Research Article
Staging Location-Based Virtual Reality to Improve Immersive Experiences
@ARTICLE{10.4108/eai.24-2-2020.163221, author={Matthias W\o{}lfel and Daniel Hepperle and Andreas Siess and Jonas Deuchler}, title={Staging Location-Based Virtual Reality to Improve Immersive Experiences}, journal={EAI Endorsed Transactions on Creative Technologies}, volume={6}, number={21}, publisher={EAI}, journal_a={CT}, year={2019}, month={10}, keywords={virtual reality, exhibition, (semi-)public space, museum, staging, bystander, head-mounted display}, doi={10.4108/eai.24-2-2020.163221} }
- Matthias Wölfel
Daniel Hepperle
Andreas Siess
Jonas Deuchler
Year: 2019
Staging Location-Based Virtual Reality to Improve Immersive Experiences
CT
EAI
DOI: 10.4108/eai.24-2-2020.163221
Abstract
Location-based virtual reality (LBVR) is promising to offer the full potential of virtual reality (VR) because it is not completely virtual, as in space independent VR, which usually relies on a head-worn display and hand-held controllers only. Therefore, LBVR can include and arrange the physical surrounding according to a particular application or include parameters, such as objects or light conditions, of the physical surrounding into the virtual environment. While LBVR is drawing a lot of attention in the creative industry and a lot of LBVR-installations are already entertaining millions of users, not much research has been employed in this direction. In this work, we offer an overview containing relevant challenges and accompanying solutions that need to be considered in an LBVR-installation.
Copyright © 2019 Matthias Wölfel et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.