## 6 Conclusions and Future Works  
This article describes a framework that can enable an accurate 3D reconstruction of fragmented or damaged cultural heritage assets. The framework can be applied with any 3D dataset acquired using a wide variety of 3D digitization technologies such as (laser scanning, structured light scanning, terrestrial laser scanning, and even less accurate technologies such as photogrammetry). The framework can be adjusted if other software solutions are used. The authors have chosen Autodesk 3 ds Max, Autodesk Mudbox, and Dassault Systemes CATIA V5, as these have good file format interoperability, allowing 3D CAD models and 3D scans to be added to Mudbox with the required 3D model topology (edge distribution and structure). We made use of CATIA V5 as it provides engineering tools for 3D scanning and reverse engineering, as well as a great surface modeling workbench. The proposed 3D reconstruction of the fragmented Dacian embossed disk, 3D scan datasets, individual ornaments, and the resulting EXR files are available on the project website. The digital application developed to promote and disseminate the project results and the Dacian embossed disks will be published on the project website. Their aims and scope are to raise awareness and make the Dacian embossed disks known to the public. The authors will prepare videos to help with the dissemination of these digital applications, as video links are easy to be shared by users, to facilitate widespread dissemination. Aspects relating to open and reusable 3D models are addressed by the 3D database, with 3D scans, reconstructions, and individual ornaments. This leverages digital asset reuse and open access of the research project, allowing other researchers to analyze and to compare similar ornaments. Another important existing challenge associated with 3D digitized and 3D reconstructed cultural heritage is that they are not linked and not connected with their associated metadata as provided by cultural heritage institutions. Therefore, we have proposed the use of VR, AR, and XR digital applications as dissemination and promotion tools. Within these digital applications, the metadata can be added as text, images, external links, and audio and video files to provide on-demand metadata to the users directly within the 3D interactive environment. Another important tool that is intended to help with the widespread dissemination and project findings is represented by the augmented reality application, which represents the easiest way to distribute the digital interactive application, as mobile devices capable of processing the application are widely spread, and the targets used by the application can easily be printed or even used digitally if the reference image targets are open on any type of display. Virtual reality is more popular than it has ever been and as the technology continues to evolve, virtual reality systems become more lightweight and more powerful, and begin to integrate hand tracking gestures, thus reducing the need for specific controllers to interact with and navigate the virtual environment. All-in-one virtual reality systems such as Meta Quest 2 do not need to be connected to a powerful workstation or a laptop, and they are capable of processing detailed virtual reality environments. The application makes use of optimized 3D scans and 3D reconstructions. Mixed reality devices such as Hololens 2 are currently cost-prohibitive for consumers, but as the technology evolves, these devices will follow the path of virtual reality headsets and will become more affordable. Their current processing power enables the use of 3D scanned and 3D reconstructed objects, but they also require heavy processing and optimization to enable good frame rates when the user wants to interact, grab, scale, or rotate these digital assets.