ViRS Museum

	     - Virtual Roman Shipwreck Museum -
  

A journey under the sea About the VISIT

ViRS Museum expands over a total area of 710 square meters and, as already anticipated in the Home section (The PROJECT), it is organized into a long path composed of 12 areas (separated in six main rooms and six smaller corridors).

Try to pass your mouse over the map below to see it bigger.

The reason of the strumental division between rooms and corridors is to be found in the alternation between:

  • the areas that present the real activities (traditional and/or virtual), correlated with artifacts dated 90-100 BC recovered from the shipwreck (i.e. the rooms);
  • the areas that carry the storytelling (i.e. the corridors), positioned between the main rooms described in the point above.

Below, the left-image presents the main rooms of the museum, while the image on the right displays the corridors.

The function of the corridors is of outmost importance, as they present the storytelling that connects all the areas of the museum transforming each of them as a sort of chapter telling part of a lost tale of the sea.

Regarding its definition, as stated in the British Museum guide "Fieldnotes Storytelling", the storytelling is the act of sharing and shaping stories, in this case drawing links between past, present and future and bringing to life the human presence behind ancient objects. They, in facts, can be used as anchors and triggers for a huge range of stories, both factual and fictional: in ViRS museum, the storytelling is narrative and always follows the visitors, from the very first area to the last one. Its core is a love story with uncertain ending: the ancient Roman Captain of the ship that nowadays lays at the bottom of the sea sails promising his beloved that, when he returns home, he would ask her to marry him. But eventually, the sinking of the ship leaves her alone, watching the sea, without knowing if he would ever come back, but full of hope and prayers to the Gods.
More about the storytelling of ViRS, the setting, the protagonists and the frames, is displayed at each corridor, down in this page.

As stated in the article "Storytelling: The Real Work of Museums" (Bedford, 2010), stories are powerful because they "do not fill in all the blanks". They open up a space into which the listener’s own feelings, thoughts, and memories can flow and expand, carrying their life experiences and their dreams. They inspire an internal dialogue and thus ensure a real connection. Visitors are thus invited to leave their everyday-life stories, to imagine themselves in an unfamiliar world, where the main question about the wonderful adventure they are experiencing is full of curiosity: how will it end?

Moreover, the connection of the participants to the environment and to the objects in the museum enhances the memorability of the presented information, the creation of stronger emotional bonds with the visitors and the probability of the own re-thinking about the exhibit.

A journey under the sea About the VISIT (2)

Pass your mouse over the rooms and the corridors of the map of ViRS Museum
to get a preview of their main features. And if you really can't wait to get all
the details, click on them to jump to their sections.

Entrance Corridor 1 Room#1 Corridor#2 Room#2 Corridor#3 Room#4 Room#5 Corridor#4 Corridor#5 Room#6 Room#7 Corridor#6 Room#8 exit and shop

The visit of ViRS consists in six macro-areas (named "rooms") surrounded by the same number of corridors. These macro-areas has been conceived to cover the main steps of the rise (and fall) of a big ancient Roman cargo ship:


  • the building, in a Roman-like port (code name of the room: "Building");
  • the navigation towards the blue horizon, once the construction has been completed (in room: "Navigation");
  • the approaching of a huge storm (in room: "Storm");
  • the struggle of the sinking, due to the storm (room: "Sinking");
  • the new life underwater, as a shipwreck that slowly becomes an environment of transformation for marine fauna (in room: "Underwater");
  • the recovering of the shipwreck, in modern days, and the precious rediscovery of its artifacts (in room: "Recovering").

As described in the heading of this page, these steps and the facts that they brings, rather than being coldly displayed in a series of artifacts and expositive panels, are enhanced through a story that features the Captain of the ship as a protagonist, in a one-way journey into the dangerousness and insecurities of the sea.

But it's not over here.

The pursuing of a stronger emotional bond and a more involved audience is also achieved by the state-of-the-art technologies and by the almost infinite amount of activities that nowadays they can provide. In ViRS museum it has been chosen to propose these types of experiences:

  • projections, projections... and more projections...
    • ...some of them carrying the storytelling (in the corridors);
    • ...some of them with sensors activated by gestures and/or just by visitors’presence (in rooms: "Navigation", "Underwater");
  • reconstruction of real broken artifacts (helmets and armours) with AR tablets by means of QR codes (in room "Storm");
  • a 360° VR immersive experience without headsets (in room: "Sinking");
  • a treasure hunt for 4 visitors with 4 VR HMD (in room: "Underwater");
  • fish-making and amphorae-making on screens, i.e. the customization of a personal fish and/or a personal amphora that immediately appears in the video-projections of the walls inside the room, to be seen by all the visitors (in room: "Underwater");

You can directly click on the ligh-blue links of the rooms presented above, but the main suggestion is to keep scrolling down and enjoy the full and ordered presentation of the features and the details of the visit!

Beginning the Visit Entrance and Ticket Office

Tips about the interior design The ENTRANCE

The entrance does not display any traditional or virtual experiences yet, but nonetheless it can present some artifacts, imagined in the corners of the rectangular-shape room: they can be few of the Dressel 1B amphorae, the most common type recovered in the ship (more than 700 of them were brought out of the water). The glass ceiling could be enhanced by interior tensile sails in PVC, which prevent the sun to heat up the room and the visitors, but provide natural light; a cool modern and navy-like look is also given.
Few examples are displayed in the slideshow below:

The Visit (1/12) 1st Corridor: The Protagonists

The Protagonists Marcus and Livia

Meet Marcus, Captain of the Albenga's ship, and his beloved Livia,
tied together in a love story that lends itself to different ages and
places: the man who sails and the woman who hopes he will ever
come back... to her and their love.

The visitors enter in the first corridor of the ViRS Museum (as it is shown in the little image on the left); as it has already been specified several times, the corridors have the function to display the scenes of the story, in the perspecitve of a narrative storytelling.

In this first act, the setting is the interior of a Roman villa, projected on a empty wall (imagined to be the north-side one): no real reconstructions of the villa are made, except a concrete detail: two half 3D columns in marble (or fake-marble) that give dimensionality to the projection. In the slideshow below are proposed five examples of settings.

The projection is a 15-seconds loop animation on the north-side wall that starts with completely dark room which then lights up progressively, so that new visitors that have just entered the room can understand that they have to wait few seconds to see the animation starting from the beginning.

Moreover, Marcus and Livia are not drawings or cartoons: they are real actors dressed in ancient Romans clothes, recorded and then put on the Roman villa setting. Their lines are in Italian, with English subtitles that appears near them.

Below, it is presented an example of the scripts and the frames of this first Marcus and Livia's projection, made by means of the online tool Storyboard that. Storyboard, in fact, is the process of creating a visual representation of ideas and, even if here it has been done in a simple way, it represents the most intuitive way to convey a visual communication. An hypothesis of the final result can be imagined, thus, as in the .gif below: In the example here proposed, the script of the little film is condensed in two lines, with a clear prevalence of the thoughts and feelings of the doubtful captain.

M: «As soon as my ship is ready, I will leave on my last, long journey. I wanted to take Livia, my beloved, with me and ask her to marry me over the sea... But I feel that the waters and the Gods are unfavorable to this journey... Livia! What are you doing here?»
L: «Marcus! I really can't wait to sail with you. Please, let's go to the port to see the ship.»

The two lovers, therefore, reach the Roman-like harbour where the ship is being built, and with them also the real visitors of the museum move in the next section.

The Visit (2/12) 1st Room: Building the Ship

Serene and working harmony Inside a Roman-like port

This is the first main room of the museum, and has a size of 42 sqm (6 x 7 meters). Its position is right after the corridor with the presentation of the protagonists and right before their farewell (as can be seen in the left-image, with the map of the Museum). The ambience is thus a serene and hardworking Roman-like port, that has to be imagined as with marble or stone floor and two simple boxy benches made with the same materials (in the right-image, that displays the disposition of artifacts in the room, the benches are the rectangles in the middle, indicated with gold color). All around the walls, a various number of glass cases exposes the real artifacts recovered from the wreck:

  • a fistula aquaria, a water pipeline in lead: the metal was used along with other materials in the vast water supply network of the Romans for the manufacture of water pipes, particularly for urban plumbing and for the hydraulic system of the ships;
  • first-recovered wooden fir remains of plating with lead coating;
  • part of the 1 mm thick lead sheet that covered the entire hull of the ship;
  • remains of oak wooden ribs.

Among its collection of real artifacts, in its rooms the Roman Naval Museum in Albenga also displays the casts of two bas-reliefs; for this reason, it has been choosen to insert them into the collection of ViRS as well:

  • the "Ship of Aquileia": a cast of a merchant ship sailing. The original is kept at the National Archaeological Museum of Aquileia;
  • the "Ship of Palestrina": a cast of a Roman war ship (1st century BC - 1st century AD). The original is kept in the National Roman Museum.

This room is not only featured by a cool harbour setting in stone or real artifacts. It also provides the first two interactions to the visitors: a 3D printed tactile model ship and a loop projection.


The projection

The projection is situated only on the East-wall, since the other sides are already occupied by the artifacts. It shows the slow building of the ship, with no big changes: this is due to the fact that the projection is a 30-minutes loop so that visitors entering in each time do not have the feeling that something has already begun and they need to wait for it to restart. The Captain is situated on the foreground, near his beloved: they are looking at the seamen and the builders who carry the material (wood, metal, nails, cases) needed to build the large ship. Citizens from all social classes, dressed in traditional Roman-like clothes, also occupy the scenario, passing from time to time, to show a real cross-section of a lively city part of the Roman Empire of the first century BC.


The 3D model

In the middle of the room, as indicated by the two little brown squares next to the benches, there is a real model of the ship accompanied by a 3D printed touchable model, designed for children and blind visitors. In this way, the goal is twofold: first of all, it increases the memorization of the details of the ship, such as the mast, the hull, the external plating and the inclination of the sails, which in the meantime are built and shown in the projection on the east wall, moving the learning from a simple static view of the details to a game interaction. Secondly, it grants the possibility to blind the visitors to have an idea about the shape and the figure of an ancient Roman cargo ship, the biggest in all the Mediterranean sea.

On the right, the model presented comes from the Roman Naval Muyseum has been made, based on a drawing by Eng. Luigi Tursini, from Sig. Giuliano Giuliani in 1951 and restored by his son Antonio in 2001.

The Visit (3/12) 2nd Corridor - The Farewell

Emotional storytelling n.2 Goodbye, my love

Evening. Captain Mar-cus confesses that he won’t bring on board Livia, because of the ominous signs of the Gods. But he doesn’t even want her to worry about his return, so he swears that he will marry her at the return of the journey, if she promises to wait for him in that place, by the sea.

It is of common knowledge that superstitions were an important staple in many ancient cultures, and the ancient Romans were no exception: a large number of Gods could favor or ruin a dangerous and hazardous journey like the one across the sea, for months at the mercy of the waves. For this reason, the Romans used to perform propitiatory rites, such as dances, animal sacrifices or offers to the Gods, often accompanied by the divination, which consisted in the examination of the animals' (mostly sheep) bowels, especially the liver and intestine.

Once again, an hypothesis of the animation, to be immagined with real actors, has been done with the tool Storyboard that:

Sailing under the sun Blue horizon

Left behind the tearful farewell to his beloved, the Captain have sailed from the port and is now in the middle of the sea, with the blue horizon in front of him and his crew, the sun shining over their heads, the twirls of the seagulls and the smell of salty marine life. It is exactly this the atmoshpere that welcomes the visitors, in this second main room, bigger than the previous one (9 x approx. 14 meters, for a size of 108 sqm); it is the second largest room in the Museum, second only to the 'Underwater' one. On the left-image its dimension and position are shown with respect to the entire map.

Once again, the setting is peaceful and in harmony with nature and with the life of the seamen, that must be balanced to ensure everyone's safety. First of all, the visitors enter the room from the North-West side (as indicated by the red arrow), having just left the 'Farewell corridor': the blue areas with an L-shape (one on the top and one of the bottom) presented in the image on the right are characterized by floor-projection of the moving sea, as if the visitors are walking on waves. This is because they have to reach the brown area, by means of the stairs/wheelchair platform indicated by the first white arrow. The whole brown area is, in fact, a walkable 1:2 scale reproduction of the cargo ship. One of the main interesting features about it is that the floor is transparent and allows the visitors to see the view of the amphorae below their feet, placed according to the original arrangement of the load. The left-figure below shows an example of the disposition of different types of amphorae (Dressel 1B and two big rounded dolia):

As it can be viewed in the right-image, the Roman Naval Museum of Albenga already managed to present to the visitors such an arrangement, but just in the form of a little section. The figure horizontally overturnes it to present a littler and schematized form of the hull. The ideas of the ViRS Museum is to combine learning with wonder , allowing the visitors to walk over a fully reconstructed hull, populated with the real amphorae recovered from the bottom of the sea.

The artifacts

On the glass-floor and in the middle of the ship, several cases exposes different artifacts:

  • of course, the Italic Dressel 1B wine amphora (average height 112/120 cm, capacity 26 liters), with an upside-down flared rim, tapered downwards, tall, slender and cylindrical tip. Most of the amphorae carried by the Abenga's ship contained wine from Campania or from some other site on the Tyrrhenian side of central-southern Italy, while other oil. Some, again, only hazelnuts that once analyzed were found to be of the species corylus avellana ;
  • black ceramics, placed in piles in the empty spaces between the amphorae. It had been manufactured in Campania and southern Italy and is mainly made of plates and cups also characterized by reddish-colored clay;
  • other numerous ceramic containers (jars, pitchers, jugs, pans) that were used in the kitchen and even in the caboose of the ship;
  • cork stoppers ( quercus suber ) of an average diameter of 7 cm, placed in the narrowest part of the neck of the amphora, and in turn sealed by lime mortar. Under the cork, in some cases, the presence of a pine cone was noticed, fixed deeply in the neck, for aromatic purposes, to preserve the taste of the wine during the long journey.
  • a horn depicting the imprint inside a mutton's horn of a ram's one, made with molten lead. Probably it was placed in the terminal part of the bow or in the upper part of the ship's cabin, with superstitious meaning against the curses or the evil eye. Others say that this kind of object was usually placed on the mast of the boat to absorb the electric sparks produced during the storms and known in the Middle Ages as "St.Elmo's fires";
  • a wheel with an irregular diameter of 38 cm and of about 100 kg, fused in a single piece of lead and with a light bronze veil in the upper part. Probably it was needed to maneuver the main sail of the ship, tightening the thick cable connecting the mast to the stern and to the bow. Another hypothesis sees it as part of a machine used for the manufacture of lines (/ropes) on board, in order to twist single garments to create more consistent and robust lines;
  • a lead crucible (of height 14 cm, and average diameter 15 cm), made with a hard and quartz mineral with remains of pure lead deposited in the internal concavity. It had to be used to melt lead for the most urgent weld and repairs on board;
  • game pawns in glass paste (calculi or latruncoli);
  • fishing leads or small soundings;
  • fragments of oil lamps;
  • a large lead container;
  • bronze nails of different shapes and sizes.

The sensor projections

This room provides also several projections: the aforementioned floor projections of the waves where the visitors can walk before going on the ship reconstruction, but also loop projections of the horizon and of a light blue and slow-moving sky, on the walls. To make the experience even more real and immersive, ceiling projection of clouds accompany the visitors during their visit in this room. But it's not over here: for the first time, this room shows a virtual experience, in the shape of gesture-based interactions with the projections on the sides of the ship ( as indicated by the red arrows in the picture on the left): two animations are in fact placed at each side of the ship, in order to continue the spatial projection of the ship to give a bigger and more real sense of spatiality. The scenes portrayed are four:

  • sailors playing dice;
  • transport of amphorae;
  • prayers to Gods;
  • eating ancient food.

During each of the possible scenes, if a visitor approaches to the walls, the sensors capture his or her presence and causes the interaction with one (or more) seamen in the foreground. One of them can, for example, can lay down the amphora he is carrying on and say a few words, before taking the amphora again and continuing his own way. Again, the tool Storyboard that can help visualize the experience.

The Captain's cabin

The reconstruction of the ship not only involves the hull filled with the amphorae, but also the reconstruction of a wooden room: the Captain's cabin. Benches for seating are provided, where visitors can sit in front of an interactive projection of the Captain Marcus, protagonist of the Museum and of the whole storytelling, who can be interrogated by means of simple a touchable monitor. He will thus provide to the audience (meant to be mostly composed of kids and school groups) explanations of:

  • Gods and sea deities;
  • Alimentation in the middle of the sea;
  • Sea routes of the Roman Empire;
  • Ancient pirates.

The Visit (5/12) 3rd Corridor - Rain and waves

Neptune's unpredictability Hope's not lost yet

Scent of rain and storm surrounds the visitors while entering this corridor, the third one in the map. The atmoshpere is colder, due to fidden fans that simulate the presence of the wind. From time to time, lightnings enlighten the corridor, full of projections (on all walls and on the ceiling) that show a sea beginning to be more and more tempestuous.

The Visit (6/12) 3rd Room - The Storm is coming

A stand-by room The calm before the storm

After the last corridor, the visitors have now the feeling that something terrible is going to happen: a huge shipwreck where the Captain Marcus they have met in all the previous areas could die and leave his beloved Livia alone. This room has the function to carry a little peace before the main event: a, as the saying goes, "calm before the storm". It is, in fact, a stand-by room of 35 sqm (7 x 5 meters) before the next area, the 360° VR theatre, which is open every 9 minutes. For this reasons, it is shrouded in silence, with no projections, and has got some benches on the North and East-sides (indicated by the gold rectangles in the image below). One person from the staff is exceptionally needed to control and regulate the entrance of the visitors to the next room. The same person can also help users with the main activity of this area: the AR reconstruction of broken artifacts, situated on the South-West side (in the picture on the left, the cases which contain the artifacts are the dark-brown rectangles).

The AR reconstruction

In 1950 and later in 1962, eight bronze helmets and several pieces of armors were found in the Albenga wreck. This type of finding had led to the supposition that a cargo ship of that size could require an armed military guard, unless the helmets were part of the normal on-board equipment, to be used for protection in cases of attack by pirates or other enemies, which at the beginning of the first century BC had to be particularly frequent. The intensification of underwater researches and archaeological discoveries has now shown that the presence of helmets on board was a very recurrent fact, especially on the wrecks of the first century BC. Moreover, the fact that helmets found on the same ship present rather remarkable differences between them makes one think more of an improvised army than of a real and stable military guard.
The glass case on the right present partial helmets and a piece of an armors; they are better displayed in the slideshow below.

These kinds of objects easily capture the attention and curiosity of visitors, whether they are children, accustomed to war or combat games with friends, whether they are adults, for the possible stories they drag behind themselves. This is the reason why it was chosen to reconstruct exactly these two types of objects (helmets and armors) instead of less interesting and everyday-life ceramics.

In this AR (Augmented Reality) experience, the user interface is designed according to a user centered design (UCD) approach in order to make it intuitive and easy to use. Four tablets are made available to the visitors, and one person from the staff can clarify the functioning of the activity. Simply, the AR interface superimposes an information layer over the images captured in real time by the tablet camera: it includes the 3D models of the reconstructed artifacts (helmets / armors), text (historical information about them) and images (Roman soldiers with full-armors and helmets).

This AR experience is marker-based (e.g. a QR code, a type of matrix barcode, which is a machine-readable optical label that contains information about the item to which it is attached): it uses a two-dimensional pre-defined screen placed near the artifact (helmet or armour) in order to help guide the camera pose estimation process. In a simplified schema, the workflow follows these steps:

  • Capturing the video input from the camera,
  • Adding the 3D graphics to the scene,
  • Showing the augmented frames as a video stream.

The Visit (7/12) 4th Room: The Sinking

Waves, wonder, wind The 360° immersive experience

A virtual reconstruction of an ancient sinking in the middle of a huge storm is what is here employed to arouse wonder and amazement in the visitors. The strong emotional bond that has been inserted on purpose since the first corridor of the museum with the protagonist, the Captain Marcus, causes an even bigger involvement of the visitors into the experience. Standing up on a walkable glass observation bridge, they are free to move and to observe a full immersive 360° projection (on the floor situated approx. 1.5 meter under the glass bridge, on the walls and on the ceiling) inside a room with size 105 sqm (7 x 15 meters). The subject of the 360° projection is the shipwreck: the visitors will experience the ship and its crew fight against the huge waves of the sea, moving from the left wall to the right one, at the mercy of Neptune's capricious and unpredictable will. The involvement and the participation of the visitors is also enhanced by the presence of little hiddle fans that, once again like in the corridor 'Rain and waves' simulate the presence of the winds, and occasionally few drops of water, for a 4D experience. The session lasts 9 minutes before the North-side door opens so that they can move to the underwater setting of the next corridor. For safety reasons, this room is not suitable for vertigo-sufferers, kids under 6-years-old and elderly visitors. For this viewers, it has been conceived an alternative corridor next to the room, running to the West-side of it, where they can experience the sinking of the ship without fear, uncomfortableness or unpleasant symptoms. Nonetheless, people with physical disabylities or in wheelchair can experience it, since the corridor has an appropriate width (approx. 2 meters).

The idea and the .gif image at the top of the section have been taken from the Space 360, a spherical special theater that creates a small universe around viewers, built jointly by the National Gwangju Science Museum in South Korea and Korea Hydro & Nuclear Power Co.; it creates a three-dimensional (3D) virtual reality experience hall. The full Youtube video can be seen at this link.

The Visit (7b/12) 4th Corridor - Alternative Sinking path

An experience without fear Braille and sounds

This corridor has been tought for all the visitors that, for the most varied reasons, can't or don't want to experience the thrilling 360° immersive theatre of the sinking of the ship. As already mentioned in the dedicated section, in fact, it is not suitable for vertigo-sufferers, kids under 6 years-old and elderly visitors. But this corridor is also designed for people with special needs: storm sounds and seamen's voices help visually impaired people to enter into the atmoshpere of the sinking, while the explanatory panels in braille clarify what it's happening. The corridor, 3 x 18 meters, has a total area of 54 sqm.

The Visit (8/12) 5th Corridor - Going Underwater

An underwater path Abyss preview

This is a simple corridor with no activities, storytelling or artifacts, that measures 10 m x 3 (for a total of 30 sqm). Its function is just to show the path, which is progressively going underwater after the 'Sinking' room that hosted the 360° theater, in order to enter the next 'Underwater' area. The floor, the ceiling and the walls should be coloured dark blue in order to increase the feeling of descent into the abyss: after the storm, the ship is now located 42 meters under the sea.

The Visit (9/12) 5th Room - Underwater Shipwreck

Virtual reality at maximum levels Welcome underwater

The cargo ship, the huge navis oneraria led by Captain Marcus, sank and descended to the cold, dark abyss of the sea. What was an omen from the beginning of the visit, now has become a fact. But the abysses are not depopulated: even at 42 meters under the sea level, a rich marine fauna composed by an ecosystem of fish, anemones, shellfish and crustaceans lives and dwells in the remains of the ship.

In this room, the largest of all the museum (11 x 12 meters, for a total of 132 sqm), the visitors can experience three virtual activities:

  • Fish-making + amphorae-making activities on touchable screens (the white rectangles in the image on the right);
  • Projections of fish + real-like behaviour when touching them on the walls: quick get-away by means of sensors;
  • Treasure hunt with VR headsets inside the inner area in the centre of the room.

1. Fish making

Fish-making is a digital learning game which allows visitors of all ages to create one or more imaginary fish. The users can interact with different game stations equipped with console and touch screens, where they put together different body parts, choosing among different options of colours, mouths and fins; after that, the fish is released into the sea-projections on the four walls of the room. The learning activity consists in the shapes and colors of the fish, that are among the real Mediterranean species that surround the Roman shipwreck near the coast of Albenga.

The idea, the images and the .gif have been taken from the real 'Fish Making' experience proposed by the Acquario di Genova, the largest Aquarium in Europe. In particular, the .gif image is an extract of the Youtube video 'Acquario di Genova nell'era del digitale' ('Acquario di Genova in the digital era').


In addition to the Fish-making activity, the ViRS Museum also promotes an Amphorae-making experience, by means of the same consoles and touch screens of the Fish-making: in this game, the users have to shape and customize their own amphora, among the different possibilities, all accompanied by the real archaeological type and name. The reference table is the 'Amphora typology sketch' provided in the image on the right, made by Heinrich Dressel, the German archaeologist that based on his pioneering studies of inscriptions on olive oil amphora remains at Monte Testaccio in Rome. From left to right, from top to bottom, some of the amphora forms depicted are: 1A, 1B, 1-Pascual, Lamboglia 2 (named in honor of Nino Lamboglia, the professor that started the recovery of the Albenga's shipwreck and main protagoinst of one of the next sessions, 'Recovering the Shipwreck'), Dressel 2-4, Haltern 70, Dressel 7-11 and so on.

After having nicknamed his own fish and/or amphora, the user will therefore see it or them populate the same environment in which he is situated: the appearance on the walls is immediate and part of the game is also to search it and, in the case of the fish, see it interacts with the other animals.

2. Sensor projections
On the walls

As indicated by the image on the left, the projections are present on all the four walls of the room. As default (i.e. without the interaction of any visitor, such as the creation of an amphora or a fish), the setting is populated by seaweed, rocks, default amphorae and few particular fish. When a user starts to add new items (fish/amphora) to the environment, an invisible clock starts for each of them: the maked-items have an expiration time of 40 min, which is more than the average time dedicated to this room and to the inner one, with the VR game. All the fish on the setting (default or maked) are characterized by a real-like behaviour when a visitor approaches to them, or touch them on the walls: this behaviour triggers a quick get-away, made by means of motion sensors placed on the ceiling. The .gif here displayed comes from a part of the Youtube video 'Virtual Gulf Stream Aquarium: Interactive Digital Wall Projection', a large-scale audio visual interactive wall projection inside the Patricia and Phillip Frost Museum of Science in Miami.


On the floor

The floor is occupied by a projection, as well. Here there are only default items (i.e. it is not possible to add customize amphorae or fish by the users): seaweed, rocks, broken amphorae, fish. The movement sensors for the creatures are provided as well, in order to replicate the realistic environment already promoted by the surrounding projections on the walls.


On the ceiling

The ceiling is not equipped with motion sensors, but displays the distant sunbeams as if they were seen from underwater. Occasionally, a predator like a shark or another big Mediterranean creature like a moonfish or a manta (mobula mediterranea) crosses the ceiling, arousing the astonishment of the visitors, especially the younger ones. Ideally, one of these large animals should pass every 15 minutes, that is the time that is certainly spent by each visitor inside the room, and that can easily be waited (30 minutes) in the case a return of another shark is desired.

3. Treasure hunt in VR headset
Overview

As already mentioned in the previous sections, this area comes with an inner room: this room is has got glass walls, so that the visitors can see the activity made by other users and, perhaps, feel their curiosity increase. The outer room, with its Fish-making and sea-projections, had the function to amaze the viewers and to provide the general 'underwater' setting that was needed after the sinking of the ship. But those feature could belong to any acquarium in the world: now, with the trasure hunt activity, made with VR headsets, the visitors return again to the adventures of the shipwreck of Albenga and, thus, to the vicissitudes of Captain Marcus and his crew. The target users are four at a time, and they must be at least nine years old (for safety reasons), and the game can also be experienced by visitors in wheelchairs. Each session is composed by four different steps:

  • An introductory tutorial made on a LCD screen on one of the glass walls, consisting of a speech made by Captain Marcus, survived the sinking of the ship. He is floating in the water leaning against a piece of wood and asking the visitors-players to recover his wedding ring, the one that he will bring to Livia to marry him, once back home;
  • Wearing and adjusting of the VR headset, with help of a person from the staff;
  • Game activity: underwater treasure hunt (10 minutes long);
  • Removal of the VR headset.

The winner of the treasure hunt is awarded with a little wooden coin: the coin can be exchanged in the shop for a personalized paper certificate.


The tutorial - Glass room (1/2)

The tutorial is made on a LCD screen (the little and horizontal light blue line in the right-image) in the first part of the glass room. The Captain Marcus is alone in the sea, clinging to a wooden plank. He addresses to the four players as “creatures sent by the gods” because of their strange clothes and beg them to bring him Livia’s wedding ring. He doesn't explain how to move the controllers (it would be logically impossible since he has never seen before the visitors’ equipment): this is up to the staff.


The game - Glass room (2/2)

The game is single-player but with multi-player visualization (i.e. the other participants’ avatars are shown in the game). The goal is to find Livia's wedding ring, so that Captain Marcus can marry her, once back home. The position of the ring in the site is casually recreated each time the players start a new game, to ensure unpredictability and the possibility of users to try again the game. There is the possibility to grasp the ring, by means of the controllers, but also rocks and pieces of woods that lay on the seabed.

The game scenario has a realistic representation: it is composed by the ship, unreachable and on the background, lying on the sand, and a real-life representation of the actual disposition of the amphorae, the one that nowadays is situated 1.5 km from the coast of Albenga, and is depicted in the image on the right. Different kinds of Mediterranean fish populate the scenario, among with seaweed. There aren’t dangerous creatures.

The headset that had been chosen for the game is the HTC Vive VR headset. In both the controllers, the central button is used to grasp objects from the seabed. The interface is given by the player’s hands, with which he or she can grasp rocks, wood and the ring. As displayed in the image below and on the left, a small timer in a corner indicates the remaining time, from 10 to 0 minutes. In the image on the right, instead, it is shown how the player can easily see other players’ avatars, but will never see himself. In order to avoid difficult personalizations of the character used in the game, female and male avatars are identical (because covered by wetsuits and diving masks).

The player can freely move in a 4 x 4.5 metres room with glass walls, but to prevent him or her from hitting the real walls, a grid appears in the interface of the game when he or she approaches to the borders of the virtual space. When one of the player has found the ring, they all can choose to remain in the game and explore the area until the timer counts zero.

The images have been taken from the App Ark: Survival Evolved Mobile, downloadable for free on iOs and Android devices.

The Visit (10/12) 6th Corridor - The Captain's beloved

Emotional storytelling n.4 Livia's hope

This area is occupied by a big projection of Livia, the Captain's beloved, home, watching the sea in the exact setting portrayed in the 'Farewell' corridor, as promised to her Marcus. A brief soliloquy is offered to visitors, in which Livia remember the prayers and the evocations to the divinities of the sea, the only ones that can make her loved one return home, safe and sound.

L: «I know what happened to my captain's ship...but I prayed to Neptune, the king of the sea, and the twin protectors of sailors, the Dioscuri Castor and Pollux. I also begged the goddess of luck and fate, Fortuna, and she promised that he will come back. I just have to wait. Only the stars will bring him home... bring him back to me»

This corridor (4 x 5 meters, for a total of 20 sqm) has been designed to be bigger than the other corridors of the museum and to be the only one with a square shape like the main rooms: the reason is that after the huge 'Underwater' area, it was chosen not to make visitors feel tight in a suddenly restricted area.

The Visit (11/12) 7th Corridor - From 100BC to 2000AD

The transformation of a new ecosystem An artificial reef

This area (42 sqm) is dedicated to a series of explanatory panels that progressively show the deterioration of the underwater ship. In this way, the visitors are gently transported away from the 100BC, in order to return to present days. As Paul Beilstein, from the Underwater Archaeological Society of British Columbia, states,

«People have this misconception that when ships sink, they remain largely intacked, much like a Walt Disney film. It's far from that, in fact ship tend to deteriorate very quickly in our waters because of wave action, wood boring worms and the weight of the ship its self. So what we are left with is this skeleton, and the skeleton is what is fascinating to us as shipwreck enthusiasts. [...] they are true puzzle that need to be explained, understood, measured and categorized as ship wrecks»

Over time, in fact, the shipwreck can flatten and cover the sea floor, almost like a second skin. If it is made of wood, like in this case, only the lead sheets and the bronze equipments will remain, while the wooden parts such as the ribs or the plating will be left only if covered by the sand on the bottom of the sea. The ship has to contend with the tides and currents, which carry its superficial wooden pieces away.

The reason why shipwrecks look different underwater is because they become host to a diverse ecosystem. In effect, the shipwreck becomes a new real artificial reef. Beautiful animals such as orange and white anemones often cover whole sections and strange looking white tubeworms can make a wreck look otherworldly. The wooden parts also provide food for this new ecosystem.

Nowadays, the shipwreck of Albenga is located 42 meters below sea level and it shows up to the divers like a field of amphorae, ceramics and remains, as depicted in the picture on the right.

On the left, moreover, a little drawing taken as a photograph from the Roman Naval Museum of Albenga illustrates how much of the Albenga's shipwreck is still located under the bottom of the sea, waiting to be unearthed and brought to light in possible future archaeological excavations and researches. The only part that has been digged until now, in fact, is the one coloured in dark red, on the left of the image.

The Visit (12/12) 6th Room: Recovering the Shipwreck

Back to year 2000 AD A difficult recovery

The last room (35 sqm, 7 x 5 meters) before the exit and shop area is rooted in the present days and in the ways that have been experienced by underwater archaeologists to bring to light a part of the Albenga's shipwreck. An underwater excavation game for kids, with water, sand and fake artifacts, is thus the main activity of the room, to teach the delicacy and the difficulty of a task like the underwater recovery of a millennial ship. No virtual activities are provided in this area, dedicated only to real artifacts and panels explaining the recovery of the wreck.

The panels

In Italy the first wreck destined to be object of systematic exploration was precisely the one of Albenga. This enterprise, which in fact marks the birth of Mediterranean underwater archeology, started with the discovery, in the sea around Albenga, of Dressel 1B amphorae dispersed on the seabed and by the signal of the local fisherman Antonio Bignone, who had fished out the first three amphorae already in 1925. This led to the larger discovery of a wreck of a Roman ship sunk about km. 1.5 from the coast. The first exploration of the wreck, realized by Nino Lamboglia, pioneer of Mediterranean underwater archeology, took place between 8 and 20 February 1950 with the use of the "Artiglio" ship. The enterprise had an enormous echo both among scholars and the general public, even beyond national borders, despite the limited and inadequate means available at that time to the "Artiglio" divers and, in particular, the use of rudimentary tools like the bucket (i.e. the grasp, in the image on the left), which caused damage to the wreck. In less than a month 728 amphorae constituting the main load were recovered, associated with piles of plates and black-glazed ceramic cups, which traveled as accompanying goods placed in the voids between the amphorae.

Professor Nino Lamboglia described the experience on the second day of the campaign, living it in first person. As translated from "N. Lamboglia, Excavation diary on board of the "Artiglio", in "Rivista Ingauna e Intemelia", V, 1, January-March 1950, pp. 1-8":

«On 9 February the first amphorae were hoisted on board, and the interest of the press and the public immediately became spasmodic, creating serious obstacles to work. Nonetheless, it was an unforgettable impression to see the intact amphorae come up on board, in clusters of five or six, tied to a double knot with a rope by the divers who were working on the bottom, covered by the vivid colors of the marine fauna, that become extinct after a few minutes, of algae, limestone deposits and secular molluscs.»

The total measurements of the wreck were carried out in 1961, between July and October. When it was found, it was in an almost horizontal position on the bottom and it was protected by a blanket of alluvial mud, which saved the lower parts from destruction. After the complete survey of 1961, the first excavation was carried out in the summer of 1962. The campaign was soon interrupted because the amphora-field exceeded the depth limit allowed for undertaking the works.

The most important results were achieved during the campaigns of the years 1970 - 1971. During these campaigns it was possible to see that the layers of amphorae were at least four. The excavation also allowed to identify the mast, that had a diameter of about 50 cm.

In this room, the panels are located near glass cases showing artifacts from the recovery.

End of the Visit Exit and Shop