VIMM TA2: DIRECTIONS WORKING GROUP 2.1: Technologies and Tools, Outcome of Work The Working Group 2.1 Technologies and Tools of the VIMM Thematic Area 2-Directions has provided the outcome of work: a vast list of 89 best practices and state of the art examples of design (14), user experience (15), tools (14), user interaction (15), and technologies (31) in order to create an overview of available tools and technologies surrounding virtual reality (VR), augmented reality (AR) and mixed reality (MR) that are, can be, or should be used by cultural heritage (CH) and to create an overview of tools and technologies that are required by CH to create VR/AR/MR. It included an analysis of some bad practices and examples too. Members in WG 2.1 are Aleksandra Kostič as the chairwoman and distinguished experts from fields of digital media and cultural heritage: Davide Spalazzo, Margaretha Mazura, Dick van Dijk, Petja Janžekovič, Florian Niebling, Els de Rooy, Snežana Stabi, Cristina Vannini, Tadej Vindiš.

WG2.1 had the following scope and objectives:
- to create an overview of available tools and technologies surrounding VR/AR that are, can or should be used by CH.
- to create an overview of tools and technologies that are required by CH to create VR/AR/MR.
To achieve this, the representing experts created and assessed (items on) a list concerning five topics:
  1. design (interaction design, graphic design)
  2. user experience
  3. tools (heritage tools that give access to VR/AR)
  4. user interaction (social media, community building, gamification, citizen science, etc.)
  5. technologies (software programming languages, hardware, etc.)

Virtual reality (VR) is on the verge of mainstream adoption, while augmented reality (AR) experiences have already begun to enter the public consciousness. What began as a niche is finally accelerating in its journey towards popular use. From film studios and games developers to global brands and advertising agencies, developers are creating more and more sophisticated, immersive experiences to captivate and emotionally engage audiences.

The Holy Grail in VR is to create a true sense of presence by making the viewer believe, even for a split second, they’re truly inside the virtual world.

More: http://www.kibla.org/fileadmin/kibla/Kibela/2018/ViMM/VIMM_TA2_WG2_1_Outcome.pdf