Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore

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Date

2024-10

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Publisher

Academic Press - Elsevier

Abstract

Virtual reality (VR) has opened new possibilities for creative expression, while the 360-degree head-worn display (HWD) delivers a fully immersive experience in the world of art. The immersiveness, however, comes with the cost of blocking out the physical world, including bystanders without an HWD. Therefore, VR experiences in public (e.g., galleries, museums) often lack social interactivity, which plays an important role in forming aesthetic experiences. In the current study, we explored the application of a crossdevice mixed reality (MR) platform in the domain of art to enable social and inclusive experiences with artworks that utilize VR technology. Our concept of interest features co-located audiences of HWD and mobile device users who interact across physical and virtual worlds. We conducted focus groups (N=22) and expert interviews (N=7) to identify the concept’s potential scenarios and fundamental components, as well as expected benefits and concerns. We also share our process of creating In-Between Spaces, an interactive artwork in MR that encourages social interactivity among crossdevice audiences. Our exploration presents a prospective direction for future VR/MR aesthetic content, especially at public events and exhibitions targeting crowd audiences.

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Keywords

Virtual reality, Mixed reality, Cross-device, Group audience, Grounded theory, Taxonomy

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