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Mixed Reality in Art Education

Regina Bäck* David A. Plecher† Rainer Wenrich ‡


Katholische Universität Eichstätt-Ingolstadt Technical University of Munich Katholische Universität Eichstätt-Ingolstadt
Birgit Dorner§ Gudrun Klinker¶
Katholische Stiftungsfachhochschule Munich Technical University of Munich

A BSTRACT 2 R ELATED W ORK


In this paper both receptive and productive Augmented Reality Both productive as well as receptive art educational means keep
(AR)/Virtual Realty (VR)-Concepts to teach art are presented and evolving forms of MR. Museums develop VR-forms of experienc-
discussed. Receptive means learning about art as an (immersed) ing exhibitions (Modigliani [5], Rijksmuseum [8], and others c.f.
spectator while productive means offering opportunities for own Beck [2]). The development of design tools in MR is evolving and
mixed reality artistic creations. The prototypes presented are pioneer part of productive art education (VR: Google Tiltbrush [10] and
research in terms of VR and AR, so called Mixed Reality (MR), AR: Google Just a Line [4]). While artistic practice flourishes (c.f.
informed art education. One of the core aims is to exemplify art ed- Mixed Reality Art show by Damiani in 2018 [3]), the integration in
ucational applications by exploring usage of MR beyond traditional. the day to day German art educational practice is lagging behind.
The three MR based art educational concepts presented here invite Currently, ”ARt” education is about to evolve, e.g. with creative
users to experience art in heterogenous spatial contexts. MR is used gaming practice projects (Kothe [26] c.f. overview by Peez [29]).
here to highlight semantics of historically and art historically rele- Bower et al. [14] applied AR in art education as design based learn-
vant spaces offering immersive as well as creative and participatory ing concept. Students (grade 8-10) developed AR-based content for
ways of learning. Three prototypes of MR informed art education existing art works. Bower concludes that offering AR-design op-
are presented. First, a AR-based art history city guide is described portunities led to profound design concepts and sparked technology
with integration of teacher-based evaluation. Art is taught here in an interest finally pursuing higher thinking orders. Camuka [16] cre-
interdisciplinary approach as situated learning experience visiting ated a model of technology acceptance of AR in art education based
Munich’s art historical sites and architecture. Teachers’ attitudes on Davis [17] technology acceptance model. Users are differing
towards AR/VR-based art history learning were conducted after trial in terms of acceptance and motivation, with tendencies to hyping
of one of the applications. According to the educator’s feedback, MR and hypersceptical users on the other side. While Camuka [16]
motivation, attention but also spatial imagination and perception has applied this model with AR-applications in Art education, VR-
are estimated to be fostered. Next, an AR-based installation of a applications and technology acceptance in art educational contexts
missing painting by Franz Marc is presented conveying complex have not been tested so far.
meanings of both architecture in art historical context as well as the Research in VR-supported art educational concepts is rare with few
art work itself. Finally, an immersive VR-art educational concept first projects dedicated to creating VR-stop-motion (Interactive Me-
integrating two paintings of Caspar David Friedrich is described, dia Foundation, tinkertank (2016) [11], a VR-Movie [12] developed
offering sequential ways to inform about the painting’s iconogra- with children from age 13). Regarding educational benefits of VR
phy. When it comes to implementing MR-concepts in day-to-day in education, embodied immersion fosters motivation and unveils
practice, media competence as well es technology acceptance or creative possibilities [22]. VR Learning is fostered by multisen-
media cultural negotiations are vital aspects beyond the questions of sorial stimulation, in our applications addressing visual, but also
it-technological equipment and infrastructure. propriosceptic senses such as kinaesthetic or position of the body
in space. Research assumes to direct even emotions and thoughts
Index Terms: Virtual Reality—Augmented Reality—Mixed via VR as tested with students with ASD [24] or psychotherapy [30].
Reality—Art Education; Yet, what is need especially to be kept in mind especially when us-
ing immersive VR regarding children at the age of 0-12, VR, cyber
1 I NTRODUCTION sickness and other negative effects on children’s nervous system
need further research before widespread deployment in educational
How canMixed Reality (MR) contribute to art educational objectives?
contexts [18]. Competence-oriented and constructivist notions of
Which functions are innovative and go beyond existing ways of
learning are matching VR-characteristics (training, experiencing,
using augmentation and immersion art education? In the following
creating c.f. Hellriegel et al [23]). Art education can make use of
research project, three usages of mixed reality in art education are
these three VR characteristics, from learning artistic practices in VR,
exemplified. Both receptive and productive mixed reality supported
experiencing a masterpiece in VR, to designing in VR as exemplified
art educational concepts are presented and discussed. The prototypes
in the following projects.
presented are part of an interdisciplinary pioneer research in terms
of VR and AR art education in collaboration of three Universities in 3 P ROTOTYPICAL M IXED R EALITY A RT E DUCATION C ON -
Munich (TUM/LMU/KSH) as well as KU Eichstätt-Ingolstadt. CEPTS

* e-mail:
3.1 Mixed Reality art education city guide
r.baeck@lmu.de
† e-mail: plecher@in.tum.de The MR city guide aims to engage students in site specific learning
‡ e-mail: rainer.wenrich@ku.de experiences (grade 8/9), covering artistic and historical themes both
§ e-mail: birgit.dorner@ksh-m.de alike. Thinking about commemoration practices and memorials
¶ e-mail: klinker@in.tum.de was a core objective and realised by highlighting, interpreting and
finally transforming current memorials or create owns with means
of mixed reality.As learning objective regarding the receptive side
of art education, the application invites to discover exhibitions and
architecture on site as well as understanding forms of artistic media
2019 IEEE Conference on Virtual Reality and
3D User Interfaces
23-27 March, Osaka, Japan 1583
978-1-7281-1377-7/19/$31.00 ©2019 IEEE

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and its political functions back then. The application was devel- Finally, as creative task, the redesign of an existing memorial
oped to be used by teachers together with students but should also and AR-based implementation is integrated in the city guide. Users
work on an individual level. Finally, it was designed as prototypi- can see a reproduction of an actual memorial, change basic design
cal application to get to know functions of mixed reality in order features and insert it on a specific site in camera mode. In the VR
to encourage teachers and students to create individual city guides section of the guide, the application exemplifies innovative usage
themselves. Generally, fostering media competences, from usage to of VR in terms of situated design. Here, the users are encouraged
own creation and prosumers of AR/VR applications, was another to design a memorial for revolution in Bavaria 1918 while being
learning objective.Interface topics are here, how artistic means and immersed in specific historically relevant places in Munich. Multiple
artists biographies are influenced by sociopolitical circumstances artists use VR-Painting (e.g. Nancy Baker Cahill [1]) with VR-
or how historical events were influenced by artists/artistic media. Painting technology evolving. Yet, the integration of real places
AR/VR is used to integrate spatial learning experiences and design- in VR-design tools is a pioneer function. Therefore, an immersive
ing opportunities, balancing receptive and productive art educational painting experience with 3D-painting applications was created. A
aims. It was developed as prototypical application to use and get to 360 degree environment of the places as relevant to revolutionary
know functions of mixed reality in order to encourage teachers and incidents can be implemented here. The innovative purpose of VR
students to create themselves individual city guides. The occasion in productive art education was here to immerse oneself in historical
to develop the application was the 100th anniversary of revolution in places and designing memorials for that space at the same time
Bavaria 1918, where artists and intellectuals played a crucial role in independent from actual presence. Design tools encompass drag
building the republic of councils in an effort of democracy in an age and drop elements next to artistic representations of politicians and
of monarchy. In the AR section of the guide, AR usage stretches the activists. In the following VR-memorial captured as still, cubes and
common purposes of AR in the sense of situated overlays directing clouds are floating in front of the former residence of the monarch,
attention and encouraging comparison (e.g. cultural heritage guide hinting to violence and left oriented revolution both alike. (see
AR cf. Javornik et al [25]). First, users don’t only see historical Figure 3) Here, the art educational learning opportunities focus
facades, but are also able to enter art historically relevant places and spatial perception, imagination along with VR media competences
witness artists and their creative processes in situ. The augmented (controller-based painting and navigating).
historical facade transforms into an interior where photographers
and painters are portraying politicians or the users visit stunning
art nouveau interiors where women right activists and artists used
to work at the time. A compass is integrated in the gallery scene,
to point to the direction (but not as situated overlay) of the actual
location of the historical studios.

Figure 3: VR Memorial for Kurt Eisner, Suchacek/Traub 2019

Both versions were created in Unity3D. Additionally we used


Vuforia to track natural markers and to register the virtual objects.
The user’s position and orientation is tracked by GPS, accelerometer
and gyroscope.

3.1.1 Feedback of teachers


The application was tested with teachers (n=20, age 30-60, subjects
history/art education). The educators had little practical experience
with AR/VR before as well as little gaming experience. Statements
Figure 1: Augmented Reality Gallery with compass , Odeonsplatz
on learning opportunities stressed strong benefits in terms of moti-
Munich, Götschl, Sievers 2018 vation, imagination (reconstructive and creative). The application
draws attention to art historical sites and could spark interest to
discover these or the topics as linked to these individually further
on. Teachers estimated motivational cross-fertilisation from one
subject to another for students with little aspirations so far (i.e from
technological interest, that is to the media itself to history or art
respectively). Further, individualised and activating learning pro-
cesses are regarded as chances of AR/VR-based learning. Actual
knowledge acquisition was estimated as strong but weaker than
the other objectives. Limitations are seen when students engage in
superficial/playful functions without thoroughly reading the texts
or triggering further thoughts. A balance of drawing attention to
real art historical relevant places vs. experiencing virtual spaces
is vital to lead to site-specific and not mainly digital learning ex-
periences. Overall usability was rated as medium, improvement
could be achieved by clearer colour-highlighting of icons.Most of
Figure 2: Screenshot Atelier Elvira, Götschl, Sievers 2018 the teachers would use AR/VR in their own teaching contexts, yet

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rather as consumers than producers of such projects. In the next meaning of mARc. Students are invited to place and perceive it as
empirical phase, students’ feedback is vital to compare their points AR 3D sculpture inside the art museum Haus der Kunst (i.e. house
of views, practices and attitudes in terms of art historical learning of art). This art museum was opened in 1937 in Munich to exhibit
via MR to the teachers’ feedback. what the Nazi party regarded as fine German art. It was the first
monumental structure of Nazi architecture and part of the concept
3.2 Mixed Reality for Art Museums. From painting to of Nazi propaganda. Marc’s painting interpreted in mARc was never
3D-interpretation, reconstruction and immersion exhibited there, since it was regarded as ”entartete Kunst” [27] i.e.
The following section will present how MR can be used to change the degenerate art. This was a pejorative term for art forms expressing
way pupils and students are visiting a museum and interacting with from a Nazi perspective something like cultural disintegration as
art. Instead of following a guided tour or listening to an audioguide perceived in modern art work like Marcs expressionist interpreta-
they should use their smartphones and tablets to interact with the tions of nature. The last owner of the painting was supposed to
paintings or they can use head-mounted-displays (HMDs) to get new be Hermann Göring, political military leader in Nazi Germany and
VR experiences. ambitious art collectioner. The installation of mARc conveys multi-
faceted meanings, it expresses the means and ambivalence of NS art
propaganda as well as ahistorical installation by virtually exhibiting
so called degenerate art within Nazi art museum. As producer of
mARc, the challenge to 3D-interpret the 2D-painting is a creative
challenging task. The AR-installation mARc is meant to be a concept
to teach degenerate art but should also encouraged to create similar
interpretations of art pieces and architecture themselves.

3.2.2 Virtual Reality and Art: Project ”VR-iedrich”


This time we want to stride ahead in the continuum of reality and
virtuality by Milgram [28]. AR was the first step to enrich the
reality with virtual information. But also VR has the potential to
teach science, languages, history and art [31] and is one of the
best technologies to experience total immersion [15]. Now there’s
no registration between the virtual object and the real world, so it
is location-independent and can be also used inside the classroom.
Instead of extracting 3D elements from the 2D canvas, we are placing
the spectator inside the recreated 3D virtual world to get a 360
degree-view. Daz-Kommonen represented a related work in 2017
[20]. She used the famous painting The Anatomy Lesson of Dr.
Nicolaes Tulp of Rembrandt to model a 3D world. The spectator
was now inside the information space and could walk through the
painting’s world. We decided to take representative art piece of
romanticism and transfer it into a VR experience. So we chose two
paintings of Caspar David Friedrich - Wanderer above the Sea of
Fog and The Stages of Life - to build a virtual 3D world around the
observer, who wears an Oculus Rift [7]. So the user is not inside the
painting, he is in between or more precisely in a 3D space consisting
of romantic art history.
Unity’s Terrain feature was used to recreate the landscapes that
are shown on the canvases and with the help of Unitys built-in VR
support for HMD we presented the 3D world to the user.

Figure 4: Buczynski, Plecher, Suchacek 2017 - Project mARc: ’The


Tower of the Blue Horses’ [13]

3.2.1 Augmented Reality in the Art Museum: Project ”mARc”


Earlier studies have already shown that AR can motivate middle-
school-students to interact with art [19]. But instead of simply using
the painting as a marker augmented with textual information, we
took a step back and showed - like the project Museum of Stolen
Art [6] - an artwork that can’t be seen on exhibition anymore. So
we chose ”The Tower of Blue Horses” of the German Expressionist
painters Franz Marc. The Project ”mARc” [13] displays a picture of Figure 5: Cichor, Plecher 2018: C.D. Friedrich in VR - ”Wanderer
the painting that was taken before it got lost in the second world war above the Sea of Fog”
by using Unity3D and Vuforia. Furthermore we gave the spectator
the possibility to ”extract” an 3D model of the horses from the can- The user is transformed into the ”Wanderer” (see Figure 5). Stand-
vas. The 3D horses (see figure 4), modeled in Sculptris [9], could ing on a mountain he is located in the middle of the virtual world
now be placed on a marker with an explanation of the concept and above the sea of fog. With VR elements, the static painting is trans-

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formed into a 360 degree sequence of pictorial meanings. So the 4.2 Media Competence variations
observer can experience the dynamic that is hidden in the static
Looking at the evaluation and actual interaction with the city guide
of the 2D painting. Through VR dramatics and immersion, the
application, the competences in terms of critical reflection vs. prac-
static picture is now perceived as sequential and embodied experi-
tical experience are not necessarily competences which correlate.
ence. Besides experiencing VRiedrich, students are invited to create
That is, practical usage and critical reflections are competences
own VR-interpretations, thereby reflecting about constructiveness
which would complement each other, but actually occur within
of Virtual Realities since there are By intyesto combine and inter-
different user types (i.e. with tendencies to the categories media-
pret Caspar David Friedrich’s paintings in VR. racting, many wathe
affinity/exploratory vs critically-reflective). Further research is vital
user rather acts within and feels the atmosphere of the painting in
to look at these tendencies integrating also criteria such as gender
different ways than standing in front of the painting as museum art
and socio-economic backgrounds which are assumed to correlate
spectator. The user sees the mountains through the fog and the mov-
with media competences [21]. Further research is vital to define
ing clouds appearing and when he is turning his head to look behind,
MR-specific competence classifications and to understand these user
the fog vanishes and a the beach and the sea of the other painting
variations accordingly.
are coming into view (see Figure 6). The original painting shows
five ships different in size and orientation representing the different
stages of life. In our implementation only one boat is shown that 4.3 Technology Acceptance
undergoes the stages of the metaphorical life. So, a small boat that is Technology Acceptance is another vital point when it comes to actual
representing the childhood starts the journey to the horizon. Once it implementation in school settings. While almost all of the teachers
reaches a certain threshold, it starts growing and all the other boats were interested in using the AR/VR city guide application, the di-
are disappearing. At one point before it seems to leave the 3D World mension of media consumption and readiness for own creations vs.
the grown ship turns - because it is now representing the middle age consumer-roles is a key user difference. Empirical methods in dia-
- and starts shrinking again, till it reaches the beach, crashes and logue such as group discussions could contribute to gaining insight
remains dead as a wreck. The entire process is supposed to provide in negotiation processes between the different user types stretching
an enhanced view of the events in the painting and helps the user from active explorers to critically-reflective users. How does belong-
to understand and interpret this masterpiece of art in an immersive ing to or not belonging to media cultures (e.g. gaming culture) effect
way. motivation or frequency of usage and media competences? Also, the
value / emotions ascribed to MR-applications as defined by these
heterogenous user groups are vital as social glue and motivator to
engage in MR-applications. As within different cultures, and what is
most crucial for learning processes, intercultural mediating may be
vital here, since the representatives of different media cultures may
struggle to mutually understand each other or learn from each other.

5 C ONCLUSION AND F UTURE W ORK


We presented different approaches to give pupils and young stu-
dents an understanding of art and history with mixed reality. These
projects show how mixed reality conveys new semantics of space and
means of expression in space. AR enables new kinds of site-specific
meanings and dimensions (mARc) as well as forms of experiencing
(VR-iedrich) and site-specific exploration and creation, sparking
interest to approach complex interdisciplinary topics (1918/1919
Figure 6: Cichor, Plecher 2018: C.D. Friedrich in VR - ”The Stages of revolution city guide). Beyond motivational benefits, mixed reality
Life” reshapes forms of spatial learning in art educational contexts in mul-
tiple facets, from unveiling complex histories of artists and art in
historical space to redesigning these places in immersive ways. In
the next empirical phases, the mixed reality art educational concepts
4 M IXED REALITY IN ART EDUCATION - POTENTIALS , LIMI - are to be tested with a larger number of teachers and especially
TATIONS AND MEDIACULTURAL CONTEXTS students. It is vital to get more insights into the nature and impact
Mixed Reality on the students learning processes and learning pro-
4.1 New ways of spatial learning gresses. The actual implementation in schools depends on financial
support by educational politics but not least also technology ac-
As shown with the three prototypical art learning options, VR and ceptance, media cultural backgrounds along with media-/didactic
AR offer diverse art historical learning experiences. Spatial percep- competence of educators.
tion, imagination and transformation/design are learning objectives
which match the spatial characteristic of the mixed reality. Regard- ACKNOWLEDGMENTS
ing the multisensorial power of VR, the conveyed ideas on art and art
historical themes as outlined in the projects here are supposed to be The Universities Katholische Stiftungshochschule München
remembered thoroughly. Long term research has not yet been con- /Katholische Universität Eichstätt-Ingolstadt are involved with a
ducted, but would be vital to look at the assumptions of long-term Phd project as part of an interdisciplinary doctoral program funded
or short-term effects on learning more closely.Exploring semantics by Hanns-Seidel-Stiftung.1 The city guide was realised within an
of historical spaces and expressing own perspectives on history by interdisciplinary project with the support of Prof. Michele Barri-
designing own virtual memorials are core possible usages of Mixed celli (LMU, Lehrstuhl für Didaktik der Geschichte und Public His-
reality in art education. A reflective usage of MR in art education tory), Angelika Pleyer, Mathias Gilgen, Pierre Suchacek, Christian
makes use of both sensual and semantic functions of MR, balancing Götschl, Carolina Sievers as well as Marlene Pruss.
superficial vs thorough learning processes along with Bower (2014)
as mentioned in related work. 1 https://bit.ly/2BGO2VJ

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