TY - GEN
T1 - Virtual Kitakyushu Revitalization Design Based on the Case Study of Immersive Legacies Exhibition in Wellington Museum
AU - Li, Bin
AU - Schnabel, Marc Aurel
AU - Caneparo, Luca
AU - Zhang, Yuqing
AU - Guo, Weihong
AU - Meng, Qinglin
AU - Meng, Jie
AU - Gan, Yinghao
AU - Jiang, Yijun
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023/10/16
Y1 - 2023/10/16
N2 - The article explores the use of virtual technologies to revitalize Kitakyushu, Japan, by drawing on the 'Immersive Legacies' exhibition at Wellington Museum, New Zealand, which utilized virtual technologies to great effect. There the Reality-Virtuality Continuum was used to analyze the digital heritage of the 'Gordon Wilson Flats'. These methods were then applied to address issues that Kitakyushu is facing, such as a declining population, outflow of young migration, and lower gross product. To this end, the study designed four virtual locations: Chugin Street, Kokura Castle, Tanga Market, and Katsuyama Park. These locations were envisioned as virtual commercial streets, VR scenic spots, Virtual Seafood Museum, and virtual gym, respectively. The aim was to use virtual technologies not only to revitalize Kitakyushu but also to offer diverse shopping, touring, educating, and exercising experiences. The study finds that virtual technologies successfully address the challenges faced by Kitakyushu and contribute to its revitalization. Moreover, the research extends the meaning of the Reality-Virtuality Continuum in design for city development and revitalizations.
AB - The article explores the use of virtual technologies to revitalize Kitakyushu, Japan, by drawing on the 'Immersive Legacies' exhibition at Wellington Museum, New Zealand, which utilized virtual technologies to great effect. There the Reality-Virtuality Continuum was used to analyze the digital heritage of the 'Gordon Wilson Flats'. These methods were then applied to address issues that Kitakyushu is facing, such as a declining population, outflow of young migration, and lower gross product. To this end, the study designed four virtual locations: Chugin Street, Kokura Castle, Tanga Market, and Katsuyama Park. These locations were envisioned as virtual commercial streets, VR scenic spots, Virtual Seafood Museum, and virtual gym, respectively. The aim was to use virtual technologies not only to revitalize Kitakyushu but also to offer diverse shopping, touring, educating, and exercising experiences. The study finds that virtual technologies successfully address the challenges faced by Kitakyushu and contribute to its revitalization. Moreover, the research extends the meaning of the Reality-Virtuality Continuum in design for city development and revitalizations.
KW - digital heritage
KW - Kitakyushu
KW - revitalization
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85179506259&partnerID=8YFLogxK
U2 - 10.1109/IECON51785.2023.10312367
DO - 10.1109/IECON51785.2023.10312367
M3 - Conference Proceeding
AN - SCOPUS:85179506259
T3 - IECON Proceedings (Industrial Electronics Conference)
SP - 1
EP - 6
BT - IECON 2023 - 49th Annual Conference of the IEEE Industrial Electronics Society
PB - IEEE Computer Society
T2 - 49th Annual Conference of the IEEE Industrial Electronics Society, IECON 2023
Y2 - 16 October 2023 through 19 October 2023
ER -