Professional Documents
Culture Documents
HAFIZUR RAHAMAN
(M.Arch. KU Leuven)
DEPARTMENT OF ARCHITECTURE
NATIONAL UNIVERSITY OF SINGAPORE
2012
Acknowledgements
It would be impossible for me to complete this study without the assistance and co-operation
of countless people to whom I owe thanks and express my heartiest gratitude. At the top of
the list are my supervisor, co-supervisor and thesis members who have continuously
supported me in this endeavour. First, I would like to thank Dr. Tan Beng Kiang for her
continuous guidance, remarks and enthusiasm. To my second supervisor, Prof. Heng Chye
Kiang, I would like to express my appreciation for his constructive and meticulous
suggestion. I am thankful to both of them for being accommodative and for acceding to my
requests to the best of their abilities. I would like to specially thank Dr. Johannes Widodo and
Dr. Tim Marsh for their invaluable input and criticisms. I would also like to thank Prof. Dave,
Dr. Erik and Dr. Parvin for their suggestions in shaping of my initial thesis.
I like to thank all the members of bdheritage.info participated the experiment phases, gave
their valuable time, and supported this online platform. Special thanks to Prof. Mozammel
Haque, Dr. Mizanur Rashid, Mr. Masud Reza, Mr. Nurul Karim, Mr. Maruf Hossain and Mr.
Masudur Rahaman for helping me in preparing digital contents for this online platform. I
would like to acknowledge the debt I owe to my students of Khulna University, Bangladesh,
particularly Toy, Dilruba, Kowshik, Audity, Turjo, Taeef, Aumi, Sumon, Ratul and Opu, for
their help in so many ways during the survey. I would like to express my gratitude to Tony vi,
Joya apa, Rana and Upal, for their support and assistance.
I would like to acknowledge the National University of Singapore in providing me with the
Scholarship and the School of Design and Environment for assisting me with a conference
travel grant.
I would also like to express my warm gratitude to four special people: my parents for their
blessings, my younger brother Shamim and his wife Kanak, my beautiful wife Tania and my
son Safeer for their support and sacrifice in their own special ways.
Finally, my gratitude also goes to all my colleagues and fellow researchers of CASA (Centre
for Advanced Studies in Architecture) for their inspiration and suggestions from time-to-time,
on my study. My apologies if I have inadvertently omitted anyone to whom
acknowledgement is due.
Page |I
Table of Contents
ABSTRACT …………………………………………………………………………………………….V
LIST OF FIGURES …………………………………………………………………………………...VII
LIST OF TABLES ……………………………………………………………………………………..IX
Page | II
CHAPTER 03 CONCEPTUAL FRAMEWORK : SHIFTING THE
INTERPRETATION PARADIGM .......................................................................... 83
Page | III
6.2.3 Pleasure achieved ............................................................................................................... 159
6.3 EVALUATING END-USERS’ PROVOCATION AND EMPATHY ....................................... 160
6.3.1 Self-attitudinal changes ...................................................................................................... 160
6.3.2 Greater interest on topic ..................................................................................................... 161
6.4 EVALUATING LEARNING .................................................................................................... 162
6.4.1 Increase consolidate knowledge ......................................................................................... 163
6.4.2 Link to prior knowledge and experience ............................................................................. 165
6.5 EVALUATING MULTIPLE PERSPECTIVES OF THE PAST ................................................ 165
6.5.1 Fill in the blank ................................................................................................................... 166
6.5.2 Descriptive self-report on attaining new perspective.......................................................... 167
6.6 DIALOGIC INTERACTION AND END-USERS ..................................................................... 173
6.7 DISCUSSION ............................................................................................................................ 175
REFERENCES....…….…………………………………………………………………..217
APPENDICES………..…………………………………………………………………. 231
Appendix A : List of web based heritage site visited .......................................................................... 231
Appendix C : Web 2.0 based digital heritage sites surveyed ................................................................ 242
Page | IV
Appendix D : Questionnaire ................................................................................................................. 244
Appendix E : Introductory seminar for Group-A (16th August 2010) ................................................. 245
Appendix F : Getting response from Group-A (23rd August 2010) ...................................................... 246
Appendix G : Introductory seminar for Group-B (9th December 2010) ............................................... 247
Appendix H : Getting response from Group-B (dated 16th December 2010) ....................................... 248
Appendix J : The poster exhibited for the experiment platform ........................................................... 255
Appendix P : ANOVA test result of question 9a, 9b, 9c and 9d .......................................................... 262
Appendix S : ANOVA test result of question 14a, 14b, 14c and 14d .................................................. 265
Page |V
Abstract
UNESCO (2003) refers to ‘digital heritage’ as any ‘born digital’ or ‘digital surrogate’ objects
that contain unique resources of human knowledge and expression. ‘Heritage interpretation’,
on the other hand, is considered as an effective learning, communicating and managing tool
that increases visitors’ awareness of, and empathy to, the heritage site or artefacts. In contrast,
the definition of ‘digital heritage interpretation’ is still broad; so far, neither a method nor
objective is evident within the domain of ‘digital heritage’ theory and discourse.
In most cases, digital heritage projects remain descriptive; their objectives are diverse while
their works, at large, presume that technology delivers greater interpretation. Developed
through a top-down approach with linear narratives, such projects assume end-users as unique
entity and limit heritage to a mere consumable product. Although usage of new technologies
may accentuate experience and visual fidelity, they only provide partial interpretation, as
This research thereby argues that, for better interpretation and experience of digital heritage, a
reflexive dialogic interaction with effective presentation, cultural learning and embodiment
inadequate to be adopted and implemented in the digital heritage realm. As such, this research
management, HCI and Behavioural science), and explicates four objectives for a
into a conceptual framework. This framework is then implemented and tested on an online
Page | VI
platform to measure its impact on end-users’ interpretation level. Praxis of the conceptual
higher satisfaction, provocation, learning, and understanding of the past from multiple
perspectives by end-users.
Sompur Mahavihara in Bangladesh, a world heritage site as a case, different treatment models
(experiment platforms) were developed and offered to two pre-divided groups. Following
questionnaire. Collected data were then analysed to evaluate the changes on end-users’
interpretation level, and to justify the relative effectiveness of the interpretive process as well.
Standard procedures from descriptive statistics with simple inferential techniques were used
for quantitative data analysis, while self-reported narratives were examined through thematic
content analysis.
With empirical evidence, this research demonstrates that the presented interpretive framework
the conventional linear method. Hence, this research justifies the hypothesis, and reveals
framework for digital heritage consisting of fifteen considerations under four aspects,
Page | VII
List of figures
Figure 2.4 : Mindfulness model of visitor behaviour and cognition at built heritage site ...................... 32
Figure 2.6 : Book cover - Digital Heritage: Applying Digital Imaging to Cultural Heritage Preservation
................................................................................................................................................................ 43
Figure 3.1 : Conjectural reconstructions Sompur Mahavihara from various heritage scholars .............. 89
Figure 3.4 : Proposed conceptual model for interpreting digital heritage ............................................... 96
Figure 3.5 : Conceptual framework (PrEDiC) for interpreting digital heritage .................................... 105
Figure 4.2 : Evaluating group A after one week of experience ............................................................ 119
Figure 4.4 : Evaluating group B after one week of experience ............................................................. 121
Figure 5.1 : Present view of the central temple of the Sompur Buddhist monastery ............................ 138
Page | VIII
Figure 5.4 : Homepage (partial) showing recent videos and links uploaded by end-users ................... 144
Figure 5.6 : Homepage (partial) showing images uploaded by end-users ............................................ 146
Figure 5.8 : Forum Spy showing real-time activities of users .............................................................. 147
Figure 6.1 : Visit count of the real world heritage site ......................................................................... 154
Figure 6.3 : Frequency of using the experiment platform during experiment week ............................. 155
Figure 6.4 : Identification of features marked on the plan of Sompur Mahavihara .............................. 163
Figure 6.5 : Self-rating from respondents on overall knowledge gain ................................................. 164
Figure 6.6 : Response rate of self-reporting of new understanding gained .......................................... 167
Page | IX
List of tables
Table 2.1 : Heritage interpretation (for real-world) defined by various scholars and institutes.............. 27
Table 2.2 : Comparison of interpretation principles proposed by various heritage scholars .................. 36
Table 2.4 : Types of contribution allowed in various online digital heritage projects based on web 2.054
Table 4.1 : Different groups and their task during the experiment ....................................................... 116
Table 4.5 : Selection of questions to measure ‘understanding the past from multiple perspectives’ .... 125
Table 4.6 : Measuring the involvement and participation of group B .................................................. 126
Table 5.2 : Comparison of candidate platforms for multi-user online collaboration ............................ 137
Table 6.8 : Remembering, Recall and Identification of wrong information between groups ............... 164
Table 6.9 : New purposes learned from the web portal ........................................................................ 166
Table 6.10 : Use of forum, chat room and blog .................................................................................... 173
Page |X
CHAPTER 01
INTERPRETING DIGITAL HERITAGE
1.1 BACKGROUND
‘Heritage’ is a broad term that refers to the study of human activity, not only through the
recovery of remains (as in archaeology), but also through tradition, art and cultural evidences
and narratives. It is a process of engagement (Smith, 2006) rather than a condition; “it is a
medium of communication, a means of transmission of ideas and values and a knowledge that
includes the material, the intangible and the virtual” (Graham, 2002, p1006). On the other
hand, UNESCO (UNESCO, 2003) refers to ‘digital heritage’ as unique resources of human
knowledge and expression “created digitally or converted into digital-form from existing
analogue resources”. According to this definition of UNESCO, any digital content that
possesses cultural values, either in the form of 2D (such as text, image and motion pictures)
‘digital heritage’. In addition, ‘virtual heritage’ (VH) is commonly used to describe works
that deal with virtual-reality (VR) and cultural-heritage (Roussou, 2002), and, by definition,
falls under digital heritage. Depending on the point of creation, digital heritage can be either
‘born digital’ (e.g. electronic journals, worldwide webpage) or ‘digital surrogate’ (made from
driven by widespread popularity and coupled with the vulnerability of losing intricate data,
UNESCO (2003) adopted the Charter on ‘Preservation of the Digital Heritage’. This charter,
however, recognises the significance and value of digital resources while showing its
Page |1
Even though there is a flux of technological development and efficacy in dissemination,
digital heritage projects are mostly designed and developed in non user-centric and
descriptive manner (Thornton, 2007, Affleck and Kvan, 2008). They are exclusively focused
(representing closer to reality and presentation of technical artistry) but rarely consider the
‘end-users’ (end-users’ perception of the content) (Rahaman and Tan, 2010, 2011). This is
why most of the digital heritage contents are developed with an ‘ocular-centric’ tendency, an
approach to visually describe the physical appearance of heritage in its digital form.
Moreover, the field of digital heritage still lacks adequate literature, focusing explicitly on the
theory and methodology of interpretation (Affleck, 2007, Tan and Rahaman, 2009) including
critical discourse (Cameron, 2008). While there are charters for “Interpretation and
presentation of cultural heritage sites”, there are no such charters or guidelines for digital
heritage. These limitations are actually persuading the present trend towards ‘descriptive
interpretation’.
curtain content is not same to everyone and often results in heritage dissonance (Tunbridge
and Ashworth, 1996). This is why, with linear narratives, users fail to grasp the inherent
and their relationship with much broader ‘non-visible’ cultural processes of which they are
parts of (more in section 1.1). In this context, this research aims to develop a methodological
framework to enhance interpretation of digital heritage and to enable the end-users to attain
the desired perceptual sense of place and culture from multiple perspectives.
In order to have an in-depth understanding, this research attempts to address the research
issues through the investigation of theory and methodology of heritage interpretation from
heritage site) by various heritage scholars revealed their inadequacy in direct implementation
Page |2
or adoption to the digital heritage realm, which further leads this research to additional
enquiry on Human Computer Interaction (HCI) and human behavioural issues (figure 2.1). In
this way, a broad study on embodiment, sense of place, co-experience, meaning-making and
dialogical basis of understanding have led this research to consider digital heritage
the literature review opens up the possibility of exploring the interaction setting which is
participatory and contributory, where the end-users and the environment can engage in
‘dialogic interaction’. This research investigates some digital heritage projects based on the
level of interaction offered (i.e. exploration, manipulation and contribution, Parés and Parés,
2001) and the technology/media used for interpretation. This reveals a new genre of memory
collection projects developed on a shared annotation basis like wiki (more in section 2.2.2 and
perspectives of the past through the allowance of active participation from online members.
In this regard, this research proposes a non-linear interpretive framework, which comprises of
four aspects, i.e. presentation, cultural learning, embodiment and dialogic interaction. This
interpretive process attempts to allow active participants in discursive content creation (i.e.
multiplicity in viewing the past cultural heritage and to gain enhanced satisfaction,
provocation, and cultural learning. This proposed conceptual framework has been applied to
way, the experiment assesses the impact of this conceptual framework on a digital heritage
project by evaluating the end-users’ interpretation. Based on the result of the empirical study,
some interpretive guidelines are proposed at the end of this study. Thus, the research outcome
This chapter is structured in to three parts, which mainly includes an overview of the research.
The first part presents the background of the research and highlights the ‘end-users’ as a
Page |3
significant issue in the interpretive process of digital heritage. The second part starts with a
digital heritage under research statement. Throughout the thesis, this issue will be addressed
in detail through the literature review and in-depth empirical investigations of the end-users’
experience. However, this section continues with stating research questions, research
objectives and research hypotheses. The third part explains the overall research design, the
significance and scope of the study, and finally ends with an outline of the dissertation.
increases the visitors’ awareness and empathy to the heritage site or artefacts. Interpretation
has often been considered to indicate storylines, adapted to help the visitors to engage with
and understand the place or objects. The Oxford Advanced Learner’s Dictionary (2009, p711)
‘presentation’ to or ‘communication’ with the visitors (Moscardo, 1996, 1999); i.e. more as an
interpretation may vary between Cognitive Science and Archaeology. In this research, ‘digital
method or tool of presentation or communication with end-users to (a) satisfy the end-users’
expectation and enhance enjoyment of the visit, (b) raise empathy or provocation towards the
heritage site, (c) facilitate learning by introducing the ‘big concept’ and conveying symbolic
meanings, and (d) present the past from multiple perspectives (more in section 3.2).
Page |4
Digital heritage has three major domains: (i) documentation (everything from site survey to
dissemination (from immersive networked worlds to ‘in-situ’ augmented reality) (figure 1.1,
2.8) (Addison, 2000). Moreover, one of its major objectives is to disseminate knowledge of
history and culture to general people (Tost and Champion, 2007, Roussou et al., 2008). In any
digital heritage or virtual heritage environment where the end-users interact with the system
or created during the interaction to achieve some objectives, and computer or other peripheral
devices work as the means through which the objectives are achieved.
Figure 1.1 shows that experience and learning from existing or offered content depend largely
on both media and end-users’ background (i.e. physical and psychological). A person
certainly inherits a specific cultural, technical and cognitive background that is unique to
capabilities (visual perception, attention, memory, learning and mental model) of the mental
process (Preece et al., 1993). Hence, it is not only the media but also the end-users’
background, sense of perception, technical knowledge, learning ability, interest and ideology
that largely influence how that person will react and interpret the content. Empirical studies
Page |5
from Marsh and Wright (2001), and Tost and Champion (2007) also recognised that the
impact of engagement and experience is highly dependent on the end-users’ background and
capacity of exploration.
Moreover, built-heritage is not just about ‘tangibility or materiality’; it is also about the
cultural and socio-spatial attributes that are related to built-environment. To understand the
virtual model is inadequate. As digital heritage deals with cultural artefacts, demographic
differences always influence users’ value judgment. What we see, our concept-oriented mind
tells us about it, not only through our eyes but also our prior experiences which filter the
prehistoric artefacts and landscapes largely depend on our own embodiment, subjectivity and
cultural positioning (Thomas, 2004). Hence, content without relating directly to how we
perceive the world, does not impart any meaning; rather it causes ‘heritage dissonance’ or
Yet, in most cases digital heritage projects are developed as an afterthought of some research
work or as demonstration of a new technology (Gillings, 2000) while contents are often
created in a ‘descriptive’ rather than ‘interpretive’ manner (Affleck and Kvan, 2008). These
projects mostly focus either on the process of data collection and authentication or photo-
realistic presentation and application of new technology, but rarely consider the end-users’
perception of the content (Tan and Rahaman, 2009). Consequently, ‘interpretation’ has
always been understood as a linear process, “a single and universal viewpoint about the past”
(Thornton, 2007, p305), assuming that everyone should learn and understand in a similar way.
In reality, however, everyone’s thought and reaction to action and situation is unique and it is
simply not possible to reproduce events exactly as ‘actual’ in any sense (Kaptelinin and
Nardi, 2006). Hence, in most cases, digital heritage projects rarely address the cultural
uniqueness, the variety in perception and the presence of heritage dissonance among the end-
users. Moreover, they are largely motivated by tool or media oriented approach while
Page |6
following a linear narrative of content production explicitly by professionals only,
Recent emerging media and digital tools are offering us to experience virtually reconstructed
historic sites or virtual heritage (VH) sites as visitors, travellers or even as residents and
posing high potentialities to reconstruct our past heritage and memory. However, critics often
- Lack of meaningful and cultural content (Addison, 2000, Costalli et al., 2001,
Champion, 2002, Dave, 2008, Economou and Tost, 2008, Kalay, 2008),
Dave, 1998), lack of engagement (Dave, 1998, Eiteljorg, 1998, Mosaker, 2001),
Champion, 2004, Sparacino, 2004, Valtolina et al., 2005 , Champion and Dave, 2006)
and
- Lack of interest in wide dissemination, distribution and use (Kalay, 2008, Witcomb,
Nevertheless, Rahaman and Tan (2010, 2011) also criticised recent projects for not
considering the end-user’s perception of the content in developing and presenting digital
heritage. In fact, the effect of technology with an accelerated global flux of ‘heritagization’
(Cameron 2008) often leads us towards an amorphous nature of history, to attain some certain
degree of visual fidelity – “the holy grail of greater realism” as mentioned by Flynn (2007).
Page |7
This indeed ignores the fact that the human ‘sense of perception’ is subjective and varies
between individuals. Moreover, it is not only our own embodiment, subjectivity, and cultural
positioning, but also what is interpreted, how it is interpreted and by whom that - create quite
specific messages about the value and meaning of specific places and their past.
In most cases, the contents of digital heritage are often linear and ‘descriptive’ rather than
‘interpretive’ (Gillings, 2000, Affleck and Kvan, 2008). The users have less freedom in
interaction (i.e. can explore and manipulate but seldom contribute) and cannot interpret the
unattained. It is evident that recent digital heritage scholars and professionals are trying to
enhance heritage interpretation through various means and approaches, such as:
(ii) Embodied interaction through somatic impulse (Flynn, 2008) or haptic devices
(Roussou, 2008)
(iii) Multiple user virtual environments (MUVEs) with dynamic content (e.g. 2nd life,
However, these attempts are fragmented, linear and not associated with each other. Therefore,
it is impossible to combine these methodologies together and develop a new theoretical model
for a comprehensive digital heritage interpretation. It is also quite evident that, most of these
efforts are media or tool oriented and motivated towards enhancing the visualization of the
content. The offered interaction level is mostly limited in exploration and manipulation and
rarely allows the end-users’ contribution at narrative level (section 2.1.2). In such a
theoretical context, it can be argued that, within the field of digital heritage, there is a lack of
Page |8
literature focusing on the theory and methodology of interpretation. Hence, the recent trend is
The knowledge of past is always limited (Lownethal 1985) and virtual reconstructions are
always partial models (Dave 2008). Moreover, cultural heritage is not just about tangibility or
materiality, but comprises cultural and socio-spatial (intangible) attributes related to built
environment. Therefore, it is very important to know how a digital object can express cultural
value and, at the same time, how that value is perceived by the end-users; in other words, how
best can a digital heritage content or artefact be more interpretive and can be perceived from a
heterogeneous point of view. To this end, this research summarizes a few knowledge gaps
digital heritage content however, no such empirical study is evident yet that
The field of digital heritage has already been grown up from infancy. Re-assessment is taking
place and new questions are being raised regarding the basic objective of disseminating
cultural heritage through digital media. Major digital heritage research and practices are still
confined within the domain of HCI (Human Computer Interaction) and computer scientists or
engineers. As a result, technology still dominates over the experience (Sparacino, 2004, p9).
Page |9
Will this field continue to demonstrate and evaluate the tools, hardware, software and the
skills of the technologists, or should it consider operating from a more humanitarian ground?
Can we overcome this ‘image of practice’1 (Kalay, 2008) and explore this discipline as a new
paradigm from a socio-cultural perspective where end-users’ value will be given priority over
technology? Learning from other disciplines like archaeology, history, heritage management,
HCI and behavioural science, can we develop a conceptual model for digital heritage
interpretation, to make digital heritage more interpretive, engaging and entertaining? While
considering the above mentioned gaps in literature and practice of digital heritage
interpretation, this research aims to develop a comprehensive interpretation method that will
allow the active participants to interpret the history in a more entertaining and engaging way.
To implement such an approach, and from the theoretical underpinnings, the following
Sub-question 02: What indicators can be used to evaluate the end-users’ interpretation
of digital heritage?
Sub-question 03: Does dialogic interaction from active participants allow multiplicity
1
Media experts (e.g. modellers, animators or programmers) who remain involved in the reconstruction processes may not be
aware of the intrinsic cultural values of particular artefact or environment although having a myriad of technical know-how. In
this way, the ‘apparent’ cultural preservationists and their implemented methods may well reflect their personal ‘inappropriate’
assumptions that Kalay (2008) referred to as ‘image of practice’.
Page | 10
1.3.2 Research objectives
within the field of digital heritage (Flynn, 2008). Various virtual heritage projects and
domain was found that may be deemed significant. Moreover, this research has also pointed
out some other limitations of assuming a straightforward method of interpretation for digital
heritage from the present theory and practice of the real-world heritage domain. Therefore,
(iii) Develop some guidelines to help the planning and designing process of future
Built heritage, as a part of cultural heritage, is dynamic and contains different layers of
Page | 11
1.4 SCOPE OF THE STUDY
Heritage management covers a wide range of aspects such as field survey, data authentication,
the designing and planning of interpretation process. As an act of the interpreter, the proposed
between digital tools/media and end-users through effective designing and planning of digital
heritage (figure 1.2). The method developed in this research was tested within a 2D online
Page | 12
This research surveyed 160 participants. Interview or observational study of those participants
was beyond the scope of the allowable time limit of this study. Instead, for the survey, the
end-users’ responses were recorded with a semi-structured questionnaire, while assuming that
This type of study requires a large number of participants that demands mass advertisement
section 4.4). However, due to time constraint, the interim public participation phase of the
experiment has to be limited to three months. The collectively generated contents during this
time worked as a ‘popular knowledge base’ for a second group of participants. However, an
extended period of this stage would generate more explicit and richer contents.
management tool that increases visitors’ awareness and empathy to the heritage site or
artefacts. On the contrary, the definition of ‘digital heritage interpretation’ is still wide and
hardly any method and objective is evident within the domain of ‘digital heritage’ theory and
discourse. In most cases, digital heritage projects are descriptive, oriented with diverse
objectives, and obsessed with technology as a deliverer of greater interpretation; for example,
the usage of game engine to achieve hermeneutic environment, somatic impulse to achieve
embodied interaction, application of artificial agent and dynamic contents to get realistic
more immersion (more in section 2.2.2 and 2.2.4). Although these efforts may accentuate
experience and visual fidelity, they only provide a partial interpretation, as they do not offer
the past from multiple perspectives. It is evident that, in most cases, digital heritage projects
Page | 13
are linear in nature, developed through a top-down approach and consider heritage as a
‘product’ to be consumed.
As such, this research presents a critical application of a theoretical construct developed from
multiple disciplines (i.e. heritage management, HCI and behavioural science), and
demonstrates the ability and necessity to seriously assess the theoretical basis or foundation of
the methodology and its application in digital heritage interpretation. In this way, this research
presents a comprehensive framework that can enhance interpretation of digital heritage from a
user-centric perspective.
Nevertheless, this research not only presents a research framework to lead the methodological
rigour, but also provides guidelines (new ways) for further research towards new applications,
challenges and directions to achieve a better interpretation of digital heritage. In doing so, this
study intends to promote the link between research and practice in digital heritage,
particularly with respect to the incorporation of the end-users’ perception or highlighting the
According to the research objectives and sub-questions, the study has been done in three
phases, i.e. (i) formulation of problem and theoretical basis, (ii) experiment design and
construction of platform, and (iii) empirical study with analysis and synthesis of data (figure
1.3).
In the first phase, the study formulates the research problem and research hypothesis based on
the review of literature and online examples. In order to meet the first sub-question, this study
investigates the definitions and objectives of digital heritage from the point of view of the
end-users, followed by a survey of online examples including some recent research on digital
heritage interpretation. This helps to provide an in-depth knowledge about the present practice
Page | 14
and limitations of the media/tool oriented approach. In this phase, present study subsequently
through an intensive review of the interpretation models, with a comparative study of their
prescribed guidelines. This study reveals the limitations of direct implication of any of these
models to the digital heritage realm. Consequently, this leads to the review of relevant
cognition, embodiment, sense of place, dialogue, meaning making and co-experience can help
to enhance digital heritage interpretation. Based on the initial findings from the literature
review, this research develops a conceptual model with four aspects for digital heritage
The second phase of the research examines the various survey and evaluation methods to
design a comparative experiment, including the identification of the indicators and variables
for further development of a semi-structured questionnaire. In this phase, this study also
investigates functional, hardware and software requirements for grounding the conceptual
model in an online platform. Through the selection of an encoding and decoding process, the
initial digital heritage contents are developed and verified by the domain experts. Later, this
study investigates the effectiveness of the experiment platform and the understanding of the
questionnaire through a pilot survey. This phase attempts to address the second sub-question.
In the third phase, this study conducts a comparative experiment, analyses responses and
synthesises those findings. This end-users’ survey verifies the applicability of the conceptual
model and its impact on the digital heritage interpretation. This phase, therefore, attempts to
address the significance of this interpretive framework as well as the third sub-question.
Page | 15
Figure 1.3 : Research framework
Page | 16
1.7 DISSERTATION STRUCTURE
The structure of the dissertation has been arranged in accordance with the research
methodology and organised in eight chapters (figure 1.4). Chapter-01 provides an overall idea
of the research. As this chapter progresses, it discusses the purpose of the study, the status quo
of digital heritage interpretation from the point of the end-users, and the background of the
theories researched and its design. The main research questions and purpose of this study are
explained. Finally, this chapter provides the delineations of the study with an overview of the
subsequent chapters.
Page | 17
The aim of Chapter-02 is to understand the research setting through investigating the present
theory and practice of heritage interpretation from both the real and virtual worlds. The focus
of this chapter is to review theoretical constructs from multiple disciplines and to develop a
theoretical basis or foundation for proposing a conceptual model for interpreting digital
heritage. Chapter-03 starts with accumulating the present gaps in both the theory and practice
interpretation, this chapter presents a conceptual model ascertained from the previous
comprehensive framework of interpretation and elaborates its different levels and sequences
Chapter-04 explains the methods of conducting the empirical study (i.e. comparative
experiment design) to evaluate the perceived interpretation from the end-users. In order to
measure the effectiveness of the conceptual model, it sheds lights on how explicitly or
describes the design and construction of the experiment platform, which include the selection
of a real-world heritage site, the encoding and decoding process of data, content development
and validation, and hosting and launching of the platform. Detail descriptions of the various
Consequently, the experiment analysis and results are shown in Chapter-06. The main theme
of this chapter is to identify and compare the effectiveness of the proposed model from both
the quantitative and qualitative data found from the empirical study. Chapter-07 presents the
reflection of the overall research experience and outcome. It reports on the applicability of the
grounded interpretation model in future digital heritage projects. Finally, the dissertation ends
with Chapter-08. This chapter summarizes the key findings of the study. It draws the major
conclusions of the study and illustrates the methodology and interpretation guidelines for
digital heritage projects based on the research findings. It also includes future research
Page | 18
1.8 TERMINOLOGY / WORKING DEFINITIONS
Digital heritage: In this research, ‘Digital heritage’ refers to the unique resources of human
knowledge and expression created digitally or converted into a digital form (both 2D and 3D
Virtual Heritage: ‘Virtual heritage’ (VH) is a term commonly used to describe works that
deals with virtual-reality (VR) and cultural-heritage (Roussou, 2002). ‘Virtual heritage’
refers to the instances of cultural heritage properties and sites within a technological domain,
especially in a 3D environment.
Cultural Heritage Site: It refers to a place, locality, natural landscape, settlement area,
architectural complex, archaeological site, or a standing structure that is recognized and often
Cultural Heritage: According to UNESCO, the term “cultural heritage” encompasses both the
tangible and intangible categories of heritage. Tangible cultural heritage refers to:
x Underwater cultural heritage (shipwrecks, underwater ruins and cities and so on)
Intangible cultural heritage, on the other hand, refers to the oral traditions, performing arts,
Heritage dissonance: Ashworth and Tunbridge (1996, p21) first coined the term ‘dissonant
heritage’. The root of the dissonant nature of heritage depends on the interpretation level of
the observer. According to these authors, all heritage is someone’s heritage and, therefore,
cannot be someone else’s. Therefore, the meaning of an inheritance is subjective and not
equal.
Page | 19
Dialogic interaction: Dialogue is the opposite of argument, a quintessential hermeneutic
event. It is a process where two people try to understand each other while being immersed in
a discussion. In this research, dialogue refers to taking an active part in online activities that
mimic discussion and communication like that happens in the real world. On the other hand,
‘interaction’ is referred to as the inclusion of any of these three forms of activities, i.e.,
exploration, manipulation and contribution. Therefore, this research refers to the convergence
Embodiment: Embodiment provides a rich understanding of what human ideas are and how
they are organized in vast conceptual systems (mostly in our unconscious mind), grounded in
both the physical and live reality. That is to say, embodiment is the way we think and make
sense of the world – “Embodiment is a participative status, a way of being, rather than a
Mindfulness: Mindfulness is the mode of functioning through which the individual actively
thus directing attention to new contextual cues that may be consciously controlled (Langer,
1989). Most often, we follow routines or unwittingly carryout senseless orders. We act like
automations, which lower our consciousness and has been referred to as ‘mindlessness’.
external activities into internal activities. For example, the learners look at the keys while
typing; however, with practice, typing without looking at the keys becomes possible. A
Page | 20
Experiment Platform: This is an ‘explorative study’ based on a comparative experiment and
user survey. Two different online web-portals were developed to allow the control-groups to
be involved and separately experience a digital heritage project. These online portals have
Multiplicity: It is the property of being multiple. This term is used in this research to express
the state of being various or manifold in the meaning of cultural heritage (as well as
architectural heritage) due to the uniqueness of subjective interpretation. For example, the
same monument may show different appeal to different people according to their
demographic or professional background. Even for the same person, the same monument may
have different appeal in morning sun or evening twilight, or in a moonlit night. Furthermore,
it may appear differently at the second visit of the same site years later. Therefore, the
capturing of these various perspectives from the various end-users can create multiplicity in
Polysemic view of past: In a literal sense, ‘polysemic’ refers to the phenomenon of having or
being open to several or many meanings. Heritage objects such as monuments or artefacts
can elicit multiple meanings or perspective to us. However, most digital heritage projects
restrict us to see the past from either the researcher’s or content developer’s perspective, thus
limiting our interpretation of the past from a singular perspective. For example, The Taj of
India can be seen either as the ‘Muslim invasion of India’ or as a ‘symbol of love’ or even as
an ‘architectural artistry of Mughals’. This research suggests that digital heritage should
‘interpretation’ refers to the storylines adopted to help the visitors engage in and understand
Page | 21
Null hypothesis: The null hypothesis typically corresponds to a general or default position
treatment has no effect. The null hypothesis can never be proven. Data can only reject a null
P-value: In statistical hypothesis testing, the p-value is the probability of obtaining a result at
least as extreme as a given data point, under the null hypothesis. Generally, one rejects the
null hypothesis if the p-value is smaller than or equal to the significance level, often
represented by the Greek letter α (alpha). If the level is 0.05, then the results are only 5%
likely to be as extraordinary, given that the null hypothesis is true. If the calculated p-value
exceeds 0.05, the null hypothesis is not rejected and such finding is often stated as "not
Page | 22
CHAPTER 02
REVIEW: LITERATURE AND CASES
The main objective of this research is to develop a methodology that enhances interpretation
of digital heritage. This chapter describes the scopes and limitation of digital heritage
practice from real-world context. As such, this chapter investigates related theoretical
constructs from multiple disciplines, such as Heritage management, HCI and Behavioural
The first section provides the basic understanding of ‘heritage interpretation’ through
justifies this investigation. This section also explains the present role of heritage institutes like
UNESCO and ICOMOS in digital heritage interpretation. The next section defines ‘digital
heritage’ followed by an online survey, investigating the level of interpretation allowed for
construction of online history is presented. This section further critically explores some
contemporary research related to digital heritage study which is found available in the online
media.
Page | 23
Figure 2.1 : Literature review for digital heritage interpretation
Section 2.3 covers the gap of implementing real-world’s archaeological heritage interpretation
principles to the digital world. It also presents digital heritage interpretation as ‘cultural
dialogic interaction. Finally, this chapter discusses in brief the overall knowledge gain from
2.1.1 Introduction
“The chief aim of interpretation is not instruction but provocation” - Freeman Tilden (1977)
domains such as –
Page | 24
x Literature (e.g. facilitation of dialogue between parties using different languages)
x Math, Science or Computing (e.g. model theory, quantum physics, high level
programming language)
x Music and media (e.g. philosophical inquiry into the presuppositions of musical
x Allegory (e.g. assuming that the authors of a text e.g., the Bible, intended something
x Heritage (i.e. reveal the nature and purpose of past historical, cultural and natural
aspects)
In similar ways, the meaning and nature of interpretation change according to the discipline or
purpose of its use. Due to time constraints and the nature of the study, this research only
‘interpretation’ is often used to indicate the storylines adopted to help visitors to engage with
and understand the place or objects in a real-world heritage site or museum. Disciplines such
communication and management tool that increases the visitors’ awareness and empathy to
Page | 25
Freeman Tilden (1977) defined interpretation as “an educational activity that aims to reveal
meanings and relationship through the use of original objects by first-hand experience and by
‘visitor satisfaction’ (Goodchild, 2007). Interpretation is not just a thing like a board of
(Moscardo, 1999) designed to reveal the meaning and relationship of natural and cultural
heritage to the public. It reveals the past to the visitors in a powerful and memorable way, to
enrich the visitors’ understanding and appreciation of the context and to give them some
curatorial senses.
ICOMOS (2007, p3) defines ‘interpretation’ and ‘presentation’ separately. In its proposed
final draft, ‘presentation’ denotes the carefully planned communication of interpretive content
means, including, yet not requiring, such elements as informational panels, museum-type
displays, formalized walking tours, lectures and guided tours, and multimedia applications
other hand, referred to the full range of potential activities intended to heighten public
awareness and to enhance an understanding of the cultural heritage site. These interpretive
activities can include print and electronic publications, public lectures, on-site and directly
Even by definition, the concept of heritage interpretation seems very simple, but by nature, it
‘heritage interpretation’ from diverse authors and institutes is presented in Table 2.1. Notions
presented in this table elucidate that ‘interpretation’ has always been considered as a method
or tool of presentation for or communication with visitors for (i) Learning (conveying
Page | 26
symbolic meaning) (ii) Provocation (facilitating attitudinal or behavioural change) and (iii)
past and present, whereas visitors are treated as consumers with petty knowledge “to make
Table 2.1 : Heritage interpretation (for real-world) defined by various scholars and institutes
Heritage is not a concrete object, which means that it evolves and is updated by subsequent
explained”. This definition points to an inherent duality underlying the terms. ‘Explained’
Page | 27
act of the interpreter or interactive interface while ‘understood’ indicates self-interpretation or
communication with a passive audience. The process of interpretation could be dialectic and
hermeneutic to empower social groups to tell their own stories (Hodder, 1991). This way
interpretation can allow more flexibility in the process and portrayal of multiple viewpoints of
Nearly fifty-five years ago in 1957, Freeman Tilden (1977) first conceptualized the role and
However, this perception has shifted through time; from a mere professional oriented
cognition and heightened concern with environmental issues within or beyond the interpretive
context. Through the passage of time, the field of heritage interpretation has gained its own
rights. Techniques and methods of interpretation have also been transformed with the
epistemological shifts of human perception with the advent of new technologies. Towards a
better understanding of these shifts, the following section explores the development of the
theoretical models and principles of heritage interpretation within the realm of real-world
heritage site.
The interpretation of heritage for the public can be first person or guided, using a range of
tools such as printed and oral information, or using a range of media from image to film and
from interactive multi-media to virtual reality. Freeman Tilden (1977), who is considered as
the ‘father of heritage interpretation’, defined interpretation and proposed guidelines to relate
the visitors to the interpretive contexts. Tilden emphasized on first-hand experience and
Page | 28
suggested six basic principles or guidelines for an effective or ‘correctly directed’
1. Any interpretation that does not somehow relate what is being displayed or described
information. They are entirely different things. However all interpretation includes
information.
3. Interpretation is an art, which combines many arts, whether the materials presented
5. Interpretation should aim to present a whole rather than a part, and must address itself
adults, but should follow a fundamentally different approach. To be at its best it will
Following Tilden’s framework for heritage interpretation, two distinct groups of thought are
evolved, explicitly from James Marstorn Fitch (1982) and David Uzzel (1989).
Page | 29
Figure 2.2 : Fitch’s model of interpretation
Professionals such as archaeologists, historians and architects carry out the first level of
professionals examine and verify them for authenticity and document them to feed second
level of interpretation for the public (figure 2.2). Filtered information are imparted to public at
the second level of interpretation, i.e. the ‘popular’ level. Fitch (1982, p339) developed six
guidelines of interpretation and believed that teaching history to the general people requires
Presenting archaeology or heritage to the public is not a new idea. However, in early times,
the vision of public involvement was brought up by M.W. Thompson (1981). He explained
‘primary interpretation’ – as a process in which someone has to confront the ruin and give an
intelligible account of it. ‘Secondary interpretation’, on the other hand, is the popular
transmission of this account to other people. Actually, Fitch’s definition of ‘professional’ and
found from Tim Copeland’s (2004, p135) work as ‘expert construction’ and ‘public
construction’ which actually contains the same meaning of Thompson’s and Fitch’s idea.
Page | 30
Figure 2.3 : Uzzell’s model of interpretation
From the point of information presentation to the general people, David Uzzel (1994)
(professor of Environmental Psychology from the University of Surrey, UK) mentioned two
‘re-creation’ is mainly developed for economic consideration for commercially driven leisure
sites such as theme parks where history is presented as a ‘slice of past’. Visitors enjoy events
and site visiting as they are in a leisure mode while being triggered by nostalgia. This
approach is more fundamental and requires a suspension of disbelief from the visitors to feel
the sense of actual interaction with artefacts and people from the past (Uzzell, 1989).
Moreover, the presence and volume of visitors sometimes interfere with the sense of
authenticity.
The ‘Re-construction’ approach on the other hand, is more objective and presents history as a
whole. Instead of presenting the history of a certain period of time, ‘re-construction’ shows
aspects of domestic and working life from different periods, so that the visitors can get a
holistic idea of the past and have empathy for the site. Visitors get emotional attachment and
immersed in time and space through such a visit. This type of interpretation poses an
intellectual focus to engage participants in debate and discussion through presenting doubts
and gaps that may exist in history. Therefore, instead of being a voyager, visitors become part
of a continuing story (Uzzell, 1989). However, Uzzell believes that this re-construction
Page | 31
Moreover, visitors usually visit in a leisure mode and may not always like to engage in any
began with the proposition that, in most cases, our social behaviour is conducted mindlessly,
Figure 2.4 : Mindfulness model of visitor behaviour and cognition at built heritage site
According to Langer, there are two ways of mindlessness. Firstly, mindlessness occurs while
irrelevant and unimportant to us. In such a situation, our behaviour starts to act as a cue from
a script to follow. Mindfulness specifies the other side of the dichotomy. Mindfulness takes
place in novel or unfamiliar situations where individuals follow no script or while script
interpreting site, two sets of factors influence visitors: (a) communication factor and (b)
visitor factor. The first factor refers to the features of the interpretive process or method, and
the second one refers to what visitors bring with them to the interpretive site (e.g. the
Page | 32
cognitive schemata, interest and fatigue level). Derived from Langer’s (1989) basic argument
that, in any given situation, people can be either mindful or mindless. Moscardo (1999, p27)
suggested a need to ensure that there are mindful situations to stimulate interest and
connections with visitors. To encourage interpretation, Moscardo (1999, p39) proposed the
“mindfulness model for communicating with visitors” (Figure 2.4). She claimed that
‘mindfulness’ is the key to learning new information and can be adapted to any interpretive
Therefore, visitors in a ‘mindful’ cognitive state are more likely to experience greater
enjoyment, satisfaction, learning and awareness of the consequences of their behaviour and
appreciation of the place. However, Moscardo (1999) warns about these mental states as they
might overlap and not necessarily remain constant throughout the visit.
“Constructivism is not a theory about interpretation; it’s a theory about knowledge and
Our understanding of any event or experience depends on dynamic interaction of our senses,
perceptions, memory of previous experience and cognitive process. If we pose a positive and
adaptive attitude with new information, a new construction is made or the previous
construction of mental model is modified. According to Tim Copeland (1998, 2004), a similar
process occurs when a visitor encounters a historic site. Influenced by Moscardo’s (1996,
p392) concept of mindfulness in heritage interpretation and learning history, Copeland (2004,
p134) suggests ‘cognitive dissonance’ for most effective learning. He describes cognitive
dissonance as a contradiction between what is previously thought and the new information
presented or brought up. This causes the learner to question and explore concepts and derive
their implication in a greater perspective. Ballaytyne (1998) and Copeland (1998) explained
the implication of ‘constructivist approach’ as the way in which individuals are constantly
constructing meaning by their own thought, feeling, actions, negotiation and reaction with the
Page | 33
world. Thus, constructivist interpretation seeks to engage visitors with evidence and help
them to understand through proving problem-solving approaches, that is, to enable them to
Evidence
Interpretation
Audience
(a) Information flow in a positivistic model (b) Information flow in a constructivist model
(Source: Copeland, 2006)
Generally, in an interpretation site, information is packaged and marked to evoke the passive
viewers to feel, think and behave in a prescribed manner (Ham and Weiler, 2002) similar to
readymade facts and presentation of a heritage site as a ‘Positivist approach’, which requires
the state of the art technology, media and presentation. He explains the positivist model as
one way in which information flows from the interpreter to the visitor, which is similar to
Fitch’s (1982) model. A constructivist approach on the other hand is more challenging and
visitor must to come up with his or her own meaning (Hein, 1998, p155). The process of
constructivist approach requires more engagement and interaction; here, the inherent
‘message’ is more important than the medium. Brooks and Brooks (1993) developed ten
Tim Copeland (2006) refines these guidelines and proposes a set of seven guidelines or
the ‘process’ rather than the result. Even then, the constructivist approach claims that
cognition is adaptive and allows the participant to organize the experimental world, and not to
Page | 34
discover an objective reality (von Glaserfield,1989 in Bonini, 2008). However, in practice,
site is not a classroom environment, and visitors come to a site for leisure and may not be
Tilden (1977, p9) suggested a set of six principles for an ‘effective or correctly directed’
interpretation practice (for real-world heritage sites). Later, different heritage professionals
and scholars proposed their own principles. Here the question remains as to what extent do
these other researchers agree with or differ from Tilden’s principles to achieve an effective
interpretation. A comparison in Table 2.2 shows that many of these principles are actually an
David Uzzell (1994) in his paper “Heritage interpretation in Britain four decades after Tilden”
addressed a new set of fifteen principles for ‘good interpretive practice’; here he argued that
Tilden’s principles are no more effective in present time. However, Uzzell’s principles are at
best a further clarification and elaboration of Tilden’s principles except he encouraged visitor
participation, highlighted to serve their need, and asked to be sympathetic to locals (no 7, 9
and 10). Harrison (1994) on the other hand, believed identification of themes is the most
important in interpretation and agreed with some points raised by Tilden (1977) and Uzzell
(1994). He proposed nine principles and argued to keep a balance between consumer-led and
Page | 35
Table 2.2 : Comparison of interpretation principles proposed by various heritage scholars
Tilden’s six Uzzell’s Harrison’s Beck and Cable’s Gianna Tim Copeland’s
principles principles principles principles (1998) Moscardo’s principles (2006)
(1977) (1994) (1994) principles (1996)
1. Any 4. Strong human 3. Have strong 1. Visitor should be 3. Visitors are
interpretation that interest (themes). human interest given a variety in viewed as thinkers
does not somehow 5. Interpretation themes: people are their experience. with present
relate what is being should build on pre- interested in people 3. Needs to make conceptions and
displayed or existing knowledge. and interpretation connections to the emerging ideas
described to Should relate should focus on personal about the past.
something within visitors own this. experiences of 7. Assessment and
the personality or experience. Need to 9. Build on pre- visitors evaluation seeks to
experience of the know what visitors existing knowledge, discover visitors’
visitor will be see/understand this will ensure that perspectives and
sterile. from the site. the interpretation is improve
relevant and interpretation
meaningful.
Page | 36
6. Interpretation 2. The need to 6. Be provided at
addressed to know. There is a different levels to
children should not limit on how much a reflect the interest
be a dilution of the visitor can absorb. and comprehension
presentation to 6. Different abilities of different
adults, but should interpretation for visitor groups.
follow a different audiences. 7. Should recognize
fundamentally 8. Hierarchy of that there is a limit
different approach. interpretation to how much a
To be at its best, it according to visitor can absorb.
will require a interest and
separate program. comprehension
ability.
13. A variety of
interpretive
techniques.
Uzzell (1994) Harrison (1994) Beck and Cable Gianna Tim Copeland
(1998) Moscardo (1996) (2006)
7. Interpretation 4. Interpretation
should be a needs to challenge
substitute visitors to question
experience. Visitors what they are
ought to be seeing
encouraged to
discover the
environment that
makes the site a
unique place.
Interpretation
Additional New Principles
should act as a
catalyst.
9. Consumer-led 5. Be consumer-led Be passionate for
interpretation. as well as resource- the resource and
Should support the led; there should be the visitors –
need and interest of a balance between essential for
visitors. interpretation powerful and
which reflects the effective
interests and needs interpretation.
of the visitor and
the range of
messages which the
authority wishes to
communicate
10. Sympathetic to
the local people.
Minimal effect on
daily life of the local
inhabitants.
2. Visitors should be
given freedom to
control over their
experiences
6. Interpretation
strategies are aimed
to encourage
discourse
Ham and Krupe (1996) defined interpretation as ‘an approach to communication’. Their
should be (i) entertaining, (ii) relevant or meaningful to visitors, (iii) organized and easy to
follow and (iv) thematic i.e. having some message to convey. Ham and Krupe (1996) also
proposed a framework for using site-based thematic interpretation and to evaluate its
Page | 37
principles throughout their work. Beck and Cable (1998) also proposed a set of nine
conservation. From description, their proposed principles vary a little from Tilden’s and
Following the works of Wearing and Neil (1999) who mentioned the implementation of
‘many senses’ for successful ecotourism, Knapp and Benton (2004, p11) coined the term
‘multi-centric approach’. Through a survey of five national parks in USA, these authors
revealed that most interpretation program is ‘one way’ rather than having any dialogue
between visitors and interpreters. According to them, by having active participation in the
interpretation process, the visitors learn through selection and transformation of mental
hypothesis to come up with their own decision. As a result, Knapp and Benton (2004, p21)
application.
Based on this understanding of hands-on experience and the constructivist approach, Brooks
and Brooks (1993) proposed a set of ten principles. Inspired by Brooks and Brooks, Moscardo
(1996) came up with the ‘mindful’ model of interpretation (explained in section 2.1.2). In her
model, she emphasized on allowing the visitor more flexibility and freedom in exploration.
To make visitors mindful, she relied on Langer’s (1989) concept of ‘mindfulness’ and
proposed five principles, three of which appear similar to Tilden’s work. However, she added
the issue of having more interaction with the visitor to satisfy their query and allow them to
take control of their tour experience in the interpretation process. Tim Copeland, on the other
hand, proposed another set of strategies for implementing the constructivist approach for
the visitors and usage of metaphor to enhance understanding, although his principles were
Page | 38
So far, it is quite evident that most of the principles from various researchers and heritage
scholars still heavily rely on Tilden’s (1977) principles. It is also clear that, these principles
are in a state of constant evolution. However, these principles are developed for real-world
heritage sites and may not be directly applicable to digital heritage projects. For example,
adoption in the digital realm. In addition, implementing principles that suggest a variety in
theory and practice. The following section, therefore, presents related concepts and discourses
from the HCI domain and human behaviour study (section 2.3) so that it can help to formulate
“Digital heritage is at risk of being lost and that its preservation is for the benefit of present
Architectural heritage is a collective form of values; it inherits both the physical and social
phenomenon. These intangible significance and values depend not only upon historical and
association with nature (Suttipisan, 2007). Since the adaptation of the Venice Charter (1964),
ICOMOS and UNESCO have developed conservation guidelines in the form of charters,
recommendations, conventions and principles to define and protect ‘heritage’. The Nara
document on Authenticity (1994) later conceived the spirit of the Venice Charter and
broadened the approach on cultural heritage practice by proclaiming the diversity of culture
Interest in heritage is increasing in recent decades as governments are asked to protect the
interpretation from mere architectural heritage towards people is very important. The
Page | 39
Convention for the Safeguarding of the Intangible Cultural Heritage (UNESCO, 2003),
therefore, signifies this shift of concern on intangible cultural heritage (previously referred to
as Folklore), constitutes the acceptance and equalizes the values of tangible and intangible
The Australia ICOMOS Burra Charter (2000) emphasized on the understanding of the
cultural values of heritage. It stated in article 25 that “the cultural significance of many places
is not readily apparent, and should be explained by interpretation”. Principles for the
principal means of social benefit. The Proposed Final Draft of ICOMOS Charter (2007) for
significance and context. However, this also emphasizes the appreciation of cultural heritage
as a universal right.
UNESCO adopted the Charter on the Preservation of the Digital Heritage in 2003
(UNESCO, 2003). This charter recognizes the significance and value of ‘born digital’
resources and advises its member states to coordinate their efforts on preservation. However,
it is still unclear what progress is being made to utilize technology for long-term conservation
of digital heritage and how to interpret these varieties of digital-contents. So far, UNESCO’s
activity is limited only to defining the ‘digital heritage’, like the Charter on Interpretation and
Preservation of Cultural Heritage Sites. There is no such charter for the interpretation of
digital heritage. This research, therefore, highlights this shortcoming and raises the urgency of
Page | 40
2.2 DIGITAL HERITAGE
The broad term ‘heritage’ refers to the study of human activity, not only through the recovery
of the remains, as is the case with archaeology, but also through tradition, art and cultural
evidences, and narratives. Heritage is explained in UNESCO documents as “our legacy from
the past, what we live with today, and what we pass on to future generations”2. Heritage is
something that is, or should be, passed from generation to generation because it is valued.
In this digital era, however, more and more of the world's cultural and educational resources
are being produced, distributed and accessed in digital form rather than on paper. New forms
of expression and communication are emerging. The Internet is one vast example of this
phenomenon. Using computers and digital tools, people are creating and sharing digital
resources. Local belief, oral history, practice, myths and traditional customs are being
documented; information, creative expression, ideas, and knowledge are being encoded for
computer processing of which people value and share with others over time as well as across
space. Over time, these digital resources are likely to become more widespread and more
popular. These are the evidences of digital heritage and for the purpose of this research, the
Since the 1960s and early 1970s, many historians have begun to use computers. Digital
technology and tools have helped them to powerfully arrange ideas and promote unique
analysis, presentation and access their finding of historical knowledge in the online media.
The term ‘Digital history’ since then was considered as a branch of the ‘Digital Humanities’
(Cohen and Rosenzweig, 2006). It is also sometimes mentioned broadly to the use of digital
media and tools for historical practice, presentation, analysis, and research. Cohen and
2
Source : http://whc.unesco.org/en/about, dated 03.01.2012
Page | 41
Rosenzweig (2006) referred to digital history’ as ‘gathering, preserving and presenting the
past on the web’. According to William G. Thomas (2008), digital history is an approach to
examine and represent the past through working with the new communication technologies of
‘Digital Storytelling’ refers to the process by which ordinary people use digital tools to tell
their own real-life stories. Usually, in this case, participants can tell their stories by logging in
to web portals and contributing through text, image or even recorded voice (e.g.
moving images, and music or other sounds’3. In addition, the project named ‘digital
storytelling’ launched by BBC (2009) allowed participants to tell their own story or
The word ‘digital heritage’ itself is a popular word in people’s daily language, which seems
like a buzzword. The problem of buzzwords is that they are often ambiguous and elastic, open
to different interpretations. For example, the book entitled as ‘Digital Heritage: Applying
(figure 2.6) mostly discussed on how to get the most out of the latest digital technology for
extracting information from historical buildings and artefacts. This book loosely referred to
‘digital heritage’ as digitalizing any cultural objects. Articles of this book basically
highlighted digital photography and digital image processing tools and its application on
documentation and conservation of cultural heritage assets, rather than providing any concrete
3
Source: http://www.storycenter.org/index1.html, access date 09.03.2010.
4
Source: http://www.bbc.co.uk/wales/audiovideo/sites/galleries/pages/digitalstorytelling.shtml
Page | 42
Figure 2.6 : Book cover - Digital Heritage: Applying Digital Imaging to Cultural Heritage Preservation
The Centre for Museology, University of Manchester, maintains a blog named ‘Digital
heritage’ which actually referred to an MA course entitled as “Digital Heritage” for the Art
Gallery and Museum Studies at the Centre for Museology5. Here ‘digital heritage’ has been
referred to as an emerging discipline, which includes the theory and practice of digital media
in museums, galleries and other cultural institutions. There are also many websites which
refer to ‘digital heritage’ (Google keyword search on digital heritage found 13,200,000 entries
on the date 02.04.2010); most of them used the term according to their own purpose and
objective. For example, the site called ‘digitalheritage.org’6 refers to digital heritage as the
communities in the Southern Appalachian Mountain region. Students, staff, faculty and
community members work together to produce high-quality essays, images, and multi-media
presentations about Appalachian traditions, history, and culture. It has also been found that,
some IT companies named as ‘digital heritage’ or ‘heritage digital’, are serving different ICT
Page | 43
(Source: http://www.digiheritage.com/home.htm, dated 02.04.2010) (Source: http://www.heritagedigital.com dated
02.04.2010)
Figure 2.7 : IT companies named as digital heritage or heritage digital
However, Digital heritage is sometimes referred to as a professional field that utilizes digital
media in the services of cultural heritage, and may be through some certain simplification.
including text-based forums, images and websites. Hence, the domain of digital heritage lies
at the “intersection between cultural heritage and digital media” (Parry, 2007, p xii). From
the point of Museology, Ross Parry (2007) referred to digital heritage as ‘e-tangibles’.
heritage’ has been defined as “unique resources of human knowledge and expression. It
legal, medical and other kinds of information created digitally or converted into digital form
existing analogue resources”. In this way, the field of digital heritage still remains broad and
any form of digital content, either 2D (e.g. text, image, motion pictures) or 3D (e.g. virtual
7
Source: http://portal.unesco.org/ci/en/ev.php-URL_ID=24268&URL_DO=DO_TOPIC&URL _SECTION=201.html, dated
02.04.2010
8 th
UNESCO adopted the Charter on the Preservation on the Digital Heritage in 17 October 2003. The Charter recognises the
significance and value of born digital resources and calls for member states to co-ordinate their efforts in this.
Page | 44
environment, 3D object), are both categorized under the rubric of digital heritage. For
example, a digital sound recording of a local oral history, a high resolution scanned image of
a painting, a digital video recording of a ritual, a piece of multimedia art (DVD), a curator’s
note in HTML about an object, a 360-degree virtual model of a real or imaginary space, a
personal blog explaining the past, a digital photograph submitted by a local visitor to a
Digital heritage objects from the point of creation, therefore, may be of two types: digitally
born and digital surrogate (Parry, 2007, p68). ‘Born digital’ has been identified by UNESCO
as that type of which “there is no other format but the digital object”. Therefore, any digital
heritage contents created through digital media or digital tools without any references of
analogue resources can be defined as ‘born digital’. Examples of, ‘born-digital’ heritage
contents are electronic journals, World Wide Web pages and on-line databases. In this way,
born digital has no parents of which they are a digital manifestation but has now become part
of the world’s cultural heritage. On the other hand, ‘digital surrogate’ is a copy captured from
images, 3D scanned objects, digital video of a ritual are a few of such digital surrogate
objects.
Therefore, the content of digital heritage, by the definition from UNESCO (2003) may
include a wide and growing range of formats such as texts, databases, still and moving
images, audio, graphics, web pages and so on9. Digital heritage may exist in any language, in
any part of the world, and in any area of human knowledge or expression. Many of these
digital resources contain intrinsic value and significance, and, therefore, constitute a heritage
that should be protected and preserved for current and future generations. However, due to the
9
Source: http://portal.unesco.org/ci/en/ev.php-URL_ID=24268&URL_DO=DO_TOPIC&URL_SECTION=201.html, dated
22.02.2009.
Page | 45
through a charter in 2003 highlighted the issue of preservation of digital heritage and made
The UNESCO Charter (2003 : 1) states that, “Digital materials include texts, databases, still
and moving images, audio, graphics, software and web pages, among a wide and growing
range of formats ………… Many of these resources have lasting value and significance, and
therefore constitute a heritage that should be protected and preserved for current and future
generations”. The question remains as to which amongst these materials should be kept for
future generations and how can they be selected and preserved. Moreover, interestingly, this
current definition of digital heritage by UNESCO gives equal value to both ‘born digital’ and
‘digital surrogate’ objects. However, the digital surrogate may not contain any explicit
message or value of its own but carries those of the original. Thus, digital surrogate acts as a
tangible link with the past and possesses a different role from the born digital object. In that
sense, Cameron (2008) argued that UNESCO’s idea of a digital heritage is a ‘paradox’ since
“nothing is deemed more valuable than that which is inherited from the past”; at the same
time, these newly created objects or media are in the discourse of loss.
However, the word ‘Virtual Heritage’ (VH), is widely used to describe works that deals with
virtual-reality (VR) and cultural-heritage (Roussou, 2002). In general, virtual heritage and
cultural heritage have independent meanings. Cultural heritage refers to "properties and sites
with archaeological, aesthetic and historical value" and ‘virtual heritage’ refers to instances of
these properties and sites within a technological domain. To virtualize heritage is to actualize
the heritage content digitally and to simulate it by using computer graphics technology.
According to Roussou (2002), the functions of ‘virtual heritage’ are to facilitate conservation,
with the use of advances in VR imaging technology. Some scholars also described ‘virtual
heritage’ as a vehicle for preservation, access and economic development at the service of
archaeological remains valued for their artistic qualities. The representation of landscapes,
objects, or sites of the past and the overall process of visualization of archaeological data with
Page | 46
the use of VR technology form a sub-domain also known as ‘Virtual Archaeology’ (Barceló,
2000). Some extended form of VR technology mixed with the real-world known as ‘Mixed
Reality’ and ‘Augmented Reality’ has also been applied in experiencing archaeology and
heritage. These applications are frequently identified with the reconstruction of ancient sites
in the form of reproducing accurate 3D models (Valtolina et al., 2005 , Yang et al., 2006).
Even the definition of digital heritage seems political (Cameron, 2008) and varies according
to practice. In the light of prior discussion on the many facets of digital heritage, the
following can now be considered as, the broad qualities of digital heritage:
x Any unique resources consisting of the cultural value of human knowledge and
x Digital heritage can be born digital (created digitally) or digital surrogate (i.e. made
x Contents of digital heritage can be in both 2D format (such as, text, image and video)
Digital tools and techniques now emerging from the academic, government and industry labs
offer new hope to the often painstakingly complex tasks of archaeological survey, historic
research, conversation and education (Addison, 2000). The increasing development of digital
technologies, interfaces, interaction techniques and devices has greatly improved the efficacy
and usability of digital heritage, providing more natural and obvious modes of interaction and
motivational elements. This has helped institutions of informal education, such as museums,
media research and cultural centres to embrace advanced digital technologies and support
their transaction from the research laboratory to the public realm. According to Addison
Page | 47
x Dissemination: from immersive networked worlds to ‘in-situ’ augmented reality.
Figure 2.8 explains the present method of developing and disseminating digital heritage. The
first stage is about finding information, analysing and documenting the authentic data from
both the cultural and architectural past. Generally heritage professionals like archaeologists,
historians, anthropologists and conservationists are involved in this sector. The next stage is
for representation. Media professionals, computer scientists, 3D modellers and animators are
mostly working in this domain. However, now ‘representation’ is conditioned by the media
and only supports the tangible heritage, which is mostly focused on the ‘accuracy’ in
visualization or ‘faithful’ reconstruction of the past. The final stage is devoted to distributing
these information and knowledge to the public by means of interactive digital media, which
can vary from in-situ, internet or independent installation based distribution. This present
research has a particular interest in this third domain of digital heritage; it focuses on the
presentation and communication method and investigates how the interpretation of digital
Page | 48
2.2.2 Digital heritage, Interaction and End-users
Erik Champion (2008, p189) expressed the digital heritage as the ‘explorative realms’. For
him, “users navigate through space, but they explore worlds” in a virtual heritage
environment. Nevertheless, we are, in this way, actually limiting the scope of ‘interaction’ by
only allowing ‘exploration’ inside digital heritage environment. In order to explain this issue,
Interaction relates to the root word ‘interact’. Generally, interaction refers to the process or
situation where two or more entities have contact with each other. The Collins English
Dictionary (Hanks et al., 1986) identifies three categories of interaction : (i) When people
interact with each other, they communicate as they work or spend time together, (ii) when
people interact with other machines, information or instructions are exchanged, (iii) when one
thing interacts with another, the two things affect each other's behaviour or condition.
However, interactivity is a broad term and the idea of interactivity certainly appeals to the
broad public. Therefore, the definition of interaction differs according to the research domain.
Behavioural sciences and educational sciences use the word quite differently from that used in
the areas of engineering and information processing sciences. Manninen’s (2004) works
explicitly shows the variation of the roles and how the definition of interaction has been
what interactivity actually means and no agreed definition is yet found (McMillan, 2005).
However, most of the VR researchers agree on Pares and Pares’s (2001) concept of
interaction, which states that any effective interaction should include one or more of these
three forms: (i) Exploration (to explore the environment by the way of navigation), (ii)
Manipulation (to manipulate virtual objects or elements) and (iii) Contribution (to construct
and modify the environment as a whole). According to this research hypothesis, all of these
three aspects have the potentials to actively involve the participants in the interpretation
Page | 49
process, therefore – the concept of interaction by Pares and Pares (2001) has been adopted as
Digital heritage (or especially Virtual heritage) has been an active area of research throughout
the last decade. With the advancement of technology, digital heritage projects have enhanced
their capability from linear limited interactivity to non-linear immersive environment. Due to
cheaper computer hardware and the phenomenal growth of World Wide Web, the present
trends in virtual reality applications are motivated towards the use of immersive technology
for real-time interaction with high detail. A survey on a few selected digital heritage projects
based on offered level of interaction (i.e. exploration, manipulation and contribution) and
Level of
interaction
Platform
Adopted technology Examples Exploration
Manipulation
Contribution
Multimedia based - ArchiWAIS (Choi, 1992) 9 2D
HTML + Apples Hyper Card
- Columbia University History of Architecture
Data Base System or Quick 9 2D
- The Chang'an project (2009)
Time
- The Glasgo Model
VRML 9 3D
(Ennis and Maver, 1999)
- Palenque Project (2003)
Game Engine - Virtual Notre Dame Project (Moltenbrey, 9 9 3D
2001)
Location-based Augmented - Ename974 (2009)
9 3D
Reality System - ACM , Singapore (2011)
Portable augmented Reality - LifePlus (2009)
9 3D
System - Archeoguide (2009)
Immersive virtual reality
- CREATE (2009) 9 9 3D
system
Stereoscopic 3D projection - Place-Hampi (2009) 9 3D
- The Forbidden City: Beyond Space and Time
Multi user virtual
(2009) 9 9 3D
environments (MUVEs)
- Second Louvre Museum (Urban et al., 2007)
- Memory capsules (Affleck and Kvan, 2008)
Web 2.010 9 9 9 2D
- Moving Here (2005)
10
More examples are presented in Table 2.4.
Page | 50
This study reveals that the, early projects are typically focused on ‘faithful’ representation and
visual realism. Thus, most of them are static, descriptive and inflexible for further
interpretation. Even though the problem of large file size and free movement inside the virtual
world has been solved through VRML and gaming software, interaction as the core of
descriptive nature of interpretation has been found to be dominating in most projects, as they
As found through this survey, ‘CREATE’, for example, has been developed with an idea to
enhance learning, but still seems experimental and expensive as it is supported by ‘CAVE’
(Cave Automatic Virtual Environment) and user has to wear special glasses and data gloves
to interact. The interaction in this project was also limited and focused only on some re-
construction/re-arrangement works. On the other hand, the project ‘Palenque’ seems most
engaging and cost effective, as it uses the desktop VR system and game engine (Adobe
atmosphere). However, Erick Champion (2006, p49), the creator of ‘Palenque’, later argued
against computer game style interaction being unsuitable for learning the value of history as
through shared annotation-basis like ‘wiki’ (discussed in next section 2.2.3), where the end-
users can access, share, comment and construct independent explanations and understanding
(Affleck and Kvan, 2008). Similar approaches can also be found in ‘Digital Storytelling’
project by the BBC (BBC, 2009), where the collective popular knowledge of Wales has been
documented through ‘short movies’ and ‘notes’ made by the local people. Due to the
development of social software and web 2.0, individual’s attempts, such as ‘Good morning
yesterday’11, in documenting and sharing knowledge are also noticeable. Since 2005, the blog
owner, Mr. Lam Chun See, has been posting his memories of Singapore. These projects
11
Source: http://goodmorningyesterday.blogspot.com, dated 25.06.2011.
Page | 51
shared and heterogeneous perspective of the past through active participation by the end-
users. Meanwhile, these attempts also prove the possibility of digital storytelling on
prioritizing the ‘history’ (which is supposed to be), while leaving the technology as a
supporting tool. While trying to investigate the different modes of popular participation, the
“Whether such shifts were consciously intended or not, characterisation of these shifts allows
People are consuming more and more smart technologies and online media than ever12.
Various online media (i.e. Twitter, Wikis, Blogs, Chat rooms, Internet forums, Auctions etc.)
are becoming ever-greater knowledge sharing and social networking resources. Excluding the
social site, online games, gambling and pornography, Google search with keywords ‘heritage
than 150 discussion groups of professional historians. Amateurs and Enthusiasts are involved
in dozens of discussion boards and forums by History Channel and Yahoo group (Cohen and
Rosenzweig, 2006). Facebook also contains more than five hundred groups who are
Pointing to these recent development of technology, Dave (2008) referred to the possibility of
extensible, referential and interpretive digital heritage. He mentioned these recent changes as
“a fundamentally different view of history”. Recent conferences such as Museums and the
Web, Euromed, VSMM (International Society on Virtual Systems and MultiMedia), CIPA
(The International Scientific Committee for Documentation of Cultural Heritage) and VAST
12
Source: http://www.synovate.com/insights/infact/issues/200804/, dated 25.06.2011.
13
Source: google.com, dated 02.01.2010.
14
Source: keyword search as ‘heritage group’ in http://www.facebook.com, dated 02.01.2010.
Page | 52
(International Symposium on Virtual Reality, Archaeology and Cultural Heritage) imply that
the memory institutes (museums and heritage sites) are exploring how best to supplement
‘institutional’ knowledge by collaborative information and to become connected with the end-
users. So far, there lies a significant role of the virtual community or shared community to
make this shift happen. The motivation and intention behind collective construction,
The term ‘virtual community’ was first coined by Harold Rheingold (2000). Virtual
communities are computer-mediated groups who share the common interests and use a social
software to navigate activities that include publishing journals, diary entries, web logs,
discussion, games, collaborative stories, pod cast, trade, or even dating. This rapid increment
of web culture, therefore, plays a key role in widening the possibility of online public
participation around the world while diminishing the physical boundaries. Kollock (1999,
p227) defines three factors which motivate the participants to communicate or belong to
group activities on the internet. These are (i) anticipated reciprocity, (ii) increased reputation
and (iii) sense of efficiency. In a virtual community or group, members try to increase their
reputation through the contribution of knowledge as a commodity for free to others and to
establish some identity and reputation as well as a sense of well-being. By doing so, the
‘community co-creation’ provides digital contents in the form of narratives (Russo and
Watkins, 2008)
However, there are some basic differences between the general virtual communities and the
virtual heritage communities. Normally, individuals with similar interests form virtual
communities organically. The community have to rely on the active participation of its
community members. On the contrary, audiences or end-users of museums and heritage sites
are traditionally passive; they do not behave as collective individuals, such as the contributors
of Wikipedia (Affleck, 2007, p33). To understand the mode and type of contribution on
heritage websites, some examples have been studied (appendix A, C). This study,
nevertheless, reveals that history- or heritage-based websites are mainly of five types. These
Page | 53
are: (i) archival sites; (ii) teaching sites; (iii) museum websites; (iv) organizational hubs; and
(v) online heritage forums or common interest groups. To confirm with the objectives of this
research, this next section only focuses on some websites (table 2.4) where the general people
Table 2.4 : Types of contribution allowed in various online digital heritage projects based on web 2.0
After September 11, the Library of Congress, the Internet Archive, WebArchivist.org, the
Pew Internet and American Life Project were able to save thousands of online media
portrayals of that event, which have been perceived, understood and uploaded by the general
15
FaceBook contains more than 500 online heritage groups/forums, only one example has been mentioned here.
Page | 54
archives, have pooled their resources to display and collect stories of the immigrants to UK.
This project gives visitors the opportunity to publish their own experience of migration. Since
its launch, it has received over 500 stories and digitalised artefacts, and stored many new
materials posted by the audience (Cohen and Rosenzweig, 2006). The BBC’s two-year online
project to gather the stories of Britain’s World War II veterans and survivors of the London
Blitz, enlisted as WW2 People’s War, has been even more successful. A total number of
47,000 stories and 14,000 images were gathered and captured as narrative posted by the
participants16. The National Park Foundation, National Park Service and Ford Motor
Company are using the Internet to collect first-hand narratives from the home front workers
during wartime (WWII). So far, more than 6,000 contents have been uploaded. The National
Geographic Society’s site for remembering Pearl Harbour has also received over 1000 entries
There are also other foundations, groups and individuals who are involved in collecting
memories from the people about the various events. For example, the Alfred P. Sloan
Foundation is supporting more than two-dozen online collection projects. Historical centres
such as Texas Tech University and Columbia University are encouraging others, including
their alumni, to join and write stories online. Individual projects like Memory Capsule on
Hong Kong’s history and culture also have some success on developing discursive heritage
contents (Affleck and Kvan, 2008). Cohen and Rosenzweig (2006, p185), from their
experience of the September 11 Digital Archive, gathered a collection of more than 150,000
digital artefacts, including 35,000 personal materials and 20,000 digital images from the
online participants. The collected artefacts were mostly of the types such as emails, digital
photographs, word processing documents and personal narratives (in a 2D platform, through
web 2.0 technology). Examples from table 2.4 show that general people like to participate and
contribute if the opportunity is offered. Indeed, it is a common nature of the human being to
16
Source : http://www.bbc.co.uk/ww2peopleswar/categories, dated 02.01.2009
17
Source: http://plasma.nationalgeographic.com/pearlharbor, dated 02.01.2009
Page | 55
convey their own experience or learning (traditionally as oral history) to their successors, and
However, memory is not a purely individual faculty, as social interactions may change or
improve our memory-making process (Leone, 2006). A collection of digital stories can
actually provide a compelling snapshot of a community’s cultural identity and its collective
associative links with the associated events, thus helping the participants to remember and
recall the information more easily and quickly while offering a variety of possible facts. In
this way, individually impaired memories are also being socially improved and the
participating individual further reveals the intrinsic meanings of the history and culture.
(a) Constructivism in Practice : The Case for meaning-Making in Virtual World (Osberg,
1997):
Through the development of a virtual environment, this study aimed to compare the
middle school biology classroom. The thesis hypothesized that, active learning based on
the purpose of this study was to understand and evaluate the value of constructivist practices
A total of 117 middle school students were asked to produce a small virtual environment,
which illustrates a natural cycle (water, carbon, nitrogen or energy). Each student initially
built one educational virtual environment (VE) and later, experienced another VE produced
by another student. All students had to go through a pre-test and post-test evaluation process
differences were compared between (1) material learned by constructing own VE, (2)
Page | 56
materials learned by experiencing others VE, (3) traditional instruction and (4) no instruction.
The result showed that the constructionist learning group learned more than the no-instruction
control group. However, no other significant difference was found between the groups. Even
this study missed to justify the full hypothesis. However, it demonstrated the possibility of the
The main objective of this study was to clarify and evaluate key factors that can improve the
users’ cultural learning in a virtual travel environment. This study argues that to develop an
is not the main issue, but rather, a contextual and performance based interaction is required.
and learning culture. A PC based virtual environment (Palenque, Mexico) was built using a
game engine (Adobe Atmosphere) to test whether cultural learning can be linked to the type
modellers (24) and travellers (10) were selected for the experiment. The participants were
asked to complete a certain task within a certain time frame, followed by a multi-choice
questionnaire. At the end, they were also asked to rank the three different virtual
environments from different aspects such as the details and archaeological environment.
However, during the experiment, the study found difficulties in testing cultural learning in
situ. ‘Demography’, which was not considered in the beginning of the study, was found to
understanding.
This study, however, explores the implication of a game-style interaction in a virtual heritage
environment and its impact on the learning culture. Considering either what people really
want to see in a VE or how to present the archaeological information, this study tried to
Page | 57
and interpret. Nevertheless, at the end of the research, the author realized that “cultural
learning is too hybrid in nature, the offered interaction was not enough to learn the history
and cultural significance” (page 219). This study eventually concluded that; “game-style
interaction may be intuitive for navigation, task performance and reduce cognitive leading,
but expense of understanding cultural significance” (p214). However, this study provides
some significant findings, such as: (a) gaming experience relating to task performance and
social agency (via scripted agents) needs to be believable in order to evoke a sense of
presence, (b) the participants need a prior warm up environment/session before experiencing
the project/environment and (c) cultural presence is not synonymous with social presence.
(c) Memory Capsules: Descriptive interpretation of cultural heritage through Digital media
(Affleck, 2007)
This thesis has identified the lacking of literature of interpretation in the field of digital
heritage. In general, the pattern of heritage interpretation is descriptive - visually describe the
physical appearance of heritage. This thesis argues that heritage content is mostly developed
content goes to the general people for interpretation. This thesis hypothesizes that,
of the content of digital heritage. To evaluate the hypothesis, an instrumental case study was
done through a web portal called ‘memory capsule’, dedicated for participatory online
interpretation of heritage content among a ‘virtual community’. The web site existed for six
weeks and was mostly limited in allowing the users to upload 2D contents (e.g. text and
photographs) and write personal comments. During this experiment, out of 3,000 members,
only 40 members had actively participated and total of 118 contributions were received
This experiment somehow proves the urgency of public participation in heritage interpretation
and collaboration can be possible while developing the collective heritage content. However,
Page | 58
this study partially failed to prove the hypothesis as the experiment was only focused on
ensuring the contribution from the participants and did not measure the ‘deep understanding’
and ‘re-construction’ methods, but never explains about the components or criteria to
achieve this method. So, how does one follow this method?
b) The experiment platform or case study lives for only six weeks, which seems too
short a time to form an active virtual community. However, no feedback was given
models that were made for real-world cases. Yet, this research did not show any
d) The research talks about public participation. However, the participants were
restricted to sending all contents to the moderator first via email, who then initiated to
post those contents online. Here the moderator’s judgement is final for any approval
and the participants had to wait all day long to see their posts online. However, a
Instead of providing a guideline (one objective of this research was to provide a theoretical or
methodological framework), this study draws the following conclusion:(a) The behavioural
characteristics of the virtual communities are very difficult to anticipate and control, (b) The
users do not like to engage in the participation and need active feedback (50% of users
required encouragement and prompting). Nevertheless, without any end-users’ survey on their
new understanding of heritage, before and after participation, this research failed to indicate
how the proposed method of interpretation (i.e. discursive interpretation) can affect or
Page | 59
improve the ‘deeper understanding’ of cultural heritage. Thus, one key objective of the
(d) Ancient Architecture in Virtual Reality : Does Immersion Really Aid Learning (Jacabson,
2008)
The main objective of this study was to explore whether an immersive panoramic display
numbers) were chosen to learn ancient Egyptian art and society, through exploring a game
called ‘Gates of Horus’. This game was based on a simplified three dimensional computer
model of an Egyptian temple. The experiment was done through a pre-test and post-test
evaluation by two groups of students, separately playing the game either in an immersive or
non-immersive environment. Later learning was measured in different phases through ‘verbal
show’, ‘tell presentation’ and response in questionnaires. Finally, the study concluded that,
immersive display supports better learning for the students. However, the whole experiment
was focused on learning or pedagogy among the young students based on the constructivist
approach, and did not indicate any method of interpretation of cultural history or any
(e) Building virtual cultural heritage environments: The embodied mind at the core of the
The aim of this research was to identify theoretical guidelines for the development of the
virtual cultural heritage environments. According to this research, most virtual environments
cultural data help in the visualization of the form and space, but does not convey any cultural
meaning. Therefore, this research highlights the challenges underlying the expression of
cultural values and, at the same time, the constraints associated with perceiving those values
from digital artefacts. From an epistemological perspective, this research hypothesises that the
Page | 60
virtual environment for cultural heritage is feasible and sustainable if it respects the
In terms of methodology, some critical issues and challenges underlying the present virtual
musealization have been identified. A literature survey was conducted on human cognition
and knowledge formation process, including the embodiment, sense of presence, interaction
and coupling in the virtual environments. Finally, a user survey during an international
exhibition (Archeovirtual, 16-19 November 2006) was carried out using a questionnaire,
interviews and observation. The evaluation was intended to measure the levels of user-
involvement.
This research, however, concluded that, the sense of presence in the virtual environment do
not come from the degree of the physical immersion, but from the degree of sensorial and
cognitive interactivity, and from the narrative structure in which the information is presented.
It also claimed that, for the enhancement of cultural heritage, VR application should be
on the theoretical review and field survey, this study proposed four principles for the
enhancement of a cultural heritage experience. However, these proposed guidelines are still
broad and lack the necessary details to be implementated. For example, the first principle’s
does not explain how such a community for such a particular purpose is to be formed, or what
the factors that might be required to create such communities and keep their activities going,
should be. One does not actually understand what this ‘autopoietic ecosystem’ requires or
what its constituent factors that need to be considered for designing a virtual heritage
environment, should be. Similarly, other principles are also lacking specific guidelines for
implementation.
Page | 61
2.3 INTERPRETATION AS CULTURAL SYNTHESIS: EMBODIMENT,
LEARNING AND DIALOGIC INTERACTION
“Place begins with embodiment. Body is place, and it shapes our perceptions. Embodiment is
not just a state of being but an emergent quality of interactions” – Dourish (2001).
Embodiment is the property of our engagement with the world that allows us to make it
meaningful. Dourish (2001) first coined the term ‘embodied interaction’ which, broadly
speaking, refers to the interaction with the computer systems that inhabits our world, a world
of physical and social reality that exploits this inhabitation in a way that they interact with us.
in relation with artefacts. In terms of the academic fields, Dourish placed embodied
interaction at the intersection of tangible interfaces and social computing. Here, embodiment
plays a key role behind designing interaction; as the users respond to the environment, their
engagement and understanding of the space and enjoyment largely depend on it.
However, the term ‘embodiment’ has been used in many different ways in contemporary HCI
bodily experience (Merleau-Ponty, 1945, DiSessa, 1983). Some authors like Rosch (1994)
agreed to establish embodiment as the unconscious aspects of bodily experience activity with
linguistic expression (Johnson, 1987, Lakoff, 1987, 1990). Thelen and Smith (1994)
mentioned embodiment through the line of the organization of bodily action under principles
emerged from enaction (Maturana and Varela, 1992). Authors like Cosordas (1994) and Lock
foundational levels of various academic disciplines, these understandings are built on the
Page | 62
works of many different scholars such as Dourish (Dourish, 2001) and Rosch (1973, 1994) in
cognitive psychology, Muturana and Varela (1992) in theoretical biology, Forte and Bonini
(2008) in the enaction paradigm, Francis Queck (2011) as embodied mind, and more
explicitly on the work by Lakoff and Johnson (1980, 1999) in cognitive linguistics. All of
these scholars focus on the relation between cognition and the mind with the emergence of a
However, as human being, our mind is designed to function in a spatial world, which is more
than just brain-body differences. Our knowledge further depends on being situated in a
material world inseparable from our bodies, surrounding dynamic context, social history and
language (Bonini, 2008). Because the world is dynamic, so are embodied cognition and
meaning making (Quek, 2011). Nunez and Matos (1999) explained this paradigm as ‘the
knower and the known’. According to them, the observer makes meaning through
engagement. Such engagements could be in terms of either the sensory perception (e.g.
watching movies) or the motor-based bodily interaction (e.g. playing computer game using a
joystick). In both cases, the observer makes meaning through echoing the central embodied
cognition perspective, therefore, meaning making involves both the practical action and the
active perception.
This research likes to clarify and define ‘embodiment’ for a better conceptualization of digital
heritage interpretation. From the perspective of the above discussion, embodiment is not
simply about an individual’s conscious experience of some bodily aspects of being or acting
in the world (e.g. memories of the first time riding a bicycle). Embodiment may not
necessarily need conscious involvement (e.g. using a computer mouse), nor does it refer to the
physical manipulation of tangible objects (e.g. playing with Rubik cube) or virtual
manipulation of images or artefacts through an input device either. Even such experiences
have relation with the technical concept of embodiment. Rather, this study believes that :
Page | 63
Embodiment provides a rich understanding of what human ideas are and how they are
both physical and live reality18. That is to say, embodiment is the way we think and
In addition, J.J. Gibson in his theory of affordances, marked a vital link between bodies and
environment (1986, p130). He believes, due to these properties in an environment, one can
directly perceive without requiring much learning. Gibson mentioned the tools as the
extension of our hands (Gibson, 1986), while Dourish (2001) mentioned of a similar concept
as ‘coupling’ with software. The same can be said about the concept of ‘ready-to-hand’ and
Vygotsky’s (Daniels, 2005). Heidegger’s classical example of the hammer can be mentioned
here to understand how a tool becomes an extension of the body: when the hammer is in
action with ‘ready-to-hand’ (i.e. mindless situation), it becomes an extension of our hand. In
this situation, the hammer and the hand work together and become a single unit for the
required activity, and hence become coupled. The hammer becomes invisible as our focus
turns on the task. However, in the state of ‘present-to-hand’, the hammer becomes separated
from us and reached the attention. This only happens through involvement and embodied
action.
In line with Dourish’s (2001, p125) definition of embodiment, as the property of our
engagement with the world that allows us to make it meaningful, ‘embodied interaction’,
therefore, implies the creation, manipulation and sharing of meaning through an engaged
interaction, thus, should help perceive the ‘intentions’ (through action to understand the
context) as well. Dourish suggested three common attributes for successful embodied
interaction:
18
Adapted and modified from the concept by Nunez et.al. 1999.
Page | 64
x Participative: Embodiment is a participative status, a way of being, rather than a
physical property.
tasks.
x Practical Action: Embodiment as a source for intentionality, rather than as the object
of it.
In a virtual environment, the interaction possibilities are the basis (or core) of promoting a
sense of place and experience. Interaction, in a virtual environment, builds ‘meaning’ for a
user which is dependent on both embodied interaction (or on situated action) and cultural
background inherited by the individual. The sense of presence therefore can support the
One of the major objectives of heritage interpretation (in real world) is to attain visitors’
satisfaction (section 2.1.2), therefore, to enhance the enjoyment of travel and place, giving
them a sense of being there. The end-users, thus, need to be contextualized, to have the sense
of being there while travelling to past cultures and places. To investigate the basic theories of
space and place, stepping back to consider the fundamentals underlying the relationship
McCullough (2004, p176) argues that space is ‘the basic division of our surroundings’ and
evokes ‘the scene of being’. Hall (1969) stated that “virtually, everything that man is and
does, is associated with the experience of space”. According to him, the boundary of oneself
extends beyond the body and the perception of oneself is more than one’s body but includes
the sense of being in a place. This way, the question of what creates a sensation of a place in a
virtual environment (as a cultural heritage site) may be argued and depends on how much
Page | 65
‘presence’ we feel. ‘Presence’ researchers have often cited and used the sense of ‘being in a
place’ as a test of virtual presence. Again, there has been a long-term discussion and
disagreement over the concept of virtual presence; it is also often considered as “a tricky and
elusive subject to define” (Champion, 2006, p37). Presence in virtual environments is thus
often defined as the subjective belief that one is in a place, even though the participant knows
that the experience is mediated by the digital media (Slater, 1999). Presence has many
definitions, yet the word ‘place’ itself has had a long history of changing meaning and usage.
While conceptualizing “what is place?”, literary investigations reveal that the notion of place
as defined in various disciplines are not identical, rather, they are overlapped. Perhaps, the
simplest distinction between space and place was given by Yi Fu Tuan : “Space is movement;
place is rest” (Tuan, 2001). In architecture, space is the fundamental unit of any design. On
the contrary, what is perceived as ‘social space’ in sociology is pretty much synonymous with
‘place’ in architecture and other built environment disciplines. Space, for the latter, is
“Places are a way of taking part in the world, for with a resonance unequalled by many other
aspects of existence, they are both socially constructed and personally perceived”. Kalay
(2004) points out that “Places are created through inhabitation. People imbue space with
Despite these disparate notions, scholars also attempted to define some common components
of virtual place making. Ralph’s (1976) place making components include physical features
(forms or spaces), functions (activities) and symbolic meanings. Similarly, Kalay and Marx
(2001, 2004), Nitsche, Roudavski et al. (2002) and Champion (2002) tried to list features that
According to Kalay (2004), making ‘places’ in Cyberspace can be borrowed from the
principles developed by architects, landscape architects, and town-planners. Kalay and Marx
Page | 66
(2001) proposed seven criteria for “Cyber-Place making”. Champion and Dave (2002),
however, criticized Kalay and Marx’s criteria as they do not contribute to determine the
essential properties for the different types of virtual environments. Furthermore, they
appended Kalay’s topology of a virtual place by adding another hermeneutic layer, and
purpose, required features and offered experiential potential. According to Champion and
Dave (2002), to have a better sense of place, the users need to have the opportunities to
personalize and communicate through the artefacts, thus enhancing their perception through a
cultural agency. A cultural agency, as in role-playing, acting as a local collaborating with the
avatars (scripted agents or from other participants) and making dialogue - can be effective in
attaining a hermeneutic understanding of the past. Hereby, the deeper this cultural
communication occurs, the more this environment helps in fusing a sense of place and hence,
Nevertheless, if we lack a strong sense of presence, then perhaps we do not have a strong
sense of place or a strong sense of social affinity. We may have a sense of social activity in a
virtual environment without a sense of place. However, the events that ‘take place’ will be
hard to recover, retrieve or reform. A sense of place allows us to locate and uniquely define
cultural rituals, social value, as well as the intrinsic meaning (more in section 2.3.2) of the
continuously creates its knowledge or, more likely, capitalizes its social values. Consequently,
memory constitutes the cognitive counterpart of the place of a community. Hence, it creates
the identity of that community (Michelis, 2006). In this way, community memory is
intrinsically narrative, and sharing those memories unfolds that particular context and spatial
Page | 67
2.3.3 Cultural heritage and visual literacy
According to Susan Kent (2000, p275), “Architecture is culture or it is nothing”. Unlike art,
architecture is durable, static, functional and more public. Architecture can elicit response and
communicate meaning. This helps architecture to be used, for instance, to intensify the ideas
of the neighbourhood, to express ethnic identities, record ethnic histories or to make political
statements. On the other hand, ‘culture’ is a vast domain where ‘built-form’ is a small part of
it, a subset which is embedded in culture. That is why it is difficult to understand how culture
gets transformed into built form (Rapoport, 2000). According to Rapoport, one does not
translate culture into built form, rather culture leads to various social variables, norms and
activities which later translates into physical forms. This translation is not intrinsic rather
some aspects of culture such as life-style, behaviour, social structure, status, power
relationships, and meaning etc. are translated into some aspects of built form (where some
components of culture are also related to the environment). Thus, architecture is also a part of
a cultural history and a product of social manifestation. Therefore, “it is also a part of
sociology” (Ankerl, 1981, p13). Hence, interpretation and meaning of built environment
differ for each individual, society and culture (Moore, 2000, p7). Each culture develops its
own environmental ordering as a foil to the world’s indifference, where settlement patterns
not only reflect but also shape beliefs and the sense of perceptions. As cultures become
identified with their peculiar spatial customs, landscape tends to serve as the best framework
for narrative memory (McCullough, 2004), which somehow grounds us with spatial
learns to read built-forms, landscapes or even a city without the aid of books and maps, partly
Concerning interpretation, Nelson Goodman (1985 in Suttipisan, 2007) noted that all
architecture always have hidden meanings in their appurtenance and can be interpreted
Page | 68
unit consisting of a ‘signifier’ and ‘signified’ (Jencks, 1969). In architecture, the form or
physical entities (e.g. material, style, colour) are the signifier and signified is the meaning
associated with or given to the signifier. In other words, ‘signified’ is the mental concept that
is produced while watching architecture (i.e. the signifier). Brawne (2003) argues that,
meanings actually depend upon the expectation of the viewer. According to him, visual
meanings of architecture are selective interpretation, which depend on the relevant memory of
the perceiver and are partially goal oriented. The same people visiting the same place at
different times in his/her lifetime may have different experiences and meanings of that place.
Architecture, through its signs, symbols and associated rituals, can be considered as a
physical phenomenon (Lawson, 2001), any form in the environment is motivated or capable
instruments, buildings can also act like formal agents that transmit architectural values.
Architectural heritage, in such a way, can convey visual messages and those messages
(inherent significance that is apparently not visible) can also be interpreted and understood in
the same way it has been sent. The “more ideas, concepts and words we describe about the
space around us, the more richly, therefore, we begin to perceive it” (Lawson, 2001).
Moreover, built contexts are collective memory devices and manifestations of collective
cognitive background. According to Kent (2000, p274) culture is what humans use to modify
the physical environment through their architecture. Hence, the built environment is merely a
concrete manifestation of culture. Thus, architecture itself contains the visual information as
well as intrinsic collective cultural values – which can be perceived, interpreted and
understood in many ways. However, Goodman’s (1985) taxonomy19 overlooks some other
19
According to Goodman (1985) architecture can express meanings through: (i) Denote – as iconic reference (e.g. Sydney
opera house as a sailing boat), (ii) Exemplify – certain architectural ideas (e.g. green architecture. Or may have set of ideas from
structural, constructional or aesthetic), (iii) Express - ideas or feelings through properties that it possesses either literally or
more often metaphorically (e.g. the massiveness of a gothic cathedral) and (iv) Mediated reference – buildings refer through a
Page | 69
ways of meaning that can be expressed also by organizations, people, events, values or shared
meanings can also come from circumstances (or context) rather than only from ‘form’ or
‘characteristics’ itself (Lawson, 2001). Therefore, architecture can convey meaning both from
proposition and association, and, from a sociological point of view, through ‘context’ and
‘metaphor’.
In order to understand architectural heritage (or built heritage), this research emphasizes the
need to relate built-forms and spaces, synchronically and diachronically, with intangible
‘extrinsic’ and ‘intrinsic’ ways (Jencks, 1969, p17). Extrinsic meaning can be considered as
the understanding of form (i.e. shape, size, including colour, texture and space), function (i.e.
purpose, use, past connotations and style) and technique (i.e. structure, material and
mechanical aid). Intrinsic meaning, on the other hand, can be found in the intangible and
apparently ‘invisible’ values, namely, social spatiality (i.e. cultural area, region, settlement
pattern, territory), metaphorical meaning (i.e. structure of society, upper or lower class, open
knowledge, beliefs, double entity, icon, index and symbol), ecological adaptation from
physical surroundings (i.e. weather protection, sustainability), connotation (i.e. myth, oral
history, local beliefs, folk tales, knowledge and practice concerning nature) and cultural
ideology (i.e. practices through architecture, social believe, built-form associated behaviours,
attitudes, cultural practices). This research, hence, aims to investigate the intrinsic and
chain of connections to something beyond their actual existence (e.g. Sydney opera house refers a sailing boat; symbolizes
Sydney and also at the same time Australia).
Page | 70
2.3.4 From I to We : Cultural learning and meaning-making
In a Digital heritage site or environment, while people are interacting with the system or
interface, they are primarily interacting with ‘information’. According to Precce (1993),
“People’s objective in using the machine is to carry out a task in which information is
accessed, manipulated or created. The computer and peripheral devices are the means
through which this objective is achieved”. In cognitive psychology, the way we come with
some selection is regarded as a series of information processing steps (figure 2.9) which
depends on the capabilities (visual perception, attention, memory, learning and mental model)
Although Kaptelinin (1996) believes the human mind to be a specific type of information
processing unit, our learning in fact occurs through a reticular way (Bateson, 2000) rather
pattern, which is dynamic, ever changing and, at the same time, unique to that specific person.
The feedback process between the individual and context simulates the various levels of
perceptive and cognitive interactions. As a result, this is how information is internalized and
Consequently, meaning is a dynamic process. What we see does not create any meaning to us,
unless our object-oriented brain considers it as important. Our experience is filtered through
the semiotic system of our background and culture. There is no fixed relationship between a
perceived object and meaning making. The inner stimulus and internal encoding and decoding
Page | 71
of information transform the perceived object into a reaction or a feedback. Meaning emerges
as something that is contextualized, from some sort of reflection emerging from being
Our perception implies action, or better inter-action, between the subject and the environment,
or among subjects (Maturana and Varela, 1980). It is also a complex process. The meaning
that we give to a sign or object does not come before semiosis, but emerges within semoisis
(Lotman, 1976). This above argument implies that the values and meanings of cultural
heritage are not confined within it, but commence with the relationship from the observer.
Such philosophical framework actually refers to how we create meaning of the world. As for
example, a new-born may not know that he or she has a body but only needs, and, therefore,
may not be able to distinguish between self and environment. The infant therefore, starts
meaning making of objects or events only gradually as it starts interacting with its
surrounding world.
embodiment. McCullough (2004, p36) explained that embodied learning occurs at several
for learning to take place, both detached perception and engaged interaction are important.
At this point, by adopting an embodied perspective of cognition, we can highlight both the
social knowledge sharing. The mode of participation also indicates co-presence and shared-
experience in an inter-depended world that accentuates the social dimension. For example, in
a traditional society, where the entire culture dwells, they build stories and provide literacy
around facts or myths, whereas in most narratives, the imagery and allegory are somehow
linked with common spatial experience, such as, if the first story described the best routes for
hunting grounds, then comes the metaphors – to grow up, to form an outlook or a mental
Page | 72
image of using the node, path or landmarks to remember the space. This reflects that meaning
also has narratives and social aspects, and evolves in a process of co-creation with meaning of
as ‘experience’. According to Forlizzi and Battarbee (2004), among the three dimensions of
interaction. Thus co-experience lifts up experiences to shared attention, where they become
part of a social meaning-making process and influence the experience (Forlizzi and Battarbee,
2004). Ingold (1996 in Forte and Bonini, 2008) also claimed that the multi-user environment
making process. In this way, interactive technology (such as, social software20 and web 2.021)
channels while opening the possibility to create, edit, share and view the contents with others.
relation between the end-users and the situated or embedded context. Furthermore, without
context, there would be no communication or interaction, that is, no cognition process, which
means no information exchange. This would however result in no learning as well (Bateson,
2000). This implies that, the interpretive process for digital heritage must allow the end-users
to establish some relationship, both individually and collectively, with the context. Moreover,
20
Social software encompasses a range of software systems that allow users to interact and share data. Social sites like
MySpace and Facebook, media sites like Flickr and YouTube as well as commercial sites like Amazon.com and eBay are these
types. The terms Web 2.0 and (for large-business applications) Enterprise 2.0 are also used to describe this style of software.
21
The term "Web 2.0" is commonly associated with web applications which facilitate interactive information sharing,
interoperability, user-cantered design and collaboration on the World Wide Web. A Web 2.0 site allows its users to interact
with other users or to change website content, in contrast to non-interactive websites where users are limited to the passive
viewing of information that is provided to them.
Page | 73
it should support some feedback ability from the environment (including the system or other
“Tell me …… and I will forget. Show me…… and I will remember. Involve me…… and I will
understand” – Confucius.
According to Parry (2007, p10), meaning making is culturally and historically contingent. He
explained meaning as a changing phenomenon which depends upon the “experiences and
knowledge of an individual, and the shifting values and discourses of any given community
and society”. However, Snodgrass and Coyne (2006) argued on serious conversation as a
process of understanding. With reference to Gadamer, these authors tried to define ‘authentic
where two people try to understand each other; thus it becomes a true conversation and
different from an idle chat. However, we do not want to conduct a fundamental conversation,
but rather, we fall in it and become involved. In a true dialogue session, words follow one
after another. Thus, the conversation takes on its own turnings and reaches its own
conclusion. A true dialogue influences us to immerse in the discussion. Both parties become
concerned, get involved in recognition and assimilation of the unfamiliar. Thus both of them
The same thing happens when a reader starts reading a text. In this way, the reader actually
gets into a dialogue with the text, moves to-and-fro and proceeds until an understanding is
reached. This dialogue with the text enables the text to reveal itself and offer new
understanding to the reader (Snodgrass and Coyne, 2006). Similar thing also happens when
we try to understand painting, art-work or even architecture. We move from the detail to the
whole work and try to relate that part to the whole, thus continuing to get an overall
understanding. Similarly, intersection between the intellect (product or service) and its user
Page | 74
can also be seen as a kind of dialogue. A successful dialogue, therefore, depends on its
participant, mode of sharing and mutual understanding in a unique context that constantly
shapes, and is in return being shaped, by the user and the interaction (Mattioda and
reciprocity process of asking questions and revealing answers from the object at the same
time. Dialogic interaction also occurs in a live conversation (in a creative discourse) within an
online community where common interests exist. However, for museum settings, Witcomb
(2003, p130) refers to ‘dialogic interactivity’ as a shared dialogue between the museum
authority and the visitors to discuss the meanings of any presentation item. This allows the
where both groups can achieve a new understanding and meaning of the subject matter.
Likewise, this research hypothesizes that a reflexive dialogic interaction in a digital heritage
multicultural perspective of the past, and promoting the collective construction or co-creation
of memory. In this, it elicits internalization (explained later in this section), and enhances
perception (Roberts, 2010) because as humans, we are connected with the world through our
sensory experiences. We are sensitive to our context and our mind is intrinsically connected
to culture and society through the process and phenomena that go beyond the borders between
internal and external, individual and collective (Kaptelinin and Nardi, 2006, p41).
Russian psychologist Lev Semenuvich Vygotsky argued against the artificial separations
between the mind and behaviour, and between the mind and society (Nardi, 1996, Daniels,
2005). He emphasized the centrality of mediating devices such as language and other tools in
the development of the mind and thought. According to Vygotsky, “humans develop and
learn, in collaboration with others, people act on their immediate surroundings” (Gay and
Hembrooke, 2004). An individual’s relationship with and orientation towards an objective is,
Page | 75
thus, not only mediated by the tools (to attain the objective) but also by the community that
participates in the activity and the division of labour that exists in the community (Engeström,
1999).
made available by the social environment, and, only at a later stage, is gradually internalized
external operation into an internal one. This philosophical understanding underpins that
individually impaired memory and knowledge of culture or context may be socially improved
interaction, the participants are involved in a social process. They attempt to accomplish some
certain goal or objective, and share diverse combinations of linguistic sign and tools to create
or share meanings. Therefore, the activity here unfolds in a social context and transforms both
Human mind is not separated from culture and society. Internalization and externalization are
processes that relate the human mind to its social and cultural environment. In a dialogic
interaction (as a social context), the experience of other people who tried to solve similar
problems earlier and invented or modified the solution (or tool to make it efficient) helps
others to internalize – which Vygotsky referred to as “problem solving under adult guideline
or in collaboration with more capable peers” (Vygotsky, 1978). Through going beyond
activities, we can make sense of experiences and share meaning with others who belongs to
the community. Through the process of constant negotiation and dialogue we understand
22
‘Inter-subjectivity’ is a similar concept emerged from the west mostly rooted from Husserl and later from
Merleau-Ponty and others (Ligorio et al. 2005, Rothfuss E. 2009, Hillsdale, N.J. 2005).
Page | 76
other’s emotion and cognition. Being able to reach beyond own perception and accept
another’s way of thinking thus paves the construction of ‘inter-subjectivity’ (Ligorio et al.,
2005) and enhance inter-subjective understanding. In such discursive space, meanings are
shared and no longer belong to individuals. Thus, individual’s understanding evolves through
(Thornton, 2006) and can evolve through participation with the environment (Bonini, 2008),
cultural learning through dialogic interaction can, therefore, accentuate transmission and
2.4 DISCUSSION
The primary aim of this review was to retrieve and explore the relevant published scientific
literature and experiment (or cases) to attain both the theoretical and practical foundations to
develop a new knowledge for a digital heritage discourse. Based on the theory and practice of
heritage interpretation (real world) from disciplines such as Archaeology, History and
Heritage management, the study continued in finding the potentials and scopes from other
Page | 77
Figure 2.10 : Literature review process
Digital heritage is a broad term. UNESCO (2003) defines digital heritage as unique resources
of human knowledge and expression “created digitally or converted into digital-form from
existing analogue resources”. In this way, any form of digital content regardless the format
(i.e. 2D and 3D) or origin (i.e. ‘born-digital’ or ‘digital surrogate’) remains under digital
heritage, and one of its main objectives is to disseminate the knowledge of heritage to the
general people.
Page | 78
number of established theoretical interpretation models and guidelines were also discussed
and compared for later implication to the digital heritage domain (section 2.1.2 and 2.1.3). It
however becomes evident that archaeological ‘interpretation’ has always been considered as a
method or tool for presentation or communication with the visitors for the purposes of: (i)
conveying symbolic meanings i.e. learning, (ii) facilitating attitudinal or behavioural change,
i.e. provocation of empathy and (iii) enhancing the enjoyment of the place, i.e. satisfaction.
Several modes of interpretation from various heritage scholars such as Tilden, Fitch, Uzzell,
interpretive principles is examined and presented in table 2.2. This study, however, reveals
that the principles from the various scholars are basically an elaboration of Tilden’s principles
with a few additions. As such, these models or principles have been developed for the
physical realm. Nevertheless, none of these models or set of principles are found immediately
On the other hand, it has become evident from this literature review that the present digital
heritage projects are mostly focused on content creation and faithful representation without
having any significant method or principle for interpreting and presenting digital heritage.
The study on present practice of digital heritage immediately exposes that ‘interaction’ has
always been treated as a linear phenomenon, while the users are rarely considered as a
potential contributors at the narrative level (section 2.2.2). It is also evident that the role of
UNESCO has been confined to defining the domain and pushing its member states to
preserve their digital heritage through a charter (section 2.1.4). A notion of ‘heritagization’
(Cameron, 2008) seems more prominent in UNESCO’s activities rather than any step for
advancing the policy of interpretive planning and design for digital heritage.
A lack of adequate discourse within the domain of digital heritage, the intention to develop a
comprehensive interpretation guideline, and the desire to learn from allied disciplines (that
deal with interpretation of heritage in real world), are the forces that inspired this research.
Page | 79
Additional support or theoretical backup from HCI as well as behavioural science acted here
as a catalyst to bridge the interpretive knowledge from the physical realm to the digital realm.
Learning from online case studies helped to reinvent the intricate nature of collective
construction and, therefore, filled the missing link on developing an effective interpretive
Considering embodiment as the property of our engagement that makes our world
meaningful, a study shows that the definition of embodiment has been used differently by the
scholars in contemporary HCI studies (section 2.3.1). From the theoretical reflections
presented in this chapter, this research therefore defines embodiment not simply as an
phenomenon that provides a rich understanding of what human ideas are and how they are
organized in vast conceptualized systems – grounded in both physical and lived reality. In this
perspective, the system that demands successful embodied interaction should allow active
In a virtual environment, the visitor needs to become part of the context to enjoy travel and
place, and hence, to have a sense of the place. Study (from section 2.3.2) shows that sense of
place or a sense of being there is related to sense of presence, which not only comes from
‘self’ but from co-presence and from ‘social-affinity’. On the other hand, memory is an
important element that helps to create the identity of a community in return; a community
constantly creates its knowledge through capitalizing on the social values in term of memory.
Community memory is thus intrinsically narrative, and sharing those memories is, in itself, an
experience that unfolds particular context and spatial experience. However, culture is a vast
domain, while built-form is a small part of it, a subject that is embedded in culture. This is
why; it is difficult to understand the way in which culture might transform into built-form.
of collective cognitive background, this study highlights the perceivable meaning through
Page | 80
Digital heritage are mostly either 3D or 2D representations or re-production of cultural places.
On the contrary, meaning making from any digitalized artefact is subjective, relying on an
individual’s cognitive process and cultural background. Therefore, devising any effective
process for presenting cultural heritage that accentuates the end-users’ perception of the
However, study shows (section 2.3.4) that, meaning is a dynamic process that emerges as
something that is contextualized, from some kind of reflection emerging from being involved
in action. Therefore, for learning and meaning-making, engaged interaction works as a core
element. The meaning of cultural heritage is not confined within itself, but begins with the
relationship from the observed. Adapting from embodied perspective of cognition, this
research highlights both the collaborative and participatory mode of interaction to enhance
contextualization and social knowledge sharing. Here the mode of participation should signify
social dimensions. Moreover, co-presence lifts up our experience to the level of shared
attention and we become part of a social meaning-making process. As a result, this aids our
new understanding. Individual’s memory and understanding of culture or artefacts may also
socially improve through engaging in dialogic interaction. In this perspective, the interpretive
process can also accentuate dialogue so that the inquirer can get involved in a reciprocity
through asking and receiving feedback, or sharing knowledge of any artefacts, cultural events
or historic monuments with others, as an act of a social process (section 2.3.5). In this way,
well as internalization.
Nevertheless, heritage is dynamic and knowledge is multi-vocal, fragmented, and may evolve
through participation with the environment. This chapter, therefore, concludes that proper
Page | 81
communication with the end-users by effective presentation, activities to promote cultural
learning and embodiment, and ensuring an environment to support dialogic interaction can
promote the transmission and accumulation of cultural knowledge; hence will enhance
In addition, learning from this chapter has also helped to define the present knowledge gaps in
digital heritage theories and practice, which will be explained in the next chapter. While
defining the objectives of a comprehensive interpretive method, the next chapter also presents
Page | 82
CHAPTER 03
CONCEPTUAL FRAMEWORK : SHIFTING THE
INTERPRETATION PARADIGM
The previous chapter revealed, firstly, that digital heritage is still loosely defined and there
exists no significant method or principles for digital heritage interpretation. Although, a few
research studies were found with similar interest (section 2.2.4). However, they failed to
deliberate any consistent and acceptable methodology for interpreting digital heritage.
Secondly, it was obvious that digital heritage projects are mostly focused on the process or
end-product (section 2.2.2), i.e. how artefacts and sites are best recorded or viewed rather than
focusing on the end-users’ interest and perception capability. Finally, and most importantly,
based on available discourse the possible objectives of an interpretive process for digital
This chapter attempts to bring all these issues into a single methodological framework to
address the main research question. Referring to the previous literature review and case
studies, this chapter begins with defining some specific gaps in both literature and practice in
digital heritage interpretation. Considering these present limitations, the possible objectives
‘conceptual framework’ by explaining its different aspects, levels and considerations. The
Page | 83
3.1 THINKING THROUGH THE GAP: EXIGENCIES AT MEDIA-CROSSROAD
Presently the emerging media and digital tools offer us a way to experience virtually re-
constructed historic sites (or artefacts) or virtual heritage sites as visitors, travellers, or even
academicians (excluding movie industries for entertainment), requiring extensive labour and
within the domain of scholarly activities and academia. Only a few of them actually get
published on websites or are open to public deliberations as in the spaces like museums.
Although digital heritage poses high potential to reconstruct our past heritage and memory,
Tan and Rahaman (2009) found a number of limitations in present practice that constrain such
(a) Lack of meaningful and cultural content (Addison, 2000, Costalli et al., 2001,
Champion, 2002, Dave, 2008, Economou and Tost, 2008, Kalay, 2008)
(d) Lack of sense of place, provokes cyberspaces rather than place (Mosaker, 2001,
(Roussou, 2002, Champion, 2004, Sparacino, 2004, Valtolina et al., 2005 , Champion
(f) Lack of interest in wide dissemination, distribution and use (Kalay, 2008,
Witcomb, 2008).
Page | 84
The domain of digital heritage is still lacking adequate critical discourses (Cameron, 2008). It
is widely accepted that digital heritage has significantly leapt forward, beginning from its
infancy, yet major research and practices remain within the domain of HCI and computer
scientists. As a result, technology still dominates over the experience (Sparacino, 2004, p9).
Even though limitations exist, digital heritage scholars, researchers and professionals are
working to enhance the interpretive process (evidence from section 2.2.2) through different
(ii) Embodied interaction through somatic impulse (Flynn, 2008) or haptic devices
(Roussou, 2008)
(iii) Multiple user virtual environments (MUVEs) with artificial agent and dynamic
Maria Rousso, founder of Hellenic World, is working since 1998 with virtual heritage.
Having a background of Electrical Engineering and HCI, she focused mostly on immersive
visualization (CAVE) application (e.g. CREATE, The Virtual Playground, Hellenic World) in
cultural heritage. She tried to implement the constructivist approach to NIECE project for
designing and evaluating a virtual reality learning environment for kids. These projects
mainly focused on developing a mixed reality framework for learning, rather than developing
While being involved in iCenema research centre, Berrnadette Flynn (2005, 2008) spent
several years working with digital cultural heritage. However, her focus was mostly on
exploring somatic impulse and embodied communication with digital objects while keeping
Page | 85
aside the issue of individual preference or interest of performing (some alien) cultural
activities or gesture to interact with the virtual environment. This might be a novel way of
interacting with digital object (similar to Microsoft’s Kinect), but her research does not
Sarah Kinderdine, research director of Alive Lab, had worked for several years with
immersive and interactive experience design for museums. Even several heritage scholars and
researchers like Darley (2000), Mosaker (2001), Rossoue (2003, 2008), Tost and Champion
(2007), Naimark (1990) and Tost (2004) argued that ‘believable’ environments do not
necessarily require photorealistic accuracy. However, Sarah’s research focuses on the media
or tool oriented approach, dealing with large scale stereoscopic and panoramic immersive
architecture. Being a Maritime archaeologist and museum curator, she did not provide any
Erick champion (2006) raised the issue of contextuality and performance based interaction
and argued on the missing issue of hermeneutics in virtual place making. He suggested that
‘game-style interaction’ enhances interaction and cultural learning. However, this interaction
method was not found to be worthy for understanding cultural significance (section 2.2.4, b).
Interestingly, it revealed that ‘demography’ of the participants have strong influence on the
The above discussion makes it evident that present practice and research in digital heritage
are mostly focused on diversified objectives and have ignored the ‘end-users’ as varied
individuals with unique sense of perception. It also implies that these research approaches
never converged on attaining a comprehensive interpretive method for digital heritage from a
user centric perspective. Even though, these research efforts were motivated towards
enhancing the visualization and interaction with the content, ‘interaction’ was mostly limited
to exploration and manipulation (explained in section 2.2.2), and rarely allowed any
Page | 86
contribution by end-user at the narrative level. However, cultural heritage is not just about
‘tangibility or materiality’ and visualization, but also cultural and socio-spatial (intangible)
attributes related to the built-environment. In this way, the knowledge gap in both practice
and literature is quite evident and predominantly hindering the process of achieving a
comprehensive interpretive method for digital heritage. The following section sheds further
A person actually interacts with information while interacting with an interface or system. An
individual’s understanding and perception depend on that person’s cultural and cognitive
affordances, cultural mediation and social embedment (i.e. co-experience and collaboration)
and landscapes largely depends on our own embodiment, own subjectivity and cultural
positioning (Thomas, 2004). Hence, content without relating directly to the viewers’
perception of the virtual world does not impart any meaning rather it easily lead to ‘heritage
dissonance’ or ‘disinheritance’ (Tunbridge and Ashworth, 1996, p21). What we see, our
content-oriented brain tells us about it, not only through our eyes but also through our
previous experiences and cultural positioning that reality is filtered as soon as it is received by
our brain. Therefore, contents directly related to our perception of the world only create
It is quite evident that, the present virtual heritage projects are mostly focused either on the
‘process’ (from authentication of data, site survey to epigraphy) or the ‘product’ (closer to
reality and technical artistry) but do not necessarily consider the ‘users’ (end-users’
Page | 87
perception of the content) (Tan and Rahaman, 2009, Rahaman and Tan, 2010, 2011). Even
with new technologies, in most cases, digital heritage is created in a ‘descriptive’ rather than
‘interpretive’ manner (Gillings, 2000, Affleck and Kvan, 2008). The perpetual affinity with
to achieve some certain degree of visual fidelity while ignoring (and often compromising) the
fact that, not everyone sees the same thing in the same way. As digital heritage deals with
cultural artefacts, demographic differences should always influence the users’ value
‘Popular’. The first one is carried out from available evidences (e.g. excavations, ruins,
examine and verify them for authenticity and, subsequently, document them to feed the
interpretation for the public. The public is only imparted information at the second level,
which is described as ‘popular interpretation’ level (figure 2.2) where very limited or no
scope remains for ‘first-hand experience’. From case studies (table 2.3, appendix B), it is
evident that most digital heritage projects follow the notion of archaeological interpretation
(i.e. professionals interpret and visitors consume) even though the digital media possesses the
content creation, development and dissemination (section 2.2.3). Therefore, the present
The knowledge of the ‘past’ is limited because it is always a selection of events and not
‘complete’. Through time, most of the physical evidences may disintegrate, i.e. the
description of past events may not necessarily give a complete picture, and often are found
Page | 88
presenting the story, it may add subjectivity to the content. To paraphrase Lowenthal (1985),
every time we make a new statement about an artefact or an event, we make a new
interpretation and something new is born, in many ways different from the original.
According to Dave (2008, p49), “virtual reconstructions are partial models” as it is often built
as “part of the mosaic of understanding about heritage issues”. This is quite evident in figure
monastery from the same ruins by various heritage scholars. In this sense, ‘past’ is a cultural
1968)23.
(a) Present situation of Sompuer Mahavihara central temple (b) Myer’s perception (Artibus Asiae, 1969)
Figure 3.1 : Conjectural reconstructions Sompur Mahavihara from various heritage scholars
Similarly, digital heritage also cannot avoid the charges of subjectivity as heritage objects are
mostly reconstructed out of long-lost ruins. In addition, media experts (e.g. modellers,
animators, programmers) who remain involved in reconstruction processes may not be aware
23
Dutch historian, Johan Huizinga had supported the view, that historical knowledge is essentially aesthetic, intuitive, and
subjective. In his book, Homo Ludens Huizinga saw the instinct for play as the central element in human culture. He emphasized
intuitive understanding, regarding history essentially as a form of mental activity in which a culture views its past.
Page | 89
myriad of technical know-how. In this, the ‘apparent’ cultural preservationists and their
implemented methods may well reflect their personal ‘inappropriate’ assumptions that Kalay
(2008, p9) has referred to as the ‘image of practice’. Moreover, these representations may not
always be based on authentic data or historic information and may give an amorphous
(figure 3.2).
fragments of evidence” (Parry, 2007, p66) impress us and demonstrate the imaginative
only possible when the interpretive framework allows multiplicity. Perhaps a collective
interpretation of the past would minimize the subjective interpretation, professionally biased
24
Source: http://forums.cgsociety.org/showthread.php?f=121&t=98700, Access date: 15.11.2008. In ‘CgSociety’ a CG artist
(author of the model) explained his experience to re-construct a photo-realistic representation of ‘Hagia Sophia’ (figure 3.2) as
“It is inspired only in one old hand-made drawing of building ... no other significant reference sources used ... so many details
are fictitious. No technical data used to model ....”
Page | 90
(iv) Missing the potentials of collective cultural memory:
The main objective of UNESCO’s (2003) convention in Paris 2003 was to safeguard the
intangible cultural heritage. Intangible cultural heritage such as oral traditions, knowledge and
practice concerning nature and beliefs, actually transmits between generations, and hence
provides a sense of belonging, identity and community. Present digital heritage projects
however, miss the potentials of cultural transference and value placed on collective cultural
memory, which could easily be supported by allowing a platform for dialogic interaction and
further capturing those to a knowledge base. Undoubtedly, the locals or the natives value their
heritage (tangible or intangible) differently and tend to show more concern when compared
with the reflections made by the outside expert. A knowledge base constructed by capturing
“Surprisingly, digital heritage – like heritage until recently has been largely untouched by
The field of digital heritage has already been advanced from infancy, whereby re-assessments
are taking place and new questions are being raised regarding the basic objectives of
from ‘reconstruction’ towards ‘interpretation’ has been noticed in recent studies (Dave, 2008)
yet the field of digital heritage still lacks adequate literature focusing explicitly on the theory
and methodology of heritage interpretation (Affleck and Kvan, 2008, Tan and Rahaman,
2009, Rahaman and Tan, 2010) and critical discourse (Cameron, 2008). Due to this
Page | 91
(ii) No Charters or guidelines for interpreting digital heritage
There is no doubt that ‘virtual heritage’ or ‘digital heritage’ is an emerging domain, from the
points of both research and practice. Driven by widespread popularity and coupled with the
vulnerability of losing intricate data, UNESCO (2003) adopted the Charter on ‘Preservation
of the Digital Heritage’. This charter recognizes the significance and value of digital
resources and expresses its deep concerns for safeguarding any potential loss of valuable
digital resources. However, it is still unclear what progress has been made to utilize
technology for presenting and interpreting digital heritage. Like the Charter for
Recent developments of social software and web 2.0 demonstrate the possibility of an
extensible, referential and interpretive digital heritage environment. These changes represent
active contributors, through social engagement. This shifting perspective (Dave, 2008),
changes in the power of agency and consequent responsibility (Cameron, 2008) and an
acceptance of interaction as a social activity (Pietroni, 2010) are leveraging the domain of
digital heritage towards a more discursive and collaborative environment. Table 2.4 has
presented some examples of online digital heritage projects, which accept public participation
unlikely to get any empirical study of any kind that focuses on the effectiveness of these
Page | 92
3.2 SETTING THE OBJECTIVES FOR DIGITAL HERITAGE INTERPRETATION
Disciplines such as archaeology, history and heritage management have set the role and
objectives of interpretation with long practice and research (section 2.1). ‘Interpretation’ has
management tool that increases visitors’ awareness and empathy to the heritage site and
artefacts. On the contrary, the definition of ‘interpretation’ in digital heritage theory and
discourse is still wide, and so far no method and objective are evident (section 2.2). That is
why, in most cases, digital heritage projects are descriptive and oriented with diverse
objectives, while being obsessed with technology as a deliverer for greater interpretation. To
name a few examples: the usage of a game engine to achieve the hermeneutic environment,
artificial agent and dynamic contents to get a realistic environment, and the usage of
2.2.2, 2.2.4). Although these efforts may accentuate experience and visual fidelity, they only
Moreover, the present trends of interpreting digital heritage are mostly linear and authoritative
and rarely offer any possibility for the emergence of multiple meanings at the narrative level.
of cultural heritage from multiple perspectives. Bearing in mind that the past is a cultural
construction, this research, therefore, suggests reconstructing the past in a pluralistic manner.
As virtual reconstructions are always partial models (Dave, 2008, p49); allowing multiple
users with diversified backgrounds (of social and ethnic identity) to contribute to the narrative
level, pluralistic and multiple perspectives of historical views can be accommodated side by
side. Thus, it is possible to generate a more complete picture. Moreover, accepting these
multiple voices and juxtaposing them at the narrative level, it is possible to overcome the
Page | 93
in section 3.1). With reference to the literature review of section 2.1, along with the potentials
four objectives to consider for achieving an effective and engaging ‘digital heritage
interpretation’ :
4. Multiple perspectives of the past: presenting the past from possible multiple
the past
By defining these four objectives, this research, therefore, primarily sets the aims/goals for
designing and planning of a digital heritage project. Secondarily, it opens the possibility for
using these objectives as indicators for assessing the effectiveness of the interpretive process
too.
This research has set out to investigate the importance of an interpretation method that
enhances end-users’ interpretation of digital heritage. It has argued that in order to minimize
backgrounds, i.e., not everyone perceive the same thing in the same way. That is to identify
how heritage interpretation can be considered as a continuous process and, at the same time,
Page | 94
how it can ensure multiplicity in understanding the past. This research believes that ‘popular
participation’ in the interpretive process as reflexive dialogue and interaction (i.e. dialogic
interaction) may overcome the linearity and subjectiveness in past reconstruction25, and
hence, will enhance the interpretation. Furthermore, dialogic interaction as a key aspect in the
interpretation process can also promote social activities to evoke an awareness of heritage
conservation. At this point, this research suggests a non-linear interpretation, where the
process allows active participants in discursive content creation (i.e. collective knowledge
formation) and dialogic interaction (i.e. communication and dialogue among participants and
digital heritage, the process must consider four aspects : (a) effective presentation (or
communication), (b) cultural learning, and (c) embodied interaction – within an environment
that supports (d) dialogic interaction among the participants and experts to generate a
25
Here, ‘subjectiveness in past reconstruction’ – refers to how ‘image of practice’ from professionals (such as
being modellers, animators and programmers) limits their assumptions/perception of the past by their own
domain of knowledge and results in partial reconstruction. This issue has been explained as a ‘limitation’ under
section 3.1.1(iii), page 88-90.
Page | 95
collective knowledge base through cultural disposition of a common spatial experience
(Figure 3.4).
(i) Effective presentation: Tilden (1977) suggested a set of six principles for ‘effective or
correctly directed’ interpretation practice. Later different heritage professionals and scholars,
including Richard Harrison (1994), Beck and Cable (1998), Gianna Moscardo (1999) and
Tim Copeland (2006), proposed their own principles which were actually an elaboration and
were developed initially for presenting history and archaeological remains, some of them are
communicating with the end-users in the digital heritage domain. This research, therefore,
x Variety in content with consumer-led approach: The end-users are varied people with
varied interest, mode and expectation. Therefore, the content delivery and design
must appreciate end-users’ needs and interest, i.e., it requires to follow a consumer-
led approach with varieties in content and presentation. Information can be sorted and
Page | 96
delivered at different levels such as beginner, intermediate and expert levels. 3600
panorama, interactive maps, VRML models, images, videos, animations etc. can
may differ according to the means offered by the media/tool to present information.
approach. Manipulative and interactive contents therefore may act as a catalyst in this
process. In this way, the end-users will be allowed to explore the varieties, in terms of
levels or contents and according to their time and need. However, the heritage site or
engaged when problems and ideas are presented holistically rather than separate
isolated parts.
x Novelty, conflict and surprise in content presentation : It has been found that exhibit
that differs from the traditional museum exhibit such as static objects with labels,
increases the visitors’ ‘attracting power’ and ‘holding time’ (Moscardo, 1996, 1999).
Considering this fact, presentation that is novel and has the potential to surprise the
new digital media/tool such as haptic devices for simulating the sense of touch (such
as CREATE project) or the re-use of the old media for creating a new experience
(such as ‘Hole in the Earth’ in Bullivant, 2007) can serve this purpose.
other hand, mindfulness occurs in a novel and unfamiliar situation where individuals
require considerable effort or cost to take control of the activity (Langer, 1989). In a
situation where a breakdown occurs, the users has to consciously shift their attention
to handle the situation, thus correcting or improving the involvement (Riva, 2004).
Page | 97
An effective interpretation process can help to mediate the present experience of the
competition, challenge, points and awards for successful task completion can help to
x Easy orientation and navigation system: The visitors’ own choice of exploration is
usage of 3D maps, guide map and, signs for directions are often used to support the
visitors’ own choice of exploration. Studies from Orion and Hofstein (1994) and Falk
(1991) showed that people in a new and unfamiliar setting spend a lot of energy on
getting oriented and as a result, learn less from that site. In the same way, for digital
heritage, the end-users need to get themselves easily oriented in the new virtual
environment or interface. Long data loading time, complex navigation system and
heavily loaded graphical details may disappoint their expedition. Even some end-
users may not have enough time and interest to visit the whole project. However, it is
necessary to help them to develop a mental model of the whole site so that they can
map their own way to explore. Interactive maps, navigational maps, virtual agents
and visual guides can be used according to the media or platform. Moreover, the end-
users should be allowed to save the experience, quit anytime from the tour or re-start
x Openness to new information: Our knowledge of the past is limited and end-users are
varied people with varied expectations. In order to make every visit unique, new and
Page | 98
contribute at the narrative level will, therefore, not only help those individuals to
contextualize and to have a feeling of ownership, but enrich the collective content as
process must somehow relate the presented information with the personality or
experience of the visitor. Otherwise, it will be sterile (Tilden, 1977). Tilden suggested
a personal connection with the visitors and gave some examples on how to present
such information (p13-14). A simple approach with a conversational style for making
a connection with the visitors is also found to be effective (McManus, 1989, Rand et
al., 1990, Volkert, 1991). Analogies and metaphors that link the interpretive content
to the everyday experience of the end-users can be used. For example, instead of
talking about the size of a place as 42,599 square feet, it is easier to grasp it as the
size of a football field. Some pre-visit information may be asked and the system may
then provide the sorted or filtered information according to the preference or last visit
of the end-users, as the same way as Google presents its information to us.
how a digital object can express cultural values and how those values are perceived by the
end-users. From the cognitive science perspective, our learning occurs through a reticular way
rather than in a linear pattern (Bateson, 2000). With reference to the ‘ecological approach’,
Bonini (2008) describes ‘learning’ as a process that starts through perception and
interpretation of the differences between the ecosystem and us. Therefore, getting feedback
from the interface or from other participants simulates the continuous and various levels of
perceptive and cognitive interaction; as such, information transforms into knowledge. Hence,
the interface should allow user to establish ‘some relationship’ with the context and, at the
same time, it should have the ‘feedback’ capability to satisfy the viewers’ query (more in
section 2.3.2, 2.3.4). To ensure a personal relationship with the context and getting feedback
Page | 99
either from the environment or from other participants, Champion and Dave (2002, 2003)
variables. To promote cultural learning from a digital heritage site, it is, hence, necessary to
and handle real artefacts (Brooks and Brooks, 1993, Moscardo, 1999). Moreover,
visitors like to take photographs and souvenirs for their collection to make the event
memorable. Studies from Champion (2003, 2006) showed that the collection and
participants’ social role and cultural learning. The setting, usage of artefacts and
tasks that motivate their use can help in understanding the original cultural
significance of the object. Therefore, the interpretive process needs to encourage the
end-users to collect and share information, digital artefacts or local knowledge (such
x Reveal symbolic meanings of artefacts and signs: Tilden (1977) defined heritage
interpretation as provocation, that is, to encourage the visitor to learn and know more
about the site. David Uzzell (1994) suggested the interpretive process to be an
visitors to interact with interpreter and other visitors; i.e. they can learn from each
other. Digital heritage interpretation, therefore, should provoke the end-users not only
to collect digital artefacts but also to reveal symbolic meanings of those artefacts
07.03.2012).
Page | 100
x Encourage the discovery of new information: Visitors should be encouraged to
explore more. Strategies should be used in such a way that they could engage the
and reformulate their existing perspective. Comfort is another factor that can help to
extend the visitors’ stay times and encourage them to return to the site for further
that the end-users can get some rest or pause during the expedition. It will help the
visitors to seek relevance in their query or ambiguity, and to return to solve or carry
out further investigation. Asking questions and providing answers to others on the
online forum and participation in online competition may also engage the end-users
(iii) Embodiment and embodied interaction : According to Dourish (2001), embodiment is the
property of our engagement with the world that allows us to make it meaningful while
meaning making involves both the practical action and active perception (explained in section
2.3.1). In this way, embodied interaction is the creation, manipulation and sharing of meaning
through an engaged interaction with the artefacts. Embodiment plays a key role in designing
interaction as the users’ response to the environment, their engagement and understanding of
space, and enjoyment depend on it. Interaction, on the other hand, builds up the meaning to
user in a virtual environment, and is mostly dependent upon the embodied interaction (or
situated action) and the inherited cultural background of the individuals. Therefore, an
status, a way of being rather than a physical property. Heritage scholars like
Page | 101
construct their own-meaning, encouraging and accepting the end-users’ initiatives,
well as instant access for uploading digital contents, sharing contents or task,
some common tasks. However, the 3D virtual environment can adopt a ‘game style
competition. Allowing the end-users to contribute, create and share contents with
others can also enhance the interaction process and promote a sense of ownership as
x Ensure real-time feedback and practical action: Real-time feedback coming from
either the virtual environment (through tactile or haptic devices, e.g. CREATE
project), agents (e.g. in ‘The forbidden city’, virtual agents help the end-users to have
guided tours and receive response of query), or from other participants (e.g. Memory
(iv) Dialogic interaction: Dialogue is a quintessential hermeneutic event, a process where two
people try to understand each other and both immerse in discussion (Snodgrass and Coyne,
reciprocity of asking questions and, at the same time, revealing answers from others (more in
section 2.3.5). Allowing a dialogue through the interpretive framework will influence active
participants to get involved, to explore deeper and to have a better understanding through
On the other hand, interaction relates to the base word ‘interact’. It refers to the process or
situation where two or more entities have contact with one another. The definition of
Page | 102
interaction differs according to the research domain and there is no agreed definition yet
(McMillan, 2005). However, in order to establish more solid ground with reference to the
nature of this study, the concept of interaction has been adapted from Pares and Pares (2001)
(more in section 2.2.2). According to this concept, an effective interaction should include any
one or more of these: (a) Exploration, i.e. freedom of exploring the digital content, (b)
Manipulation, i.e. allowing the users to manipulate digital objects or elements and (c)
Contribution, i.e. allowing the end-users to construct or contribute digital content. Therefore,
allowing multiple users with various social and cultural backgrounds and their contribution at
the narrative level, heterogeneous perspectives of the past can be accommodated side by side.
allow the end-users not only to explore and manipulate the contents but also to
‘contribute’ at both the content and narrative level. Most of the end-users may not
have expertise in 3D content contribution or knowledge of the distant past but they
may share interesting information regarding local stories, myths, beliefs, oral
traditions, religious values and travellers log about the heritage site. Contributions at
x Encourage discourse: The process of knowledge construction does not take place in a
verbal or written reflection about any heritage related practical topic (such as Blog or
long written comments). This will also enable and reinforce self-determination and
ownership.
Page | 103
x Promote dialogue between the locals, participants and experts: Participant-to-
structured. Therefore, it is necessary to allow all means (chat, forum, comments etc.)
to support a dialogue according to the available support from the media (web, VR,
CAVE etc.).
Therefore, combining these four (04) aspects (i.e. presentation, embodiment, learning and
Page | 104
Figure 3.5 : Conceptual framework (PrEDiC) for interpreting digital heritage
Page | 105
According to this conceptual framework, application of these four aspects (i.e. these fifteen
considerations) in the interpretation process will influence participants’ mental level, which
will trigger a positive effect on their cognitive state. As a result, the overall process will work
The interpretation process that reflects the interests and needs of the end-users’ (i.e. follows a
novelty and surprise in content presentation, and offering challenges to explore, will raise the
interest level of the end-users. An easy orientation and navigation system that allows the end-
users to have full control of their visit will, therefore, help them to minimize their fatigue.
Possible connection to the visitors’ background and experiences, while encouraging them to
become active participants with the possibility of receiving awards or feedback, will help end-
users to be embodied with the system. Motivating the end-users to collect or personalize
artefacts (digital), helping them to reveal symbolic meanings of those artefacts, and
encouraging them to discover or share new information, will lead them to be contextualized
and culturally attached with the context. Moreover, when the end-users actively engage in the
interaction process (i.e. start to explore, manipulate and contribute), and start to make
dialogue with other participants, they will inevitably begin to contribute at the narrative level
by sharing the social knowledge and will become part of the community.
This way, the interpretive process therefore will influence the participants to raise their
interest level and minimize fatigue. As a result, mindfulness should be stimulated (more in
section 2.1.2). Considering architecture as a social product, meanings also come from
circumstances or context rather than only from ‘form’. Embodied interaction helps to be
contextualized, thus will enhance meaning making in the cognitive state (explained in section
2.3.1, 2.3.3). Moreover, sharing and contributing through the dialogic interaction will enhance
Page | 106
The convergences of explicated ideas based on theoretical underpinnings, therefore, develop
four aspects i.e. Presentation, Embodiment, Dialogic interaction and Cultural learning in the
interpretive process, and will be referred as PrEDiC framework throughout the dissertation.
In order to support this claim, it needs (i) to apply this theoretical construct in a practical field,
i.e. implement it in a digital heritage project and (ii) to conduct a user survey to understand
the effectiveness of the conceptual framework. The next section elaborates on the selection
and development of indicators, which have been used for such evaluation purpose.
The evaluation of ‘interpretive service’ and survey on user satisfaction has long been
practised in disciplines like museum studies, heritage management and archaeology. To make
the service most effective, the evaluation process includes not only includes the interpretive
method, but also the exhibits and visitors. Considering evaluation as a continuous process,
these disciplines have developed various evaluation techniques, methods, and set of indicators
to measure the effectiveness of the interpretive program through long research and practise.
On the other hand, until the time of this research, no evaluation method or set of indicators
were found available to measure either the effectiveness of any interpretive method or its
impact on the end-users’ interpretation in the digital heritage realm. Previous attempts,
including Champion (2004, 2011), Osberg (1997), Jacobson (2000), Rossoue (2008), Affalek
(2007) and Bonini’s (2008) works followed different approaches and methods. Even, their
objectives of evaluation also range from learning (culture, history and biology) to user-
experience, but did not focus on overall interpretation (i.e. satisfaction, provocation, learning
and multiple perspectives of the past). Moreover, in many cases, the technicalities and
questionnaire were not published and, therefore, not available for further development or use.
Page | 107
To support the main objective of this research, a conceptual framework is already proposed in
the previous section, 3.3. However, to validate its effectiveness, it needs to be established and
measured as well. In this context, this research sets out to investigate the effectiveness of the
interpretation by the end-users, thus, reflects a better interpretive process. Those predefined
objectives of interpretation (as mentioned earlier in section 3.2) are, therefore, going to be
are a set of criteria selected by the researcher to measure the variables according to the logical
link with the objective of the research (Kumar, 2005). The operationalization process of
converting those objectives (i.e. concepts) to indicators and later, the selection of variables,
26
Ranjit Kumar (2005) in ‘Research methodology: a step-by-step guide for beginners’ referred concepts as mental images or
perceptions and therefore their meaning vary. A concept cannot be measured. Variables on the other hand are measurable, of
course with varying degree and accuracy.
27
The method of converting concepts into variables were adopted from Kumar (2005), in table 5.2, page 58.
Page | 108
Figure 3.6 : Converting concepts into indicators
(i) Satisfaction:
Satisfaction is the sensation or feeling, generated from both cognitive and emotional aspects
of the human mind and is an accumulated evaluation of various components and features.
According to Rojas and Camarero (2008), the nature of satisfaction, especially in a heritage
Page | 109
context, is ambiguous. With regard to theories and explanatory models, there are two
function of the expectation of fulfilment (Oliver, 1997). However, the other thread of defining
in Rojas 2008). For the purpose of this research, satisfaction is considered as reached, when
‘satisfaction’ is grounded through three indicators: (i) expectation fulfilled, (ii) appreciation
The indicators for ‘expectation fulfilled’ were constructed with four variables adapted from
nineteen components28, proposed for the museums and exhibition centres by Higgs’s (2005).
To measure satisfaction attained by the participants, four variables were adapted out of five
suggested by Oliver (1997) as ‘appreciation of visit’. Two variables were selected from out of
six variables, developed by Russell and Pratt’s (1980) to measure the achieved ‘pleasure’ by
the end-users. Only indicators and variables from literature review which are related and
(ii) Provocation:
Tilden (1967) defines provocation as the chief aim of interpretation. Uzzell (1994) proposed
‘re-construction’ for presenting the history as a whole and to provoke empathy. Moscardo
(1996) suggested ‘mindfulness’ to make the visitor aware of the environment and nature for
difficult (Walker, 2007). Therefore, this survey considered soliciting both the actual activities,
and the intention to do those activities, with following up of the differences; it tried to
distinguish any over reporting. The demonstration of self-attitudinal change and greater
28
Higgs (2005) explained 19 components such as, employees’ neat appearance, range of food and beverages, minimum
waiting lines, range of appropriate souvenirs, convenience of operating hour etc. that are only applicable to physical realm and
not digital realm, therefore excluded.
Page | 110
interest on the topic are selected as indicators to measure the achieved provocation or
(iii) Learning:
Learning is a process of active engagement with experience. There are different perspectives
on the learning theories and debates on how learning takes place29. However, following the
school of thought on experimental learning30 (Kolb, 1984), this research has accepted the
Murphy, 1999). Again, within the three types of learning, i.e. (i) formal (ii) self-directed and
(iii) informal/non-formal type (Gammon, 2003), this research mainly focuses on the last two
categories. Authors like Alt and Show (1984), Borun et.al. (1989) and Graffin (1999) for
exhibit setting. Gammon (2003) described five basic categories in learning i.e. cognitive,
affective, skill based, social and personal learning, and proposed several indicators to measure
the visitor’s learning for a museum settings. Two from these indicators are adopted and
further developed according to the objective and nature of the research (figure 3.6).
To subdue the ‘linearity’ at the narrative level (Thornton, 2007), to overcome the biasness of
‘image of practice’ (Kalay, 2008), and to fill the blank of a subjective partial reconstruction
(Dave, 2008) presentation of the past from ‘multiple perspectives’ was suggested in the
content (or generic content) along with the given professional content, allows the end-users to
get multiple views of the reconstructed past. To evaluate the achieved polysemic views of the
29
The online database ‘Theory into practice’ presents more than fifty theories on learning. More detail please visit
http://tip.psychology.org/theories.html, dated 16.01.2010
30
American educational theorist David A. Kolb believes “learning is the process whereby knowledge is created through the
transformation of experience”. Experiential learning is learning through reflection on doing, it requires no teacher and relates
solely to the meaning making process of the individual's direct experience. For example, experiential learning is going to the
zoo and learning through observation and interaction with the zoo environment, which is opposed of reading about animals
from a book.
Page | 111
past by active participants, (i) fill in the blank and (ii) descriptive self-report on attaining new
3.5 DISCUSSION
Tracking the trail from literature reviews and online case studies, this chapter ascertained
specific gaps from both theory and practice of present digital heritage domain. While
interpretation method is raised. At this point, a set of four objectives are presented with an
attain those objectives. Because of the aim of this proposed conceptual framework (PrEDiC)
is to enhance the end-users’ interpretation of digital heritage, it raises two questions. The first
one, queries on its implementation or grounding in a digital heritage project. The second one,
however, calls for its impact on the end-users’ interpretation level, i.e., how the effectiveness
of the process itself will be measured. Through defining the indicators and garnering them
towards selecting variables, the measuring criteria received direction for further development
in chapter 05.
Page | 112
CHAPTER 04
METHODOLOGY
Based on the research objective, a detailed conceptual framework (figure 3.5) has been
explains the adopted method to evaluate the effectiveness of the conceptual framework and
design, population and sampling, group design, and short overview of the experiment. In
order to measure the perceived interpretation by end-users, a selection of indicators with the
process of defining variables, questions and measuring scales is also presented. It then
describes the data collection and analysis (statistical) methods. Finally, the overall constraints
and scope of this adopted method are described. However, a detailed description of the
developed on the basis of the research hypothesis. A comparative experimental design was
chosen, as one of the research objectives was to compare the effectiveness of the
groups. With reference to Kumar (2005) and Jex (2002), the comparative experiment design
fits this study as this method can measure dependent variables (i.e. satisfaction, provocation,
learning and multiple perspectives of the past) through manipulating independent variables
under controlled condition. Therefore, this experiment supports assessing the impact of the
Page | 113
Sompur Mahavihara Bangladesh, a Buddhist monastery built around the 3rd century A.D. (a
world heritage site by UNESCO) was selected as a case for building the experiment platform
(more in section 5.2). The study population was divided into two groups and different
treatment models or experiment platforms were then offered to different groups. Group A was
offered an experiment platform with a linear narrative. On the other side, the treatment, i.e.,
the experiment platform was developed based on the conceptual framework (PrEDiC) and
was offered to group B (more detail in section 4.1.4). After each experiment, responses were
collected from a semi-structured questionnaire (section 4.2, appendix D). The collected data
(both qualitative and quantitative) are then analysed to ascertain any change on the dependent
variables. The degree of the change is then compared between two groups to establish the
comprehensive interpretation process must comprise four aspects, i.e., presentation, cultural
learning, embodiment and dialogic interaction. Therefore, groups with two dissimilar
experiment platforms (i.e. treatment modalities) with different settings of interactions were
offered. The first group (i.e. group A) was offered an online experiment platform with a linear
interpretation. The participants in this treatment can only explore the professional or given
content (content development explained in section 5.3.2) of a specific heritage site (i.e.
Sompur Mahavihara). Here, the contents included text, images, videos, 3D models and 360-
degree panoramic images with some basic information on history, architecture, excavation,
central temple, and for getting there, with a few external links for more information.
However, group members were allowed to contact the moderators for any query or help.
On the other hand, in the second case, the experiment platform was built on the basis of the
conceptual framework (PrEDiC) and allowed the participants to interact and involve in
Page | 114
dialogue with other participants (professional and non-professional) along with the same
digital contents offered for the previous group. According to the research objective, this
experiment platform, thus, offered a comprehensive interpretation through supporting all the
(which are mostly concepts) was a big challenge, where the researcher’s technical knowledge
and access to support marked the boundary. The conversion of these considerations to
Recalling from chapter 01, the main objective of this research is to develop a framework that
can help the end-users to enhance their interpretation of digital heritage. Therefore, it is
necessary to understand whether the proposed conceptual framework (PrEDiC) enhances the
end-users’ satisfaction of place and visit, helps learning of the past history and culture,
promotes empathy towards the heritage site for future protection and conservation, and finally
Because of familiarity with the local context, Sompur Mahavihara, Paharpur, Bangladesh (a
world heritage site declared by UNESCO) was selected as a case to be used for the
chosen as respondents. Based on the purpose and objective of the research purposive or
judgement sampling was used to select the participants(Tan, 2004, p33, Homles et al., 2005,
p38). Therefore, participants were chosen on the basis of having (i) an interest in cultural
heritage (ii) access to the internet and (iii) willingness to participate in the survey on a
voluntary basis. Normally, the sample size depends on the size of the population. “Although
general rules are hard to make without knowledge of the specific population, around 30 cases
seems to be the bare minimum......” (Bailey, 1978, p84). Within the scope of this research to
ensure the minimum limit, a total number of 160 respondents were selected as end-users in
two groups. However, 149 were later found valid (77 in group A and 72 in group B).
Page | 115
4.1.3 Group design and group task
Four groups of participants were selected to participate in this experiment. However, a large
number of online participants (anonymous) took part during the ‘online public participation’
phase of the experiment. Table 4.1 explains the procedure, group formation and tasks of each
Table 4.1 : Different groups and their task during the experiment
backgrounds such as archaeology, history, architecture and computer science was selected.
31
Md. Mozammel Hoque, Professor, Dept. of Archaeology, Jahangirnagar University, Mr Masud Reza, Associate professor,
Department of Architecture, Khulna University, Mr Nurul Kabir, Lecturer, Dept. of Archaeology, Jahangirnagar University and
Mr Masudur Rahman, Lecturer, CSE Discipline, Khulna University.
Page | 116
Experts who have some knowledge or previous study on Sompur Mahavihara, Paharpur and
architectural style of Bengal, were given priority. The main task of this group was to vet on
the preliminary written content (appendix I) of the experiment platform prepared by the
researcher. Subsequently, they conducted a cognitive walkthrough and make the necessary
Group C: These are participants for the pilot survey. 10 respondents (undergraduate
students) were selected for this purpose. They experienced the preliminary experiment
platform for three (03) days and provided feedback by responding to a questionnaire and took
Group A and B: The ‘end-user Participants’ of 160 members (80 on each group) were
selected (selection criteria explained in 4.1.2). Members of each group experienced unique
questionnaire survey.
A comparative experimental design was chosen for this research as one of the objectives is to
compare the effectiveness of different treatment modalities upon the controlled groups. The
whole evaluation process was carried out in two major phases: (i) construction phase and (ii)
experiment phase. However, the evaluation phase was conducted separately with two
The experiment platform construction started with developing the textual contents. A basic
architecture, central temple, previous studies, and information regarding visiting the site were
prepared under the supervision of group E (i.e. professionals/domain experts, section 4.1.3).
Page | 117
Besides basic information, images, videos, 3D reconstructed models and 360 degree
panoramic views and the online ‘experiment platform’ were developed by the researcher
(construction process explained in chapter 5). It was later tested and experienced as a
for improving and updating this experiment platform from both the point of usability and
content delivery (figure 4.1). After the necessary update, the basic construction was therefore
Later a pilot survey was conducted on 10 respondents (group C). They were asked to
experience the online platform for three (03) days and reported their experience on day four.
open discussion with the researcher. Necessary modification was made at this stage, for both
the experiment platform and the questionnaire design. Bengali subtitle was added to the major
Page | 118
(ii) Experiment Phase 01:
Eighty (80) respondents as in group A participated in this phase of the experiment. Before the
initiation of each experiment, an orientation was held whereby the significance and rationale
of the study, including the utilization of the experiment platform, were explained and
demonstrated to the participants. The respondents were assured that their responses would be
kept confidential (images of this introductory seminar, are attached in appendix E).
A previously updated experiment platform (i.e. professional construction) was then offered to
group A to experience for one week (figure 4.2). ‘One week’ has been preferred as Nielsen
(1998) suggested less than a week (2 to 5 days) for a beginner for best usability and
understanding of a website. The four aspects (along with 15 considerations, figure 3.5) were
disabled and interaction level was limited only to exploration based on a linear narrative.
However, asking help from the moderators was allowed. On day 8, group A was asked to
participate in a post-experience survey (images are in appendix F). Responses from group A
appendix D).
Page | 119
(ii) Experiment Phase 02:
Part 01: Previously developed ‘expert-content’ (appendix I) with full functionalities was
opened for online public participation (i.e. for anonymous participants). This process
continued for three (03) months to reach wider audiences through a snowballing invitation
Promotion sessions were conducted in three architectural and archaeological schools (Khulna
University, Ahsanullah University of Science and Technology and Jahangir Nagar University)
in Bangladesh. For greater publicity of the online heritage portal (i.e. the experiment
platform), a poster was designed (appendix J) and exhibited in various cultural institutes,
museums, educational institutes, including the main heritage site of Sompur Mahavihara,
Paharpur. Moreover, an advertisement was also done on a daily national newspaper (Daily
Prothom-Alo, dated 24.07.2010) on the opening day of the portal. During this time, active
anonymous participants were allowed to make comments, carry out discussion, ask questions,
chat, invite others, and contribute digital heritage resources. In this way, the anonymous
Page | 120
participants added adequate number of popular content juxtaposed with professional contents.
moderator.
Part 02: Eighty (80) participants of group B took part in this evaluation phase. Respondents
were pre-selected and invited to experience this collective digital heritage contents for one
week. Similar orientation seminar was offered to this group (appendix G), to make them
familiar with the portal and to orient their task for the following seven days. Unlike group A,
group B had access to full functionalities of the portal and was allowed to actively participate
in dialogic interaction, i.e. they could have dialogue with others and interact with the platform
(i.e. actively explore, manipulate and contribute to the system) (figure 4.4). Later, group B
that of the previous group (images are in appendix H). Here group E continued to work as
moderators.
The data collected from both group A and group B were sorted, analysed, compared and
interpretation between these two groups, attained from the same real-world heritage site while
Page | 121
4.2 EXPERIMENT VARIABLES AND QUESTIONNAIRE
The dependent variables in a research are measured to see whether the treatment or
manipulation of the independent variable (i.e. different interpretive process) had an effect.
According to the research hypothesis, changes in end-users’ interpretation will occur due to
the application of different interpretive methods. To measure and verify the perceived
(satisfaction, provocation, learning and multiple perspectives of the past), therefore, become
variables (from concepts to indicators) has been explained in section 3.4, details on
developing the questionnaire on the basis of these predefined variables are explained in the
following sections.
(a) Satisfaction:
End-users visit any heritage portal or digital heritage with certain expectation or interest. The
interpretive process, therefore, needs to satisfy those expectations of the end-users. Moreover,
through the interpretive service, it should help the end-users to appreciate the visit and have
pleasure. With reference to section 3.4, the following questions are selected to measure the
achieved satisfaction.
Page | 122
Table 4.2 : Selection of questions to measure ‘satisfaction’
Measuring
Indicators and Variables Questions Scale
Expectation fulfilled Q.9. I am satisfied with this web-portal because : 5 point
i. Uniqueness of content a. Found unique contents Likert scale
ii. New/advanced information b. Got new information
iii. Easy to navigate and use c. Easy to navigate and use for me
iv. Received supports / d. Received responses from members and moderators
feedback
Appreciation of Visit Q.10. I appreciate this experience because : 5 point
i. Self-appreciation of online a. It is worth to visit this web-portal before going to Sompur Likert scale
visit Vihara
ii. Appreciation of involvement b. I am glad to be a member
/ membership c. I like to inform my friends
iii. Willingness to inform others M.C.Q.
Q.12. Is there anything about this ‘portal’ that you think need
iv. Suggest further improvement ?
improvement
Pleasure Q.9. I am satisfied with this web-portal because: 5 point
i. Fun achieved (self-rating) e. I had fun Likert scale
ii. Overall Experience (self-
rating) Q.11. How do you rate your overall experience of visiting this
web-portal?
(b) Provocation:
One of the major objectives of the proposed interpretive method is to evoke awareness among
end-users about the heritage site. Through highlighting the cultural and historical value; the
interpretive process should make the end-users to be empathised and provoke them to involve
in, further protection, conservation and promotion of heritage. With reference to section 3.4,
Measuring
Indicators and Variables Questions Scale
Demonstrate self-attitudinal change Q.14. Please mark a cross in the box that best describes your 5 point
i. Increase of personal and experience : Likert scale
emotional interest a. I am feeling more emotional and have personal interest in
ii. Willingness to this heritage site.
protect/support b. I intend to protect/support the future conservation of this
iii. Willingness on volunteer site
service c. I like to join a local conservation group
iv. Willingness for financial d. I like to spent money on future conservation-works of this
support heritage site
Greater interest on topic e. I like to know more about Sompur Mahavihara 5 point
i. Willingness on further f. We are planning a local trip to visit other similar heritage Likert scale
investigation site in the near future, are you interested to join?
ii. Willingness to visit other
similar heritage sites
Page | 123
(c) Learning:
Disseminating cultural heritage is one of the major objectives of digital heritage. Therefore,
the effectiveness of the interpretation method largely depends on its ability to convey
learning from digital heritage, therefore, can help to assess the quality of the interpretive
process. Based on section 3.4, the following questions are selected to measure the end-users’
learning.
Measuring
Indicators and Variables Questions Scale
Increase of consolidate knowledge Q.15. Can you please indicate any features marked on the Short
i. Remembering and recall plan of Sompur Mahavihara? answer-
ii. Self-report on knowledge Q.16. Do you know how many cells are there? quiz
increase Q.17. This monastery was built in, during?
Q.19. Did you know the answers of the above questions M.C.Q.
before experiencing this web portal?
Q.20. Do you think this experience has increased your 5 point
knowledge of Sompur Mahavihara? Likert scale
Link to prior knowledge and Q.18. Can you identify which picture is not from Sompur Selection
experience Mahavihara? from image
i. Identification and distinguish
from similar objects
A broader understanding of cultural heritage is only possible when the interpretive process
presents the past from multiple perspectives. To evaluate the achieved polysemic views of the
past gained by the end-users, the following questions are selected with reference to section
3.4.
Page | 124
Table 4.5 : Selection of questions to measure ‘understanding the past from multiple perspectives’
Measuring
Indicators and Variables Questions Scale
Fill in the blank Q.23. Before visiting this web portal I used to know ‘Sompur M.C.Q
i. Improve of previous Mahavihara’ as –
conception (confront/correct Q.24. “Sompur Mahavihara was one of the major learning
misconception) centres during the Pala kings” – Do you know any other Open-
purposes? ended
Descriptive self-report Q.26. Please explain if you have any new understanding of Open
i. Self-appreciation of attaining ‘Sompur Mahavihara’ after one week of experience of this ended
new perspective and online heritage portal?
knowledge
ii. Recognition and realization
of personal insight and
empathy
iii. Changes in beliefs, values
and attitudes
Independent variables are those which are manipulated to examine its impact on dependent
variables. Based on the treatments, the main independent variable of this research is the
‘process of interpretation’ itself. Therefore, the experiment platforms on which the dependent
For experiment 01, the platform (i.e. the treatment model) was built on conventional linear
interpretation method (as mentioned by Fitch, 1982). Here the narrative was fixed and no
public contribution and dialogic interaction was allowed (figure 4.2). Therefore, participants
in this part of the experiment were only allowed to explore those given information (i.e.
professional interpretation). On the other hand, for the second phase of the experiment, the
treatment model was built according to the conceptual framework for a comprehensive
interpretation, which was developed by this research (figure 3.5). According to the research
hypothesis, the application of this conceptual model in the interpretive process will enhance
end-users’ interpretation of digital heritage. Therefore, evaluating and comparing the end-
users’ interpretation between these groups on the basis of satisfaction, provocation, learning
and multiple perspectives of the past (i.e. the dependent variables); would reveal any impact
Page | 125
The conceptual framework (PrEdiC) offered a dialogic interaction, which allowed the 2nd
group of participants (i) to have a dialogue and communication among end-users, (ii) to allow
interaction, i.e. exploration, manipulation and contribution of digital contents, and (iii) to have
access to collective contents. This not only allowed the 2nd group to explore the site but also
to express their common spatial and cultural experience to share with others. In addition, this
research also investigated the involvement of group B by following the variables in table 4.6.
Measuring
Concept
Scale
Indicators Variables Questions
Communicating i. Usage of Forum Q.27. During the last 7 days, what is your 5 point
with others ii. Usage of Chatroom frequency of usage of these following web- Likert
iii. Usage of Blog components: scale
iv. Contact / response others a. Forum, b. Chat room, c. Blog
DIALOGUE
To compare the impact of the treatment modalities end-users’ interpretation level (i.e.
satisfaction, learning, provocation and understanding the past from multiple perspective)
between groups (group A and B) were required to compare. As the indicators were broken
down and the variables were identified, the data collection method in this research was done
Page | 126
A semi-structured questionnaire containing both closed-ended and open-ended questions was
background of the respondents (appendix D). Except for questions 13 and 26, the rest of the
questions were closed-ended and required only simple answers by picking from five given
options. The multiple choice and ‘yes-no’ answers were used for questions that were more
factual, while the Likert-scale answers were meant for questions that required personal
judgement and perceptions. On the five point Likert-scale, each point was spelled out as
words, so that the respondents could understand it easily (e.g. +2=strongly agree, +1=agree,
2=very poor). An option of ‘unable to answer’ was also added in each questions, but later
discarded in the evaluation process as few responses were found in this category. The
phrasing of the questions was carefully selected for easy understanding with minimum
biasness. Major questions were also translated in Bengali and added beneath relative
questions. This technique was found to be useful for enhancing the understanding of the
participants from the previous pilot survey. However, an additional set of questionnaire (Q27
to Q33 in appendix D) was only imposed or applied to group B to quantify their frequency of
communication with others (i.e. dialogue) and the frequency of communication, manipulation
and exploration (i.e. interaction) during the experiment week. However, the questionnaire was
preferred for collecting information instead of interviewing the 160 participants because this
method offers an easy management of a large sample size and requires less time.
digital heritage. The detailed conceptual framework presents fifteen considerations to support
the four aspects (i.e. presentation, cultural learning, embodiment, and dialogic interaction) of
the conceptual framework (figure 3.5). These considerations are mainly ‘concepts’ and can be
implemented or operationalized in many ways according to the use of digital media or tool.
Page | 127
For example, considerations like ‘variety in presentation’ or ‘setting cognitive dissonance’ is
a concept, mental image or perception which can be implemented (or grounded) differently
according to the choice of media (2D or 3D) or tool (CAVE, MUVE or HMD). Another
artefacts or resources’; the application of these considerations will differ by changing the
Moreover, these methodological considerations (section 3.2, figure 3.4) may not necessarily
fall in a sequential order under the four aspects (i.e. presentation, cultural learning,
embodiment, and dialogic interaction) and may overlap in some way. For example, ‘active
learning and dialogic interaction. Similarly, consideration like ‘dialogue between experts,
participants and others’ even mentioned under dialogic interaction, may also have an impact
on learning and embodiment, and could be mentioned under those aspects. Even the
fashion with the most appropriate location. They are, however, implicitly interwoven with
each other and possess the possibility of belonging to more than one aspect.
In order to verify the research hypotheses (section 1.3.3), an empirical end-user survey was
it pertained that the participants would be actively involved in content development and
organically formed virtual community, where participants are enthusiastic, have some specific
knowledge of some specific matter and their level of engagement is high. In that case, the
group behaviour helps to sustain such a virtual community. However, for a non-organic group
or group with pre-selected participants, the group dynamics may be difficult to predict. A
study by Jenece (2007) showed that, from a 3000 possible participants, only 40 took part in an
Page | 128
Moreover, the interpretation of cultural heritage from multiple perspectives demands a high
level of knowledge of the past. The general people as a contributor may have only general
knowledge or information regarding the recent past and not about the distant past. They may
know valuable information, but due to its passage through generations, it may be deformed or
deviated from the original. However, they may have potential knowledge on different cultural
Presenting the past from multiple perspectives can also be considered as easing away from
interaction as an effective and provocative tool, we need to treat all narratives as equally
valuable, denying one as ‘better history’ than another. It is also difficult to determine whose
contents or legacies of the past are wrong. However, this problem is not just confined to the
field of digital heritage, but also within contemporary historical discussions (Thornton, 2006).
Here, “we should forgo the possibility that anyone should take responsibility of the past”
(Morris-Suzuki, 2005, p15). We need to accept that our understanding of the past occurs in
the present context and dialogues can provide an open-ended and evolving relationship with
past events and people. Considering this debate aside, this research, therefore, emphasises
more on the ‘truthfulness’ rather than on finding the ‘truth’; it investigates the process by
The next chapter elaborates on the design and construction process of the experiment
platform.
Page | 129
CHAPTER 05
EXPERIMENT PLATFORM CONSTRUCTION
This chapter provides a detailed description of the concept, settings, context and construction
process of the experiment platform. The online experiment platform named ‘bdheritage’
(www.bdheritage.info) was launched on the 24th August 2010 (still online). According to the
research methodology, this experiment and user study was required to evaluate the
effectiveness of the proposed interpretive method; hence, the construction of the experiment
platform was very important. This chapter describes the design process of the experiment
platform and the setting of various functional, hardware and software requirements, followed
by the selection and benchmarking process of third party services. The selection of the real-
world heritage site and the process of developing and approving of the content by
development and validation, hosting and launching of the platform, along with a detail
The experiment platform were required to contain ‘professional interpretation’ (or given
content prepared and approved by professionals), as well as to support active participants for
dialogic interaction. According to the research objective, it should support all the
Page | 130
Table 5.1 : Operationalizing the considerations
[Presentation]
Variety in contents Introduced various file format - including pictures, text and movies; other
presentation formats like VRML, and QVR.
Challenges to explore/ Best contributors were to be highlighted on the front page periodically.
setting cognitive Arranged online competition.
dissonance
Novelty & surprise in Provided new information on the front page, updated regularly, i.e. each visit
content presentation could be unique.
Openness to new Instant access to upload digital contents (text, image, video, links etc.)
information Instant access to database, access/introduction to external sites
Encourage to discover Best contributor /winners were highlighted on the front page.
new information
[Embodiment]
Allowing active Allowed instant access to upload digital contents (text, image, video, links
participation etc.).
Introduced online forum
Allow participants to ask questions in feedback section
Introduced real-time chat function
Page | 131
However, to ground or operationalize these considerations (or concepts) to reality and hence
applying them to the experiment-platform was a big challenge. With respect to available
technical resources and time, this research developed a test-bed with a 2D online environment
based on a CMS engine (selection of the platform is explained later in 5.1.4). The predefined
available from the CMS engine (or tool). However, some modifications are made and new
modules were added to the CMS engine to satisfy all considerations. Table 5.1 lists the
The experiment platform was meant to contain online media with rich audio and video
contents which demanded a server with a high data transfer rate (or bandwidth) to ensure
smooth experience. The interface of the experiment platform, therefore, had to be prevalent
and easy for the anonymous online end-users to utilize. This means that proposed platform
should work on personal computers and be compatible with different operating systems. On
the other hand, the local hardware (used by the end-users) might be equipped with internet
design considerations (table 5.1) and web server. Based on function, affordability, and
functions with certain interactive message board, forum and chat functions. For
Page | 132
this, the capability of connections with external resources and online database
was necessary.
2. Multi-user platform: This was one of the most important criteria since active
system should allow multi-user access, and required to be light enough to load
3. User tracking method: The recording of users’ activities in the different aspects
visitors and experts based on tracking information. The tracking and blocking of
4. Ready-to-use: Being readily usable was one of the major concerns. If the system
hardware and operation systems while using the same interface. Therefore, the
6. Large database/storage support: A large server disk storage was required to store
the various types of digital contents (e.g. text, image and video) uploaded by
Page | 133
7. High bandwidth: Participants as well as online visitors would populate this
maximum login and the highest data transfer. Moreover, to experience the 360-
Even if the platform was designed for general end-users, there might be advanced participants
who would like to add 3D contents. However, due to technical constrains, this platform,
therefore, would not support online 3D model hosting but any external links were allowed to
be added for a similar purpose. In addition, some other general requirements like price,
documentation and user support were taken into account. These above-mentioned
requirements were used for benchmarking and finding the most suitable tool to develop the
In this section, some existing popular online platforms or software for social sharing and
collaboration were investigated and compared. Based on dissimilar strengths, six platforms
were chosen, i.e., FaceBook, Omeka, Ning, TikiWiki, Elgg and Dolphin. Specification and
analysis on each system was compared (table 5.2) and finally, ‘Dolphin’ was selected.
This experiment expected a large number of participants to be involved. They, might have
history and want to share their information. So far, during the time of the experiment (mid
2010), no such software or application was found for supporting a large number of people in
the making of 3D models, either individually or collaboratively, especially those who have
either little or no knowledge of 3D geometry and coordinate systems. A study was conducted
on some 3D-like collaborative platforms, but was found to be insignificant for the purpose of
Page | 134
Therefore, for selecting and benchmarking platforms (mostly 2D), maximum collaboration
and contribution-supported tools were given the priority. An understanding of table 5.1
indicates that there is no easy shortcut to create an experiment platform according to the
functional requirements explained in section 5.1.1. The Facebook’s group service was found
to have the most ready-to-use functionalities. Facebook is also popular, free and easy to
maintain. However, its interface is built on the mode of social gathering and communication
but not for ‘serious’ activities. Moreover, its service does not allow the users to add/upload
any text file, video files, threaded discussion board and writing blog (until mid 2010). The
users need to upload them to some other places and can only post those links in the forum. It
also does not allow the users/administrators to add new pages and embed external
functionalities such as Google map and Photosynth model. Even though they have a
picture/image gallery, it does not have any archival facility for other file formats (e.g. pdf and
The Omeka project is launched by the Centre for History and New Media, George Mason
University, USA. Omeka provides a free application for digital archiving, requiring the
installation of a Linux based server with MySQL support. This open source software has
been written in PHP language and required the skills to manipulate and organize pages. This
application has been developed for digital archival purpose, with a target consumer of the
museums, for sharing their archive online or to collect public resources. The objective of this
application does not promote social sharing and communication among contributors, so there
is no forum, blog or chat function available. The documentation is also limited and the
The nearest competitor of similar facility provider is TikiWiki. Similar to ‘Media Wiki’ by
system (CMS). It has many applications (commonly known as plugins or mods) built-in and
ready to use. However, a server with MySQL support needs to be installed and good PHP
programming skill is also required for organizing and designing pages. It has the most robust
Page | 135
engine (built-in) found among all the candidate platforms. The most interesting feature of Tiki
is its ‘wiki’ feature, which means that the participants can develop text on a page with
which is the main drawback of this application from a non-programmer’s point of view.
The service provided by ning is found suitable and ready to use. It is a readymade solution
themes and built-in features can be added and manipulated anytime. It has functionality of
social bookmarking so any member can link their content to other social networking
platforms. However, ‘ning’ is hosted on its own server and does not allow server access to the
site owner, which means the administrator has no control on the archive. Moreover, the
service provided by ning.com, is highly priced. For example, a moderate package of 10GB
space with 10,000 allowable participants is priced $25 per month, which is beyond the
affordable limit of this research. The social network engine, Elgg, with a variety of plugins
and free GPL license, has been found to be robust and manageable. The whole engine is
based on PHP and supported by MySQL database. However, with this great potential, its poor
documentation becomes the major drawback for selecting Elgg. Moreover, it has been found
Finally, ‘Dolphin’ has been selected. Dolphin is a free engine (advertising supported), which
is a product of BoonEx community software. Like other CMS platform such as Joomla,
according to the user’s need. Dolphin is specially built for community service as found on
social networking, matchmaking or dating sites. Nevertheless, the flexibility to use and
manage policy has the potential for further developing and customizing the collaborative
experiment portal. A wide range of independent modules of distinct features has made
Dolphin unique to others. However, this platform also suffers from its limited documentation
and help facilities. Third party supports are available through the Dolphin forum but have a
Page | 136
Table 5.2 : Comparison of candidate platforms for multi-user online collaboration
Platforms
Page | 137
5.2 SELECTION OF REAL-WORLD HERITAGE SITE
Since its discovery in the early twentieth century, the ruins of the Sompur Buddhist monastery
(figure 5.1) have become the focus of the scholars of the architectural history of Bengal. The
‘Sompur Vihara’, known locally as Paharpur Vihara, was built in the 3rd century A.D. when
it was used as the ‘Chaturmukha Jaina temple’ (Dikshit, 1938). Apart from ‘Nalanda’, it is
probably the single largest (85000m2 or 21 acres) vihara in Southern Asia. The quadrangular
structure consists of 177 cells and a traditional Buddhist stupa at the centre (figure 5.2).
Figure 5.1 : Present view of the central temple of the Sompur Buddhist monastery
Page | 138
In addition to the large number of stupas and shrines of various sizes and shapes, terracotta
plaques, stone sculptures, inscriptions, coins, ceramics etc. have been discovered. Considering
its cultural and historical significance, UNESCO has inscribed it as a World’s Cultural
Heritage Site in 1985 (more images are attached in appendix L and M).
Since the discovery of the ruins, many researchers have tried to visualize and reconstruct
(virtually) the central temple. Scholarly debates still prevail about the authenticity and
appropriateness of its past. However, this phenomenon is common in most heritage sites,
especially in those cases where the heritage buildings are presently ruined and limited amount
of archaeological resources are available to fill up the lacuna (Rahaman and Rashid, 2010).
Considering this on-going scholarly debate on identifying the genuine form of the central
temple (figure 3.1), this site inherits the potential to be used as a case study for this research.
Although it is almost impossible to retrieve the lost form as it was, it was more convenient to
collate and examine all the available resources that may have had some impact on the
architectural form of this building. That is to allow the general people to interact with one
other (online), with the scholars and researchers, as well as comment and contribute
experience, memories or oral history. In this way, it is possible to gather polysemic views of
the past through collaboration and collective disposition of common spatial and social
The encoding process starts with grouping different considerations to get the support
applications, and operationalization of the online platform (more in section 5.1.1). As the
experiment platform selected to be a ‘2D environment’, the settings became limited to textual,
visual and audio based types, without offering any VR functionality. However, the required
Page | 139
considerations and their applications were largely dependent on the tools or media used
the function/application from the specific media/tool. Therefore, the encoding process varies
according to the media/tool and finishes once the platform (digital heritage environment) is
However, the decoding process starts as the platform begins to be populated by the end-users.
According to the research hypothesis, the decoding process depends on the interpretation
offered by the online platform. Based on two distinct interpretive processes and group
distribution, each end-user experienced a specific online platform and interpreted the digital
In order to orientate the end-users, basic descriptive contents on Sompur Mahavihara was
made with the help of Wikipedia (www.wikipedia.org) and the PhD dissertation report by Dr.
excavation, history, the central temple, virtual tour, more information and getting there
(contents are attached in appendix I). This information was then sent to the expert members of
group E (description of group members are mentioned in section 4.1.3) for vetting. The
necessary modification and update were done according to their comments and were prepared
A domain name of ‘bdheritage.org’ was reserved (12$/year) from one of the most popular
service providers, godaddy (www.godaddy.com). The host server was rented from a
commercial web-space provider, arvixe (www.arvixe.com) for one year. A ‘personal class’
Page | 140
service (not a dedicated server) was selected because of its unlimited disk space and unlimited
monthly data transfer offered with a minimum charge ($60/year) as compared with the other
service provider. In addition, this server provides other services such as cPanel Control (easy
controlling for admin), FTP account, Corn jobs (necessary to run scheduled tasks/script),
MIME types files support (required for flash and video chat), WebDisk (easy backup of users’
files). According to arvixe’s domain name server (DNS) setting, the space was later
connected with godaddy’s server with the domain name of http://bdhritage.org. The host
server provides a control panel with ‘Softaculous’ that helps to install the basic dolphin
engine.
It is mentioned earlier that the architecture of bdheritage.info is based on a free engine named
‘Dolphin platform’ (section 5.1.4). Like other CMS platform such as Joomla, Drupal or
user’s need. Dolphin is specially built for community service as found on matchmaking or
dating sites. Therefore, it required much effort to develop the experiment platform that is
A wide range of independent modules of distinct features like forum, blog, news, chat,
people, photos, videos and construction of pages, required modification according to the
research objectives. Addition and modification of customized server side code was done
through changing the PHP codes, which were connected with the backend MySQL database
server. Some customized new modules were added according to specific functions. Most of
the administrative functions such as the access rights of the users, managing resources,
managing events, module management etc. were controlled through the administrative panel.
Page | 141
Figure 5.3 : The experiment platform (bdheritage.info)
Page | 142
Features and design:
The design of the experiment platform was intended to be kept as simple as possible, bearing
in mind that most participants would be the general people with limited bandwidth or access
to the internet. The visual design, which followed the features from the common and popular
social-networking sites, was created keeping in mind to ensure affordances among most
novice participants. All visual jargons with heavy flash contents were eliminated from the
pre-set installed package. The front page highlighted the basic information of the site and its
objective. The rest was dynamic, connected with the databases, and represented the latest
updates of any new submission and activities from end-users (figure 5.4, 5.5, 5.6). Any
updates of photo, video, blog post or forum posts were dynamically linked on the front page.
Without going to the main forum/blog section, the users could view the latest posts with some
hints (figure 5.7 and 5.8). Therefore, a choice could be made before selecting and opening any
page. Due to this dynamic nature of the home page, every visit ought to be unique to the end-
Page | 143
Figure 5.4 : Homepage (partial) showing recent videos and links uploaded by end-users
Page | 144
Figure 5.5 : Posted files and feedback by end-users
Page | 145
Screenshot on 20th September, 2010
Page | 146
[Screenshot on 11th December 2010]
Page | 147
3D reconstructed models from previous researchers were presented (figure 5.9). Clicking on
each model opened another page, whereby the users could rotate and watch those 3D models
from any side. Moreover, 360-degree panoramic views from three locations around the site
added an extra climax to the end-users. The panoramic views were made in flash and allowed
(a) 3D models grouped on the front page (b) Users can rotate 3D models with enlarge view
(a) Plan showing three hot-spots for 360 degree panoramic views (b) 360 degree panoramic views from south-east corner
The file section allowed uploading and sharing of any document files (pdf, doc or zip) in the
database. This helped other users to see and download those files. However, sharing of any
Page | 148
content raises the question of copyright issue. Therefore, by default, the users had to agree
that he possesses the rights to distribute the content before uploading any content. Moreover,
the online contents, heritage news or website could be posted as a web link to be shared with
others (figure 5.4, 5.5). Moderators informed the users about the latest and upcoming events.
In return, the users could post feedback about their experience or contact directly through the
online form or inbuilt email system (each user received an email ID with 25MB of server
space).
Based on the contribution and activity, some featured members were selected and were
mentioned biweekly on the front page of the platform (figure 5.4). This was done to
encourage and influence other users to become more active. A Facebook page was created
and linked to the front page. If any Facebook user ‘like’ this page, it is reflected on the
platform by showing the last ten activities. Through the ‘spy’ section, the users can also see
the last five activities of the site. Moreover, the users could have an idea through the ‘site
stats’ about the whole site statistics (figure 5.5). Furthermore, each participant had their
profile page with his or her personal information and could manage it or contact with others,
make friends and create groups. With this portal, the users could also have a video chat
(figure 5.11).
Page | 149
Figure 5.11 : Profile page of a member
5.4 DISCUSSION
This chapter has explained the process of design and construction of the experiment platform.
The process whereby the platform was anticipated to be used, the restrictions imposed, the
offered interaction modes and features, as well as the seeding and planting of the site have
been explained.
challenging. As the application solely depends on the tools or media used for hosting digital
heritage, the selection of proper functions (which are offered by the tools/media) is, therefore,
largely dependent on the designer and the objective of the project (explained in section 4.4,
5.3.1). This experiment was limited to the construction based on a 2D online platform and the
selection of operational functions (section 5.1.1) was done according to the option available
Page | 150
and supported by the web-based CMS engine (i.e. dolphin engine, selection process explained
in 5.1.4). The technical expertise of the designer, and the availability of technology and time,
therefore, played a vital role here for the execution. The experiment platform required a high
bandwidth therefore, the hosting server played an important role in supporting the large data
transfer. However, due to limited budget, the experiment platform was hosted on a shared
server under a shared IP. A dedicated server with a high bandwidth could provide a better
performance.
A variety of features (instant messaging, blog, forum, chat, spy, text/image/video up-loader,
comment, news, feedback etc.) was added to allow dialogue and interaction from end-users.
Even a Wiki like feature might be helpful for end-users to allow shared-writing of textual
content. However, this feature was intentionally avoided, keeping in mind any accidental or
‘intentional’ deletion of data. Instead, forum and blog were offered for individuals to freely
post any comment on each other. In this way, any member could suggest any addition or
deletion to the respective owner of that post by the use of a comment. As a result, each
suggestion and comment was also kept as a resource for the research in a more secure way.
The data obtained from the post-experience ‘end-user survey’ has been analysed, compared
Page | 151
CHAPTER 06
DATA ANALYSIS AND EVALUATION
This chapter analyses and presents the results of the data obtained from the semi-structured
questionnaire responded by 160 participants from two groups, A and B. Data were collected
and processed in response to the problems introduced in the previous chapter 4.0 of this
report. The fundamental goal here was to compare the attained interpretation between these
two groups. That is to investigate the impact (if any) of the conceptual framework on
enhancing the end-users’ interpretation (i.e. learning, provocation, satisfaction and multiple
perspective of the past) of digital heritage. Before the initiation of the experiment and survey,
the significance, rationale and purpose of the study were explained to the respondents.
Furthermore, the respondents were assured that their responses were kept confidential. As the
questionnaire was based on a ‘self-rating’ response, this study assumed that all the
A standard procedure was employed in the quantitative data analysis section. The data was
entered in the Statistical Package for Social Sciences (SPSS) for analysis. Descriptive
statistics such as Cross tabulations and Mean values together with simple inferential statistic
techniques such as Chi-square and One-way Analysis of Variance (ANOVA) was used. On
the other hand, self-reported descriptive written responses (Q26, appendix X) were examined
through thematic ‘content analysis’ (Holsti, 1969, Jenner and Titscher, 2000, Kumar, 2005).
In this way, each response was examined, the common themes identified, named (coded) and
finally, the responses were classified under these themes. Later, the data were analysed to
determine the frequency of the themes to understand the difference between the groups.
Page | 152
For the purpose of evaluation, the null hypothesis (H0) assumes that ‘there is no difference
between the groups’. According to inferential statistics, F-value higher than 0.005, therefore,
‘voids’ the assumption and signifies the group difference. This also implies the acceptance of
the alternative hypothesis, i.e. H1: there is a difference between the groups. The
methodologies, sampling procedures, data collection process and analytical strategies were
A total number of 160 respondents were selected and grouped into two different controlled
feedback. Therefore, 149 respondents (group A=77 and group B=72) were considered
Gender
Category of the respondents
male female Total
Group A Department Architecture 37 18 55
BBA 3 1 4
CSE 5 0 5
ECE 4 0 4
English 1 0 1
FMRT 1 1 2
Math 1 0 1
Mathematics 1 0 1
MBBS 1 0 1
Pharmachy 1 0 1
Soil science 1 0 1
URP 1 0 1
Total 57 20 77
Group B Department Architecture 45 15 60
BGE 2 0 2
ECE 1 0 1
English 1 0 1
FMRT 1 0 1
Social Science 2 4 6
URP 1 0 1
Total 53 19 72
Prior to the application/implementation of the final survey, a pilot survey was conducted on a
small group of 10 participants. Their responses were analysed and some redesign and update
Page | 153
in both the questionnaire and experiment platform were done to minimize ambiguity and
experiment platform.
From the above table 6.1, it is clear that most of the respondents in both groups were from the
indicative factor of having a genuine interest on built-heritage, thus making them suitable as
survey participants. Table 6.1 shows that the number of male participants (74%) dominates
the female participants (26%). The female and male ratio might have some effect on the
overall response pattern but this research did not investigate the differences of individual
70.1
Group A (%)
52.8 Group B (%)
Response in percentage
42.2
29.9
The responses show that (in figure 6.1) most of the respondents from both groups (group A
70.1%, group B 52.8%) have never visited the physical heritage site (i.e. Sompur
Mahavihara). On the other hand, those who visited the site (group A 65%, group B 37%)
reported their visit within the last 1-year. A chi-square test of independence [F2 (2,
N=59)=4.796, ρ>.091] with ρ value greater than 0.05 indicates that the equality of the groups
in visiting the real-world heritage site and the difference is not significant (appendix N).
Page | 154
Table 6.2 : Self-rating of internet-usage expertise by respondents
97.2
Group A (%)
Response in percentage
Group B (%)
59.7
40.3
2.8
Yes No
A large number of respondents from both groups reported as experienced internet users while
only a small number (4.1%) from group A was found to be as novices (Table 6.2). Most of the
participants had the experience of using the Internet. Nevertheless, as compared to group B
(97.2%), group A (59.7%) has a lower membership of any online community (figure 6.2).
57.1
Group A (%)
Respondents in percentage
12.5 12.5
3.9 2.6
Figure 6.3 : Frequency of using the experiment platform during experiment week
Page | 155
It is quite evident that the respondents from group B spent more time with the experiment
platform (figure 6.3). The Chi-square test of independence [F2 (3, N=149)=10.929, ρ<0.012]
with ρ value less than 0.05 indicates that this difference among the groups is significant
(appendix O).
According to this research, satisfaction is one of the four components or determinants that
affect end-users’ interpretation of heritage. This section summarizes the result of perceived
‘satisfaction’ was converted into 3 indicators, i.e. (i) expectation fulfilled, (ii) appreciation of
visit and (iii) pleasure achieved, and later, into 10 variables (as explained in table 4.2).
Respondents were asked to reply 5 questions in this section (Q9 to Q12, appendix D).
The end-users’ fulfilment of expectation was measured using four variables; i.e. (i) found
uniqueness in content, (ii) got new/advanced information, (iii) easy to navigate and use and
(iv) received support/feedback from others. One-way ANOVA tests were conducted to verify
possible significant mean differences between group A and group B regarding their
expectation fulfilment (detail of ANOVA results are attached in appendix P). Apart from the
response on ‘easy to navigate and use’, the results reported in table 6.3 indicate that the level
of expectation fulfil on getting new information, easy to navigate and use, and in receiving
feedback, is significantly higher among the respondents from group B as compared to group
A.
Page | 156
Table 6.3 : Expectation fulfilment
38.9
30.6
27.3
Easy to navigate 0.49 (A) F(1,147)=0.459,
18.1 Accepted
and use 14.3 13 p>0.499
5.6
3
0
33.8 36.4
0.19 (A) F(1,147)=18.601,
Received feedback 25 Rejected
p<0.000
11.1 14.3
7.8 7.8
0 1.4
Most of the respondents from both groups (group A 53.2%, group B 43.1%) agreed to have
unique contents, after one-week experience of using the online experiment platform.
However, a higher mean value from group B (µA=0.78, µB=1.15) indicates that more
respondents agreed on this issue as compared to group A. The group difference from one-way
ANOVA is found significant F(1.147)=8.245, ρ<0.005 and the null hypothesis, therefore, is
rejected (detail in appendix P). Responses in table 6.3 also show a strong difference between
both groups on having ‘new information’. The value from one-way ANOVA [F
(1,147)=5.802, p<0.017] indicates that the group difference is significant. However, 54.2%
respondents from group B and 48% from group A agreed to attain new information from this
There was no communication channel (e.g. chat room, forum and blog) opened/allowed for
the experiment platform of group A. However around 40% of the respondents reported that
they have communicated and received feedback. This may be a result of the respondents’
personal connection and prior knowing of each other, which probably have helped them to
Page | 157
receive feedback outside of the platform and is beyond the limit of investigation of this
feedback and response from others. A one-way ANOVA test result of F(1,147)=18.601,
ρ<0.000 also supports that this difference is significant. Nevertheless, for both groups, the
platform was ‘easy to navigate and use’ and the response difference was insignificant
In this section of the questionnaire, both groups were asked to reply to three issues, i.e. (i)
self-appreciation of online visit, i.e. whether they like to suggest visiting this web portal
involvement/membership of this portal and (iii) their willingness to inform others about this
web-portal. Responses on table 6.4 demonstrate that, the respondents from group B are more
affirmative than those from group A on the first two issues. However, no significant
difference is found on the third issue, i.e., willingness to inform others [F(1,147)=0.404,
61.1
51.9
36.1
31.2
Willingness to 1.18 (A) F(1,147)=0.404,
Accepted
inform others p>0.526
10.4 11.1
1.3 0 0 0
Page | 158
It is evident, in table 6.4, that a total number of 88.9% of the respondents from group B
appreciated their membership. As compared to group A (63.6%), this high percentage makes
There is an even greater percentage from both group A and B (79.3% and 90.3% respectively)
who appreciated the site and recommended others to visit this experiment platform (i.e.
bdheritage.info) before visiting the physical heritage site; one-way ANOVA test shows
[F(1,147)=5.802, p<0.017] that the group difference is significant and the responses from
Both groups were asked to rate their overall fun and experience of using this online heritage
portal during the week of the experiment. However, the respondents from group B reported
The result reported in table 6.5 indicates that group B (µ0.60) depicts more fun than group A
(µ0.26). A one-way ANOVA [F(1,147)=4.510, ρ<0.035] also signifies this group difference.
Page | 159
value of 0.000, also indicate no similarities among the groups (for more detail see appendix
Referring to the above analysis and discussion it can be summarized that the participants of
group B had more fun, received more feedback from others, found more unique contents and
before visiting the physical site, and overall experience were found to be significantly
certain that the overall ‘satisfaction’ was much higher among group B members.
This research highlights that end-users’ provocation or empathy towards a heritage site
largely affects their overall understanding of the past. Therefore, facilitating end-users’
(explained in section 3.2). This section summarizes the self-rated responses from both groups
to verify any possible changes in provocation and empathy towards Sompur Mahavihara after
using the experimental platform for one week. The concept of provocation and empathy were
converted into two indicators, i.e. (i) self-attitudinal changes and (ii) greater interest on the
topic, and six variables (explained in 4.2.1, table 4.3), and respondents were requested to
Possible attitudinal changes among the end-users has been measured using four variables, i.e.
(i) increase of personal and emotional interest, (ii) intend to protect the site/support future
conservation work, (iii) willingness to join any volunteer service/conservation group and (iv)
willingness for financial support. One-way ANOVA is used to verify any significance in
Page | 160
Table 6.6 illustrates a comparison between two groups on the basis of their responses on self-
attitudinal changes. It is quite evident that, in terms of increase of personal and emotional
interest (µA=0.86, µB=1.20), intention to protect and support conservation works (µ A=1.01,
demonstrates a higher empathy towards Sompur Mahavihara. One-way ANOVA tests for the
above-mentioned issues also indicate that the differences are significant (more detail in
appendix S). However, it is particularly interesting to note that both groups showed a
37
32.9
Willingness to join 24.6 25.3 23.6 0.58 (A) F(1,143)=4.132,
Rejected
volunteer service p<0.044
4.1 2.8 1.4 0
31.9
Willingness for 26.4 0.46 (A) F(1,142)=0.084,
Accepted
financial support 13.9 13.9 p>0.773
5.6 6.9
1.4 1.4
Table 6.7 presents the end-users’ reflection on having an interest in getting more information
about Sompur Mahavihara and a willingness to visit other similar real-world heritage sites.
The result indicates that group B has become more interested (µA=1.0, µB=1.43) to know
Page | 161
more about Sompur Mahavihara, and the value of this group difference is statistically
Surprisingly, almost equal number of members from both groups showed their interest in
visiting similar real-world heritage sites. This was possibly a result of their involvement with
One of the major aims of interpretation is ‘provocation’. It became evident that, almost twice
the number of respondents from group B reported their increase of personal and emotional
interest in Sompur Mahavihara due to, their access to and involvement with, this portal as
compared to group A.
knowledge acquisition and learning of the past. Therefore, a successful interpretive process
might enhance the knowledge gain of the end-users. This section summarizes the result of
‘section c’ (learning) of the questionnaire (section C, Appendix D). In order to measure the
concept of learning among the groups, two indicators and three variables are selected.
Responses on these variables, i.e. (i) remembering and recall information, (ii) self-reporting
on knowledge gain and (iii) identification and distinguish from similar objects, were used to
Page | 162
understand the indicators, i.e. (1) increase consolidate knowledge and (2) ability to link prior
‘Remembering and recalling’ was measured on the basis of identification of features and
answering from multiple-choice questions. First, the respondents were asked to identify six
features marked on the plan of Sompur Mahavihara (Q15, appendix D). Figure 6.4 shows that
group B has managed to remember and identify more features from the plan of Sompur
Among six features, most of the respondents from both groups (group A=53.3%, group
B=80.3%) identified the ‘entry-gate’. On the other hand, only 11.8% from group A and 25.3%
from group B correctly identified the image-shrine. However, 35.85% of the respondents
from group A correctly answered all the questions, in contrast to 57.7% of the respondents
from group B; hence, there was a remarkable difference. This higher performance on recalling
and identifying ability from group B demonstrated the possibility of a strong impact by the
interpretive process.
Correct answers in percentage
80.3 Group A
72.6 75 Group B
56.9
53.3
44.7 46.1
36.1
31.6
25.3 27.6
11.8
Entry Gate Living cells Central temple Image shrine Courtyard Service
Features in plan of Sompur Mahavihara
The respondents were later asked to select the right answers from a multiple-choice options
by remembering or recalling the period of construction and the number of cells of the
Page | 163
monastery (Q16 &17, appendix D). A correlation coefficient measures the strength of the
relationship between the groups on answering these questions (table 6.8). A greater value of
F2 (greater than 0.05) implies no significant difference among groups and lower values
indicate vice versa. For example, F2 (3.881, df=1, p<0.049) in recalling the number of cells
and F2 (3.481, df=1, p<0.027) in recalling the period of construction shows that p values are
smaller than 0.05, thus implying a significant difference in group responses (appendix U).
Table 6.8 : Remembering, Recall and Identification of wrong information between groups
Respondent category
Responses on F2 value
Group A (%) Group B (%)
Finally, the respondents were asked to rate on a five-point Likert-scale [strongly agree (+2),
agree (+1), neutral (0), disagree (-1) and strongly disagree (-2)] to express their personal
judgment on any increase of knowledge about Sompur Mahavihara due to exploring this
59.7
Group A
52.1
Response in percentage
Group B
30.6
25.4
Page | 164
The results in figure 6.5 show that, a large number of respondents from both groups (group
A=77.5%, group B=90.3%) agreed on the increase of their knowledge of Sompur Mahavihara
due to exploring the experiment portal. The one-way analysis of variance (ANOVA) was used
to measure the variance within and between the variables. The value F(1,141)=4.166, p<0.043
(as p is lower than 0.05) indicates that the responses from group B is significantly different
from group A. Nevertheless, a higher positive means-value (µA=0.83, µB=1.15) indicates that
more respondents from group B support this argument (analysis in appendix V).
In this section, the respondents were asked to identify a dissimilar image from a set of images
of Sompur Mahavihara (Q18, appendix D). Among the four images, three were from Sompur
Mahavihara and one was from Basu Vihara. Although it was not so easy to identify the
dissimilar image, the responses plotted in table 6.8 indicate the group difference as
process also relies on how effectively the end-users can acquire the knowledge and become
aware of the past. Findings from this section 6.4, indicate a better performance from group B
process allows the end-users to produce an explicit knowledge base that possibly contains
heterogeneous perspectives of the past. Moreover, access to this generic information along
with professional content, therefore, allow the end-users to have multiple views of the past.
Hence, it enhances end-users’ interpretation. This section, therefore, analyses both open-
Page | 165
ended (descriptive) and close-ended (structured) responses from the participants, to
investigate the present research argument. The questionnaire was designed with reference to
two indicators, i.e. (i) fill in the blank and (ii) descriptive self-report on the new
understanding, with a set of four variables (more in section 4.2.1, table 4.4).
Sompur Mahavihara was one of the major learning centres during the reign of the Pala kings
of the 8th century. However, it served different purposes in the later years. In this section, the
respondents were asked (Q23) to reply to what they knew about the monastery before visiting
this website. This question was followed by another question (Q24), asking them to mention
any new purpose of the Monastery that had been learnt during the exploration period of this
heritage portal. In this way, Q23 helped to verify and measure the response of Q24. Table 6.9
shows the result obtained from question no Q24 after verifying the answers.
It was interesting to know that every respondent from group B had at least found a new
purpose that was unknown to him/her. On the other hand, a large number of respondents
(44.2%) from group A found nothing new or avoided to answer. A maximum number of four
new purposes had even noted by the respondents from group B but, surprisingly, none from
group A reached that peak. The significant value (sig) from one-way ANOVA was used to
check any significant difference among the groups on findings new purposes. The value of F
(1,147)=80.657, p<0.000 (as p is lower than 0.05) indicates that difference between the
Page | 166
groups is highly significant and the responses from group B (µB = 1.82) is much higher than
It is quite ambitious to identify and verify whether any new perspective of the past of Sompur
Mahavihara had been attained by the respondents except that they were willing to report their
emotional reaction and appreciation. Therefore, the respondents were asked to describe their
new understanding (if any) of this heritage site (i.e. Sompur Mahavihara) gained through the
85
Group A
Response in percentage
Group B
61
39
15
Among 149 respondents in both groups, only 90 were considered legitimate due to the
elimination of incomplete and fallacious responses. It is also unexpected that a large number
of respondents (61%) from group A either avoided or replied incompletely (figure 6.6). Due
to the descriptive text (written response) a ‘thematic content analysis’ (Holsti, 1969, Jenner
and Titscher, 2000, Kumar, 2005) method was used. All responses were carefully examined
to identify common themes. According to the objective of the research of attaining multiple
perspectives of past (table 4.5), the themes are identified on the basis of:
Page | 167
(ii) Recognition and realization of personal insight and empathy and
While responding to question Q26, the respondents from both groups (group A=28%, group
B=48%) agreed that they had attained new knowledge on different aspects of Sompur
Mahavihara. They also mentioned some changes to their previous understanding about the
heritage site. Below are the major themes derived from these responses:
“Never visited the site before but feeling interested to visit after using this portal. Even I knew
this place as a heritage site, but didn’t know much about it in detail. I come to know from this
Self-responses on having new knowledge acquisition or having different views of the past
from both groups of respondents comprised both tangible and intangible aspects of Sompur
Mahavihara. Tangible aspects includes: (i) architectural forms, spaces, functions (ii) changes
in use according to time (iii) excavation timelines (iv) features and details (e.g. terracotta) and
x “I have not seen any full model or image of Sompur Bihar. By this website, I got
an idea about the whole architecture and the structural built form”. (ID 85)
x “Each terracotta tells an epic story and how deliberately those stories expressed
On the other hand, the list of intangible aspects is longer than the previous one. Responses
covered issues like: daily life, culture, practice, educational system, myths, local beliefs, local
Page | 168
terms and meanings, Buddhism, historic details, security issues, tourism, conservation, public
x “It is a great experience that has changed my mind. Now I know Sompur
x “We know this place as a Buddhist monastery but how they lived here or their
daily routine, life style, education system – all these interesting information I
The respondents from both groups shared their experiences and explained their motivation
and empathy towards this heritage site. Some common themes found on this issue are
described here:
(a) Esteemed heritage/past as ‘rich’: The respondents from both groups (A=3%, B=20%)
expressed their self-realization of the ‘rich’ cultural inheritance. Their comments also
expressed some ‘sense of ownership’ by quoting words such as ‘our heritage’ and ‘our past’.
For example:
x “I realize that we are very rich in our heritage but very poor in preserving them.”
(ID 80)
x “Sompur Mahavihara is a pride of our history. It is rich with great facts and events.
(b) Become interested in visiting the real-world heritage site: During the survey, most of the
respondents informed that they had never visited the physical heritage site (figure 6.1).
Page | 169
However, due to the involvement with the online experiment platform, they had become
interested (A=1.4%, B=11.7%) in visiting the real-world heritage site. For example :
x “I have not visited the physical site yet. Now I am interested to visit this site,
(c) Self-realization on subject matter and become interested in knowing more: “I have
never visited the Paharpur site. I do not even have any knowledge about Paharpur. Therefore,
I am interested to know about this site” (ID 90). In similar fashion, the respondents from
group A=7% and group B=19.5% expressed their interests in Sompur Mahavihara. It seems
that various modes of interaction and information from the different sources probably
provoked more respondents from group B to get interested in the subject matter. This rise of
interest has been expressed by one respondent from group B as “Nine months ago, I visited
Paharpur. However, after joining this website I understand that I missed some other heritage
sites located nearby. From this website, I have got a lot of new information regarding
(d) Digital media (3D/Panoramic VR) helps better understanding: The respondents from
both groups (A=12.5%, B=17.3%) found the 3D interactive models and 360-degree
x “The original form of the monastery was revealed to me though the 3D models” (ID
83).
x “As a novice in using the Internet and having a little journey around Bangladesh, I
know a little about Bangladesh and as, I have never visited ‘Sompur Mahavihara’,
Page | 170
x “The most interesting is the virtual tour and 3D models, thus how we can get a
Moreover, various 3D reconstructed models had helped the respondents to understand the
significance of the site and the dedication of numerous researchers on studying this site. For
example : “For me it is interesting to know that many researchers are working to find out the
form of central temple. Different version of reconstructed models presented here is new to
me” (ID 62). However, the respondents also commented on the betterment of the 3D models,
e.g. “3D models can be designed more realistically – I think” (ID 40).
Some common themes obtained from the responses indicate some certain possible impact on
the changes in belief, value and, occasionally, attitude among the end-users due to their
(a) Empathy on heritage conservation: Although, the respondents from both groups have
become fascinated about Sompur Mahavihara and wanted to visit the site, only a few
responses coming from group A (1.5%) as compared to group B (9%), showed their empathy
on site conservation and protection of artefacts. For example, one respondent (ID 80) from
group B expressed his/her reaction as, “We should be strict about our conservation rules and
(b) Advocate the promotion of Tourism and public awareness: As compared to group A,
four times more respondents from group B (A=2.8%, B=13%) have shown self-appreciation
of heritage and culture. They have admired and appreciated the unique cultural values of
Sompur Mahavihara and suggested promotion of tourism there. They became more concerned
about security issues, public awareness and the dissemination of heritage knowledge through
the online media and urged for advertisement to attract more tourists. For example:
Page | 171
x “Sompur Mahavihara has so rich heritage values. We should work together to
x “Why our heritage sites are so unsecured? Many foreign tourists visit this site, if this
(c) Apprised collective content as knowledge base: Dialogic interaction allows generation of
collective contents and enhances the interaction among the end-users. These potentials of
dialogic interaction has specially helped group B to access various popular contents, such as
myths, local beliefs, stories, tour information etc. and, as a reflection, they have admired this
generic contents as a source of knowledge. For example, a respondent (ID 99) wrote about the
information found regarding other places of interest, “Nine months ago, I visited Paharpur.
However, after joining this website I understand that I missed some other heritage sites
Some respondents liked the debate among the participants as a source of information - “I
think this is more important to share knowledge. Found contradiction and debate in forum
about several issues – which I believe more informative rather I can make any complaint”
(ID 116). Another respondent expressed his/her feelings as “From this website, I got to know
more about the Paharpur in detail. Last 2 years ago, I visited there for academic purpose. I
enjoyed that trip, but do not know much about it. However, from this website by reading
blogs, I have got more information about this heritage site. I wish, if this site existed before
However, there are complaints and expectations too. For example, a respondent (ID 118)
mentioned his/her feelings as - “I found some interesting blog where members provide
information on security issues, myths on Sattya Pir – very hard to believe! Interesting to
understand the site from that perspective. But I expect more experts to come and join to
Page | 172
The above section 6.5 analyses the responses to the questionnaire from the section ‘multiple
perspectives of the past’ (section D, appendix D). A comparison between the purposes known
before and after the experimental phase has identified that group B has at least found or learnt
one new purpose of Sompur Mahavihara which was unknown to them. The result also
indicated from the thematic content analysis that group B signified more themes and gained
This additional section of the questionnaire investigated group B only, about their frequency
of communication with others (i.e. dialogue) and frequency of contribution, manipulation and
exploration (i.e. interaction) during the experiment week. It is evident from table 6.10 that,
except for ‘chat room’, most of the respondents (from group B) have used the forums and
blogs. Interestingly, an identical number of respondents (45.8%) showed their occasional use
of both the forums and blogs (to express their ideas and to communicate with others). On the
other hand, only 27.8% of the respondents occasionally used chat room.
Sompur Mahavihara was built in the late 8th century and, due to its long lost past, it was quite
difficult for the participants (and respondents) to share historic information unless they had
any previous study or knowledge of it. However, a large number of respondents (83%, table
Page | 173
6.1) came from the department of Architecture so they could manage to share and contribute
The experiment platform allowed the participants (or respondents) to contribute information
in the various formats such as text/document file, image, video, web link, writing blogs and
forum post (table 6.11). Out of 72 respondents from group B, 44.4% of them contributed
through the blog post. The second largest contribution (38.9%) came from the image section.
Most of the respondents (52.8%, figure 6.1) had never visited the real-world heritage site, and
might not have any video to share. Moreover, it was quite difficult for them to collect any old
or rare video in this short experimental period. That is why, only 4.2% respondents managed
It is quite evident that a large number of respondents (62%) have received questions and
comments from others (table 6.12). In addition, a similar number of respondents (63.4%) also
commented on others. Interestingly, almost half of the respondents never posed any question
Page | 174
It is certain that even large contributions were found limited to a few sections, but the
members often contributed in the forums and blogs. By communicating with others through
commenting and asking questions in the various sections of the platform, the end-users
became connected. A written response from a participant, ID-124 (group B) expressed his/her
experience - “As if we are a community and the site is very much alive within us. For the last
7 days, this portal becomes the central point of all our activities.”
6.7 DISCUSSION
This chapter investigates the main research question of this dissertation, i.e. whether the
proposed interpretive framework has any impact on enhancing the end-users’ interpretation of
digital heritage. During the experimental phase (detail in section 4.1.4), group A was offered
an experiment platform with the linear interpretation method, where the participants were
allowed to access ‘professional interpretation’ only. On the other hand, group B was offered
another experiment platform which was built on the basis of the conceptual model proposed
by this research, and had access to both professional and public interpretation.
This chapter therefore identifies and compares the significant difference in the interpretation
of a specific digital heritage project (i.e. Sompur Mahavihara) between group A and group B
and investigates the possible causes behind the difference. This chapter consolidates both the
qualitative and quantitative data from the questionnaire survey. Hence, the achieved
interpretation between the groups was measured on the basis of four aspects, i.e. (i)
satisfaction (ii) provocation (iii) learning and (iv) multiple perspective of the past. The
following section summarizes these results found in the previous sections of this chapter.
(i) Satisfaction: Most of the respondents never visited the site but were quite satisfied about
their virtual visit. However, the result shows that overall satisfaction is much higher in group
B. Compared to group A, group B had more fun, received more feedback from others, found
more unique contents and new information, especially from discursive contents from the
Page | 175
experimental platform. Self-appreciation of membership of this web-portal seems stronger
among the respondents from group B. Moreover, they highly recommended visiting this
online portal before visiting the real-world heritage site. The overall results from table 6.3, 6.4
and 6.5 indicate some certainty in having greater satisfaction due to the application of the
The results from section 6.3 indicate a positive attitudinal changes and empathy towards
Sompur Mahavihara from more than half of the respondents of the experiment. However,
compared to group A, almost double the respondents from group B have reported their
increase of personal and emotional interest in Sompur Mahavihara due to their involvement
When it comes to the point of visiting similar real-world heritage sites, some commonality is
found between both groups. Most of them like to know and visit other heritage sites.
Although, a significant dissimilarity exists between the groups in showing their interest to
activities, group B showed a higher response. The overall results from this section 6.3 imply
that group B has become more provocative and empathetic towards the heritage site as
(iii) Learning: The overall findings remain consistent in this section as as reported earlier and
certainly indicate a better performance from group B in answering all factual questions
dissimilar image from a set of similar images of the heritage site. There is a certain possibility
that the wrong image was too evident to be identified. However, self-report on knowledge
gain from both groups presents the understandable fact that group B has a significantly higher
Page | 176
Furthermore, the analysis and discussion from section 6.5 also revealed that group B had
access to collective contents, and had also taken part in discursive content creation through
dialogic interaction. It is very probable, that these had helped them to remember and recall
much information during the questionnaire survey. Therefore, the better performance and
higher self-appraisal from group B in ‘learning’ indicates a strong positive relation with the
(iv) Multiple perspectives of the past: Since the 8th century, Sompur Mahavihara served
different purposes along with being a learning centre. A comparison between the purposes
known before and after the experimental phase, therefore, identifies the newly learnt purposes
by the respondents. Surprisingly, each member from group B found or learned at least ‘one
new’ purpose that was unknown to them before experiencing the experiment platform. The
results from table 6.9 also indicated that group B came to know significantly higher number
Even though both groups experienced the same heritage site, the ‘content analysis’ of
descriptive written responses (on attaining new perspectives) indicated differences in the
realization and perception between the groups. By tapping public contents from comments,
blogs, forums, files, links etc., a vast explicit knowledge base was generated through dialogic
interaction. Given information (or professional interpretation) along with this collective
knowledge base, hence ensure information on both the tangible and intangible aspects of
Sompur Mahavihara (section 6.5.2). During the experiment, group B had access to these
generic or collective contents and took part in discursive content creation and gained inter-
interpretation process, therefore, helped the respondents from group B to envision Sompur
Mahavihara from wider perspectives. On the other hand, group A was mainly concerned
Page | 177
x “Having a clear image of the central shrine that does not exist at recent years.”
(group A, ID 01)
x “Hard to believe that, this site was full of jungles during time and was called as
As compared to group A, almost six times more respondents from group B attained self-
realization of inheriting a rich heritage and cultural past. With this feeling in mind, they came
up with a willingness to protect the heritage site and to take part in conservation works. By
watching different 3D models (reconstruction) and VR panoramic views, along with the
written posts describing the experiences of a physical visit, influenced end-users as well
asraised their interest in visiting the real-world heritage site. However, this interest level was
ten times higher among the members of group B when compared to group A.
Even group B had more access to information (i.e. both professional and discursive contents),
as compared to group A; three times more respondents from group B reported that they want
‘to know more’ about Sompur Mahavihara. This deeper empathy and eagerness on the subject
matter is probably the outcome of interaction and involvement with the web-portal. This also
helped to change their mind-set on perceiving Sompur Mahavihara as more than a ‘ruin’.
x “Now I know Sompur Mahavihara is not just a ruin but it represents a culture.”
(group B, ID 96)
x “During course of time we ignored it as ruins. This website helped me to believe the
It is particularly interesting to note that both groups showed a common ground on perceiving
the actual form of Sompur Mahavihara and appreciated the portal. However, both groups
mentioned that the digital media (interactive 3D models, QTVR panoramic views) had helped
them to have a better understanding of the forms and spaces of Sompur Mahavihara.
Page | 178
Nevertheless, the respondents from group B mentioned that they came to know more about
the loss of artefacts, security issues and vandalism around the heritage site from collective
contents. In this regard, more respondents from group B expressed their willingness to
support heritage conservation (six times more than group A). Intention to campaign for
promotion of tourism and raising public awareness to protect the loss of artefacts has also
been noted to be higher among the members from group B (five times more than group A).
Though a few respondents from group A have expressed their willingness on these above
issues, they mostly complained about the lack of information and asked for more content.
x “We need more new idea and information about this heritage site”. (group A, ID 63)
x “This site contains some basic information, but I think more information can be
From the above discussion, it is quite evident that both groups enjoyed the experiment.
perspectives persist between the groups. Group B had found diversified information of the
contributions from others, and had become more attached to the community. They also spent
more time (figure 6.3) in interacting and exploring the experiment platform than group A.
Greater interaction and dialogue with others along with access to an explicit generic
knowledge base had helped them to understand more cultural, spatial, historical and
architectural values of Sompur Mahavihara. Certainly, this outcome answers the main
According to the research methodology, only group B was allowed to have dialogic
interaction. During the public participation phase (figure 4.3) a large number of anonymous
respondents contributed through posting on the blog and forum, along with other sections of
the portal. Concepts of ‘water vihara’, ‘Sattya pir’, ‘Sondhabotir gaht’, ‘chander pahar’,
Pakistani army camp inside the court, Hindu temple beneath the central shrine, along with
many local stories and myths were presented/posted in these sections as an act of dialogue
Page | 179
and many discursive contents had been generated too. The results show that ‘chat-room’ was
less preferred for communication as compared to various other means offered in the platform
(i.e. open comments, forum posts, blog posts, shout box, and others). The respondents largely
contributed in sections like images, blogs and forums rather than in the video section.
Members also contributed a moderate number of external web-links and files. However, the
respondents seemed to prefer commenting on and answering to others’ inputs while feeling
Judging from the survey responses, a higher ‘interpretation’ of digital heritage (i.e. Sompur
Mahavihara) is evident among group B. The quantitative evidence presented in this chapter
also supports the qualitative written responses by the respondents. It became evident that the
quite effective in enhancing the end-users’ interpretation of digital heritage. This also reminds
is dimming the media dominance and empowering the end-users’ role as both contributor and
consumer. The next chapter elaborates and discusses the various issues that have been raised
platform for disseminating the cultural heritage and engaging the end-users in discursive
content production.
Page | 180
CHAPTER 07
DIGITAL HERITAGE INTERPRETATION
REVISITED
This chapter starts with reinventing the research context and its validity to a broader field of
digital heritage discourse. Three major constructs, i.e., who, what and how of this research are
explained. With reference to the previous chapters, the main research question is addressed
and explained with sub-questions. Furthermore, a reflection section sheds light on the various
critical issues, which have been raised during this research and discussed along with the
Presenting heritage and involving people in the interpretative process is not a new idea.
primary interpreted knowledge. Similar concepts were found from Fitch (1982) as ‘popular
interpretation’ and Copeland (2004) as ‘public construction’. However, this school of thought
professionals possess the right to confront the ruins, heritage site and artefacts for to giving an
intelligent account of it, whereas the general people are treated as consumers with limited
knowledge.
view of history, unlike the linear theme-based interpretation (i.e. re-creation) for passive
viewers. Followed by Brooks and Brooks (1993), an extended engagement of the visitors to
Page | 181
the heritage site was proposed by Ballaytyne (1998) and Copeland (1998, 2004, 2006) as
closed linear interpretation method, it had been criticised due to its given preference on
‘process’ rather than on ‘result’ (Bonini, 2008). Moscardo (1996, 1999), being influenced by
Langer (1989), proposed a mindfulness model of interpretation. This model highlighted the
‘cognitive state’ of the visitors and suggested eight ‘setting factors’ (Moscardo, 1996, p383)
to keep the visitors ‘mindful’. However, the role of the visitors (end-users) remained as
Until this time of writing the dissertation, hardly any of these above interpretive methods have
been brought into the domain of digital heritage for the interpretation purpose. It is not the
fact that the domain of digital heritage is still limited by its ability to fully accumulate
intangible cultural heritage (Dave, 2008, Kalay, 2008), or fascinated with achieving ‘photo-
realism’ (Roussou et al., 2003, Champion, 2006, Flynn, 2008, Roussou, 2008), or bound to
demonstrate technical artistry or power of new technology (Tost and Champion, 2007) due to
the pressure of ‘heritagization’ (Cameron, 2008, p171). Instead, the recognition of the
necessity of an interpretive method is revealed as the main drawback. More likely, it has been
found common to ignore the ‘end-users’ as multiple and varied people who have varied
backgrounds and cognitive status. This, as well, restricted us in defining any objective of a
Descriptive or linear interpretation can only deliver partial presentation of the past, cause
‘heritage dissonance’ and restrict the end-users to understand the intrinsic values of the
interpretation, a search for suitable methods and guidelines for presenting digital heritage
leads us to this undesirable truth, i.e. nothing of such kind exists (section 2.1.4). In addition,
this study found the nonexistence of any charters or guidelines similar to the charter
Page | 182
It has also become evident from the present research and available online case studies that
most digital heritage projects are short lived, biased by the media or tool, and focused on
either the ‘process’ or ‘product’ (section 2.2.2, 2.2.3). Moreover, heritage scholars have less
control on the content development and dissemination, and mostly depend on the technical
personnel. The trends in digital heritage practice were found fascinated with new technology
and its application to cultural heritage, while steering towards attaining visual fidelity. Efforts
done by several researchers on getting better experience with digital heritage seemed
method of development (section 2.2.4). In this way, significant literature, methods and critical
discourse are absent in the domain of digital heritage, which is also noticed by Affleck (2008)
and Cameron (2008). It has become quite evident that, the present practice is still dominated
Therefore, the usage of technology always dominates over the end-users’ perception and
interest.
In this context, this research assumes that, there is no such significant method or principles for
heritage) and comparison of their prescribed guidelines were found inadequate to directly
borrow from and to be implemented in digital heritage realm. Learning from other disciplines
behaviour studies, this research developed a conceptual framework for digital heritage
interpretation, tested the impact of this model with a user study and finally prepared some
guidelines for implementation. The following section throws light on the validity and
Page | 183
7.1.1 Research approach : Who, What and How
Modern tools and technologies are offering new possibilities of presenting and experiencing
heritage in various ways. However, most efforts are still static, descriptive and inflexible for
further modification as due to their linear narrative (section 2.2.2). Although the process of
digital heritization inherits some pedagogical objective meant to disseminate the heritage
knowledge; unique cultural and cognitive background with own positioning, subjectivity and
from the presented digital heritage. It is evident that, the end-users are often considered as
consumers and their perception of content have always been overlooked. Therefore, to
develop a comprehensive interpretive framework for digital heritage, this research argued for
interpretation. ‘Heritage interpretation’ is often used to indicate the storylines adopted to help
the visitors to engage with and understand the place or objects they are visiting or watching.
At this point, this research presented a critical application of a theoretical construct developed
from multiple disciplines and defined four major objectives for any comprehensive
interpretive process of digital heritage, i.e. to (i) satisfy the end-user’s expectations, (ii)
increase provocation or raise empathy towards the heritage site, (iii) enhance the learning of
cultural or historic facts, and (iv) present the past from multiple perspectives (section 3.2).
research signified four aspects to consider in the interpretive process and presented a detailed
conceptual framework for implementation. These aspects include (i) effective presentation,
(ii) cultural learning, (iii) embodiment and (iv) dialogic interaction (figure 3.5, section 3.3).
Page | 184
This is how this study answers who, what and how of this research. The following section
addresses the research questions which were raised at the beginning of this research.
This explorative study comprised both the theoretical review and a comparative experiment
with an end-user’s survey. Sub-questions 01 and 02, received insights from literature review
media studies. On the other hand, findings from the comparative experiment that was chosen
to compare the effectiveness of different treatment modalities (i.e. two different online
experiment platforms) upon the controlled groups helped to understand the sub-question 03.
All these sub-questions, therefore, helped to shed lights on the main research question of this
study.
The research question and sub-questions are repeated here as a reminder. However, the sub-
questions are going to be explained first, in order to relate the issues of the main research
order to explore the main research question, the following sub-questions were investigated:
interpretation?
Sub-question 02: What indicators can be used to evaluate the end-users’ interpretation
of digital heritage?
Sub-question 03: Does dialogic interaction from active participants allow multiplicity
Page | 185
(i) What aspects should be considered in construction of digital heritage projects to offer
‘Interpretation’ as an act of the interpreter; it helps the visitors to engage with and understand
the place or objects they are visiting or watching. In this perspective, it is a method of
presentation or communication with the end-users. This research considered ‘digital heritage
interpretation’ as a process rather than as a tool to present or communicate with the end-users
through digital media. An intensive review of theory and methodology from real-world
heritage interpretation was found inadequate to directly adopt and implement in digital
heritage realm. As such, this research presented a critical application of a theoretical construct
developed from multiple disciplines (i.e. Heritage management, HCI and Behavioural
studies), and demonstrated the ability and necessity to assess seriously the theoretical basis or
foundation of the methodology and its application in digital heritage interpretation. In this
way, this research presented a conceptual framework for interpretation that comprises (i)
presentation, (ii) embodiment, (iii) cultural learning and (iv) dialogic interaction, as four basic
aspects (or components) to enhance the interpretation of digital heritage from a user-centric
perspective (more in section 3.3). With empirical evidence, this study also demonstrated that,
the conceptual framework with these four aspects resulted in higher levels of interpretation of
(ii) What indicators can be used to evaluate end-users’ interpretation of digital heritage?
An evaluation of the interpretation process and survey on users’ satisfaction are common in
various disciplines such as, museum studies, heritage management, learning and consumer
studies. Until this time of writing of the dissertation, this study could not find any unique
the effectiveness of the interpretive method in digital heritage realm. Works from Erick
Champion (2004, 2011), Osberg (1997), Jacobson (2000), and Rossoue (2008) used different
methods and indicators to evaluate learning from the virtual environment. Bonini (2008)
Page | 186
surveyed on users’ interaction with the virtual application but did not mention the process and
technicalities of the questionnaire preparation. Affalek (2007) worked with forty participants,
but failed to evaluate them due to the inadequacy of a quantitative method. It is also evident
that, in most cases, the process of user evaluation is not published and remained with the
researcher.
Based on theoretical underpinning, this research has defined four major ‘objectives’ that
‘digital heritage interpretation’ should consider. In this, the effectiveness of the interpretive
process largely depends on, (i) how much it can satisfy the end-users, (ii) cultural learning;
how effectively it conveys cultural information or symbolic meanings, (iii) enhance empathy
of the end-users and provoke them for the betterment of the heritage site, and (iv) capability
of presenting the past from multiple perspectives. These objectives, therefore provided the
Considering these objectives as ‘concept’ (as described in Kumar, 2005), it was then
functionalized through converting to indicators according to the logical link with the
objectives of the research. For example, expectation fulfilment, appreciation of visit, pleasure
achieved and personal comments were considered as indicators to measure satisfaction. These
indicators, therefore, paved the way to further selection and development of a questionnaire
The semi-structured questionnaire prepared by following these indicators was, later used in a
An analysis of the qualitative and quantitative data accumulated from the survey therefore,
(i) Satisfaction: participants from group B had more fun, received more feedback
from others, found more unique contents and new information, especially from
Page | 187
collective resources. Self-appreciation of membership was also found to be stronger
(ii) Provocation: almost twice the number of respondents from group B reported an
(iii) Learning: findings indicated a better performance from group B on answering all
(iv) Multiple perspectives of the past: A comparison between the known purposes of
the monastery before and after the experiment proves that group B found or learned at
least one new purpose, which was previously unknown to them. The result also
indicated from thematic content analysis that, group B signified more themes and
In this way, the indicators helped to measure the end-users’ interpretation. The quantitative
evidence obtained from this survey was also supported by the qualitative written responses
from the participants. The overall evaluation process, therefore, helped to perceive a
comparative view of the two different interpretative methods applied to digital heritage.
(iii) Does dialogic interaction from active participants allow multiplicity in digital heritage
communicate with end-users through digital media to enhance their interpretation (i.e.
satisfaction, provocation, learning and multiple perspectives of the past). According to the
interpretive process must consider four aspects, i.e. effective presentation, cultural learning
Page | 188
and embodiment – within an environment that supports dialogic interaction among the
participants.
As defined by this research, dialogic interaction (i) allows dialogue and communication
among the end-users and (ii) enhances interaction (i.e. exploration, manipulation and
contribution). Moreover, due to the process of dialogue and interaction, it (iii) creates or
the end-users. In this way, dialogic interaction offers the end-users to explore an explicit
knowledge base that is more generic and, at the same time, that complements the
During the collective construction or public participation stage (figure 4.3), anonymous
participants commented, criticized and discussed several aspects and issues through dialogic
interaction. These collective contents comprised of both tangible and intangible aspects of
heritage. Tangible aspects include (i) architectural form, space and function (e.g. concept of
water vihara, double storey living cells for monks), (ii) features and detailing (e.g. usage of
terracotta as decoration and exploring the epic stories of that time) and (iii) Structural and
construction system (e.g. possible causes of sinking the superstructure, substructure as Hindu
temple). With the exception of a few issues regarding architectural facts and details, most of
the discussions and contributions comprised of intangible aspects such as myths (e.g. Sattya
Pir, Sondaboti), local stories (e.g. temple of Tara, freedom fight inside the monastery court,
conservation issues (e.g. violation of heritage conservation act, loss of artefacts, restoration,
crime), beliefs (i.e. life-style of monks, educational system, visit of Atish Dipankar), nearby
tourist spots and heritage site (e.g. Votiv stupa, temple of Gondessori, Goal Vitar Paglar
Nevertheless, as mentioned earlier, the experiment in this research was conducted between
two groups of participants, who experienced two online portals where two different
Page | 189
interpretive methods were applied. The first group (group A) experienced a linear interpretive
method, where professional interpretation was presented, whereas the second group (group B)
experienced another platform that was built on the conceptual model developed by this
research. It became evident that the second platform along with access to user-generated
knowledge base which contains a variety of local and cultural information acted as a
supplement to professional information. This allowed the second group (group B) to become
more active, spend more time and have greater interpretation of Sompur Mahavihara (i.e. the
digital heritage). Moreover, identified ‘themes’ from content analysis of written responses
also unveiled that group B, having access to dialogic interaction, gained better understanding
By observing the experiment platform, this research also revealed that the end-users in an
online heritage site behaved like collective individuals, similar to contributors of Wikipedia.
Individual’s queries were answered by others; wrong or obscured information were re-
conceptualized and discussed among members. In addition, internal or external links were
brought up and shared among members as an extension of the knowledge base. During the
19.12.2010) received 253 members, 80 forum posts, 524 images, 16 videos, 88 blog posts,
350 comments, 41 external links and 31 documents. Whenever an interesting topic was raised
by any member, prompt responses were received from other members. They acted as if they
worked like pieces of gems to form a more complete picture. As a result, the overall process
Understanding form the above discussion it can be summarized that, the first sub-question
explains the background and theoretical constructs of the frameworks, validates its argument
of selecting ‘aspects’ and considerations for designing and planning of the interpretive
process. Sub-question 02 explores and justifies the indicators and variables to measure the
Page | 190
question 03 actually presents the significance of the ‘interpretive framework’ (i.e. PrEDiC) by
exploring the hidden dynamics of ‘dialogic interaction’ that allows the popular participation
in the interpretive process and helps to overcome the linearity and ‘image of practice’ of the
reconstructed past. These three sub-questions, therefore, intrinsically resolve the main
research question and demonstrate the possibility of a comprehensive method that can
The challenge of this research was not only to propose an interpretive method for digital
heritage, but also to implement and evaluate such a method. As such, this endeavour had to
face various critical challenges and multifaceted issues to reinvent the research context and to
validate its position within the broader field of digital heritage discourse. This section
Notions presented in table 2.1 elucidate that heritage ‘interpretation’ has always been
considered and treated as a tool for presentation or communication with the visitors.
set of ‘experts’. Here archaeologists have always been considered as the interpreters of the
past and present, whereas the visitors are treated as consumers with petty knowledge “to
make sense of the information” (Moscardo, 1999, p34). As Borun notes, “…the majority of
our visitors are novices – not experts. They lack specialized knowledge base, language,
concepts and ways of thinking and looking which experts acquire through learning and
practice” (Borun 1991 in Moscardo, 1999). Although, digital heritage possesses the
creation, development and dissemination, according to the case studies (section 2.2.3, 2.2.4;
annex A, B, C), it is evident that most digital heritage projects followed the notion of
Page | 191
archaeological interpretation (i.e. professionals interpret and visitors consume) while
This study found that general people like to share memories and participate in collective
construction of history (section 2.2.3). The interpretation of cultural heritage demands a high
level of knowledge of the past, whereas a layperson as a contributor may only have
knowledge and information regarding the near past. Indeed, valuable information due to its
passage through generations may be deformed or deviated from the original. However,
interestingly people may have other knowledge (beliefs, myths, oral traditions, stories), which
can provide different perspectives, and was evident in this research. This research allowed
interpretation’. Though most of the end-users did not possess specialized knowledge, still,
through reflexive dialogic interaction, they produced an explicit knowledge base with
varieties of information that include both tangible and intangible cultural heritage.
These active social engagement of the end-users with the shifting role from ‘cultural
consumption to cultural production’ may indicate digital liberation (Russo and Watkins,
However, it definitely indicates a shift in the knowledge production paradigm. This research,
therefore, differs from Moscardo (1999, p34) and (Borun, 1989) who believe that the visitors
are “novices – not experts” with petty knowledge to “make sense of the information”.
First of all, this research proves that interpretation can be an open-ended process and there are
more than one-way of interpreting the past. Secondly, by incorporating multiple voices side
by side and dialogue among the end-users, it opens up the possibility of enhanced
Page | 192
7.2.2 Planning of interpretation or salvation of technology
Involving people in the interpretation process in a real world heritage site is not a new idea.
Several interpretive methods were discussed in section 2.1. Based on the literature review, at
the time of the writing of this dissertation, hardly any of those interpretation methods is
successfully applied in the domain of digital heritage. On the other hand, the domain of digital
heritage still has its limitation in accumulating intangible cultural heritage fully (Dave, 2008,
Kalay, 2008). To some extent, the general practice is still the fascination with ‘photo-realism’
(Roussou et al., 2003, Champion, 2006, Flynn, 2008, Roussou, 2008), and the lure of the
technical artistry or power of new technology (Tost and Champion, 2007, p254).
Furthermore, it is evident that, in many cases, technologies dominate over the end-users’
In fact, we have always overlooked the ‘end-users’ as multiple and varied people with unique
cultural backgrounds and cognitive status. That is the major pitfall prohibiting us to recognise
the need and to define the objectives of any comprehensive interpretive method as well. The
of the past, causing ‘heritage dissonance’ while restricting us to understand the intrinsic
Various new technologies are opening up new possibilities for designing, experiencing and
managing, a digital heritage site or project. Discussion from section 2.2.4 implies that
researchers made significant efforts with various tools and technologies to enhance
experience and learning from digital heritage. However, each research had its unique
objective and agenda; rather they hardly advocated an approach towards the development of a
This study, therefore, presented a critical application of a theoretical construct, i.e. the
conceptual framework, and demonstrated its application in digital heritage interpretation. The
empirical study conducted for this research showed the possibilities of enhancing the
Page | 193
interpretation of digital heritage from a user-centric perspective. A positive reflection from
the end-users on this interpretation method highlighted that planning of interpretation need to
be prioritized and designed first, before media or tool selection is made. To make the end-
users satisfied, 3D/interactive media may not be the only choice; the end-users can gain fun
and enjoyment even from a 2D environment if they are allowed to have ‘dialogic interaction’.
Development of the new media allows us to become more user-centric, personalized, location
aware and to have synchronous data sharing without being restricted to a specific hardware
device. Flicker, blogs, game modding, podcasting and other forms of RSS syndication are
allowing the users to tailor information and multimedia objects in various ways that were not
possible in the past. This advancement of technology, therefore, makes it possible for
extensive, referential and interpretive virtual heritage environments (Dave, 2005). This shift
also indicates a gradual move towards making virtual heritage projects more interpretive
rather than mere reconstruction (Dave, 2008). However, this flux of social networking and
rapid growth of online information often raises questions of authenticity, relevance and
screening of relevant data from a massive pool. Critics like Keen (2008) argued against this
collective construction. From his point of view, this encourages the undermining of
professional expertise. He criticized this collective co-creation phenomenon for its tendency
of having error, immaturity, plethora of vague and meaningless content, as well as being
In this research, the experiment platform initially contained only ‘professional interpretation’
presented in this platform was prepared and approved by professionals (process explained in
5.3.2). This includes information of the monastery’s history, architecture, central temple,
synopsis of previous research, excavation timelines, information regarding visiting the site
Page | 194
including images, videos, 3D reconstructed models from various researchers and 360-degree
In a later state (figure 4.3), the general participants contributed and discussed various issues
ranging from myths, local stories, conservation issues, beliefs, education, history, culture,
nearby tourist place and heritage site, information regarding accommodation, local foods etc.
It was also observed that communication occurred between the end-users through responding
to questions and commenting on each other’s post, while reclaiming wrong information,
validating cross posting and suggesting external links for extended information. Themes or
topics were brought up and followed up by other interested end-users. Participants also asked
information from the moderators and requested an extension of the portal to support other
similar heritage sites (section 6.5.2). In this way, this platform actually worked as a means for
travellers and historians, as well as moderators. Therefore, the interpretation process worked
here as facilitator of network with reliability, while validating and screening of information
Contents were always open for moderation, including immediate action against unwanted
posting, cleaning up and recovering of the site being taken care of by interested end-users,
similar to Wheeler’s (2009, p6) observation. Moreover, RSS (really simple syndication) feeds
alerted community members to any recent changes, while validating the entries to be
undertaken immediately and effectively. Although this study was conducted for a limited
time, the findings show that end-users can handle much information through building
relationships and acting as filters for each other. This research, therefore, denies Keen’s
(2008) argument and endorses the popular knowledge base as not only a supplement for
professional interpretation but also of its role for accentuating the presence of experts.
Page | 195
7.2.4 Collective construction: From partial to bigger part of the mosaic
“It also needs to be recognised that virtual reconstructions are partial models and form part
of the mosaic of understanding about heritage issues” –Dave Bharat (2008, p49)
However, how to be sure about what had happened in the past? Accordingly to David
Lowenthal (1985, p187), historical knowledge can be derived from three sources – memory,
history and relics. Memory comes from our own experiences or from shared experiences of
others; ‘history’ derives from written history or collective written history, and ‘relics’ comes
from old artefacts and buildings, which act as a witness of the past. The combination of these
However, in the case of tangible heritage, where the building is ruined, limited stock of
available archaeological resources always hinders the architectural historians from bringing
back the real form of architecture based on such fragmented resources. Hence, results vary in
‘professional interpretation’ of formal reconstruction of such cases, like the central temple of
Sompur Mahavihara (figure 3.1). On the other hand, intangible cultural heritage, which
includes oral traditions, knowledge and practice concerning nature and beliefs, and oral
history transmitted through the generations, provides people with a sense of identity and
convention in October 2003 in Paris focuses on safeguarding the intangible cultural heritage,
present digital heritage projects, however, miss the potential of cultural transference and value
placed on collective cultural memory, which could easily be supported by allowing a platform
The proposed conceptual framework (figure 3.5) challenges the present linear concept of
heritage interpretation (figure 2.2) and highlights the post-modern and post-colonial attitude
where the authority holds less position and encourages popular participation and shared
meaning-making. The intention was not only to present the lost architecture of this monument
Page | 196
but also to encourage dialogue and interaction between the general people and the
professionals so that they could discuss heritage issues and collectively create a knowledge
base. Section 6.5.2 showed that the various tangible and intangible topics were brought up
and discussed during the experimental phase. Several questions were raised and resolved by
the participants (screenshots are in appendix Y). The end-users shared images, told stories and
myths, where to stay, other sites to visit, security concerns and so on – which may seem
irrelevant and unnecessary from certain point of view. However, it provided the various
details and insights on what people think of the heritage site and what they were looking for.
Each piece of information contributed here worked as gems that helped to build a bigger
In this way, it also opens up the possibility of future social research of any kind related to
what people think of digital heritage as well as their expectations. It also reveals that the
knowledge base obtained by capturing the community’s interpretation can provide different
insights from various perspectives. Furthermore, the insiders’ (or emic) and their perception
of significance may lead to the uncovering of potential intangible values of heritage which is
In this digital era, computers have become pervasive and ubiquitous, while identification
through digital mediation has become a new ‘cultural capital’, which sets ‘invisible bonds that
tie a community together’ (Curtis, 2004, in Wheeler, 2009). Open source projects or platforms
have opened the possibilities of freely available information for copying, distribution and
modification, including sharing of source code. Moreover, Web 2.0 has broadened the way of
contribution and shifted the total ‘continuum of interactivity’ towards one that is more on
‘cultural production’ (Russo and Watkins, 2008,p152). The usage of these digital
technologies in heritage institutes like museums have enhanced the involvement of visitors
and communities (Witcomb, 2003, Cameron and Kenderdine, 2006, Parry, 2007, Black,
Page | 197
2010) which also opens up the possibilities of dialogue and sharing (Rahaman and Tan,
2011). The social media, on the other hand, has opened the possibilities of liberating the
voices of the oppressed. For example, recent speculations on the Internet and its uprisings,
were first noticed in Tunisia, then in Egypt and later in Libya. Rebellions in the first two
countries heavily relied on social networking for gathering support from communities, the
Libyan rebels later followed suit. Social networks, in this way, not only encourage raising of
people’s voice and opinions, but also connect geographically distributed individuals of similar
mind-set.
As the online platform was opened for the end-users to raise and discuss issues regardless of
curatorial filtering or prior approval by moderators (unlike ‘memory capsule', Affleck and
Kvan, 2008), similar attitudes among the end-users were also evident during this study. Mr
“The Paharpur Archaeological Site Museum was the first of its kind in the then East
Pakistan. I myself as its first assistant custodian and arranged the museum single-
Baptist Christian I was taught to be dutiful right from my childhood and at Paharpur
All artefacts described in K N Dikhshit's book were there in 1962 when I resigned as
I found section of excavation and exploration was very lucrative to my bosses. I don't
know how many artefacts are still there either in the museum or in the store - and
It seemed that Mr. Pandit was worried about the losses of valuable artefacts and never trusted
his superior officers. As such, discussion continued, and others became aware of the present
situation and raised several relevant issues regarding the protection of the site. For example,
32
Source : http://bdheritage.info/forum/#topic/Site-Environment.htm, dated : 11.10.2011
Page | 198
one participant raised the issue of receiving money through the selling of tickets and its usage
– “I want to rise about the 'ticket money'. Does anyone know how much the authority gain
each year from the visitors and does all of them are properly recorded and paid as revenue to
the government?”.
Similarly, allied issues like negligence of the government, protecting the area, loosing
valuable artefacts, role of UNESCO and its policy to safeguard the site – were brought up.
33
For example, Monwar Hossain (ID 196) wrote – “The prime aspect that I felt is missing
there in Paharpur site is emotional attachment. Everybody seems just doing their jobs and
obeying commands. It is simply spending UNESCO’s money.” Paul34 (ID 86), who claimed
to be a traveller, argued with Maruf9435 (ID 187) on conversation and the role of government.
Paul suggested on adapting of a strategic approach and raising of public awareness; instead of
putting the blame only on the government36. He believed in engaging the locals in a win-win
situation. His argument was later supported by other members like Turjo, Dilip, Suborna,
Suborna (ID 109), in her post, informed others about the risk of visiting this site and warned
the visitors that they should leave the premise before sunset. She wrote33 – “While visiting in
July 2010, we heard that one lady (local tourist) was 'raped' and murdered in site. The victim
was found near the central temple area and the case was taken by police as an accident fallen
from the top of the temple”. Supporting Suborna’s warnings, Turjo (ID 28, a local) replied
that he noticed an increase in the guards from eight to sixteen at that time. Even this issue
remained disputed and it was not possible to be verified by other members. However, this
revealed that members also like to share their worries and become concerned about others,
Page | 199
The experiment was conducted for a limited time and the end-users were allowed to
participate only for three months. Nevertheless, these public reflections provided evidences
which reveal unique perspectives of cultural or related articulated issues. These diverging
forms of knowledge and information, therefore, helped the end-users to re-contextualize and
re-localize that heritage objects and sites. Moreover, the end-users’ consciousness and
freedom of speech was also observed in this study similar to O’Reilly (2007) and
Surowiecki’s (2004).
We can never re-create the past as it actually was (Silberman, 2008). However, through
get a wider subjective reconstruction of the past. Leaving technology behind and bringing
forth history, several examples in section 2.2.3 demonstrate how end-users can access, share,
comment and construct independent explanations and understand big historic events such as
September 11, WW2, and Pearl harbour. These examples prove that the lay people like to
own experience or knowledge to one’s successors and that is how human evolution occurs.
However, it is also true that these web portals (table 2.4) are primarily collecting information
on ‘great events’ or ‘national issues’ like 9-11 or WW2. Generally, people are interested in
these big events and want to share their own experiences. On the other hand, it is difficult to
find any portal that collects information on any specific architectural monument. Therefore,
the question is why general people would be interested in any specific digital heritage project.
In addition, how can the interpretive process help to enhance the interaction (i.e. exploration,
manipulation and contribution)? From this perspective, the attempt to collect memories or
Page | 200
experience on a single heritage building like Sompur Mahavihara (i.e. bdheritage.info)37 is
unique.
Organic virtual communities are formed organically by individuals with similar interests, and
its life and contribution rely on the active participation of the members. Interested members
with some particular knowledge and a high level of enthusiasm and engagement make the
group sustainable. However, the formation of such a community requires a long period. On
the other hand, for the case such as in this experiment, where time is limited but demands
large number of active members, high motivation and initial supports from the administrative
side are required to ignite the group dynamics (explained before in section 4.4). The
researcher of this study, therefore, had to organize promotional seminars in three universities,
Facebook page and various posts in similar online forums, and circulate the existence of this
portal to a greater audience through personal connections. During these three months of
public participation, the online portal received 80 forum posts, 524 images, 16 videos, 88 blog
19.12.2010). These contributions came from 253 active members, consisting of researchers,
According to empirical evidence, the conceptual framework has been found to be effective in
persuading the members to be active and be involved in the interpretive process. It has also
revealed that the second group (i.e. group B that experienced this interpretive method) had
greater interpretation. However, the initial ignition of the process is vital and continuous
37
This site has been nominated for ‘Best of the web 2011 award’ by ‘Archives and Museum Informatics’
(http://www.museumsandtheweb.com/image/nomination_for_best_of_the_web_award), on social media category.
Page | 201
7.3 DISCUSSION
This research is the very first attempt of its kind to develop a comprehensive method about
digital heritage interpretation. It explains not only how to present information, but also how to
enhance the pedagogy of cultural learning, to make the end-users more embodied with the
environment, and ways of involving people with the content production process so that, the
narrative itself can hold multiple perspectives. The theoretical constructs along with empirical
study provides some valid ground of its applicability in further digital heritage project design
and planning.
Although certain components of this framework need further investigation and tuning, the
interpretive framework can still be applied to any digital heritage project that offers the end-
users’ involvement in the narrative level. In this way, the interpretive framework can be used
considerations, which could be used as a source for further development of a charter for
Page | 202
CHAPTER 08
CONCLUSION
Through intensive reviews of theory and methodology from real world heritage interpretation
and online case studies of digital heritage projects, this research has defined ‘digital heritage
recommends four ‘objectives’ for digital heritage interpretation, i.e. (i) to satisfy the end-
users’ enquiry and expectation of the visit, (ii) to provoke the end-users for further
history and culture, and (iv) to present the past from multiple perspectives, so that the end-
In most cases, digital heritage projects are descriptive with specific objectives. Such
attempts have helped us to accentuate experience and visual fidelity, they do not lead us to
application of a new hardware or tool to explore digital heritage. Based on literature survey,
this study has revealed that the role and objectives of ‘heritage interpretation’ (for real-world
realm) are well established due to long-range of research and practice. However, hardly any
research has attempted to bridge the gap and linked that knowledge to the digital heritage
realm. In this context and in the light of knowledge gained from the investigation from
Human computer interaction, Archaeology, Human behaviour studies, History and Heritage
Page | 203
management, and later investigation from empirical study, this research suggests four aspects
(a) Effective presentation: Interpretation is all about presenting and communicating with the
end-users to help them in engaging with and understanding the place and objects. The
objective here is not only to present the ‘big concepts’ of chronology, change, evidence and
facts of the past, but also to create an empathy towards cultural and natural surroundings, and
(b) Cultural learning: One of the major objectives of digital heritage is to disseminate the
knowledge of history and culture to general people. Therefore, the process of interpretation
inherits a pedagogical and edification role to convey meanings and values of heritage to
enrich the senses of place and culture. To promote cultural learning from a digital heritage
Page | 204
(c) Embodiment: According to this research, embodiment is not as simple as an individual’s
consciousness of experience of bodily aspects of being or acting, rather the phenomenon that
provides a rich understanding of what human ideas are and how they are organized in vast
conceptualized systems – grounded in both physical and live reality. That is to say,
embodiment is the way we think and make sense of the world. Therefore, to ensure an
effective embodied interaction within the interpretive process, this research suggests:
(d) Dialogic interaction: Empirical study had found that, allowing a dialogue through the
interpretation framework influences active participants to get involved, explore deeper and
multiple users with various social and cultural backgrounds and their contribution to the
narrative level heterogeneous perspectives of the past can be accommodated side by side.
This explicit knowledge base works as a supplement for the professional interpretation and
contribute)
x Encouraging discourse
experts)
This research started with the objective to develop a methodology to enhance the
interpretation of digital heritage and to suggest some guidelines for future digital heritage
Page | 205
projects. Fifteen considerations are identified to support four major aspects of digital heritage
are flexible in nature and applicable to varied media and tool in varied way. For example,
through a pop-up message or with a beep, whereas, for VR with hepatic controller the
response could be different. Therefore, these considerations are device or media independent
and solely dependent upon the media designer (more detail in section 3.4). Although, these
considerations are grouped under specific aspects, they may overlap and merged with various
aspects instead of one. Even though this study presents these considerations in a grouped
fashion, they are, however, implicitly interwoven with each other (explained in section 4.4).
8.2 IMPLICATIONS
digital heritage interpretation. Through defining ‘digital heritage interpretation’ and its
objectives, this was done by developing a conceptual model, extending the model to a
conceptual framework, implementing the framework in an online platform, and finally testing
its impact on end-users’ interpretation level. In this way, this research, demonstrates the
possibility of having a comprehensive model that can enhance the interpretation of digital
that converges effective presentation, cultural learning, embodiment and dialogic interaction
to achieve a higher satisfaction, provocation and learning while allowing the past to be
perceived from multiple perspectives. With empirical evidences, this study has demonstrated
digital heritage among the end-users as compared to the conventional linear model of
interpretation. This way, this research is no doubt one of the first attempts that developed a
Page | 206
comprehensive interpretation method for digital heritage. The implication of this
digital heritage domain and opens up the possibility of application in various digital
Secondly, this study reveals that, to have a greater experience, the planning and design of
‘interpretation’ is more important and needs to be considered before media or tools are
selected. Through a proper interpretive process, even a 2D platform can produce better
End-users are varied people with unique cultural and cognitive background and, most
importantly, they have varied interest. Findings from this study indicate that dialogic
interaction allows the end-users to access the generic knowledge base and offers varieties in
content, with more freedom in information selection according to their need. Moreover, the
end-users, who had access to the online platform that was built on the PrEDiC framework
spent more time and were more involved in the platform. However, initially, they required a
As mentioned earlier, the recent trends of digital heritage are motivated towards achieving
visual fidelity with photorealistic representation. However, the evidence of this study shows
that, lay people are more interested to know about the process (e.g. excavation, digitization),
activities (e.g. education, rituals) and how things work (e.g. artefacts, tools), rather what it
was (e.g. detail of history, timeline). This is what we should concern in content creation for
future digital heritage projects. The empirical findings also demonstrate that allowing dialogic
interaction helps to liberate the voices of the oppressed. A dialogue allows the end-users to
raise various issues and topics (such as theft of artefacts by foreign excavation team, looting
of museum resources, murder inside the monastery, and negligence of the government in
protecting the site) which were unpredictable at the beginning of this study. An implication of
Page | 207
this is that it opens up the possibility of using this information as valuable clues or resources
for further archaeological investigation or social research. Even though all members were not
active participants or interested in communicating with others, it seems that digital heritage
platform can also act as a social networking hub for like-minded people with common
interest.
Revelation of these facts by the present study provides us with some answers to the research
questions raised at the beginning of this study and opens up the avenue for future research.
8.3 CONTRIBUTION
Allowing end-users as contributors through the application of web 2.0 for collecting public
memory is not new, nor are the analysis techniques (quantitative and qualitative) used for this
research. What is new is the convergence of knowledge from Heritage management, HCI,
Archaeology and Behavioural studies to develop a conceptual model along with the
adaptation and application of this model to the areas of research that are still in their
conceptual developmental phase. The unique contribution of this research, therefore, lies in
the development of a critical theoretical construct evolved from multiple disciplines, which
digital heritage.
Digital heritage as a domain, still lacks adequate literature that focus explicitly on the theory
and methodology of interpretation (Affleck, 2007, Tan and Rahaman, 2009) including critical
discourse (Cameron, 2008). Moreover, there are no charters or guidelines for digital heritage.
Several interpretation models and guidelines based on real-world heritage site, from Tilden
(1977), Fitch (1982), Uzzell (1989), Moscardo (1999), Tim Copeland (1998, 2004),
Thompson (1981), Brooks and Brooks (1993), Harrison (1994), and Beck and Cable (1998) -
Page | 208
are studied38 and found not immediately applicable to the digital realm. However, this study
revealed that based on Fitch’s (1982) and Uzzell’s (1989) framework, there exists two distinct
groups of interpretive approaches, which are based on either (i) information presentation or
Fitch’s (1982) model of interpretation placed public at the second level in the interpretive
process as a consumer of the filtered information produced by the professional. This model
therefore, does not recognize public contribution as a possible source of information that can
(explained in section 3.1.1, ii & iii). As a result it often fails to deliver ‘re-construction’ or
present the past as a whole, which is highly suggested by Uzzell (1989) for greater
interpretation. Previous attempt by Affleck (2005, 2007) to combine these two methods (i.e.
popular interpretation and re-construction) was unsuccessful as her research failed to present
were published. The interpretive method that is supported by a detailed framework (i.e.
PeEDiC) presented in this research, therefore, is unique. The theoretical construct / the
conceptual model presented here shows how it is possible to fuse the concept of ‘re-
From both point of theory and practice, it shows the way to juxtapose the professional and
popular content in the narrative level. Findings from the empirical study also implies that this
interpretive method accentuates end-users’ interpretation and shared meanings by leading the
participants to go beyond their own perception through “collaboration with more capable
research is, therefore, a contribution that initiates a new discourse to understand how an
38
Study of these models and comparison of the principles are presented in section 2.1.2 and 2.1.3.
Page | 209
interpretive process can unfold a space for inter-subjectivity and create the environment
where greater satisfaction, provocation, learning and understanding of the past from multiple
This explorative study has purposeful implications. Being at the cutting edge of new media
and technological revolution, this research followed the experimental research approach. As
such, this research not only presents a research framework to guide the methodological rigour,
but also through application and user study it provides guidelines (new ways) to other
researchers looking for new challenges, directions and applications to achieve the most
This research, therefore, has presented an integrated approach that demonstrates the critical
and constructive application of the conceptual framework in order to add, not only to those
source disciplines, but also to the development of digital heritage’s own theoretical construct.
In doing so, it promotes the link between research and practice in digital heritage, particularly
This way the present research has made some significant contributions to the body of
1. Defining the knowledge gaps. Identification and validation of end users’ perception
digital heritage.
heritage (i.e. experiment design, data collection and evaluation process) - is also a
unique contribution.
Page | 210
4. The dialogic interaction approach, which postulates interpretation as a social
During this research, an intensive literature survey and online studies (section 2.3.4, Annex B
& C) of various virtual heritage projects and research within the domain of museum and
research labs helped to identify present limitations in practice39 and presented in section 3.1.
Heritage scholars, researchers and practitioners such as Champion (2006, 2008) and Dave
(2005, 2008), Flynn (2005, 2008), Kenderdine (2008), Tan (2007), Rousso (2003, 2008), Tost
(2004), Mosaker (2001) used various tools and technologies such as game engine, somatic
displays etc. for experiencing digital heritage. However, their attempts had other agenda
rather than to achieve a comprehensive interpretive method. Therefore, in most cases the
practice remained descriptive (Gillings 2000, Thorton 2007, Affleck and Kvan 2008) and
over looked end-users (Rahaman and Tan 2010, 2011). Domination of ‘image of practice’
(Kalay 2008) which is based on ‘fragments of evidence’ (Parry 2007) has narrowed the
spectrum of the present practice towards more ocular centric (Rossue 2002, Champion 2004,
2006, Saparacino 2004, Voltolina et al. 2006). On the other hand, studies from section 2.3.3
show that allowing public contribution in the narrative level can generate collective cultural
In this context, the conceptual framework (PrEDiC) presented in this research unfolds
conventional top down one-way broadcast, it facilitates satisfaction, provocation, learning and
multiple perspectives of the past through the interpretive process and uplifts inter-subjective
39
Knowledge gaps in both theories and present practice are explained in detail at section 3.1.
Page | 211
construction, this research thus supports the discourse in the field of psychology and
sociology from Rommetveit (1979), Wertsch (1985) and Schegloff (1991) that believes inter-
Recent studies from the domain of learning and museum studies show that, in a real-world
setting dialogue and interaction (in the form of inter-subjectivity) enhances negotiation among
participants in problem solving and crucial understanding (Hui, 2003, Arnseth et al., 2004,
Jansen, 2008, 2010). The proposed interpretive method in this research offers a means to do
the same in the digital realm. Thus, this research has implications and applications for
museums, heritage institutes, heritage research labs, tourism industry and, particularly, remote
end-users are provided the opportunity to have a purposeful and constructive input in the
interpretive process. Therefore, the museum authorities can find the insiders’ (or emic)
perception of significance which may lead to the uncovering of potential intangible values of
heritage which is always difficult to get from an ‘etic’ or outsiders’ perspective. It also
promotes reciprocal relationship to raise voices on various issues regarding cultural heritage.
Learning can be enhanced through sharing local knowledge with capable peers. For example,
Sompur Mahavihara does not have any online official web site. This PrEDiC framework can
be used to develop an interpretive platform for online visitors. This can work as an
information hub for like-minded people, interested groups as well as lay people. Due to its
open-ended narrative, it will be able to collect various information regarding the monastery’s
architecture style, history, archaeological aspects, cultural issues and so on. This information
can be accessed prior to visit, during the visit through mobile devices and through interactive
kiosk located at the site. An application can also be developed for mobile devices as a
gateway to this online platform to easily access and share experience while visiting the
Page | 212
The framework (i.e.PrEDiC) has been developed as media independent with an objective to
enhance end-users’ satisfaction, learning, provocation and understanding the past from
site, such as at Sompur Mahavihara. By applying this framework through any digital tool such
as iCenema or 360-degree immersive display, the museum authority can help to enhance
visitors’ interpretation of the site. After visiting the physical heritage site, the visitors can visit
the museum and enjoy the installation as well. Various virtual reconstruction of the heritage
site along with visitors’ comments may help them to get multiple perspectives of the past
through this installation, which would not be possible to achieve just by seeing the existing
ruins. Having access to different timelines and reconstructed virtual models from various
scholars will therefore enhance the visitors’ learning. Through various modes of interaction
and information presented through this installation, might raise empathy for further
conservation and protection of the heritage site. Thus, this interpretive framework will
enhance their overall satisfaction of visit. However, achieving this scenario is only possible if
considerations the system can adopt, the better the interpretation it will offer.
As this method allows anonymous contribution, researchers may find interesting and valuable
information regarding the heritage. Similarly, digital heritage specialists and content
developers can get ideas about what end-users want and like most, the communication
channel they used, the most requested enquiry, the nodes of attraction etc. - which can aid
them in future designing, planning and making presentation of information to facilitate better
As discussed before, many digital heritage projects are designed based on available
techniques and technology, and applications or functions are decided later, as an afterthought.
But in reality, for different purposes like entertainment industry, education or investigation of
archaeological hypothesis, different types of digital heritage projects may require with
Page | 213
varying level (photorealistic to non-photorealistic) and degree (detailed to abstract) of
representation. From the empirical study, it is evident that even a 2D web platform can be
entertaining and engaging, and can provide enhanced interpretation. Therefore, the objective
of the project could instead take priority rather than the usage of new media or tool, as the
presentation and communication with end-users can always gain insights from the proposed
The significance of non-linear interpretation with dialogic interaction does not appear to have
approach developed in this research has both academic and interpretive programming
applications. Therefore, the major contributions of this research can be summarized as:
heritage.
Certainly visiting a physical heritage site is preferable than a digital heritage site. Due to
constrain at various levels (figure 1.1, 2.8) there are often chances of an end-product (i.e.
digital heritage) to be inferior and remain incomplete as compared to the original heritage site
or artefact. However, digital heritage that represents ruins, non-accessible or vulnerable can
help visitors to have some idea of the past. Moreover, a digital heritage site that accepts
public participation (i.e. allow dialogic interaction) can help to enhance end-users’ inter-
Page | 214
subjective understanding of the past through collective construction and social sharing, which
This research developed a conceptual framework for interpreting Digital Heritage, and tested
its applicability and impact in a 2D online platform. Due to resource and technical limitations
(mentioned in section 1.3, 5.1.1), this research applied the proposed interpretive framework in
CAVE) or on site augmented reality platform might have a different impact on the end-users,
and requires further research. Further application of this framework in various settings such as
in museums, heritage centres and conservation sites requires attention through tailoring of
Certain components of the framework are yet to be fully investigated, particularly grounding
the concept of ‘embodiment’ with new tools and technologies that requires bodily
involvement. It is proposed that future research could aim at investigating the school of
thought that claims embodied interaction as an extension of the body through tools (section
This study deems the end-users as a multicultural phenomenon and asks for more attention to
be given while designing and planning digital heritage projects. During the research
experiment, participants are chosen from a known context with a similar stratum (i.e. graduate
students). However, participants from a varied context with a varied cultural background may
affect the result and accordingly require further investigation. Moreover, this also indicates
the need for further study in order to understand the types of end-users, their common needs
At the time of writing this research, I could not find any established or standard method for
heritage. Data collection method requires further research and testing to establish a set of
questionnaire that can also evaluate the participants’ cognitive process, internalization and
Page | 215
mindful state, with respect to the interpretive indicators mentioned in this study. Moreover,
there might be a difference in understanding between end-users who have visited the real-
world site and who have not. There is a need to investigate how and in what extent digital
heritage can uplift the value of cultural heritage to these groups though this interpretive
process.
The domain of digital heritage is still in its infancy and this research is just a small step
forward. Although the major strength of this research lies in gaining an in-depth knowledge of
digital heritage interpretation, it requires further research to test the methodology in varied
Page | 216
REFERENCES
Affleck, J. & Kvan, T.:2008, Memorey Capsules : Descrusive Interpretation for Cultural
Heritage through New Media in Kalay, Y. E., Kvan, T. & Afflek, J. (eds.) New
Heritage : New Media and Cultural Heritage. New York, Routledge.
Alt, M. & Shaw, K.:1984, Characteristics of Ideal Museum Exhibits. British Journal of
Psychology, 75, 25-36.
Arnseth, H. C., Ludvigsen, S., Mørch, A. & Wasson, B.:2004, Managing Intersubjectivity in
Distributed Collaboration. PsychNology Journal, 2, 189-204.
Beck, L. & Cable, T.:1998, Interpretation for the 21st Century, Champaign, Illinois,
Sagamore Publishing.
Page | 217
Bonini, E.:2008, Building Virtual Cultural Heritage Environments: The Embodied Mind at
the Core of the Learning Processes. International Journal of Digital Culture and
Electronic Tourism, 1, 113-125.
Borun, M.:1989, Naive Notions and the Design of Science Museum Exhibits. Visitor studies:
Theory, research and practice, 2, 158-162.
Brawne, M.:2003, Architectural Thought : The Design Process and the Expectant Eye,
Amsterdam, Architectural Press.
Cameron, F.:2008, The Politics of Heritage Authorship : The Case of Digital Heritage
Collections in Kalay, Y. E., Kvan, T. & Afflek, J. (eds.) New Heritage : New Media
and Cultural Heritage. New York, Routledge.
Champion, E.:2006, Playing with a Career in Ruins: Game Design and Virtual Heritage. in
Marcén, P. G. & Tost, L. P. (eds.) Learning in Cyberspace: New Media for Heritage
Didactics and Interpretation. Barcelona Spain, Centre d’Estudis del Patrimoni
Arquelògic de la Prehistoria Universitat Autònoma de Barcelona.
Page | 218
Champion, E., Bishop, I. & Dave, B.:2011, The Palenque Project: Evaluating Interaction in an
Online Virtual Archaeology Site. Virtual Reality, 1-19.
Champion, E. & Dave, B.:2002, Where Is This Place? in Proctor, G. (Ed.) 22st Annual
Conference ACADIA 2002: Thresholds Between Physical and Virtual. Cal Poly
Pomona, CA, USA.
Champion, E. & Dave, B.:2006, Dialing up the Past. in Cameron, F. & Kenderdine, S. (eds.)
Theorizing Digital Cultural Heritage: A Critical Discourse. Cambridge, Mass., MIT
Press.
Champion, E., Dave, B. & Bishop, I.:2003, Interaction, Agency and Artefacts. in Chiu, M.,
Tsou, J., Kvan, T., Morozumi, M. & Jeng, T. (eds.) 10th International Conference on
CAAD Futures'2003 : Digital Design: Research and Practice. Taiwan, Kluwer
Academic Publishers, Doordrecht, The Netherlands.
Charter, V.:1964, International Charters for the Conservation and Restoration of Monuments
and Sites. ICOMOS, Paris.
Copeland, T.:1998, Constructing History: All Our Yesterdays. Teaching the Primary
Curriculum for Constructive Learning, 119.
Copeland, T.:2006, Constructing Pasts : Interpreting the Historic Environment. in Hems, A. &
Blockley, M. R. (eds.) Heritage Interpretation. London, New York, Routledge.
Costalli, F., Marucci, L., Mori, G. & Paternò, F.:2001, Design Criteria for Usable Web-
Accessible Virtual Environments. in Bearman, D. & Garzotto, F. (eds.) in the
Proceedings of International Cultural HeritageInformatics Meeting : ichom01.
Milan, ichim.
Csordas, T. J.:1994, Embodiment and Experience : The Existential Ground of Culture and
Self, Cambridge ; New York, : Cambridge University Press.
Page | 219
Dave, B.:1998, Bits of Heritage. in Thwaites, H. (Ed.) Proceeding of Virtual Systems and
Multimedia : Future Fusion. The Natherlands, IOS Press.
Dave, B.:2008, Virtual Heritage : Mediating Space, Time and Perspectives. in Kalay, Y. E.,
Kvan, T. & Affleck, J. (eds.) New Heritage : New Media and Cultural Heritage. New
York, Routledge.
Deshpande, S., Geber, K. & Timpson, C.:2006, Engaged Dialogism in Virtual Space : An
Exploration of Research Strategies for Virtual Museums. in Cameron, F. &
Kenderdine, S. (eds.) Theorizing Digital Cultural Heritage : A Critical Discourse.
Cambridge, Mass., MIT Press.
DiSessa, A. A.:1983, Phenomenology and the Evolution of Intuition. Mental models, 15-34.
Eiteljorg, H.:1998, Photorealistic Visualizations May Be Too Good. CSA Newsletter, 11.
Engeström, Y.:1999, Activity Theory and Individual and Social Transformation. Perspectives
on activity theory, 19-38.
Ennis, G. & Maver, T.:1999, Visit Vr Glasgow. Education for Computer Aided
Architectural Design in Europe.
Falk, J. H.:1991, Analysis of the Behavior of Family Visitors in Natural History Museums:
The National Museum of Natural History. Curator: The Museum Journal, 34, 44-50.
Fitch, J. M.:1982, Historic Preservation : Curatorial Management of the Built World, New
York, McGraw-Hill.
Flynn, B.:2007, The Morphology of Space in Virtual Heritage. in Cameron, F. & Kenderdine,
S. (eds.) Theorizing Digital Cultural Heritage: A Critical Discourse. London,
England, The MIT Press.
Page | 220
Forlizzi, J. & Battarbee, K.:2004, Understanding Experience in Interactive Systems.
Proceedings of the 5th conference on Designing interactive systems: processes,
practices, methods, and techniques, 261-268.
Forte, M. & Bonini, E.:2008, Embodiment and Enaction: A Theoretical Overview for
Cybercommunities. Heritage 3.0: Virtual Communities and 3D Worlds, VSMM 08.
Cyprus
Gibson, J. J.:1986, The Ecological Approach to Visual Perception, Hillsdale, N.J., Lawrence
Erlbaum.
Gillings, M.:2000, Plans, Elevations and Virtual Worlds : The Development of Techniques
for the Routine Construction of Hyperreal Simulation in Barcelo, J. A., Forte, M. &
Sanders, D. H. (eds.) Virtual Reality in Archaeology. Oxford, England, Archaeopress.
Gillings, M.:2000, Plans, Elevations and Virtual Worlds: The Development of Techniques for
the Routine Construction of Hyperreal Simulations. BAR INTERNATIONAL SERIES,
843, 59-70.
Graham, B.:2002, Heritage as Knowledge : Capital or Culture? Urban Studies, 39, 1003-
1017.
Hall, E. T.:1969, The Hidden Dimension, New York, Doubleday and Company.
Ham, S. H. & Krumpe, E. E.:1996, Identifying Audiences and Messages for Nonformal
Environmental Education : A Theoretical Framework for Interpreters. Journal of
Interpretation Research, 1, 11-23.
Hanks, P., Mcleod, W. & Urdang, L.:1986, Collins Dictionary of the English Language.
London: Collins,| c1986, 2nd ed., edited by Hanks, Patrick.
Page | 221
Heidegger, M.:1977, Being and Time, Trans. J. Macquarrie and E. Robinson. Oxford:
Blackwell.(1976 [1966])'" Only a God can Save Us": the Spiegel interview', trans.
MR Alter and JD Caputo, Philosophy Today, 20, 267-85.
Higgs, B., Polonsky, M. & Hollick, M.:2005, Measuring Expectations: Forecast Vs. Ideal
Expectations. Does It Really Matter? Journal of Retailing and Consumer Services,
12, 49-64.
Hodder, I.:1991, Interpretive Archaeology and Its Role. American Antiquity, 56, 7-18.
Holsti, O. R.:1969, Content Analysis for the Social Sciences and Humanities, Reading,
Mass.,, Addison-Wesley Pub. Co.
Homles, R., Hazadiah Mohammad, D. & Habibah, A.:2005, A Guide to Research in the
Social Sciences, Petaling Jaya, Selangor, Pearson Malaysia.
Huizinga, J.:1968, Homo Ludens: A Study of the Play-Element in Culture, Boston, Roy
publishers.
ICOMOS:2007, The Icomos Charter for the Interpretation and Presentation of Culltural
Heritage Sites.
ICOMOS:2008, The Icomos Charter for the Interpretation and Presentation of Cultural
Heritage Sites. ICOMOS International Scientific Committee on Interpretation and
Presentation of Cultural Heritage Sites.
Icomos, A., Monuments, I. C. o. & Sites:2000, The Burra Charter: The Australia Icomos
Charter for Places of Cultural Significance 1999: With Associated Guidelines and
Code on the Ethics of Co-Existence, Australia ICOMOS.
ICOMOS, C.:2000, Principles for the Conservation of Heritage Sites in China. English
translation by Neville Agnew and Martha Denis (2002). Los.
Jacabson, J.:2008, Ancient Architecture in Virtual Reality : Does Immersion Really Aid
Learning. Department of Information Sciences Pittsburgh, Pennsylvania, University
of Pittsburgh
Jacobson, L.:2000, A Virtual Class Act Technology Aims to Help Hyperactive Students.
Special to the Washington Post. Monday, August, 14, 2000.
Page | 222
Jencks, C.:1969, Semiology and Architeture. in Baird, G. & Jencks, C. (eds.) Meaning in
Architecture. London, : Barrie & Rockliff the Cresset P.
Jenner, B. & Titscher, S.:2000, Methods of Text and Discourse Analysis, London ; Thousand
Oaks Calif., SAGE.
Johnson, M.:1987, The Body in the Mind : The Bodily Basis of Meaning, Imagination, and
Reason, Chicago, : University of Chicago Press.
Kalay, Y. & Marx, J.:2001, Architecture and the Internet: Designing Places in Cyberspace.
Proceedings of ACADIA 2001: Reinventing the Discourse, 230-240.
Kalay, Y. E.:2008, Preserving Cultural Heritage through Digital Media in Kalay, Y. E., Kvan,
T. & Afflek, J. (eds.) New Heritage : New Media and Cultural Heritage. New York,
Routledge.
Kaptelinin, V. & Nardi, B. A.:2006, Do We Need Theory in Interaction Design? in Nardi, B.,
Kaptelinin, V. & Foot, K. (eds.) Acting with Technology: Activity Theory and
Interaction Design. Cambridge, Massachusetts, London, England, MIT Press.
Keen, A.:2008, The Cult of the Amateur : How Blogs, Myspace, Youtube and the Rest of
Today's User Generated Media Are Destroying Our Economy, Our Culture, and Our
Values, London Boston, Nicholas Brealey.
Kenderdine, S., Shaw, J., Favero, D. D. & Brown, N.:2008, Place Hampi. in Kalay, Y. E.,
Kvan, T. & Affleck, J. (eds.) New Heritage: New Media and Cultural Heritage
London and New York, Routledge-Taylor and Francis Group.
Knapp, D. & Benton, G.:2004, Elements to Successful Interpretation: A Multiple Case Study
of Five National Parks. Journal of Interpretation Research, 9, 9-26.
Page | 223
Kollock, P.:1999, The Economies Ol Online Cooperation. Communities in cyberspace, 220.
Lakoff, G.:1987, Women, Fire, and Dangerous Things: What Categories Reveal About the
Mind, University of Chicago press.
Lakoff, G.:1990, Women, Fire, and Dangerous Things, Univ. of Chicago Press.
Lakoff, G. & Johnson, M.:1980, Metaphors We Live By, Chicago, : University of Chicago
Press.
Lakoff, G. & Johnson, M.:1999, Philosophy in the Flesh : The Embodied Mind and Its
Challenge to Western Thought, New York, Basic Books.
Leone, G.:2006, Remembering Together : Some Thoughts on How Direct or Virtual Social
Interactions Influence Memory Process. in Bagnara, S. & Smith, G. C. (eds.) Theories
and Practice in Interaction Design. Ivrea, Italy. Mahwah, N.J., Interaction Design
Institute Ivrea ; Lawrence Erlbaum.
Lock, M.:1993, Cultivating the Body: Anthropology and Epistemologies of Bodily Practice
and Knowledge. Annual Review of Anthropology, 22, 133-155.
Lowenthal, D.:1985, The Past Is a Foreign Country, Cambridge University Press Cambridge,
Cambridge.
Manninen, T.:2004, Rich Interaction Model for Game and Virtual Environment Design,
Oulun yliopisto.
Marsh, T., Wright, P. & Smith, S.:2001, Evaluation for the Design of Experience in Virtual
Environments: Modeling Breakdown of Interaction and Illusion. CyberPsychology &
Behavior, 4, 225-238.
Mattioda, M. & Vercellone, F.:2006, From Function to Dialog. in Bagnara, S. & Smith, G. C.
(eds.) Theories and Practice in Interaction Design. Ivrea, Italy. Mahwah, N.J.,
Interaction Design Institute Ivrea, Lawrence Erlbaum.
Maturana, H. R. & Varela, F. J.:1980, Autopoiesis and Cognition : The Realization of the
Living, Dordrecht, Netherlands, D. Reidel.
Page | 224
Maturana, H. R. & Varela, F. J.:1992, The Tree of Knowledge : The Biological Roots of
Human Understanding, Boston, : Shambhala.
McManus, P. M.:1989, Oh, Yes, They Do: How Museum Visitors Read Labels and Interact
with Exhibit Texts. Curator: The Museum Journal, 32, 174-189.
Moltenbrey, K.:2001, Preserving the Past. Computer Graphics World. Penn Well Publishing
Co.
Morris-Suzuki, T.:2005, The Past within Us : Media, Memory, History, London ; New York,
Verso.
Moscardo, G.:1996, Mindful Visitors:Heritage and Tourism. Annals of Tourism Research, 23,
376-397.
Moscardo, G.:1999, Making Visitors Mindful: Principles for Creating Quality Sustainable
Visitor Experiences through Effective Communication, Sagamore Publishing,
Champaign, Illinois.
Museum, A. C.:2011, Acm: Terracotta Warriors Iphone App, Available from:Open Source
Repository <http://www.acm.org.sg/press_room/newsdetail.asp?generalNewsID=57>
(accessed 24.01.2012).
Nitsche, M., Roudavski, S., Thomas, M. & Penz, F.:2002, Narrative Expressive Space. ACM
SIGGROUP Bulletin, 23, 10-13.
Page | 225
Núñez, R. E., Edwards, L. D. & Filipe Matos, J.:1999, Embodied Cognition as Grounding for
Situatedness and Context in Mathematics Education. Educational Studies in
Mathematics, 39, 45-65.
O reilly, T.:2007, What Is Web 2.0: Design Patterns and Business Models for the Next
Generation of Software. Communications and Strategies, 65, 17.
Orion, N. & Hofstein, A.:1994, Factors That Influence Learning During a Scientific Field
Trip in a Natural Environment. Journal of Research in Science Teaching, 31, 1097-
1119.
Osberg, K. M.:1997, Constructivism in Practice: The Case for Meaning-Making in the Virtual
World. University of Washington.
Parry, R.:2007, Recoding the Museum : Digital Heritage and the Technologies of Change,
Abingdon, Oxon ; N.Y., Routledge.
Parry, R.:2007, Recoding the Museum: Digital Heritage and the Technologies of Change,
London and New York, Routledge.
Preece, J., Benyon, D., Davies, G., Keller, L., Preece, J. & Rogers, Y.:1993, A Guide to
Usability : Human Factors in Computing, Wokingham, England, Addison-Wesley.
Quek, F.:2011, Embodiment: We're Just Human. CHI 2011. Vancouver, BC, Canada.
Rahaman, H. & Tan, B. K.:2010, Interpreting Digital Heritage: Interaction, Dialogue and
Multiple Perspectives of the Past. SMARTdoc 2010 : Heritage Recording and
Information Management in the Digital Age. Pennsylvania, Philadelphia, USA.
Page | 226
Rahaman, H. & Tan, B. K.:2011, Interpreting Digital Heritage: A Conceptual Model with
End-Users' Perspective. International Journal of Architectural Computing (IJAC), 09,
99-113.
Rand, J., Design, C. f. S., Parks, A. A. o. Z. & Aquariums:1990, Fish Stories That Hook
Readers: Interpretive Graphics at the Monterey Bay Aquarium, Center for Social
Design.
Relph, E. C.:1976, Place and Placelessness, London, United Kingdom, Pion Ltd.
Rheingold, H.:2000, The Virtual Community: Homesteading on the Electronic Frontier, The
MIT Press.
Riva, G.:2004, The Psychology of Ambient Intelligence: Activity, Situation and Presence.
Ambient Intelligence: The evolution of technology, communication and cognition
towards the future of the human-computer interaction, 19-34.
Rojas, C. d. & Camarero, C.:2008, Visitors’ Experience, Mood and Satisfaction in a Heritage
Context: Evidence from an Interpretation Center. Tourism Management, 29, 525-537.
Roussou, M.:2002, Virtual Heritage: From the Research Lab to the Broad Public. Virtual
Archaeology, 93-100.
Roussou, M., Drettakis, G., Chalmers, A., Arnold, D. & Niccolucci, F.:2003, Photorealism
and Non-Photorealism in Virtual Heritage Representation. VAST 2003 and First
Eurographics Workshop on Graphics and Cultural Heritage.
Roussou, M., Oliver, M. & Slater, M.:2008, Exploring Activity Theory as a Tool for
Evaluating Interactivity and Learning in Virtual Environments for Children.
Cognition, Technology & Work, 10, 141-153.
Page | 227
Russo, A. & Watkins, J.:2008, Digital Cultural Communication : Audience and Remediation
in Kalay, Y. E., Kvan, T. & Afflek, J. (eds.) New Heritage : New Media and Cultural
Heritage. New York, Routledge.
Schegloff, E. A.:1991, Conversation Analysis and Socially Shared Cognition. in Resnick, L.,
Levine, J. M. & Teasley, S. (eds.) Perspectives on Socially Shared Cognition.
Washington, American psychological association.
Silberman, N.:2008, Chasing the Unicorn?: The Quest for "Essence" in Digital Heritage. in
Kalay, Y. E., Kvan, T. & Affleck, J. (eds.) New Heritage : New Media and Cultural
Heritage. New York, Routledge.
Slater, M.:1999, Measuring Presence: A Response to the Witmer and Singer Presence
Questionnaire. Presence: Teleoperators and Virtual Environments, 8, 560-565.
Surowiecki, J.:2004, The Wisdom of Crowds : Why the Many Are Smarter Than the Few and
How Collective Wisdom Shapes Business, Economies, Societies, and Nations, New
York, Doubleday :.
Tan, B. K.:2007, Virtual Bawa: Unbuilt Masterpieces of Geoffrey Bawa, National University
of Singapore.
Tan, B. K. & Rahaman, H.:2009, Virtual Heritage : Reality and Criticism. in Tidafi, T. &
Dorta, T. (eds.) CAADfutures 2009 : Joining languages, cultures and visions.
Montreal, Canada.
The Chang'an, p.:2009, The Chang'an Project, Available from:Open Source Repository
<http://www.arch.nus.edu.sg/casa/projects/hckchangan/pages/Content.htm>
(accessed 03-11-2009).
The Forbidden, C.:2009, The Forbidden City: Beyond Space and Time, Available from:Open
Source Repository <www.beyondspaceandtime.org> (accessed 01-11-2009).
Thelen, E., Smith, L. B. & NetLibrary, I.:1994, A Dynamic Systems Approach to the
Development of Cognition and Action, MIT Press.
Thomas, J.:2004, The Great Dark Book: Archaeology, Experience, and Interpretation. in
Earle, T. & Peebles, C. S. (eds.) A Companion to Archaeology. Blackwell Publishing.
Page | 228
Thomas, W. G.:2008, Interchange: The Promise of Digital History. Journal of American
History 95.
Thompson, M. W.:1981, Ruins: Their Preservation and Display, London, British Museum
Publications.
Thornton, M.:2007, Think Outside the Square You Live In : Issues of Difference and Nation
in Virtual Heritage. Proceedings of 13th international conference on Virtual System
and Multimedia (VSMM 2007). Brisbane, Australia.
Tuan, Y. F.:2001, Space and Place: The Perspective of Experience, University of Minnesota
Press.
Tunbridge, J. E. & Ashworth, G. J.:1996, Dissonant Heritage : The Management of the Past
as a Resource in Conflict, Chichester, New York, J. Wiley.
UNESCO:2003, Charter on the Preservation of the Digital Heritage. 32nd Session: The
General Conference of the United Nations Educational, Scientific and Cultural
Organization. Paris, UNESCO.
UNESCO:2003, Convention for the Safegaurding of the Intangible Cultural Heritage. 32nd
Session : The General Conference of the United Nations Educational, Scientific and
Cultural Organization. Paris, UNESCO.
Urban, R., Marty, P. & Twdale, M.:2007, A Second Life for Your Museum: 3d Multi-User
Virtual Environments and Museums. in Trant, J. & Bearman, D. (eds.) Museums and
the Web 2007: the international conference for culture and heritage on-line. 11-14
April 2007, San Francisco, USA.
Uzzell, D.:1994, Heritage Interpretation in Britain Four Decades after Tilden. in Harrison, R.
(Ed.) Manual of Heritage Management. Oxford, London, Boston, Butterworth-
Heinemann Ltd.
Valtolina, S., Franzoni, S., Mazzoleni, P. & Bertino, E.:2005 Dissemination of Cultural
Heritage Content through Virtual Reality and Multimedia Techniques : A Case Study.
Page | 229
Proceeding of the 11th International Multimedia Modelling Conference (MMM
2005).
Valtolina, S., Franzoni, S., Mazzoleni, P. & Bertino, E.:2005 A Second Life for Your
Museum: 3d Multi-User Virtual Environments and Museums. 11th International
Multimedia Modelling Conference, MMM 2005.
Wearing, S. & Neil, J.:1999, Ecotourism : Impacts, Potentials, and Possibilities, Oxford ;
Boston, Butterworth-Heinemann.
Wertsch, J. V.:1985, Vygotsky and the Social Formation of Mind, Harvard University Press.
Wheeler, S.:2009, Digital Tribes, Virtual Clans. in Wheeler, S. (Ed.) Connected Minds,
Emerging Cultures : Cybercultures in Online Learning. Charlotte, NC, Information
Age Pub.
Witcomb, A.:2003, Re-Imagining the Museum: Beyond the Mausoleum, London, Routledge.
Yang, C., Sun, S. & Xu, C.:2006, Recovery of Cultural Activity for Digital Safeguarding of
Intangible Cultural Heritage. Proceedings of the 6th World Congress on Intelligent
Control and Automation, 21-23 June 2006. Dalian, China.
Page | 230