





key details
8, 9 April 2025
Online on Zoom
3pm — 5pm (CET)
Reference
about
Large amounts of data and a wide variety of output formats pose significant challenges in their representation. From social media platforms to websites, public databases, and exhibition displays, users are increasingly looking for effective ways to convey information and ideas. A new world of educational possibilities is emerging, one that acknowledges the challenges of transferring skills and technologies while addressing the complexities of intellectual and technological change.
The course A Fusion of Virtual and Physical: Education, Engagement, and Practice through Digital Immersive Experiences explores the potential of digital technologies to offer a fresh approach to education, blending entertainment with knowledge creation, while reshaping curricula and course content.
Programme
April 8, 2025
Digitising Cultural Heritage to provide dynamic access
- Otto Lowe | Factum Foundation
- Halley Ramos | S.O.E.
- André Paul Jauregui | S.O.E.
Otto Lowe – Transforming collections from one state to another.
The digital recording of collections in the GLAM sector (Galleries, Libraries, Archives, and Museums) is an area experiencing rapid advancement, driven by the fast evolution of hardware and software systems, new workflows, increasing processing capacity, and, last but not least, the rise of AI and machine learning in the sector. Similar techniques can be applied to both artefacts and natural history specimens, whether on a small or massive scale, documenting the rich heritage of institutions and making it accessible to scholars and the general public.
Focusing on the practical challenges, this lecture presents both input and output techniques as they emerge and evolve, with particular attention to the advancement of photogrammetry, macro scanning, and the application of Gaussian Splatting.
Halley Ramos, André Paul Jauregui – Reconstructing the past through immersive experiences
Immersive experiences derived from the digitisation of Cultural Heritage are a powerful solution for preservation, dissemination and education purposes. Digitally reconstructing historical sites or objects is a way to preserve what no longer exists, while the immersive environment allows us to put the heritage into context and complete the narration. The lecture presents case studies of dissemination projects aimed at retracing everyday life into their historical context, building a bridge between the past and the present.
Among the other case studies, Broken Cities is a photogrammetric scanning of conflict-affected sites creating an immersive digital tour. The goal of this project developed in collaboration with ICRC is to highlight urban war impacts on people and places.
The Tenement Museum Virtual Field Trip is a custom virtual platform for educators to explore 3D models with students to explore the homes of diverse families with roots all over the world, who lived in New York City between the 1860s and the 1980s.
April 9, 2025
Creative industries and Cultural Engagement
- Glaire Anderson | The University of Edinburgh
- Sarah Slingluff | The University of Edinburgh
- Deniz Vural | The University of Edinburgh
- Álvaro Soler | Patrimonio Nacional
- Eduardo García | Factum Arte
Glaire Anderson, Sarah Slingluff, Deniz Vural – Partnering with Video Games for Cultural Heritage & Public Impact: the Digital Lab for Islamic Visual Culture & Collections
Video games have emerged as a powerful educational tool, one of the most significant ways in which the public engages with the past. Moreover, games and immersive digital experiences offer historians of visual culture and cultural heritage professionals a way to shape more inclusive and authentic public perceptions of the past by making academic research and museum collections widely accessible to audiences outside the academy. Scholars recognise the educational value of games in making knowledge accessible and informing public perceptions of the past, yet games that present histories and visual traditions beyond canonical Anglo-European traditions, and specifically those representing times and places from Islamic civilisation, are still relatively rare. This talk presents the work of the Digital Lab for Islamic Visual Culture & Collections ongoing research on using video games to make Islamic art and history widely accessible. The focus will be on the Digital Lab’s work on “Assassin’s Creed Mirage“ and its ‘History of Baghdad’ educational feature, a collaboration that brought together video games, GLAM (Galleries, Libraries, Archives, Museums) and academic partners.
Álvaro Soler, Eduardo García – The reconstruction of the Kabuto of King Felipe II for Patrimonio Nacional and Ubisoft’s “Assassin’s Creed Shadows”
Ubisoft commissioned a physical reconstruction of a Kabuto helmet from 1584, seriously damaged in 1884 during a fire at the Royal Armoury in Madrid, belonging to Patrimonio Nacional. The Kabuto helmet is part of this collection, which is among Europe’s oldest collections on arms and armour. Starting from its digitisation, Factum Arte reconstructed the item first digitally and then physically to recreate its aspect as it was before the fire. At every stage of the process, the project was guided by a commitment to historical accuracy over contemporary aesthetic sensibilities, guided by the director of the Spanish Royal Armoury, Álvaro Soler.
This meticulous reconstruction effort has not only revived a historical artefact but also ensured its accessibility in the digital age. In collaboration with Ubisoft and Patrimonio Nacional, the Kabuto has been integrated into the Codex “Assassin’s Creed Shadows“, where players can explore its history and significance within the context of Feudal Japan. By incorporating this relic into a widely recognised gaming franchise, this initiative bridges historical research with modern technology, allowing global audiences to engage with cultural heritage in an immersive and interactive way.
lecturers
Glaire Anderson
She is Senior Lecturer in Islamic Art and Founding Director of the Digital Lab for Islamic Visual Culture & Collections at the University of Edinburgh. A specialist on Córdoba and in the caliphal period, her most recent book is A Bridge to the Sky: The Arts of Science in the Age of Abbas Ibn Firnas (Oxford University Press, 2024). Anderson was an external historian and art historian for Assassin’s Creed Mirage (Ubisoft, 2023) and its educational Codex feature.
Eduardo García
He works at Factum Arte as a 3D modeller, engineer and production coordinator for selected projects. He studied Industrial Design and Product Development at Universidad Nebrija and worked on ephemeral architecture, applying some of this knowledge on the development of works of art, products and artistic installations produced at Factum.
André Paul Jauregui
He is a preservationist and trained architect, VDC director, and expert in HR 3D scanning, with contributions to VFX, video game design, and construction. He also has worked as a photogrammetry expert on award-winning TV productions and collaborated with the ICRC on projects in conflict zones. He is the Co-Founder of S.O.E. studio and runs the course Visualization Techniques for Architectural Preservation at the Graduate School of Architecture, Planning, and Preservation (GSAPP) at Columbia University.
Otto Lowe
He is senior 3D recording specialists at Factum Foundation. He is a specialist in photogrammetry and 3D asset creation. Otto has also specialised in teaching photogrammetry to universities and local communities. He has conducted training programmes and workshops for Columbia University (USA), Urbino University (Italy), the Royal Commission for AlUla (Saudi Arabia), Art Jameel (Saudi Arabia), the Peri Foundation (Russia), Tokyo University of the Arts (Japan) and Art UK (United Kingdom).
Halley Ramos
She specialises in leveraging emerging technologies like augmented/virtual reality, 3D scanning, and computer-based fabrication for preservation projects. Holding degrees from the University of New Mexico and Columbia University, Ramos, now Lead Architectural Historian Consultant at HNTB, is Co-Founder of S.O.E. studio, and runs the course Visualization Techniques for Arch Preservation at the Graduate School of Architecture, Planning and Preservation (GSAPP) at Columbia University.
Sarah Slingluff
Her research focuses on the material culture of al-Andalus in the eighth and ninth centuries in the Southern Meseta (central Spain). Currently, she works at the Walters Art Museum in Baltimore and as Lead Educator for the Digital Lab for Islamic Culture and Collections (DLIVCC). Sarah has worked on several digital outputs with the DLIVCC, notably Assassin’s Creed, Mirage; the Digital Munyas projects; and The Córdoba Journey.
Álvaro Soler
He has a PhD in Medieval History from the Complutense University of Madrid. Trained at the National Archaeological Museum, he is the Head of the Department of the Royal Armoury of the Royal Palace of Madrid, part of Patrimonio Nacional, and a Corresponding Member of the Royal Academy of History. He is a specialist in medieval weaponry and the author of several publications on weaponry from the 5th to the 19th centuries.
Deniz Vural
She holds an MSc by Research in History of Art from the University of Edinburgh. Her research focuses on late Ottoman visual culture and women’s histories. She is the GLAM (Galleries, Libraries, Archives and Museums) Lead at the Digital Lab for Islamic Culture and Collections. She also works as the Social Media Manager at Khamseen Islamic Art History Online at the University of Michigan.