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Staging Virtual Reality Exhibits for Bystander Involvement in Semi-public Spaces

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Book cover Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2019, DLI 2019)

Abstract

As virtual reality becomes more popular to be used in semi-public spaces such as museums and other exhibition venues, the question on how to optimally stage such an experience arises. To foster interaction between participants and bystanders, to lower the primary threshold in regards to participation and to moderate the transition between real and virtual worlds we propose to augment a virtual hot-air balloon ride by a large scale floor projection in addition to a physical basket and other extras. Exhibited at a venue in Stuttgart, Germany a total of 140 participants evaluated our approach. We could confirm that adding a floor projection helped to attract additional users, to increased the overall motivation on using the installation, and to established a connection between the real and the virtual worlds.

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Notes

  1. 1.

    When only seeing a person wearing a HMD in a semi-public space as a passer-by, one does not directly know what to expect from the upcoming experience and this might scare off (timid) visitors.

  2. 2.

    See: https://www.medien.ifi.lmu.de/socialHMD/ for more information.

  3. 3.

    When talking about immersive VR we only consider VR using HMDs in the context of this publication.

  4. 4.

    http://www.super-nubibus.de/.

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Correspondence to Daniel Hepperle .

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Hepperle, D., Siess, A., Wölfel, M. (2020). Staging Virtual Reality Exhibits for Bystander Involvement in Semi-public Spaces. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_18

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  • DOI: https://doi.org/10.1007/978-3-030-53294-9_18

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