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    <front>
        <journal-meta>
            <journal-id journal-id-type="publisher-id">HSAH</journal-id>
            <journal-title-group>
                <journal-title>Hertziana Studies in Art History</journal-title>
                <abbrev-journal-title>HSAH</abbrev-journal-title>
            </journal-title-group>
            <issn/>
            <publisher>
                <publisher-name>Bibliotheca Hertziana - Max Planck Institute for Art
                    History</publisher-name>
                <publisher-loc>Rome, Italy</publisher-loc>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="doi">https://doi.org/10.48431/hsah.0206</article-id>
            <article-categories>
                <subj-group subj-group-type="display-channel">
                    <subject>Original Article</subject>
                </subj-group>
            </article-categories>
            <title-group>
                <article-title>Virtual St. Paul’s Basilica 2.0</article-title>
                <alt-title>Virtual St. Paul’s Basilica 2.0. </alt-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author" corresp="yes" equal-contrib="no" deceased="no" id="hgibhbgjg">
                    <contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-4685-1498</contrib-id>
                    <name>
                        <surname>Camerlenghi</surname>
                        <given-names>Nicola</given-names>
                    </name>
                    <email>ncamerle@dartmouth.edu</email>
                    <bio><p>Nicola Camerlenghi is Associate Professor of Architectural History at
                        Dartmouth College in the United States. His interests include Early
                        Christian and medieval architecture with a particular focus on the city of
                        Rome. He is particularly invested in approaching these topics through
                        digital tools, such as Virtual Reality, Augmented Reality, GIS Mapping, 3D
                        Modeling, Photogrammetry and Laser Scanning.</p></bio>
                    <xref ref-type="aff" rid="affjedbfddhai"/>
                    <xref ref-type="corresp" rid="corr-hgibhbgjg">‐</xref>
                </contrib>
                <aff id="affjedbfddhai"><institution content-type="orgname">Dartmouth
                        College</institution><addr-line/><city>Hanover, New
                        Hampshire</city><country>United States</country></aff>
            </contrib-group>
            <author-notes>
                <corresp id="corr-hgibhbgjg">Corresponding author:
                        <email>ncamerle@dartmouth.edu</email></corresp>
            </author-notes>
            <pub-date pub-type="epub">
                <day>31</day>
                <month>10</month>
                <year>2023</year>
            </pub-date>
            <volume>2</volume>
            <issue-title>Visualizing Complexities. Practices and Heuristics of Digital Models in Art History</issue-title>
            <history>
                <date date-type="received">
                    <day>2</day>
                    <month>2</month>
                    <year>2022</year>
                </date>
                <date date-type="accepted">
                    <day>3</day>
                    <month>6</month>
                    <year>2022</year>
                </date>
            </history>
            <permissions>
                <copyright-statement>This material is distributed under the terms of the Creative
                    Commons Attribution License, which permits unrestricted use, distribution, and
                    reproduction in any medium, provided the original work is properly
                    cited.</copyright-statement>
                <copyright-year>2023</copyright-year>
                <copyright-holder>Bibliotheca Hertziana - Max Planck Institute for Art
                    History</copyright-holder>
                <license license-type="open-access" ns0:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This work is licensed under Creative Commons Attribution 4.0
                        International (CC BY 4.0).</license-p>
                </license>
            </permissions>
            <abstract>
                <p id="uwqd8jk">Rome’s fourth-century basilica of St. Paul’s Outside the Walls,
                    which burned down in 1823 and was then rebuilt, is the principal cult center of
                    the Apostle Paul. Despite its travails, the original building is well documented
                    in graphic, written and archeological sources, which together provide sufficient
                    data to build digital models of the building over time. These models constituted
                    the backbone of a published monograph and associated website.</p>
                <p id="edfpty8v1ssh">The current aim is to transform these static models into a
                    diachronic, virtual reality experience available to a broad audience of students
                    and scholars. This endeavor presents an opportunity to focus on issues critical
                    to both our discipline and its pedagogy. As other contributions in this
                    collection argue, digital reconstructions must address the importance of
                    scientific transparency to the evaluation of a model in a structured,
                    documented, and peer-reviewed manner. And regarding pedagogy, a major challenge
                    is the creation of an experience that can be easily and reliably employed in
                    diverse learning environments. We strive to address both matters by augmenting
                    the digital model of St. Paul’s basilica with interactive annotations that
                    permit users to select features in the model to (1) learn about them; (2) call
                    up primary sources used in their reconstruction; (3) understand the process by
                    which data were interpreted; and (4) verify accuracy. In sum, the Virtual
                    Basilica Project is a testing ground to formulate best practices for content
                    delivery that will enhance embodied experiences, exploratory learning, and
                    architectural education within virtual spaces.</p>
            </abstract>
            <kwd-group kwd-group-type="author">
                <kwd>Open Education Resource</kwd>
                <kwd>Virtual Reality</kwd>
                <kwd>Digital Modeling</kwd>
                <kwd>St. Paul’s Basilica</kwd>
                <kwd>Rome</kwd>
            </kwd-group>
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    </front>
    <body>
        <sec id="k5xn8d" sec-type="chapter">
            <title>The Basilica and the History of the Virtual Basilica Project</title>
            <p id="oxvu5xw">The Basilica of St. Paul in Rome, originally constructed in the fourth
                century, was one of the oldest standing churches in the world until a fateful fire
                reduced it to rubble in 1823. Lost in that conflagration was the last imperial
                basilica built in Rome, the city’s second largest church, and the global epicenter
                for the veneration of St. Paul. Through the centuries, the building—like its
                namesake—had become a protagonist in the development of Christianity and, thus,
                serves as an exemplary case for the study of ecclesiastical architecture, writ
                large. Also lost to—or at least greatly compromised by—the fire was our ability to
                know and study the building’s complex evolution. A similar fate befell countless
                works of art housed within, while those that survived lost their original context.
                Today, following its nineteenth-century reconstruction, the basilica stands as a
                UNESCO World Heritage Monument and continues to attract many pilgrims, tourists, and
                scholars.</p>
            <p id="bmvirx5t9ijc">Yet another kind of reconstruction of St. Paul’s is possible and
                currently underway. Since 2012, I have been engaged in the digital modeling of the
                basilica across its long history. Initially, the model allowed me to make sense of
                the various transformations that took place there. The ability to conduct the
                necessary back-and-forth between visualization and analysis is taken for granted
                with buildings that still stand; but that operation is considerably more challenging
                for buildings, like St. Paul’s, that are no longer extant. The digital model allowed
                me to understand the complexities of the building that perished in the flames. That
                initial phase of work culminated in a book—<italic>St. Paul’s Outside the Walls: A
                    Roman Basilica, from Antiquity to the Modern Era </italic><xref ref-type="bibr" rid="camerlenghi2018">(2018)</xref>—and a <ext-link ext-link-type="uri" ns0:href="https://rcweb.dartmouth.edu/CamerlenghiN/VirtualBasilica/index.php">website</ext-link> that hosts, among other assets, a proof of concept Virtual
                Reality walkthrough experience (version 1.0) of the building on the eve of the
                    fire.<xref ref-type="fn" rid="oyfg5phdhs2">1</xref> Since its commencement over
                ten years ago, the Virtual Basilica Project has undergone various changes with
                respect to technology, output, and even purpose. This short contribution treats the
                new goals and opportunities inherent to broadening the focus and reach of the
                project’s second iteration.</p>
            <p id="bmudgszpfd1">Now, with funding from an NEH-Mellon Digital Publications grant and
                support from Dartmouth College’s Data Experiences and Visualizations Studio and
                collaboration from Smith College’s Imaging Center, the project is becoming an
                intuitive, interactive, annotated, diachronic, Virtual Reality (VR) model of St.
                Paul’s Basilica for students, scholars, teachers, tourists, and others interested in
                the history of Rome and of Christianity. Through three basic modes (“tour”,
                “exhibition”, and “exploration”—outlined below) users will be able to tailor their
                experience of the virtual building. Users are able to move through space—a handy
                plan is provided—and through time—seven periods are selectable through an
                interactive timeline (see video <ext-link ext-link-type="uri" ns0:href="https://doi.org/10.17617/3.N7FNCA">https://doi.org/10.17617/3.N7FNCA</ext-link>). From our perspective as
                developers, the project is an opportunity to create and share knowledge through a
                custom-built user interface. Along the way, learning opportunities abound for myself
                and the rest of the development team. If this present written contribution reads
                like a proposal that is because the project is not yet complete. But even in its
                incomplete state, it presents the chance to address the nature and value of Virtual
                Reality.</p>
        </sec>
        <sec id="import-pbiovtpplz" sec-type="chapter">
            <title>The Digital Model in Virtual Reality</title>
            <p id="omev8abyewaf">In academia and heritage conservation, the role of digital
                models—particularly those experienced through VR—is being constantly redefined. A
                key reason why VR has yet to claim a pivotal place in the humanities (and
                elsewhere), in part due to equipment and production costs. But dropping prices and
                enthusiastic developers suggest that in a handful of years those challenges could be
                overcome. Now is the time to shape the medium into a useful and intuitive supplement
                to conventional modes of visualization and analysis for humanistic study. As I
                write, big tech has launched an overt effort (to wit, the “metaverse”) to direct the
                future of the medium. In academic circles, VR projects are still rather niche and
                find outlets in books and journals often as still frames, but increasingly they are
                being shared with more of their complexity intact thanks to electronic publications
                such as this one. In conservation and cultural heritage circles, VR models play a
                role in documentation, conservation, and valorization. Often, actual usage of the
                models (through VR headsets or through AR-enabled hand-held devices) is limited to
                the site in question. One thinks of the projections that are part of tours at the
                    <ext-link ext-link-type="uri" ns0:href="https://www.palazzovalentini.it/domus-romane/index-en.html#visita.">Palazzo Valentini</ext-link> or the augmentations of the <ext-link ext-link-type="uri" ns0:href="https://parcocolosseo.it/en/guided-tours/domus-aurea-experience/">Domus Aurea</ext-link>, to mention just two examples in Rome.<xref ref-type="fn" rid="fn2">2</xref> The Virtual Basilica Project, 2.0 hopes to
                encompass a variety of circles—from academic and heritage, to religious and cultural
                ones—and it does not require one to be physically present on site. </p>
            <p id="g1fcfmx5vgiz">The project builds upon and expands the features present in several
                existing digital reconstruction projects related to other buildings. In the
                classroom, an instructor will be able to impart lessons as if on site. The recent
                pandemic has reminded even the most fortunate not to take travel for granted, an
                opportunity the less fortunate are seldom able to have. All this is more reason to
                foster virtual experiences, not as <italic>substitutes for</italic>, but as
                    <italic>complements to</italic> the physical world. The simulation of being
                “on-site” is an aim shared by other VR evocations of cultural spaces such as the
                    <ext-link ext-link-type="uri" ns0:href="https://store.steampowered.com/app/1165850/IL_DIVINO_Michelangelos_Sistine_Ceiling_in_VR/">Sistine Chapel</ext-link>; but, unlike that project, focused on celebrated
                surface decorations, the virtual basilica presents decorative, architectural, and
                archaeological details across time.<xref ref-type="fn" rid="fn3">3</xref> Like
                another groundbreaking project, <ext-link ext-link-type="uri" ns0:href="https://web.archive.org/web/20191221051347/https://www.romereborn.org/">Rome Reborn</ext-link>, users will be able to juxtapose historical
                reconstructions with a representation of the current site.<xref ref-type="fn" rid="fn4">4</xref> . The project will contrast not just antiquity and the
                present, but select moments from across the history of the basilica. My
                reconstructions have been based on a careful study of archaeological reports,
                written descriptions, and over 1,700 images including detailed survey drawings. Such
                dependence on and respect for primary sources is modeled on projects like <ext-link ext-link-type="uri" ns0:href="http://www.visualizingvenice.org/visu/">Visualizing Venice</ext-link>, a pioneering research platform, which presently
                lacks a VR component.<xref ref-type="fn" rid="fn5">5</xref> In order to share both
                the primary evidence and its interpretation, a system of annotations—inspired by
                commercial pedagogic softwares like <ext-link ext-link-type="uri" ns0:href="https://store.steampowered.com/app/548010/3D_Organon_VR_Anatomy/">Organon’s VR Anatomy</ext-link>—can be activated by clicking hotspots located
                at key points around the virtual building (see <xref ref-type="fig" rid="p2yzog4lkg0z">fig. 1</xref>).<xref ref-type="fn" rid="fn6">6</xref> These
                annotations will be important features of the project and include didactic text,
                images, audio, and/or video.</p>
            <fig id="p2yzog4lkg0z" fig-type="content-image">
                <object-id pub-id-type="iiif-canvas">1</object-id>
                <label>Figure 1.</label>
                <caption>
                    <title>Apse with annotations.</title>
                    <p>Image by Author.</p>
                </caption>
                <alternatives>
                    <graphic specific-use="online" ns0:href="https://hertz-foto-os1.biblhertz.it/iiif/3/dpub%2Fhsah0206%2Fhsah_0206_01.jp2/full/max/0/default.jpg"/>
                    <graphic specific-use="archival" ns0:href="hsah_0206_01.jpg"/>
                </alternatives>
            </fig>
        </sec>
        <sec id="pmjrvj" sec-type="chapter">
            <title>Movement and its Challenges</title>
            <p id="upin7gr">The ability to move in (and to interact with) a model like the Virtual
                Basilica Project unleashes important affordances. Decisions about what movement to
                invite revolved around two factors. The first approach aimed to convey the
                experience of the space. In this case, the observer of the model—often called the
                “user” in digital parlance—needs phenomenological veracity, which includes a
                relatable speed of movement, eye-level perspective, and lack of distortion in the
                rendering of the space. The second approach to movement in virtual space aims to
                enable analyses impossible in the physical world. In this case, the user, no longer
                gravity-bound can “fly” around to access hard to reach areas or details, to see
                through or within walls or floors to explore hidden features and their relation to
                visible ones. This movement lacks a phenomenological counterpart in the physical
                world; indeed, it is a hyper-physical, extra-corporeal sort of experience.</p>
            <p id="upvt1b0ihy1a">For each of these movement types, we envisioned an over-arching
                category of user. The gravity-bound mode that demands phenomenological veracity
                might best apply to the history buff, amateur, pilgrim, or tourist. Afterall, such
                movements are generally not jarring and yield easily conveyed takeaways. The second
                category of user might be the scholar, who wishes to test hypotheses, see through
                surfaces, even measure, or vet dimensions with our virtual measuring tape. The
                freedom inherent to hyper-physical movements within a model is less compelling to a
                broader public. In the end, both options needed to be offered to accommodate the
                breadth of possible users.<xref ref-type="fn" rid="yl30j8qzanr8">7</xref></p>
            <p id="fohw2w4861ts">In theory, the ideal manner to experience a digital model would be
                through unrestrained movements, where the user is allowed to explore from any angle
                or position. In practice, however, this sort of freedom comes at a cost. Simulator
                sickness (a form of motion sickness) increases hand in hand with such unrestrained
                forms of navigation, especially when the model is viewed with virtual reality
                visors. Indeed, both gender and generational challenges exist to the experience of a
                model through VR navigation. Studies have shown variances in interpupillary distance
                (IPD) to be the major (preventable) factor, alongside the (less preventable)
                propensity for simulator sickness among females.<xref ref-type="fn" rid="s9zdhza348g4">8</xref>And in terms of generational challenges, it has been
                shown that people with extensive (video) gaming experience can “train away” the
                motion sickness, but gaming remains a practice more common to younger generations.
                In terms of interface design, constrained visualizations that use “blinders” while
                in motion (see <xref ref-type="fig" rid="dl44tvgahfg">fig. 2</xref>) and forcing
                motion along pre-defined paths—a bit like visiting a museum exhibit, where one moves
                sequentially from room to room—are solutions that lessen simulator sickness. </p>
            <fig id="dl44tvgahfg" fig-type="content-image">
                <object-id pub-id-type="iiif-canvas">2</object-id>
                <label>Figure 2.</label>
                <caption>
                    <title>Screenshot of activated “blinders” to lessen simulator sickness.</title>
                    <p>Image by Author.</p>
                </caption>
                <alternatives>
                    <graphic specific-use="online" ns0:href="https://hertz-foto-os1.biblhertz.it/iiif/3/dpub%2Fhsah0206%2Fhsah_0206_02.jp2/full/max/0/default.jpg"/>
                    <graphic specific-use="archival" ns0:href="hsah_0206_02.jpg"/>
                </alternatives>
            </fig>
            <p id="wqyv9eud2dkk">The project is touted primarily as a VR experience but given the
                challenges to the medium we are developing an interface that functions with a
                regular monitor and through keyboard-controlled movements. Of course, the desktop
                screen sacrifices the phenomenological veracity and full immersion potential of
                virtual reality. With both interfaces, users will be able to walk among the rafters
                on the eve of the fire, fly by fifth-century frescoes, stand at the altars where
                popes celebrated Mass, examine the numerous sarcophagi beneath the floor, and crawl
                into the tomb believed to belong to Paul.</p>
            <p id="cxjh2cgor7ke">Unrestrained movement has another shortcoming. For the sorts of
                structures being modeled by historians, scholars, and those concerned with cultural
                heritage, it is often not enough to merely convey a sense of space. It is desirable
                to also convey a sense of historical space. Perhaps counterintuitively, a user can
                acquire a more profound appreciation for the historical use of space, by being
                restricted in her or his movements. Freedoms and restraints to movement were—and in
                many cases still are—based on status. To reflect this principle within a digital
                model is to open interesting aspects to the study of historical space and historical
                movement. Consider that the presbyterial enclosure around the tomb of St. Paul was a
                space reserved solely for clergy. Our simulations of movement along with being
                phenomenologically accurate, are pitched to a user, who might virtually embody a
                pope, priest, prince, or pilgrim. The challenge became to design an interface that
                could negotiate the user experience in a compelling and intuitive manner. Intuitive
                interfaces have historically been the purview of the commercial gaming industry,
                from which scholars have much to learn.</p>
        </sec>
        <sec id="axrgzz" sec-type="chapter">
            <title>Features of the Open Educational Resource</title>
            <p id="ue2j3ewv2jve">Thanks to these capabilities, the project is veering toward another
                category of digital media known as <ext-link ext-link-type="uri" ns0:href="https://www.oercommons.org/">Open Education Resource
                    (OER)</ext-link>.<xref ref-type="fn" rid="phdi7f8cmqwv">9</xref> OERs have yet
                to acquire the status of other digital outputs. In promotion and tenure terms, at
                least in American universities, with which this author is familiar, they are demoted
                to the category of teaching, rather than recognized as potential instances of
                    research.<xref ref-type="fn" rid="pejjdc62jvfi">10</xref> Indeed, most OERs
                combine both facets of an academic’s job description. OERs need not be mere teaching
                tools showcased by an enterprising teacher, presented to a flipped classroom, or
                offered as an instance of experiential learning. Indeed, they can be as densely
                annotated as an article, as copiously illustrated as a lavish book, and as
                chalk-full of information and interpretation as any conventional form of academic
                publication. Having already produced a research-centered digital model that helped
                develop new visualizations, analyses, and hypotheses, I opted to transform it into a
                Virtual Reality and regular screen interface OER.</p>
            <p id="hj9523o7z58j">At the start of the experience, users will be introduced to the
                digital interface and to the building with audio and written explanations. They will
                be asked to choose between “tour”, “exhibition”, and “exploration” modes. In “tour”
                mode, one is guided through the building along a choice of pre-selected paths, each
                dedicated to a specific theme such as “Paul’s Tomb through the Ages,” “Artworks
                within the Basilica,” “The Pilgrim’s Basilica,” and “The Popes’ Basilica.” The last
                two tours encourage users to learn through simulation (and virtual embodiment) about
                the distinct spatial experiences available to pilgrims and prelates at St. Paul’s. </p>
            <p id="yzjh0va91i3s"><italic>“</italic>Exhibition” mode assumes the user has become
                familiar with the interface and the building, which should occur upon completion of
                one or more guided tours. In this mode, one can travel to any of the tour stops and
                interrogate the building through 150+ interactive annotations accessed by directing
                a simulated laser pointer onto features in the virtual building. These annotations
                illustrate the basilica’s features and the process of their digital facture by
                engaging assets not available in “tour” mode, including a database of historic
                images. The ability to call upon digitized primary sources makes the project as much
                an interpretation of sources as a repository for them. </p>
            <p id="eolbe2o7z6wh">The final way to experience the building is in “exploration” mode,
                which enables free-range movement in space and time, while still providing access to
                the annotations. Additionally, by toggling a feature called “certainty vision,”
                which pinpoints objects whose location, material, or both remain uncertain, one can
                parse through vexed or unresolved aspects. In “exploration” mode, a user can
                question the benefits and limitations of the reconstruction by critically engaging,
                measuring, and verifying the model’s accuracy against the primary sources—an aspect
                essential to peer-review. The three interactive modes (“tour,” “exhibition,” and
                “exploration”) organize the digital experience for the viewer to best achieve the VR
                model’s potential as a broad-reaching, pedagogic, and scholarly tool.</p>
            <p id="otixxapdikpj">Perhaps the most pedagogically innovative aspect is the fourth mode
                called “tour creation.” Here, a student or teacher is invited to design, assemble,
                and export their own tour set at a specific time in the basilica’s history, located
                in a specific place, and enlivened with an original audio component recorded by the
                user. The very tools that I, as developer, use to devise the stops of the “tour”
                mode, are the tools that a user can deploy to develop their own narrative or
                interpretation. The tours can then be saved and shared with peers, in a classroom
                setting, or even evaluated by a teacher or professor.</p>
        </sec>
        <sec id="_hq72w" sec-type="chapter">
            <title>Output and Future Potential </title>
            <p id="myj7429xlu3">Developed by importing 3ds Max models into Unity, the Virtual
                Basilica Project will be made available through <ext-link ext-link-type="uri" ns0:href="https://store.steampowered.com/">SteamVR</ext-link> and <ext-link ext-link-type="uri" ns0:href="https://www.oercommons.org/">OER
                    Commons</ext-link> and through the Basilica website mentioned above. Future
                funding could transform the VR model into an Augmented Reality (AR) experience,
                whereby visitors to the actual building could use their hand-held devices to call up
                reconstructions of earlier phases, view archaeological finds below the floor, and
                learn about these through annotations.</p>
            <p id="t2uymjso4jgd">And beyond the current aims of the project, the digital
                models—those adopted to generate the OER—remain controlled environment through which
                to ask and test research questions about a range of subjects, such as acoustics,
                lighting, celestial alignment, etc. It is possible for a variety of scholars to ask
                different questions from these controlled environments. In other words, there is
                opportunity to embrace interdisciplinary themes that broaden the scope,
                applicability, and the affordances of the models. For this to work effectively, it
                is essential for the models to be placed in an open-share environment (in our case
                GitHub) and not to be siloed away. In this manner it can function as an open-ended
                and interoperable research tool, rather than a single-use product. The model of St.
                Paul’s, for example, can serve one scholar’s needs to study the circulation of
                people, and another scholar’s desire to consider how sunlight moves through that
                building, while a third scholar might examine that building’s relation to the
                broader urban or topographic setting. The same open-share environment will be
                adopted for the custom-made user interface. Its time travel capability, map
                interface, uncertainty mode, and annotations can easily be adopted by a third party
                interested in sharing their own digital reconstructions of another site. This
                represents a paradigm shift, because a model or user interface treated in this
                fashion becomes a non-linear, open and unfinished entity, unlike the journal article
                or monographs that scholars are generally trained to produce.<xref ref-type="fn" rid="ikowk5pas9rn">11</xref></p>
        </sec>
    </body>
    <back>
        <ref-list>
            <title>References</title>
            <ref id="camerlenghi2018">
                <element-citation publication-type="book">
                    <person-group person-group-type="author"><name>
                            <surname>Camerlenghi</surname>
                            <given-names>Nicola</given-names>
                        </name></person-group>
                    <year>2018</year>
                    <article-title>St. Paul’s Outside the Walls: A Roman Basilica, from Antiquity to
                        the Modern Era</article-title>
                </element-citation>
            </ref>
            <ref id="grassini2020"><label>Grassini/Laumann 2020</label>
                <element-citation publication-type="article-journal">
                    <person-group person-group-type="author"><name>
                            <surname>Grassini</surname>
                            <given-names>Simone</given-names>
                        </name><name>
                            <surname>Laumann</surname>
                            <given-names>Karin</given-names>
                        </name></person-group>
                    <year>2020</year>
                    <article-title>Are Modern Head-Mounted Displays Sexist? A Systematic Review on
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                    <source>Frontiers in Psychology</source>
                    <volume>11</volume>
                    <pub-id pub-id-type="doi">10.3389/fpsyg.2020.01604</pub-id>
                </element-citation>
            </ref>
            <ref id="stabel2014">
                <element-citation publication-type="chapter">
                    <person-group person-group-type="author">
                        <name>
                            <surname>Stabel</surname>
                            <given-names>Peter</given-names>
                        </name>
                    </person-group>
                    <year>2014</year>
                    <article-title>Opening a Pandora’s Box? An Essay about the Pitfalls of Digital History and Digital Heritage</article-title>
                    <person-group person-group-type="editor">
                        <name>
                            <surname>Tamborrino</surname>
                            <given-names>Rosa</given-names>
                        </name>
                    </person-group>
                    <source>Digital urban history: Telling the history of the city in the age of ICT revolution</source><fpage>29</fpage><lpage>38</lpage>
                </element-citation>
            </ref>
            <ref id="stanney2020"><label>Stanney/Fidopiastis/Foster 2020</label>
                <element-citation publication-type="article-journal">
                    <person-group person-group-type="author"><name>
                            <surname>Stanney</surname>
                            <given-names>Kay</given-names>
                        </name><name>
                            <surname>Fidopiastis</surname>
                            <given-names>Cali</given-names>
                        </name><name>
                            <surname>Foster</surname>
                            <given-names>Linda</given-names>
                        </name></person-group>
                    <year>2020</year>
                    <article-title>Virtual Reality Is Sexist: But It Does Not Have to
                        Be</article-title>
                    <source>Frontiers in Robotics and AI</source>
                    <volume>7</volume>
                    <pub-id pub-id-type="doi">10.3389/frobt.2020.00004</pub-id>
                </element-citation>
            </ref>
        </ref-list>
        <fn-group content-type="footnotes">
            <title>Footnotes</title>
            <fn id="oyfg5phdhs2">
                <label>1</label>
                <p><xref ref-type="bibr" rid="camerlenghi2018">(Camerlenghi 2018)</xref>. For the
                    website: <ext-link ext-link-type="uri" ns0:href="https://rcweb.dartmouth.edu/CamerlenghiN/VirtualBasilica/index.php">https://rcweb.dartmouth.edu/CamerlenghiN/VirtualBasilica/index.php</ext-link>
                    or also <ext-link ext-link-type="uri" ns0:href="http://dartgo.org/virtualbasilica">http://dartgo.org/virtualbasilica</ext-link>.</p>
            </fn>
            <fn id="fn2">
                <label>2</label>
                <p>For Palazzo Valentini, see: <ext-link ext-link-type="uri" ns0:href="https://www.palazzovalentini.it/domus-romane/index-en.html#visita">https://www.palazzovalentini.it/domus-romane/index-en.html#visita</ext-link>.
                    For the Domus Aurea, see: <ext-link ext-link-type="uri" ns0:href="https://parcocolosseo.it/en/guided-tours/domus-aurea-experience/">https://parcocolosseo.it/en/guided-tours/domus-aurea-experience/</ext-link>.</p>
            </fn>
            <fn id="fn3">
                <label>3</label>
                <p><ext-link ext-link-type="uri" ns0:href="https://store.steampowered.com/app/1165850/IL_DIVINO_Michelangelos_Sistine_Ceiling_in_VR/">https://store.steampowered.com/app/1165850/IL_DIVINO_Michelangelos_Sistine_Ceiling_in_VR/</ext-link>.</p>
            </fn>
            <fn id="fn4">
                <label>4</label>
                <p><ext-link ext-link-type="uri" ns0:href="https://web.archive.org/web/20191221051347/https://www.romereborn.org/">https://romereborn.org/</ext-link>.</p>
            </fn>
            <fn id="fn5">
                <label>5</label>
                <p><ext-link ext-link-type="uri" ns0:href="http://www.visualizingvenice.org/visu/">http://www.visualizingvenice.org/visu/</ext-link>.</p>
            </fn>
            <fn id="fn6">
                <label>6</label>
                <p><ext-link ext-link-type="uri" ns0:href="https://store.steampowered.com/app/548010/3D_Organon_VR_Anatomy_2018/">https://store.steampowered.com/app/548010/3D_Organon_VR_Anatomy_2018/</ext-link>.</p>
            </fn>
            <fn id="yl30j8qzanr8">
                <label>7</label>
                <p>Though still limited in its rendering capacity, a platform like <ext-link ext-link-type="uri" ns0:href="https://hubs.mozilla.com/">Mozilla
                        Hubs</ext-link>, permits users to conduct a class or seminar in a virtually
                    modeled space.</p>
            </fn>
            <fn id="s9zdhza348g4">
                <label>8</label>
                <p><xref ref-type="bibr" rid="stanney2020">(Stanney/Fidopiastis/Foster 2020)</xref>; <xref ref-type="bibr" rid="grassini2020">(Grassini/Laumann 2020)</xref>.</p>
            </fn>
            <fn id="phdi7f8cmqwv">
                <label>9</label>
                <p><ext-link ext-link-type="uri" ns0:href="https://www.oercommons.org/">https://www.oercommons.org/</ext-link>.</p>
            </fn>
            <fn id="pejjdc62jvfi">
                <label>10</label>
                <p><ext-link ext-link-type="uri" ns0:href="https://www.doers3.org/tenure-and-promotion.html">https://www.doers3.org/tenure-and-promotion.html</ext-link>.</p>
            </fn>
            <fn id="ikowk5pas9rn">
                <label>11</label>
                <p>See for example, <xref ref-type="bibr" rid="stabel2014">(Stabel 2014)</xref>, especially 32.</p>
            </fn>
        </fn-group>
    </back>
</article>