Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces

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  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_7,
        author={Andreas Siess and Daniel Hepperle and Matthias W\o{}lfel and Michael Johansson},
        title={Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Virtual reality Spatial perception Exhibition (Semi-) public space Architecture Museum},
        doi={10.1007/978-3-030-06134-0_7}
    }
    
  • Andreas Siess
    Daniel Hepperle
    Matthias Wölfel
    Michael Johansson
    Year: 2019
    Worldmaking: Designing for Audience Participation, Immersion and Interaction in Virtual and Real Spaces
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_7
Andreas Siess1,*, Daniel Hepperle1,*, Matthias Wölfel1,*, Michael Johansson2,*
  • 1: Karlsruhe University of Applied Sciences
  • 2: Kristianstad University
*Contact email: andreas.siess@hs-karlsruhe.de, daniel.hepperle@hs-karlsruhe.de, matthias.wolfel@hs-karlsruhe.de, michael.johansson@hkr.se

Abstract

Artists often try to open up new experiences for people, challenging them to extend horizons and perception. This becomes particularly relevant when thinking about experiencing built environments: Here, technologies like Cave Automatic Virtual Environments (CAVE) or Head-Mounted Displays (HMD) can be used as a tool to offer richer experiences to the audience in both art installations and exhibitions. We have been developing several exhibitions tackling the challenges that come with exhibiting in (semi -) public spaces: how do we engage visitors in our exhibitions, what role do bystanders play and how can this be considered in the development and design process? The exhibitions were built in a chronological order (2015–2018) and increasing degree of immersion and interaction. For exhibition one (“step-in/Ideal Spaces”), we built a CAVE-like “tryptic” projection showing linear pre-rendered videos of seven different built environments. In exhibition two (“fly-over/Super Nubibus”) we build a replica of a hot-air-balloon and let people experience architecture from birds eye view using a HMD. Exhibition three (“cruise/Biketopia”) is also an immersive VR using a HMD, but from a very different angle. Here we use a bike to let people actively explore a space by regulating speed and direction of the bike. By using the discreet method of observation, we ensured that the visitors were not disturbed in their experience, which in turn would falsify our findings. So we are able to compare and discuss these three approaches in regards to the above mentioned criteria within this paper.