Current Status and Prospect of Virtual Reality Contents in Korean Ancient History
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Current Status and Prospect of Virtual Reality Contents in Korean Ancient History Hee-Soo, Choi Department of History Content, Sangmyung University, Seoul, Republic of Korea Abstract. The purpose of this article is to analyze the current state of virtual reality content in Korea and to look into future prospects. A number of virtual reality contents have been produced and contributed to some of the public's interest in historical culture. However, there are some limitations in improving the historical imagination pursued in history. In order to overcome this problem, it is necessary to create and utilize experience contents using the metaverse concept. 1. Introduction Virtual reality (VR) means a specific environment or situation, or technology itself, that is similar to the reality created by artificial technology using computers, but is not actual. At this time, the created virtual (imagined) environment or situation stimulates the user's five senses and makes the user experience a spatial and temporal experience similar to reality, thereby freely bringing the boundary between reality and imagination. Users can not only simply immerse themselves in virtual reality, but they can also interact with things implemented in virtual reality, such as manipulating or commanding them using real devices. In addition, virtual reality is distinguished from a one-sided simulation in that it can interact with users and create user experience. Virtual reality contents are contents created by utilizing this virtual reality technology. This content enhances the understanding of the object by letting people’s experience elements that are not experienced in the real world. Especially, since it can inform the past history and culture that can not be experienced by modern people through virtual reality, it is widely used in historical contents. In the field of Korean ancient history, these virtual reality contents are actively utilized. The aim of history is human understanding through cultivating the historical thinking ability of the masses. This historical thinking power includes chronological grasp, historical exploration, historical imagination, and historical judgment abilities. These four are combined together to form historical thinking. Virtual reality contents contribute to the enhancement of historical imagination among them. The purpose of this presentation is to review and analyze the current state of virtual reality contents related to ancient Korean history, and to view the direction of contents in the future. 2. Status of Virtual Reality Contents in Korean Ancient History The current situation of virtual reality contents related to ancient Korean history produced so far is summarized as follows. Table 1. Status of Virtual Reality Contents in Korean Ancient History Nation Contents Production time Purpose Silla Seorabul capital 3D 2000 Gyeongju Expo Exhibition Hwangnyongsa Digital 2006 Gyeongju Expo Exhibition Restoration 1 Digital restoration of 2008 Culture prototype Bulguksa Seokguram HMD Travel 2015 Gyeongju Expo Exhibition Baekje Baekje Thurible 3D 2006 Baekje Festival Exhibition Digital Restoration of Culture prototype Munnangwang Tomb 2006 Sabi Capital 3D 2010 Baekje Festival Exhibition Iksan Mireuksajji Digital Heritage 2015 Mireuksaji Exhibition Hall Goguryo Deokheungri Tomb 2010 Web Service Anak No.3 Tomb 2012 Web Service & Exhibition Gangseo Daemyo Tomb 2013 Web Service Susanri Tomb 2014 Web Service Restoration of Pyongyang Capital 2014 Web Service Looking at the purpose of Korean ancient history virtual reality contents produced so far, first of all, it can be understood that it was the restoration of cultural heritage which was damaged and lost. It was aimed to find the perfect form of the cultural heritage that is not present, or only part of which remains. In addition, there is interest in preservation as well as restoration. If restoration and preservation were the primary purpose, there was the purpose of informing the contents of heritages to the public by inserting relevant information. It is a one-sided form of information, but it is positive that it has combined various information related to cultural heritage into content. In recent years, interaction technology has been used to indirectly experience of past history in virtual reality content. 3. Examples of VR Contents in Korean Ancient History Here are some typical examples: Restoration and Preservation type virtual reality - Seokguram, King Muryong Tomb, Hwangnyongsa Temple, Jungrimsa Temple, Mireuksa Temple Information-providing type virtual reality - Seokguram, Baekje Thurible, Goguryeo Tomb Murals. Mireuksa Temple Experience type virtual reality - Battle of Kongssangseong Castle, Seokguram HMD, Hwangnyongsa Temple, Jeongrimsa Temple The types are classified as above, but the actual contents are often combined with each other. However, it is classified according to where its main purpose is. 3.1. Restoration and Preservation Type Digital restoration purposes is created to digitally restore cultural heritage and present it in its original appearance. One of the most prominent examples is the virtual reality version of the Seokguram Grotto in Gyeongju, South Korea. Seokguram is a cultural heritage of the ancient Shilla Kingdom of Korea. It is located in Gyeongju, which was the capital of the Shilla Kingdom for a thousand years. In 751, the noble Kim Dae-sung started to make it and it was completed 20 years later. It was listed in the UNESCO World Heritage Site with Bulguksa Temple located nearby in 1995. Seokguram is carved with the statues such as the figure of Buddha, Bodhisattva and the guardian of Buddha. The dome of the ceiling and the internal structure are known to have been influenced by the art style of Gandhara in India and there is also a claim that it is the Hellenistic culture. Seokguram has been damaged for a long time, and the restoration work by the Japanese during the Japanese colonial period has resulted in the ruin of the structure of Seokguam. Presently, the preservation of Seokguram is an important issue of Korean cultural assets. Currently, inside of Seokguram is closed to public viewing, and it is forced to visit inside through glass protection window. For this reason, it was necessary to develop contents to properly view Seokguram. Seokguram is an important heritage that shows the development of culture in the middle of the Silla period (early 7-9th century). Therefore, it is very important to record the prototype with digital data, and 2 we conducted 3D scanning for this purpose. Stereoscopic image of Seokguram is the result of 3D visualization. In this image, the structure of Seokguram, arrangement of each pieces, detailed view, and viewpoints from various angles are provided to help understanding Seokguram. In addition, the process of building the stone rock is shown in 3D images. It is Seokguram HMD that developed this more. By adding information about the Seokguram structure to the existing stereoscopic image, the viewer can understand the contents of each part through the HMD and treadmill. However, this content does not allow us to experience the scientific composition of Seokguram, the detailed construction process, and above all the images of the faith of the Silla people. Figure 1. Seokguram Grotto in virtual reality. The virtual reality representation of the Tomb of King Muryeong in Gongju, South Korea, is also the product of a digital restoration project. The tomb belongs to King Muryeong of Baekje, one of the kingdoms in ancient Korea, and has cultural significance because it is the only Baekje tomb with the buried person publicly known. Since it also suffered preservation problems, the original tomb is currently not open to the public but the restored tomb in its original appearance is on display. The VR restoration of the Tomb of King Muryeong consists of a bird’s-eye view using a drone and a 360-degree VR interior view. Figure 2. The Tomb of King Muryeong in virtual reality. 3.2. Information-providing type virtual reality Oobservation and information purposes provides visitors with a wide range of information, which is added to digitally-restored heritage. The most prominent example would be the virtual reality representation of the Tomb Murals of Goguryeo. Goguryeo tomb murals are distributed in the northeast of China, where was the area of early Goguryeo, and North Korea, where was the center of Goguryeo. These were built over the 3-7 century, and over 120 have been surveyed up to now. It depicts various aspects of Goguryeo such as politics, society, economy, culture, and thoughts. It was recognized as an important heritage in history and was listed as a UNESCO World Heritage Site in 2004. However, these tombs are difficult to access. The tomb murals in China are due to China's historical controversy (so- called northeast project) and the tomb murals in North Korea are due to inter-Korean relations. The Goguryo tomb murals are important historical heritages because it has abundant life-related materials such as the faith of the Goguryeo people and the life style of the nobility. There is a wealth of paintings on the heroine of the tomb and the customs of the Goguryo people such as the gods, hunting, dance, parade, work report. It is more valuable because it is hard to find in the ancient tombs of Silla and Baekje, the ancient Korean states. Therefore, it is necessary to observe it in detail. That is why Korean historical organizations are creating virtual reality contents of murals in Goguryeo tombs. 3 Goguryeo tomb murals virtual reality contents were targeted to the most famous Anak No.3 tomb murals. Anak No.3 tomb is a Goguryeo tomb located in Anak County, South Hwanghae Province, and was listed as a World Heritage Site in 2003. The production year is estimated to be 357. The mural is made up of the space where the portrait of the grave owner is built, the kitchen, the stall, the garage where the servants are working, and the front space with the guards. HMD and Walking VR were used to move around in the tomb, and the hand controller was used to survey information through interaction with objects inside the tomb wall.