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Shenzhen Second Library and Art Museum

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Introduction

Introduction

The scope of this project is to develop a VR experience that combines the features of a library and an art museum. The project will also utilize cutting-edge VR technologies such as haptic feedback, 3D modeling, and motion tracking to create a realistic and immersive environment.

The project aims to create an interactive and educational platform for visitors to learn about various art forms, history, and literature in a virtual setting.

Problem solving

  • To provide visitors with an engaging and educational experience through virtual exhibits, displays, and collections.

  • To incorporate advanced VR technologies such as haptic feedback and 3D modeling to enhance the realism of the virtual environment.

  • To enable visitors to explore and interact with the virtual space freely, allowing them to choose their own path and discover new things at their own pace.

1

Value

The project aims to harness the power of VR to create a unique and innovative experience that brings together the worlds of art, literature, and history in a virtual setting. With its interactive and immersive nature, offering them a new way to explore and appreciate cultural institutions.

Results show

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