The experimentation here described has the ambition to overtake the current state-of-the-art of virtualization by integrating and advancing innovative digital methodologies to establish a framework for library fruition empowered by accessibility and engagement of users. Furthermore the experiment incorporates the idea of virtualisation of library environments as a vehicle for global cultural engagement and accessibility to document presenting culture in immersive format that transcend physical limitations [Oje et al. 2025, pp. 4-5]. Focusing on the creation of an immersive environment [Maté-González et al. 2023, pp. 1043-1044] through a case study related to the Biblioteca Campus Leonardo (https://www.biblio. polimi.it/) at Politecnico di Milano [Ponti 1954, pp. 58-67], the research explores the whole path: from a digital survey for the creation of an accurate architectural model [Ranieri et al. 2023, pp. 1279-1275] to its enrichment as a digital replica accessible in immersive mode, to the enjoyment of its contained digital contents through an interactive app. The study demonstrates how VR can enhance features such as book-finding systems in libraries, reading them in virtual environment [Trizio 2019a, pp. 1174-1176; Trizio 2019b, pp. 378, 379], but not only, one of the objectives of the experiment is to test the potential of such an immersive system to evaluate the curiosity and engagement of students when faced with such a possibility. The case study involve a comprehensive digital survey and modelling process [Raco 2024, pp. 606-610], the integration of Dewy Decimal Classification System in the digital model of the library [Mafrici 2020, pp. 38-51] the development of a searching and reading app to be tested.
Virtual Reality-Based Digital Twins for Education
C. M. Bolognesi;S. Balin;D. Bassorizzi;C. Bolognesi;V. Manfredi
2025-01-01
Abstract
The experimentation here described has the ambition to overtake the current state-of-the-art of virtualization by integrating and advancing innovative digital methodologies to establish a framework for library fruition empowered by accessibility and engagement of users. Furthermore the experiment incorporates the idea of virtualisation of library environments as a vehicle for global cultural engagement and accessibility to document presenting culture in immersive format that transcend physical limitations [Oje et al. 2025, pp. 4-5]. Focusing on the creation of an immersive environment [Maté-González et al. 2023, pp. 1043-1044] through a case study related to the Biblioteca Campus Leonardo (https://www.biblio. polimi.it/) at Politecnico di Milano [Ponti 1954, pp. 58-67], the research explores the whole path: from a digital survey for the creation of an accurate architectural model [Ranieri et al. 2023, pp. 1279-1275] to its enrichment as a digital replica accessible in immersive mode, to the enjoyment of its contained digital contents through an interactive app. The study demonstrates how VR can enhance features such as book-finding systems in libraries, reading them in virtual environment [Trizio 2019a, pp. 1174-1176; Trizio 2019b, pp. 378, 379], but not only, one of the objectives of the experiment is to test the potential of such an immersive system to evaluate the curiosity and engagement of students when faced with such a possibility. The case study involve a comprehensive digital survey and modelling process [Raco 2024, pp. 606-610], the integration of Dewy Decimal Classification System in the digital model of the library [Mafrici 2020, pp. 38-51] the development of a searching and reading app to be tested.| File | Dimensione | Formato | |
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