Emerging Uses
& Needs of VR
Anam Shah, Patrick Dwyer and Emily Kokotajlo
INFO 653-01 Spring 2023
Prof. Midavaine
Selected References
Bozgeyikli, L. & Bozgeyikli, R. (2020). Virtual Reality : Recent Advancements, Applications and Challenges. River Publishers.
Bruno F., Bruno S., Sensi G., Luch M.L.i, Mancuso S., & Muzzupappa M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition, Journal of Cultural Heritage, 11(1), 42-49.
Dekker, A. (2013). Methodologies of Multimedial Documentation and Archiving. In J. Noordegraaf, C. G. Saba, B. Le Maître, & V. Hediger (Eds.), Preserving and Exhibiting Media Art: Challenges and Perspectives (pp. 149–195). Amsterdam University Press. http://www.jstor.org/stable/j.ctt6wp6f3.12
Elgewely, M.H., Nadim, W., El Kassed, A., Yehiah, M., Talaat, M.A. & Abdennadher, S. (2021), "Immersive construction detailing education: building information modeling (BIM)–based virtual reality (VR)", Open House International, Vol. 46, pp. 359-375.
Rosen, S., Shah, A., & Kokotajlo, E. (2023, February 17). Documenting and preserving the Pratt Manhattan Gallery's VR Exhibition. Personal interview.
Sawicki, M., & Moody, J. (2020). Filming the Fantastic with Virtual Technology : Filmmaking on the Digital Backlot. Routledge.
VR in Education
Preservation & Conservation of VR
VR in Entertainment
Image from Estarita Guerrero, A. C. (2020). Circles of Care. Ana Estarita: Immersive Media Designer. Retrieved May 1, 2023, from https://aestarita.com/circles-of-care.html
Emerging Uses & Needs of VR
Anam Shah, Patrick Dwyer and Emily Kokotajlo
INFO 653-01 Spring 2023 Prof. Midavaine
What is VR? VR is a type of immersive media, where the user is completely absorbed in a virtual world. AR uses a lens or projection to add virtual elements to the real world. Mixed Reality includes VR and AR.
Entertainment
Virtual Reality and Entertainment
Virtual Reality has been at the -forefront of innovation.- Many industries have been impacted by this new technology. Entertainment as we know it is changing.
Consider how virtual reality impacts -three industries- within entertainment:
Cinema
Cinema VR is -stationary- meaning the user doesn’t have to move around.
“Cinematic VR is not fully immersive or interactive. The viewer is stationary but can look around in a 360-degree environment. Viewer movement is controlled by the VR camera. If it moves, the viewer has the sensation of gliding or flying. In this manner, -the viewer is- -captive- and so certain types of camera movement may result in the viewer experiencing vertigo-like symptoms. Unlike game VR in which the player is grounded on the floor and autonomous in walking and other movement, -cinematic VR controls the viewer by the use- -of camera movement.- This is one of the reasons it has attracted the attention of conventional moviemakers who are experienced in creating entertainment for a passive audience” (Sawicki & Moody, 2020).
Video Games
Video games are heavily impacted by VR. With the use of a headset or Head Mounted Device (HMD), VR video games become a -fully immersive- -experience.- Virtual Reality immerses the individual so they sense that the game is real, and they will physically feel their experience in the game.
“Virtual Reality headsets are used to immerse the user in a game or work setting. Some headsets can capture head and eye movements and transmit them to the game. Others include stereo sound systems to project the game's audio content. Some come just as goggles that display the virtual game world to the user. VR headsets -do not let users see- -any of the real external world around them.- Some headsets also come with built-in microphones” (Lutkevich, 2023).
Shopping
Many researchers believe that -VR creates escapism- in retail environments:
“Building upon this, the researchers utilized an immersive VR environment to provide the customers a sense of escapism from the crowd. In this study, a 2 x 2 quasi-experimental between-subjects design was used. The control group had regular shoppers and the experimental group had shoppers in VR. Participants were randomly picked, and a questionnaire was completed following the experiment” (Bozgeyikli & Bozgeyikli, 2020).
The authors used the Oculus Rift DK2 headset for their experiment.
Image from: Evans, A. (2014, August 23). Is The oculus rift dk2 worth it? YouTube. Retrieved May 2, 2023, from https://youtu.be/CQ202JChUAk
Education
VR Gamifying Education
Education Possibilities of VR
BIM’s and Construction Students
Images from: Elgewely, M.H., Nadim, W., El Kassed, A., Yehiah, M., Talaat, M.A. & Abdennadher, S. (2021). "Immersive construction detailing education: building information modeling (BIM)–based virtual reality (VR)", Open House International, 46, 359–375.
Secondary Schools Use of VR Tech
Image from: VR for Education - The Future of Education (2022). Immersion VR.
Archaeology Students Capitalize On VR’s 3D Tech
Images From: Bing Huang, Bixby, L., Britt, R., & Rich, N. (2022). Playing in the Past: Digital Art History in the Age of VR Gaming. International Journal of Arts Theory & History, 17, 1–23.
Preservation &
Conservation
Ephemerality of Immersive Media
Unstable Medium
Digital Obsolescence
MOO zymandias
2003
Uncle Roy All Around You
2003
Images from:
Benford, S., Drozd, A., Rowland, D., Tandavanitj, N., Adams, M., Row-Farr, J., Theory, B., Oldroyd, A., Sutton, J., & Park, A. (2004). Uncle Roy All Around You: Implicating the City in a Location-Based Performance.
Blast Theory. (2022, July 18). Uncle Roy All Around You. Blast Theory. Retrieved May 1, 2023, from https://www.blasttheory.co.uk/projects/uncle-roy-all-around-you/
Circles of Care
2019
Images from:
Estarita Guerrero, A. C. (2020). Circles of Care. Ana Estarita: Immersive Media Designer. Retrieved May 1, 2023, from https://aestarita.com/circles-of-care.html
The Data We Called Home
2022
Images from:
Huang, H.-C. (2022, September 22). News: Pratt Solo Exhibition: "The Data We Called Home". Hsin-Chien Huang. Retrieved May 1, 2023, from https://hsinchienhuang.com/pix/_1news/n_2022_0911_prattShow/p0.php?lang=en
References
- Entertainment -
Bozgeyikli, L. & Bozgeyikli, R. (2020). Virtual Reality : Recent Advancements, Applications and Challenges. River Publishers.
Lee, H. K., Yoon, N., & Choi, D. (2022). The effect of touch simulation in virtual reality shopping. Fashion & Textiles (2198-0802), 9(1), 1–22. https://doi.org/10.1186/s40691-022-00312-w
Lutkevich, B. (2023). Virtual Reality Gaming (VR Gaming). WhatIs.com. https://www.techtarget.com/whatis/definition/virtual-reality-gaming-VR-gaming
Sawicki, M., & Moody, J. (2020). Filming the Fantastic with Virtual Technology : Filmmaking on the Digital Backlot. Routledge.
Tricart, C. (2018). Virtual Reality Filmmaking : Techniques & Best Practices for VR Filmmakers. Routledge, Taylor & Francis Group.
- Education -
Bing Huang, Bixby, L., Britt, R., & Rich, N. (2022). Playing in the Past: Digital Art History in the Age of VR Gaming. International Journal of Arts Theory & History, 17, 1–23.
Bruno F., Bruno S., Sensi G., Luch M.L.i, Mancuso S., & Muzzupappa M. (2010). From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition, Journal of Cultural Heritage, 11(1), 42–49.
Elgewely, M.H., Nadim, W., El Kassed, A., Yehiah, M., Talaat, M.A. & Abdennadher, S. (2021). "Immersive construction detailing education: building information modeling (BIM)–based virtual reality (VR)", Open House International, Vol. 46, pp. 359–375.
VR for Education - The Future of Education (2022). Immersion VR.
- Preservation & Conservation -
Ciolfi, L. (2021). Hybrid Interactions in Museums: Why Materiality Still Matters. In E. M. Champion (Ed.), Virtual Heritage: A Guide (pp. 67–80). Ubiquity Press. http://www.jstor.org/stable/j.ctv2dt5m8g.10
Dekker, A. (2013). Methodologies of Multimedial Documentation and Archiving. In J. Noordegraaf, C. G. Saba, B. Le Maître, & V. Hediger (Eds.), Preserving and Exhibiting Media Art: Challenges and Perspectives (pp. 149–195). Amsterdam University Press. http://www.jstor.org/stable/j.ctt6wp6f3.12
Fraistat, N., & Jones, S. E. (2003). Immersive Textuality: The Editing of Virtual Spaces. Text, 15, 69–82. http://www.jstor.org/stable/30227785
Estarita Guerrero, A. C., & Kokotajlo, E. (2022, November 25). Experiences of the VR and AR industries in Museum spaces. Personal interview.
Hess, J. (2013). Mooix. Joey Hess. Retrieved April 30, 2023, from http://joeyh.name/code/mooix/
Rajkowska, P. (2022). Your Stories – A Life Cycle Analysis. In A. Waern & A. S. Løvlie (Eds.), Hybrid Museum Experiences: Theory and Design (pp. 91–102). Amsterdam University Press. https://doi.org/10.2307/j.ctv2cxx8x6.8
Rosen, S., Shah, A., & Kokotajlo, E. (2023, February 17). Documenting and preserving the Pratt Manhattan Gallery's VR Exhibition. Personal interview.
Stogner, M. B. (2011). Communicating Culture in the 21st Century: The Power of Media-Enhanced Immersive Storytelling. The Journal of Museum Education, 36(2), 189–198. http://www.jstor.org/stable/20877439