This thesis explores the complex relationship between original and copy in art and cultural heritage, with particular attention to the implications of digital reproduction and prototyping for accessibility and engagement with a broader audience, specifically people with visual impairments. Starting with an in-depth analysis of the mimesis concept and its evolution from antiquity to the contemporary era, the research addresses the debate on authenticity and the value of copies in the digital age. The thesis questions the dichotomy between original and copy, emphasizing how a copy, far from being a mere reproduction, can become a tool for knowledge and cultural dissemination, opening new avenues in the field of accessibility. At the core of the research is the idea that digitization of cultural heritage, when guided by a critical and conscious approach, can help democratize culture, making it accessible to all, regardless of their physical and social conditions. To this end, the thesis explores the international and national regulatory frameworks regarding the accessibility and enjoyment of cultural heritage, with a particular focus on people with disabilities. The United Nations Convention on the Rights of Persons with Disabilities and the Guidelines for Overcoming Architectural Barriers in Sites of Cultural Interest serve as the basis for a reflection on policies and practices that can promote greater inclusion in the cultural sector. The thesis utilizes a case study centred on the theatrical masks of the “Luigi Bernabò Brea” Regional Archaeological Museum in Lipari to demonstrate how digital surveying technologies, such as photogrammetry, and haptic prototyping can be used to create more inclusive museum experiences. The focus on theatrical masks stems from their ability to embody universal characters and emotions, which can be easily understood through touch. Their expressive power, linked to facial features and the emotions they convey, makes them particularly suitable for a multisensory experience that involves not only sight but also touch. Specifically, attention is given to a group of terracotta masks from the 4th century b.C, selected for their historical significance, morphological characteristics, and educational potential. Using specialized software, the data collected during the surveying phase was processed to produce accurate and detailed 3D models of the masks. These models were then used for 3D printing of tactile reproductions and the creation of haptic boards. The boards, made with sustainable materials such as PLA, were designed to be accessible to people with various disabilities, including the blind and visually impaired. They feature embossed drawings, created from the 3D models of the masks and graphic elaborations with equidistant contour lines, enabling the perception of the shape and details of the masks through touch. To make the museum experience even more inclusive and engaging, the boards were enhanced with braille descriptions, captions, and information in Italian, as well as NFC tags that, using augmented reality technology, activate multimedia content. By bringing their Smart Ring device close to the tag, users can access descriptive videos, audio information, subtitles, and animations that illustrate the history, features, and historical context of the artifacts. The audio descriptions include details on the shapes, colours, textures, and symbolic meanings of the masks, thoroughly describing their visual aspects to allow visually impaired visitors to form a mental representation. The thesis therefore proposes an inclusive accessibility strategy based on a combination of tactile models, NFC technologies, and multimedia content, allowing for a more comprehensive and engaging interaction with artworks, thus opening new avenues for cultural access for all. Visitors, regardless of their visual abilities, can explore the masks through touch, listen to their stories, deepen their understanding, and immerse themselves in the world of Greek theatre. The research contributes to the debate on the use of digital technologies to make art and culture more accessible and inclusive, promoting greater awareness of the social value of cultural heritage
Questa tesi esplora il complesso rapporto tra originale e copia nell'arte e nel patrimonio culturale, con particolare attenzione alle implicazioni della riproduzione digitale e della prototipazione per l'accessibilità e la fruizione da parte di un pubblico più ampio, in particolare le persone con disabilità visive. Partendo da un'analisi approfondita del concetto di mimesi e della sua evoluzione dall'antichità all'epoca contemporanea, la ricerca affronta il dibattito sull'autenticità e il valore delle copie nell'era digitale. La tesi si interroga sulla dicotomia tra originale e copia, sottolineando come la copia, lungi dall'essere una mera riproduzione, possa diventare essa stessa strumento di conoscenza e di diffusione culturale, aprendo nuovi scenari sul tema dell’accessibilità. Il cuore della ricerca risiede nell'idea che la digitalizzazione del patrimonio culturale, se guidata da un approccio critico e consapevole, possa contribuire a democratizzare la cultura, rendendola fruibile a tutti, a prescindere dalle proprie condizioni fisiche e sociali. A tal fine, la tesi esplora il quadro normativo internazionale e nazionale in materia di accessibilità e fruizione del patrimonio culturale, con particolare attenzione alle persone con disabilità. La Convenzione delle Nazioni Unite sui diritti delle persone con disabilità e le Linee Guida per il superamento delle barriere architettoniche nei luoghi di interesse culturale costituiscono il punto di partenza per una riflessione sulle politiche e le pratiche che possono favorire una maggiore inclusione nel settore culturale. La tesi si avvale di un caso di studio incentrato sulle maschere teatrali del Museo Archeologico Regionale "Luigi Bernabò Brea" di Lipari per dimostrare come le tecnologie di rilievo digitale, come la fotogrammetria, e di prototipazione aptica possano essere utilizzate per creare esperienze museali più inclusive. La scelta di concentrarsi sulle maschere teatrali si deve alla loro capacità di incarnare personaggi e sentimenti universali, facilmente comprensibili anche attraverso il tatto. La loro forza espressiva, legata ai tratti del volto e alle emozioni che trasmettono, le rende particolarmente adatte a una fruizione multisensoriale che coinvolga non solo la vista, ma anche il tatto. In particolare, l'attenzione si concentra su un gruppo di maschere in terracotta del IV secolo a.C., selezionate per la loro rilevanza storica, le caratteristiche morfologiche e il potenziale educativo che offrono. Attraverso l'utilizzo di software specifici, i dati raccolti durante la fase di rilievo sono stati elaborati per realizzare modelli 3D accurati e dettagliati delle maschere. Questi modelli sono stati poi utilizzati per la stampa 3D di riproduzioni tattili e per la creazione di tavole aptiche. Le tavole, realizzate con materiali sostenibili come il PLA, sono state progettate per essere fruibili da persone con diverse disabilità, compresi i non vedenti e gli ipovedenti. Esse sono dotate di disegni a rilievo, realizzati a partire dai modelli 3D delle maschere e da elaborazioni grafiche con isoipse equidistanti, che permettono di percepire la forma e i dettagli delle maschere attraverso il tatto. Per rendere l'esperienza museale ancora più inclusiva e coinvolgente, le tavole sono state arricchite da descrizioni in braille, didascalie e informazioni in italiano, e da tag NFC che, sfruttando la tecnologia della realtà aumentata, attivano contenuti multimediali. L'utente, avvicinando il proprio dispositivo Anello Smart al tag, può accedere a video descrittivi, informazioni audio, sottotitoli e animazioni che illustrano la storia, le caratteristiche e il contesto storico dei reperti. Le audiodescrizioni, in particolare, includono dettagli sulle forme, colori, texture e significati simbolici delle maschere, descrivendo minuziosamente l'aspetto visivo per permettere ai visitatori ipovedenti di crearsi una rappresentazione mentale. La tesi propone quindi una strategia di fruizione inclusiva basata su una combinazione di modelli tattili, tecnologie NFC e contenuti multimediali, che permettono un'interazione più completa e coinvolgente con le opere d'arte, aprendo nuove possibilità di accesso alla cultura per tutti. I visitatori, a prescindere dalle proprie capacità visive, possono esplorare le maschere attraverso il tatto, ascoltare le loro storie, approfondirne la conoscenza e immergersi nel mondo del teatro greco. La ricerca contribuisce al dibattito sull'uso delle tecnologie digitali per rendere l'arte e la cultura più accessibili e inclusive, promuovendo una maggiore consapevolezza del valore sociale del patrimonio culturale
STRATEGIE E TECNICHE PER LA CONOSCENZA E LA DIVULGAZIONE DEL PATRIMONIO STORICO CULTURALE. Analisi, valorizzazione, fruizione e disseminazione digitale
DESTEFANO, FABIO
2025
Abstract
This thesis explores the complex relationship between original and copy in art and cultural heritage, with particular attention to the implications of digital reproduction and prototyping for accessibility and engagement with a broader audience, specifically people with visual impairments. Starting with an in-depth analysis of the mimesis concept and its evolution from antiquity to the contemporary era, the research addresses the debate on authenticity and the value of copies in the digital age. The thesis questions the dichotomy between original and copy, emphasizing how a copy, far from being a mere reproduction, can become a tool for knowledge and cultural dissemination, opening new avenues in the field of accessibility. At the core of the research is the idea that digitization of cultural heritage, when guided by a critical and conscious approach, can help democratize culture, making it accessible to all, regardless of their physical and social conditions. To this end, the thesis explores the international and national regulatory frameworks regarding the accessibility and enjoyment of cultural heritage, with a particular focus on people with disabilities. The United Nations Convention on the Rights of Persons with Disabilities and the Guidelines for Overcoming Architectural Barriers in Sites of Cultural Interest serve as the basis for a reflection on policies and practices that can promote greater inclusion in the cultural sector. The thesis utilizes a case study centred on the theatrical masks of the “Luigi Bernabò Brea” Regional Archaeological Museum in Lipari to demonstrate how digital surveying technologies, such as photogrammetry, and haptic prototyping can be used to create more inclusive museum experiences. The focus on theatrical masks stems from their ability to embody universal characters and emotions, which can be easily understood through touch. Their expressive power, linked to facial features and the emotions they convey, makes them particularly suitable for a multisensory experience that involves not only sight but also touch. Specifically, attention is given to a group of terracotta masks from the 4th century b.C, selected for their historical significance, morphological characteristics, and educational potential. Using specialized software, the data collected during the surveying phase was processed to produce accurate and detailed 3D models of the masks. These models were then used for 3D printing of tactile reproductions and the creation of haptic boards. The boards, made with sustainable materials such as PLA, were designed to be accessible to people with various disabilities, including the blind and visually impaired. They feature embossed drawings, created from the 3D models of the masks and graphic elaborations with equidistant contour lines, enabling the perception of the shape and details of the masks through touch. To make the museum experience even more inclusive and engaging, the boards were enhanced with braille descriptions, captions, and information in Italian, as well as NFC tags that, using augmented reality technology, activate multimedia content. By bringing their Smart Ring device close to the tag, users can access descriptive videos, audio information, subtitles, and animations that illustrate the history, features, and historical context of the artifacts. The audio descriptions include details on the shapes, colours, textures, and symbolic meanings of the masks, thoroughly describing their visual aspects to allow visually impaired visitors to form a mental representation. The thesis therefore proposes an inclusive accessibility strategy based on a combination of tactile models, NFC technologies, and multimedia content, allowing for a more comprehensive and engaging interaction with artworks, thus opening new avenues for cultural access for all. Visitors, regardless of their visual abilities, can explore the masks through touch, listen to their stories, deepen their understanding, and immerse themselves in the world of Greek theatre. The research contributes to the debate on the use of digital technologies to make art and culture more accessible and inclusive, promoting greater awareness of the social value of cultural heritageFile | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/209783
URN:NBN:IT:UNIRC-209783