The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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Articles | Volume XLVIII-M-9-2025
https://doi.org/10.5194/isprs-archives-XLVIII-M-9-2025-95-2025
https://doi.org/10.5194/isprs-archives-XLVIII-M-9-2025-95-2025
01 Oct 2025
 | 01 Oct 2025

XR Technologies for Enhanced Cultural Engagement: from HBIM to a Comparative Analysis of VR and WebVR Development Tools

Fabrizio Banfi, Alberrta Cazzani, and Wanqin Liu

Keywords: Heritage Building Information modeling (HBIM), Scan-to-BIM-to-WebVR, Virtual Reality (VR), Virtual Museum, Cultural Engagement, Knowledge Transfer, Villa Arconati at Castellazzo di Bollate, Italy

Abstract. This study presents a novel workflow for the digital valorisation of cultural heritage by integrating Heritage Building Information Modelling (HBIM) with Virtual Reality (VR) and WebVR technologies. The methodology is applied to Villa Arconati—also known as Castellazzo degli Arconati—in the Castellazzo district of Bollate, northwest of Milan, and to a Roman statue traditionally identified as Pompey the Great, which has been recently reattributed to Emperor Tiberius and is currently exhibited within the villa’s museum. A comprehensive 3D survey campaign, combining laser scanning, photogrammetry, and topographic measurements, enabled the creation of a highly accurate HBIM model that captures both the villa’s architectural features and the statue’s spatial contexts: its original outdoor setting in the formal gardens and its current indoor display. To enhance accessibility and deliver immersive experiences, the project developed a VR app and browser-based WebVR application. The HBIM model—created in Autodesk Revit and enriched with detailed semantic data—was carefully optimised for real-time web performance. The resulting application allows users to explore and interact with the statue’s historical and contemporary settings through an intuitive VR and WebVR interface featuring guided narration and interactive informational hotspots. Based on a comparative analysis of Unreal Engine, Unity, Twinmotion, and PlayCanvas, the proposed workflow addresses common VR limitations by offering a sustainable, resource-efficient solution that balances visual quality, interactivity, and accessibility. This study demonstrates how accurate digital documentation, combined with immersive WebVR, can foster inclusive and engaging cultural heritage experiences, supporting the sustainable digital dissemination of historic sites.

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