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08798101
08798101
* 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.
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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.
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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.
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