STREAM [Synchronous Tools for Realtime Experiential Activity Management]
STREAM [Synchronous Tools for Realtime Experiential Activity Management]
批准号:
10038311
负责人:
金额:
$25.48万
依托单位:
依托单位国家:
英国
项目类别:
Responsive Strategy and Planning
财政年份:
2022
资助国家:
英国
项目状态:
已结题
起止时间:
2022 至 --
中文摘要
STREAM \[Synchronous Tools for Realtime Experiential Activity Management\]是一套工具,旨在支持向大众提供共同呈现和高保真度XR体验的精简交付。该项目是由棉花糖激光盛宴、全视眼和虚拟现实实验室在数字文化研究中心,西英格兰大学(UWE布里斯托尔)开发的。目前,要想有效地为沉浸式行业提供高质量、实时的内容以及大量的受众或用户,还存在一个关键障碍。这一合作研发招标将解决这一问题。STREAM将是一项研究,旨在消除在交付All Seeing Eye和Marshmallow Laser Feast的行业领先的基于位置的体验中对关键硬件的技术依赖,并通过行业领先的以用户为中心的测试来评估工具的有效性。本研究适用于基于位置的虚拟现实(LBVR)和更广泛的沉浸式领域的所有利益相关者。这些工具将改变提供沉浸式基于位置的体验(LBE)的行业标准,对娱乐、游客体验、艺术和文化等领域产生影响。我们的工业研究和产出将为该地区未来的沉浸式技术工作提供重要的见解。这项工作将为沉浸式内容交付提供一个新的模式,这将为合作伙伴创造市场差异化,同时为整个行业提供一个更具包容性和可行性的商业模式。项目目标包括:*通过重新思考交付管道,颠覆内容交付给受众的方式。*通过将受众的吞吐量提高至少3倍来扩大和改进现有解决方案。*为部署解决方案提供一套新工具*通过用户测试验证在代表现实生活操作条件的环境中开发的流程*通过许可探索工具包的商业应用*提高团队和更广泛部门的技能和专业知识,这将支持商业可行性并通过创新推动未来部门的发展。*与WECA地区分享相关经验,针对那些能够从1\等工具中获益最多的人。那些需要在委托和展示沉浸式工作或2\中增加信心的人。如果有商业可行性,他们可以为观众提供新的引人注目的内容。*提供更广泛的行业市场领先的解决方案,以支持沉浸式内容作为lbe的强大商业交付。*在国际上分享来自英格兰西部地区的世界首创的研究成果,深入了解文化和技术部门之间的沉浸式受众体验和创新过程。
英文摘要
STREAM \[Synchronous Tools for Realtime Experiential Activity Management\] is a suite of tools designed to support the streamlined delivery of co-present & high fidelity XR experiences to mass audiences. The project is developed by Marshmallow Laser Feast, All Seeing Eye and The VR Lab at the Digital Cultures Research Centre, University of the West of England (UWE Bristol). At present there is a critical barrier to effectively offering the immersive industry high quality, real-time, content alongside high audience or user numbers. This collaborative R&D bid will address this issue. STREAM will be an investigation into removing technical dependency on key hardware in the delivery of All Seeing Eye & Marshmallow Laser Feast's industry leading location-based experiences, as well evaluating the effectiveness of the tools through industry leading user-centred testing. This research is applicable to all stakeholders in Location Based VR (LBVR) and the broader immersive sector. The tools will shift industry standards for delivery of immersive Location Based Experiences (LBE)s, with impact across entertainment, visitor experience, arts & culture and beyond. Our industrial research & outputs will provide vital insight for the region to build on through future work with immersive technology. This work will provide a new model for immersive content delivery, which will create market differentiation for the partners whilst offering the sector at large a more inclusionary and viable commercial model. Project objectives include:* Disrupt the way content is delivered to audiences by re-thinking the delivery pipeline.* Augment and improve existing solutions by increasing throughput of audiences at least 3 fold.* Offer a suite of new tools for deployment solutions* Validate the processes developed in environments representative of real life operating conditions through user testing* Explore the commercial application of the toolkit through licensing* Increase skills and expertise within the team, and wider sector, which will support commercial viability and drive future sector development through innovation.* Share relevant learnings with the WECA region, targeted to those who can benefit the most from tools such as 1\. those who need to increase confidence in commissioning & presenting immersive work or 2\. those who could offer audiences new compelling content if there was commercial viability.* Offer the wider sector market leading solutions to support robust commercial delivery of immersive content as LBEs.* Share world-first research from the West of England region internationally, which gives insight into the immersive audience experience & innovation processes between cultural & technology sectors.
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