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VR and VR in Museum

The art industry has already accepted and applied Virtual Reality (VR) in their daily life! VR conception and comparison with AR, MR, XR Virtual Reality (VR) is a kind of immersive experience which also called computer-simulated reality. It refers to computer technology that uses realistic headsets to produce realistic sounds, images, and other sensations to […]

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Rabbit Hole #1

Gamification in Arts: Why and How?

A brief history of gamification Gamification, in the most well-known and basic definition, is “the process of adding games or game-like elements to something (such as a task) so as to encourage participation” The definition of gamification may vary between people and situations, but the core is to utilize concepts from game development to solve […]

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Rabbit Hole #1

The Museums Took One Step Further: A Study of Digital Museum

Virtual Reality has been an ongoing trend in the art world. While more and more museums adapt to VR technology, some among them have gone one step further — they do not exist as a physical entity at all. This study reviewed three digital museums, each taking a different approach, and oriented with different techniques, […]

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Rabbit Hole #1

Motivating Usages of Virtual Reality in Cultural Heritage

Virtual reality, or VR, has quickly become a mainstay for exhibiting arts and cultural organizations. When looking at it as a concept, “VR has the potential to simulate imaginative and existing physical environments along with their processes. The simulations can be tuned to a highest level of multisensorial realism in order to affect users’ visual, […]

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Rabbit Hole #1

How VR Theater Changes the Audience Experience

VR has been around for a long time, and many different industries have adopted it as a tool. As it’s made its way into the performing arts space, theater has used it to enhance what’s being presented onstage. Thus, a whole new branch of theater has emerged, with a very different audience experience from ‘typical,’ […]