6 research outputs found

    On the relationship between subjective and objective measures of virtual reality experiences : a case study of a serious game

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    In this paper we present a Virtual Reality game related to Cultural Heritage. We contribute with an analysis of subjective measures taken from questionnaires filled by users after the VR experience, and objective measures taken from logs during the VR game. Specifically, we were interested on study data globally and in groups of user behaviour. Analysing data globally we see a high value of users’ subjective perceptions. Nevertheless, we found differences of subjective measures when splitting the Novice group. Specifically, the subjective perception of Strugglers is considerably lower than the rest of groups, and this difference is significant. Then, we propose strategies to provide a better experience to Strugglers. We also found correlations between objective and subjective data when they were analysed globally (i.e. without using groups), but these measures did not correlate when they were analysed using behaviour groups

    Their memory:exploring veterans’ voices, virtual reality and collective memory

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    This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience

    Neither literature nor object: children’s writings in the digital public realm

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    The interpretation of children’s writings has often presented a particular challenge to Galleries, Libraries, Archives and Museums (GLAM), as the represented child has historically been deprived of agency, and children’s writings are neither ‘literature’ nor traditional display objects. In this article we will explore the methodologies of representation that are associated with the merging of children’s history and digital humanities. We will lay out an approach for digitally representing children’s writings held in museums. We will demonstrate the possibilities that have been put forward by librarians, archivists and curators internationally, and explore the tools and approaches that have emerged from the field of digital humanities for re-presenting the agency of the child creator and the child visitor within memory institutions. Moreover, in this article we will propose that the digital environment facilitates a critical site of experimentation in displaying children’s collections that allow creator, object, context, critique, and visitor to be equally valued

    Comparing Different Storytelling Approaches for Virtual Guides in Digital Immersive Museums

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    Virtual museums are becoming increasingly popular, especially thanks to the recent spread of low-cost immersive technologies enabling even small cultural realities to enrich their technology-based offer. The growing availability of computational power and high-quality visual elements enables the use of virtual characters in order to add depth to the virtual visit experience, up to nowadays often limited to the exploration of lifeless environments. This paper presents a pilot study aimed at investigating the positive effects that the use of avatars can provide to a virtual cultural experience, proposing a virtual museum with three different alternatives of storytelling, including one featuring virtual humans, and comparing the results in terms of engagement and understanding of the proposed content

    Design methodology for 360-degree immersive video applications

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    360-degree immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction, and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) is related to cybersickness effects imposing further implications in moderate motion design tasks. This research project provides a systematic methodological approach in addressing those challenges and implications in 360-degree immersive video applications design. By studying and analysing methods and techniques efficiently used in the area of VR and Games design, a rigorous methodological design process is proposed. This process is introduced by the specification of the iVID (Immersive Video Interaction Design) framework. The efficiency of the iVID framework and the design methods and techniques it proposes is evaluated through two phases of user studies. Two different 360-degree immersive video prototypes have been created to serve the studies purposes. The analysis of the purposes of the studies ed to the definition of a set of design guidelines to be followed along with the iVID framework for designing 360-degree video-based experiences that are engaging and immersive
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