The Virtual (Reality) Museum of Immersive Experiences
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This paper outlines an investigation and describes strategies to capture, simulate and reproduce experiences originally designed for large-scale immersive architectures within Virtual Reality. Applications and experiences created for a specific immersive platform depend on the complex and costly technical infrastructure they were originally designed for. Descriptions and video documentation only go so far in illustrating an immersive experience. The embodied aspect, the emotional engagement and the dimensional extend, central to immersion, is mostly lost in translation. This project offers a prototypical implementation of a large-scale virtual exhibition, incorporating various immersive architectures and applications situated within a fictional 3D scene. The motivation behind this project is to provide a framework to showcase and for the conservation of immersive experiences and systems outside specialised facilities and labs. Furthermore, it presents a test-bed and space for experimentation to design and evaluate immersive experiences and architecture before they are developed at full scale.Keywords:
Immersion
Immersive technology
가상현실이 몇 년 전부터 새로운 발전 진행하며 오늘 그의 진화를 볼 수 있는 것이다. 컴퓨터와 모바일 디바이스들을 통하여 VR경험과 새로 만든 활용 가능하다. 게임, 오락, 등을 여러 분야에 집중하며 몰입적인 느낌에 대해서 아직 많이 궁금하다. 본 연구는 가상현실 기기(삼성 기어 VR)에 따른 소비자 경험하는 컨텐츠가 얼머나 몰입적인지 알아보는 것이다. 온라인과 오프라인 솔문조사를 통하여 감각 몰입, 탐색 가능성과 현존감에 대해 조사한다. 그 다음에 모바일 가상현실과 VR컨텐츠의 장단점을 제기하였다. 연구결과 가상현실 컨텐츠의 경우에는 간단한 통계적인 분석하며 몰입 수준을 나타났다. 제일 낮은 평균과 제일 높은 평균 제시하며 가셩현실 경험 두 개의 몰입 평균을 통하여 다양한 결과 나타났다. 주로 긍정적인 결과 나오면서 VR의 장단점 알 수 있었고 기술적인 한계도 있으며 바로 몰입과 관련된 요인이 있었다. 본 연구는 가상현실과 VR컨텐의 몰입 수준 이론의 확장하는 동시에 가상현실 가능성에 대한 기대가 있다. 이제 여러 나온 기술과 컨텐츠들은 발전하여서 가상현실을 대규모로 사용할 수 있는 상황이다. 결과를 보며 횔용에 대한 문제 있지만 미래에 몰입적인 가상현실 기기 사용하는 것이 확실 한 것이다.
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Cybersickness, related to virtual-reality (VR) using head-mounted devices (HMD), is also known as motion sickness in VR environment. Researchers and developers have been working to find an appropriate technological facility to alleviate this feeling of sickness. In this paper, we aim to further improve VR immersion technique via HMD by strengthening userś sense of presence in the virtual world along with engagement. Our results show that, with alternative ways in the same VR environment, cybersickness could be overcome resulting in user acceptability of VR technology.
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Sense of presence
Optical head-mounted display
Simulator sickness
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Virtual reality technology is a highly integrated high—tech.The technology is widely used in advanced manufacturing, military simulation,digital city,biomedical and other fields.In this paper we backward the origins of virtual reality technology,and discuss its three characteristics:immersion,interaction,animation.In the end we classified the virtual reality into four group according to different extent of immersion,that is desktop virtual reality,immerse virtual reality,advantage virtual reality and distributed virtual reality.
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People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available tha ...
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Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on the social context and available resources, and involvesknowledge, skills, attitudes, emotions and values. Developing educational activitiesthat incorporate all of these elements is a challenge. Through case studies,this paper outlines how situated, embodied and social problem-solving activitieswithin virtual worlds can elicit responses that engage all facets of expertise.10.1080/21567069.2011.624172
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Theories of embodied cognition postulate that perceptual, sensorimotor, and affective properties of concepts support language learning and processing. In this paper, we argue that language acquisition, as well as processing, is situated in addition to being embodied. In particular, first, it is the situated nature of initial language development that affords for the developing system to become embodied. Second, the situated nature of language use changes across development and adulthood. We provide evidence from empirical studies for embodied effects of perception, action, and valence as they apply to both embodied cognition and situated cognition across developmental stages. Although the evidence is limited, we urge researchers to consider differentiating embodied cognition within situated context, in order to better understand how these separate mechanisms interact for learning to occur. This delineation also provides further clarity to the study of classroom-based applications and the role of embodied and situated cognition in the study of developmental disorders. We argue that theories of language acquisition need to address for the complex situated context of real-world learning by completing a "circular notion": observing experimental paradigms in real-world settings and taking these observations to later refine lab-based experiments.
Situated cognition
Cognitive robotics
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Abstract TEST is a novel taxonomy of knowledge representations based on three distinct hierarchically organized representational features: Tropism, Embodiment , and Situatedness. Tropic representational features reflect constraints of the physical world on the agent's ability to form, reactivate, and enrich embodied (i.e., resulting from the agent's bodily constraints) conceptual representations embedded in situated contexts. The proposed hierarchy entails that representations can, in principle, have tropic features without necessarily having situated and/or embodied features. On the other hand, representations that are situated and/or embodied are likely to be simultaneously tropic. Hence, although we propose tropism as the most general term, the hierarchical relationship between embodiment and situatedness is more on a par, such that the dominance of one component over the other relies on the distinction between offline storage versus online generation as well as on representation‐specific properties.
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Socially distributed cognition
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Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on the social context and available resources, and involvesknowledge, skills, attitudes, emotions and values. Developing educational activitiesthat incorporate all of these elements is a challenge. Through case studies,this paper outlines how situated, embodied and social problem-solving activitieswithin virtual worlds can elicit responses that engage all facets of expertise.10.1080/21567069.2011.624172
Situated learning
Social worlds
Metaverse
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Virtual Reality(VR) contents provides a user with unusual experience through high sense of immersion in limited area in reality. However, due to limits in real world, there are lots of elements in locomotion within virtual reality that should be considered. VR contents can cause VR sickness or give a user an unpleasant feeling depending on locomotion. The purpose of this study is to find out an influence of locomotion within VR(Virtual Reality) on VR sickness in order to make a contribution to relieving VR sickness.
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Simulator sickness
Sense of presence
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