Recognition: unknown
"From remembering to shaping": Narrating Shared Experiences by Co-Designing Cultural Heritage Artifacts in Collaborative VR
Pith reviewed 2026-05-10 10:21 UTC · model grok-4.3
The pith
Collaborative VR workflows let pairs co-design 3D cultural heritage artifacts with generative AI to negotiate and shape shared memories.
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
Core claim
In an immersive two-person VR workflow for collaboratively co-designing 3D artifacts and environments in virtual heritage locations, generative AI is used to instantiate intangible memories. Observations show participants merge prompts and model placements when negotiating different perspectives. They use spatial operations to compose scenes and also to express personal and embodied experiences of cultural heritage. When generative AI fails to meet their needs, participants engage in creative appropriation, re-purposing unsatisfactory generated objects as sources of design inspiration to further shared narratives. This demonstrates how people may overcome potential homogenizing effects of AI
What carries the argument
The two-person immersive VR co-design workflow that uses generative AI to turn intangible cultural memories into editable 3D artifacts, enabling prompt merging, spatial composition, and creative reuse of outputs.
If this is right
- Participants reconcile differing views on heritage by combining text prompts and positioning models in a shared virtual space.
- Spatial operations in the workflow serve both to assemble scenes and to communicate personal embodied connections to places.
- Inadequate generative AI outputs become resources for further narrative development instead of stopping points.
- Immersive collaborative tools can reduce the homogenizing influence of AI on cultural heritage expression.
- Cultural heritage shifts from fixed individual records toward dynamically co-constructed shared stories.
Where Pith is reading between the lines
- The observed appropriation pattern suggests future AI interfaces for heritage work should surface partial or failed outputs as remixable elements to support user creativity.
- The workflow could be adapted for larger community groups or non-VR platforms to test whether similar negotiation and embodiment emerge in other collaborative settings.
- Repeated sessions might alter how participants later recall or visit the real heritage sites, offering a way to measure lasting effects on memory.
Load-bearing premise
The specific behaviors observed in these VR co-design sessions with generative AI reflect how people would naturally build and share collective cultural memories even without the technology present.
What would settle it
Running matched sessions in which the same pairs discuss and narrate the identical heritage sites face-to-face without VR or AI, then comparing whether the resulting stories show the same level of perspective merging, spatial embodiment, and creative repurposing of imperfect ideas.
Figures
read the original abstract
The ways people remember and recall places reveal an invisible aspect of cultural heritage (CH), reflecting how individuals and communities relate to these places. Heritage is communal, emerging through collaboratively constructed narratives rather than individual records. To probe how people may share collective memories, we designed an immersive two-person workflow for collaboratively co-designing 3D artifacts and environments in virtual heritage locations, using Generative AI (GenAI) to instantiate these intangible memories. Observations of the co-creation process revealed that participants merged prompts and model placements when negotiating different perspectives. They used spatial operations to compose scenes, and also to express personal and embodied experiences of CH. When GenAI failed to meet their needs, participants engaged in creative appropriation, re-purposing unsatisfactory generated objects as sources of design inspiration to further shared narratives. While GenAI may have a homogenizing effect on CH expression, this work shows how people may overcome limitations in immersive collaborative workflows.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The manuscript presents a qualitative design study of an immersive two-person VR workflow for collaboratively co-designing 3D cultural heritage artifacts and environments, instantiated via Generative AI to externalize intangible collective memories. Observations from the co-creation sessions indicate that participants merged prompts and model placements to negotiate differing perspectives, used spatial operations both to compose scenes and to express personal embodied experiences of heritage, and engaged in creative appropriation by repurposing unsatisfactory GenAI outputs as sources of further design inspiration. The work concludes that these strategies allow users to overcome potential homogenizing effects of GenAI on cultural heritage expression within collaborative immersive workflows.
Significance. If the reported observations hold, the paper contributes concrete, actionable insights to HCI, VR, and digital cultural heritage research on how collaborative systems can support the construction of shared narratives. The identification of creative appropriation and spatial negotiation as user strategies is a strength, as it provides design implications for systems that aim to preserve expressive diversity rather than default to homogenized outputs. The work is grounded in a specific, implemented workflow rather than abstract claims.
major comments (1)
- [Methods] Methods section: The central claims rest on qualitative observations of participant behaviors (prompt merging, spatial operations, creative appropriation). However, the manuscript provides no information on participant count, recruitment, session protocol, data collection (e.g., logging, video), or analysis approach (e.g., thematic coding). This absence directly undermines verifiability of the reported behaviors and the interpretive claim that they demonstrate overcoming GenAI limitations.
minor comments (2)
- [Abstract] Abstract: The scale of the study (number of sessions or participants) is not indicated, which would help readers contextualize the strength of the descriptive claims.
- [Related Work] The paper would benefit from explicit comparison to prior VR co-design studies in cultural heritage to clarify the novel contribution of the GenAI integration.
Simulated Author's Rebuttal
We thank the referee for their positive evaluation of the work's contributions to HCI, VR, and digital cultural heritage, particularly the identification of creative appropriation and spatial negotiation strategies. We address the single major comment below and will revise the manuscript to strengthen the presentation of our qualitative study.
read point-by-point responses
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Referee: [Methods] Methods section: The central claims rest on qualitative observations of participant behaviors (prompt merging, spatial operations, creative appropriation). However, the manuscript provides no information on participant count, recruitment, session protocol, data collection (e.g., logging, video), or analysis approach (e.g., thematic coding). This absence directly undermines verifiability of the reported behaviors and the interpretive claim that they demonstrate overcoming GenAI limitations.
Authors: We agree that the Methods section requires additional detail to support verifiability of the reported behaviors. This was an oversight in the submitted manuscript. In the revised version, we will expand the Methods section with a clear description of participant recruitment, the number of pairs involved in the co-creation sessions, the session protocol and tasks, data collection methods including video recordings and interaction logs, and the thematic analysis approach used to derive the observations on prompt merging, spatial operations, and creative appropriation. These additions will allow readers to better assess the interpretive claims. revision: yes
Circularity Check
No significant circularity
full rationale
This is a qualitative HCI/design study reporting direct observations from two-person VR co-design sessions. No equations, derivations, parameter fitting, or predictive models exist. Claims rest on participant behaviors (prompt merging, spatial operations, creative appropriation) observed in the specific workflow, without reducing to self-definitions, fitted inputs renamed as predictions, or load-bearing self-citations. The study is self-contained against external benchmarks as an interpretive report of a designed intervention rather than a universal derivation.
Axiom & Free-Parameter Ledger
axioms (1)
- domain assumption Heritage is communal, emerging through collaboratively constructed narratives rather than individual records.
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