Virtual Reality (VR) can interpret and communicate not only existing cultural heritage, but also “non-existent” or imaginary heritage, while raising issues of accuracy, realism and hallucination avoidance. This paper explores VR as a tool for translating literary ekphrasis into embodied experience, through an application inspired by Giovan Battista Marino’s La Galeria (1619). The experience develops a two-part spatial narrative, the Gallery and the Camerino, combining architectural typology, symbolic interaction, sound and user participation. Tested with questionnaires on over 60 users, the application fostered engagement, comfort and interest, showing how VR can support the communication of imaginary heritage beyond real-world reconstruction.
Università Politecnica delle Marche, Italy
Università Politecnica delle Marche, Italy
Università Politecnica delle Marche, Italy
Università Politecnica delle Marche, Italy
Università Politecnica delle Marche, Italy
Titolo del capitolo
The “Marino VR experience”: designing and evaluating the effectiveness of a virtual reality application for imaginary heritage fruition
Autori
Ramona Quattrini, Paolo Pieruccini, Leonardo Crescimbeni, Gabriele Bernardini, Enrico Quagliarini
Lingua
Inglese
DOI
10.36253/979-12-215-1113-0.105
Opera sottoposta a peer review
Anno di pubblicazione
2026
Copyright
© 2026 Author(s)
Licenza d'uso
Licenza dei metadati
Titolo del libro
ReUso 2026 - New heritage and future strategies. Perspectives on conservation and promotion
Sottotitolo del libro
14th International Congress Barcelona-Girona, 4-7 November
Curatori
Alessandro Scarnato, Marisa García Vergara, Ángeles Layuno Rosas
Opera sottoposta a peer review
Anno di pubblicazione
2026
Copyright
© 2026 Author(s)
Licenza d'uso
Licenza dei metadati
Editore
Firenze University Press
DOI
10.36253/979-12-215-1113-0
eISBN (pdf)
979-12-215-1113-0
eISBN (xml)
979-12-215-1112-3
Collana
ReUso