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Mixablereality,Collaboration,andEvaluation
(S36:UserExperienceDesigninArchaeologyandCulturalHeritage)
Erik Champion, UNESCO Chair, Cultural Heritage & Visualisation
MCASI, Curtin Institute of Computation, Curtin University, Perth Australia
@nzerik erik.champion@curtin.edu.au
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
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
Criticalthinking-
wellIwroteabook
onit
ExperimentalSpaces
PhD 2001-4
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
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?
https://alisonjamesart.com/2017/03/12/what-is-a-virtuality/
Milgram Takemura Utsumi & Kishino (1994)
AR: “Layered” (L) AR: “Embedded” (L)
Mixed reality
https://medium.com/@marknb00/what-is-mixed-reality-60e5cc284330
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
Phone-based VR
Seated/standingVR
Walkable VR
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?
Duyfken, Mafkereseb Bekele
SS Xantho Steam Engine, Mafkereseb Bekele
Mafkereseb Bekele
Intern project Agathe Limouzy Toulouse (Collaborative Learning)
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
Erik Champion, Curtin University @nzerik erik.champion@curtin.edu.au

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Mixable reality, Collaboration, and Evaluation (S36: User Experience Design in Archaeology and Cultural Heritage)

  • 1. Mixablereality,Collaboration,andEvaluation (S36:UserExperienceDesigninArchaeologyandCulturalHeritage) Erik Champion, UNESCO Chair, Cultural Heritage & Visualisation MCASI, Curtin Institute of Computation, Curtin University, Perth Australia @nzerik erik.champion@curtin.edu.au
  • 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?
  • 10. AR: “Layered” (L) AR: “Embedded” (L)
  • 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?
  • 18. SS Xantho Steam Engine, Mafkereseb Bekele
  • 20. Intern project Agathe Limouzy Toulouse (Collaborative Learning)
  • 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
  • 22. Erik Champion, Curtin University @nzerik erik.champion@curtin.edu.au