The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
Interactive Storytelling, 2021
As IDNs are used to represent complex phenomena, we are bound to assess the ethical dimension of ... more As IDNs are used to represent complex phenomena, we are bound to assess the ethical dimension of these representations in order to help IDN mature as a practice and a discipline. In this paper, we consider ethical aspects arising from applications of IDN in VR for Cultural Heritage experiences. Using a discussion of ethical aspects of cultural heritage and virtual reality as a foundation, and considering a range of IDN VR cultural heritage experiences, we derive a set of ethical questions for IDN design in general and for cultural heritage specifically as the basis for the development of standard ethics guidelines and help start a conversation on the topic in the community.
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Drafts by Bakk Agnes
more common. At the same time, funding possibilities (especially European funding possibilities) are
also encouraging creators and cultural actors to incorporate into their works new technology tools as they
stress the importance of using these tools. However, this process has not been natural, and created a gap
between productions, those that can coherently use new and online technological tools and those that
cannot. Often, these creations make use of a particular expensive technology tool but lack reflection
from creators, merely signaling the use of the new technologies. On long term these productions neither
contribute to the development of the new theatre productions nor enhance their use of interactivity
enabled by technology. In the long term, this can also have an effect on the ways of engaging with new
audiences.
I will present the outcome of my research regarding an overview of the funding system of Western and
Central European countries, whether they are concerned to fund, and if they are, in what way these funds
support new type of theatre productions. As I conduct research interviews with creators from Central and
Western Europe, I also explore new ways of funding of productions that require new and expensive
technology tools for the realization of the productions, and I will map what kind of collaboration forms
enable the artists to create their work. I will also point out successful examples, where research or
educational institutions collaborated with performing art collectives (such as Blast Theory's cooperation
with Mixed Reality Lab from the University of Nottingham). Based on these examples, I develop a
possible general model of successful collaboration between these institutions and the funding bodies.
Papers by Bakk Agnes