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2023 | Buch

Extended Reality and Metaverse

Immersive Technology in Times of Crisis

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Über dieses Buch

This book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022.

Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming.

The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.

Inhaltsverzeichnis

Frontmatter

Marketing, Retail and Storytelling

Frontmatter
What is the Metaverse? Challenges, Opportunities, Definition, and Future Research Directions
Abstract
Interest in the Metaverse has recently surged due to the transformational opportunities and experiences that it offers to customers and businesses across the globe. However, the extant literature on the Metaverse is inconsistent, with no existing literature synthesis or consensus among studies on the definition of the Metaverse. This study provides a scoping review of Metaverse research, identifying the trends, definitions, and characteristics of the Metaverse concept. After providing a review of Metaverse research in all subject areas, the study narrows its focus to the business and management field, providing a more detailed review of the trends, characteristics, opportunities, and challenges of the Metaverse in this specific context. The findings from the literature are used to propose the Metaverse Research Model which conceptualizes and problematizes the literature, providing insight into the key concepts related to the Metaverse and offering guidance in terms of future research directions.
Justin Cho, Mandy Claudia tom Dieck, Timothy Jung
“Opening and Closing Virtual Reality” The Effects of Openness on Interpretation of and Attitude Towards Virtual Reality Advertisements
Abstract
With the increase of Virtual Reality (VR), the importance of advertising within VR has become more relevant. However, it is unclear whether advertising strategies used in traditional media also work in VR. This study is focused on openness in advertisements, an advertisement strategy that refers to the degree of guidance towards the intended message. More open means less guidance and is often used to increase attention and attitude. However, open ads have not been researched in VR before. In this study, VR-advertisements were created and tested that differ in openness. An experiment with 87 participants revealed new ways of creating openness based on positioning and timing of anchoring cues. Moreover, the results revealed a negative effect of openness on interpretation, consistent with findings in studies using traditional media. Unexpectedly, openness in VR-advertisements did not influence (ad and brand) attitude, possibly due to the newness-effect causing high appreciation for ads in VR.
Stephen Smith, Marnix van Gisbergen, Fabio Campos
AR In-Store Solutions for Different Fashion Retail Environments: Retailers’ Perspectives
Abstract
Fashion retail has faced immense changes in the rapid development of e-Commerce. This has created significant uncertainty for traditional shopping, and Covid-19 worsens this situation. To improve the consumer shopping experience and increase sales revenue for fashion retailers, we need to reveal what category of AR solution is most useful for different fashion retail environments. We prove that the fashion retail market is ill-prepared to use AR through 13 semi-structured interviews with high-street retailers, high-end retailers, and UX/AR designers. AR aims to offer a seamless shopping experience for high-street consumers by prioritising the functional purpose but animating AR in an exciting way in a high-street store, enabling consumers to obtain an efficient and enjoyable shopping experience. Designing high-end AR retail environments should focus more on hedonic value by telling a brand/trend story, enabling consumers to engage with the story and have human interaction to ensure a superior service.
Liangchao Xue, Christopher J. Parker, Cathryn A. Hart
How Cognitive Flexibility Affects Sense of Power in a Coffee Virtual Setting: The Moderating Role of Personality Traits
Abstract
In this study, we cross two sensory experiences, one with the senses of sight and sound and the other with the senses of sight, sound, and smell. The experience takes place in a Virtual Coffee and measures the impact it has on the sense of power. We analyse the concepts of Sense of Power and Cognitive Flexibility. Personality traits is analysed as a moderator in the relation between Sense of Power and Cognitive Flexibility. A sample of 125 individuals participated in the experiment. Results show that Cognitive Flexibility significantly and positively explains Sense of Power. Personality Traits moderates the relationship between Cognitive Flexibility and Sense of Power.
Sandra Maria Correia Loureiro, João Guerreiro, Joana Villar
The Great Unknown: How Brand Familiarity Affects the Relationship Between Augmented Reality and Brand Attitude in the Retail Industry
Abstract
Augmented Reality (AR) is increasingly being used in the retail industry in order to provide consumers the opportunity to virtually try on products. Particularly well-known retail brands invest in AR, but AR might be especially beneficial for lesser-known brands. Based on the Association Theory and Information Integration Theory, this study compared the effects of the use of AR on brand attitude between well-known brands, and unknown brands. An online experiment showed, as expected, that the use of an AR app had a more positive influence on brand attitude for an unknown than for a well-known brand. Not in line with expectations, both the enjoyment of using AR (perceived enjoyment) and the comfortable feeling when deciding for a product after using AR (decision comfort) did not explain this difference in brand attitude. To our knowledge, this is the first AR study that includes brand familiarity and shows that investing in AR pays off, especially for unknown brands.
E. J. Morren, P. E. Ketelaar, A. R. Smink
Augmented Reality (AR) Brand Storytelling: The Role of Flow in Attitude Formation and Associative Learning
Abstract
Organizations and brands have long since used stories to communicate and resonate with their audiences. Nowadays, novel interactive media formats are used to enhance these brand-consumer interactions. Augmented reality (AR) holds the potential to aid brands in having immersive and exploratory interactions with consumers. The aim of this study is to examine the effects of AR in brand storytelling on brand attitude and brand associations, and to explore to what extent (the dimensions of) flow can explain these effects. A single factorial (Type of brand storytelling: AR vs. non-AR) between-subjects field experiment is conducted (N = 83). The results show that AR brand storytelling leads to a higher perceived flow than regular brand storytelling. Furthermore, flow mediates the effects of AR brand storytelling on both brand attitude and brand associations. Notably, the flow dimensions control and attention focus are found to be particularly important for explaining the effect on brand associations.
Zeph M. C. van Berlo, Dimitrios Stikos

Learning, Training, and Education

Frontmatter
Mobile Augmented Reality for Learning Phonetics: A Review (2012–2022)
Abstract
The traditional methods used for learning phonetics (LP) are somehow overwhelming and lack interactivity. Therefore, researchers adapted popular technologies such as Mobile Augmented Reality (MAR). Until now, there isn’t any review conducted about using MAR for LP. So, this review provides the basic knowledge needed for those interested in this field. MAR applications published between 2012 and 2022 are summarized, the technical requirements of making an LP MAR app are described and the benefits/limitations of using MAR for LP are discussed. The review showed that using MAR technology increased learners’ attention and made the learning process more interactive. Even though it still suffers in some areas, such as instability of marker tracking, inflexibility of updating AR content, and inability to correct learners’ pronunciation as it happens in real life by language teachers.
Rahma M. Tolba, Taha Elarif, Zaki Taha, Ramy Hammady
Mooting in Virtual Reality: An Exploratory Study Using Experiential Learning Theory
Abstract
Mooting, also known as a mock trial, is a form of simulated learning that is frequently used in legal education to teach practical skills. With the increasing advancement of technologies, educators have begun to incorporate a digital element into mooting in order to enhance its educational capabilities. In other areas of education, the use of virtual reality technology to facilitate simulated learning has shown to successfully improve students’ learning. Using experiential learning theory as a foundation, this paper aims to investigate the effects of virtual reality in the context of legal education and to propose a theoretical framework to guide the successful implementation of the novel technology specifically for mooting. Semi-structured interviews were conducted at a UK university. Findings show three main groups of themes that are relevant when implementing virtual reality in mooting: effectiveness, suitability, and emotions.
Justin Cho, Timothy Jung, Kryss Macleod, Alasdair Swenson
If You Believe, You Will Receive: VR Interview Training for Pre-employment
Abstract
Covid-19 pandemic accelerates the growing use of augmented and virtual reality in various industries, especially in education sector. It is worthy to study whether VR training would apply to technology-accepted learners, i.e., does “If you believe, you will receive” apply to VR training. In this work, the researchers developed an immersive VR interview room system that allows pre-employment learners to try on a simulated environment. Pre-captured interviewer questions are played for the learners get a taste into a real-liked interview. The investigation is the relationship between learners’ perceived usefulness and interview self-efficacy in VR training in human resources management. The experiment results show they are positively correlated.
Anthony Kong, Ray Tak -Yin Hui, Jeff Kai-Tai Tang

Models, Category and System

Frontmatter
Foundational Models for Manipulation Activity Parsing
Abstract
Human demonstrations of everyday activities are an important resource to learn the particularities of the corresponding control strategies that are needed to perform such activities with ease and competence. However, such demonstrations need to be annotated such that time segments get associated to the appropriate actions. Previous research in psychology has shown that humans find contact and force events to be particularly significant when adapting control situations during a task. Based on the psychologically motivated Flanagan model, we present a method to recognize activities from force dynamic events and states. For this, we incorporated the Flanagan model in an ontology, together with Allen’s interval algebra to model temporal ordering constraints. We use the ontology to generate the grammar of an activity parser. Due to this parser creation method, the system can also be used as a verification tool for the ontology.
Daniel Beßler, Robert Porzel, Mihai Pomarlan, Michael Beetz
Categorising Virtual Reality Content
Abstract
The current second wave of Virtual Reality (VR) initiated after the advent of the Oculus Rift in 2012 has led to millions of head-mounted displays (HMDs) being sold worldwide and to a vast and varied amount of content being produced. In addition, as it happened with the VR’s first wave a few decades ago, an exciting body of research has emerged. During both such waves, much of such research has described VR’s pivotal terminology ambiguously, which among other things has led to a lack of agreement on the nomenclature of VR content types. This paper proposes to consider VR as a medium with its own set of core elements, shedding light on its specificities. The text offers a taxonomy of VR content types taking into consideration such core elements and in particular, the concept of embodied interactivity, proposing possible directions to further advance the medium.
Ricard A. Gras
CDT-GEM: Conversational Digital Twin for Geographic Emergency Management
Abstract
The endless evolution of cities aiming for smartization is combined with modern ICT (Information & Communication Technology) techniques to extract and analyze meaningful data generated throughout various places in the city and realize advanced visualization. However, despite these people's efforts, when an emergency or a disaster suddenly occurs in a city area, the sustain of tools that support intelligent responses to minimize damage is still lacking. Many urban researchers are in the trend of designing urban management tools that combine digital twin technology with XR and voice recognition AI technology that can link with multiple IoT (Internet of Things) and integrate and manage extracted sensing data. In this paper, we introduce the CDT-GEM. This digital twin system can inform the manager of the situation where the problem occurs when a crisis occurs and how citizens can communicate with the emergency management system in real-time.
Seungyoub Ssin, Junseong Bang, Woontack Woo

Tourism and Cultural Heritage

Frontmatter
Towards User Experience Guidelines for Mobile Augmented Reality Storytelling with Historical Images in Urban Cultural Heritage
Abstract
Augmented reality is a novel and engaging way for visitors to experience cultural heritage as locals or tourists. Mobile augmented reality applications with historical images showing landmarks or events of the past are a popular category. Using research methods such as literature review, competitive analysis, semi-structured interviews, and usability evaluations, we derived a set of practical user experience guidelines for designing mobile augmented reality storytelling applications with historical images in the context of urban cultural heritage. To demonstrate how these guidelines could be applied, we present a redesigned prototype for such an application, developed for Timisoara (Romania), European Capital of Culture in 2023.
Silviu Vert, Oana Rotaru, Diana Andone, Miruna Antonica, Adina Borobar, Ciprian Orhei, Victor Holotescu
The Impact of Augmented and Virtual Reality for Sustainable Tourism
Abstract
Tourism is one of the least developed industries, in terms of environmentally sustainable practices, while at same time faces huge economic challenges, and from which communities all around the world depend on. At same time, Augmented and Virtual Reality applications are expected to grow significantly in the short-term, and impact many traditional markets. Considering that only a small portion of studies examine how the introduction of technologies can enable a more sustainable development route in the Hospitality and Tourism sector, this study aims to provide an overview on the state of literature and to uncover emerging topics, which could lead to a future research agenda for this domain. A bibliometric analysis is employed on articles from both Web of Science and Scopus databases, and findings reveal four major thematic groups for the future, in what are still at the moment, two separate, unrelated research streams. Managerial perspectives are derived, and a set of new research questions is proposed as guidance for future scholars, dedicated to the outcomes of digital disruption on sustainable tourism.
Jorge Nascimento, Sandra Maria Correia Loureiro
Serious Game Reality and Industrial Museum: The ‘Bryant and May Match Factory’ Project in the Peoples’ History Museum (UK)
Abstract
This paper capitalises on the opportunities and challenges to explore similarities and differences between consolidated new realities – augmented reality, virtual reality, and mixed reality – and hybrid technological realities to explore how the serious game reality’s technological and functional elements influence visitors’ experiences in museum and post-experience behaviours. Findings validate the influence of serious game reality functional elements on visitors’ experiences, showing how embodiment continues to remain closely correlated to traditional experience to drive post-experience behaviours. However, some theoretical questions remain open, considering the influence of 4.0 experience on museum post-experience.
Timothy Jung, Mariapina Trunfio, Salvatore Campana
Creating Virtual Reality Stories for Cultural Heritage Through Student Contest
Abstract
Cultural heritage benefits nowadays through the outburst of digital storytelling methods and technologies. One of the interesting approaches is through student contests, in which the participants generate fresh perspectives on the tangible and intangible heritage. At the same time, these contests help improve future skills in students. This chapter reports on such an international student contest organized in the frame of the Timisoara 2023 European Capital of Culture programme. We describe the design and implementation of the contest, as well as the process used by the winning students to develop the digital storytelling artefacts, as a useful case study for organizing such a happening.
Diana Andone, Silviu Vert, Marius Tataru, Silviu Berzescu, Vlad Mihaescu
An Interactive and Immersive Walk-Through Experience of the Digitally Reconstructed Southern Decumanus of Jerash Using 3D Photogrammetric Processes and VR Technologies
Abstract
This paper examines the process of developing an on-site innovative workflow for virtually reconstructing and representing the ruined Southern Decumanus of Jerash. The workflow involves capturing several related segments of disassembled and damaged Corinthian pillars using a digital camera to be imported into a 3D automated photogrammetric reconstruction-based software. The process uses digital photographs acquired in the field to reconstruct and reassemble virtually all the destroyed parts using Agisoft Metashape – a tool for photogrammetry pipeline – and Autodesk Meshmixer – a software for editing and cleaning meshes. The process also discusses managing and implementing the virtually reconstructed outputs utilising Unreal Engine (UE) to create an entire 3D virtual interactive environment for the Southern Decumanus. The new Virtual Reality (VR) system of Oculus Quest has been used in this research for visualisation and experiencing the reconstructed, reassembled virtual archaeological site. The experimental VR simulation would allow a future visitor an enhanced walk-through featuring an off-site interactive, immersive experience compared to the real-world one, which does not exist in reality and is therefore unavailable in-situ.
Nemeh Rihani
A Study on the Application of Historic Building Information Modeling (HBIM) for XR Cultural Heritage Tourism
Abstract
We would like to propose a plan to apply historic building information modeling (HBIM) for XR heritage tourism. It is significant that the XR heritage tourism content expresses not only a visually detailed image but also the value of heritage and its historical information together to convey the authenticity of the heritage to end-users. Such historical information has been managed in integrated forms using the HBIM methodology, but there is a few researches on the methodology using it as XR content. Therefore, we define the detailed stages of the level of historical information and propose an HBIM system to apply them to XR heritage tourism.
Since HBIM has the following characteristics, it can contribute to building an XR heritage content. First, it can be used to visualize the complexity of built heritage in an XR environment. Second, HBIM-based XR tourism content contains contextual information of cultural heritage, which can provide authentic information that tourists want to obtain while visiting the heritage sites. Third, it helps to understand heritage by providing integrated heritage information. Fourth, continuous XR tourism is possible through the management of user-generated content and user information generated in experiencing heritage.
This paper will contribute to delivering the value of cultural heritage to end-users through XR heritage tourism content.
Jongwook Lee, Boram Kim
Development of the Capital City of Taebong Kingdom Metaverse and King Gungye Artifical Intelligence Digital Human
Abstract
The Capital City of Taebong Kingdom in Cheorwon was the beginning of the Korean name “KOREA” and the beginning of the opening of the Goryeo Dynasty. At a time when KOREA’s status has recently attracted global attention due to the so-called “Korean Wave,” research on “Taebong kingdom,” which can be called KOREA’s Original, is being re-examined. However, at a time when the long-standing division of the two Koreas makes it difficult to directly investigate the Taebong Kingdom on the DMZ, reproducing the Taebong Kingdom through the Metaverse is expected to be the only alternative to the site approach caused by the division. Although the artificial intelligence digital human being, who is both the advocate and the finisher of the Taebong Kingdom, has already died biologically under the environment of the metaverse space, the so-called “King Gungye” will be revived in digital form in the metaverse space. As such, it is expected that the history of the 1,000th millennium Taebong Kingdom can be digitally re-examined through the metaverse environment of Taebong Kingdom and King Gungye Artificial Intelligence Digital Human.
Jin Ho Park, Hyoung Ki Ahn

Health and Wellbeing

Frontmatter
Possibilities of Rehabilitation and Telerehabilitation of Patients with Moderate and Severe Course of COVID-19 Disease Using Virtual Reality
Abstract
In this paper, we present the possibilities of using virtual reality in the rehabilitation of patients after overcoming COVID-19 disease with a moderate or severe course. We have created a virtual environment with various interactive tasks that help patients in the rehabilitation of especially the musculoskeletal system and cognitive abilities. Patients were divided into groups according to the severity of the course of the disease and the possibility of rehabilitation with a therapist in an outpatient clinic or the possibility of tele-rehabilitation in the home environment was used. Based on the results, we showed that virtual reality was a suitable tool for these types of rehabilitation and provided opportunities for comparing the classical approach and modern methods. Virtual reality had a greater impact on patients’ motivation to rehabilitate, especially in cases where patients were using virtual reality for the first time.
Ján Lacko, Eugen Ružický
Effect of Virtual Reality Based Nursing Skills on the Performance Ability, Performance Confidence, and Practice Satisfaction of Nursing College Students
Abstract
The development and application of remote learning using immersive technology have been accelerated in nursing colleges due to recent technological advances and the Covid-19 pandemic. Although virtual nursing education is effective in improving nursing competency by improving metacognition, there is limited research to examine the effectiveness of virtual nursing education. Therefore, this study aims to examine the effects of using virtual reality to learn core nursing techniques measured via ratings of performance ability, confidence, and practice satisfaction. Thirty nursing students were split into three experimental groups based on practice content utilized: 1) HMD-based VR, 2) Web-based VR, and 3) video practice. Each group was required to perform intradermal and intravenous injection techniques. Confidence and satisfaction of the group using VR content were rated higher than the group with general video learning. This study supports that virtual reality-based nursing education is a useful tool for practical education through metacognition and could serve as a new alternative to nursing education in a pandemic environment.
Yonghwa Lee, Minjeong Suh, Timothy Jung
VR and EEG Combined Self-monitoring Platform of Cognitive Care
Abstract
VR has the potential as a digital healthcare solution as much as its entertainment function. Continuous monitoring and early diagnosis of cognitive decline is the only way to avoid cognitive deterioration where the risk increases with chronological aging. Backed up by real-time neural signals of EEG, the combination of VR and EEG could be a useful method to manage one’s cognitive status. Here, we provide supportive results to the usability of the all-in-one VR-EEG cognitive care platform in generations including a growing population of older adults.
Bohee Lee, Tae-Heon Lee

Art, Design and Theatre Experiences

Frontmatter
Cinematic Virtual Reality: How Emotional Responses Vary Across Movie Genre and Technological Format
Abstract
The current study seeks to explore whether virtual reality (VR) can be more effective that traditional 2D in influencing emotional responses (namely, empathy and sympathy) considering different movie genres. A factorial design 2 (movie genre: animation; documentary) × 2 (VR; 2D) between-subjects experiment was employed. A total of 145 participants were recruited. Findings suggest that sympathy and empathy responses to movies are affected by the technological format used to experience a movie, being higher in VR than in 2D. Regarding sympathy, the conducted analysis suggests that the movie genre has a higher impact than the format. Additionally, the present study concludes that the interaction between technological format and movie genre has a significant impact on WOM.
Mariana Berga Rodrigues, Sandra Maria Correia Loureiro, Miguel Sales Dias
On the Influence of Virtual Reality Technology (VR) on Animation Art Design
Abstract
A virtual reality animation is a new form of animation after the perfect combination of technology and art. This animation is a fusion of artificial computer intelligence, simulation technology, display technology, sensor technology, and other technologies. With the development of science and technology and the advancement of technology, virtual reality technology has gradually become an essential form of technology in the contemporary era.
Ying Wu
An Industry in Crisis: Virtual Mediums for Theatre and Live Performance
Abstract
The pandemic created an opportunity within a crisis for theatres and live performances. It took away the ability to experience live events in person but encouraged new experimentation and discovery of virtual mediums to replace them. This paper looks at three case studies from work undertaken by Copper Candle and Rose Bruford College during the pandemic which were developed as alternatives to physical theatre but allowed audiences to continue to experience live performances from remote locations.
The research considers the work of Auslander and Phelan (Auslander 1999; Phelan 2003) and their discourse on Liveness in performances. It expands on the association of the need for liveness with theatre and experiential events by challenging the expectation that events should be live because the performer, not the audience require it to be live. This paper introduces the idea of the performer centric bias, a consideration of how existing research and professional practice is guiding the industry to make incorrect assumptions about the necessity of liveness in virtual performances.
James Simpson

AR Development and Design

Frontmatter
Integration of Smart Glasses for Knowledge Transfer in Industrial Remote Maintenance: Learnings from Practice
Abstract
The use of remote augmented reality (AR) based guidance is seen as an opportunity to address the growing complexity of industrial tasks. In this paper, we look into the question of how remote AR support using smart glasses reduces the maintenance time of complex machinery, and factors that influence their acceptance for productive use. A design science approach was adopted to develop a prototype for a state-of-the-art smart glass for a German small and medium Enterprise (SME) with complex machinery. An evaluation was conducted with 2 industries (one with low and the other with high requirement of AR technology). First, we found that using a remote maintenance application, a time reduction of up to 46% was expected to be achieved. Second, despite its novelty, guidance via AR is accepted better when data privacy concerns are addressed, and when the enterprise has a higher requirement for AR maintenance.
Anuja Hariharan, Monika Risling, Artur Felic, Tobias Ostertag
Development of Gamified Guide System for Art Exhibition Using Augmented Reality Technology
Abstract
In this project, we developed a gamified augmented reality (AR) guide system for an art exhibition. We combined GPS and AR technology to offer friendly information services and show visitors the shortest routes between exhibits. The proposed system has three primary functions: (1) to enable visitors to scan the labels of the exhibits using the camera lens of their smartphones to obtain a detailed text introduction on their screens and listen to an audio introduction; (2) to offer a gamified version of the guide, and (3) to collect data on the viewing behavior of visitors for research analysis. We verified the advantages of the proposed system by examining the behavioral differences between visitors using the AR guide and those using a conventional system.
Chun-I. Lee, Fu-Ren Xiao, Tai-Wei Kuo

XR and Human Behaviour

Frontmatter
Arousing Real or Real Threat? How Realism in Avatars Affects the Perception of Virtual Reality Pornography and Relationships for Heterosexual Women
Abstract
New immersive technologies and COVID lockdowns increase the attention for Virtual Reality Pornography (VRP). In this study, heterosexual women were interviewed about the effect of realism in VRP, using a new VRP Role-framework based on six dimensions. Results showed that VRP evokes strong negative and positive emotions. Different types of realism evoked confusion around fidelity and pornography and triggered different relationship boundaries, roles, and rules. Feelings of betrayal and fidelity seemed less when the partner experiences 360° recorded VRP (VR-type-dimension) alone (companion-dimension). Acceptance and confusion appear high around shared computer-generated experiences with control over avatars (interactive-dimension) that look like the self (resemblance-dimension). Feelings of doubt and betrayal seem high when the partner experiences VRP with strangers using realistic-looking avatars (realism-dimension) that resemble (well)known persons or the partner. This study helps companies explore ways to improve VRP content while considering ethical questions society raises concerning VRP’s impact on relationships.
Eunice Cijntje, Marnix S. van Gisbergen
Being There Creating Home for Migrant and Refugee Women Using Participatory Design Approaches Through Virtual Reality
Abstract
The growth of migrants and refugees puts pressure on the building of temporary settlements. Most are designed based on functional aspects, especially during Covid crisis. Emotional well-being connected to the notion of home is missing, impeding an inclusive community. Being There is a VR-experience of migration spaces developed through participatory-design approaches centred around needs connected to home. Thematic analysis based on 28 interviews with Latin-American migrant/refugee women and volunteers, revealed the meaning of home, based on: culture, temporary transition, togetherness, and journey. The insights were used to create the VR animations (of the journey), the ideal temporary space, the interactions (with migrant voice-overs) and Volumetric-Captured character scenarios. It revealed the importance and possibilities to translate notions of home into VR-experiences to raise empathy and awareness for the importance of designing settlements regarding sense of home and shows how VR helps architects to understand, design and communicate temporary spaces.
S. Rezaei Rashnoodi, M. S. van Gisbergen
Backmatter
Metadaten
Titel
Extended Reality and Metaverse
herausgegeben von
Timothy Jung
M. Claudia tom Dieck
Sandra Maria Correia Loureiro
Copyright-Jahr
2023
Electronic ISBN
978-3-031-25390-4
Print ISBN
978-3-031-25389-8
DOI
https://doi.org/10.1007/978-3-031-25390-4

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