IMMERSIVE &
PERVASIVE
MUSEUMS IN VIRTUAL
REALITY
TARA COPPLESTONE
@gamingarchaeo
INTRODUCTION // STRUCTURE
PART I: CRASH COURSE
➔ What is Virtual Reality (VR)
PART II: EXAMPLES
➔ What is the current stat...
INTRODUCTION // AIMS
➔AWARENESS OF TRENDS
➔PLAN OF ACTION
➔EXCITED FOR FUTURE
INTRODUCTION // TWEET ALONG!
@gamingarchaeo
#UKMW14
#VR
REAL
WORLD
PART I // VIRTUAL CONTINUUM
VIRTUAL
REALITY
VIRTUAL
WORLD
PART I // WHAT IS VR?PART I // DEFINING VR
➔COMPUTER GENERATED IMAGE
➔3D
➔SPECIALIST DEVICES
➔SEEMINGLY REAL
PART I // PROPERTIES OF VR
VIRTUAL REALITY
IMMERSION PRESENCE
PERVASIVE
PART I // IMMERSION
PART I // PRESENCE
PART I // PRESENCEPART I // OCULUS UBIQUITY
PART II // SCOPE
PART I // PRESENCEPART II // THE MAKERS
PART II // THE MAKERSPART II // STATUS QUO
➔TRADITIONAL CURATION ROLES?
➔ENGAGE OTHER MAKERS?
➔FRAMEWORKS?
MUSEUM ENVIRONMENT OBJECT OTHER
PART II // TYPES
39 13 8 2
% VERBATIM
% REMIXED
15 % NOVEL
PART II // VR OF MUSEUMS
62
23
CURRENT SCOPE
PART II // VR OF MUSEUMS
PART II // STATUS QUO
➔VIRTUAL TOURISM MARKET?
➔ONLY REPRESENTATION?
➔HOW BETTER?
PART II // IMMERSION + PRESENCE
PART II // IMMERSION + PRESENCE
➔ RESOLUTION
➔ INTERACTION
➔ FEEDBACK
➔ NARRATIVE
➔ SETTING
➔ SOCIAL
PART II // STATE OF THE GAME
53% UNDERPERFORMING RESOLUTION
80% NO INTERACTION
92% NO NARRATIVE
PART II // STANDARDS + DOCS
PART II // ‘DAY-ZERO’
➔FINDING FEET
➔USING OLD METHODS
➔HOLDING BACK POTENTIAL
➔MORE DEVELOPMENT NEEDED
20%
UNUSED
80%
USED
PART II // 20/80
MORE!
Immersive and Pervasive: Museums in Virtual Reality
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Immersive and Pervasive: Museums in Virtual Reality

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Presented at UKMBTW 2014. Discusses current issues in representing museums in virtual reality from a survey study before providing some practical suggestions for moving beyond the current practices.

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Immersive and Pervasive: Museums in Virtual Reality

  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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