Children’s interactive storytelling in Virtual Reality

D. Yamada-Rice
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引用次数: 2

Abstract

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.
儿童在虚拟现实中的互动故事
本文报告了一个项目的一个阶段,该项目考虑了20个8 - 12岁的孩子使用虚拟现实(VR)进行娱乐。整个项目考虑了互动和参与、健康和安全以及VR游戏如何适应儿童的日常家庭生活。本文的重点是儿童在低端和高端头戴式显示器(HMD)上与一系列VR内容的互动和参与。使用新颖的多模态方法分析数据,包括定格动画和图形叙述,以开发在VR背景下进行分析的多模态方法。这些数据强调了VR内容中的核心设计元素,这些元素促进或抑制了儿童在虚拟世界中的故事叙述。这些是视觉风格,动作和声音,它们与用户在虚拟故事中的旅程的三个核心点有关;(1)进入虚拟环境;(2)置身于虚拟故事世界;(3)通过交互对象影响故事。研究结果为改进儿童虚拟内容提供了基于研究的设计启示,特别是在创建促进创造力和讲故事的内容方面,从而扩展了之前在互动讲故事领域与其他数字媒体所强调的好处。
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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