Cultural Knowledge Presentation of Salah Lanna Within the Context of Buddhist Art: Expressed Through Stone Buddha Statues via Virtual Reality
Discuss this preprint
Start a discussion What are Sciety discussions?Listed in
This article is not in any list yet, why not save it to one of your lists.Abstract
The traditional craft of Buddha statue carving represents an important form of cultural heritage in many Asian societies, yet the transmission of this knowledge is increasingly threatened by modernization and the declining number of skilled artisans. This study explores the use of Virtual Reality (VR) as an innovative tool for preserving and teaching the cultural knowledge associated with Salah Lanna stone Buddha carving. A VR-based learning environment was developed to simulate traditional carving techniques, tools, and cultural narratives related to Lanna Buddhist art. The system was designed using Unity 3D and integrated hand-tracking interaction to enable immersive practice of carving procedures. The prototype was evaluated through expert review involving ten specialists in Buddha carving, art education, and VR technology. The evaluation assessed five dimensions: usability, authenticity, cultural relevance, immersion, and perceived learning potential. Results indicate high levels of expert evaluation results regarding the effectiveness of the system, with average scores of 4.6 for usability, 4.8 for authenticity, 4.7 for cultural relevance, 4.5 for immersion, and 4.9 for perceived learning potential on a five-point scale. The findings suggest that VR technology can provide a promising platform for preserving traditional craftsmanship and supporting immersive cultural learning. By integrating technical training with cultural narratives, the system demonstrates potential for enhancing access to traditional craft education while contributing to the digital preservation of Salah Lanna cultural heritage.