How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
2. Abstract
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure
essential
Non-technical constraint: VR and AR/MR
preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
3. session themes
toconsider
Critical thinking/reflection in design
Experimental spaces
1. UX ‘success’ in archaeology/heritage? ‘Failure’?
2. Developing UX / UIs-moving past single narrative
and cultural presence approaches.
3. Unconscious choices in my design processes.
4. Clarification of values, mission, objectives and aims
https://theconversation.com/virtual-reality-adds-to-tourism-through-
touch-smell-and-real-peoples-experiences-101528
VR for therapy: scale, process
7. VR cannot match real thing??
… the emotions you feel when you have a virtual experience are not as
valuable. When you actually see Niagara Falls, especially if you get up
close, you feel awe and even fear in the face of an overpowering force of
nature… Computer simulations, however good, contain only what
photography, laser technology and pre-existing expertise put into them…
Real experiences connect us to the deeds of past people and place us in
contexts where history was made… VR will never be a substitute for
encounters with the real thing.
Janna Thompson, Professor of Philosophy, La Trobe University https://theconversation.com/why-
virtual-reality-cannot-match-the-real-thing-92035
Sir David Attenborough re: Natural History Museum’s “Hold the World”
VR, provides a richer understanding of process, people can move and
8. Figure 2 User-Reality-Virtuality (URV) Interaction: Interaction between users, display technologies and the real world.
Mafkereseb Bekele
A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage
CulturalPresence?
12. 3 promising trends
1. VR equipment is moving towards a consumer-
component based system.
2. Smartphone = stereoscopic viewers & PCs (Samsung
Gear).
3. Consumer technology frameworks will help improve
access..
WebXR or OpenXR in browser
16. Where, whom,
why, how and
what is learnt
What is the goal? Why try to reach it?
An engaging challenge? Involves
competition/mastery, chance, imitation,
controlling vertigo/rush of
movement/flight?
Feedback system? Affordances,
constraints; rewards, punishments?
Levels up/advance via mechanics?
Does it offer different strategies?
What is learnt during or after the
experience?
21. Summary
VR not just ”reality” interaction,
User Exp. crucial to VR/AR
Collaborative learning in MR:
promising but how to evaluate?
Cultural Presence difficult…
social presence easier
Few PhD projects on contested
heritage via communities
Erik Champion
erik.champion@curtin.edu.au
#nzerik