Immersive and Pervasive: Museums in Virtual Reality

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    07-Aug-2015

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  1. 1. IMMERSIVE & PERVASIVE MUSEUMS IN VIRTUAL REALITY TARA COPPLESTONE @gamingarchaeo
  2. 2. 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?
  3. 3. INTRODUCTION // AIMS AWARENESS OF TRENDS PLAN OF ACTION EXCITED FOR FUTURE
  4. 4. INTRODUCTION // TWEET ALONG! @gamingarchaeo #UKMW14 #VR
  5. 5. REAL WORLD PART I // VIRTUAL CONTINUUM VIRTUAL REALITY VIRTUAL WORLD
  6. 6. PART I // WHAT IS VR?PART I // DEFINING VR COMPUTER GENERATED IMAGE 3D SPECIALIST DEVICES SEEMINGLY REAL
  7. 7. PART I // PROPERTIES OF VR VIRTUAL REALITY IMMERSION PRESENCE PERVASIVE
  8. 8. PART I // IMMERSION
  9. 9. PART I // PRESENCE
  10. 10. PART I // PRESENCEPART I // OCULUS UBIQUITY
  11. 11. PART II // SCOPE
  12. 12. PART I // PRESENCEPART II // THE MAKERS
  13. 13. PART II // THE MAKERSPART II // STATUS QUO TRADITIONAL CURATION ROLES? ENGAGE OTHER MAKERS? FRAMEWORKS?
  14. 14. MUSEUM ENVIRONMENT OBJECT OTHER PART II // TYPES 39 13 8 2
  15. 15. % VERBATIM % REMIXED 15 % NOVEL PART II // VR OF MUSEUMS 62 23
  16. 16. CURRENT SCOPE PART II // VR OF MUSEUMS
  17. 17. PART II // STATUS QUO VIRTUAL TOURISM MARKET? ONLY REPRESENTATION? HOW BETTER?
  18. 18. PART II // IMMERSION + PRESENCE
  19. 19. PART II // IMMERSION + PRESENCE RESOLUTION INTERACTION FEEDBACK NARRATIVE SETTING SOCIAL
  20. 20. PART II // STATE OF THE GAME 53% UNDERPERFORMING RESOLUTION 80% NO INTERACTION 92% NO NARRATIVE
  21. 21. PART II // STANDARDS + DOCS
  22. 22. PART II // DAY-ZERO FINDING FEET USING OLD METHODS HOLDING BACK POTENTIAL MORE DEVELOPMENT NEEDED
  23. 23. 20% UNUSED 80% USED PART II // 20/80
  24. 24. MORE!

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