Visitors can wear the Oculus Rift and visually immerse themselves within the environment Céramica de Los Ancestros 3D Basecamp. They can walk right up to the characters within the environment and interact. They can meet anthropologist and archeologists to learn about their work and their process in documenting and preserving cultural artifacts and the environments in which they are found.
Smithsonian Latino Virtual Museum Immerses Visitors Deeper in Virtual Cultural Experiences
In keeping with the Smithsonian Latino Virtual Museum’s tradition of exploring new and innovative technologies for enhancing visitors’ experiences through a transmedia approach, we are currently creating a version of Céramica de Los Ancestros, an exhibition and online simulation in collaboration with the National Museum of American Indian, into a virtual reality experience using the latest technology - Oculus Rift. The Oculus Rift is a virtual reality head-mounted display that provides stereoscopic view, one camera view for each eye. When wearing the display the visitor’s vision is fully immersed within the 3D environment and the visitor is free to walk through and explore the interactive characters, videos and 3D object from the exhibit.
“Digital surrogates are fantastic for teachers and students, who may not be able to see the original artifact or painting or sculpture but with augmented reality they can have the object pop out of their mobile devices, including bilingual metadata and hyperlinks to the artifacts location in the Smithsonian collections website,” said Stacey Fox (Reynardine Productions), “the Smithsonian Latino Virtual Museum (LVM) puts the world in the palm of your hand.” The LVM continues to research and explore creating immersive spaces in platforms such and Minecraft, Roblox, Jibe and Unity Game Engines.
The theme on Saturday, June 7th from 3pm to 7pm during the iED Immersion 2014 Summit in Los Angeles is Human-Computer Interaction and Immersive Technology. Regarding this module the summit website says it “will address the personal and cultural impact of immersive technologies that add machine elements to the human body (including wearable computing such as Google Glass and Samsung Gear, augmented reality (AR), advanced prosthetics, and mechanical and neural interfaces) and technologies that add humanizing features to machines such as artificial intelligence (AI), personal robotics, affective computing (systems that can recognize, interpret, process, and simulate human feelings and emotions), and neuro-gaming technologies that are used to create adaptive and radically compelling game experiences." - See more at: http://summit.immersiveeducation.org/#sthash.tZv3vvKH.dpuf
Related Topics:
Target Corp. Sponsorship Press Release
The Immersive Education Initiative
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