TY - GEN
T1 - Interaction Design of Virtual Reality for Scenario-Based Science Popularisation of Chinese Traditional Carpentry Craft Under the Perspective of Ancient Painting Restoration
AU - Zhu, Fangzhou
AU - Yu, Dehua
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - Nowadays, there is a strong trend of museums using VR technology to exhibit cultural relics in the field of culture and education. Based on this, this study takes the museum as the application scene to explore the scenario-based science popularisation of Chinese traditional carpentry craft with the actual immersion effect of VR technology. This study recreates the scene of an ancient carpentry workshop and related life scenes in the ancient paintings. Visitors will experience the simplified manufacturing process of ancient Chinese traditional furniture, which immerses themselves in ancient life scenes with the help of VR technology. The study takes the depiction of carpentry workshops in the painting “Along the River During the Qingming Festival” (Shiquben) painted by Chinese Ming Dynasty painter Qiu Ying as a reference to build a metaverse digital scene. Visitors can experience the manufacturing of Chinese traditional furniture from the first perspective as carpenters in a virtual environment by using VR equipment. Interactive content includes using carpentry tools to experience traditional processes like blanking, wood planing, mortise and tenon making. In addition, visitors can assemble one piece of furniture with mortise and tenon joints, and view the structure of the mortise and tenon inside the furniture through the “perspective” function. It not only improves the sense of participation and experience of visitors but also shows visitors the exquisiteness of Chinese traditional furniture craftsmanship. This study provides an example of a digital approach to Chinese traditional culture and cultural heritage promotion.
AB - Nowadays, there is a strong trend of museums using VR technology to exhibit cultural relics in the field of culture and education. Based on this, this study takes the museum as the application scene to explore the scenario-based science popularisation of Chinese traditional carpentry craft with the actual immersion effect of VR technology. This study recreates the scene of an ancient carpentry workshop and related life scenes in the ancient paintings. Visitors will experience the simplified manufacturing process of ancient Chinese traditional furniture, which immerses themselves in ancient life scenes with the help of VR technology. The study takes the depiction of carpentry workshops in the painting “Along the River During the Qingming Festival” (Shiquben) painted by Chinese Ming Dynasty painter Qiu Ying as a reference to build a metaverse digital scene. Visitors can experience the manufacturing of Chinese traditional furniture from the first perspective as carpenters in a virtual environment by using VR equipment. Interactive content includes using carpentry tools to experience traditional processes like blanking, wood planing, mortise and tenon making. In addition, visitors can assemble one piece of furniture with mortise and tenon joints, and view the structure of the mortise and tenon inside the furniture through the “perspective” function. It not only improves the sense of participation and experience of visitors but also shows visitors the exquisiteness of Chinese traditional furniture craftsmanship. This study provides an example of a digital approach to Chinese traditional culture and cultural heritage promotion.
KW - Carpentry Craft
KW - Interactive Experience
KW - Traditional Chinese Furniture
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85215667361&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-78561-0_18
DO - 10.1007/978-3-031-78561-0_18
M3 - Conference contribution
AN - SCOPUS:85215667361
SN - 9783031785603
T3 - Communications in Computer and Information Science
SP - 173
EP - 181
BT - HCI International 2024 – Late Breaking Posters - 26th International Conference, HCII 2024, Proceedings
A2 - Stephanidis, Constantine
A2 - Antona, Margherita
A2 - Ntoa, Stavroula
A2 - Salvendy, Gavriel
PB - Springer Science and Business Media Deutschland GmbH
T2 - 26th International Conference on Human-Computer Interaction, HCII 2024
Y2 - 29 June 2024 through 4 July 2024
ER -