Research Article |
Corresponding author: Jitte Waagen ( j.waagen@uva.nl ) Academic editor: Zuzanna Dziuban
© 2023 Jitte Waagen, Tijm Lanjouw, Maurice de Kleijn.
This is an open access article distributed under the terms of the Creative Commons Attribution License (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Citation:
Waagen J, Lanjouw T, de Kleijn M (2023) A virtual place of memory: Virtual reality as a method for communicating conflicted heritage at Camp Westerbork. In: Dziuban Z, van der Laarse R (Eds) Accessing Campscapes: Critical Approaches and Inclusive Strategies for European Conflicted Pasts. Heritage, Memory and Conflict 3: 87-93. https://doi.org/10.3897/ijhmc.3.71198
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An important goal of the project Accessing Campscapes: inclusive strategies for using European Conflicted Heritage (iC-ACCESS), has been to develop inclusive approaches for the presentation and communication of contending perspectives on Nazi and Stalinist sites (
Commander’s house, conflicted heritage, 4D Research Lab, Herinneringscentrum Westerbork, iC-ACCESS, multivocality, SPINlab, virtual reality
An important goal of the project Accessing Campscapes: inclusive strategies for using European Conflicted Heritage (iC-ACCESS, HERA, European Union’s Horizon 2020 Research and Innovation Programme under grant agreement No 649307), has been to develop inclusive approaches for the presentation and communication of contending perspectives on Nazi and Stalinist sites (
A central issue which is gaining increasing attention in heritage studies and management is the dilemma of preserving and exhibiting material remnants of Wehrmacht and SS-barracks or perpetrators’ residencies at Holocaust memorial camps which are generally framed as victimhood sites. The Commander’s house, strategically located at the entrance to the former Nazi-German Jewish transit camp Westerbork in the current Dutch Municipality Hooghalen, can be regarded as a contentious example of such perpetrator heritage (
With the intention of preserving the Commander’s house from deterioration, it was decided by Herinneringscentrum Kamp Westerbork in 2011 to place a massive glass dome over the structure (Fig.
In order to achieve public access to the now closed Commander’s house and use it as a framework for perspectives on its history and relation to the camp terrain, the 3D point clouds of the structure by ScanLAB Projects, based in London (UK), provided a suitable digital environment. Such scans are derived through terrestrial laser scanning. This is a technology in which laser beams that deflect on surfaces projected from a stationary scanning device are used to acquire accurate 3D coordinates. A camera can be used to attribute a colour to every individual point. The end-result is a so-called point cloud, which usually comprises millions of points and visualises the surroundings of the scanners’ location in very high detail. By relocating the 3D laser scanner through the Commander’s house, a large series of point clouds has been collected that have subsequently been integrated into a single set of points, envisaging the complete structure (Fig.
As a virtual representation of the Commander’s house, the combined point clouds provided an objective and neutral capture of the historical environment for creating a virtual reality application. It was decided not to further post-process the point cloud into a 3D model. This would require ‘stitching’ together the points in order to create a polygonal mesh, i.e. a connected surface, that can subsequently be coloured, based on the point colours. Whereas that would provide a more familiar and smooth appearance to a viewer, meshes usually require a degree of complementary manual modelling. It was decided on ethical grounds not to do so, because such smoothness would raise questions both on how realistic, detailed and aesthetic the model should be and unavoidably would bring up the discussion of disneyfication, i.e. the perception of the derogatory process of violating the authentic character of what could be perceived as a virtual house museum (Bryman 2004).
The purpose of the Commander’s house application has been to provide a frame or viewer box for communicating perspectives on the use and transformation of the place, but also for visualising meaning and memory. The application was intentionally created for a diverse audience, from academics to the regular audience of the Herrinneringscentrum Kamp Westerbork. In practice, the application was developed in partnership with the memorial institute. In order to accommodate the interests of these different stakeholders, the application has been structured with the concept of narratives that offer space for the inherently multivocal perceptions of the Commander’s house. Every narrative comprises a guided tour through the spaces of the house, following a linear path in which every part of the structure is visited. Examples of “narratives” are ‘Refugees’, ‘What is a camp?’ or ‘The Memory of Collaboration and Perpetrators’ (Fig.
Each part of the house is used as a stage for presenting pieces of information that communicate historical facts, as well as past and current perceptions and discussions that surround them. This information is not necessarily chronologically structured or immediately related to the spatial context. The guided tours are used, instead, to communicate a set of storylines connected to the various spaces on varying levels of abstraction. As such, the Commander’s house is used both as a visualisation of an object of conflicted heritage and as a visual background for the different narratives. Every narrative is layered in its information; there is a layer ‘house’ and a layer ‘camp’, both providing a platform for perspectives on different scales, as well as a layer ‘memory’ for less tangible parts of the narrative. The purpose of the app is to lure the visitors inside by inciting their curiosity to see what is not accessible physically, but once the visitors are inside, the narratives turn their gaze outwards to the larger historical narratives and debates related to the Westerbork campscape.
These two main components, the point cloud visualisation of the Commander’s house and the structured narratives, have been integrated creating a Potree WebGL pointcloud visualisation tool (https://github.com/potree/potree). It is browser-based technology that renders the application platform-independent, as long as a modern browser is used and the medium has a decent graphics card. To allow for dynamic expansion of the number of narratives, as well as affording realtime updates to their content, the narrative data is drawn from a backend database. For this, Directus has been used, a headless content management system with an intuitive interface (https://directus.io/). All developers, iC-ACCESS research, as well as the historians at the Herrinneringscentrum Kamp Westerbork, could comfortably add, remove or update content in this way.
The application starts with a view from above the Westerbork camp terrain, which visualises LiDAR (Light Detection and Ranging) data, which is the same 3D laser scanning technology as explained above, yet collected by mounting a scanner under an aeroplane (https://www.ahn.nl/, see also
Once zoomed in on the house, standing just outside the front door leading to the hallway, the user is offered an explanation of the interface, the house and the laser scans. The latter was specifically added to make the viewer acquainted with the perhaps unfamiliar point cloud visualisation. After this, a choice can be made for either of the nine narratives. Following a narrative can be done in two ways. The first is the linear guided tour mentioned above, which is a path along which the camera or viewer follows a fixed trajectory. On a slider below the main viewport, the user can see the progression through the various parts of the house. The second option is to use this slider to ‘jump’ to the different parts of the house, which was made available to afford skipping or restarting segments of the narrative. On all positions in the guided tour, it is possible to freely look around from a stationary position in order to give the user the opportunity to absorb the environment (Fig.
Upon entry to the separate parts of the house, a panel appears with information contained in the narrative (Fig.
Although the design of the navigation in the application is mainly accommodating the structure of the narratives, it is also possible to experience a more direct spatial contextual approach, by absorbing all information related to a room before moving to another part of the house. This is made possible by the option of selecting a different narrative using the narrative selection button; remaining in the current location, the user can browse through the narratives one by one and read all content.
Summarising the description above, the end result is a first concept as was viable in the available bandwidth of resources. In terms of theoretical and technical approaches, the application is still in development. As such, the current result is not intended to be a smooth and well-rounded VR experience, but a reflection of a finely balanced academic debate with different stakeholders and about various ideas and approaches and how technology can facilitate this. The first narrative ‘The liberation of Camp Westerbork’ exposes the different interests shaping this debate, as it refers to the explicit wish of the Herinneringscentrum Kamp Westerbork to incorporate a chronologically orientated narrative with the same theme as the semi-permanent exhibition of the same name. In this way, the application negotiates as an intermediary between the museum world and the academic world and the current solution is not necessarily optimal. As such, the application expresses the current state of the discussion and should be seen as a configuration that should be discussed, adjusted and developed further. Nevertheless, the application is fully functional and accessible and to the creator’s contentions effectively presents the complex multifocal perspectives of the Westerbork Commander’s house conflicted heritage: a virtual place of memory.
In light of the above account, this question is rather rhetorical: the project has been developed in a limited bandwidth of resources, which practically has restricted the freedom to implement everything that was originally contemplated to be part of the Commander’s house application. It is important to emphasise that the development of applications such as these is often grossly underestimated in terms of organisation, complexity and costs. This relates to person hours of 3D laser scanning, technical development and careful selection and representation of historical sources, time for fabricating a well-considered functional design and the precise planning and mapping storyboards.
An important element that has not been implemented and certainly one to work on in the near future, is the visual connection to the camp terrain from inside the Commander’s house. The windows provide an excellent opportunity to make the user look out of the house towards the camp or, for example, the Kommandatur, virtually conceptualising the so-called ‘perpetrator’s narrative’ or ‘gaze’ (
Another improvement that would increase the awareness of the interconnectedness of the narratives would be to supplement crosslinks between them. It should be made possible to jump between the various sections and layers of the different narratives where their content addresses the same events or concepts. Finally, as mentioned, there is still quite some room for improvement in the interface making for a smoother and more comprehensible user experience. Since the application has been built such that expansion in the near future is straightforward, this is a goal that will be pursued. Moreover, the application has been developed as a free open source software application under a GNU GPLv3 copyleft licence. Therefore, others can freely download and expand on the software as long as they release the source code under the same conditions.
The development team consisted of Prof. Dr. Rob van der Laarse, Dana Dolghin, MA and Erik van Zummeren, MA (iC-ACCESS, UvA, https://www.campscapes.org/), Dr. Bas Kortholt (Herinneringscentrum Kamp Westerbork, https://kampwesterbork.nl/), Jitte Waagen, MA and Tijm Lanjouw, MA (ACASA/4D Research Lab, UvA, http://4dresearchlab.nl/) and Dr. Maurice de Kleijn and Chris Lucas, MA (SPINlab, VU, https://spinlab.vu.nl/). All were involved in the conceptual development. In addition, Rob van der Laarse coordinated the project from the iC-ACCESS side, Jitte Waagen had the project lead and Maurice de Kleijn managed the SPINlab activities. Tijm Lanjouw worked on the source data and point cloud processing, Chris Lucas was responsible for data processing, technical app development and front-end design and Erik van Zummeren did the graphical design. Bas Korthold and Dana Dolghin contributed the major part of the content. ScanLAB Projects has been responsible for the 3D scans (https://scanlabprojects.co.uk/) and CREATE (UvA) kindly provided server space for hosting the application, set up by Leon van Wissen. Great thanks are extended to all providing a critical eye in various correspondences and at the projects’ presentation at the Final iC-ACCESS Conference convention in Vienna (16–17.10.2019), amongst which Sytze Wierenga, Paul F.M.J Verschure (both Institute for Bioengineering of Catalonia), Dr. Zuzanna Dziuban (UvA/ FU Berlin), Prof. Dr. Nanci Adler (UvA /NIOD), Prof. Dr. Caroline Sturdy Colls (Staffordshire University), Christian Wee (Falstad Centre) and Stephanie Billib (Gedenkstätte Bergen-Belsen), all traceable on the campscapes.org website as well.
The Campscapes – Westerbork Commander’s House App can be found here: https://data.campscapes.org/westerbork/
The source code can be found here: https://github.com/4DRLgit/westerbork-viewer