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Design Standards for Place-Based Immersive Experiences

Design Standards for Place-Based Immersive Experiences
基于场所的沉浸式体验的设计标准
批准号:
AH/R010196/1
负责人:
Steve Love
金额:
$7.57万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2017
资助国家:
英国
项目状态:
已结题
起止时间:
2017 至 --

项目摘要

项目成果

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中文摘要
翻译
游客和文化景点的客户对i-词“沉浸”的需求越来越大。这可能意味着许多事情,包括大型视频地图装置、360部电影、双声音效或探索VR(虚拟现实)和AR(增强现实)现场特定上下文。然而,我们发现它在被更广泛地接受方面存在一些障碍:观众感知、技术限制、经理的日常运营担忧、对技术的投资以及创造真正身临其境的媒体的需求。格拉斯哥艺术学院(GSA)和数字工作室ISODesign提出了一个跨学科的试点项目,在“下一代沉浸式体验”的背景下,从整体上看待与地点和记忆主题相关的沉浸式体验的实际设计、开发和部署的问题。它将专注于以格拉斯哥艺术学院的麦金托什建筑为例创建一个身临其境的原型展览。作为该项目的一部分,我们建议的输出不仅是数字AR/VR体验,还将是一套与这项技术相关的初步标准,这将有助于缓解目前阻碍这项技术在整个行业为不同用户群体更广泛地部署的实际和感知障碍。这是一种创新方法,旨在推动在创意行业部署新一代身临其境的内容、体验和服务,因为它不仅关注最终用户,还关注行业专业人士如何成为关键声音,如果项目要取得成功,这些声音必须包括在对话中。
英文摘要
The i-word, "immersion", is increasingly in demand from clients in visitor and cultural attractions. This can mean many things, including large video-mapped installations, 360 films, ambisonic sound or explorations into VR (virtual reality) and AR (augmented reality) in-site specific contexts. However, we find that there are a number of obstacles to its wider take-up: audience perception, technical constraints, the day-to-day operational concerns of managers, investment in technology and the demands of creating truly immersive media.Glasgow School of Art (GSA) and digital studio ISOdesign propose an interdisciplinary pilot project in the context of a 'Next Generation of Immersive Experiences' that takes a holistic view of the issues around practical design, development and deployment of an Immersive Experience related to the themes of Place and Memory. It will focus on creating a prototype immersive exhibit using the Mackintosh Building at Glasgow School of Art as an exemplar.Our proposed outputs as part of the project will be not only be a digital AR/VR experience, but also a preliminary set of standards relating to this technology which will help mitigate real and perceived obstacles that currently obstruct deployment of this technology more widely throughout the sector for diverse user-groups. This is an innovative approach to furthering the deployment of a new generation of immersive content, experiences, and services across the creative industries in that it focuses not solely on the end-user but on how industry professionals are critical voices that must be included in the conversation if projects are to be successful.
期刊论文(1)
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科研奖励(0)
会议论文
The Digital Laocoön: Replication, Narrative and Authenticity
数字拉奥孔:复制、叙事和真实性
DOI: 10.29311/mas.v19i2.3583
发表时间: 2021
期刊: Museum and Society
影响因子: --
作者: [Jeffrey S]
通讯作者: Jeffrey S
Studio 39: A Virtual Reality Learning Environment
  • 批准号:
    AH/S010548/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $4.09万
  • 财政年份:
    2019
  • 负责人:
    Steve Love
  • 依托单位:
海外基金