scholarly journals Reflections on an Immersive Virtual Reality Exhibition

Author(s):  
Pablo Gobira ◽  
Antônio Mozelli

This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.

Urban Science ◽  
2020 ◽  
Vol 4 (3) ◽  
pp. 34
Author(s):  
Mahbubur Meenar ◽  
Jennifer Kitson

In the last two decades, urban planners have embraced digital technologies to complement traditional public participation processes; research on the impact of smarter digital instruments, such as immersive virtual reality (IVR), however, is scant. We recruited 40 focus group participants to explore various formats of spatial planning scenario simulations in Glassboro, NJ, USA. Our study finds that the level of participation, memory recalls of scenarios, and emotional responses to design proposals are higher with multi-sensory and multi-dimensional IVR simulations than with standard presentations such as 2D videos of 3D model simulations, coupled with verbal presentations. We also discuss the limitations of IVR technology to assist urban planning practitioners in evaluating its potential in their own participatory planning efforts.


2021 ◽  
Vol 10 ◽  
pp. BB24-BB39
Author(s):  
Hannah Fleming

This article investigates the impact of digital technologies on the production of life writing texts and media for and by young adults. Five categories in total are examined: (i) Fan Fiction, (ii) life simulator games, (iii) SNS (social networking sites), (iv) VR (virtual reality) documentaries and (v) Webtoons. The article begins by synthesising numerous critical studies on children’s and digital life writing, before analysing two IVR (immersive virtual reality) documentaries in depth. It concludes by discussing the relationship between these on-the-go, online and immersive VR modes and fantasised futures, narratives of extremity and the slice of life genre.


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