> For the complete documentation index, see [llms.txt](https://pimkb.gitbook.io/pimkb/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pimkb.gitbook.io/pimkb/community.md).

# Community

## Preserving Immersive Media Group

The Preserving Immersive Media Group (PIMG) is a community and email list for those interested in collecting, preserving and stabilising artworks that utilise immersive media, including 360 video, real-time 3D, virtual reality and augmented reality. This group was born out of the ongoing [Preserving Immersive Media](https://www.tate.org.uk/about-us/projects/preserving-immersive-media) project at Tate. \
\
We encourage all with an interest in these topics to join the PIMG email list on [Groups.io](https://groups.io/g/pimg). Members are welcome participate in discussion and to share any relevant information via the list, providing they agree to the PIMG [Code of Conduct](/pimkb/code-of-conduct.md).

PIMG also runs regular events, recordings and outputs from which are [made available online](/pimkb/community/past-pimg-events.md).&#x20;

## List of Immersive Media Preservation Projects

{% hint style="info" %}
The purpose of this list is to show foster exchange and collaboration between projects exploring the preservation of immersive media materials and experiences. This is a growing list maintained by the community. If you are involved in an immersive media preservation project, please consider [adding it](/pimkb/contributing.md).
{% endhint %}

| Project                                        | Host/Coordinator(s)                                                      | URL                                                                                | Contact                                                                                              |
| ---------------------------------------------- | ------------------------------------------------------------------------ | ---------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------- |
| Collecting and Archiving Immersive Experiences | CRAIC, UKRI and the V\&A, UK                                             | <https://craic.lboro.ac.uk/essays/collecting-and-archiving-immersive-experiences/> |                                                                                                      |
| Heritage for the Future (HEFT)                 | Netherlands Institute for Sound & Vision (NISV), NL                      | TBD                                                                                | Winke Wiegersma (<wwiegersma@beeldengeluid.nl>) and Rachel Somers Miles (<rsmiles@beeldengeluid.nl>) |
| Preserving Immersive Media                     | Tate, London, UK                                                         | <https://www.tate.org.uk/about-us/projects/preserving-immersive-media>             | <jack.mcchonchie@tate.org.uk> and <tom.ensom@tate.org.uk>                                            |
| The Immersive Archive                          | Mobile & Environmental Media Lab,&#xD; USC School of Cinematic Arts, USA | <https://immersivearchive.org/>                                                    | <info@immersivearchive.org>                                                                          |

## List of Immersive Media Artworks

{% hint style="info" %}
This is a growing list maintained by the community. If you care for an immersive media artwork, please consider adding it.
{% endhint %}

The purpose of this list is to show the variety of artworks and technologies used, but also to foster exchange between conservators. The listed artworks are *not* necessarily well documented case studies. In the list below not only VR- or AR-based artworks are included, but also other interactive artworks that are produced with a game engine and hence require similar preservation strategies.

<table><thead><tr><th width="199">Artwork</th><th>Artists</th><th width="150">Artwork date</th><th>Game Engine</th><th>Runtime</th><th width="200">Game Engine, latest version (year)</th><th width="199">Display</th><th>Interactivity</th><th>Institution owning artwork</th></tr></thead><tbody><tr><td><a href="https://www.hek.ch/en/collection/artworks/zone-interdite/">Zone*Interdite</a></td><td>Wachter / Jud</td><td>2000, ongoing</td><td><a href="https://en.wikipedia.org/wiki/Crystal_Space">Crystal Space</a></td><td>Windows 10</td><td>2012</td><td>Projection, U-shaped, plus flat screen for navigation</td><td>Navigation with joystick</td><td>HEK (House of Electronic Arts, Basel)</td></tr><tr><td><a href="https://www.hek.ch/en/collection/artworks/passage-park-7-relocate/">Passage Park #7: Relocate</a></td><td>Studer / van den Berg </td><td>2017</td><td><a href="https://www.thegamecreators.com/product/dark-basic-pro-open-source">DarkBASIC</a> Professional V1.05</td><td>Windows 7 / 10 with DirectX 9</td><td>2016</td><td>Projection 1920x1080, </td><td>Walkthrough (like a 360 Video). Looking around using a mouse</td><td>HEK (House of Electronic Arts, Basel)</td></tr><tr><td><a href="https://www.hek.ch/en/collection/artworks/we-were-looking-for-ourselves-in-each-other">We were looking for ourselves in each other</a></td><td>Mélodie Mousset</td><td>2015</td><td>Unity</td><td>Windows 10, Oculus Rift</td><td>under development</td><td>Oculus Rift Headset</td><td>Navigation with XBox Console as part of Oculus Rift</td><td>HEK (House of Electronic Arts, Basel)</td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table>
