This study presents an integrated geophysical–geomatic approach for the investigation of archaeological sites, combining low-frequency Ground-Penetrating Radar (GPR) and close-range photogrammetry at the Archaeological Park of Abellinum (southern Italy). Unlike conventional applications using high-frequency antennas, the low-frequency GPR system employed in this study enabled deep subsurface imaging, allowing reconstruction of buried stratigraphic and architectural features to depths of several metres. This enhanced penetration capacity facilitated a more comprehensive understanding of the investigated environments, by complementing rather than replacing high-frequency surveys and expanding the interpretable volume in complex urban and peri-urban contexts. GPR reflection data were integrated with high-resolution photogrammetric surface models, enabling direct comparison between visible structures and subsurface geometries. The combined dataset provided precise correlations between surface features and subsurface anomalies, demonstrating the potential of this integrated methodology for detailed archaeological interpretation. Overall, this approach offers a scalable, non-invasive framework applicable to other complex archaeological landscapes, supporting both research objectives and long-term heritage management. By systematically combining low-frequency GPR with high-resolution photogrammetry, the study introduces a methodological contribution that extends interpretative depth well beyond the limits of conventional surveys.
The shift towards predictive and intelligent management models in cultural asset conservation has gained significance due to the intricacies of degradation processes and the necessity for sustainable preservation solutions. This project aims to develop a methodological framework for creating a Digital Twin (DT) for architectural heritage, which can integrate geometric, historical, environmental, and predictive data into a cohesive, dynamic system. The suggested method integrates high-accuracy surveying techniques with semantic modeling using Heritage Building Information Modelling (HBIM), augmented by real-time data collection using Internet of Things (IoT) devices. Environmental and structural parameters are perpetually monitored and integrated with the digital model using visual programming procedures, facilitating real-time changes and interactions. Machine Learning (ML) techniques are employed to analyze time-series data for the identification of deterioration trends and the simulation of predictive maintenance scenarios. The technique was validated by its application to the Ponte Leproso, a Roman bridge in Benevento, Italy, noted for its intricate stratifications and susceptibility to environmental stresses. The development of a DT of the structure facilitated the dynamic integration of sensor data with historical and architectural knowledge, hence enabling the formulation of data-driven conservation plans. This integrated workflow illustrates how the collaboration of HBIM, IoT, and AI technologies may facilitate the transition of cultural heritage management from reactive intervention to proactive, intelligent, and sustainable preservation methods.
The term "serious game" (SG) indicates, today, that type of games characterized by a vocation more focused on training and the transmission of information rather than pure entertainment, and which has in fact experienced, in recent years, an ever-increasing diffusion, so much to determine the birth of a new category of videogames. The proposed study first attempted to analyze the concept of SG and its founding principles, then went on to examine the existing bibliography on the subject, identifying and discussing a series of practical application cases, and finally proceeded to describe the methodology se- followed for the actual realization of the SG "Exploring Abellinum," centered on the case study of the Domus of Marcus Vipsanius Primigenius, located in the Abellinum Archaeological Park in Atripalda, in the province of Avellino. In particular, starting from the processing of the point cloud, acquired by laser scanner, then passing through the creation of the 3D model of the Domus and concluding with the export of the model to the editor of the chosen game engine, the publication of the above-mentioned serious game was achieved, with the aim of developing a useful tool to be used both for educational purposes and for the promotion and enhancement of cultural heritage, especially of minor sites that are little known and frequented, such as the case study faced.