The Museum was part of a collaborative project to explore virtual and immersive environments.
The “Museum” is a virtual environment which services society and its development. The museum acquires, conserves, researches, communicates and exhibits both the tangible and intangible heritage of humanity and its environment. Exhibits would provide a new perspective on human history, biological evolution and physical phenomena through the unity physics engined and superimposed time travel into key moments of human history.
The use of virtual technology to create a museum experience expands on the education, study and enjoyment  purposes of traditional museums while the exploration of multisensory experiences seeks to immerse the visitor into the tangible and intangible streams of knowledge
The “Museum” is a virtual entity that draws on the characteristics of  traditional museums and augments the exhibits through interactivity, used experience and richness of content. The museum is viewed by the team as a platform for both ourselves and contemporary virtual reality developers. This perspective is framed by the criteria’s motivation to develop a project which can have inputs beside those of the one visitor. The foundation of a museum of a blank canvas allows for the implementation of other exhibitions without the need for continuity between the exhibits themselves. 
The first exhibit will demonstrate the physical universe from the superimposed perspective of the first humans to venture into outer space in 1969. Incorporating an auditory layer of complexity into this first exhibit will be our first attempt at multisensory immersion.
Context
Before the web gained any popularity, the CD-ROM and postal mail distribution made the first virtual museums available world wide. The first virtual museum was released by Apple Computer in 1992 and was distributed for free to a 1000 schools, universities and museums. The Virtual Museum released by Apple Computer offered a new perspective into medicine, botany and astronomy.
The digital web based culture of the 21st Century has given way to many forms of digital museums, examples include; The national portrait gallery (National Portrait Gallery). The field museum which holds 25 million human, biological and technological artefacts (The Field Museum) . The Nasa Museum (NASA). The national women’s history museum (National Women's History Museum)
VR Framework 
The “Museum” will incorporate the sentience lab frame work for the use controllers for the user to be able to choose which exhibition they want to visit and as a way for them to engage with the environment. Possibly it will make use of the HTC Vive motion capture in order for the user to move a bit around on the spot and play around with different types of gain so that they can move farther in VR than in reality.
Models, Mechanism, Scripts, and Physics
Due to the variety of experiences we wish to present as part of the experience there will be a need for a larger array of models, tools and mechanisms implemented throughout.
User experience mechanism;
Perhaps the biggest debate within the project is to do with the simulation of a “realistic” museum experience where certain aspects of human behaviour such as exploration are taken into consideration. To provide further context and gain an asset of  communication with the user physical props became essential. On one hand we are faced with the challenge of inviting human movement which goes further or is rather more intuitive than arrow key inputs. In this case the intuitive movement would come from the familiarity of the classic museum map. The Vive controllers essentially becoming the map in hand and hand, and the map becoming an element that the user would rely on for total control of the experience.
On the other hand we are faced with the possibility of using “trap door” mechanics to travel through the museum.
 Assets such as; Earth Skybox Asset Package, Nasa Space flight vehicles, Nasa Mission Audio Fx
And more will be used to build up the bulk of the environment, this will allow for maximum efficiency while aiming to achieve realistic physics and effects throughout the experience while not having to model every aspect.
By using Rigid Body, Mesh Collider, Hinge Joint, and Spring Joint aspects will be a vital part of enabling us to create immersive simulations.
Spatial Sound Mapping; The localisation of sound in a virtual environment gives us the ability to achieve binaural sound outputs to the user in an effort to further immerse the visitors into the experiences
HTC Vive microphone input ; The use of the microphone on board the HTC headset gives us the ability to record and make use of subtle human performance such as breathing for the purpose of effectuating the audio inputs into the exhibit scene. For example, accentuating subtle breathing into the sound of wearing a space suit respirator.
Static Assets;
The static tool makes a large endeavour such a museum possible. Since the exhibits are treated as independent experiences within the museum it allows for the museum to be constructed and populated with a vast number of polygonal meshes without overloading the CPU. 
Culling;
The independence of each exhibit maximises the graphics card ability to render objects, animations and physics simulations within the perceptual time constraints of contemporary virtual reality technology. We achieve this optimisation by treating each exhibit as its own scene.
User interface;
The user interface meshes with the traditional conventions of hosting visitors in the sense of using reception and wayfinding. The architecture is in a physical form, the interface for the museum.

References
Digital Devotion Group. (n.d.). World's first VR Timetravel. Retrieved April 11, 2018, from      http://www.digitaldevotion.com/en/portfolio/vr-timetravel/

Google Arts & Culture, & Shinn-Morris, L. (n.d.). 9 Virtual Reality Tours. Retrieved April 11,   2018, from https://artsandculture.google.com/theme/mwJiZHf_Y7FfLg

Google Street View. (n.d.). Dulwich Picture Gallery 360º room view - Google Arts & Culture. Retrieved April 11, 2018. URL too long

Martin, M. (2017, December 08). Explore virtual reality at the National Museum of Singapore. Retrieved April 11, 2018, from https://www.channelnewsasia.com/news/lifestyle/explore-virtual-reality-at-the-national-museum-of-singapore-this-9481696

Smart Technology C. (2016, November 20). Our Solar System Gear VR- One ot The Best VR 3D Education app about Solar System! Retrieved April 11, 2018, from https://www.youtube.com/watch?v=uo2q06rudgU

Smithsonian Natural Museum of Natural History. (n.d.). NMNH Virtual Tour. Retrieved April 11, 2018, from https://naturalhistory.si.edu/vt3/index.html

Timelooper. (n.d.). TimeLooper App. Retrieved April 11, 2018, from https://www.timelooper.com/

Virtual Museum, The (Mac, CD-ROM) Apple Computer - 1992 USA, Canada Release. (n.d.). Retrieved April 11, 2018, from http://www.elisoftware.org/index.php?title=Virtual_Museum,_The_(Mac,_CD-ROM)_Apple_Computer_-_1992_USA,_Canada_Release

VirtualiTeach. (2017, August 21).
10 amazing virtual museum tours. Retrieved April 11, 2018, from https://www.virtualiteach.com/single-post/2017/08/20/10-amazing-virtual-museum-tours

Walhimer, M. (2017, September 30). What is Museum VR and Museum AR ? Retrieved April 11, 2018, from https://museumplanner.org/what-is-museum-vr-and-ar/

Digital Devotion Group. (n.d.). World's first VR Timetravel. Retrieved April 11, 2018, from      http://www.digitaldevotion.com/en/portfolio/vr-timetravel/

Google Arts & Culture, & Shinn-Morris, L. (n.d.). 9 Virtual Reality Tours. Retrieved April 11,   2018, from https://artsandculture.google.com/theme/mwJiZHf_Y7FfLg

Google Street View. (n.d.). Dulwich Picture Gallery 360º room view - Google Arts & Culture. Retrieved April 11, 2018. URL too long

Martin, M. (2017, December 08). Explore virtual reality at the National Museum of Singapore. Retrieved April 11, 2018, from https://www.channelnewsasia.com/news/lifestyle/explore-virtual-reality-at-the-national-museum-of-singapore-this-9481696

Smart Technology C. (2016, November 20). Our Solar System Gear VR- One ot The Best VR 3D Education app about Solar System! Retrieved April 11, 2018, from https://www.youtube.com/watch?v=uo2q06rudgU

Smithsonian Natural Museum of Natural History. (n.d.). NMNH Virtual Tour. Retrieved April 11, 2018, from https://naturalhistory.si.edu/vt3/index.html

Timelooper. (n.d.). TimeLooper App. Retrieved April 11, 2018, from https://www.timelooper.com/

Virtual Museum, The (Mac, CD-ROM) Apple Computer - 1992 USA, Canada Release. (n.d.). Retrieved April 11, 2018, from http://www.elisoftware.org/index.php?title=Virtual_Museum,_The_(Mac,_CD-ROM)_Apple_Computer_-_1992_USA,_Canada_Release

VirtualiTeach. (2017, August 21).
10 amazing virtual museum tours. Retrieved April 11, 2018, from https://www.virtualiteach.com/single-post/2017/08/20/10-amazing-virtual-museum-tours


Walhimer, M. (2017, September 30). What is Museum VR and Museum AR ? Retrieved April 11, 2018, from https://museumplanner.org/what-is-museum-vr-and-ar/

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