• No results found

Virtual reality in museums

N/A
N/A
Protected

Academic year: 2021

Share "Virtual reality in museums"

Copied!
95
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

Virtual

​ ​Reality​ ​in​ ​museums

Master​ ​Thesis​ ​MSc​ ​Business​ ​Administration

August,​ ​18th​ ​2017

F.

​ ​Peerenboom

Studentnumber:​ ​11415436 MSc​ ​Business​ ​Administration

Entrepreneurship​ ​and​ ​Management​ ​in​ ​the​ ​Creative​ ​Industries University​ ​of​ ​Amsterdam

(2)

Abstract

While​ ​a​ ​sufficient​ ​amount​ ​of​ ​existing​ ​literature​ ​can​ ​be​ ​found​ ​on​ ​the​ ​use​ ​of​ ​Virtual​ ​Reality​ ​in museums,​ ​we​ ​still​ ​know​ ​very​ ​little​ ​about​ ​how​ ​this​ ​technology​ ​comes​ ​into​ ​play​ ​in​ ​serving​ ​any predefined​ ​objectives,​ ​such​ ​as​ ​contributing​ ​to​ ​educational​ ​efforts.​ ​The​ ​aim​ ​of​ ​the​ ​study​ ​is​ ​to offer​ ​insights​ ​based​ ​on​ ​both​ ​theoretical​ ​and​ ​empirical​ ​research​ ​to​ ​provide​ ​a​ ​solid​ ​foundation for​ ​subsequent​ ​investigation​ ​around​ ​this​ ​new​ ​phenomenon.​ ​To​ ​that​ ​end​ ​it​ ​presents,​ ​firstly,​ ​the theoretical​ ​relation​ ​between​ ​VR​ ​and​ ​current​ ​museological​ ​trends;​ ​and​ ​secondly,​ ​the​ ​empirical results​ ​with​ ​the​ ​intention​ ​of​ ​studying​ ​the​ ​rationale​ ​behind​ ​the​ ​decision​ ​whether​ ​to​ ​use​ ​this kind​ ​of​ ​technology​ ​in​ ​in​ ​a​ ​museum​ ​setting.​ ​The​ ​results​ ​have​ ​finally​ ​shown​ ​that​ ​VR​ ​can​ ​be used​ ​to​ ​have​ ​people​ ​interact​ ​with​ ​whatever​ ​is​ ​presented​ ​in​ ​museums.​ ​The​ ​high​ ​potential​ ​of this​ ​technology​ ​lies​ ​in​ ​the​ ​fact​ ​that​ ​it​ ​is​ ​able​ ​to​ ​create​ ​access​ ​to​ ​inaccessible​ ​or​ ​nonexistent places.​ ​Furthermore,​ ​it​ ​can​ ​be​ ​used​ ​to​ ​serve​ ​museums’​ ​educational​ ​goals​ ​by​ ​enhancing visitors’​ ​experience.​ ​In​ ​that​ ​respect,​ ​14​ ​expert​ ​interviews​ ​are​ ​conducted​ ​to​ ​illuminate​ ​the realities​ ​of​ ​Virtual​ ​Reality​ ​as​ ​applied​ ​in​ ​museum​ ​exhibitions,​ ​while​ ​focusing​ ​attention​ ​on​ ​the effect​ ​it​ ​has​ ​related​ ​to​ ​its​ ​educational​ ​features.

(3)

Acknowledgements

This​ ​thesis​ ​was​ ​written​ ​in​ ​the​ ​context​ ​of​ ​my​ ​graduation​ ​for​ ​the​ ​Master​ ​Study​ ​Business Administration​ ​at​ ​the​ ​University​ ​of​ ​Amsterdam​ ​2016-2017.​ ​Hereby​ ​I​ ​would​ ​like​ ​to​ ​thank​ ​my supervisor​ ​Matthijs​ ​Leendertse​ ​for​ ​his​ ​guidance​ ​and​ ​professional​ ​feedback​ ​throughout​ ​the project.​ ​I​ ​would​ ​also​ ​like​ ​to​ ​thank​ ​all​ ​participants​ ​who​ ​have​ ​worked​ ​on​ ​this​ ​research.​ ​Without their​ ​cooperation,​ ​I​ ​had​ ​never​ ​been​ ​able​ ​to​ ​obtain​ ​the​ ​required​ ​amount​ ​of​ ​valuable​ ​insights. Finally,​ ​I​ ​would​ ​like​ ​to​ ​thank​ ​my​ ​parents,​ ​friend​ ​Lana​ ​and​ ​boyfriend​ ​Thomas.​ ​Their​ ​wisdom and​ ​motivational​ ​words​ ​have​ ​helped​ ​me​ ​to​ ​make​ ​a​ ​success​ ​of​ ​this​ ​thesis.

I​ ​hope​ ​you​ ​enjoy​ ​reading.

Felicia​ ​Peerenboom

Nans​ ​les​ ​Pins,​ ​France,​ ​18​ ​August​ ​2017

Statement​ ​of​ ​Originality This​ ​document​ ​is​ ​written​ ​by​ ​Felicia​ ​Peerenboom​ ​who​ ​declares​ ​to​ ​take​ ​full​ ​responsibility​ ​for the​ ​contents​ ​of​ ​this​ ​document. I​ ​declare​ ​that​ ​the​ ​text​ ​and​ ​the​ ​work​ ​presented​ ​in​ ​this​ ​document​ ​are​ ​original​ ​and​ ​that​ ​no sources​ ​other​ ​than​ ​those​ ​mentioned​ ​in​ ​the​ ​text​ ​and​ ​its​ ​references​ ​have​ ​been​ ​used​ ​in​ ​creating​ ​it. The​ ​Faculty​ ​of​ ​Economics​ ​and​ ​Business​ ​is​ ​responsible​ ​solely​ ​for​ ​the​ ​supervision​ ​of completion​ ​of​ ​the​ ​work,​ ​not​ ​for​ ​the​ ​contents.

(4)

Table

​ ​of​ ​Contents

Abstract 1

Acknowledgements 2

Table​ ​of​ ​contents 3

1.​ ​Introduction 5 2.​ ​​Theoretical​ ​Framework 8 2.1​ ​​Museums 8 2.1.1​ ​Background 8 2.1.2​ ​Business​ ​models 9 2.1.3​ ​Value​ ​propositions 11 2.1.4​ ​Customer​ ​relationships 13 2.1.5​ ​Channels 14 2.1.6​ ​Customer​ ​segments 15 2.2​ ​​Virtual​ ​Reality 16 2.2.1​ ​Introduction 16

2.2.2​ ​Types​ ​and​ ​forms 18

2.2.3​ ​Features 21

2.3​ ​Virtual​ ​Reality​ ​in​ ​museums 24

2.3.1​ ​Application 24

2.3.1.1​ ​Entertainment 25

2.3.1.2​ ​Education 26

2.3.2​ ​Level​ ​of​ ​potential 28

2.3.3​ ​Edutainment 30

2.3.4​ ​Considerations 32

2.4​ ​Conceptual​ ​Model 34

3.​ ​​Methodology 36

3.1​ ​Type​ ​of​ ​research 36

3.2​ ​Research​ ​design 37 3.3​ ​Assuring​ ​quality 38 3.4​ ​Data​ ​collection 41 3.5​ ​Operationalization 42 3.6​ ​Data​ ​Analysis 45 3.7​ ​Ethics 47 4.​ ​​Results 49 4​.1​ ​​Museums 49 4.1.1​ ​Value​ ​propositions 49 4.1.2​ ​Channels 52 4.1.3​ ​Customers 54 4​.2​ ​​Virtual​ ​Reality 56 4.2.1​ ​Introduction 56 4.2.2​ ​Elements 57

4​.3​ ​​Virtual​ ​Reality​ ​in​ ​museums 59

4.3.1​ ​Utilization 59

4.3.2​ ​Implementation 62

4.3.3​ ​Evaluation 65

5​.​ ​​Conclusion​ ​of​ ​results 69

(5)

5.1.2​ ​Channels 69

5.1.3​ ​Customers 70

5​.2​ ​​Virtual​ ​Reality 70

5.2.1​ ​Introduction 70

5.2.2​ ​Elements 71

5​.3​ ​​Virtual​ ​Reality​ ​in​ ​museums 71

5.3.1​ ​Utilization 71 5.3.2​ ​Implementation 72 5.3.3​ ​Evaluation 73 6​.​ ​​Discussion 74 Bibliography 77 Appendix​ ​I 82 Appendix​ ​II 86

(6)

1. Introduction

Currently,​ ​multiple​ ​attractions​ ​and​ ​new​ ​venues​ ​compete​ ​in​ ​a​ ​market​ ​where​ ​consumers​ ​have less​ ​time​ ​to​ ​spare​ ​than​ ​ever​ ​before.​ ​This​ ​becomes​ ​especially​ ​prevalent​ ​as​ ​informal​ ​public institutions​ ​are​ ​not​ ​confined​ ​solely​ ​to​ ​cultural​ ​participants​ ​​ ​(Burton​ ​&​ ​Scott,​ ​2003)​ ​and therefore​ ​need​ ​to​ ​address​ ​a​ ​broad​ ​audience.​ ​In​ ​other​ ​words,​ ​it​ ​becomes​ ​increasingly​ ​prevalent that​ ​the​ ​dynamic​ ​nature​ ​of​ ​today’s​ ​society​ ​requires​ ​organizations​ ​to​ ​adapt​ ​rapidly​ ​to​ ​their environment.​ ​This​ ​forces​ ​museums​ ​and​ ​other​ ​cultural​ ​establishments​ ​to​ ​become​ ​highly sensitive​ ​for​ ​development​ ​opportunities​ ​in​ ​order​ ​to​ ​meet​ ​the​ ​expectations​ ​of​ ​their​ ​audience.​ ​It also​ ​makes​ ​it​ ​more​ ​difficult​ ​for​ ​these​ ​institutions​ ​to​ ​keep​ ​pace​ ​in​ ​terms​ ​of​ ​attendance​ ​as​ ​they struggle​ ​to​ ​maintain​ ​their​ ​audience​ ​by​ ​serving​ ​their​ ​changing​ ​needs.​ ​However,​ ​when​ ​it​ ​comes to​ ​business​ ​models,​ ​museums​ ​and​ ​other​ ​cultural​ ​institutions​ ​are​ ​found​ ​to​ ​be​ ​more​ ​static​ ​than dynamic,​ ​which​ ​means​ ​reacting​ ​slowly​ ​to​ ​change​ ​(Stylianou-Lambert,​ ​2011).​ ​Thus,​ ​in​ ​order to​ ​remain​ ​relevant,​ ​museums​ ​need​ ​to​ ​re-examine​ ​and​ ​possibly​ ​innovate​ ​their​ ​current​ ​business model.​ ​Therefore,​ ​traditional​ ​functions​ ​need​ ​to​ ​be​ ​reassessed​ ​referring​ ​to​ ​the​ ​relationship between​ ​objects​ ​and​ ​collections.​ ​Recent​ ​research​ ​provides​ ​the​ ​suggestion​ ​that​ ​these institutions​ ​create​ ​new​ ​business​ ​models​ ​by​ ​using​ ​a​ ​bottom​ ​up​ ​approach​ ​stressing​ ​the audience’s​ ​needs.​ ​It​ ​may​ ​not​ ​only​ ​contribute​ ​in​ ​attracting​ ​new​ ​visitors,​ ​but​ ​also​ ​provides value​ ​for​ ​the​ ​maintenance​ ​of​ ​their​ ​old​ ​target​ ​group​ ​through​ ​staying​ ​interesting​ ​(Falk​ ​& Dierking,​ ​2000).​ ​In​ ​other​ ​words,​ ​it​ ​is​ ​vital​ ​that​ ​museums​ ​in​ ​the​ ​21st​ ​century​ ​constantly improve​ ​and​ ​innovate​ ​themselves.​ ​An​ ​aspect​ ​of​ ​which​ ​becomes​ ​especially​ ​apparent​ ​as​ ​that over​ ​the​ ​last​ ​20​ ​years,​ ​the​ ​availability​ ​of​ ​broadcast​ ​media​ ​has​ ​grown​ ​exponentially.​ ​This​ ​has

(7)

also​ ​made​ ​its​ ​impact​ ​on​ ​museum​ ​visitation​ ​(Burton​ ​&​ ​Scott,​ ​2003).​​ ​​The​ ​reality​ ​on​ ​this​ ​current state​ ​of​ ​affairs​ ​is​ ​being​ ​illustrated​ ​in​ ​a​ ​recent​ ​news​ ​article:

Museum

​ ​de​ ​Waag:​ ​‘Images​ ​of​ ​the

past

​ ​and​ ​future​ ​of​ ​Deventer’

March

​ ​10,​ ​2017

‘Images’​ ​is​ ​a​ ​semi-permanent​ ​exhibition​ ​in​ ​Museum​ ​de​ ​Waag.​ ​The​ ​exhibition​ ​shows​ ​the​ ​history​ ​of Deventer​ ​seen​ ​in​ ​five​ ​historic​ ​layers​ ​in​ ​which​ ​the​ ​relationship​ ​between​ ​the​ ​city​ ​and​ ​the​ ​IJssel​ ​becomes apparent.​ ​The​ ​time​ ​layers​ ​show​ ​the​ ​history​ ​of​ ​the​ ​city​ ​during​ ​a​ ​period​ ​around​ ​600,​ ​as​ ​an​ ​early​ ​medieval town,​ ​as​ ​an​ ​Hanseatic​ ​city,​ ​in​ ​the​ ​17th​ ​and​ ​18th​ ​century​ ​and​ ​the​ ​middle​ ​of​ ​the​ ​19th​ ​century​ ​up​ ​until​ ​the present​ ​day.​ ​The​ ​purpose​ ​is​ ​to​ ​make​ ​the​ ​history​ ​of​ ​Deventer​ ​literally​ ​visible​ ​to​ ​both​ ​interested​ ​group​ ​of the​ ​exhibition​ ​as​ ​well​ ​as​ ​visitors​ ​of​ ​the​ ​city.​ ​During​ ​the​ ​exhibition,​ ​various​ ​innovative​ ​techniques​ ​are used.​ ​For​ ​instance,​ ​some​ ​of​ ​the​ ​objects​ ​as​ ​can​ ​be​ ​found​ ​in​ ​the​ ​current​ ​city​ ​centre​ ​of​ ​Deventer​ ​will​ ​be converted​ ​to​ ​3D.​ ​This​ ​give​ ​visitors​ ​the​ ​opportunity​ ​to​ ​experience​ ​former​ ​historical​ ​buildings​ ​in​ ​a​ ​special way​ ​(IJsselbiënnale,​ ​2017).

While​ ​a​ ​sufficient​ ​amount​ ​of​ ​existing​ ​literature​ ​can​ ​be​ ​found​ ​on​ ​the​ ​use​ ​of​ ​Virtual​ ​Reality​ ​in museums,​ ​we​ ​still​ ​know​ ​very​ ​little​ ​about​ ​how​ ​this​ ​technology​ ​comes​ ​into​ ​play​ ​in​ ​serving​ ​any predefined​ ​objectives,​ ​such​ ​as​ ​contributing​ ​to​ ​educational​ ​efforts.​ ​The​ ​present​ ​paper​ ​is​ ​aimed at​ ​contributing​ ​to​ ​the​ ​construction​ ​of​ ​a​ ​sufficient​ ​body​ ​of​ ​empirical​ ​knowledge​ ​consisting​ ​of specific​ ​methodological​ ​standards​ ​about​ ​the​ ​use​ ​of​ ​Virtual​ ​Reality​ ​in​ ​museums​ ​in​ ​order​ ​to guide​ ​future​ ​management​ ​decisions​ ​relating​ ​to​ ​this​ ​new​ ​phenomenon.​ ​In​ ​other​ ​words, attention​ ​is​ ​directed​ ​towards​ ​the​ ​use​ ​of​ ​Virtual​ ​Reality​ ​in​ ​museums.​ ​In​ ​effect,​ ​it​ ​makes​ ​an attempt​ ​to​ ​provide​ ​an​ ​explanation​ ​to​ ​the​ ​question:​ ​​How​ ​can​ ​museums​ ​use​ ​Virtual​ ​Reality​ ​to contribute​ ​to​ ​a​ ​museum​ ​visit​ ​and​ ​achieve​ ​its​ ​predefined​ ​educational​ ​objectives?​​ ​In​ ​order​ ​to do​ ​so,​ ​a​ ​first​ ​elaboration​ ​is​ ​made​ ​of​ ​relevant​ ​components​ ​of​ ​museums’​ ​business​ ​models​ ​to

(8)

develop​ ​an​ ​understanding​ ​of​ ​its​ ​decisions​ ​and​ ​considerations​ ​when​ ​serving​ ​the​ ​changing needs​ ​of​ ​their​ ​audience.​ ​As​ ​these​ ​goals​ ​mostly​ ​address​ ​themes​ ​related​ ​to​ ​education​ ​and entertainment,​ ​specific​ ​focus​ ​will​ ​be​ ​placed​ ​on​ ​both​ ​in​ ​conjunction​ ​with​ ​museum​ ​activities, while​ ​explaining​ ​their​ ​underlying​ ​relationship.​ ​Thus,​ ​answering​ ​the​ ​following​ ​research objectives:​ ​​How​ ​can​ ​temporary​ ​museums​ ​most​ ​effectively​ ​educate​ ​their​ ​visitors?​ ​​and​​ ​What​ ​is the​ ​role​ ​of​ ​entertainment​ ​in​ ​museum​ ​education?​ ​​Secondly,​ ​as​ ​the​ ​belief​ ​is​ ​that​ ​Virtual​ ​Reality can​ ​serve​ ​as​ ​a​ ​valuable​ ​source​ ​for​ ​communication​ ​purposes,​ ​the​ ​use​ ​of​ ​this​ ​channel​ ​will​ ​be addressed​ ​and​ ​its​ ​potential​ ​opportunities​ ​in​ ​conjunction​ ​with​ ​museum​ ​education.​ ​Thus,

finding​ ​an​ ​answer​ ​to​ ​the​ ​following​ ​question:​ ​​To​ ​what​ ​extent​ ​does​ ​Virtual​ ​Reality​ ​contribute​ ​to a​ ​museum​ ​visit?​​ ​Accordingly,​ ​the​ ​study​ ​will​ ​focus​ ​on​ ​how​ ​Virtual​ ​Reality​ ​can​ ​support

(9)

2.

​ ​Theoretical​ ​Framework

2.1

​ ​Museums

Background

According​ ​to​ ​the​ ​definition​ ​of​ ​the​ ​International​ ​Council​ ​of​ ​Museums​ ​(Status,​ ​I.C.O.M.):​ ​‘A museum​ ​is​ ​a​ ​non-profit​ ​making,​ ​permanent​ ​institution​ ​in​ ​the​ ​service​ ​of​ ​society​ ​and​ ​of​ ​its development,​ ​open​ ​to​ ​the​ ​public,​ ​which​ ​acquires,​ ​conserves,​ ​researches,​ ​communicates​ ​and exhibits,​ ​for​ ​purposes​ ​of​ ​study,​ ​education​ ​and​ ​enjoyment,​ ​material​ ​evidence​ ​of​ ​people​ ​and their​ ​environment’​ ​(Styliani,​ ​Fotis,​ ​Kostas​ ​&​ ​Petros,​ ​2009).​ ​Or​ ​as​ ​Mase,​ ​Kadobayashi​ ​& Nakatsu​ ​(1996)​ ​more​ ​romantically​ ​describe:​ ​‘Museums​ ​are​ ​society’s​ ​great​ ​archives​ ​of wonderful​ ​natural​ ​phenomena,​ ​historical​ ​artifacts​ ​and​ ​artistic​ ​masterpieces​ ​which​ ​are​ ​on display​ ​for​ ​visitors​ ​to​ ​come​ ​and​ ​see.’​ ​While​ ​the​ ​principal​ ​functions​ ​of​ ​museums​ ​have​ ​changed over​ ​the​ ​years,​ ​most​ ​recent​ ​literature​ ​(f.e.​ ​Davies,​ ​Paton,​ ​&​ ​O'Sullivan,​ ​2013)​ ​divides​ ​the​ ​core functions​ ​of​ ​museums​ ​into​ ​four​ ​themes​ ​(Figure​ ​1).​ ​First,​ ​preserving​ ​the​ ​material​ ​culture​ ​or objects​ ​(applying​ ​appropriate​ ​treatment​ ​to​ ​preserve​ ​objects​ ​from​ ​deterioration​ ​and​ ​extend​ ​or consolidate​ ​existing​ ​collections);​ ​second,​ ​understanding​ ​the​ ​material​ ​(through​ ​research​ ​and study);​ ​third,​ ​communicating​ ​(the​ ​presentation​ ​and​ ​interpretation​ ​of​ ​the​ ​collection​ ​through different​ ​means​ ​in​ ​order​ ​to​ ​address​ ​different​ ​groups​ ​of​ ​visitors)​ ​and​ ​fourth,​ ​contributing​ ​to civic​ ​society​ ​(offering​ ​exhibitions​ ​to​ ​present​ ​its​ ​work​ ​to​ ​the​ ​public​ ​and​ ​fulfil​ ​its​ ​educational function).​ ​In​ ​general,​ ​all​ ​four​ ​functions​ ​appear​ ​in​ ​museums,​ ​but​ ​the​ ​relative​ ​priority​ ​given​ ​to each​ ​of​ ​the​ ​functions​ ​varies​ ​depending​ ​on​ ​the​ ​museum​ ​and​ ​the​ ​individual​ ​perception.

(10)

Figure​ ​1:​ ​The​ ​four​ ​core​ ​functions​ ​of​ ​museums​ ​-​ ​Davies,​ ​et​ ​al.,​ ​2013

Business

​ ​models

As​ ​the​ ​subject​ ​of​ ​investigation​ ​concerns​ ​a​ ​relatively​ ​new​ ​phenomenon​ ​-​ ​Virtual​ ​Reality​ ​in cultural​ ​institutions​ ​-​ ​new​ ​insights​ ​are​ ​required.​ ​To​ ​facilitate​ ​this​ ​process,​ ​Morris,

Schindehutte​ ​&​ ​Allen​ ​(2005)​ ​emphasize​ ​the​ ​importance​ ​of​ ​a​ ​framework​ ​addressing​ ​the​ ​key components​ ​of​ ​an​ ​organization’s​ ​business​ ​model.​ ​According​ ​to​ ​Osterwalder​ ​&​ ​Pigneur​ ​(2010, p.14),​ ​‘A​ ​business​ ​model​ ​describes​ ​the​ ​rationale​ ​of​ ​how​ ​an​ ​organization​ ​creates,​ ​delivers,​ ​and captures​ ​value’.​ ​When​ ​applied​ ​to​ ​cultural​ ​institutions,​ ​​ ​museums​ ​could​​ ​​use​ ​this​ ​blueprint​ ​to map​ ​their​ ​organizational​ ​structures,​ ​processes,​ ​and​ ​systems​ ​in​ ​order​ ​to​ ​innovate​ ​successfully and​ ​create​ ​new​ ​strategic​ ​alternatives.​ ​This​ ​model​ ​consists​ ​out​ ​of​ ​nine​ ​basic​ ​building​ ​blocks that​ ​cover​ ​the​ ​four​ ​main​ ​areas​ ​of​ ​a​ ​business:​ ​customers,​ ​offer,​ ​infrastructure,​ ​and​ ​financial viability​ ​(Figure​ ​2).​ ​A​ ​select​ ​few​ ​​ ​become​ ​especially​ ​apparent​ ​as​ ​museums​ ​create​ ​value​ ​for their​ ​customers​ ​by​ ​delivering​ ​certain​ ​‘value​ ​propositions’​ ​to​ ​‘customer​ ​segments’​ ​through various​ ​‘channels’,​ ​thereby​ ​establishing​ ​‘customer​ ​relationships’​ ​(Figure​ ​3).​ ​These​ ​values​ ​are a​ ​bundle​ ​of​ ​products​ ​and​ ​services​ ​aimed​ ​at​ ​different​ ​groups​ ​of​ ​people​ ​(Osterwalder​ ​&

Pigneur,​ ​2010)​ ​that​ ​determine​ ​their​ ​core​ ​functions​ ​and​ ​goals.​ ​Virtual​ ​Reality​ ​(from​ ​now​ ​on used​ ​in​ ​the​ ​abbreviated​ ​form​ ​-​ ​VR)​ ​can​ ​be​ ​one​ ​of​ ​the​ ​channels​ ​used​ ​for​ ​this​ ​purpose.​ ​Several

(11)

functions​ ​of​ ​this​ ​kind​ ​of​ ​medium​ ​are​ ​found​ ​to​ ​be​ ​particularly​ ​helpful​ ​as​ ​it​ ​shares

corresponding​ ​features​ ​with​ ​and​ ​work​ ​towards​ ​referable​ ​objectives​ ​in​ ​relation​ ​to​ ​museums.​ ​In sum,​ ​since​ ​this​ ​research​ ​concerns​ ​the​ ​delivery​ ​of​ ​value​ ​through​ ​VR​ ​the​ ​most​ ​important

elements​ ​of​ ​the​ ​canvas​ ​are​ ​value​ ​propositions,​ ​customer​ ​relationships,​ ​channels,​ ​and​ ​customer segments.​ ​An​ ​elaboration​ ​on​ ​these​ ​aspects​ ​in​ ​the​ ​case​ ​of​ ​museums’​ ​business​ ​model​ ​will​ ​be provided​ ​in​ ​the​ ​following​ ​section.

(12)

Figure​ ​3:​ ​Relationship​ ​Value​ ​propositions;​ ​customer​ ​relationships;​ ​channels;​ ​customer​ ​segments​ ​-​ ​Osterwalder &​ ​Pigneur,​ ​2010

Value

​ ​propositions

Compared​ ​to​ ​its​ ​commercial​ ​competitors,​ ​the​ ​public​ ​places​ ​a​ ​high​ ​value​ ​on​ ​the​ ​ethos​ ​of museums​ ​(Fopp,​ ​1997).​ ​Most​ ​museums​ ​are​ ​founded​ ​with​ ​the​ ​belief​ ​that​ ​they​ ​can​ ​create​ ​a better​ ​society​ ​by​ ​providing​ ​the​ ​public​ ​access​ ​to​ ​a​ ​place​ ​of​ ​‘education​ ​and​ ​enlightenment’. This​ ​educational​ ​role​ ​of​ ​museums​ ​also​ ​has​ ​wider​ ​implications​ ​on​ ​all​ ​the​ ​other​ ​activities​ ​of​ ​the museum,​ ​such​ ​as​ ​collection​ ​management,​ ​research​ ​and​ ​commercial​ ​activities.​ ​What​ ​differs, however,​ ​is​ ​how​ ​to​ ​achieve​ ​its​ ​educational​ ​purpose​ ​and​ ​how​ ​museums​ ​decode​ ​this

considering​ ​the​ ​fact​ ​that​ ​it​ ​is​ ​not​ ​merely​ ​limited​ ​to​ ​acquiring​ ​new​ ​information,​ ​but​ ​also​ ​shapes the​ ​social,​ ​historical​ ​and​ ​economic​ ​context​ ​of​ ​citizens​ ​(Rolince,​ ​Giesser,​ ​Greig​ ​&​ ​Knittel, 2001).​ ​Providing​ ​new​ ​information​ ​to​ ​increase​ ​the​ ​knowledge​ ​of​ ​the​ ​public​ ​is​ ​therefore transformed​ ​into​ ​a​ ​wider​ ​vision:​ ​providing​ ​a​ ​framework​ ​to​ ​develop​ ​the​ ​socio-cultural

development​ ​through​ ​complex​ ​interaction​ ​(Zbuchea,​ ​2013).​ ​Besides​ ​the​ ​cultural​ ​value​ ​of​ ​the collection,​ ​a​ ​certain​ ​social​ ​value​ ​is​ ​added​ ​that​ ​includes​ ​an​ ​educational-,​ ​economic,

(13)

heritage​ ​is​ ​to​ ​build​ ​a​ ​comprehensive​ ​model​ ​by​ ​introducing​ ​the​ ​institution,​ ​historical​ ​period, artistic​ ​movement,​ ​etc.​ ​while​ ​at​ ​the​ ​same​ ​time​ ​offering​ ​a​ ​basic​ ​description​ ​of​ ​objects.​ ​​ ​The recognition​ ​that​ ​consumption​ ​is​ ​the​ ​experience​ ​derived​ ​from​ ​the​ ​interaction​ ​between​ ​the consumer​ ​and​ ​an​ ​object​ ​within​ ​a​ ​given​ ​context,​ ​supports​ ​the​ ​theory​ ​that​ ​consumers​ ​draw​ ​a variety​ ​of​ ​personal​ ​meaning​ ​from​ ​consumption​ ​(Addis,​ ​2005).​ ​Such​ ​form​ ​of​ ​interpretation​ ​is an​ ​interactive​ ​event​ ​that​ ​allows​ ​consumption​ ​of​ ​art​ ​and​ ​culture​ ​to​ ​be​ ​experiential.​ ​​While,​ ​in effect,​ ​investigation​ ​can​ ​serve​ ​as​ ​the​ ​best​ ​way​ ​to​ ​address​ ​the​ ​public,​ ​the​ ​risk​ ​is​ ​that​ ​it​ ​is extremely​ ​hard​ ​to​ ​generalize​ ​the​ ​individual​ ​interests​ ​and​ ​level​ ​of​ ​understanding​ ​and​ ​thereby tends​ ​to​ ​undermine​ ​the​ ​broader​ ​mission​ ​of​ ​cultural​ ​development​ ​(Zbuchea,​ ​2013).​ ​​Thus, modern​ ​museums​ ​face​ ​the​ ​challenge​ ​of​ ​attracting​ ​visitors​ ​while​ ​maintaining​ ​their​ ​financial viability,​ ​without​ ​neglecting​ ​their​ ​obligation​ ​to​ ​society​ ​by​ ​fulfilling​ ​their​ ​duty​ ​as​ ​a​ ​public institution.​ ​Especially​ ​the​ ​latter​ ​is​ ​vital​ ​for​ ​these​ ​institutions​ ​to​ ​preserve​ ​their​ ​legitimization​ ​of public​ ​funding​ ​they​ ​need​ ​in​ ​order​ ​to​ ​survive.​ ​In​ ​consequence,​ ​museums​ ​experience​ ​a​ ​duality between​ ​the​ ​strategic​ ​necessity​ ​for​ ​audience​ ​development​ ​by​ ​delivery​ ​of​ ​visitor-oriented services,​ ​and​ ​their​ ​political​ ​demand​ ​to​ ​contribute​ ​to​ ​social​ ​public.​ ​Likewise,​ ​Burton​ ​&​ ​Scott (2003)​ ​state​ ​that​ ​museums​ ​in​ ​the​ ​21st​ ​century​ ​face​ ​a​ ​challenge​ ​to​ ​ensure​ ​their​ ​place​ ​in​ ​this world:​ ​more​ ​to​ ​do​ ​in​ ​less​ ​time​ ​to​ ​serve​ ​the​ ​needs​ ​of​ ​their​ ​customers.​ ​To​ ​fulfill​ ​such​ ​a​ ​heavy duty,​ ​they​ ​opt​ ​that​ ​activities​ ​which​ ​provide​ ​the​ ​possibility​ ​to​ ​differentiate​ ​through​ ​novel systems​ ​that​ ​require​ ​intellectual​ ​engagement​ ​should​ ​be​ ​taken​ ​seriously.​ ​Strategic

management,​ ​which​ ​concerns​ ​with​ ​success​ ​in​ ​the​ ​long​ ​term​ ​by​ ​dealing​ ​with​ ​competition​ ​and changing​ ​contextual​ ​conditions​ ​(Reussner,​ ​2003),​ ​is​ ​used​ ​as​ ​a​ ​possible​ ​approach​ ​to​ ​deal​ ​with such​ ​a​ ​challenge.

(14)

Customer

​ ​relationships

The​ ​central​ ​idea​ ​that​ ​influences​ ​the​ ​direction​ ​of​ ​museum​ ​work​ ​is​ ​attributed​ ​to​ ​the​ ​attitude towards​ ​visitor-orientation.As​ ​a​ ​primary​ ​benchmark,​ ​visitor-orientation​ ​is​ ​best​ ​equipped​ ​to judge​ ​the​ ​success​ ​of​ ​any​ ​museum​ ​activity.​ ​​ ​Information​ ​about​ ​current​ ​visitors​ ​and​ ​potential customers​ ​in​ ​their​ ​service​ ​area​ ​is​ ​relevant​ ​to​ ​assess​ ​their​ ​internal​ ​and​ ​external​ ​position​ ​in​ ​the competitive​ ​environment.​ ​Reussner​ ​(2003)​ ​suggests​ ​that​ ​museums​ ​can​ ​benefit​ ​from​ ​various forms​ ​of​ ​audience​ ​research​ ​and​ ​evaluation.​ ​As​ ​instruments​ ​of​ ​strategic​ ​analysis​ ​and​ ​control they​ ​can​ ​be​ ​used​ ​to​ ​review​ ​the​ ​whole​ ​range​ ​of​ ​functions,​ ​marketing​ ​campaigns,​ ​programmes, and​ ​other​ ​activities.​ ​This​ ​is​ ​used​ ​to​ ​optimise​ ​measures​ ​before​ ​final​ ​implementation,​ ​judge programmes​ ​in​ ​terms​ ​of​ ​success​ ​in​ ​view​ ​of​ ​the​ ​strategic​ ​goals,​ ​and​ ​assess​ ​the​ ​efficiency​ ​and effectiveness.​ ​In​ ​the​ ​case​ ​of​ ​a​ ​positive​ ​result,​ ​the​ ​effectiveness​ ​of​ ​the​ ​central​ ​object​ ​of observation​ ​can​ ​be​ ​evaluated,​ ​namely​ ​exhibits.​ ​This​ ​both​ ​encourages​ ​and​ ​makes​ ​learning possible.​ ​In​ ​practice​ ​it​ ​means​ ​that​ ​the​ ​visitor-focus​ ​demands​ ​museum​ ​to​ ​acknowledge​ ​the motives,​ ​needs,​ ​and​ ​interests​ ​of​ ​museum​ ​work​ ​related​ ​to​ ​visitor​ ​strategies.​ ​What​ ​makes​ ​this extremely​ ​difficult​ ​is​ ​that​ ​being​ ​appropriate​ ​to​ ​the​ ​diverse​ ​range​ ​of​ ​museum​ ​audience​ ​can hardly​ ​be​ ​achieved.​ ​Instead​ ​of​ ​using​ ​a​ ​standard​ ​protocol​ ​directed​ ​towards​ ​a​ ​stereotyped audience,​ ​museum​ ​services​ ​need​ ​to​ ​be​ ​designed​ ​according​ ​to​ ​a​ ​broad​ ​range​ ​of​ ​specific subgroups​ ​of​ ​visitors.​ ​This​ ​strategy​ ​aims​ ​to​ ​support​ ​museums​ ​to​ ​differentiate​ ​and​ ​become attractive​ ​to​ ​a​ ​variety​ ​of​ ​visitors.​ ​​As​ ​previously​ ​mentioned,​ ​it​ ​becomes​ ​apparent​ ​that​ ​when looking​ ​for​ ​satisfactory​ ​users’​ ​experiences​ ​and​ ​justifying​ ​their​ ​existence​ ​with​ ​regard​ ​to​ ​the socio-political​ ​role,​ ​museums​ ​are​ ​pressured​ ​to​ ​know​ ​who​ ​their​ ​audience​ ​is​ ​and​ ​develop exhibitions​ ​that​ ​will​ ​be​ ​popular.​ ​Therefore,​ ​to​ ​fulfill​ ​communication​ ​needs​ ​and​ ​overcome​ ​a gap,​ ​‘context​ ​adaptivity’​ ​is​ ​demanded​ ​(Paolini​ ​&​ ​Rubegni,​ ​2010).​​ ​The​ ​result​ ​is​ ​that​ ​-​ ​while solely​ ​verbal​ ​communication​ ​can​ ​be​ ​accompanied​ ​with​ ​difficulties​ ​-​ ​new​ ​technologies

(15)

including​ ​photos,​ ​video​ ​and​ ​contextual​ ​exhibitions​ ​lead​ ​to​ ​improved​ ​storytelling​ ​by supporting​ ​the​ ​transmission​ ​of​ ​information​ ​connected​ ​to​ ​the​ ​cultural​ ​objects​ ​(Cerquetti, 2014).​ ​In​ ​other​ ​words,​ ​the​ ​public​ ​demands​ ​contemporary​ ​museums​ ​to​ ​focus​ ​more​ ​attention​ ​on interpretation​ ​of​ ​material.​ ​Thus,​ ​next​ ​to​ ​the​ ​collection,​ ​preservation,​ ​and​ ​investigation​ ​of objects​ ​that​ ​are​ ​of​ ​cultural​ ​relevance,​ ​museums​ ​need​ ​to​ ​develop​ ​strategies​ ​to​ ​create​ ​interest​ ​in their​ ​services​ ​and​ ​material​ ​and​ ​enable​ ​recreation​ ​including​ ​social​ ​interaction.​ ​This​ ​is​ ​because museum​ ​visits​ ​should​ ​be​ ​acknowledged​ ​as​ ​leisure​ ​and​ ​social​ ​experiences​ ​,​ ​while​ ​at​ ​the​ ​same time​ ​they​ ​aim​ ​to​ ​provide​ ​access​ ​to​ ​material​ ​that​ ​enables​ ​the​ ​cultural​ ​participation​ ​of​ ​a​ ​wide population​ ​and​ ​facilitate​ ​informal​ ​education​ ​(Reussner,​ ​2003).​ ​In​ ​fact,​ ​the​ ​museums

educational​ ​purpose​ ​plays​ ​as​ ​much​ ​a​ ​role​ ​in​ ​the​ ​visitor-orientation​ ​as​ ​it​ ​is​ ​a​ ​precondition​ ​for an​ ​enjoyable​ ​visit.

Channels

Since​ ​the​ ​1980s​ ​‘multimedia​ ​applications,​ ​such​ ​as​ ​websites,​ ​podcasts,​ ​audio​ ​guides, interactive​ ​multimedia​ ​guides,​ ​information​ ​points,​ ​educational​ ​stations,​ ​interactive​ ​panels, multi-touch​ ​tables,​ ​etc.​ ​are​ ​continuously​ ​generated​ ​in​ ​great​ ​numbers’​ ​(Paolini​ ​&​ ​Rubegni, 2010).​ ​This​ ​shift​ ​shows​ ​that​ ​over​ ​the​ ​last​ ​few​ ​years​ ​museums​ ​already​ ​begin​ ​to​ ​change​ ​the​ ​way they​ ​communicate​ ​information​ ​to​ ​the​ ​wider​ ​public.​ ​As​ ​this​ ​becomes​ ​more​ ​and​ ​more

acknowledged,​ ​museums​ ​are​ ​increasingly​ ​using​ ​information​ ​technology​ ​for​ ​internal​ ​and external​ ​organizational​ ​purposes​ ​by​ ​incorporating​ ​a​ ​higher​ ​number​ ​of​ ​interactive​ ​exhibits​ ​into their​ ​galleries.​ ​Computer​ ​technology​ ​can​ ​help​ ​museums​ ​quantitatively​ ​and​ ​qualitatively expand,​ ​deepen,​ ​and​ ​enhance​ ​the​ ​museum​ ​experience​ ​for​ ​their​ ​visitors,​ ​while​ ​at​ ​the​ ​same​ ​time -​ ​especially​ ​non-frequent​ ​and​ ​novice​ ​-​ ​audiences​ ​appreciate​ ​and​ ​benefit​ ​from​ ​additional​ ​forms of​ ​information​ ​that​ ​make​ ​museums​ ​a​ ​more​ ​accessible​ ​and​ ​attractive​ ​location​ ​(Thomas​ ​&

(16)

Mintz,​ ​1998).​ ​Ultimately​ ​the​ ​belief​ ​is​ ​that​ ​new​ ​technology​ ​will​ ​provide​ ​the​ ​means​ ​by​ ​which museums​ ​and​ ​galleries’​ ​huge​ ​resources​ ​can​ ​be​ ​capitalised​ ​and​ ​made​ ​a​ ​‘shareholder’​ ​in​ ​the future​ ​information​ ​age​ ​(Fopp,​ ​1997).​ ​In​ ​reality,​ ​the​ ​aim​ ​is​ ​to​ ​bring​ ​the​ ​visitor’s​ ​experience​ ​– which​ ​means​ ​offering​ ​a​ ​better​ ​understanding​ ​of​ ​what​ ​one​ ​actually​ ​sees​ ​or​ ​is​ ​going​ ​to​ ​see​ ​–​ ​to​ ​a next​ ​level​ ​by​ ​offering​ ​additional​ ​information,​ ​recreate​ ​the​ ​context​ ​of​ ​artefacts​ ​(Galani,​ ​2003), while​ ​at​ ​the​ ​same​ ​time​ ​providing​ ​a​ ​solution​ ​for​ ​curator’s​ ​concern​ ​regarding​ ​the​ ​fragility​ ​of some​ ​museum​ ​artifacts​ ​(Styliani​ ​et​ ​al.,​ ​2009).​ ​Thus,​ ​to​ ​achieve​ ​satisfaction​ ​from​ ​their​ ​visitors museums​ ​are​ ​increasingly​ ​enhancing​ ​their​ ​galleries​ ​with​ ​digital​ ​media,​ ​which​ ​allows​ ​the museology​ ​concept​ ​to​ ​shift​ ​towards​ ​considering​ ​the​ ​importance​ ​of​ ​the​ ​context​ ​of​ ​a​ ​cultural artefact​ ​more​ ​than​ ​the​ ​item​ ​itself​ ​(Styliani​ ​et​ ​al.,​ ​2009).​ ​The​ ​central​ ​role​ ​of​ ​digital

technologies​ ​for​ ​museum​ ​innovation​ ​to​ ​attract​ ​new​ ​audiences​ ​and​ ​improve​ ​their​ ​service quality​ ​additionally​ ​becomes​ ​apparent​ ​in​ ​the​ ​analysis​ ​of​ ​papers​ ​on​ ​museum​ ​audience development.​ ​For​ ​example,​ ​museums​ ​are​ ​found​ ​to​ ​improve​ ​user​ ​involvement​ ​and

participation​ ​and​ ​thereby​ ​reshaping​ ​the​ ​provision​ ​of​ ​services​ ​also​ ​relates​ ​to​ ​the​ ​increasing familiarity​ ​of​ ​young​ ​generations​ ​with​ ​Information​ ​and​ ​Communication​ ​Technologies​ ​(ICTs) (Cerquetti,​ ​2014).​ ​Additionally,​ ​Markovic,​ ​Raspor​ ​Jankovic​ ​and​ ​Komsic​ ​(2013)​ ​support​ ​the notion​ ​that​ ​new​ ​technologies​ ​generating​ ​informative,​ ​educational​ ​and​ ​attractive​ ​exhibitions are​ ​among​ ​the​ ​service​ ​attributes​ ​representing​ ​strong​ ​points​ ​of​ ​the​ ​museum​ ​offer​ ​that​ ​should​ ​be maintained​ ​in​ ​the​ ​future.

Customer

​ ​segments

In​ ​sum,​ ​theories​ ​in​ ​museum​ ​studies​ ​and​ ​best​ ​practices​ ​confirm​ ​that​ ​museums​ ​are​ ​complex organizations​ ​with​ ​a​ ​heterogeneous​ ​image​ ​on​ ​the​ ​wider​ ​public.​ ​While​ ​some​ ​are​ ​associated with​ ​an​ ​extremely​ ​high​ ​level​ ​of​ ​inertia,​ ​others​ ​are​ ​more​ ​dynamic​ ​and​ ​creative​ ​in​ ​terms​ ​of​ ​its

(17)

public​ ​offer​ ​(Zbuchea,​ ​2013).​ ​Generally,​ ​the​ ​inner​ ​perspective​ ​of​ ​the​ ​museum​ ​(i.e.​ ​museum professionals)​ ​should​ ​be​ ​balanced​ ​with​ ​expectations​ ​of​ ​the​ ​public,​ ​which​ ​can​ ​vary

considerably.​ ​Turning​ ​towards​ ​visitors​ ​involves​ ​a​ ​modification​ ​in​ ​the​ ​delivery​ ​of​ ​information but​ ​also​ ​in​ ​the​ ​way​ ​professionals​ ​see​ ​museums​ ​and​ ​themselves.​ ​Ross​ ​(2004)​ ​states​ ​that museum​ ​professionals​ ​consider​ ​themselves​ ​as​ ​interpreters​ ​of​ ​cultural​ ​meaning​ ​rather​ ​than providers​ ​of​ ​facts.​ ​This​ ​explains​ ​why​ ​organisational​ ​culture​ ​plays​ ​an​ ​important​ ​role​ ​in shaping​ ​the​ ​behaviour​ ​in​ ​museums​ ​as​ ​values​ ​help​ ​to​ ​explain​ ​some​ ​of​ ​the​ ​most​ ​familiar​ ​and fundamental​ ​debates​ ​in​ ​museums.​ ​Values​ ​can​ ​be​ ​conflicting​ ​when​ ​the​ ​needs​ ​of​ ​different audiences​ ​are​ ​taken​ ​into​ ​account.​ ​Those​ ​working​ ​in​ ​museums​ ​may​ ​find​ ​it​ ​difficult​ ​to​ ​meet​ ​the needs​ ​of​ ​one​ ​audience​ ​without​ ​compromising​ ​the​ ​service​ ​offered​ ​to​ ​another​ ​at​ ​the​ ​same​ ​time and​ ​place,​ ​especially​ ​when​ ​the​ ​purpose​ ​and​ ​the​ ​functions​ ​of​ ​museums​ ​are​ ​poorly​ ​articulated (Davies,​ ​et​ ​al.,​ ​2013).

2.2

​ ​Virtual​ ​Reality

Introduction

It​ ​is​ ​the​ ​dynamic​ ​process​ ​museums​ ​are​ ​involved​ ​in​ ​that​ ​leads​ ​to​ ​the​ ​consideration​ ​of​ ​new technologies​ ​in​ ​their​ ​strategy​ ​for​ ​visitor​ ​involvement.​ ​In​ ​this​ ​case​ ​some​ ​museums​ ​see​ ​the​ ​high potential​ ​use​ ​of​ ​VR​ ​systems​ ​(IJsselbiënnale,​ ​2017),​ ​since​ ​it​ ​offers​ ​museum​ ​visitors​ ​the​ ​unique opportunity​ ​to​ ​enter​ ​art.​ ​Generally,​ ​participants​ ​using​ ​these​ ​devices​ ​get​ ​immersed​ ​into​ ​a completely​ ​artificial​ ​world​ ​but​ ​there​ ​are​ ​various​ ​types​ ​of​ ​digital​ ​systems.​ ​Depending​ ​on​ ​the aim​ ​it​ ​can​ ​take​ ​a​ ​certain​ ​shape:​ ​Virtual​ ​Reality,​ ​Augmented​ ​Reality,​ ​and​ ​Mixed​ ​Reality.​ ​This covers​ ​all​ ​possible​ ​approaches​ ​and​ ​stresses​ ​the​ ​main​ ​features​ ​of​ ​the​ ​technology:​ ​supporting​ ​a​ ​-

(18)

mainly​ ​visual​ ​-​ ​multimedia​ ​form​ ​of​ ​communication​ ​that​ ​is​ ​immersive,​ ​virtual,​ ​computational, dynamic​ ​and​ ​interactive.​ ​Broadly​ ​defined,​ ​this​ ​technological​ ​system​ ​creates​ ​an​ ​electronically simulated​ ​environment​ ​in​ ​which​ ​users​ ​can​ ​experience​ ​a​ ​sense​ ​of​ ​​presence​,​ ​i.e.​ ​the​ ​sense​ ​of being​ ​in​ ​an​ ​environment​ ​(Biocca,​ ​Levy​ ​&​ ​Lawrence,​ ​1997).​ ​Presence​ ​is​ ​a​ ​subjective​ ​concept and​ ​an​ ​important​ ​aspect​ ​that​ ​determines​ ​if​ ​one​ ​perceives​ ​two​ ​separate​ ​environments

simultaneously,​ ​namely​ ​the​ ​physical​ ​environment​ ​in​ ​which​ ​one​ ​is​ ​actually​ ​present,​ ​and​ ​the environment​ ​presented​ ​via​ ​the​ ​medium.​ ​The​ ​fundamental​ ​idea​ ​is​ ​that​ ​participants​ ​are​ ​highly present​ ​when​ ​they​ ​experience​ ​the​ ​mediated​ ​environment​ ​as​ ​a​ ​more​ ​engaging​ ​reality​ ​than​ ​the surrounding​ ​physical​ ​world.​ ​It​ ​therefore​ ​requires​ ​consistent​ ​behaviour​ ​in​ ​both​ ​spaces​ ​(Rebelo, Noriega,​ ​Duarte​ ​&​ ​Soares,​ ​2012).​ ​Communication​ ​media​ ​is​ ​the​ ​means​ ​to​ ​which​ ​presence​ ​in an​ ​environment​ ​can​ ​be​ ​experienced,​ ​also​ ​called​ ​​telepresence​.​ ​This​ ​telepresence​ ​ultimately determines​ ​the​ ​extent​ ​to​ ​which​ ​one​ ​feels​ ​present​ ​in​ ​the​ ​mediated​ ​environment,​ ​rather​ ​than​ ​the immediate​ ​space.​ ​In​ ​that​ ​sense,​ ​VR​ ​does​ ​not​ ​refer​ ​to​ ​a​ ​piece​ ​of​ ​technology​ ​but​ ​more​ ​to​ ​an emerging​ ​communication​ ​system​ ​(Biocca,​ ​et​ ​al.,​ ​1997).​ ​It​ ​encompasses​ ​any​ ​medium​ ​that attempts​ ​to​ ​immerse​ ​the​ ​user​ ​into​ ​an​ ​artificially​ ​generated​ ​environment​ ​by​ ​fooling​ ​the​ ​user’s senses​ ​​ ​in​ ​believing​ ​that​ ​it​ ​is​ ​a​ ​real​ ​experience​ ​(Steuer,​ ​1992).​ ​Likewise,​ ​Ryan​ ​(2001,​ ​p.12) describes​ ​it​ ​as​ ​an​ ​‘immersive,​ ​interactive​ ​experience​ ​generated​ ​by​ ​computer​ ​technology.’​ ​VR is​ ​frequently​ ​used​ ​​ ​in​ ​association​ ​with​ ​a​ ​variety​ ​of​ ​environments​ ​that​ ​project​ ​materials​ ​-​ ​such as​ ​texts,​ ​images,​ ​and​ ​video​ ​-​ ​with​ ​the​ ​aim​ ​to​ ​change,​ ​enhance,​ ​or​ ​replace​ ​our​ ​sense​ ​of​ ​reality (Yuen,​ ​Yaoyuneyong​ ​&​ ​Johnson,​ ​2011).​ ​To​ ​interact​ ​with​ ​factitious​ ​places,​ ​real-world phenomenon​ ​of​ ​sight,​ ​sound,​ ​and​ ​touch​ ​are​ ​simulated​ ​through​ ​a​ ​combination​ ​of computer-generated​ ​input.

(19)

Types

​ ​and​ ​forms

Relating​ ​to​ ​the​ ​concept​ ​of​ ​Virtual​ ​Environments​ ​(VEs)​ ​Milgram​ ​&​ ​Kishino​ ​(1994)​ ​proposed the​ ​concept​ ​of​ ​the​ ​‘Mixed​ ​Reality​ ​(MR)​ ​spectrum’,​ ​or​ ​the​ ​‘Reality-Virtuality​ ​(RV)

Continuum’.​ ​As​ ​illustrated​ ​in​ ​Figure​ ​4​ ​this​ ​involves​ ​the​ ​merging​ ​of​ ​different​ ​worlds​ ​that​ ​fall somewhere​ ​along​ ​the​ ​general​ ​area​ ​of​ ​Mixed​ ​Reality​ ​(MR).​ ​This​ ​consists​ ​of​ ​the​ ​real​ ​world​ ​and virtual​ ​worlds​ ​where​ ​all​ ​information​ ​is​ ​perceived​ ​through​ ​computer-generation​ ​and​ ​unrelated to​ ​real​ ​locations,​ ​objects,​ ​or​ ​activities.​ ​Between​ ​these​ ​two​ ​extremes​ ​exist​ ​two​ ​types​ ​of

augmented​ ​environments:​ ​Augmented​ ​Reality​ ​(AR),​ ​where​ ​computer-generated​ ​content​ ​is inserted​ ​into​ ​physical​ ​environments​ ​and​ ​Augmented​ ​Virtuality​ ​(AV),​ ​in​ ​which​ ​real​ ​objects are​ ​added​ ​to​ ​virtual​ ​ones.​ ​While​ ​AR​ ​takes​ ​place​ ​in​ ​the​ ​physical​ ​space,​ ​both​ ​VE​ ​and​ ​AV replace​ ​the​ ​surrounding​ ​environment​ ​by​ ​a​ ​virtual​ ​one.​ ​(Van​ ​Krevelen​ ​&​ ​Poelman,​ ​2010).

Figure​ ​4:​ ​The​ ​Reality​ ​Virtuality​ ​Continuum​ ​-​ ​Milgram​ ​&​ ​Kishino,​ ​1994

In​ ​effect,​ ​technology​ ​can​ ​make​ ​such​ ​a​ ​new​ ​form​ ​of​ ​communication​ ​possible.​ ​It​ ​take​ ​various forms​ ​that​ ​includes​ ​different​ ​types​ ​of​ ​environments.​ ​Like​ ​telephone​ ​or​ ​television,​ ​VR​ ​is​ ​a medium​ ​typically​ ​defined​ ​in​ ​terms​ ​of​ ​a​ ​particular​ ​collection​ ​of​ ​technological​ ​hardware, including​ ​headmounted​ ​displays,​ ​computers,​ ​motion-sensing​ ​gloves​ ​and​ ​headphones.

(20)

Properties​ ​of​ ​the​ ​interface​ ​affect​ ​the​ ​perception​ ​of​ ​VR.​ ​Important​ ​factors​ ​influencing​ ​this include​ ​the​ ​combination​ ​of​ ​sensory​ ​activity​ ​exposed​ ​in​ ​the​ ​environment,​ ​the​ ​ways​ ​in​ ​which users​ ​are​ ​able​ ​to​ ​react​ ​within​ ​the​ ​environment,​ ​and​ ​the​ ​characteristics​ ​of​ ​the​ ​individual​ ​present in​ ​this​ ​imaginary​ ​environment.​ ​The​ ​range​ ​of​ ​VR​ ​systems​ ​is​ ​differentiated​ ​by​ ​their​ ​provided levels​ ​of​ ​interaction​ ​and​ ​immersion.​ ​For​ ​example,​ ​​weak​ ​VR​,​ ​is​ ​characterized​ ​by​ ​the

appearance​ ​of​ ​a​ ​3D​ ​environment​ ​on​ ​a​ ​2D​ ​screen,​ ​whereas​ ​​strong​ ​VR​​ ​includes​ ​a​ ​total​ ​sensory immersion​ ​(Styliani​ ​et​ ​al.,​ ​2009).​ ​Common​ ​visualization​ ​displays​ ​include​ ​head-mounted devices​ ​and​ ​polarizing​ ​glasses,​ ​while​ ​sound​ ​-​ ​that​ ​also​ ​plays​ ​an​ ​important​ ​role​ ​to​ ​increase​ ​the simulation’s​ ​realism​ ​-​ ​is​ ​included​ ​through​ ​headphones,​ ​for​ ​instance​ ​(Rebelo,​ ​et​ ​al.,​ ​2012). Another​ ​distinction​ ​is​ ​made​ ​by​ ​Biocca,​ ​et​ ​al.​ ​(1997)​ ​who​ ​alter​ ​between​ ​​vehicle-based​ ​systems that​ ​allow​ ​the​ ​user​ ​to​ ​interact​ ​with​ ​an​ ​artificial​ ​world​ ​through​ ​the​ ​manipulation​ ​of​ ​a​ ​cab​ ​or vehicle;​ ​and​ ​​immersion​ ​systems​,​ ​which​ ​use​ ​a​ ​head-mounted​ ​display​ ​(HMD)​ ​or​ ​helmet.​ ​In addition,​ ​two​ ​types​ ​of​ ​spaces​ ​are​ ​described,​ ​namely​ ​​passive-​ ​​and​ ​​interactive​ ​location-based sites​.​ ​The​ ​latter​ ​is​ ​an​ ​extension​ ​of​ ​the​ ​first,​ ​where​ ​although​ ​users​ ​have​ ​no​ ​control​ ​of​ ​the​ ​action, high-quality​ ​images​ ​and​ ​audio​ ​combined​ ​with​ ​motion​ ​signals​ ​the​ ​senses​ ​into​ ​an​ ​imaginary ‘being​ ​there’​ ​experience.​ ​Broadly,​ ​VR​ ​covers​ ​all​ ​possible​ ​approaches​ ​of​ ​technology​ ​to support​ ​a​ ​multimedia​ ​form​ ​of​ ​communication​ ​that​ ​is​ ​immersive,​ ​virtual,​ ​computational, dynamic​ ​and​ ​interactive.​ ​Depending​ ​on​ ​its​ ​aim​ ​it​ ​takes​ ​different​ ​forms:​ ​Virtual​ ​Reality, Augmented​ ​Reality,​ ​and​ ​Mixed​ ​Reality.​ ​​Virtual​ ​Reality​​ ​(VR)​ ​is​ ​a​ ​visual​ ​experience​ ​that provides​ ​the​ ​illusion​ ​of​ ​reality​ ​in​ ​an​ ​imaginary​ ​environment.​ ​With​ ​the​ ​generation​ ​of​ ​special technology​ ​a​ ​person​ ​is​ ​immersed​ ​into​ ​a​ ​virtual​ ​space​ ​through​ ​the​ ​use​ ​of​ ​interactive​ ​devices and​ ​able​ ​to​ ​attain​ ​knowledge​ ​and​ ​communicate​ ​(Rebelo,​ ​et​ ​al.,​ ​2012).​ ​As​ ​a​ ​social​ ​medium, VR​ ​facilitates​ ​communication​ ​between​ ​users​ ​at​ ​the​ ​same​ ​time​ ​in​ ​the​ ​same​ ​information

(21)

participants​ ​in​ ​real​ ​time​ ​across​ ​vast​ ​spaces​ ​and​ ​inaccessible​ ​places​ ​(Nash,​ ​1992).​ ​Recent research​ ​effort​ ​has​ ​been​ ​made​ ​in​ ​the​ ​area​ ​of​ ​​Augmented​ ​Reality​​ ​(AR).​ ​In​ ​order​ ​to​ ​offer​ ​a natural​ ​view​ ​of​ ​real​ ​scenes,​ ​it​ ​extends​ ​VR​ ​by​ ​blending​ ​real​ ​and​ ​virtual​ ​elements​ ​into integrated​ ​scenes​ ​through​ ​the​ ​combination​ ​of​ ​video​ ​processing​ ​and​ ​computer​ ​vision

techniques​ ​(Wojciechowski,​ ​Walczak,​ ​White​ ​&​ ​Cellary,​ ​2004).​ ​In​ ​AR,​ ​the​ ​person​ ​operating the​ ​system​ ​interacts​ ​with​ ​something​ ​in​ ​the​ ​real​ ​world,​ ​whereas​ ​everything​ ​in​ ​the​ ​environment in​ ​VR​ ​is​ ​fake.​ ​This​ ​includes​ ​the​ ​development​ ​of​ ​complement​ ​items​ ​for​ ​VR​ ​such​ ​as​ ​computer vision​ ​techniques​ ​and​ ​video​ ​processing​ ​to​ ​enrich​ ​real​ ​environments​ ​with​ ​virtual​ ​objects. Although​ ​it​ ​is​ ​harder​ ​to​ ​achieve,​ ​AR​ ​offers​ ​more​ ​advantages​ ​to​ ​its​ ​users​ ​by​ ​giving​ ​the impression​ ​that​ ​an​ ​object​ ​actually​ ​exist​ ​in​ ​the​ ​real​ ​environment.​ ​If​ ​VR​ ​and​ ​AR​ ​are​ ​combined with​ ​the​ ​real​ ​environment,​ ​one​ ​speaks​ ​of​ ​a​ ​​‘Mixed’​​ ​or​ ​‘Hybrid’​ ​​Reality​​ ​(MR).​ ​This​ ​happens when​ ​a​ ​visual​ ​representation​ ​of​ ​objects​ ​in​ ​both​ ​real​ ​and​ ​virtual​ ​spaces​ ​is​ ​presented​ ​on​ ​a​ ​single display​ ​(Styliani​ ​et​ ​al.,​ ​2009).​ ​Users​ ​of​ ​mixed​ ​reality​ ​systems​ ​can​ ​interact​ ​with​ ​physical​ ​and digital​ ​information​ ​in​ ​an​ ​integrated​ ​way​ ​where​ ​people​ ​in​ ​a​ ​virtual​ ​space​ ​can​ ​reach​ ​out​ ​to​ ​a physical​ ​environment​ ​and​ ​vice​ ​versa.​ ​Thereby,​ ​people​ ​are​ ​enabled​ ​to​ ​communicate​ ​with​ ​one another​ ​even​ ​when​ ​they​ ​are​ ​distributed​ ​across​ ​multiple​ ​physical​ ​and​ ​virtual​ ​spaces​ ​(Galani, 2003).​ ​Similar,​ ​but​ ​not​ ​the​ ​same,​ ​the​ ​most​ ​important​ ​difference​ ​between​ ​VR​ ​(including​ ​VE and​ ​AV)​ ​and​ ​AR​ ​is​ ​that​ ​users’​ ​frame​ ​of​ ​reference​ ​in​ ​the​ ​former​ ​is​ ​completely​ ​tied​ ​to​ ​the virtual​ ​world.​ ​Second​ ​Life​ ​is​ ​a​ ​well-known​ ​example​ ​of​ ​VE,​ ​whereas​ ​games​ ​where​ ​players’ real-world​ ​movements​ ​control​ ​a​ ​virtual​ ​avatar​ ​within​ ​a​ ​virtual​ ​environment​ ​is​ ​the​ ​most common​ ​form​ ​of​ ​AV.​ ​In​ ​contrast,​ ​when​ ​virtual​ ​objects​ ​are​ ​superimposed​ ​such​ ​that​ ​real​ ​and virtual​ ​objects​ ​seem​ ​to​ ​coexist​ ​in​ ​the​ ​same​ ​space,​ ​AR​ ​places​ ​users’​ ​perception​ ​in​ ​the​ ​real world.​ ​AR​ ​is​ ​not​ ​restricted​ ​to​ ​particular​ ​display​ ​technologies​ ​such​ ​as​ ​a​ ​head-mounted​ ​display (HMD),​ ​nor​ ​is​ ​it​ ​limited​ ​to​ ​the​ ​sense​ ​of​ ​sight,​ ​as​ ​AR​ ​in​ ​extension​ ​applies​ ​to​ ​hearing,​ ​touch​ ​and

(22)

smell​ ​(Van​ ​Krevelen​ ​&​ ​Poelman,​ ​2010).​ ​The​ ​best​ ​known​ ​example​ ​of​ ​AR​ ​are​ ​smartphone​ ​apps that​ ​utilize​ ​GPS​ ​data​ ​or​ ​which​ ​display​ ​virtual​ ​images​ ​tied​ ​to​ ​real​ ​world​ ​locations.​ ​Due​ ​to​ ​rapid advancements​ ​in​ ​technologies​ ​it​ ​seems​ ​possible​ ​that​ ​virtual​ ​elements​ ​and​ ​real​ ​world​ ​elements continue​ ​to​ ​share​ ​space​ ​in​ ​MR​ ​environments.​ ​This​ ​is​ ​one​ ​of​ ​the​ ​most​ ​important​ ​reasons​ ​that Yin​ ​(2009)​ ​believes​ ​that​ ​it​ ​will​ ​become​ ​more​ ​and​ ​more​ ​difficult​ ​to​ ​tell​ ​apart.

Features

Biocca,​ ​et​ ​al.​ ​(1997)​ ​assume​ ​media​ ​to​ ​be​ ​purposive​ ​and​ ​goal-directed​ ​and​ ​predominantly​ ​used to​ ​satisfy​ ​felt​ ​needs.​ ​Therefore,​ ​individuals​ ​select​ ​media.​ ​However,​ ​new​ ​models​ ​of​ ​media impact​ ​have​ ​moved​ ​away​ ​from​ ​the​ ​typical​ ​view​ ​of​ ​transporting​ ​opinion​ ​and​ ​information​ ​to passive​ ​viewers.​ ​This​ ​creates​ ​a​ ​more​ ​receiver-oriented​ ​perspective​ ​with​ ​a​ ​‘participant’​ ​model of​ ​effects.​​ ​​There​ ​are​ ​certain​ ​reasons​ ​to​ ​believe​ ​that​ ​enhancing​ ​applications​ ​with​ ​dynamic elements​ ​is​ ​the​ ​main​ ​reason​ ​why​ ​VR​ ​is​ ​becoming​ ​successful​ ​in​ ​an​ ​increasing​ ​number​ ​of areas.​ ​For​ ​one,​ ​all​ ​rely​ ​on​ ​the​ ​realistic​ ​experience​ ​provided​ ​to​ ​the​ ​user.​ ​This​ ​requires​ ​a​ ​high level​ ​of​ ​sensory​ ​(visual,​ ​auditory,​ ​etc.)​ ​cues​ ​similar​ ​to​ ​those​ ​experienced​ ​in​ ​the​ ​real​ ​world. Another​ ​necessity,​ ​and​ ​already​ ​discussed,​ ​is​ ​that​ ​user’s​ ​experience​ ​in​ ​the​ ​virtual​ ​world​ ​closely matches​ ​the​ ​simulated​ ​real-world​ ​experience​ ​without​ ​the​ ​need​ ​for​ ​physical​ ​presence.

Alternatively,​ ​the​ ​visualization​ ​might​ ​even​ ​be​ ​purposefully​ ​abstract,​ ​or​ ​unrealistic,​ ​to​ ​help​ ​the user​ ​better​ ​understand​ ​the​ ​space’s​ ​critical​ ​features​ ​(Bowman​ ​&​ ​McMahan,​ ​2007).​ ​Former work​ ​has​ ​led​ ​Bailenson​ ​et​ ​al.​ ​(2008)​ ​to​ ​identify​ ​key​ ​elements​ ​that​ ​continue​ ​to​ ​enter​ ​the surface​ ​during​ ​the​ ​discussion​ ​on​ ​VR.​ ​Firstly,​ ​as​ ​already​ ​mentioned,​ ​Virtual​ ​Environments (VEs)​ ​track​ ​user’s​ ​movements​ ​to​ ​achieve​ ​information​ ​about​ ​the​ ​focus​ ​of​ ​attention,​ ​point​ ​of observation​ ​and​ ​reaction​ ​from​ ​the​ ​user.​ ​Secondly,​ ​due​ ​to​ ​the​ ​fact​ ​that​ ​the​ ​designer​ ​of​ ​the created​ ​environment​ ​can​ ​alter​ ​the​ ​appearance​ ​and​ ​design​ ​of​ ​the​ ​virtual​ ​world,​ ​he​ ​has​ ​a​ ​huge

(23)

amount​ ​of​ ​control​ ​over​ ​the​ ​user’s​ ​experience.​ ​These​ ​elements​ ​come​ ​together​ ​and​ ​create​ ​the unique​ ​features​ ​of​ ​VR​ ​which​ ​can​ ​be​ ​defined​ ​in​ ​terms​ ​of​ ​​interaction​​ ​and​ ​​immersion​​ ​(Zbuchea, 2013).​ ​In​ ​this​ ​respect,​ ​VR​ ​differs​ ​from​ ​conventional​ ​mass​ ​media​ ​in​ ​at​ ​least​ ​two​ ​ways.​ ​First,​ ​as the​ ​sensory​ ​experience​ ​can​ ​be​ ​much​ ​more​ ​like​ ​the​ ​sensory​ ​experience​ ​of​ ​the​ ​real​ ​world,​ ​it leads​ ​to​ ​an​ ​increased​ ​level​ ​of​ ​​interactivity​.​ ​Interactivity​ ​can​ ​be​ ​defined​ ​as​ ​‘the​ ​degree​ ​to which​ ​a​ ​communication​ ​technology​ ​can​ ​create​ ​a​ ​mediated​ ​environment​ ​in​ ​which​ ​participants can​ ​communicate​ ​both​ ​synchronously​ ​and​ ​asynchronously​ ​and​ ​participate​ ​in​ ​reciprocal message​ ​exchanges’​ ​(Liu​ ​&​ ​Shrum,​ ​2002,​ ​p.379).​ ​It​ ​should​ ​be​ ​acknowledged​ ​that​ ​besides solely​ ​human​ ​interaction,​ ​reciprocity​ ​can​ ​take​ ​place​ ​between​ ​people​ ​and​ ​machines,​ ​people and​ ​software,​ ​or​ ​even​ ​machines​ ​and​ ​machines.​ ​With​ ​respect​ ​to​ ​human-computer

environments,​ ​it​ ​refers​ ​to​ ​the​ ​ability​ ​of​ ​users​ ​to​ ​perceive​ ​an​ ​experience​ ​as​ ​a​ ​simulation​ ​of interpersonal​ ​communication​ ​and​ ​respond​ ​appropriately​ ​in​ ​real​ ​time​ ​(Roussou,​ ​2004).​ ​This means​ ​that​ ​the​ ​user​ ​is​ ​connected​ ​with​ ​a​ ​technological​ ​system​ ​and​ ​has​ ​the​ ​capacity​ ​to​ ​detect​ ​its motions​ ​and​ ​actions​ ​and​ ​adapt​ ​the​ ​environment​ ​according​ ​to​ ​those​ ​inputs.​ ​The​ ​second​ ​thing relates​ ​to​ ​an​ ​effect​ ​that​ ​is​ ​called​ ​​immersion​.​ ​It​ ​refers​ ​to​ ​the​ ​degree​ ​to​ ​which​ ​a​ ​virtual environment​ ​submerges​ ​the​ ​perceptual​ ​system​ ​of​ ​the​ ​user​ ​in​ ​a​ ​computer-generated​ ​stimuli and​ ​is​ ​related​ ​to​ ​one’s​ ​sense​ ​of​ ​presence.​ ​Nonetheless,​ ​immersion​ ​is​ ​defined​ ​as​ ​the​ ​physical feeling​ ​of​ ​being​ ​in​ ​a​ ​virtual​ ​space.​ ​This​ ​is​ ​usually​ ​achieved​ ​by​ ​means​ ​of​ ​sensory​ ​interfaces that​ ​‘surround’​ ​the​ ​user.​ ​(Carrozzino​ ​&​ ​Bergamasco,​ ​2010).​ ​Created​ ​by​ ​multiple​ ​types​ ​of media,​ ​new​ ​technology​ ​provides​ ​the​ ​ability​ ​to​ ​deliver​ ​the​ ​message​ ​content​ ​in​ ​a​ ​VE​ ​that​ ​is associated​ ​with​ ​the​ ​feeling​ ​of​ ​being​ ​inside​ ​a​ ​cognitive​ ​environment.​ ​In​ ​result,​ ​a​ ​realistic experience​ ​is​ ​provided​ ​that​ ​effectively​ ​places​ ​the​ ​user​ ​in​ ​the​ ​simulated​ ​environment.​ ​Slater​ ​& Wilbur​ ​(1997)​ ​elaborates​ ​on​ ​the​ ​distinction​ ​between​ ​immersion​ ​and​ ​presence.​ ​They​ ​describe immersion​ ​as​ ​‘the​ ​extent​ ​to​ ​which​ ​‘the​ ​computer​ ​displays​ ​are​ ​capable​ ​of​ ​delivering​ ​an

(24)

inclusive,​ ​extensive,​ ​surrounding​ ​and​ ​vivid​ ​illusion​ ​of​ ​reality​ ​to​ ​the​ ​senses​ ​of​ ​a​ ​human participant’​ ​(p.3).​ ​On​ ​the​ ​other​ ​hand,​ ​presence​ ​refers​ ​to​ ​a​ ​state​ ​of​ ​consciousness​ ​and

psychological​ ​sense​ ​of​ ​being​ ​in​ ​the​ ​virtual​ ​environment​ ​.​ ​In​ ​effect,​ ​immersion​ ​is​ ​objective​ ​and quantifiable​ ​-​ ​one​ ​system​ ​can​ ​have​ ​a​ ​higher​ ​level​ ​of​ ​immersion​ ​than​ ​another​ ​-​ ​and​ ​VR’s system’s​ ​level​ ​of​ ​immersion​ ​depends​ ​only​ ​on​ ​the​ ​system’s​ ​software​ ​and​ ​display​ ​technology, whereas​ ​presence​ ​refers​ ​to​ ​user’s​ ​subjective​ ​responses​ ​(Carrozzino​ ​&​ ​Bergamasco,​ ​2010). Especially​ ​the​ ​level​ ​of​ ​imagination​ ​combined​ ​with​ ​immersion,​ ​determines​ ​the​ ​extent​ ​to​ ​which the​ ​applications​ ​produce​ ​a​ ​sense​ ​of​ ​presence​.​​ ​Imagination​ ​relates​ ​to​ ​the​ ​user’s​ ​capacity​ ​to perceive​ ​nonexistent​ ​things​ ​and​ ​the​ ​will​ ​to​ ​believe​ ​that​ ​he​ ​or​ ​she​ ​is​ ​present​ ​in​ ​one​ ​place​ ​or environment​ ​(Burdea​ ​&​ ​Coiffet,​ ​2003).​ ​It​ ​partly​ ​depends​ ​on​ ​the​ ​type​ ​of​ ​equipment​ ​used​ ​to influence​ ​the​ ​degree​ ​of​ ​realism.​ ​​ ​Consequently,​ ​different​ ​users​ ​can​ ​experience​ ​different​ ​levels of​ ​presence​ ​with​ ​the​ ​same​ ​VR​ ​system,​ ​and​ ​multiple​ ​levels​ ​of​ ​presence​ ​can​ ​be​ ​experienced with​ ​the​ ​same​ ​system​ ​at​ ​different​ ​times​ ​by​ ​a​ ​single​ ​user​ ​depending​ ​on​ ​several​ ​factors. Although​ ​VR​ ​refers​ ​to​ ​an​ ​individual​ ​activity,​ ​multiple​ ​people​ ​can​ ​experience​ ​similar​ ​virtual realities​ ​by​ ​sharing​ ​the​ ​same​ ​(virtual)​ ​space.​ ​Interactivity​ ​and​ ​immersion​ ​require​ ​a

self-representation​ ​in​ ​the​ ​VE​ ​that​ ​is​ ​both​ ​part​ ​of​ ​the​ ​perceived​ ​environment,​ ​while​ ​also representing​ ​the​ ​one​ ​doing​ ​the​ ​perceiving.​ ​Each​ ​dimension​ ​of​ ​these​ ​features​ ​have​ ​associated scales​ ​that​ ​indicate​ ​the​ ​extent​ ​of​ ​realisation​ ​possible.​ ​Thus,​ ​the​ ​level​ ​of​ ​interactivity​ ​or

immersion​ ​depend​ ​on​ ​how​ ​much​ ​of​ ​the​ ​real​ ​world​ ​the​ ​user​ ​can​ ​perceive.​ ​The​ ​more​ ​the​ ​system encaptures​ ​the​ ​senses​ ​and​ ​blocks​ ​out​ ​incentives​ ​from​ ​the​ ​physical​ ​world,​ ​the​ ​more​ ​the

arrangement​ ​is​ ​considered​ ​interactive​ ​or​ ​immersive​ ​(Biocca,​ ​et​ ​al.,​ ​1997).​ ​For​ ​example, surrounding​ ​can​ ​either​ ​be​ ​delivered​ ​by​ ​a​ ​small​ ​external​ ​screen​ ​or​ ​on​ ​a​ ​wide​ ​field​ ​of​ ​view HMD​ ​or​ ​CAVE​ ​system.​ ​It​ ​derives​ ​from​ ​the​ ​fact​ ​that​ ​information​ ​is​ ​recognized​ ​to​ ​be

Referenties

GERELATEERDE DOCUMENTEN

Taken die door kinderen relatief vaak (>70%) of weinig (<30%) veilig worden uitgevoerd in de nameting door de experimentele groep, uitgesplitst naar instrument (VR-bril

According to Berg and Rumsey (n.d.), who did extensive research on systematic evaluation of spatial audio quality, the attributes listed in Figure 3 are the most important when

The research question for this study was: Do personality traits or experience with virtual reality significantly relate with or affect the experience of spatial presence,

This research found that the engagement of older adults with the COUCH system in VR can be influenced by the use of different environments, sounds, interaction

As mentioned earlier, novice rowers at a rowing club might be able to use the system in order to improve their rowing stroke, handle height, or to get more used to ergometer rowing

To what extent are the values of the patients, therapists and other stakeholders represented in the more tangible idea for a VR application for forensic mental healthcare..

indicating that TDB cannot serve as EP agent.. The results suggest that the additive with B and N elements in molecular structure possesses better load-carrying

Bijna ben ik vergeten dat ik niet écht voor een goed gevulde zaal met vriendelijk kijkende toehoorders sta, maar in de app Virtual Speech.. De virtual- realitybril drukt wel