2 RELATED WORK
The 1980s and 1990s saw the first technological ex-
periments applied to cultural heritage, limited, how-
ever, only to the 2D virtual reconstruction of de-
stroyed sites, monuments and ancient urban contexts,
and then displaying them on screens, for the purpose
of documentation.
From the end of the 20th century, the Cultural
Heritage sector has begun to increase the use of im-
mersive technologies belonging to the macrocosm of
’Extended Reality’, a collective term for Augmented,
Virtual and Mixed Reality technologies that provide
sensory experiences through various combinations of
real and digital content.
Among the first examples in literature, it is worth
mentioning the virtual restitution of the Renaissance
mansion of Dudley, commissioned by Queen Eliza-
beth II. The reconstruction was based on some exist-
ing ruins, as well as on historical films, written doc-
uments and also a voice that enriched the virtual tour
(Messemer, 2016). It was one of the first examples of
digital storytelling, which is the idea of combining the
art of storytelling with the variety of digital multime-
dia such as audio, images, and video (Robin, 2006).
The use of innovative VR tools and digitisation
activities have facilitated the dissemination of knowl-
edge and access to Cultural Heritage in a more engag-
ing and innovative way (Bekele et al., 2018).
Since the purpose of most cultural applications in
VR is to revive a reality that no longer exists, the topic
of “time travel” has always been among the most pop-
ular, although declined in different ways.
In 2017 a kind of “time travel” was realized from
the Museo Arqueologico Nacional in Madrid, in col-
laboration with Samsung, within the project entitled
“Vive el Pasado”. It was an immersive tour in which
visitors virtually walked through the history of Spain
from Prehistory to the Modern Age, by using 3D vi-
sors like Cardboards (Sànchez Mateos, 2018).
In Italy, if we look at the Salento area where the
Castle of Corsano is located, we find some interest-
ing similar experiences. In particular, “The Medi-
aEvo Project” was a VR project for edutainment in
cultural heritage based on a serious game oriented to-
wards the knowledge of history and society of a me-
dieval town in Salento (De Paolis et al., 2011a). The
project enhanced interactions among historical, ped-
agogical and ICT researchers by means of a virtual
immersive platform for playing and educating. This
platform, through the reconstruction of the old town
of Otranto in the Middle Ages, has permitted the col-
lection of feedback about the questions related to the
educative use of ICT (De Paolis et al., 2011b).
Near Otranto, in 2021, the enhancement of an
underground oil mill in the abandoned Masseria of
Torcito, next to Cannole (Lecce, Italy), was proposed
by means of a VR application and a MR applica-
tion. The former can be used with Cardboard, through
which it is possible to visit the oil mill from the inside
with spherical photos. In the latter the 3D model of
the olive mill is navigable through the technology of
Virtual Portal (De Paolis et al., 2021).
The use of immersive VR for education or train-
ing offers a substantial improvement in the interest of
learning in these environments, facilitating the under-
standing of complex concepts. This has necessitated
the creation of new VR environments specifically for
learning or training (Checa et al., 2020).
In the educational field can also be placed the
project “VirgilTell”, developed in 2021 by the Poly-
technic of Turin, to make virtual accessible the im-
pervious places of the Racconigi Castle in Piedmont,
unreachable due to restoration. The experience ex-
ploited the use of the Oculus Quest visor. The rooms
were modelled using the support of historians to ver-
ify the veracity of the information and visited together
with the characters of the kings Carlo Alberto and Vit-
torio Emanuele II, who guides as a “ghost” the vis-
itors in 1842 and 1920 respectively (Germak et al.,
2021).
In the same domain, another project concerned
the reconstruction of one of the most representative
UNESCO sites of Lombard architecture: Santa Maria
Delle Grazie in Milan, according to the Cloister of
Dead part. By the means of Oculus Rift, users can
discover the transformations of the Cloister over the
centuries (before and after the bombing of World War
II), which are gradually being lost in common mem-
ory. The aim of the research project is to hand down
the historical phases and intangible memory of the
monument to future generations, thanks to the tool of
Virtual Reality (Banfi and Bolognesi, 2021).
On the contrary, the ultimate goal of the applica-
tion developed for the Castle of Corsano is to enhance
a tangible asset, even if closed to the public for much
longer, by using as sources an intangible cultural her-
itage, mostly made up of oral testimonies, and above
all by inserting them as virtual elements to interact
with. All of this has been made usable through a
medium that is also, in itself, intangible: Virtual Re-
ality.
This dichotomy between real and virtual, between
history and memory is the thread running through the
entire project and constitutes its strong point.
Today, the adoption of VR solutions has turned
out to be effective also in the museum world, to react
to the impact of the forced closure of museums due to
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