SENSE OF PLACE IN VIRTUAL HERITAGE ENVIRONMENT:
A REVIEW
IZHAM GHANI1, AHMAD RAFI2 PETER WOODS3, AND ABDUL
GHANI SALLEH4
1 Faculty of Architecture, Planning and Surveying, Universiti
Teknologi Mara, Malaysia
Email: izham025@perak.uitm.edu.my
2 Faculty of Creative Multimedia, Multimedia University & the
National Academy of Arts, Culture & Heritage (ASWARA), Malaysia
ahmadrafi@aswara.edu.my
3 Faculty of Creative Multimedia, Multimedia University, Malayasia
Email: pwoods@mmu.edu.my
4 School of Housing, Building and Planning, Universiti Sains
Malaysia
Email: sghani@usm.my
Abstract. The use of computer technology is becoming a necessity to
many organizations particularly as a means of representation and
visualization. In the context of culture and heritage it is often
developed in the form of virtual heritage. This is due to the fact that
some of these intangible values are faded or even lost in museums they
are placed, or buried in its physical remains and ruins. The concept of
portraying the richness of sense of place via the use of virtual reality
(VR) technology is seen to be of great potential to give value to the
heritage sites. Thus, VR allows a unique representation of the
intangible heritage elements while evoking the user‘s senses, emotions,
memories, meanings and interpretations, though these are arguably
complex to accomplish. This paper reviews literatures on factors that
influence the character of place and sense of place, and the use of VR
technology and virtual world design to suggest presence for virtual
heritage development.
1. Introduction
The use of the computer technology in the field of cultural heritage broadly
defined as virtual or digital heritage is seen as the new ‗movement‘ in
cultural heritage domain, contributing towards research and development of
state-of-the-art applications ranging from 3D laser scanning technology,
virtual reality, 3D modeling and visualization. Virtual heritage (VH)
attempts to enable visitors at remote locations to experience the feeling of
SENSE OF PLACE IN VIRTUAL HERITAGE ENVIRONMENT: A REVIEW 182
co-presence, and to have a sense of being fully immersed in another time
and place (Kenderdine et al., 2008).
VH of cultural heritage sites, monuments or buildings are often
developed as high dynamic range imaging (HDRI), realistic virtual
environment (VE), virtual reality modeling language (VRML) and 3D
walkthroughs. The needs of such alternatives are mainly carried out due to
the pressing demand of global expansion that could potentially destroy some
of the world‘s cultural heritage sites. Kalay (2008) highlighted that cultural
heritage sites all over the world face rapid decline due to aggressive urban
expansion, speculative development, wars, and general neglect. He further
explained that in other places, artifacts are moved into (sometimes remote)
museums, thereby separated from the context in which they were found.
One of the key values that have great potential to portray the richness of
the cultural heritage is highlighting the sense of place. According to Malpas
(2008a), the loss of a sense of place of the object threatens a loss of the
sense of place of the subject, and with it, a loss of a proper sense of heritage.
The importance of sense of place in VH environment has also been an issue
of debate in literatures by Champion (2010), Rahaman and Beng-Kiang
(2009), Chen and Kalay (2008) and Malpas (2008b). Sense of place has also
been a key issue in presence research, focusing on human experiences in a
computer-mediated environment which also offers a diverse range of
definitions similarly to its ‗physical‘ counterpart. Slater (2009) defined
presence as a phenomenon is that when you are going into an artificially
created simulation and you take it as real; not that you believe that it is real
but you respond as if it is real.
2. The Complexity of Place and Sense of Place
Previous studies in place and sense of place were commonly associated with
the disciplines of geography and planning (Relph 1976). Although there is
no absolute and uniform definition of sense of place, numerous studies have
evolved from various disciplines such as architecture, urban design,
environmental psychology, sociology, literary and media theory (Benyon et
al., 2006). Perhaps the inherently segregated nature of various disciplines,
due to their differences in philosophical orientation (Puren et al., 2006)
contributed to the vagueness of the subject as well as its known subjective
and intangible nature.
In the opening chapter of Genius Loci: Towards a Phenomenology of
Architecture, Norberg-Schulz (1984) stressed on the meaning of place as
something more than an abstract location but a totality made up of concrete
things having material substance, shape, texture and color. Similarly Relph
(1976) noted the genuineness of place as not abstractions or concepts, but
are directly experienced phenomena of the lived-world and hence full with
meanings, with real objects, and with ongoing activities.
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Interestingly throughout time, place association and its concept evolved
beyond its physicality. With the advent of new digital technologies, place
transcends the limits of the real physical place or space. Internet
technologies have given birth to cyberspace that allows us to break all of the
physical boundaries of communication and interaction between users of
different geographical locations. The potentials of new media and digital
technologies has also sparked interest from other place related research
communities delivering novel terms such as cyber-places (Kalay and Marx,
2003), virtual and smart places (Mitchell, 2000) among others, extending
the definitions of place and space.
2.1. DEFINING REAL AND VIRTUAL SPACE
In the context of VH environment, virtual places reflect within VE of a
designated cultural heritage location, monument or building of a particular
time or period. Although there is no clear or published definition found for a
VH environment, one could employ Sherman and Craig (2003) definitions
of VR as a medium composed of interactive computer simulations that sense
the participant‘s position and actions and replace or augment the feedback to
one or more senses, giving the feeling of being mentally immersed or
present in the simulation (a virtual world).
The term virtual world (VW) and VE are sometimes used
interchangeably in numerous studies and articles in VR which may cause
some confusion in its definition. Realizing the need for a more common
definition, Bell (2008) suggested a more insightful definition of VW as a
synchronous, persistent network of people, represented as avatars, facilitated
by networked computers. Bell‘s definition might be considered more
focused but perhaps too fixated in the creation of a world consisting of
avatars which would be more suited to an online multi-user collaborative
environment such as in Second Life (http://secondlife.com) (See Figure 1) or
Activeworlds (http://www.activeworlds.com).
SENSE OF PLACE IN VIRTUAL HERITAGE ENVIRONMENT: A REVIEW 184
Figure 1. A screenshot of Second Life.
Nevertheless in searching for sense of place in the VE, avatars could
provide the necessary element in evoking presence of life and increase
realism (Thalmann and Musse, 2007). Perhaps a more suited definition for
VH environment is as suggested by Bryson (1995), the use of various
computer graphics systems in combination with various display and
interface devices to provide the effect of immersion in an interactive threedimensional computer-generated environment in which the virtual objects
have spatial presence.
Among the key contributing factors in Bryson‘s definition are the
elements of immersion, interactivity and spatial presence that characterized
the places in the VW design. He also highlighted the importance of
meaningful contents to evoke the feeling of being immersed as well as
creating presence in the designated virtual environment. This is crucial
towards evoking the sense of place in which the simulated environment
should initially trigger the sense of presence and immersion in order to
further provide the supporting interactions for the user.
2.2. CONSIDERATIONS IN REAL AND VIRTUAL PLACE CREATION
Although there are several published articles on cyberplaces (Kalay and
Marx, 2001, 2003), and virtual places (Li and Maher, 2000), this section
selects and summarizes literatures that mostly contributed towards the
development of the paper.
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SALLEH
According to Lawson (2001), human perceived space and place through
the sensation of sight, sound, smell and touch, though in normal situation
human effectively experience space through sight and vision (Lawson,
2001). He further explained that the mechanisms of perceiving space
through vision encompasses several notions such as size and distance, scale,
color, foreground and background, symmetry, verticality, meaning and
context.
On the other hand, Turner and Turner (2006) during the course of
developing a virtual place project, reviewed an array of established place
literatures from the phenomenological, sociological and psychological
perspectives, thus suggested four general components of sense of place:
i.
The physical characteristics of the environment;
ii.
The affect and meanings including memories and associations, as
well as connotations and denotations;
iii.
The activities afforded by the place;
iv.
The social interactions associated with the place (or some
considered as sub-class of activities).
In a more recent publication, Champion (2010) described five major
features of real place experiences to consider in virtual world design:
i.
Places are dynamic and changeable, their boundaries may be
vague and amorphous;
ii.
Places can range from the comforting to the uncanny, the
sublime, the terrifying;
iii.
A place is full of references and evocations of related places via
the movement of people and their artifacts. It may also evoke
images of its previous self, related activities, or other places;
iv.
A place constrains, suggests and localizes activities. The
constraints may be highly variable, and affect the physical,
conceptual, or cultural sides of human experience.
Other related studies explored sense of place in real and VEs such as the
BENOGO (Being there, NO need to GO) project by Benyon et al. (2006).
Similarly to Turner and Turner (2006), the three components of place
identity by Relph (1976) had greatly influenced the development of the
project. The components referred are:
i.
Physical setting;
ii.
Activities afforded by the place;
iii.
Meanings and affect attributed to the place.
It can also be argued that most of the related literatures presented in this
section highlighted the importance of the interdependency between the
elements of settings, activities and its meaning towards a more meaningful
sense of place. Thus, Relph‘s (1976) model of place would provide the
foundation for developing the basic framework for the proposed case study
data collection that would be further discussed in the subsequent section.
SENSE OF PLACE IN VIRTUAL HERITAGE ENVIRONMENT: A REVIEW 186
3. Data Acquisition
The scarceness of virtual place literatures in prescribing the preliminary
steps in data acquisition process proved to be a challenge in designing the
case study research. While some literatures in sense of place studies seems
to be more associated to the domain of the planning and environmental
psychology (Puren et al., 2006, Smaldone et al., 2005), there is also a need
to assemble a more comprehensive body of knowledge in designing virtual
place.
Most virtual place recommendations are either too conceptual or
descriptive to guide developers and researchers in a more practical and
prescriptive manner, often described as VE development and evaluation
techniques. These may provide assistance during the evaluation stages of the
experiment but more descriptions are also required on the early development
stages particularly the preliminary stage of data gathering. The objective of
the case study is to gather the necessary real-world data focusing on the
sensory elements that would support the suggestive presence of sense of
place in the intended VE for the later stages. This research also has
identified key attributes adapted from Edward Relph‘s (1976) model of
place, discussed in the preceding section.
3.1. THE PHYSICAL ENVIRONMENT
This consists of the physical settings, characteristics, geographical features
and weather of the chosen setting. Lawson (2001) highlighted the
importance of settings which constitutes the element of space, its
surrounding and contents, as well as the peoples and their activities, and in
turn, places are formed. This research also suggests that as for buildings,
observation and digitally capturing architectural details are required
especially on elements such as ornaments, carvings, colors and unique
markings (see Figure 2). Pavlidis et al. (2007) made clear distinctions
between the process of 3D digitization of objects and monuments. Although
3D scanning techniques may have some advantages in its high accuracy in
geometry measurements, the method may only be useful in specific
applications and objects due to its high cost and its difficulties in portability
and autonomy compared to the conventional empirical techniques (Pavlidis
et al., 2007).
In this context, original building blueprints or measured drawings based
on the original forms and compositions will be used to develop the 3D
models. Other references include video and audio capturing data to identify
the existing ambience and movement of the building‘s fixtures such as
windows and doors. One example is the work of Turner et al. (2003) that
documented soundscapes to give a strong impression of a place and
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SALLEH
concluded that it could create a sense of being somewhere to represent the
experience of real place.
Figure 2. A snapshot of Kampung Keling Mosque, Melaka (UNESCO World Heritage site)
showing a unique architectural detail
3.2. THE ACTIVITIES
Another important aspect is activity on-site. It is important to consider
original activities to be simulated in later stages as to provide the authentic
experience of a cultural heritage site. Historical buildings such as mosques
and other religious places could demonstrate the original activities as it is
unlikely to function differently than it was originally intended. This may be
supported with a secondary perspective to gain originality of the activities
simulated. Authentic data would need to be gathered from trustful sources
such as museums and archaeological databases, interviews with the owner,
local communities, relevant stakeholders, original inheritors or descendants,
and others could offer a more diverse interpretation of the native activities
conducted in the past.
3.3. THE MEANING AND AFFECT
In the context of VH environment, Champion (2010) identified the
difficulties in offering interpretations of past and present cultures.
Nevertheless, Relph (1976) noted the interrelation between the three place
components and their fusion is what actually constitutes the place identity.
Considering these factors, the research proposed a case study that consists
of an in-depth evaluation of an architectural heritage building while still
SENSE OF PLACE IN VIRTUAL HERITAGE ENVIRONMENT: A REVIEW 188
functioning to the local community. Apart from these, architectural heritage
embodies more than its obvious palpable elements and physical entities,
artistic expressions, colors, textures, scale or styles. According to Rusalić
and Radojiĉić (2009), it denotes its intangible qualities of memories,
symbolism, meanings, emotions and senses.
4. Conclusion
This paper has suggested a conceptual idea of sense of place via physical
and VW arguments. These critical discussions are useful to represent
heritage as means of expressing idea and suggesting presence in the VE. The
main challenge lies in representing the intangible heritage elements to evoke
the qualities of meanings and senses to its user within the VE. The
subsequent stage in this research continues to focus on the development of
the prototype based on the architectural VH model.
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