Author: Margarita Papaefthymiou

WG 4.3 Gamification

1.Scope and Objectives This working group focused on Gamification elements that will be integrated to the VMs. Gamification elements have the potential to motivate visitors to further research and explore the VM. Serious games are considered an ideal example of learning through gaming process capable of presenting educational content with a different approach. An important and really interesting question is how to make a VM amusing and sociable. Gamification can provide the necessary motivation elements that can achieve a more interesting and interactive VM. WG4.3 had the following scope and objectives: Analyze the definition of the gamification and indicate the benefits of integrating gamification elements in Virtual Museums Provide potential game elements that Virtual Museums could have to enrich the user experience and motivate to users to further explore the VM Provide an overview on new mechanics/dynamics and components with possible potential in VMs Analyze the gamification elements – Mechanics, Dynamics and Components and how they change through different realities 2.Topics To achieve this, the WG created and assessed a list concerning the topics: Gamification elements in VR/AR User experience 3.Outcome The outcome of this work included: A state of the art for gamification and gamification elements: Mechanics, Dynamics and Components in VR and AR. This state of the art was published on the VIMM platform Working Group members: Nils Huebner, ARDictive Stella Syllaiou, Hellenic Open University Florian Niebling, University of...

Read More

WG 4.2 Presence and new technologies, visualization and interaction

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,...

Read More

WG 4.1 VR/AR storytelling

1.Scope and Objectives The way in which the content of a museum is presented is a factor that needs much attention. There are various ways to present an exhibition but which one is more suitable considering the medium in which it is presented? A storytelling experience using VR/AR technology may have some potential to consolidate basic ideas and thoughts when integrated into a VM. The storytelling experience can balance between interaction and educational content. WG4.1 had the following scope and objectives: Compare how the storytelling experience differs in VR and AR Provide a state of the art of storytelling methods and how each method affects learning, user experience and immersion Propose efficient illumination algorithms for realistic rendering of Virtual narrators Analyze the definition of Interactive Storytelling in VR and AR 2.Topics   To achieve this, the WG created and assessed a list concerning the following topics: VR/AR storytelling Interactive storytelling (adaptive change of of characters’ behaviour based on visitors’ inputs) Real-time illumination 3.Outcome The outcome of this work included: A vast list of VR/AR Storytelling techniques published on the ViMM-platform. These techniques focused on AR and VR. Another important aspect providing a state-of-the-art published on the ViMM-platform was algorithms for real-time illumination for deformable characters. Working Group members: Victor Manuel López- Menchero Bendicho, University of Murcia (CHAIR) Maria Roussou, University of Athens Michael Klein, 7Reasons Martha Vassiliadi, Aristotle University...

Read More
REGISTER NOW!