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Articles | Volume XLVIII-M-9-2025
https://doi.org/10.5194/isprs-archives-XLVIII-M-9-2025-391-2025
https://doi.org/10.5194/isprs-archives-XLVIII-M-9-2025-391-2025
01 Oct 2025
 | 01 Oct 2025

Pergamon As It Once Was: A Virtual Journey into Ancient City and an Immersive Experience with AI Integration

Ahmet Denker, Mert Mengilli, and Kaan Gökdere

Keywords: Virtual Heritage, 3D Reconstruction, Artificial Intelligence, Virtual Reality, Immersive Environments, Ancient Pergamon

Abstract. This paper introduces an integrated digital reconstruction of the ancient city of Pergamon, combining Virtual Reality (VR), Artificial Intelligence (AI), and photorealistic 3D modeling to establish a historically informed and immersive virtual environment. Beginning with the production of precise architectural plans using AutoCAD®, the project develops detailed three-dimensional models of major Hellenistic and Roman-era structures—such as the Temple of Athena, the Altar of Zeus, and the Pergamon Theatre—through 3ds Max® and Blender®, followed by their spatial deployment in Unreal Engine®, incorporating terrain data, realistic lighting, and authentic textures. To elevate user engagement, historically accurate avatars were created using Character Creator® and animated with iClone®, while AI capabilities were integrated via Unreal Engine® and Convai® to allow real-time, context-sensitive interaction with users. These AI-driven characters function as narrative agents, guiding visitors through the virtual city and delivering interpretive content tied to specific landmarks. The resulting platform not only reconstructs architectural forms but also revives elements of social life and public space, offering an experiential mode of engagement with ancient urbanism. By uniting archaeological data, digital media, and conversational AI, this study exemplifies how emerging technologies can expand both the pedagogical and experiential dimensions of cultural heritage interpretation.

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