TY - CPAPER KW - Architectural design KW - cultural landscape KW - Digital heritage KW - Game Engine KW - Historical information KW - Immersive environments KW - Immersive virtual environments KW - Intangible cultural heritages KW - It focus KW - Painting reinterpretation KW - Travel notes KW - User experience KW - Users experiences KW - Virtual reality AU - Q. Xu AU - A. Brown AU - T. Moleta AU - M.A. Schnabel AU - M. Rogers AB - The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes. C2 - RE: Anthr., Des. Age Humans - Proc. Int. Conf. Comput.-Aided Archit. Des. Res. Asia, CAADRIA N1 - Journal Abbreviation: RE: Anthr., Des. Age Humans - Proc. Int. Conf. Comput.-Aided Archit. Des. Res. Asia, CAADRIA N2 - The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes. PB - The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA) SN - 9789887891741 (ISBN) SP - 173 EP - 182 TI - Inhabiting Prosperous Suzhou through Smart VR UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85091706522&partnerID=40&md5=d20b5b1f7775e13e63b90e02296df079 VL - 2 ER -