Abstract
This article describes the design and implementation of the Pure Land projects, consisting of two visualization systems and their respective applications, Pure Land: Inside the Mogao Grottoes at Dunhuang [2012] and Pure Land Augmented Reality Edition [2012]. Each installation allows participants to engage in different ways with a full-scale augmented digital facsimile of Cave 220 from the UNESCO World Heritage site of the Mogao Grottoes, Gansu Province, northwestern China. This project is a collaboration between the Applied Laboratory for Interactive Visualization and Embodiment (ALiVE), City University of Hong Kong, and the Dunhuang Academy. In the Pure Land projects, the digital facsimiles of this cultural paragon have been transformed, providing formative personal experiences for museum visitors. The projects integrate high-resolution digital archeological datasets (photography and 3D architectural models) with immersive, interactive display systems. This work is of great importance because the treasuries of paintings and sculptures at Dunhuang are extremely vulnerable to human presence and, in the case of Cave 220, permanently closed to public visitors. Comprehensive digitization has become a primary method of preservation at the site. Both installations have been shown to the public at a variety of museums and galleries worldwide—to critical acclaim. The projects contribute to new strategies for rendering cultural content and heritage landscapes and suggest the future for embodied museography. Here, each project is described in detail, including innovations in interface technological application and user experience.
- Ronald Azuma. 1997. A survey of augmented reality. Presence 6, 355--385.Google ScholarDigital Library
- Ronald Azuma, Yohan Baillot, Reinhold Behringer, Steven Feiner, Simon Julier, and Blair Macintyre. 2001. Recent advances in augmented reality. IEEE Computer Graphics and Applications 21, 6, 34--47. Google ScholarDigital Library
- Oliver Bimber and Ramesh Rasker. 2005a. Modern approaches to augmented reality. In Proceedings of ACM SIGGRAPH 2005 Courses (SIGGRAPH’05). Article 1. Google ScholarDigital Library
- Oliver Bimber and Ramesh Rasker. 2005b. Spatial Augmented Reality: Merging Real and Virtual Worlds. A K Peters/CRC Press. Google ScholarDigital Library
- Doug A. Bowman, Ernst Kruijff, Joseph J. Laviola, and Ivan Poupyrev. 2004. 3D User Interfaces: Theory and Practice. Redwood City, CA, Addison Wesley Longman. Google ScholarDigital Library
- Leith K. Y. Chan, Sarah Kenderdine, and Jeffrey Shaw. 2013. Spatial user interface for experiencing Mogao caves. In Proceedings of the 1st Symposium on Spatial User Interaction (SUI’13). ACM, New York, NY. 21--24. Google ScholarDigital Library
- CHESS Project. Available at http://www.chessexperience.eu/v2/.Google Scholar
- Christy Choi. 2012. Virtual cave shines a light on the past. South China Morning Post, March 16, 2012. In Chinese, a representative article by Yu Zeut Bat, Hong Kong Economic Journal, March 23, 2012.Google Scholar
- Holland Cotter. 2008. Buddha's caves. New York Times, July 6, 2008. Available at http://www.nytimes.com/2008/07/06/arts/design/06cott.html?pagewanted=1.Google Scholar
- Carolina Cruz-Neira, Daniel Sandin, and Thomas Defanti. 1993. Surround-screen projection-based virtual reality: The design and implementation of the CAVE. In Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’93). ACM, New York, NY. 135--142. Google ScholarDigital Library
- Thomas A. Defanti, Gregory Dawe, Daniel J. Sandin, Jurgen P. Schulze, Peter Otto, Javier Girado, Falko Kuester, Larry Smarr, and Ramesh Rao. 2009. The StarCAVE, a third-generation CAVE and virtual reality OptIPortal. Future Generation Computer Systems 25, 2, 169--178. Google ScholarDigital Library
- Google Glass. Available at http://en.wikipedia.org/wiki/Google_Glass.Google Scholar
- Historypin. Available at http://www.historypin.com/.Google Scholar
- Katie Hunt. 2013. Buddhas in 3-D: Technology and the battle to preserve Asia's heritage. CNN, January 15, 2013. Available at http://edition.cnn.com/2013/01/15/world/asia/china-digital-caves/index.html?hpt = hp_c5.Google Scholar
- Hirokazu Kato and Mark Billinghurst. 1999. Marker tracking and HMD calibration for a video-based augmented reality conferencing system. In Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality. IEEE Computer Society, Washington, DC, 85. Google ScholarDigital Library
- Jens Keil, Laia Pujol, Maria Roussou, Timo Engelke, Michael Schmitt, Ulrich Bockholt, and Stamatia Eleftheratou. 2013. A digital look at physical museum exhibits: Designing personalized stories with handheld augmented reality in museums. In Digital Heritage International Congress 2013. 685--688.Google ScholarCross Ref
- Sarah Kenderdine. 2013a. Pure Land: Inhabiting the Mogao Caves at Dunhuang. Curator: The Museums Journal 2, 199--218.Google Scholar
- Sarah Kenderdine. 2013b. Preservation and interpretation: Digital representations of the Mogao Caves at Dunhuang. Orientations 44, 4, 84--89.Google Scholar
- Phillip Kennicott. 2012. “Pure Land” tour: For visitors virtually exploring Buddhist cave, it's pure fun. Washington Post, November 30, 2012.Google Scholar
- Brook Larmer. 2010. Caves of faith: In a Silk Road oasis, thousands of Buddhas enthrall scholars and tourists alike. National Geographic, June 2010. Available at http://ngm.nationalgeographic.com/2010/06/dunhuang-caves/larmer-text.Google Scholar
- Melinda Liu. 2012. Virtual tourism: China's Dunhuang Buddhist Caves go digital. Newsweek, December 17, 2012. Available at http://www.thedailybeast.com/newsweek/2012/12/16/virtual-tourism-china-s-dunhuang-buddhist-caves-go-digital.html.Google Scholar
- Matthew McGinity, Jeffrey Shaw, Volker Kuchelmeister, Ardrian Hardjono, and Dennis Del Favero. 2007. AVIE: A versatile multi-user stereo 360° interactive VR theatre. In Proceedings of the 2007 Workshop on Emerging Displays Technologies: Images and Beyond: the Future of Displays and Interaction. ACM, New York, NY, 2. Google ScholarDigital Library
- Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. 1995. Augmented reality: A class of displays on the reality--virtuality continuum. In Proceedings of the SPIE Conference on Telemanipulator and Telepresence Technologies. 282--292.Google ScholarCross Ref
- Tao Ni, Greg S. Schmidt, Oliver G. Staadt, Mark A. Livingston, Robert Ball, and Richard May. 2006. A survey of large high-resolution display technologies, techniques, and applications. In Proceedings of the IEEE Conference on Virtual Reality. IEEE Computer Society, Washington, DC, 223--236. Google ScholarDigital Library
- Oculus Rift. Available at http://www.oculusvr.com/.Google Scholar
- Jane O’Brien. 2013. Digital Chinese caves preserve history. BBC, January 6, 2013. Available at http://www.bbc.co.uk/news/magazine-20802947.Google Scholar
- Pure Land: Augmented Reality Edition. Available at http://alive.scm.cityu.edu.hk/projects/alive/pure-land-ii-2012/.Google Scholar
- Pure Land: Inside the Mogao Grottoes at Dunhuang. Available at http://alive.scm.cityu.edu.hk/projects/alive/pure-land-inside-the-mogao-grottoes-at-dunhuang-2012/.Google Scholar
- Ian Sutherland. 1968. A head-mounted three dimensional display. In Proceedings of the December 9--11, 1968, Fall Joint Computer Conference, Part I (AFIPS’68). ACM, New York, NY, 757--764. Google ScholarDigital Library
- Graham A. Thomas and Henry Y. K. Lau. 1990. Generation of high quality slow-motion replay using motion compensation. In Proceedings of the International Broadcasting Convention (IBC’90). 121--125.Google Scholar
- Hallan Wallach. 2004. High-resolution photography at the Dunhuang Grottoes: Northwestern University's role in the Mellon International Dunhuang Archive. In Ancient Sites on the Silk Road: Proceedings of the Second International Conference on the Conservation of Grotto Sites, Mogao Grottoes, Dunhuang, People's Republic of China, N. Agnew (Ed.). Getty Conservation Institute, Los Angeles, CA.Google Scholar
Index Terms
- Pure Land: Futures for Embodied Museography
Recommendations
Modelling of the Prophet Mosque in Virtual Reality
ICSCA '19: Proceedings of the 2019 8th International Conference on Software and Computer ApplicationsModernization and urban development have destroyed the original image of some architectural heritage. One example is the Prophet Mosque in Madinah, where, in its current state, has been through many modifications and expansion from the original form ...
Chulalongkorn Interactive Virtual Memorial Hall (Museum)
ICACS '22: Proceedings of the 6th International Conference on Algorithms, Computing and SystemsChulalongkorn University Memorial Hall is an important historic landmark in Thailand that collects and displays valuable and interesting documents and items from the history of the Chulalongkorn University, which is the first university established by ...
Individually Integrated Virtual/Augmented Reality Environment for Interactive Perception of Cultural Heritage
The need to preserve and care for cultural heritage makes information technology a tool for finding, documenting, describing, and visualizing important historical and archaeological sites. This article offers an example of a demo platform providing users ...
Comments