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February 14, 2026˜The œinternational archives of the photogrammetry, remote sensing and spatial information sciences/International archives of the photogrammetry, remote sensing and spatial information sciences0 citationsOpen Access

From Digital Reconstruction to Immersive Education: Virtual Reality Cultural Heritage Experience

MCMatteo CaponiCRCecilia RuggieriFSFrancesco Di Stefano

Key Points

  • The central aim is to create an immersive VR educational experience that enhances learning about Roman architecture while preserving cultural heritage.
  • Developed a VR application focusing on the old theatre of Palmyra
  • Utilized photogrammetric reconstructions for real-time visualization
  • Integrated the VR experience within a Unity ecosystem
  • Designed a five-level architectural framework for content delivery
  • Incorporated interactive features for enhanced engagement
  • Demonstrated increased user engagement compared to traditional methods
  • Showed potential for improving knowledge acquisition in cultural heritage
  • Highlighted the effectiveness of active learning through VR experiences
  • Proposed future evaluation of learning outcomes against real-world activities

Abstract

Abstract. The digital transformation of Cultural Heritage is increasingly shifting from documentation-oriented practices toward immersive, learner-centered educational experiences. In this context, Virtual Reality (VR) represents a powerful medium for enhancing accessibility, engagement, and knowledge acquisition. This paper presents the development of an immersive VR educational experience focused on Roman architecture, using the old theatre of Palmyra (Syria) as a case study. The project aims to transform high-quality digital reconstructions of endangered and partially destroyed heritage into an interactive learning environment, preserving collective memory while fostering cultural awareness. The methodological framework builds upon existing photogrammetric reconstructions of Palmyra, generated through spherical photogrammetry, which are optimized for real-time visualization and integrated into a VR ecosystem developed in Unity. A five-level architecture, based on comprising infrastructure, platform, content, interaction, and application, guides the design process, ensuring both technical performance and pedagogical effectiveness. The virtual environment incorporates semantic enrichment, interactive navigation, contextual information panels, and guided thematic paths to promote experiential and active learning. The study highlights how immersive VR applications can bridge digital reconstruction and education, shifting users from passive observers to active participants. The proposed approach demonstrates the potential of VR-based cultural experiences as inclusive and sustainable tools for heritage education, as an added value that complements traditional, non-immersive teaching methods. Future work will focus on evaluating learning outcomes and user experience through an experimental framework involving students, comparing virtual and real-world educational activities.

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Cite This Study

Caponi et al. (2026) studied this question.

synapsesocial.com/papers/699010df2ccff479cfe571d0https://doi.org/10.5194/isprs-archives-xlviii-2-w12-2026-73-2026
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