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[Guest Editors' Introduction] Virtual Heritage: Breathing New Life into Our Ancient Past

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Abstract

This special issue on virtual heritage features a survey on emerging trends in the field, articles on tools for building virtual heritage, applications of interpretive environments, and a look at what's next in virtual heritage. Full text available free from IEEE at: https://www.computer.org/csdl/mags/mu/2000/02/u2020.pdf For many of us in the technology industry, mentioning the words “virtual reality” usually conjures gaming, entertainment, or scientific visualization applications. Yet recently, one new industry has emerged that uses all these applications together—virtual heritage. Virtual heritage has become increasingly important in the conservation, preservation, and interpretation of our cultural and natural history. Many of the world’s treasures are in danger of being lost or destroyed, causing irreparable dam- age to human understanding and extinction of our natural wonders. Technology is now establishing new ways to explore complex problems and pro- vide solid pathways to real solutions. To a greater degree, technology is solving one of the largest problematic issues concerning cultural heritage assets—nondestructive public access. Never before has there been greater opportunities to discover and explore in great detail these marvels of earth and of humankind, without the fear of irreparable damage. For the first time we can not only look more wholly into the past, we can interact with it, discovering its hidden treasures. Yet all this newfound richness and depth in cultural interpretation has its price, both legally and morally. How far does artistic interpretation go before it impedes on historical accuracy and convinces a young virtual visitor that history was something that it’s actually not? How do coun- tries and governments deal with the virtual tourism? Does virtual heritage dissuade people from visiting the actual site?
F
or many of us in the technology indus-
try, mentioning the words “virtual
reality” usually conjures gaming, enter-
tainment, or scientific visualization
applications. Yet recently, one new industry has
emerged that uses all these applications togeth-
er—virtual heritage.
Virtual heritage has become increasingly
important in the conservation, preservation, and
interpretation of our cultural and natural history.
Many of the world’s treasures are in danger of
being lost or destroyed, causing irreparable dam-
age to human understanding and extinction of our
natural wonders. Technology is now establishing
new ways to explore complex problems and pro-
vide solid pathways to real solutions. To a greater
degree, technology is solving one of the largest
problematic issues concerning cultural heritage
assets—nondestructive public access. Never before
has there been greater opportunities to discover
and explore in great detail these marvels of earth
and of humankind, without the fear of irreparable
damage. For the first time we can not only look
more wholly into the past, we can interact with it,
discovering its hidden treasures.
Yet all this newfound richness and depth in
cultural interpretation has its price, both legally
and morally. How far does artistic interpretation
go before it impedes on historical accuracy and
convinces a young virtual visitor that history was
something that it’s actually not? How do coun-
tries and governments deal with the virtual
tourism? Does virtual heritage dissuade people
from visiting the actual site?
The majority of virtual heritage researchers
believe that their work encourages people to actu-
ally go see the real site, giving the visitor extra
knowledge to enhance the real site visit. This debate
is still in its infancy, and before it is through, there
will be much discourse as to the proper use of vir-
tual heritage. Nonetheless, equipment technologies,
applications, and uses are appearing everywhere—
accessible not only to highly funded institutions,
but to smaller organizations and countries. This
breathes new life into the ancient past, calling us to
the challenge of imparting human wisdoms and
follies to future generations through cultural preser-
vation and interpretation.
The articles included in this special issue on
virtual heritage are revised manuscripts from the
20 1070-986X/00/$10.00 © 2000 IEEE
Guest Editors’ Introduction
Virtual Heritage Network
In January 2000, The International Society on
Virtual Systems and MultiMedia (http://www
.vsmm.org) launched the Virtual Heritage
Network (VHN). VHN is an international organi-
zation promoting the use of technology for the
education, interpretation, and preservation of
cultural and natural heritage. Both a physical and
electronic network, VHN has more than 250 pro-
fessionals from 45 countries currently working in
the virtual heritage community. VHN sponsors
conferences and maintains an active Web site,
which offers industry information about events,
projects, employment, and news, plus an online
digital library.
Currently, VHN is hosting the third special ses-
sion on virtual heritage during VSMM 2000,
4-6 October 2000 in Gifu, Japan. VHN will also
publish a full-color book on virtual heritage sites
and applications. Membership in VHN and the
use of its services are free. Visit http://www
.virtualheritage.net for more information about
VHN.
Virtual Heritage:
Breathing New
Life into Our
Ancient Past
Scot Thrane Refsland
International Society on Virtual Systems and MultiMedia,
Japan
Takeo Ojika
Gifu University, Japan
Alonzo C. Addison
University of California, Berkeley
Robert Stone
Virtual Presence, UK
proceedings of two special sessions on virtual
world heritage, held during the 4th and 5th
International Conference on Virtual Systems and
MultiMedia (VSMM) in 1998 (Gifu, Japan) and
1999 (Dundee, Scotland).
We invite you to take a journey through many
excellent examples of current virtual heritage
research, from its tools, methodologies, and appli-
cations to its newly formed community and
industry. MM
Scot Thrane Refsland is a co-
founder of the Virtual Heritage
Network, an executive officer of
the International Society of Virtual
Systems and MultiMedia, and
Director of the West Virginia
Governor’s Office of Technology in Japan. His main
research interests include complexity in emergent vir-
tual heritage worlds. He received a BA in English litera-
ture with an emphasis in creative writing from the
University of Southern California in 1987. He is cur-
rently completing his Phd in virtual systems and soft-
ware engineering at Gifu University’s Virtual System
Laboratory in Gifu, Japan. He can be contacted at
thrane@vsmm.org.
Takeo Ojika is a professor of elec-
tronics and computer engineering,
Gifu University, Japan; Executive
Director of the Virtual System Lab-
oratory (VSL), and Vice President of
the International Society of Virtual
Systems and MultiMedia (VSMM). He received his BE
degree in electrical engineering from Waseda University
in 1962, and an ME and PhD from Kyoto University in
1969 and 1975, respectively. He earned a second PhD in
mathematics from Kyoto University in 1982. He is the
founder of the VSMM Society and co-founder of the Vir-
tual Heritage Network (VHN). He can be contacted at
ojika@ojk.info.gifu-u.ac.jp.
Alonzo C. Addison serves as
Director of the Center for Design
Visualization, University of Cali-
fornia, Berkeley. A co-founder of
the Virtual Heritage Network, his
work ranges from historical visual-
ization to design simulation, information architecture,
and collaborative networks. From planning a real-time,
visual command center for the Canadian rail network in
the 1980s and developing strategy for Cyra Technolo-
gies’ and its 3D “monument-scale” lidar scanner in the
1990s he is interested in the nexus of digital technolo-
gy, world heritage, and design. Currently completing a
doctorate in design theory from Berkeley, he also holds
an MA in architecture from the university and a BSE
cum laude in civil engineering from Princeton Univer-
sity. He can be contacted at addison5@socrates
.berkeley.edu.
Robert Stone is Scientific Director
of Muse Technologies (Albu-
querque, New Mexico), based at
Virtual Presence Limited, Man-
chester, UK. He graduated from
University College London in
1979 with a BS in psychology and in 1981 with an MS
in ergonomics. He has been involved with the interna-
tional VR community for 13 years and holds visiting
professorships in VR at the universities of Manchester
and Plymouth. He is an academician of the Interna-
tional Higher Education Academy of Sciences in
Moscow, President of the VSMM society, and co-founder
of the Virtual Heritage Network. In 1999, he was award-
ed the Royal Society for the Encouragement of Art, Com-
merce, and Manufacture’s Howorth Medal for excellence
and innovation in the field of VR. He can be contacted
at r.stone@vrsolns.co.uk.
21
April–June 2000
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