This article aims to explore the ways in which heritage sites can be brought to life for visitors through immersive experience, and attempts to build a conceptual framework. It is based on a multidisciplinary project carried out by scholars of different backgrounds, which means that it relied more on knowledge and expertise sharing, rather than statistical data, even though a further research on consumer behaviour is planned. In heritage sites, the tangible aspects enable first-hand experience with the phenomena, providing a strong sense of reality. On the other hand, intangible aspects, which can be felt and evoked through the medium of heritage, are equally important. The sense of place is generated by those feelings and the meaning as a product of interpretation obtained by first hand experiences as well as any kind of medium. Getting sense of place is based on physical features making the place special or unique, stories and memories abiding connection to the place, as well as the spirituality or spectral aspects also called as hauntings. The essence of heritage interpretation lies in bringing the meaning to the surface as a result of cultural interfaces and engagements with our environment. The conceptual framework is threefold tackling with phenomenological, narrative and semantic levels of exploration, storytelling and meaning making. This article helps to elucidate
This paper presents the results of a multidisciplinary research project carried on during the Covid-19 Pandemic and supported by TÜBİTAK (The Scientific and Technological Research Council of Turkey). The results are gathered from six months of field and office work, as the project was limited with this period. The archaeological site of Letoon in Muğla/Turkey has been chosen as the test area, specifically the triple temples of Leto, Apollo, and Artemis. Photogrammetric reconstruction of the current situation, as well as archaeologically accurate 3D models, have been created and converted into interactive immersive VR content to measure consumer behaviour and experience. These two different types of 3D content are integrated into the VR environment both separately and as a single content with switching from one to the other. After the creation process, the content was experienced by the visitors with different demographic characteristics and a survey was conducted to measure this experience.
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