Immersive Technology Uses in Interactive Media: A Collection of Case Studies

Abstract

A collection of case studies that combine immersive technologies such as augmented and virtual reality in various contexts are introduced to outline some of the signals and trends in emerging interactive media. A series of authors share uses of AR/VR/MR in a wide range of fields including tourism, education, archeology, communication, and more. Common themes, affordance, and challenges are pulled out and used to extrapolate likely trends moving to the future. This work also starts to build an overall framework to evaluate immersive media implementation strategies and research methodologies.



Author Information
Eric Hawkinson, Kyoto University of Foreign Studies, Japan
Mehrasa Alizadeh, Osaka University, Japan
Amelia Ijiri, Kyoto Institute of Technology, Japan
Kojiro Yano, Osaka Institute of Technology, Japan
Angus McGregor, Kyoto University of Foreign Studies, Japan
Jay Klaphake, Kyoto University of Foreign Studies, Japan
Eri Yokoyama, Osaka Institute of Technology, Japan
Corey Noxon, Ritsumeikan University, Japan

Paper Information
Conference: KAMC2021
Stream: Digital Humanities

This paper is part of the KAMC2021 Conference Proceedings (View)
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To cite this article:
Hawkinson E., Alizadeh M., Ijiri A., Yano K., McGregor A., Klaphake J., Yokoyama E., & Noxon C. (2022) Immersive Technology Uses in Interactive Media: A Collection of Case Studies ISSN: 2436-0503 – The Kyoto Conference on Arts, Media & Culture 2021: Official Conference Proceedings https://doi.org/10.22492/issn.2436-0503.2022-1.1
To link to this article: https://doi.org/10.22492/issn.2436-0503.2022-1.1


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Posted by James Alexander Gordon