VR Technology Expands Access to Chester’s Medieval Heritage
Dr Helen Southall of the University of Chester’s School of Computer and Engineering Sciences has collaborated with Professor Katherine Wilson, a specialist in Later Medieval European History, and local virtual reality developer Martin Moss of DextraVisual to create immersive three-dimensional reconstructions of historic sites. Their work has sought to bring fourteenth-century Chester to life through accessible virtual environments, with a focus on enabling smaller and less well-funded attractions to adopt cutting-edge technology without prohibitive costs.
Although Dr Southall’s primary appointment lies in Computer Science, her academic background encompasses both music and history. Her doctoral research examined the live dance bands of mid-twentieth-century Chester and North Wales, forging connections with the university’s History department and regional cultural institutions such as the Grosvenor Museum. This interdisciplinary foundation paved the way for collaboration with Professor Wilson and external partners to explore how extended-reality technologies might enrich public engagement with local heritage.
An Arts and Humanities Research Council grant funded the development of detailed virtual reconstructions of landmarks such as St John’s Church, which featured in a joint exhibition at the Grosvenor Museum and Chester Cathedral in 2022. Those digital models were subsequently adapted for head-mounted display and evaluated by members of the public to refine usability. Dr Southall’s team paid particular attention to factors such as age variance, language accessibility, and mobility requirements, recognising that many regional sites possess valuable collections and expert staff but lack the resources to commission bespoke VR experiences.
Emerging expectations for high-fidelity, computer-game-quality animation in everyday life have prompted increased interest in applying similar standards to historical interpretation. Identifying a gap in existing scholarship, the research group concentrated on methods by which smaller museums and historic venues could integrate virtual reality effectively, emphasising the importance of early-stage public testing to reduce costly revisions during production.
At the inaugural ARCHERIX workshop on Archaeology and Cultural Heritage through Xtended Reality, held at the IEEE VR Conference in Saint-Malo earlier this year, Dr Southall presented the project’s findings to an international audience. The event showcased diverse applications of extended-reality technologies, ranging from virtual quarry reconstructions in France to collaborative VR learning scenarios centred on ancient Rome and even a simulated training environment for Roman gladiators.
Building on these outcomes, Dr Southall and Professor Wilson have joined forces with Dr Lee Beever, an authority in computer games design, and PhD candidate Jess Vining. Vining’s research, entitled ‘Touching Heritage: Providing Access to Cultural Heritage’, investigates the best practices for digitising historical artefacts lent by Dr Elizabeth Montgomery of the Grosvenor Museum. The aim is to develop workflows that allow users who cannot visit museum stores to examine these objects virtually.
Vining’s work involves surveying global examples of VR and related techniques employed by regional institutions, analysing which approaches deliver the greatest educational and interpretive benefits. The team intends to produce guidelines that small museums worldwide can adopt to enhance visitor engagement without incurring excessive overheads or technical barriers.
Professor Wilson has emphasised the project’s potential to revitalise public understanding of Chester’s medieval past. By merging rigorous historical research with innovative technological design, the group has demonstrated how virtual reality can serve as a powerful tool for bringing history to life. Their ongoing efforts promise to extend the reach of cultural heritage, ensuring that even those unable to travel to historic centres can access rich narratives and artefacts through immersive digital experiences.