The (Virtual) Reality Museum of Immersive Experiences is a very special kind of museum. It exhibits projects originally designed for large-scale immersive environments in a simulation that is true to the physical manifestation of these systems.
## About This Game
The (Virtual) Reality Museum of Immersive Experiences is a very special kind
of museum. It exhibits projects originally designed for large-scale immersive
environments in a simulation that is true to the physical manifestation of
these systems.These systems include 360 degree panoramic and hemispherical
projection screens, stereoscopic 3D multi-view installations and a number of
spatial and experimental video installations. Situated in a large derelict
warehouse, the 3D museum is freely navigable and the many exhibits can be
explored interactively. A wide variety of content is accessible, ranging from
the arts to research project outcomes. There are even demonstrations of VR
projects within this virtual museum.
Features:
* works on HTC Vive, Oculus Rift and Windows Mixed Reality headsets
* 18 immersive systems and platforms
* 34 different projects
* 18 projects in stereoscopic 3D
* 1:40 h duration of his definition video content
* 2000 sqm exhibition space
* detailed information and catalogue pages for each project and platform (internet connection required)
* capture photos of your experience
* intuitive VR UI
* please note, some featured projects are represented as trailers or excerpts.
More info, visit
Immersive display and interaction environments and systems have been utilised
in simulation, visualisation, entertainment, the arts and museological context
for a long time before VR made its resurgence only a few years back.
Applications and experiences created for a specific physical immersive
platform rely on the complex and costly technical infrastructure they were
originally designed for. Descriptions and video documentation only go so far
in illustrating an immersive experience. The embodied aspect, the emotional
engagement and the dimensional extend, central to immersion, is mostly lost in
translation. The idea behind this project is to provide a framework to
showcase and for the conservation and preservation of immersive experiences
and architectures outside specialised facilities and labs.
This simulation gives a good sense of how an immersive experiences functions
in regards to scale, field-of-view, peripheral vision, audience viewing
position and perspective. It is able to preserve what an experience felt like.
Acknowledgements
Systems: EPICylinder; Design: S. Kenderdine, J. Shaw; UNSW Expanded Perception
and Interaction Centre. AVIE Advanced Visualisation and Interaction
Environment and AVIE-SC; Design: J. Shaw with D. Del Favero, A. Harjono, V.
Kuchelmeister, M. McGinity; UNSW iCinema Centre for Interactive Cinema
Research. RE-ACTOR; Design: S. Kenderdine, J. Shaw with P. Bourke. iDome;
Design: P. Bourke, V. Kuchelmeister, J. Shaw; UNSW iCinema.
Turntable/Placeworld; Design: J. Shaw, adapted as Turntable by V.
Kuchelmeister. ZKM Karlsruhe / UNSW Art & Design. Panorama Screen; Design: J.
Shaw with B. Lintermann; ZKM Centre for Art and Media Karlsruhe.
Applications: 360 degree video panoramas (2014) in AVIE; V. Kuchelmeister.
Produced UNSW iCinema Centre. Amnesia Atlas (2014) in AVIE-SC; Volker
Kuchelmeister, Jill Bennett. Produced UNSW NIEA. Amnesia Atlas VR (2014) in
VR; Volker Kuchelmeister, Jill Bennett .Produced UNSW NIEA. Back O’ Bourke
(2009) in iDome; V. Kuchelmeister. Produced UNSW iCinema Centre. Boatride
(2008) in iDome; V. Kuchelmeister. Produced UNSW iCinema Centre. City Jam
(2007) in AVIE; V. Kuchelmeister. Produced UNSW iCinema Centre. Conversations
@ the Studio (2005) in iDome; V. Kuchelmeister, J. Shaw, D. Del Favero, N.
Brown, N. Papastergiadis, S. McQuire, A. Arthurs, S. Kenderdine, K. Sumption,
G. Cochrane. Produced UNSW iCinema Centre. Deconstructing Double District I.
Volumetric Video (2008) in Stereoscopic 3D Projection screen; V.
Kuchelmeister. Performer: S.Teshigawara, R.Sato. Deconstructing Double
District II. Slitscan visulaisation. (2010) in Speculative stereoscopic 3D
curved screen; V. Kuchelmeister. Performer: S.Teshigawara, R.Sato. Double
District (2008) in ReActor; S.Teshigawra with V.Kuchelmeister. Performer:
S.Teshigawara, R.Sato. Produced Epidemic, UNSW iCinema Centre. Fragmentation
(2011) in ReActor; R. Lepage. Adaptation, by R. Castelli and V. Kuchelmeister.
Produced Epidemic, UNSW iCinema Centre. Hong Kong Skydrive (2011) in
Stereoscopic 3D Projection screen; V. Kuchelmeister. Juxtaposition (2011) in
AVIE-SC; V. Kuchelmeister. Juxtaposition (2011) in Turntable; V.
Kuchelmeister. Lost Memories (2017) in Stereoscopic 3D Projection screen; V.
Kuchelmeister. Monsoon (2012) in AVIE; V. Kuchelmeister. Produced UNSW iCinema
Centre. Naguar India 360 (2007) in iDome; S. Kenderdine, J. Shaw, V.
Kuchelmeister. Panoramic Navigator (1997) in Interactive visitor information
system; J.Shaw, V.Kuchelmeister. Produced ZKM Karlsruhe. ParraGirls (2017) in
EPICylinder; A.Davies, B.Djuric, L.Hibberd, V. Kuchelmeister, J.McNally. Co-
produced by Jill Bennett and Anxiety Festival. ParraGirls VR (2017) in VR;
A.Davies, B.Djuric, L.Hibberd, V. Kuchelmeister, J.McNally. Co-produced by
Jill Bennett and Anxiety Festival. Rajasthan 360 (2007) in DomeLab; V.
Kuchelmeister with S. Kenderdine and J. Shaw. ReActor Service (2008) in
ReActor; V. Kuchelmeister. Spherecam (2004) in Spherecam; V.Kuchelmeister,
J.Shaw, D. Del Favero. Produced UNSW iCinema Centre. Syncrotron 360 (2008) in
iDome; C. Henschke, V. Kuchelmeister. There is Still Time . . Brother (2008)
in AVIE; The Wooster Group, commissioned and produced by EMPAC, the
Experimental Media and Performing Arts Center at Rensselaer Polytechnic
Institute (USA). Topography of the Unseen (2017) in Stereoscopic 3D Projection
screen; V. Kuchelmeister. Transmutation (2012) in Stereoscopic 3D Projection
screen; V.Kuchelmeister. Veloscape (2014) in Interactive installation.
Projection screen and bicycle; V.Kuchelmeister, L.Fisher, J.Bennett. Produced
UNSW NIEA. WaterVapour (2011) in AVIE-SC; V.Kuchelmeister. Produced UNSW
iCinema Centre. Zeitraum (2013) in Custom stereoscopic 3D curved projection
screen; V.Kuchelmeister. Zeitraum I (2012) in AVIE-SC; V. Kuchelmeister. UNSW
Art and Design. Zeitraum II (2012) in AVIE-SC; V. Kuchelmeister.
| Minimum System Requirements | Recommended System Requirements | |
| CPU | Intel Core i5 4590 or AMD FX 8350 or greater | Intel Core 2 Duo E8400 |
| RAM | 4 GB | 4 GB |
| OS | 10 | 10 |
| Graphics Card | GeForce GTX 970 or AMD Radeon R9 290 or better | NVIDIA GeForce 510 |
| HDD Space | 6 GB available space | Unknown |
| Game Analysis | The minimum memory requirement for The Virtual Reality Museum of Immersive Experiences is 4 GB of RAM installed in your computer. To play The Virtual Reality Museum of Immersive Experiences you will need a minimum CPU equivalent to an Intel Core i5-4590. However, the developers recommend a CPU greater or equal to an Intel Core 2 Duo E8400 to play the game. Provided that you have at least an NVIDIA GeForce GTX 970 graphics card you can play the game. Futhermore, an NVIDIA GeForce 510 is recommended in order to run The Virtual Reality Museum of Immersive Experiences with the highest settings. In terms of game file size, you will need at least 6 GB of free disk space available. The Virtual Reality Museum of Immersive Experiences will run on PC system with 10 and upwards. | |
