From Immersion’s Bleeding Edge to the Augmented Telegrapher

Author:

Krzywinska Tanya1,Phillips Tim1,Parker Alcwyn1ORCID,Scott Michael James1ORCID

Affiliation:

1. Falmouth University, Penryn, Cornwall, UK

Abstract

Immersive technologies can be used to broaden the possibilities of storytelling in heritage contexts to enrich the ways in which museum collections are interpreted and to facilitate more active engagement with history. To this end, as part of the United Kingdom’s Industrial Strategy, new models, methods, and workflows are being developed to help realise the value of such technologies across the country. However, prior art shows that immersive technologies present particular challenges with respect to usability, uptake, onboarding, sustainability, and authenticity. Towards addressing these challenges, a programme of action research has been established across a series of museums in Cornwall. Focusing upon the Augmented Telegrapher at Porthcurno Telegraph Museum, a co-designed social escape room experience that utilises the Microsoft HoloLens to simulate a telegraphy training exercise from World War 2, this article addresses what partnerships with smaller, rural establishments need to effectively realise the value of immersive technologies. Using the work of Erik Champion as a critical lens, the article shows how an iterative constructivist approach leveraging game design principles can underpin success. This is distilled into a set of recommended interaction blueprints and transdisciplinary working practices that will be of interest to curators, researchers, and serious game developers.

Funder

UK's Arts and Humanities Research Council

Round 5 England: Cornwall wAVE?Augmented 8 Virtual Experiences

“Next Generation Immersive Experiences” programme as well as from the UK?s Coastal Communities Fund

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Reference46 articles.

1. A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage

2. Boyan Bontchev et al. 2015. Serious games for and as cultural heritage. Digital Presentation and Preservation of Cultural and Scientific Heritage V (2015) 43--58. Boyan Bontchev et al. 2015. Serious games for and as cultural heritage. Digital Presentation and Preservation of Cultural and Scientific Heritage V (2015) 43--58.

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