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Colliding epistemologies, productive tensions and usable pasts in the generation of heritage-led immersive experiences
International Journal of Heritage Studies ( IF 1.692 ) Pub Date : 2020-06-23 , DOI: 10.1080/13527258.2020.1780462
Jon Swords 1 , Claire Nally 2 , Kay Rogage 3 , Richard Watson 4 , James Charlton 4 , David Kirk 5
Affiliation  

ABSTRACT

The growth of immersive technologies offers new ways in which heritage can be made usable. Virtual, augmented and mixed reality experiences are the latest media forms through which historical narratives can be told and heritage experienced. There are many challenges to create experiences which engage users in a meaningful way from the origination stage, through design and content creation to delivery, all of which bring together practitioners from disparate fields. Drawing on the concept of usable pasts, this article examines how disciplinary differences create tensions, challenges and productive outcomes in the generation and design of immersive experiences intending to take heritages out of museums to allow publics to experience them within the built environment. We draw on Brown and Knopp’s approach of productive tensions and colliding epistemologies which helps highlight and understand the constraints and opportunities of cross-disciplinary work in the creation of usable pasts. Through our exploration of how to develop a design methodology for producing heritage-led immersive experiences we argue for the importance of understanding the philosophical approaches used by different stakeholders in the design process, highlight the importance of non-digital technologies and discuss how practical issues can produce ontological clashes.



中文翻译:

在产生以文化为主导的沉浸式体验中,认识论,生产张力和可用过去发生冲突

摘要

沉浸式技术的发展提供了使遗产可用的新方法。虚拟,增强和混合现实体验是最新的媒体形式,通过这些形式可以讲述历史叙事和体验遗产。从创建阶段到设计和内容创建再到交付,以有意义的方式吸引用户的体验存在许多挑战,所有这些都将来自不同领域的从业人员聚集在一起。本文基于可用的过去的概念,研究了纪律差异如何在沉浸式体验的产生和设计中如何产生张力,挑战和富有成效的结果,这些体验旨在将遗产带出博物馆,让公众在建筑环境中体验它们。我们借鉴布朗和诺普的生产张力和冲突认识论的方法,这些方法有助于强调和理解跨学科工作在创造可用过去方面的限制和机会。通过探索如何开发设计方法以产生传统主导的身临其境的体验,我们主张理解不同利益相关者在设计过程中使用的哲学方法的重要性,强调非数字技术的重要性并讨论实际问题如何解决。产生本体冲突。

更新日期:2020-06-23
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