Sense of place in immersive architectural virtual heritage environment

Izham Ghani, A. Rafi, P. Woods
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引用次数: 9

Abstract

Virtualization of architectural heritage elements is increasingly popular as evident in some of the current published virtual heritage (VH) projects and applications. One of the important approaches that could potentially portray the richness of the architectural heritage is highlighting the sense of place. It is believed that the insertion of sense of place elements in a virtual heritage environment (VHE) would assist in the preservation and conservation of the sense of history at a particular historical site. Studies on the sensation of place in virtual environments could be linked to the ever-expanding virtual presence domain. Though the lack of examples in virtual heritage evaluation and experiments in relation to sense of place may contribute to certain setbacks, it would be feasible to analyze the techniques in relevant experiments in virtual presence evaluation. This paper presents the methods and preliminary findings from an experiment designed to evaluate the significance of virtual presence in contributing towards the sense of place experience in a VHE. The experiment is part of a larger research on establishing elements of sense of place in a VHE. Twenty participants were each requested to describe their experiences exploring a virtual reconstruction of Kampung Hulu Mosque at the historic city of Melaka using a head-mounted display (HMD). Purposive sampling method was adopted as the participants are selected from those who had some knowledge on the topic of “sense of place” either from personal or academic experiences. While quantitative methods may be considered a norm in the evaluation technique adopted in most presence research, qualitative methods similarly to those used in phenomenological investigations could alternatively offer a wider perspective in virtual environment experience especially to those within the cultural heritage domain. An in-depth semi-structured interview method was adopted as the main data collection method for the experiment along with the “think aloud” method. In the “think aloud” method, participants are required to provide their commentary concurrently as they explored the VHE. For the purpose of data organization, the findings are broadly organized based on the categories of real place dimensions by Turner and Turner (2006). The categories are based on the physical attributes, activities, meanings and affects, social interactions and immersive device factors. Participants' responses were analyzed and discussed using content and thematic analysis adapted from similar studies in virtual presence and sense of place. Preliminary findings indicated that a fully immersive setup does immediately trigger a “sense of being somewhere” but would not necessarily suggest a sense of a particular place. It also indicated that knowledge in sense of place terminology does not provide uniformity in the type of responses from the participants as sense of place is based on personal emotions and experience. Furthermore, being fully immersed does not allow particular place essence to be felt without a complete reconstruction of the intended place as noted by most participants. Lessons could be learnt from video games development which provides visually comprehensive and dynamic place environment with realistic auditory elements, interactive avatars, and informative support contents. We conclude by discussing the importance of interdisciplinary studies on the interpretation of real place elements, particularly in fully immersive architectural VHE.
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沉浸式建筑虚拟遗产环境中的场所感
从当前发布的一些虚拟遗产(VH)项目和应用程序中可以看出,建筑遗产元素的虚拟化正日益流行。有可能描绘建筑遗产丰富性的重要方法之一是突出地点感。人们认为,在虚拟遗产环境中加入地方感元素将有助于保存和保存特定历史遗址的历史感。对虚拟环境中场所感的研究可以与不断扩大的虚拟存在领域联系起来。虽然与场所感相关的虚拟遗产评价和实验案例的缺乏可能会造成一定的挫折,但对虚拟存在感评价中相关实验中的技术进行分析是可行的。本文介绍了一项实验的方法和初步结果,该实验旨在评估虚拟存在对VHE中地方感体验的贡献。这个实验是在虚拟住宅中建立地方感元素的更大研究的一部分。20名参与者被要求描述他们使用头戴式显示器(HMD)探索历史名城马六甲Kampung Hulu清真寺虚拟重建的经历。本研究采用有目的的抽样方法,从个人或学术经历中对“地方感”这一主题有一定了解的人中选择参与者。虽然定量方法可能被认为是大多数存在研究中采用的评估技术的规范,但与现象学调查中使用的方法类似的定性方法可以为虚拟环境经验提供更广阔的视角,特别是对文化遗产领域的研究。实验采用深度半结构化访谈法和“出声思考”法作为主要数据收集方法。在“大声思考”的方法中,参与者需要在探索VHE的同时提供他们的评论。出于数据组织的目的,研究结果是根据Turner和Turner(2006)的真实地方维度类别进行广泛组织的。这些分类基于物理属性、活动、意义和影响、社会互动和沉浸式设备因素。使用内容和主题分析来分析和讨论参与者的反应,这些内容和主题分析改编自类似的虚拟存在和地方感研究。初步研究结果表明,完全沉浸式的设置确实会立即触发一种“身临其境的感觉”,但不一定会产生一种特定地点的感觉。研究还表明,由于地点感是基于个人情感和经验的,因此对地点感术语的了解并不能提供参与者反应类型的一致性。此外,正如大多数参与者所指出的那样,如果没有对预期场所的完全重建,完全沉浸在其中并不能感受到特定场所的本质。我们可以从电子游戏开发中吸取教训,它提供了视觉上全面和动态的场所环境,带有逼真的听觉元素、互动角色和信息支持内容。最后,我们讨论了跨学科研究对真实场所元素解释的重要性,特别是在完全沉浸式建筑VHE中。
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