02023nas a2200313 4500000000100000008004100001260006300042653001300105653001600118653001400134653001300148653002400161653002400185653004400209653003500253653001400288653001700302653002200319653001100341653002000352100001800372700001700390245005800407856011800465300001200583490000600595520108300601020002501684 d bInternational Institute of Informatics and Systemics, IIIS10aCambodia10aCybernetics10aEducation10aHinduism10aInformation science10aintangible heritage10aMulti-User Virtual Environments (MUVEs)10aMulti-user virtual environment10aNew media10aplace-making10aTangible heritage10aTemple10aVirtual reality1 aDaniel Michon1 aYehuda Kalay00aVirtual Sambor Prei Kuk: An Interactive Learning Tool uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84896275345&partnerID=40&md5=e2d8f1ddea48875b3a178bb4074e5407 a132-1390 v23 aMUVEs (Multi-User Virtual Environments) are a new media for researching the genesis and evolution of sites of cultural significance. MUVEs are able to model both the tangible and intangible heritage of a site, allowing the user to obtain a more dynamic understanding of the culture. This paper illustrates a cultural heritage project which captures and communicates the interplay of context (geography), content (architecture and artifacts) and temporal activity (rituals and everyday life) leading to a unique digital archive of the tangible and intangible heritage of the temple complex at Sambor Prei Kuk, Cambodia, circa seventh-eighth century CE. The MUVE is used to provide a platform which enables the experience of weaved tangible and intangible cultural heritage. This, we argue, turns static space into meaningful place. Further, this kind of digital model has the potential to bring together Jean Lave and Etienne Wenger s theorizing on the importance of community in education and more recent theorizing on the impact of Virtual Worlds on learning by James Paul Gee. a9781936338344 (ISBN)