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Virtual Reality Museum of Consumer Technologies

Part of the Advances in Intelligent Systems and Computing book series (AISC,volume 498)

Abstract

Given the rapid pace of technical development in the past several decades, many people have fond memories of using devices that are no longer common. We built a prototype of a virtual museum of consumer technologies to explore this with the intention of prompting memories of using past tech in the visitors. The prototype was created using the Janus VR browser and evaluated on a 2D display by 7 young adult users. It successfully prompted memories in all of the evaluators and all users rated the pleasure of touring the museum neutral or better. Future work involves making a more comprehensive museum and exploring better ways to utilize virtual reality for more engaging experiences.

Keywords

  • Museums
  • Virtual reality
  • User needs

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Acknowledgments

We would like to thank our professor Myounghoon “Philart” Jeon for guiding us through this project. We would also like to thank Dr. Scott Kuhl for allowing us to borrow the Oculus Rift for the demonstration.

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Correspondence to Avinash Subramanian .

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Subramanian, A., Barnes, J., Vemulapalli, N., Chhawri, S. (2017). Virtual Reality Museum of Consumer Technologies. In: Kantola, J., Barath, T., Nazir, S., Andre, T. (eds) Advances in Human Factors, Business Management, Training and Education. Advances in Intelligent Systems and Computing, vol 498. Springer, Cham. https://doi.org/10.1007/978-3-319-42070-7_51

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  • DOI: https://doi.org/10.1007/978-3-319-42070-7_51

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42069-1

  • Online ISBN: 978-3-319-42070-7

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