The objective of this project is to redesign, build and explore the significance an interactiv installationen has on its user. The installationen is placed at a museum and centers around an archaeological excavation under water. The focus is to examine the installations ability to form credibilty which in term forms immersiveness in order to mediate marinearchaeological in an in inventive way. Through an exploration of archaeology, subjects & objects in museums and the implication of embodied perception in a virtual enviroment, this project justifies how we evaluate this interaction. Notably this projects is formed on a previous project regarding the same installation. This project is an expansion of this. Furthermore the installation merits the ability to interact with a 3D generated seabed in which you can dig for historical artifacts. As part of this project a comparison of rigid and agile models along with a revised design model is evaluated in order to optimize our design process. Additionally this project documents which technical means that amplifies immersiveness. These implementations consists, among other, of a Swarm Intelligence Algorithm in the form of animated fish, a description of the programming pattern ECS and tracking improvements. In conclusion this project shows how, in order to form credibilty with the user it is not necessary to provide a real situation, but rather simulate it. Furthermore, in order to instantiate immersiveness with the user of the installation, and in order to mediate a marinearchaeological excavation, the visual output needs to be absolutely smooth. Any form of lag or misintrepeted interaction will break the given immersiveness.
|Uddannelser||Basis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis|
|Udgivelsesdato||22 dec. 2016|
|Vejledere||Maja Fagerberg Ranten & Henning Christiansen|