guiding virtual reality · guiding virtual reality ... invite your travellers to create, share and...
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Guiding Virtual Reality How VR can help change the 'classic' guided tour to an overall experience
Final Road Show Innoguide I 26 augustus 2016 I Antwerp (Belgium)
Marnix van Gisbergen
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Who are you?Guide?
Guide trainer?
Who has used Virtual Reality before?
Organization that works ‘with guides’?
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WHO am I?
ACADEMIC INDUSTRY APPLIED
Professor Digital Media ConceptsManager of Research ADE
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Focus: create and research ‘engaging playful experiences’
Academy for Digital Entertainment
Goal Means
NHTV University of Applied Sciences
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Chaos: many new changing media pieces
Media Jigsaw Puzzle
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Difficult: you already need to do so much without VR
Stop, I don’t want to play anymore
Sorry
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Something has changedDaughter Luna (7),
explaining in her class, how
the VR device Oculus works
(2014)
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VR is impossible to disregard Challenge that fits us and you
Game goes on: VR has been added
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But where to start?Unreal virtual realities of the past have become real virtual realities of today
To describe VR is a challenge and might even be a matter of perception
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1840Stereoscopic
images
and 3D films
1950Multisensory
technologies &
VR Headsets
1970Military & space
VR & hypermedia
projects + fun
1990Less successful VR
initiatives for
consumers + CAVE
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2010VR HMDs,
e.g. Oculus
Rift DK1 & 2
2014Affordable
low-end:
e.g. Google
Cardboard
2015Affordable
high-end
e.g. Samsung
Gear
2016Expensive
high-end
e.g. HTC
VIVE
2016VR HMD
variants
e.g. Glyph
& Fove
2016MR & AR
holograms
e.g. HoloLens
& Magic Leap
20xxVR lenses &
body
integration
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VR Adoption Dimensions
Van Gisbergen (2016)
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Reality-virtual continuumMilgram and Kishino (1994)
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Augmented RealityAdding a digital layer over real reality
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Augmented RealityOthers adding a digital layer over your real reality
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Virtual RealityMediated observation of solely virtual (digital) objects (real)
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Virtual RealityMediated observation of solely virtual (digital) objects (unreal)
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Virtual RealityMediated observation of solely virtual (digital) objects (combined)
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Virtual RealityAnimated
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Virtual RealityRecorded
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VR Technology Dimensions
Van Gisbergen (2016)
Automatically track the
user in the physical and
virtual world: feels natural
Explore, navigate &
participate in virtual
worlds
Regulate real-time (social)
interaction and manipulation Mediated experience
will feel more real if
more senses are
engaged
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VR ExperienceA mediated perception of being present and immersed in an environment
To understand VR you need to experience it
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ConnectionTo understand a guided tour, you need to experience it
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Nauseous Complicated Headache, IP &
ownership , long-term negative effects? Ugly
(resolution) Unwieldy Expensive
too Individual
Should you use it?
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CAVE & Oculus (DK1) Experience (n = 1,.00)
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Present inyour domain
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Can you make use of it?
VR Adoption DimensionsVan Gisbergen (2016)
All there: cheap – expensive
Glasses, equipment and content Many types: and they
differ in effects (& costs)
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Doable: many new tools to (easily) create your own content
360 movies360 pictures
Photosphere
Photosynth
Animated VR
Free
€ 55.000
€ 350
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2016: more possibilities to find, share and experience together
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Context Content Challenges
Same content
1 2 3
Adapted content
Newcontent
You createOthers create
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A new medium is
never an addition to
an old one, nor does it leave the old one in
peace. It never ceases
to oppress the older
media until it finds new shapes and
positions for them
McLuhan
Rearview-mirror image“Every new medium still needs to pass through a
primary phase in which it is conceptualized by
means of existing media”
Car ≠ horseless carriageTelevision ≠ radio with picturesWebsite ≠ brochure that movesVR ≠ movie with 360o vision
Can you replace other media?
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Situation ObjectsNatural description
of the leftmost object
Bosch (1985), based on an illustration by Olson (1970).
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VR participant FrameworkVan Gisbergen (2015)
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Or
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Some Ideas / opportunities
Event: witness certain events or unique (non accessible) situations
Character: experience events from different viewpoints (POV), personas
Interaction: VR provides new ways for audiences to interact in your experience (measure)
Narrative: stimulate repeated visits by means of new stories connected to a location
On and offline: Be a guide in VR travel experiences as well
Time: experience different times (history and future) / seasons
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You can put the PIECES TOGETHER
Decide the type of glasses & place in experience journey
Explain why you want VR (and not another medium)
Use all four VR technology dimensions to create a VR experience
Invite your travellers to create, share and explain what they want (they are already digital)
Or start very easy with a 360 degree movie or picture and/or use existing content
Define & describe the envisioned experience
Just start to experience & create
Use (sell) your expertise (experience wise)
I am sure you will like it
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Go and experimentThank you for your attention
Interested in (digital) copy of book
(or in research or creation of VR experiences),
email me: [email protected]