The Intersection of Digital Humanities and Artistic Augmented/Virtual Reality Research in Hong Kong

Author(s):  
Eugenia S. Kim

Immersive media such as augmented reality/virtual reality (AR/VR) environments are growing in popularity both globally and in Hong Kong. In the artistic research sector, these projects may or may not have systematic digital preservation, data curation, or other digital stewardship components built into the creative process. Although digital multimedia preservation has been a long-standing topic of discussion for archivists, the complexity of immersive media projects raises questions regarding best practices and ensuring future accessibility. The author proposes that artistic AR/VR research in Hong Kong could benefit from the application of digital humanities practices, whether it be for archival, research, or further artistic purposes. This chapter reviews case studies in Hong Kong academic institutions to identify existing needs and makes recommendations for incorporating digital humanities practices into the creative and project management processes.

2018 ◽  
Author(s):  
David W. K. Man ◽  
Balasankar Ganesan ◽  
Calvin C. K. Yip ◽  
Christina O. P. Lee ◽  
Sarah Y. L. Tsang ◽  
...  

2019 ◽  
Vol 6 (1) ◽  
pp. 59-68
Author(s):  
Serena Ferrando ◽  
Mark Wardecker

Noisefest! is an interactive, multisensory experience centered around a small Maine town and rooted in the sounds and noise of its streets. Comprising a Virtual Reality tour, soundwalks and remixes, a 2D laser cut geographical map with Arduino controllers, and a Futuristic noise intoner, one of the objectives of this collaborative, transdisciplinary, and theory-based project is to create concrete opportunities for students to participate in the “real” world and engage with the materiality of noise and its manifestations by interacting with the soundscape through novel, interactive, and multisensory practices. Noisefest! is also an example of how one can creatively and artistically extend the reach of the digital humanities beyond the borders of academia and into the public realm.


Author(s):  
Belén Agulló ◽  
Mario Montagud ◽  
Isaac Fraile

AbstractAccessibility in immersive media is a relevant research topic, still in its infancy. This article explores the appropriateness of two rendering modes (fixed-positioned and always-visible) and two guiding methods (arrows and auto-positioning) for subtitles in 360° video. All considered conditions have been implemented and integrated in an end-to-end platform (from production to consumption) for their validation and evaluation. A pilot study with end users has been conducted with the goals of determining the preferred options by users, the options that result in a higher presence, and of gathering extra valuable feedback from the end users. The obtained results reflect that, for the considered 360° content types, always-visible subtitles were more preferred by end users and received better results in the presence questionnaire than the fixed-positioned subtitles. Regarding guiding methods, participants preferred arrows over auto-positioning because arrows were considered more intuitive and easier to follow and reported better results in the presence questionnaire.


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