Thursday, September 27, 2018

Post III

Going through these articles regarding Virtual Reality (VR) was rather tricky due to the majority of the papers present being those regarding experimentation and surveys (such as Complementing Artworks to Create Immersive VR Experiences by Wolfgang Hürst, Ferdinand de Coninck, and Xhi Jia Tan), which while useful, were far too underdeveloped, esoteric, or overall lacked the proper sources in order to do a complete analysis for something along these lines. With this "discovery" of sorts, I have decided to expand my thesis from just VR related material to VR and AR material, a move that is not so much of a stretch given how the two occupy similar circles, and both focus on a similar outcome. From what I said earlier, majority is the key word, however, as I was able to find two papers that I found fairly acceptable for the current research present, the first being Beyond Virtual Museums: Experiencing Immersive Virtual Reality in Real Museums written up by Marcello Carrozzino and Massimo Bergamasco. In the paper, the two argue that Virtual Reality can play a key role in immersing the visitor and be very effective at communicating the culture of the subject matter, citing aspects such as the Virtual Livorno and a digital recreation of the Turandot opera.
 The Second article, Virtual Museums For All: Employing Game Technology for Edutainment writtten by George Lepouras and Costas Vassilakis, while I initially found it to be useful and then almost worthless, it's both to a degree. The article involves a test in which a completely digital museum space would be created and conduct user feedback after a "visit", and while this sounds like a good idea, the problem is that the article was written up in 2004, old enough to the point where they were still using the Quake III engine as a blueprint of sorts. Technology has advanced a lot since then, making these tests inaccurate to today's standards, but upon thinking about it a bit more, it still has its uses as history of sorts. Digital Museum spaces such as The VR Museum of Fine Art were not created overnight, that digital space can still be considered a stepping stone for what we have today. Not the biggest portion of the thesis, sure, but it can still provide some uses.
Ironically enough, I found the less useful of the articles to be more interesting, and if it were 2004, it probably would have been far more important than the Marcello and Massimo article given how it's a breakdown on how they were able to create a museum space using the Unreal Engine (now on its fourth iteration)  as opposed to an analysis on already existing material. With all this being said, the real thing I learned is that my skills at searching articles can still be refined greatly, as I refuse to believe that the large number of articles that I found are 99% of the material regarding this subject, and while expanding to AR will provide a new set of articles, the VR shouldn't be tossed aside. 



1. Hürst, Wolfgang, de Coninck, Ferdinand, and Xhi Jia Tan. "Complementing Artworks to Create Immersive VR Experiences" ACE '16 Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Article No. 34,  (2016) doi>10.1145/3001773.3001806

2. Carrozzino, Marcello, and Massimo Bergamasco. "Beyond Virtual Museums: Experiencing Immersive Virtual Reality in Real Museums" Journal of Cultural Heritage Volume 11, Issue 4, Pages 452-458 (2010)
3. Lepouras, George; Vassilakis, Costas. "Virtual Museums For All: Employing Game Technology for Edutainment" Virtual Reality Vol. 8, Iss. 2(2004): 96-106. doi:10.1007/s10055-004-0141-1 

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