Cultural Heritage

GraphiTech has investigated the application of IT technologies in the domain of cultural heritage. The vision was, and it still is, to connect different cultures through new technologies as well as to develop instruments for the re-qualification of archaeological, architectural, and monumental heritage. In fact, archaeological sites and ancient monuments are usually perceived by non-specialists as fragmented, partial, difficult to interpret and comprehend, and often out of today’s context. This results in a frustrating and limiting experience for most of the visitors.


The fast-growing technological advancements in the field of Virtual Reality technology and the access to affordable high-performance computer graphics hardware have made it possible to extend the range of VR applications from scientific research and medical training to the general public and specifically to the field of edutainment.


Notable examples of projects at GraphiTech include TrentoIeriOggieDomani, a virtual exhibition that reconstructed the urban evolution of Trento (Italy) and made accessible via the internet an extremely wide range of multimedia data based on their geographical location. The project was inspired by a previous initiative, called DentroTrento, which led to the development of a virtual exhibition illustrating life in Trento during the Roman age.


NetConnect – Connecting European Culture Through New Technology, financed by the Cultura 2000 programme, is another European project that led to the development of a video game designed to teach the history of archaeology.


Testing new media and triggering users’ creative potential have been among the goals of different projects at GraphiTech. Through playful engagement, we have adopted modern technologies and tools from the domain of Virtual Reality and computer graphics to explore new domains where artistic expression and creativity are predominant but still not widely explored by the public. Cognitive and creative paths have been identified according to the specific project scenarios, promoting socialization, dialogue, and the exchange of ideas. Technology thus becomes a catalyst for cultural exchanges and communication rather than a cause of isolation and alienation. The semantic pillars of this research activity are therefore information, meant as knowledge, creativity, and socialization.


  • Virtual Reconstructions
  • VR set-ups for museums
  • Web-based access to virtual heritage