Ales, an in-house firm of the Ministry of Culture (MiC), is responsible for supporting the Ministry in its strategies for the protection and enhancement of Cultural Heritage, providing additional and complementary skills and developing synergistic initiatives to manage and promote Cultural Heritage also in the public-private sector.
Ales was assigned by the MiC General Secretariat to create the e-Archeo project, which has the aim of developing and implementing a multimedia and technological strategy for the enhancement of 8 archaeological areas throughout Italy, carried out in collaboration with several Italian universities and the CNR (Italian National Research Council).
The e-Archeo partnership’s main objective is to strengthen the capacity of government institutions, research bodies and creative industries to work together toward enhancing italian Cultural Heritage, sharing ideas and developing innovative and efficient working methods.
The e-Archeo partners have supported:
e-Archeo’s results are therefore reusable, transferable, updatable and they have a strong cross-disciplinary aspect. The results of the project’s outputs can definitely be shared at local, regional, national and transnational levels.
e-Archeo design and implementation phases have been coordinated by a working group that supervised each of those scientific and technical aspects that made the initiative highly professional and of great communication impact.
The members of the working group are:
With more than 180 researchers, technologists and technicians from different disciplines as well as a strong interdisciplinary approach, the Institute of Cultural Heritage Sciences (ISPC) is the CNR hub of research, innovation, training and technology transfer in the strategic area of Cultural Heritage; it is open to collaborating with networks of national and international experts.
For e-Archeo, ISPC’s Digital Heritage Innovation Laboratory (DHiLab) conceived and designed the multimedia of the project for the 8 sites, and coordinated the executive management of all the communication outputs. It was responsible for defining the technical criteria to be followed in the virtual reconstructions, for in the scientific mapping of the sources and interpretive processes on 3D models, and for choosing the most usable and sustainable technological solutions for each archaeological site. Together with ALES and MiC, it identified the communication, interactive and narrative formats and, finally, the modalities for sharing data on open platforms, depending on their future reuse.
For the archaeological site of Cerveteri, given that the Institute has been carrying out research on that field for years, CNR ISPC contributed to the collection and processing of the available archaeological data, the multimedia design for the Museum of Cerveteri and the creation of different outputs.
There are nine Italian universities involved in e-Archeo project, as well as the Italian School of Archaeology in Athens. They contributed to the collection and selection of scientific data already at their disposal, from previous projects or researches carried out by internal staff. They also supervised the multimedia content created by the publicly selected cultural industries. Finally, they produced some specific content and provided support and ideas on issues of their competence.”
The e-Archeo project took advantage of experts of accessibility, involved to validate the consistency of content, following the principles of Universal Design, and the compliance of the criteria for multimedia accessibility to the Cultural Heritage.
Omero State Tactile Museum of Ancona
LIS expert (Italian Sign Language)
Carlo di Biase
The creative industries involved in the e-Archeo project are twelve. They have translated the project partners' needs into concrete products referring to the latest trends in digital communication and multimedia technologies.
This contributed to the creation of a “multi-channel” project, as well as to the innovation and contamination between different disciplinary sectors in the creative industries: from virtual reconstructions to “human interface” systems, to the accessibility of Cultural Heritage; from networked and geo-localised services to web design, podcasts with immersive sound narratives and film production.