Funding Quiz
Immersive Arts UK
Funding Strand Guidance
Use this interactive guide to help identify which funding strand you may be eligible for.
Please Note: This tool is for guidance only and does not determine your final eligibility or guarantee the outcome of any application. The final decision on which strand to apply for is yours.
Please Note: This tool is for guidance only and does not determine your final eligibility or guarantee the outcome of any application. The final decision on which strand to apply for is yours.
Glossary of Immersive Arts Technologies
- Virtual Reality (VR)
- Projects that create digital environments, allowing users to interact within a computer-generated world using devices such as VR headsets and motion controllers.
- Augmented Reality (AR)
- Initiatives that overlay digital content (usually visual or audio) onto the physical world through devices like smartphones, tablets or AR glasses, enhancing the user’s perception of their environment.
- Mixed Reality (MR)
- Developments that blend real and virtual worlds to produce new environments where physical and digital objects coexist and interact in real-time, often using headsets with ‘pass-through’ capabilities like the Meta Quest 3 or Apple Vision Pro.
- Extended Reality (XR)
- A collective term that encompasses VR, AR, and MR, referring to all physical-and-virtual combined environments and human-machine interactions generated by computer technology and wearables.
- Spatial Computing
- Projects that use spatial mapping and perception technologies to create interactive experiences in the physical space, enabling intuitive interactions between the user and digital content.
- 360-degree Video
- Utilisation of immersive video technology to create engaging and interactive storytelling experiences, allowing users to look around and explore a scene in every direction.
- Spatial Audio
- Projects that use 3D audio effects to place sound in 360 degrees around a listener.
- Binaural Sound
- Projects that utilise a stereo sound technique that gives audiences a sense of space and distance.
- Haptics and Sensory Feedback
- Incorporating tactile feedback and other sensory technologies to enhance the immersive experience, making the digital interactions feel more real and engaging.
- Responsive Environments
- Installations that use technology such as movement, audio, touch or depth sensing to acknowledge and respond to the presence of the audience in creative and imaginative ways.
Definition
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