A Fusion of Virtual and Physical

Butterfly specimen. Image and processing with Gaussian splatting by Otto Lowe.
Beetle specimen digitisation at different stages. Images and processing with Gaussian splatting by Otto Lowe.
The history of Baghdad in Game Marker © 2023 Assassin’s Creed TM & © Ubisoft Entertainment. All Rights Reserved.
Digital render of the Kabuto for Patrimonio Nacional and Ubisoft © Factum Arte
Cultural Discovery panel, Kabuto helmet © Ubisoft Entertainment. All Rights Reserved.
The physical recontrsuction of the Kabuto at Factum Arte © Oak Taylor Smith

key details

8, 9 April 2025
Online on Zoom
3pm — 5pm (CET)

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 LoweTransforming 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 JaureguiReconstructing 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.

Registration

Maps are too exciting! Digital innovations in Cartography

Celestial Globe by John Senex (1728), Rare Books and Manuscript Reading Room of the Weston Library, Oxford

key details

10 October 2024
On site (Weston Library, Oxford) – Online on Zoom
11am — 5pm (CET)

about

For the past two years, Factum Foundation has been working with the Bodleian Libraries and Oxford University on ARCHiOx (the Analysis and Recording of Cultural Heritage in Oxford), parallel project to ARCHiVe. Both projects share the vision of making high-resolution 3D and color-recording a regular part of the workflow in libraries, museums, and private collections, with the final goal of improving accessibility and research.

This Sunderland Collection Symposium, dedicated to digital innovation in the field of cartography, was conceived and generously funded by the Sunderland Collection. The symposium is organised in association with The Bodleian Libraries and ARCHiOx.

Complete recordings of the talks, along with insights about the speakers, are available at Oculi Mundi – Sunderland Collection.

 

Programme

11am (CET)

Morning Session: The art of cartography and new evidence

  • Richard Ovenden | University of Oxford
  • Judith Siefring | Bodleian Library
  • John Barrett | Bodleian Library
  • Nick Millea | Bodleian Library
  • Yossef Rapoport | Queen Mary University
  • Sanne Frequin | Utrecht University

11–11.15am: Welcome by Richard Ovenden OBE, Bodley’s Librarian, Head of Gardens, Libraries and Museums at the University of Oxford.

11.15am–1pm: Panel and Q&A: The art of cartography and new evidence
Chaired by Judith Siefring, Head of Digital Collections Discovery, Bodleian Libraries

  • Material evidence of the surface of objects (20 minutes)
    John Barrett, Lead Photographer at ARCHiOx and the first person to use the Selene Photometric Stereo System within a major library.
  • Spectacular! A digital exploration of medieval Gough Map of Britain (20 minutes)
    Nick Millea, Map Curator at the Bodleian Libraries
  • The Greatest Medieval Map-Maker: Al-Sharif al-Idrisi and Roger’s Silver Disc (20 minutes)
    Yossef Rapoport, Professor of Islamic History at Queen Mary University, London
  • A Ship’s Globe in the Centraal Museum, Utrecht (20 minutes)
    Sanne Frequin, Assistant Professor of Humanities and Art History, University of Utrecht

1.30pm (CET)

Special presentation – Nesting Globes: visualising the current global situation

  • Bruce Mau | Massive Change Network

1.30pm–2pm: Special presentation – Nesting Globes: visualising the current global situation
Bruce Mau, designer, philosopher, architect, and educator.

3pm (CET)

Afternoon session: Mapping in a digital world

  • Giovanni Pala | University of Oxford
  • Katherine McDonough | Lancaster University
  • Sarah Kenderdine | École Polytechnique Fédérale de Lausanne
  • Ed Parsons | Google Earth
  • Adam Lowe | Factum Foundation

3–4.45pm: Panel and Q&A: Mapping in a digital world
Chaired by Giovanni Pala, economic historian of technology and information

  • Map Search: Using AI to explore map content (20 minutes)
    Katherine McDonough, Lecturer in Digital Humanities at Lancaster University; Senior Research Fellow and head of the Machines Reading Maps Project at The Alan Turing Institute.
  • Deep Mapping: from archives to the universe (20 minutes)
    Sarah Kenderdine, Professor of Digital Humanities at École Polytechnique fédérale de Lausanne (EPFL), Switzerland; Director of the Laboratory of Experimental Museology.
  • Geospatial transformation (20 minutes)
    Ed Parsons, Geospatial Technologist, tech evangelist, and co-founder of Google Earth.

4.50pm–5pm: Conclusions: Adam Lowe, Founder of Factum Foundation and Factum Arte

Creative Access and Digital Innovation

© Carolyn Lazard, A Recipe for Disaster (still), 2018
© Liza Sylvestre, Captioned-Channel Surfing (still), 2016
© Kamran Behrouz, Avatars and faces - creature comforts, 2022

23 January 2024
Online on Zoom
4:30pm — 6:30pm (CET)

Curator

  • Virginia Marano | University of Zurich and MASI Lugano

About

The event features four professionals and experts in the fields of accessibility and emerging digital innovations: Virginia Marano (University of Zurich and MASI Lugano), Nina Mühlemann (Artist, Bern Academy of the Arts), Kamran Behrouz (Visual artist), Saverio Cantoni (Visual artist) and Georgina Kleege (University of California, Berkeley). The event explores the role of new digital technologies from an artistic and academic perspective, delving into issues related to digital knowledge and spatial fruition. Guests and the participating group will have the opportunity to discuss and initiate a discussion on the points of convergence between art, scientific research and digital innovation with a view to new strategies for accessibility and inclusion.

The online panel discussion is curated by Virginia Marano, a Fondazione Giorgio Cini fellow in the PNRR–PEBA project for the Removal of Physical, Cognitive and Sensory Barriers in Cultural Sites (EU-funded grant – NextGenerationEU).

The class is held in English and has live American sign language (ASL) interpretation by First Choice Interpreting Service.

Contributors

Virginia Marano

Holds a PhD in art history from the University of Zurich. She is the coordinator and co-founder of the research project “Rethinking Art History through Disability” at the University of Zurich. Currently, she is fellow researcher at the Fondazione Giorgio Cini in Venice and works as curatorial assistant at MASI (Museo d’arte della Svizzera italiana), Lugano.

Kamran Behrouz

They are a Non-binary Visual Artist, born and raised in Tehran, currently working, and living in Zurich. Their PhD, entitled ‘Cosmopolitics of the Body’, uses posthuman critical theory as a navigational tool to examine the boundaries of bodies and humanity’s embedded and embodied cultures. Kamran saturates the Queer Identity throughout their art, in order to draw a cartography of belonging and displacement.

Nina Mühlemann

Is an artist and scholar based in Zurich. They are currently working as a postdoc on the SNF-funded research project “Aesthetics of the Im/Mobile” at the Bern Academy of the Arts, researching im/mobile practices of disabled artists. In 2020 Nina Mühlemann and Edwin Ramirez founded Criptonite, a crip queer theatre project that centres an aesthetics of access.

Georgina Kleege

Is a blind writer and disability studies scholar who recently retired from the University of California, Berkeley, and now lives in New York City. Her recent books include: Sight Unseen, Blind Rage: Letters to Helen Keller and More than Meets the Eye: What Blindness Brings to Art.

Saverio Cantoni

Is a white-passing cyborg, disabled –oral Deaf– artist based in Berlin. Situating their practice in the sonic space, Saverio is working through the lenses of crip theory, queer theory and disobedient archives, with the aim to destabilize existing power structures and to rethink the normative understanding of sensorial experiences. Saverio is actively participating in the Sickness Affinity Group (SAG), a group of art workers and activists who work on the topic of sickness/disability and/or are affected by sickness/disability.