Real-World Applications of 3D and XR.

3D digitisation and XR in cultural heritage

The use cases demonstrate a diverse range of XR applications, taking into account both the type of content and the most suitable devices and formats for different user experiences. They include virtual reality (VR), augmented reality (AR, including holographic projection), and mixed reality (MR) technologies, applied in real-world contexts such as heritage at risk, heritage tourism, dispersed heritage, lost heritage assets, and museum collections.

These use cases build on the tools and assets developed across the project and validate them through real-life implementation. The resulting multimedia experiences represent tested solutions that can support educational activities and inspire museums, digital curators, cultural institutions, and public authorities in adopting new approaches to presenting and interpreting cultural heritage.

XR for heritage at risk

This use case demonstrates how XR technologies can support the training of individuals working in conflict zones or areas affected by extreme events to document cultural heritage for 3D preservation. It provides practical guidance for capturing visual data and metadata using accessible tools, even in environments with limited infrastructure.

The scenario is implemented in collaboration with on-the-ground stakeholders (e.g. in Ukraine), where pilot training and testing activities are carried out using mobile data capture tools. Participants learn the basics of photogrammetry and data acquisition, enabling them to collect material that can later be used for 3D reconstruction. At the same time, feedback is collected on usability and the effectiveness of XR-supported learning approaches. The aim of the scenario is to enable fast, simple, and reliable documentation of heritage at risk, while increasing the preparedness of local actors to respond in crisis situations.

XR for heritage tourism

This use case demonstrates the practical application of XR technologies in cultural heritage tourism through the concept of holographic postcards. Existing 3D models are transformed into immersive holographic video experiences, accessible via mobile devices and low-cost hologram pyramid kits.

The solution has been deployed across six pilot destinations in Europe (Slovenia, Italy, Greece, Germany, Bosnia and Herzegovina, and Ukraine), where it is currently being actively tested in real-life settings with visitors. Destinations are using dedicated hologram kits (postcards and pyramids) and custom landing pages through which visitors can access the content.

During the testing phase, destinations are collecting visitor feedback, monitoring engagement, and exploring how XR content can enhance their existing tourism offer. The goal of the scenario is to develop a simple, accessible, and replicable solution that enables the integration of XR experiences into tourism products without the need for specialised equipment or advanced technical knowledge.

XR for dispersed heritage

This use case explores how mixed reality (MR) technologies can be used to virtually reconnect cultural heritage that is dispersed across different locations and contexts. By integrating digital representations of artefacts into physical environments, the scenario opens up new possibilities for interpretation and storytelling.

The scenario is being developed in collaboration with selected museums and cultural institutions as the Museo archeologico nazionale delle Marche in Ancona and the Museum of Ancient Glass in Zadar. The Croatian city of Zadar, between the end of the World War I and the World War II (1918 to 1943) was Italian territory, and stayed under the supervision of the Soprintendenza Marche, Abruzzo and Zara. At that time, some ancient roman glasses of the Zadar region were destined to the national archeological museum in Ancona, now in the museum’s deposits. As 3D models of these glasses are being prepared for use in MR environments in the Museo archeologico nazionale delle Marche in Ancona, we plan to exhibit them in the Museum of Ancient Glass in. Zadar. This pilot experience enables visitors to encounter digitally reconstructed or geographically distant artefacts within a physical space, placing them in their original or thematic context. The aim of the scenario is to demonstrate how MR technologies can overcome the physical limitations of museums, enhance understanding of cultural heritage, and create more connected and immersive interpretative experiences.

XR for education

This use case focuses on the application of XR technologies in educational settings, aiming to support the use of 3D models and immersive resources developed within the project. It is targeted at schools, educators, and cultural heritage professionals, enabling them to integrate digital content into learning processes in a more interactive and accessible way.

The scenario is being implemented in collaboration with educational institutions, where pilot activities are carried out using VR headsets and web-based 3D viewers. Students explore digital reconstructions of architectural heritage, museum objects, and lost heritage, actively interacting with them in virtual environments. At the same time, data is collected on user experience, engagement levels, and learning outcomes, including the impact of XR on understanding and knowledge retention. The aim of the scenario is to demonstrate how XR technologies can improve learning outcomes, increase interest in cultural heritage, and support the development of modern, experience-based educational approaches.