The field of territorial representation has undergone significant transformations in response to the proliferation of the internet, leading to the emergence of platforms dedicated to global exploration. Notably, Google Earth has assumed a pivotal role and stands as one of the most widely utilized tools for making territorial information universally accessible. Google recently introduced direct access to photorealistic 3DTiles via dedicated APIs, ushering in a new era of possibilities. This integration forms a robust foundation for crafting customized applications and interactive experiences within a geospatial three-dimensional environment. The primary objective of this research is the assessment of the accuracy and potential of the resources provided by Google within a workflow focused on digital twin processing and geospatial data visualization. To achieve this goal, a comparative analysis of distinct models was conducted, with each model representing a unique approach to three-dimensional reconstruction. The research introduces a methodology designed for easy replication in other case studies, demonstrating intrinsic scalability suitable for more complex or diverse scenarios. Furthermore, the study offers a comprehensive assessment of the differences and characteristics of the three methods analyzed, providing insights into their potential and limitations.
This research aims to improve wayfinding in the Fontivegge district of Perugia, a chaotic and disorienting area due to the numerous redevelopment projects. The goal is the development of an Augmented Reality application to improve the urban orientation experience. The app will provide users with indications on how to reach pre-selected places of interest, through the visualisation of directional arrows placed horizontally along the route and vertically at major turning points. In addition, it will provide a number of thematically categorised infopoints, which will accompany the user along the route, enriching it with information. The aim is, therefore, to create a more positive and engaging orientation experience for users and to promote a sense of belonging and social cohesion in the place.
The research aims to preserve and support the historical memory of Perugia's Fontivegge district through an analysis and valorisation of the existing cultural heritage. The selected case study is represented by the original design of the station, ideated by architect Antonio Cipolla. In order to enhance this project, which was never realised, it was decided to exploit the three-dimensional reconstruction of the building, which had already been elaborated previously, to create a virtual reality experience, through users can visualize, explore and walk inside the build. The purpose is to consolidate the relationship between the historical memory of the city and its users, allowing them a new interaction with the space and bringing them to a deeper level of knowledge and understanding of the place they live. To increase the user base of this virtual experience, it was decided to create an application for mobile devices. The Unreal Engine software was selected for development, given the ease of exporting projects for the main mobile platforms (Android, iOS) and the specific functions for reading GPS data. In fact, the application only allows the exploration of the virtual scenario to real users of the place, so they physically visit it and thus can understand the differences and similarities between the real scenario and the virtual historical reconstruction. Once the geolocation is verified, the app provides the 3D model for a panoramic view of the build under examination and, subsequently, an immersive experience in which it is possible to freely navigate within the virtual reconstruction.
The research presents a new digital approach to wayfinding analysis in immersive reality, integrated with biosensors for the interpretation of data surveyed. The three-dimensional model of the actual state of the Hall of Perugia Railway Station was realized, considering and detecting the present signage, and it was developed a specific algorithm for a multi-platform graphics engine, able to register an interaction mediated by HMD devices. Wayfinding experiences in immersive reality are developed guaranteeing to the user to move freely to complete the missions assigned. The algorithm in this phase runs in the background and records the movements of users and their pupil, saving them in a special file. In the second phase, instead, the real data processing and the subsequent representation of the collected information take place. Starting from its current state, the Station hall is transformed inserting different elements, derived by the aim of developing four scenarios, to analyse different users’ response in wayfinding. A three-dimensional heat map of visual attentions is created and the different scenarios can be valued for their impact in the user wayfinding, the results are then confronted with the neuro-analysis obtained by EEG instruments and biosensors. In this way, it is possible to value the impact of the environment and spatial orientation cues, by quantifying and qualifying the impact of the project choices.