Project

Hybrid Space and XR

Goal: Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality (AR), virtual reality (VR), and augmented virtuality (AV). This research project provides a new way of enhancing the quality of spatial experiences by adopting immersive and interactive technologies.

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Project log

Farzan Baradaran Rahimi
added a research item
New media and technology are changing the museum experience in the twenty-first century. One such change is that of hybrid space in museums. A museum hybrid space combines physical artifacts co-located with virtual and augmented reality displays. Although the theory and technology exist to provide museums with hybrid space, there are few efforts to put hybrid space, particularly those that utilize commercial video games, into practice. The goal of this research is to explore how a certain type of museum hybrid space, namely, a virtual reality-enhanced environment relying on a commercial video game, can support and improve audience experiences. To reach this goal, a cognitive model is applied in the design of an experimental context that creates an exhibition-like environment for the viewer-participants. In the experiment, a virtual reality-enhanced environment is compared with two environments relying on commonly used media. Results show improvements in viewer-participants' experiences in terms of cognitive and edutainment aspects. Relying on a commercial video game, the VR-enhanced environment stimulated emotions and increased engagement in viewer-participants while helping them enjoy learning. The experimental context of this research can only approximate the full real-world experience that a museum visitor would have. However, the experimental context does provide the basic elements that a viewer would expect and associate with an exhibition, such as, objects for examination, labels, and didactic supports. Results from this research can encourage further investigations of hybrid space in other environments relying on various media types.
Farzan Baradaran Rahimi
added a research item
A museum hybrid space combines physical artifacts co-located with virtual and augmented reality displays. Although the technology exists to provide museums with hybrid space, there are few empirical studies on effectiveness of the museum hybrid space in terms of learning and enjoyment. This research takes an experimental approach and measures the enjoyment and learning (dependent variables) of participants in response to selected environments (independent variables) including a traditional environment (based on photos and labels), a video-enhanced environment (based on projected video clips), and a VR-enhanced environment (based on video game). The main outcome of this research is demonstrating that the use of VR technology and the resulting hybrid space (i.e., VR-enhanced environment) results in novel museum experiences that provide greater impacts on audience in terms of learning and enjoyment.
Farzan Baradaran Rahimi
added 2 research items
Development of this manuscript-based dissertation was prompted by identification of a knowledge gap between the application of hybrid space, human behavior, and harnessing playful activities for museums. Hybrid space has been explored and conceptualized in the literature, but it has yet to reach its potential as an effective medium in museums. A museum hybrid space combines physical artifacts co-located with virtual and augmented reality displays. Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality (AR), virtual reality (VR), and augmented virtuality (AV). This research provides a new way of enhancing the quality of museum experience for audiences by adopting immersive, interactive virtual reality technology. This research demonstrates that experiencing a hybrid space, namely, VR-enhanced environment, as part of a museum exhibit, can effectively increase learning and enjoyment when compared with traditional museum exhibitions. This research builds on the prior studies on the concept of hybrid space and explores its potential as an effective medium in museums (Chapter 2). For this purpose, a model was developed in this research to enhance the quality of spatial experiences in the built environments (Chapter 3). Using this model and a history-based video game that simulates a real environment from the past (Chapter 4), a faux exhibit was set up for empirical studies (Chapter 5). Through the empirical studies, it was demonstrated that a VR-enhanced exhibition (hybrid space) can perform better to improve the museum experience for the audience in terms of learning and enjoyment when compared with traditional exhibitions (i.e. actual space), that rely on labels, photos, and videos.
In addition to the actual space and virtual space, there seems to be a third type that can be called hybrid space. Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality, virtual reality, and augmented virtuality. Hybrid space has been explored and conceptualized in the literature, but it has yet to reach its potential as an effective medium in museums. However, it seems to have quite a few advantages to be employed in the museums to attract more people, motivate a higher participation, and change the existing paradigms by reinventing museums. This article applies a qualitative content analysis to a sample of publications to conceptualize hybrid space and position it in a suggested continuum of space. Moreover, the role of technology and considerations about the museum content in a hybrid space are explored. The aim of this theoretically and technologically oriented article is to promote the professional use of the hybrid space in museums.
Farzan Baradaran Rahimi
added a project goal
Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality (AR), virtual reality (VR), and augmented virtuality (AV). This research project provides a new way of enhancing the quality of spatial experiences by adopting immersive and interactive technologies.