Abstract
This study proposed a composition logic of blended space in which the evolution of experience is possible constantly in terms of the augmented space experience of a historical site. On the basis of the blended space theory proposed as a methodology for organizing the user space experience between the physical space and digital space regarding a problem called the reproduction of experience, an augmented space experience method for overcoming it was composed. It composes an active learning environment, including the meaning and connective logic by linking the story composition and delivery method of digital storytelling to the space experience framework of the blended space. In particular, the application to digital tourism was represented through Hwasung Castle case. The prototype of the system is implemented using Unreal Engine. Implications deduced from building the prototype for simulation are used in composing an experiment environment targeting users.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Miles, S., Paddison, R.: Introduction: the rise and rise of culture-led urban regeneration. Urban stud. 42(5–6), 833–839 (2005)
Evans, G., Shaw, P.: The Contribution of Culture to Regeneration in the UK: A Review of Evidence, vol. 4. DCMS, London (2004)
Kuzyk, R.: LJ talks to Megan Winget, who studies preservation of online games. Libr. J., July, 2008 http://www.libraryjournal.com/article/CA6582968.html
Yarrow, A., Clubb, B., Draper, J.L.: Public Libraries, Archives and Museums: Trends in Collaboration and Cooperation. International Federation of Library Associations and Institutions, The Hague (2008)
Fauconnier, G., Turner, M.: The Way We Think: Conceptual Blending and the Mind’s Hidden Complexities. Basic Books (2008)
Benyon, D.: Presence in blended spaces. Interact. Comput. 24(4), 219–226 (2012)
Benyon, D.: Spaces of interaction, places for experience. In: Synthesis Lectures on Human-Centered Information, vol. 7, no. 2, pp. 1–129 (2014)
Kim, S.-A.: Development of the intelligent video editor for the research and education of architectural history. J. Architectural Inst. Korea 13, 67–74 (1997). (in Korea)
Manovich, L.: The Language of New Media. MIT press, Cambridge (2001)
Barnes, D.R.: Active Learning. Leeds University TVEI Support Project, p. 19 (1989)
www.ted.com/talks/blaise_aguera. 20 May 2016
www.ted.com/talks/marco_tempest_a_magical_tale_with_augmented_reality. 20 May 2016
www.youtube.com/watch?v=aThCr0PsyuA&feature=player_embedded. 20 May 2016
http://trove.nla.gov.au/. 20 May 2016
http://www.europeana.eu/portal/. 20 May 2016
Acknowledgment
This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (NRF-2013R1A1A2A10057503).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing AG
About this paper
Cite this paper
Jang, SY., Kim, SA. (2016). Larchiveum as an Augmented Historical Place: Blended Space Approach. In: Luo, Y. (eds) Cooperative Design, Visualization, and Engineering. CDVE 2016. Lecture Notes in Computer Science(), vol 9929. Springer, Cham. https://doi.org/10.1007/978-3-319-46771-9_46
Download citation
DOI: https://doi.org/10.1007/978-3-319-46771-9_46
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-46770-2
Online ISBN: 978-3-319-46771-9
eBook Packages: Computer ScienceComputer Science (R0)