1. Scope and Objectives

The feeling of presence in a VR game can potentially enrich the learning elements as users will perform tasks in a digital environment very similar to the real world. An immersive environment sets an ideal canvas to present the content of a museum. The visualization methods and the interaction with the exhibits of the museum

WG4.2 had the following scope and objectives:

  • Study different AR and VR hardware technologies and how each one affects presence and immersion in the virtual environment
  • Propose new methods of visualization and interaction with the exhibits of the VM
  • Study methodologies for endowing characters’ with human-like interactions and behaviors based on the end users’ input (adaptive behavior)
  • Propose a pipeline for populating Virtual Characters in AR and VR. This pipeline was to include the methods used for positional and rotation tracking

2.Topics

To achieve this, the WG created and assessed a list concerning the following topics:

  • Immersion/Presence
  • VR/AR hardware and enabling technologies
  • Interaction with Virtual narrators
  • Human-like behaviors for Virtual narrators

3.Outcome

The outcome of this work included a number of cutting edge VR/AR technologies that could be used for Virtual Museums.  It also provided the advantages and disadvantages of each technology. The results were published on the VIMM platform.

Working Group members:

Michael Tsioumas, Hellenic Ministry of Culture and Sports (CHAIR)

Nikos Grammalides, CERTH

Maria Pateraki, FORTH

Alan Chalmers, University of Warwick

Yannis Tzitzikas, University of Crete and FORTH

Nadia Magnenat-Thalmann, University of Geneva and NTU

Constantine Stephanidis, University of Crete and FORTH