Professor Bob Stone discusses his work using new technologies like drones and immersive displays for digital heritage projects. His team has created virtual reconstructions of historic sites like Stonehenge, Scylla, and various locations in Devon like Burrator Reservoir and Wembury Bay. He cautions that immersive technologies are overhyped and have limitations, especially in outdoor environments. Stone emphasizes engaging stakeholders and designing experiences and content before implementing technology.
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High-Tech Drones and Immersive Displays – Exploiting New Technologies for Digital Heritage: Professor Robert Stone (University of Birmingham)
1. High-Tech Drones and “Immersive”
Displays: Exploiting New Technologies for
Digital Heritage
Prof. Bob Stone
Director, Human Interface Technologies Team
r.j.stone@bham.ac.uk OR profbobstone@aol.com
2. VR/AR Main Project Areas
www.birmingham.ac.uk/stone and www.birmingham.ac.uk/hit-team
DEFENCE
HEALTHCARE & MEDICINE
HERITAGE
46. The “Virtual & Augmented ANNE” Project:
Public Engagement: 12 December 2014
47. The “Virtual & Augmented Mayflower”
Project
VR, AR, Avatars, Drones,
Public Engagement ...
48. • “Immersion”, “immersive” environments – they do NOT exist!
• NOBODY has invented the Holodeck, despite ridiculous claims online.
• Wearable technologies (e.g. Head-Mounted Displays, gloves, etc.) – ONLY if the application
and the human factors issues dictate that they are totally necessary (and safe to use!)
• CAVEs/Domes/Theatre-like facilities – appropriate applications? Expense? Functionality?
Academic experiences – the VIP plaything!
• 3D/Stereo viewing – over-hyped. 56% of the population who are between 18 and 38 years
of age have one or more problems with binocular vision.
• Engage and enhance experiences through good content design and stakeholder (public)
engagement, not by showing off “Gucci” interface devices.
Lessons Learned - Virtual
Reality
49. • AR works well in the lab and in cities, but in coastal/rural areas?
• Registration techniques – which are best for the outside world?
• Wearable technologies – have a long, long way to go ...
• “Future Google Glass” (and emerging competitors) – do not hold your breath.
• Mobile technologies – developing well, but limitations in the outside world (again – safety?).
• Engage and enhance experiences through good content design and regular stakeholder
(public) engagement, not by showing off “Gucci” interface devices.
Lessons Learned – Augmented
Reality
50. • Digital/Virtual Heritage presents significant development and
implementation opportunities and challenges – multiple contexts of use – museums, galleries,
town centres, open fields, vegetation-dominated sites, coastal paths,
underground, underwater …
• Memories are short! We’re seeing an almost-identical “techno-push” repeat of the 1990s.
• Particularly problematic with relatively cheap interactive technology coming from crowd-
funding initiatives (e.g. Kickstarter, Indiegogo, etc.).
• Too many people believe what they see in “gizmo” newsfeeds online and on YouTube!
• Define end user requirements and content before implementing technology – ALWAYS.
• Be aware of digital exclusion due to remoteness of communities.
• Understand your target audience(s) – their knowledge, skills and attitudes. Work with the
end users – involve the public – not just at the beginning and end of a project, but
throughout.
To Conclude …
51. Prof. Bob Stone
Human Interface Technologies Team,
University of Birmingham (UK)
r.j.stone@bham.ac.uk OR profbobstone@aol.com
www.birmingham.ac.uk/stone
www.birmingham.ac.uk/hit-team
YouTube: https://goo.gl/3893RS
Thank you!