Creating algorithmic audio-visual narratives through the use of augmented reality prints

IF 0.1 0 HUMANITIES, MULTIDISCIPLINARY
Iro Laskari
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引用次数: 1

Abstract

Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for this? How can we enrich traditional forms of gaming with the potentials of AR? Gaming itself demands a set of rules. Can these rules play the role of algorithms in the combined universe that we have designed and created? In which way can the designer on the one hand and the user on the other influence the overall output of the system? What will the user experience be like? The printed card system chosen for this is Tarot and more precisely the Great Arcana, which makes use of the 22 fundamental Tarot figures.
通过使用增强现实打印来创建算法视听叙事
本文探讨了通过增强现实(AR)的可能性,意想不到地使用传统的基于印刷的游戏,丰富了视频,创造非线性视听叙事的假设。我们创造并呈现了一个有趣的系统。基于传统纸牌游戏,呈现出非线性电影叙事。我们试图研究以下问题:我们如何将不同形式的视觉传达,如平面设计和视频结合在一起?上述形式能否创造出一个复杂的叙事整体?为此需要什么样的规则?我们如何利用AR的潜力来丰富传统的游戏形式?游戏本身需要一套规则。这些规则能在我们设计和创造的组合宇宙中扮演算法的角色吗?设计师和用户以何种方式影响系统的整体输出?用户体验会是怎样的?为此选择的印刷卡片系统是塔罗牌,更准确地说是大奥秘,它利用了塔罗牌的22个基本数字。
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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来源期刊
Technoetic Arts
Technoetic Arts HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.60
自引率
0.00%
发文量
11
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