Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces

Author(s):  
Sule Serubugo ◽  
Denisa Skantarova ◽  
Nicolaj Evers ◽  
Martin Kraus
2020 ◽  
Author(s):  
Jimena Llopis Abella ◽  
Anna Fruttero ◽  
Emcet O. Tas ◽  
Umar Taj

2021 ◽  
Vol 77 (3) ◽  
pp. 617-637
Author(s):  
Negin Dahya ◽  
W.E. King ◽  
Kung Jin Lee ◽  
Jin Ha Lee

PurposeVirtual reality (VR) is becoming a more available technology including in public spaces like libraries. The value and role of VR as a tool for learning and social engagement are unclear. The purpose of this paper is to explore the ways in which library patrons and librarians perceive VR and experience VR through library drop-in programs.Design/methodology/approachThis paper is based on research conducted in seven Washington State Libraries where VR was adopted for drop-in programming for the first time. Data was collected between March and June 2018 and involved interviews with librarians and patrons, a patron user experience survey, and observational field notes from researchers on site during library programs.FindingsFindings are presented in relation to user perceptions of VR compared to their actual VR experiences, and in relation to informal learning and social engagements. The authors frame the analysis and discussion in relation to sociotechnical imaginaries – culturally situated ideas about the relationship between society and technology, and considering the larger cultural landscape that informs collective views about the present and future.Social implicationsThe paper discusses pending and potential inequalities related to gender, race and class in conversation with technology industry and VR. Issues discussed include unequal access to technology in public libraries and representation of minoritized groups in VR.Originality/valueThis work takes a critical perspective considering the inequities in relation to mainstreaming VR through public spaces like libraries.


Author(s):  
Márcio Silveira Nascimento ◽  
Henrique Oliveira Lima ◽  
Janny Christiny Fernandes Lima ◽  
Aline Zorzi Schultheis de Freitas ◽  
Andréa Pereira Mendonça

This paper recounts the experience of a teaching project, entitled "Virtual Reality in Science Teaching", which aimed to support future science teachers to plan actions addressing the issue of garbage in public spaces from a context, and the use of technologies, with a view to strengthening citizenship and public health. Initially, we contextualize the problem in the garbage in the public spaces from theorists and data that demonstrate the real situation of the world and the city of Manaus. Then it was presented how virtual reality can help educators in the teaching-learning process in the face of the technological environment that is being established in education. Through the use of Google form, we check the development of the students on the subject. According to the students themselves, the tool proposed here has the ability to transport the person to the middle of the problem, causing real awareness and change of attitude.


2019 ◽  
Vol 6 (1) ◽  
pp. 17-22
Author(s):  
I Putu Sagita Jaya Utama ◽  
I Made Arsa Wiguna

The use of modern technology is a necessity for many destinations to remain competitive and attractive to modern tourists. A form of new technology that is increasingly being used in public spaces is virtual reality and augmented reality (AR). How AR plays a role in the development of the tourism industry, so that it becomes a trend and value, is a reality that explored with a qualitative approach and a review of some relevant literature. The results of the study found that Augmented Reality is very instrumental in projecting additional information about attractions, accessibility and amenities in the tourism environment to be closer to everyone.


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


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