Literary Myths in Mixed Reality

Martha Vassiliadi, Stella Sylaiou, G. Papagiannakis
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引用次数: 6

Abstract

It is well known that the Decadent movement in European literature (fin de siecle) depends on the narrative of the antiquity, as it is revealed from the discoveries of archaeology in the second half of the 19th century. Amid the ruins of the past authors, painters and poets re-conceptualize time and history through a modernist vision based on an imaginary reconfiguration of the antiquity. In this context, the myth of a city (Pompeii) or of a woman (Salome) offer examples, which would illustrate in a great variety the synergy of a multi-temporal and multi-cultural memory of the myth. In this paper we identify a "content-based" shortcoming of modern Mixed Reality (MR) intangible and tangible digital heritage storytelling applications for digital humanities. It is an important problem as the very nature of these applications is often been identified with either misguided storytelling, or non-compelling, non-engaging narratives, except the initial captivating moments due to the immersive 3D visual simulation. We propose a new concept that forthcoming MR applications can draw from: "Literature-based MR Presence". Based on modern literature excerpts associated with the real heritage sites, digital narratives can achieve new depths of Presence (phenomenon of behaving and feeling as if we are in the virtual/augmented world created by computerized displays). They would evoke deeper sensations if their dramaturgical plots were based on literary texts associated with the heritage sites, from users, as similar to those often associated with cognitive presence, e.g. when someone is feeling of being transported in an alternate reality when simply reading a compelling novel or poem. We examine modern MR simulations and serious games for digital heritage and propose this conceptual framework to study them under this new concept, in order to achieve heightened feeling of Presence in the virtual heritage simulations, based on recent novel h/w advances. Two cases of a tangible historical place (Pompeii) and an intangible character (Salome) are identified as cultural heritage items, with associated reconstruction examples via Mixed Reality simulations and corresponding early modern literary works.
混合现实中的文学神话
众所周知,欧洲文学(世纪末)的颓废运动依赖于对古代的叙述,正如19世纪下半叶考古发现所揭示的那样。在过去的废墟中,作家、画家和诗人通过一种基于对古代的想象性重构的现代主义视野,重新概念化了时间和历史。在这种背景下,一个城市的神话(庞贝)或一个女人的神话(莎乐美)提供了例子,这将以多种多样的方式说明神话的多时间和多文化记忆的协同作用。在本文中,我们发现了现代混合现实(MR)非物质和有形数字遗产叙事应用在数字人文学科中的一个“基于内容”的缺点。这是一个很重要的问题,因为这些应用的本质通常被认为是错误的故事叙述,或者是不引人注目、不引人入胜的叙述,除了最初的迷人时刻,因为沉浸式3D视觉模拟。我们提出了一个新的概念,即将到来的核磁共振应用可以借鉴:“基于文献的核磁共振存在”。基于与真实遗址相关的现代文学节选,数字叙事可以达到新的存在深度(行为和感觉仿佛我们在计算机显示器创造的虚拟/增强世界中)。如果它们的戏剧情节是基于与遗产地相关的文学文本,它们会唤起用户更深层次的感觉,就像那些通常与认知存在相关的感觉一样,例如,当某人在阅读一本引人入胜的小说或诗歌时,感觉被传送到另一个现实中。我们研究了现代MR模拟和数字遗产的严肃游戏,并提出了这个概念框架,在这个新概念下研究它们,以便在虚拟遗产模拟中获得更高的存在感,基于最近的新颖h/w进展。两个有形的历史场所(庞贝)和一个无形的人物(莎乐美)被确定为文化遗产项目,并通过混合现实模拟和相应的早期现代文学作品进行相关的重建实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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