The Visit, an immersive participatory artwork (viewed on a screen or virtual reality headset), was produced as part of a research programme investigating the subjective experience of dementia and the relational dynamic between people with dementia and others. It invites viewers to engage with a digital human character, ‘Viv’, as she shares her experiences of living with dementia. The experiences that Viv recounts are based on verbatim accounts from in-depth interviews with four women living with dementia. The artwork was designed with the combined aim of generating insights into the lived experience of dementia and establishing conditions under which viewers might cultivate empathy for the character portrayed. Viewers engaging with Viv were invited to complete pre- and post-engagement measures of state empathy alongside an assessment of emotional distance. State empathy was significantly greater after engaging with The Visit, and correspondingly, there was a significant decrease in emotional distance (aversion), suggesting that the aims were met.
Background: Wearable camera photographs have been shown to be an effective memory aid in people with and without memory impairment. Most studies using wearable cameras as a memory aid have presented photographs on a computer monitor and used a written diary or no review as a comparison. In this pioneering study, we took a new and innovative approach to wearable camera photograph review that embeds the photographs within a virtual landscape. This approach may enhance these benefits by reinstating the original environmental context to increase participants' sense of re-experiencing the event. Objective: We compare the traditional computer monitor presentation of wearable camera photographs and actively taken digital photographs with the presentation of wearable camera photographs in a new immersive interface that reinstates the spatiotemporal context. Methods: Healthy older adults wore wearable or took digital photographs during a staged event. The next day and 2 weeks later, they viewed wearable camera photographs on a computer monitor or in context on an immersive interface, or digital photographs. Results: Participants who viewed wearable camera photographs in either format recalled more details during photo viewing and subsequent free recall than participants who viewed digital photographs they had taken themselves. Conclusion: Wearable camera photographs are an effective support for event memory, regardless of whether they are presented in context in an experience-near format.
Abstract. In this paper I will outline an augmented reality system based on high resolution omni-directional motion image capture, an immersive interactive projection environment, the iDome and multi-layered narrative strategies and applications for educational and entertainment use. This system differs in two ways from other AR frameworks. It operates in non real-time, by employing 360º video recording instead of a live camera feed and it uses immersive projection technology, a 180º dome surface as a display environment. Not being constrained by the requirements of a real-time system, the proposed framework can use high-resolution imagery and immersive display technology to deliver an engaging and true to life experience for the user.Keywords: Interactive Environment, Omni-directional capture, Immersive Projection Environment, Multi-layered Narrative 1 Technical Framework iDome Immersive EnvironmentThe iDome [8] is a proprietary hardware/software platform that offers a cost-effective and compact immersive visualisation environment for panoramic and spherical representations, video and/or computer generated. It utilizes a three meter fiberglass dome as the surface for 180° projection made possible by a High Definition projector and a spherical mirror as reflection surface [1,2,3]. Its flexibility, immersive qualities and cost-effectiveness does make it an ideal platform for applications such as data visualisation in research, Virtual Reality in training and research and interactive museum exhibits.
The emergence of a genre of virtual reality at the nexus of human rights is arguably transforming the documentary testimonial genre into one of an affective experience. This is a field of research that raises fundamental questions on the relation between sensation, testimony, evidence and memory. This paper outlines an investigation into the affective potential of immersive media and visualisation technologies to produce appropriate subjectivities for difficult memory and traumatic experience. The 3D immersive project under discussion presents a digital reconstructed reality of the former Australian punitive child welfare institution, Parramatta Girls Home. In this paper, we delineate how we have used the unique aesthetic properties of ambisonic sound, point-cloud representation and scenes of photographic veracity, and how the apposition of these formats provides an encounter with memory itself. Five former residents of Parramatta Girls Home direct our path through a complex visual and ambisonic acoustic environment, a combination we suggest empowers these women to attest to the embodied experience of contested memory.Immersion. Empathy. Narrative. Memory. Imaging and video. Modelling. Point cloud. Multimedia.
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This paper discusses the use of pre-engagement as a method to introduce EmbodiMap, a Virtual Reality (VR) tool to a group of South Sudanese refugees in Sydney, Australia. The aim of the pre-engagment is to understand how currently available support for the mental and emotional wellbeing of the refugee population can be further supported through psychosocial engagements using purposefully developed tools. The EmbodiMap tool and experience, developed by the felt Experience and Empathy Lab (fEEL) at UNSW Sydney, is a creative approach that potentially offers a transformative experience as participants virtually reach into their bodies and draw or register their immediate or persisting feelings, sensations and emotions. As an arts-based approach, EmbodiMap provides an innovative alternative to approaches that rely heavily on words, thus helping amplify the participants’ self-expression. Pre-engagement is used as a psychosocial engagement method, allowing for a small group of participants to experience EmbodiMap first-hand and engage ‘hands on’ with the technology before providing insights into how the tool may be adapted, developed, or codesigned further to facilitate a meaningful experience for use with the broader community. The pre-engagement with a small group of South Sudanese community members revealed scope for further engagement with the broader community, while adapting to the needs and issues identified.
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