Ernst Kruiff, Ferdinand Hommes


Digital Ecological and Artistic Heritage Exchange

DHX_Reconstructed Shilla-culture_© KIST [link 01]

DHX_Reconstructed Shilla-culture_© KIST



Das DHX-Projekt zielt darauf ab, eine „networked virtual reality infrastructure und content development environment“ für Museen und Cyber Theater zum gegenseitigen Austausch des digitalen kulturellen Erbes und des Naturerbes aufzubauen. Das Hauptziel der beteiligten europäischen und asiatischen Partner ist es, eine verteilte IT-Infrastruktur bereitzustellen für transkontinentale, immersive Erfahrungen auf globaler Ebene, für die ein transeuropäisch-asiatisches Hochbandbreiten-Netzwerk verwendet wird. Menschliches Erbe wird einem weit vernetzten Publikum zur interaktiven Erforschung, Edutainment und Bildung präsentiert. Das Projekt verfolgt das Ziel, den Produktionsprozess - die inhaltliche Aufbereitung sowie den Aufbau des technischen Systems - zu unterstützen, um die Installation solcher Digital Heritage Systeme in Museen und an anderen öffentlichen Orten zu erleichtern.

KünstlerInnen / AutorInnen

  • Ernst Kruiff, Projektleitung, IMK. Fraunhofer Competence Center Virtual
  • Ferdinand Hommes, Netzwerke, IMK. Fraunhofer Competence Center NetMedia


Deutschland, 2002

Partner / Sponsoren

DHX is a cooperation between Fraunhofer Institute for Media Communication, Korea Institute of Science and Technology, RMH New Media GMBH, the University of Crete, Barco n.v., University of Milano, and Consiglio Nazionale delle Richerche. DHX is funded jointly by the EU (IST - 2001 - 33476) and Korea (MIC 2001-S-097 and KIST 2E17762).

Eingabe des Beitrags

, 13.05.2004


  • Forschungsprojekt


  • Themen:
    • Immersion |
    • Kulturelles Erbe |
    • Kulturvermittlung |
    • Avatare |
    • Vernetzung |
    • Virtuelle Realität
  • Formate:
    • Virtuelles Environment |
    • 3D |
    • interaktiv |
    • Computergraphik |
    • vernetzt

Ergänzungen zur Schlagwortliste

  • edutainment |
  • network technology |
  • remote collaboration


Inhaltliche Beschreibung

Transcontinental guidance and exploration of digital cultural heritage (DHX)

The acceptance of new media in museum spaces worldwide is rising, and will do so further in the future. Whereas the internet has found its way into many museums, new directions of usage of information technology can be identified. One of these directions is the usage of interactive stereoscopic projection systems. The hype around “virtual reality” (VR) in the mid-nineties has been blurred out, since technology used to be too expensive and too hard to control. At the current, though, VR has matured and can be applied in museums, using low cost installations.

Within the project DHX (Digital Artistic and Ecological Heritage Exchange), careful investigations take place on how, and to which extend VR can be applied in museums. Not only does this project focus at technical innovations, it foremost takes a look at how museums can mutually exchange cultural and natural heritage. This enables the museum visitor to access heritage coming from other museums in an attractive way, via network connections.

Within the project, five different scenarios are developed. These scenarios are bound to the locations of the project partners, so that local expert knowledge can flow into the applications. The applications are not simple “walkthroughs” but highly interactive stories, which are flexible (non-linear), and include rich sources of background information. For example, a large database with theatre data (over 50.000 entries) can be accessed from one of the applications. The other applications convey the Battistero on the Miracle Square (Pisa, Italy), the life of Beethoven (Bonn, Germany), the Samaria Gorge (Crete, Greece), and the Yellow Dragon Temple (South Korea).
For this purpose, content development tools are under development that allow trained personnel to create content for VR applications, whether for preservation purposes, or to allow new ways of information communication to museum visitors.
An exciting new aspect of the DHX project is the coupling of multiple installations via network connections. For example, people in a museum in Germany can be accompanied by a museum guide from Italy (who is also located there). Hereby, the guide navigates the museum visitors in Germany through an Italian historical site, and provides inside knowledge about the site. In this way, content coming from different sites can be shared among museums, as well as the knowledge of the local experts. Direct communication between remote partners is not only handled via audio-video connections, but can also be resolved via naturally communicating virtual characters.
Overall, the DHX project presents the next stage in museum presentations, whereby information technology is used to present and exchange natural and cultural heritage in an attractive, new way.

Kruijff, E., Severin, I. Transcontinental guidance and exploration of digital cultural heritage (DHX). In proceedings of CIDOC/ADIT 2003, St. Petersburg, Russian Federation, 2003


Technische Beschreibung

The DHX project aims to develop and establish a networked VE- infrastructure and VE-content for installation in museums, cybertheatres, and other public institutions, which allow the mutual exchange of digital cultural and natural heritage information. European and Asian partners are participating in the creation of transcontinental immersive experiences on a global scale, using high-bandwidth Trans-Euro-Asian networks.
The contribution of the Fraunhofer Institute for Media Communication to this project: to provide a distributed IT infrastructure and to develop both authoring tools to produce and process digital storytelling content and computer vision methods to easily capture natural environments. These systems, which will run with the AVANGO software framework (or, in case of KIST, with NAVER), will include advanced paradigms to interact with three- and two-dimensional content and to facilitate the connection to external data repositories via a database connection.

The project consists of a number of major working areas: The development of advanced
tools to create the contents for the research prototypes is presently under way. These contents include not only cultural heritage sites, but also ecological data. The representation of vast landscapes requires the use of multi-camera systems to photograph 3D-data that will be processed into panoramic views. Photometric scene descriptions will be offered additionally. The ecological data include animal models, which can interact with the virtual environment.
The installation of the necessary infrastructure systems requires the development of multiple technical innovations, foremost the development of global networks to bridge the huge distance between Europe and Asia. Communication across long distances is made possible through audio and video streaming or via automated or remotely controlled synthetic avatars.

Currently, a range of low-cost VR-systems tailored to the specific requirements of museums and other public institutions are under development.
In discussion are also applications such as distributed interaction including group interaction, as well as standardization issues regarding the authoring tools for automated storytelling contents.

Hardware / Software

Software: AVANGO™, see:

  • › Medienkunst und Forschung [link 02]

» [link 03]

  • › Paper_Goebel, Kruijf et al._Museums and Virtual Environments [Microsoft® Word | 47 KB ] [link 04]
  • › System layout scheme_basic [JPEG | 26 KB ] [link 05]
  • › System layout scheme_low cost [JPEG | 13 KB ] [link 06]
  • › System layout scheme_high-end (based on iCone, IMK) [JPEG | 25 KB ] [link 07]