines building archaeology such as wall stratigraphic relationships, building phases, type-chronology of the architectural elements, and masonry techniques analysis together with more recent dense image modeling and 3D reconstruction techniques
Book Chapters by Daniele Ferdani
Articles by Daniele Ferdani
Taking advantage of the available digital technologies, the challenge we are going to discuss is using holograms in the museum context, inside showcases, to realize a new form of scenography and dramaturgy around the exhibited objects. Case studies will be presented, with a detailed analysis of the EU project CEMEC (Connecting Early Medieval European Collections), where holographic showcases have been designed, built and experimented in EU museums. In this case, the coexistence in the same space of the real artifact and the virtual contents, and interior setup of the showcase,
its dynamic lighting system, the script and the sound, converge to create an expressive unity.
The reconstruction of sensory and symbolic dimensions that are ‘beyond’ any museum object can take the visitor in the middle of a lively and powerful experience with such technology, and represents an advancement in the museological sector. User experience results and a list of best practices will be presented in the second part of the paper, out of the tests and research activities conducted in these three years of the project.
It was thus possible to detect a significant difference in terms of visibility among the observed objects.
Swedish Pompeii Project; (ii) inter-connect 3D models with the project website; (iii) use the third dimension as a further analytical field of investigation, in the form of spatial analysis and cognitive simulation.
Local architectural heritage is an expression of a long-lasting circle of traditions and oral knowledge fostered from one generation to another and revealed through simple or complex architectural realities. It is also a manifestation of economic and social impact on the landscape. Given this assumption, this volume, by means of new building archaeology research approaches, debates the development and the organisation of the fortified architectures, settlements and centres during the medieval age in the historical area of Luni (Lunigiana), a sub-cultural region that stands between Tuscany and Liguria (Italy). The author portrays a complete and summarized picture of the development of the power of the bishopric in the Luni area, promoter of the seigniorial territorialization and castle-building, between the 10th and 14th centuries. The study of the historical architectures adopts a multifaceted methodology that combines building archaeology such as wall stratigraphic relationships, building phases, type-chronology of the architectural elements, and masonry techniques analysis together with more recent dense image modeling and 3D reconstruction techniques
Taking advantage of the available digital technologies, the challenge we are going to discuss is using holograms in the museum context, inside showcases, to realize a new form of scenography and dramaturgy around the exhibited objects. Case studies will be presented, with a detailed analysis of the EU project CEMEC (Connecting Early Medieval European Collections), where holographic showcases have been designed, built and experimented in EU museums. In this case, the coexistence in the same space of the real artifact and the virtual contents, and interior setup of the showcase,
its dynamic lighting system, the script and the sound, converge to create an expressive unity.
The reconstruction of sensory and symbolic dimensions that are ‘beyond’ any museum object can take the visitor in the middle of a lively and powerful experience with such technology, and represents an advancement in the museological sector. User experience results and a list of best practices will be presented in the second part of the paper, out of the tests and research activities conducted in these three years of the project.
It was thus possible to detect a significant difference in terms of visibility among the observed objects.
Swedish Pompeii Project; (ii) inter-connect 3D models with the project website; (iii) use the third dimension as a further analytical field of investigation, in the form of spatial analysis and cognitive simulation.
This approach easily leads visitors into a state of frustration or information overload. Thus, one of the most important aspects regarding museum objects is overlooked: their being related to a sphere of life, human stories, habits, beliefs.
The reconstruction of stories, senses and symbolisms that are “beyond” the physical ob- jects can be a powerful vehicle to drive visitors into the middle of a lively and emotional experience (Panofsky 1996). This way history is no longer perceived as something far away, “behind the scenes”, extraneous, but it becomes alive, part of our present.
In the first section of this paper we present the workflow and the concept adopted to create a novel kind of multimedia installation aiming at creating a powerful connection between the real artifact and the virtual contents: it is the holographic showcase.
This installation has been created within the European project CEMEC, Connecting European Early Medieval Collections, which gave birth to a travelling exhibition “Crossroads”. It is currently travelling between European museums until the end of 2019. In order to verify the impact of the holographic showcase, in the second section of the paper we dis- cuss the user experience performed in the first two exhibitions hosted at the Hungarian Museum of Budapest and at the Allard Pierson Museum of Amsterdam.
standardized workflow to deploy a shared and engaging gesturebased experience within a museum, connecting two different natural interaction applications. The research presented in this paper is specifically focused on Admotum and Holoint, two gesture-based applications developed for the V-Must.net in occasion of “Keys to Rome” international exhibition on Roman Culture. The workflow described here includes 3D content production, application design, development and integration within flexible museum setups, together with evaluation activities to explore more on the user's’ educational benefits and the potential of such collaborative museum experience.
1) an archaeological excavation and 3D acquisition from photos with the aim of surveying and documenting the site.
2) a 3D reconstruction of the site, based on interpretations put forward by experts, to produce images and a short film.
3) an AR app for tablet and smartphone to make the kiln visible in-situ as it is today and was in the past.
In the paper details regarding the various phases and the outcome of the work will be reported.
It was thus possible to detect a significant difference in terms of visibility among the observed objects.