3 research outputs found

    Exhibiting Mutator VR: Procedural Art Evolves to Virtual Reality

    Get PDF
    Organic Art (1987) was reincarnated as Mutator2 (2013) which evolved into Mutator VR: Mutation Space (2016). We describe the graphics and audio systems, particularly the procedural generation and visual effects, and their creative exploitation as an art installation. Mixed “real” and “unreal” features and effects, inspired by Surrealist art, create highly immersive psychedelic organic experiences. Interface simplicity and discoverability is critical for VR exhibitions; as is the balance between an experience constrained by artist's choices and a freer (but riskier) one with greater public choice. Public gallery installation of Mutator VR creates special challenges

    The Dresden Frauenkirche — Rebuilding the Past

    Get PDF

    Designing Digital Experiences in Archaeology: Integrating Participatory Processes into Archaeological Practice

    Get PDF
    Archaeology is a graphically rich discipline that has always applied various forms of visualisation to communicate information and interpretation about the archaeological record. In recent decades, the increasing dominance of digital techniques for archaeological visualisation has led to a rapid uptake of digital products, such as 3D models, often without consideration of users’ diverse needs or assessment of their impacts on audiences. This research seeks to address such issues by incorporating User Experience Design (UXD) and Participatory Design (PD) processes into archaeological practice. Through two distinct iterations of design and assessment of digitally mediated experiences, this research explores key themes around UXD in archaeology by investigating the following research questions: ● What is the impact of 3D visual media upon a diverse range of audiences, specifically how different users (specialists and non-specialists alike) engage with this specific form of (re)presentation of the past? ● How can we integrate evaluation frameworks and iterative processes into our methodologies in order to more meaningfully incorporate users’ feedback into the design and improvements of these digital resources? ● How can we incorporate UXD and PD processes into archaeological practice to create digital products tailored to the needs and expectations of our audiences? The first iteration of this research focuses on evaluating the impact that interactive 3D models have upon different audiences, using the case study of the Middle Bronze Age Cypriot settlement at Erimi- Laonin tou Porakou. The second iteration aims at assessing the design process behind the creation of digital resources using PD practices, through a series of workshops on the co-design of digitally mediated experiences in archaeology and heritage. The thesis ultimately articulates practical guidelines for archaeologists and other practitioners on incorporating UXD and PD approaches into archaeology. Such guidelines should then enable end users and stakeholders to be involved in digital resource development from the outset, critically tailoring these digital experiences to the needs and expectations of their audiences
    corecore