Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland

Lauri Viinikkala, Laura Yli-Seppala, Olli I. Heimo, S. Helle, Lauri Härkänen, Sami Jokela, Lauri Järvenpää, Timo Korkalainen, Jussi Latvala, Juho Pääkylä, Kaapo Seppälä, Tuomas Mäkilä, T. Lehtonen
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引用次数: 7

Abstract

This paper introduces a case in which cultural heritage is communicated by combining historical narrative with Mixed Reality (MR) technology. The art of representing intangible heritage and making abstract and complex transformations comprehensible with MR technology is being discussed through a case example. MR application Sanan seppä (“Wordsmith”) represents the history of the Protestant Reformation in Finland (1527 onwards). The application has been implemented inside the Turku Cathedral in Southwest Finland. The application offers a set of short scenes appearing in different places inside the Cathedral. Technically, the app runs in a tablet computer, and it is based on a 3D game engine. Bluetooth beacons are used for coarse positioning, and 3D point cloud technology is applied for markerless tracking. The app supports social media services and includes links to background information about the characters and events within the story. We argue that MR technology is more than well suitable for communicating both tangible and intangible cultural heritage. In our case example we examine how different kinds of cultural heritage connected with the reformation can be visualized and made more comprehensible. In practice, this means combining the Turku Cathedral, objects within it and digital elements with MR enables showing how the reformation has affected both Finnish culture and material surroundings. The changes inside a church space — the tangible proof of changes brought by reformation — are rather easy to depict but even more immaterial things like customs or opinions can be made visible. With the help of the 3D characters the Sanan seppä application shows how the reformation could have affected the everyday life of people from different backgrounds. Thus the MR application makes the past appear more polyphonic than in more traditional ways of mediating the past. Reference material from various sources has been used when creating the application, and users of the application are provided with information about the sources used.
改革的再现:芬兰新教改革有形与无形遗产传播中的混合现实叙事
本文介绍了一个将历史叙事与混合现实(MR)技术相结合的文化遗产传播案例。通过一个案例,讨论了用MR技术表现非物质遗产和使抽象和复杂的转换易于理解的艺术。MR应用程序Sanan seppä(“Wordsmith”)代表芬兰新教改革的历史(1527年起)。该应用程序已在芬兰西南部的图尔库大教堂内实施。该应用程序提供了一组出现在大教堂内不同地方的短场景。从技术上讲,这款应用可以在平板电脑上运行,它基于3D游戏引擎。采用蓝牙信标进行粗定位,采用三维点云技术进行无标记跟踪。这款应用支持社交媒体服务,并包含有关故事中人物和事件的背景信息的链接。我们认为MR技术非常适合传播物质和非物质文化遗产。在我们的案例中,我们研究了如何将与改革相关的不同类型的文化遗产可视化并使其更易于理解。实际上,这意味着结合图尔库大教堂,其中的物体和MR的数字元素,可以展示改革如何影响芬兰文化和物质环境。教堂空间内部的变化——宗教改革带来的变化的有形证据——很容易描绘出来,但更无形的东西,如习俗或观点,也可以被看到。在3D人物的帮助下,Sanan seppä应用程序展示了改革如何影响来自不同背景的人们的日常生活。因此,MR应用程序使过去比传统的调解过去的方式显得更加复调。在创建应用程序时使用了来自各种来源的参考资料,并向应用程序的用户提供了有关所使用的来源的信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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