Nowadays, thanks to very advanced technologies it is possible to break down any barrier. The barriers I am referring to are both physical, such as architectural barriers that do not allow everyone to enjoy the same experience, and mental, the boundaries of imagination and discovery. In this project Augmented Reality (AR) and Virtual Reality (VR) are used to break down these barriers, designing for an Inclusive Design and also overcoming the limits of imagination, flying in time, between past and future. The visitor, starting from the present, thus relives the memory of past discoveries until he finds himself on the surface of another planet, discovering a new world. Simulating the real and the fantastic, this journey shows the unexplored and make accessible the unaccessible. Through a explanation both auditory and visual, the aim is to stimulate curiosity, involving the user in a total experience, for better concentration and learning of the topics explained. In summary this project uses the expedient of AR and VR to involve the user in a magical experience, while not forgetting the didactic purpose that is indeed exalted by the use of new technologies. During the analysis, some Case Studies offer a concrete example of the Digital transformation inside the museums and give some suggestions about the Interaction between the visitor and the artefacts of the exhibitions. The Digital Storytelling plays a key role in the design of the new solution. Moreover, some Service Design tools are adopted as tools for a deep analysis of the User Experience. A User Center Design approach is used for a better understanding of user needs through the whole journey. A prototype shows the result of the VR solution and a Testing phase examines its effectiveness. This volume explores the path that has been taken to arrive at the design of the total reconfiguration of the visit to the Museo Astronomico. In particular, the focus is on the VR experience solution.
Oggigiorno, grazie alle nuove tecnologie, è possibile abbattere qualsiasi barriera. Le barriere a cui mi riferisco sono sia fisiche, come barriere architettoniche che non permettono a tutti di godere della stessa esperienza, sia mentali, ovvero i confini dell’immaginazione e della scoperta. In questo progetto la Realtà Aumentata (AR) e la Realtà Virtuale (VR) vengono utilizzate per abbattere queste barriere, progettando per un Design Inclusivo e superando anche i limiti dell’immaginazione, volando nel tempo, tra passato e futuro. Il visitatore, partendo dal presente, rivive così il ricordo delle scoperte passate fino a ritrovarsi sulla superficie di un altro pianeta e scoprendo, quindi, un nuovo mondo. Simulando il reale e il fantastico questo viaggio mostra l’inesplorato e rendere accessibile l’inaccessibile. Attraverso la spiegazione non solo uditiva ma anche visiva, l’obiettivo è quello di stimolare la curiosità, coinvolgendo l’utente in un’esperienza totale, per una migliore concentrazione e apprendimento degli argomenti spiegati. In sintesi questo progetto utilizza l’espediente di AR e VR per coinvolgere l’utente in un’esperienza magica, senza dimenticare lo scopo didattico che è, infatti, esaltato dall’uso delle nuove tecnologie. Durante la fase di analisi, alcuni Casi Studio offrono un esempio concreto della trasformazione digitale all’interno dei musei e forniscono alcuni suggerimenti sull’interazione tra il visitatore e i manufatti delle mostre. Il Digital Storytelling gioca un ruolo chiave nella progettazione della nuova soluzione. Inoltre, alcuni strumenti di Service Design vengono adottati per operare una profonda analisi dell’User Experience. Un approccio User Center Design viene utilizzato per una migliore comprensione delle esigenze degli utenti durante l’intero viaggio. La realizzazione di un prototipo finale mostra il risultato della soluzione VR e una fase di testing ne esamina poi l’efficacia. Questo volume esplora il percorso intrapreso per arrivare alla progettazione della riconfigurazione totale della visita al Museo Astronomico. In particolare, l’attenzione si concentra sulla soluzione riguardante l’esperienza VR .
MERZ8 and MARS. Development of a virtual reality project for the Museo Astronomico di Brera
SPADONI, ELENA
2018/2019
Abstract
Nowadays, thanks to very advanced technologies it is possible to break down any barrier. The barriers I am referring to are both physical, such as architectural barriers that do not allow everyone to enjoy the same experience, and mental, the boundaries of imagination and discovery. In this project Augmented Reality (AR) and Virtual Reality (VR) are used to break down these barriers, designing for an Inclusive Design and also overcoming the limits of imagination, flying in time, between past and future. The visitor, starting from the present, thus relives the memory of past discoveries until he finds himself on the surface of another planet, discovering a new world. Simulating the real and the fantastic, this journey shows the unexplored and make accessible the unaccessible. Through a explanation both auditory and visual, the aim is to stimulate curiosity, involving the user in a total experience, for better concentration and learning of the topics explained. In summary this project uses the expedient of AR and VR to involve the user in a magical experience, while not forgetting the didactic purpose that is indeed exalted by the use of new technologies. During the analysis, some Case Studies offer a concrete example of the Digital transformation inside the museums and give some suggestions about the Interaction between the visitor and the artefacts of the exhibitions. The Digital Storytelling plays a key role in the design of the new solution. Moreover, some Service Design tools are adopted as tools for a deep analysis of the User Experience. A User Center Design approach is used for a better understanding of user needs through the whole journey. A prototype shows the result of the VR solution and a Testing phase examines its effectiveness. This volume explores the path that has been taken to arrive at the design of the total reconfiguration of the visit to the Museo Astronomico. In particular, the focus is on the VR experience solution.File | Dimensione | Formato | |
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2019_12_Spadoni.pdf
Open Access dal 10/12/2022
Descrizione: Testo della Tesi
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31.95 MB
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https://hdl.handle.net/10589/152036