Immersive and Pervasive: Museums in Virtual Reality, Tara Copplestone
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Transcript of Immersive and Pervasive: Museums in Virtual Reality, Tara Copplestone
IMMERSIVE &
PERVASIVEMUSEUMS IN
VIRTUAL REALITY
TARA COPPLESTON
E@gamingarch
aeo
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?
INTRODUCTION // AIMS
➔ AWARENESS OF TRENDS
➔ PLAN OF ACTION➔ EXCITED FOR
FUTURE
INTRODUCTION // TWEET ALONG!
@gamingarchaeo#UKMW14#VR
REAL WORLD
PART I // VIRTUAL CONTINUUM
AUGMENTED
REALITY
VIRTUAL
REALITY
VIRTUAL
WORLD
PART I // WHAT IS VR?PART I // DEFINING VR
➔ COMPUTER GENERATED IMAGE
➔ 3D➔ SPECIALIST DEVICES➔ SEEMINGLY REAL
SO REAL!
PART I // PROPERTIES OF VR
VIRTUAL REALITY
IMMERSION PRESENCE
PERVASIVE
PART I // IMMERSIONTHIS IS
REALLY CAPTIVATIN
G!
PART I // PRESENCEI FEEL LIKE I AM ACTUALLY THERE
$2B ACQUISITION OF RIFT
1 BIL UNIT GOAL
EXPANDING INTO MOBILE VR
PART I // PRESENCEPART I // OCULUS UBIQUITY
PART II // SCOPE
PART I // PRESENCE
MUSEUM MADE /
CONTRACTED
OTHER MAKERS
PART II // THE MAKERS
PART II // THE MAKERSPART II // STATUS QUO
➔ TRADITIONAL CURATION ROLES?
➔ ENGAGE OTHER MAKERS?
➔ FRAMEWORKS?
MUSEUM ENVIRONMENT
OBJECTOTHER
PART II // TYPES
39 13 8 2
% VERBATIM
% REMIXED
15 % NOVEL
PART II // VR OF MUSEUMS
62 23
POTENTIAL SCOPE
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
STANDARDS?
BEST PRACTICES?ASSISTANCE + DIALOGUE?
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!
END