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A walkthrough of the project, screen-recorded through Meta Quest 3, showcasing the immersive AR/VR reconstruction of the Theater of Marcellus.

Master's Thesis · XR · 2025 Read online ↗

From research to experience

Reimagining the Theater of Marcellus
through Extended Reality

An immersive XR experience that transforms archaeological research into an interactive exploration of Roman architecture, public life, and social hierarchy.

XR designCultural heritageUnity

How can immersive media communicate historical interpretation rather than simply visualize historical architecture?

This question became the foundation of my master’s thesis at Duke University.

Rather than creating a virtual reconstruction for its own sake, I explored how immersive environments could communicate Roman architecture, social hierarchy, and public life through experience rather than observation.

The result is a research-driven XR experience that combines archaeological evidence, 3D reconstruction, and interaction design to transform historical interpretation into an immersive experience.

Understanding the Past

The Challenge

The Theater of Marcellus survives today only as fragments embedded within the modern city of Rome. Architectural drawings and archaeological reports document its history, but they rarely communicate what it felt like to experience the theater as a Roman spectator.

My goal was to explore how immersive media could bridge that gap—not by replacing historical research, but by transforming it into an experience that people could actively explore.

Research → Reconstruction

Every design decision began with research rather than modeling.

Before opening Blender, I examined archaeological publications, historical reconstructions, excavation reports, and scholarly interpretations of the Theater of Marcellus to establish the historical foundation for the project.

Because the monument has undergone centuries of transformation, not every architectural element can be reconstructed with certainty. Existing evidence is often incomplete, and scholars continue to debate the appearance of certain structures.

Rather than presenting a single definitive reconstruction, I synthesized archaeological evidence, academic interpretations, and secondary sources to build a model that acknowledges different degrees of historical certainty.

Academic illustration beside a digital reconstruction of the Theater of Marcellus
By referencing academic illustration and maps, I positioned monuments within my scene to reflect their relative historical locations. This is also the starting point for users in the immersive environment, where they can experience a similar vantage point to see significant monuments in context and their spatial relationships.
Blender modeling process and scholarly reconstruction references
Modeling process, referencing other scholars' reconstruction.

From Evidence to Experience

Rather than immediately placing users into the immersive VR environment, I intentionally designed the experience to begin with an AR exploration.

This introductory stage allows users to examine the reconstruction before entering the virtual theater, while making one important idea explicit: the model is not a perfect recreation of the past, but a research-based interpretation built from archaeological evidence and informed historical judgment.

By revealing different levels of reconstruction certainty through the interface, the experience encourages users to understand digital heritage not as absolute truth, but as an ongoing dialogue between evidence, interpretation, and design.

Augmented reality model overlay with reconstruction certainty controls
Overlay mode for users to inspect the model with different levels of reconstruction certainty.
Theater of Marcellus arrival scene with historical orientation interface
When users are transported into the immersive scene, they are at the northwest side of the theater; historical information and a map are provided through the interface.
Theater scene with time of day control
To help users understand the theater as a lived environment rather than a static reconstruction, I introduced environmental controls that allow different lighting conditions to be explored. Changing light alters atmosphere, visibility, and the perception of architectural space, encouraging users to experience the reconstruction as a place that changes over time rather than a fixed digital model.

Designing Spectatorship

Historical Insight

How can architecture shape the experience of being a Roman spectator?

Rather than treating the theater as a container for performances, I approached it as an active medium of historical interpretation.

Drawing on Louis Althusser's concept of interpellation, this project explores how architecture positioned individuals socially and politically before the performance even began. Spectatorship starts long before entering the cavea: movement through the surrounding porticoes, encounters with monuments such as the Temple of Jupiter and the Temple of Apollo, and carefully choreographed routes through the Campus Martius all contributed to experiencing imperial authority.

In this interpretation, architecture is not simply the setting of Roman spectacle—it actively constructs the identity of its spectators.

Reconstructing the Urban Landscape

The reconstruction extends beyond the Theater of Marcellus itself to recreate its surrounding urban environment. Rather than presenting the theater as an isolated monument, the project reconstructs its relationship with nearby architecture, circulation routes, and the broader landscape of the Campus Martius, allowing users to understand how movement and spatial context shaped the experience of Roman spectatorship.

Historical map of the Campus Martius and Theater of Marcellus
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Unity reconstruction of the Theater of Marcellus and neighboring monuments
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Overhead Unity reconstruction of the Campus Martius landscape
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Sunset view from the cavea toward the theater stage and distant landscape
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Architecture does not simply contain spectators—it constructs spectatorship.

Design Translation

How can historical interpretation become interaction?

Rather than explaining Roman social hierarchy through text panels, I translated historical interpretation into interaction design.

Users choose different social identities, each with their own circulation routes, seating locations, and viewpoints. Restricted access, controlled movement, and assigned seating encourage users to experience Roman hierarchy through navigation rather than observation.

Instead of reading about social order, users discover it by moving through the theater, allowing architecture itself to communicate status, identity, and imperial authority.

Role selection menu in the Theater of Marcellus experience
Role selection menu.
Role verification with a non-player character inside the theater
Role verification with NPC.
Roman soldier restricting access to seating areas in the theater
Users are restricted from teleporting to areas that do not align with their assigned role.

Experiencing Social Hierarchy

Social status influenced not only where spectators sat, but also how they experienced the performance.

By assigning historically informed seating locations, the experience allows users to understand how visibility, proximity, and architectural framing varied across different social groups.

View from the orchestra seating toward the theater's stage building
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Performance information interface inside the theater
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Elevated view across the cavea and stage building at sunset
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Interactive Walkthrough

What does it feel like to experience the theater as a freedman?

The following walkthrough demonstrates the experience from the perspective of a freedman, one of the lowest-ranking free citizens in Roman society.

Rather than freely exploring the theater, the user follows a historically informed route to assigned seating, experiencing how architecture, movement, and visibility collectively shaped spectatorship in ancient Rome.

When users choose to play the “Freedmen” role.

Reflection

This project reshaped how I think about digital heritage. Rather than using XR simply to recreate historical environments, I came to see immersive media as a way of communicating historical arguments through architecture, movement, and interaction.

Working across historical research, archaeological reconstruction, 3D reconstruction, Unity development, and user testing taught me how ideas evolve as they move between disciplines. Every design decision required balancing historical evidence with user experience, transforming research into something that could be explored rather than simply explained.

More importantly, this project reinforced my interest in designing interactive experiences that make complex knowledge accessible, engaging, and meaningful. It continues to shape how I approach experience design, cultural heritage, and emerging technologies.