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Culture Information Technology (CIT)

Reiterating the Spirit of Place: A Framework for Heritage Site in VR

초록

영어

This study proposes and tests a virtual reality (VR) framework aimed at reiterating the Spirit of Place (SiP) of heritage sites, conceived as a perceiver’s perception of place formed through the dynamic interplay of tangible and intangible influences within a given location. The framework applies Gilles Deleuze’s concepts of ‘difference in itself’ and ‘repetition for itself’ to create interpretive VR experiences that evoke SiP by integrating natural features, built structures, cultural memories, historical narratives, cultural narratives, and symbolic associations. Through a controlled experiment involving both video and VR interactions with heritage sites, participants reported elevated emotional connections and a deeper engagement with SiP in the VR environment. This confirms that VR can serve as an effective medium for heritage preservation, capturing the site’s distinct identity and fostering embodied engagement shaped by users’ memories and cultural familiarity. These findings validate the framework’s potential to convey the unique identity of heritage sites, offering a transformative tool for virtual heritage applications.

목차

Abstract
1. INTRODUCTION
1.1. Background and Purpose
1.2. Research Question and Hypothesis
1.3. Academic Significance
2. PREVIOUS RESEARCH
2.1. Limitations of Traditional Heritage Preservation Methods
2.2. Virtual Heritage
2.3. Emotional Connection Research
2.4. Immersion and Presence Research
3. THEORETICAL BACKGROUND
3.1. The Spirit of Place (SiP) & Sense of Place (SeP)
3.2. Deleuze’s Concepts of Difference & Repetition
3.3. Framework for SiP
4. RELATED RESEARCH
4.1. Case Analysis of Virtual Heritage Projects
4.2. Distinctiveness of This Study
5. METHODOLOGY
5.1. Research Methodology
5.2. Research Procedure
6. RESULTS AND ANALYSIS
6.1. Case Study Sample Overview
6.2. Comparison of Physical Site and Virtual Site
6.3. Perception of influences, the ‘difference in itself’, & ‘repetition for itself’
6.4. Immersion, Presence & Emotional Engagement
7. DISCUSSION
7.1. Addressing RQ1
7.2. Addressing RQ2
7.3. Implications of Virtual Heritage
8. CONCLUSION
REFERENCES

저자정보

  • Erandaru PhD Student, Department of Visual Contents, Dongseo University, Korea / Lecturer, International Program in Digital Media, Petra Christian University, Indonesia
  • Hongsik Pak Associate Professor, Department of Visual Contents, Dongseo University, Korea

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