Transcript
Page 1: Immersive and Pervasive: Museums in Virtual Reality

IMMERSIVE &

PERVASIVEMUSEUMS IN

VIRTUAL REALITY

TARA COPPLESTON

E@gamingarch

aeo

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INTRODUCTION // STRUCTURE

PART I: CRASH COURSE➔ What is Virtual Reality (VR)

PART II: EXAMPLES➔ What is the current state of use?

PART III: THE FUTURE➔ Where is VR headed?

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INTRODUCTION // AIMS

➔ AWARENESS OF TRENDS

➔ PLAN OF ACTION➔ EXCITED FOR

FUTURE

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INTRODUCTION // TWEET ALONG!

@gamingarchaeo#UKMW14#VR

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REAL WORLD

PART I // VIRTUAL CONTINUUM

AUGMENTED

REALITY

VIRTUAL

REALITY

VIRTUAL

WORLD

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PART I // WHAT IS VR?PART I // DEFINING VR

➔ COMPUTER GENERATED IMAGE

➔ 3D➔ SPECIALIST DEVICES➔ SEEMINGLY REAL

SO REAL!

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PART I // PROPERTIES OF VR

VIRTUAL REALITY

IMMERSION PRESENCE

PERVASIVE

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PART I // IMMERSIONTHIS IS

REALLY CAPTIVATIN

G!

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PART I // PRESENCEI FEEL LIKE I AM ACTUALLY THERE

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$2B ACQUISITION OF RIFT

1 BIL UNIT GOAL

EXPANDING INTO MOBILE VR

PART I // PRESENCEPART I // OCULUS UBIQUITY

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PART II // SCOPE

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PART I // PRESENCE

MUSEUM MADE /

CONTRACTED

OTHER MAKERS

PART II // THE MAKERS

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PART II // THE MAKERSPART II // STATUS QUO

➔ TRADITIONAL CURATION ROLES?

➔ ENGAGE OTHER MAKERS?

➔ FRAMEWORKS?

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MUSEUM ENVIRONMENT

OBJECTOTHER

PART II // TYPES

39 13 8 2

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% VERBATIM

% REMIXED

15 % NOVEL

PART II // VR OF MUSEUMS

62 23

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POTENTIAL SCOPE

CURRENT SCOPE

PART II // VR OF MUSEUMS

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PART II // STATUS QUO

➔ VIRTUAL TOURISM MARKET?

➔ ONLY REPRESENTATION?

➔ HOW BETTER?

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PART II // IMMERSION + PRESENCE

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PART II // IMMERSION + PRESENCE

➔ RESOLUTION➔ INTERACTION➔ FEEDBACK➔ NARRATIVE➔ SETTING➔ SOCIAL

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PART II // STATE OF THE GAME

53% UNDERPERFORMING RESOLUTION

80% NO INTERACTION

92% NO NARRATIVE

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STANDARDS?

BEST PRACTICES?ASSISTANCE + DIALOGUE?

PART II // STANDARDS + DOCS

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PART II // ‘DAY-ZERO’

➔ FINDING FEET➔ USING OLD METHODS➔ HOLDING BACK

POTENTIAL➔ MORE DEVELOPMENT

NEEDED

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20%

UNUSED 80%

USED

PART II // 20/80

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MORE!

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END


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