TY - GEN
T1 - Inhabiting 'Prosperous Suzhou' through Smart VR
AU - Xu, Qiaoliang
AU - Brown, Andre
AU - Moleta, Tane
AU - Schnabel, Marc Aurel
AU - Rogers, Maria
N1 - Publisher Copyright:
© 2020 and published by the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.
PY - 2020/8/5
Y1 - 2020/8/5
N2 - The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users' experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes.
AB - The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users' experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes.
KW - Cultural landscape
KW - Digital heritage
KW - Immersive environments
KW - Painting reinterpretation
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85091706522&partnerID=8YFLogxK
M3 - Conference Proceeding
AN - SCOPUS:85091706522
T3 - RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2020
SP - 173
EP - 182
BT - RE
A2 - Holzer, Dominik
A2 - Nakapan, Walaiporn
A2 - Globa, Anastasia
A2 - Koh, Immanuel
PB - The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA)
T2 - 25th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2020
Y2 - 5 August 2020 through 6 August 2020
ER -