首页 > 最新文献

Presence最新文献

英文 中文
When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts 沉浸式虚拟现实何时问世?对青少年、家长和专家的研究揭示了家庭IVR收养面临的挑战
Pub Date : 2019-01-01 DOI: 10.1162/pres_a_00347
Lynne Hall;Samiullah Paracha;Nicole Mitsche;Tom Flint;Fiona Stewart;Kate MacFarlane;Gill Hagan-Green;Yvonne Dixon-Todd
Abstract In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 experts, a Delphi study with 21 experts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The article empirically demonstrates that experts, teenagers, and parents have limited expectations for VR. Further, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, entertaining, and socially engaging children and teenagers.
{"title":"When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts","authors":"Lynne Hall;Samiullah Paracha;Nicole Mitsche;Tom Flint;Fiona Stewart;Kate MacFarlane;Gill Hagan-Green;Yvonne Dixon-Todd","doi":"10.1162/pres_a_00347","DOIUrl":"https://doi.org/10.1162/pres_a_00347","url":null,"abstract":"Abstract In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 experts, a Delphi study with 21 experts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The article empirically demonstrates that experts, teenagers, and parents have limited expectations for VR. Further, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, entertaining, and socially engaging children and teenagers.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"169-201"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments 虚拟环境中转向运动对用户偏好和准确性的影响
Pub Date : 2019-01-01 DOI: 10.1162/pres_a_00345
Lisa Rebenitsch;Delaina Engle
Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.
{"title":"The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments","authors":"Lisa Rebenitsch;Delaina Engle","doi":"10.1162/pres_a_00345","DOIUrl":"https://doi.org/10.1162/pres_a_00345","url":null,"abstract":"Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"153-168"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328192","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Experience of Presence in the Mars Exploration Rover Mission 火星探测车任务中的临在体验
Pub Date : 2018-11-01 DOI: 10.1162/pres_a_00337
Dan Chiappe;John Vervaeke
{"title":"The Experience of Presence in the Mars Exploration Rover Mission","authors":"Dan Chiappe;John Vervaeke","doi":"10.1162/pres_a_00337","DOIUrl":"10.1162/pres_a_00337","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"400-409"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138544111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effects of Cinematic Virtual Reality on Viewing Experience and the Recollection of Narrative Elements 电影虚拟现实对观影体验的影响及叙事元素的回忆
Pub Date : 2018-11-01 DOI: 10.1162/pres_a_00338
Kata Szita;Pierre Gander;David Wallstén
{"title":"The Effects of Cinematic Virtual Reality on Viewing Experience and the Recollection of Narrative Elements","authors":"Kata Szita;Pierre Gander;David Wallstén","doi":"10.1162/pres_a_00338","DOIUrl":"10.1162/pres_a_00338","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"410-425"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10801209","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117232520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Novel Integrated Information Processing Model of Presence 一种新的在场集成信息处理模型
Pub Date : 2018-11-01 DOI: 10.1162/pres_a_00336
Maxine Berthiaume;Giulia Corno;Kevin Nolet;Stéphane Bouchard
{"title":"A Novel Integrated Information Processing Model of Presence","authors":"Maxine Berthiaume;Giulia Corno;Kevin Nolet;Stéphane Bouchard","doi":"10.1162/pres_a_00336","DOIUrl":"10.1162/pres_a_00336","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"378-399"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132834817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Madam Snake White: A Case Study on Virtual Reality Continuum Applications for Singaporean Culture and Heritage at Haw Par Villa 蛇女:Haw Par别墅虚拟现实连续体在新加坡文化遗产中的应用案例研究
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00303
Yiyu Cai;Jianmin Zheng;Yuzhe Zhang;Xiaoqun Wu;Yong Chen;Bingquan Tan;Bianyue Yang;Tianrui Liu;Nadia Thalmann
In this article, we describe a project on the use of Virtual Reality Continuum (VRC) for applications in culture and heritage. Haw Par Villa, a local heritage site in Singapore, is selected to demonstrate the entire process of VRC-enhanced digitization from laser scanning to 3D mapping and to 3D prototyping, using Madam Snake White as an example. The objective of the research is to investigate an effective and integrated solution to developing VRC applications for culture and heritage. Efforts are made for fidelity in the 3D modeling of the existing heritage for multiple applications, with the aim to popularize them in a simple and effective manner. In particular, in the case of Madam Snake White, we investigate the feasibility and effectiveness of digitization, 3D mapping, and 3D printing. We also discuss the use of online and interactive Madam Snake White as VRC heritage. A small group of volunteers were invited to a trial and their feedback was positive. Future work includes the application of VRC-enabled heritage for humanities education in local schools.
在这篇文章中,我们描述了一个使用虚拟现实连续体(VRC)在文化和遗产中应用的项目。Haw Par Villa是新加坡当地的一个遗产地,它以蛇女士为例,展示了VRC增强数字化的整个过程,从激光扫描到3D地图绘制和3D原型制作。本研究的目的是研究开发文化和遗产VRC应用程序的有效综合解决方案。致力于在现有遗产的3D建模中为多个应用程序提供逼真度,目的是以简单有效的方式推广这些遗产。特别是,在蛇女的案例中,我们研究了数字化、3D地图绘制和3D打印的可行性和有效性。我们还讨论了使用在线和互动的蛇女作为VRC遗产。一小群志愿者被邀请参加试验,他们的反馈是积极的。未来的工作包括将VRC支持的遗产应用于当地学校的人文教育。
{"title":"Madam Snake White: A Case Study on Virtual Reality Continuum Applications for Singaporean Culture and Heritage at Haw Par Villa","authors":"Yiyu Cai;Jianmin Zheng;Yuzhe Zhang;Xiaoqun Wu;Yong Chen;Bingquan Tan;Bianyue Yang;Tianrui Liu;Nadia Thalmann","doi":"10.1162/PRES_a_00303","DOIUrl":"https://doi.org/10.1162/PRES_a_00303","url":null,"abstract":"<para>In this article, we describe a project on the use of Virtual Reality Continuum (VRC) for applications in culture and heritage. Haw Par Villa, a local heritage site in Singapore, is selected to demonstrate the entire process of VRC-enhanced digitization from laser scanning to 3D mapping and to 3D prototyping, using Madam Snake White as an example. The objective of the research is to investigate an effective and integrated solution to developing VRC applications for culture and heritage. Efforts are made for fidelity in the 3D modeling of the existing heritage for multiple applications, with the aim to popularize them in a simple and effective manner. In particular, in the case of Madam Snake White, we investigate the feasibility and effectiveness of digitization, 3D mapping, and 3D printing. We also discuss the use of online and interactive Madam Snake White as VRC heritage. A small group of volunteers were invited to a trial and their feedback was positive. Future work includes the application of VRC-enabled heritage for humanities education in local schools.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"378-388"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00303","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325179","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Exploring the Use of Robots for Museum Settings and for Learning Heritage Languages and Cultures at the Chinese Heritage Centre 探索机器人在博物馆环境中的应用以及在中国遗产中心学习遗产语言和文化
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00306
Wee-Ching Pang;Choon-Yue Wong;Gerald Seet
In this article, the challenges facing museums to offer more ways to provide information for learning have been reviewed. The use of social robotics has been explored within a museum setting, for guiding tours as well as for learning heritage languages and cultures. The article focuses on the design and development of two social robots for a heritage museum. The first robot is a virtual human character mounted on a mobile robotic platform. It has been implemented to serve as a museum guide. The second robot is a humanoid. It is programmed for bilingualism, which injected elements of culture learning and education. The objective was to develop robots as well as robotic and virtual reality applications primarily, and to explore the usability of these technologies in a heritage museum. The implemented robots have been deployed to validate the development work and to evaluate the feasibility of using these robots for cultural education among young children. Finally, we discuss our deployment experiences and offer suggestions for future work to improve the viability of the robots for a more elaborated deployment at public museums.
本文回顾了博物馆在提供更多学习信息方面面临的挑战。在博物馆环境中探索了社交机器人的使用,用于导游以及学习传统语言和文化。这篇文章的重点是为一个遗产博物馆设计和开发两个社交机器人。第一个机器人是安装在移动机器人平台上的虚拟人角色。它已被实施为博物馆指南。第二个机器人是人形机器人。它是为双语而设计的,它注入了文化学习和教育的元素。目标主要是开发机器人以及机器人和虚拟现实应用程序,并探索这些技术在遗产博物馆中的可用性。已经部署了所实现的机器人来验证开发工作,并评估将这些机器人用于幼儿文化教育的可行性。最后,我们讨论了我们的部署经验,并为未来的工作提供了建议,以提高机器人在公共博物馆进行更详细部署的可行性。
{"title":"Exploring the Use of Robots for Museum Settings and for Learning Heritage Languages and Cultures at the Chinese Heritage Centre","authors":"Wee-Ching Pang;Choon-Yue Wong;Gerald Seet","doi":"10.1162/PRES_a_00306","DOIUrl":"https://doi.org/10.1162/PRES_a_00306","url":null,"abstract":"<para>In this article, the challenges facing museums to offer more ways to provide information for learning have been reviewed. The use of social robotics has been explored within a museum setting, for guiding tours as well as for learning heritage languages and cultures. The article focuses on the design and development of two social robots for a heritage museum. The first robot is a virtual human character mounted on a mobile robotic platform. It has been implemented to serve as a museum guide. The second robot is a humanoid. It is programmed for bilingualism, which injected elements of culture learning and education. The objective was to develop robots as well as robotic and virtual reality applications primarily, and to explore the usability of these technologies in a heritage museum. The implemented robots have been deployed to validate the development work and to evaluate the feasibility of using these robots for cultural education among young children. Finally, we discuss our deployment experiences and offer suggestions for future work to improve the viability of the robots for a more elaborated deployment at public museums.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"420-435"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00306","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Data-Driven Modeling for Chinese Ancient Architecture 中国古代建筑的数据驱动建模
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00304
Pu Ren;Yan Wang;Mingquan Zhou;Zhongke Wu;Pengbo Zhou;Juan Zhang
The existing 3D modeling studies of Chinese ancient architecture are mostly procedure driven and rely on fixed construction rules. Therefore, these methods have limited applications in virtual reality (VR) engineering. We propose a data-driven approach to synthesize 3D models from existing 3D data that provides more flexibility and fills the gap between academic studies and VR engineering. First, 3D architecture models were preprocessed and decomposed into components, and the components were clustered by their geometric features. Second, a Bayesian network was generated by learning from the dataset to represent the internal relationships between the architectural components. Third, the inference results of the trained network were utilized to generate a reasonable relationship matching to support the synthesis of the structural components. The proposed method can be used in 3D content creation for VR development and directly supports VR applications in practice.
现有的中国古代建筑三维建模研究大多是程序驱动的,依赖于固定的构造规则。因此,这些方法在虚拟现实(VR)工程中的应用有限。我们提出了一种数据驱动的方法,从现有的3D数据中合成3D模型,该方法提供了更大的灵活性,填补了学术研究和VR工程之间的空白。首先,对三维建筑模型进行预处理,将其分解为构件,并根据构件的几何特征对构件进行聚类。其次,通过从数据集中学习来生成贝叶斯网络,以表示体系结构组件之间的内部关系。第三,利用训练网络的推理结果生成合理的关系匹配,以支持结构组件的合成。所提出的方法可以用于VR开发的3D内容创建,并直接支持VR在实践中的应用。
{"title":"Data-Driven Modeling for Chinese Ancient Architecture","authors":"Pu Ren;Yan Wang;Mingquan Zhou;Zhongke Wu;Pengbo Zhou;Juan Zhang","doi":"10.1162/PRES_a_00304","DOIUrl":"https://doi.org/10.1162/PRES_a_00304","url":null,"abstract":"<para>The existing 3D modeling studies of Chinese ancient architecture are mostly procedure driven and rely on fixed construction rules. Therefore, these methods have limited applications in virtual reality (VR) engineering. We propose a data-driven approach to synthesize 3D models from existing 3D data that provides more flexibility and fills the gap between academic studies and VR engineering. First, 3D architecture models were preprocessed and decomposed into components, and the components were clustered by their geometric features. Second, a Bayesian network was generated by learning from the dataset to represent the internal relationships between the architectural components. Third, the inference results of the trained network were utilized to generate a reasonable relationship matching to support the synthesis of the structural components. The proposed method can be used in 3D content creation for VR development and directly supports VR applications in practice.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"389-401"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00304","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325180","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Forgotten Industrial Heritage in Virtual Reality—Case Study: Old Power Plant in Piešt’any, Slovakia 虚拟现实中被遗忘的工业遗产——以斯洛伐克Piešt'any的老发电厂为例
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00309
Vladimír Hain;Michal Ganobjak
An industrial heritage provides one of the most important records of urban development and of the progress of human civilization in the last two centuries. Monumental industrial buildings reflect extraordinary technical and economic development and progress in science and technology. Even after the termination of their original function, industrial heritage buildings and equipment, along with their architecture, still participate in a significant way in the atmosphere of many cities. The research process in our study used the methods of industrial archaeology. In combination with the identified preserved and still valuable parts of the building and preserved original equipment and archival plans, it was possible to reconstruct the hypothetical virtual appearance of the historical monument. For this purpose, the article examines the case study: virtual reality reconstruction of the Old Power Plant in the city of Piešt’any. The contribution of a brief experience in the VR scene of Machinery Hall in the exhibition with its high immersion, located in the historical environment of the original Machinery Hall, had an educational effect (understanding by experience), bringing out the look and functionality of the lost industrial heritage. This effect appears to be an appropriate and meaningful use of VR in practice.
工业遗产是过去两个世纪城市发展和人类文明进步的最重要记录之一。具有纪念意义的工业建筑反映了非凡的技术和经济发展以及科学技术进步。即使在其原始功能终止后,工业遗产建筑和设备及其建筑仍在许多城市的氛围中发挥着重要作用。我们的研究过程采用了工业考古学的方法。结合已确定的建筑中保存完好且仍有价值的部分以及保存完好的原始设备和档案计划,可以重建历史纪念碑的假想虚拟外观。为此,本文考察了案例研究:皮什塔尼市旧发电厂的虚拟现实重建。在展览中,机械馆VR场景的短暂体验,其高度沉浸感,位于原机械馆的历史环境中,具有教育效果(通过体验进行理解),展现了失落的工业遗产的外观和功能。这种效果似乎是VR在实践中的一种适当而有意义的使用。
{"title":"Forgotten Industrial Heritage in Virtual Reality—Case Study: Old Power Plant in Piešt’any, Slovakia","authors":"Vladimír Hain;Michal Ganobjak","doi":"10.1162/PRES_a_00309","DOIUrl":"https://doi.org/10.1162/PRES_a_00309","url":null,"abstract":"<para>An industrial heritage provides one of the most important records of urban development and of the progress of human civilization in the last two centuries. Monumental industrial buildings reflect extraordinary technical and economic development and progress in science and technology. Even after the termination of their original function, industrial heritage buildings and equipment, along with their architecture, still participate in a significant way in the atmosphere of many cities. The research process in our study used the methods of industrial archaeology. In combination with the identified preserved and still valuable parts of the building and preserved original equipment and archival plans, it was possible to reconstruct the hypothetical virtual appearance of the historical monument. For this purpose, the article examines the case study: virtual reality reconstruction of the Old Power Plant in the city of Piešt’any. The contribution of a brief experience in the VR scene of Machinery Hall in the exhibition with its high immersion, located in the historical environment of the original Machinery Hall, had an educational effect (understanding by experience), bringing out the look and functionality of the lost industrial heritage. This effect appears to be an appropriate and meaningful use of VR in practice.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"355-365"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00309","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325177","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Alternating Reality: An Interweaving Narrative of Physical and Virtual Cultural Exhibitions 交替的现实:实体与虚拟文化展览的交织叙事
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00307
Thuong N. Hoang;Travis N. Cox
Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this article, we present the alternating reality (AltR) narrative that supports the communication of cultural heritage as an interweaving experience that alternates between real and virtual environments. AltR allows both the cultural heritage content and digital technology to play an equal role in augmenting, highlighting, or explicating each other and conveying a shared narrative to the visitors of GLAM institutions. We introduce the AltR experience through an exhibition highlighting the physical replica and contemporary reimagining of one of Walter and Marion Griffin’s buildings. We conducted a study of the AltR experience during the exhibition using a low-cost virtual reality cardboard viewer that lends itself to an intuitive transition between the two environments. The findings showed that the interweaving experiences between the physical replica of cultural heritage and its virtual reimagining allows the visitors to draw the connection between the two sources of information. The narrative is created and controlled by the visitors, leading to an enjoyable experience. Finally, we reflect on the design implications of an AltR narrative for cultural heritage applications derived from the findings of the study.
面向公众的画廊、图书馆、档案馆和博物馆(GLAM)机构越来越多地使用虚拟和增强现实技术来传达遗产和当代故事、信息和体验。然而,在这些媒体中,游客往往被虚拟环境淹没,导致文化遗产内容被推到后台。在这篇文章中,我们提出了交替现实(AltR)叙事,它支持文化遗产的传播,作为一种在真实和虚拟环境之间交替的交织体验。AltR允许文化遗产内容和数字技术在增强、突出或解释彼此以及向GLAM机构的访客传达共享叙事方面发挥同等作用。我们通过一个展览介绍了AltR的体验,该展览突出了Walter和Marion Griffin的一座建筑的物理复制品和当代重新想象。我们在展览期间使用低成本的虚拟现实纸板观察器对AltR体验进行了研究,该观察器有助于在两种环境之间进行直观的过渡。研究结果表明,文化遗产的实物复制品和虚拟重新想象之间的交织体验使游客能够绘制出这两种信息来源之间的联系。叙事由游客创造和控制,带来一种愉快的体验。最后,我们反思了从研究结果中得出的AltR叙事对文化遗产应用的设计启示。
{"title":"Alternating Reality: An Interweaving Narrative of Physical and Virtual Cultural Exhibitions","authors":"Thuong N. Hoang;Travis N. Cox","doi":"10.1162/PRES_a_00307","DOIUrl":"https://doi.org/10.1162/PRES_a_00307","url":null,"abstract":"<para>Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this article, we present the alternating reality (AltR) narrative that supports the communication of cultural heritage as an interweaving experience that alternates between real and virtual environments. AltR allows both the cultural heritage content and digital technology to play an equal role in augmenting, highlighting, or explicating each other and conveying a shared narrative to the visitors of GLAM institutions. We introduce the AltR experience through an exhibition highlighting the physical replica and contemporary reimagining of one of Walter and Marion Griffin’s buildings. We conducted a study of the AltR experience during the exhibition using a low-cost virtual reality cardboard viewer that lends itself to an intuitive transition between the two environments. The findings showed that the interweaving experiences between the physical replica of cultural heritage and its virtual reimagining allows the visitors to draw the connection between the two sources of information. The narrative is created and controlled by the visitors, leading to an enjoyable experience. Finally, we reflect on the design implications of an AltR narrative for cultural heritage applications derived from the findings of the study.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"402-419"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00307","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
期刊
Presence
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1