龙的AR:罗素的《龙的捍卫者》中的叙事增强

Matt Halliday, Adarsh Narayan, Gudrun Frommherz
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摘要

增强现实(AR)在文学中的应用主要集中在为教育工作者和学习者提供教学工具,强调其增强参与和支持沉浸式学习的能力。除了其核心的识字目的外,儿童文学中的增强现实还以数字立体书或附加游戏的形式出现,这些形式通常位于主要叙事之外。从这个意义上说,AR可能会破坏故事的流程,而不是丰富叙事的连续想象空间。詹姆斯·罗素(James Russell)的《龙的捍卫者》(Dragon Defenders)系列以儿童文学中前所未见的方式,将AR作为叙事工具。罗素让读者站在他的主角帕迪和弗林的立场上,用AR技术向读者展示了男孩们自己看到的东西。在这些书中,有一些时刻,AR系统和传统叙事系统完全重叠,融合并增强了故事的叙事维度。当读者通过翻页浏览书籍时,在故事的特定时刻添加AR不仅提供了更身临其境的阅读体验,而且在这种情况下,将叙事推进到极大的效果。本案例研究探讨了如何使用AR来增强基于文本的小说中的叙事结构和流程,使用正式的游戏玩法分析来检查AR和叙事系统如何相互作用,并确定哪些交互作用的例子可以达到最佳效果。它分析了书中的AR时刻,从主人公的角度解构了不寻常的第一人称视角,并探讨了这些AR体验如何帮助推动和真正增强核心叙事。本研究的大背景旨在将AR从其主要的技术本体论中解放出来,并为AR作为小说叙事中真正的叙事手段的发展做出贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The dragon’s AR: Narrative augmentation in Russell’s The Dragon Defenders
The use of augmented reality (AR) in literature has predominantly focused on providing instructional tools for educators and learners, emphasizing its capacity of enhancing engagement and supporting immersive learning. Aside from its central literacy purpose, AR in children’s literature appears in the form of digital pop-up books or as add-on games, which are usually located outside of the main narrative. In this sense, AR risks disrupting the flow of a story instead of enriching the continuous imaginative space of the narrative. The Dragon Defenders series, by James Russell, uses AR as a narrative tool in ways previously unseen in children’s literature. Russell puts the reader into the shoes of his main characters, Paddy and Flynn, using AR to show the reader what the boys themselves see. There are moments in these books where the AR system and traditional narrative system fully overlap, integrate and enhance the narrative dimension of the story. While readers navigate through the book by turning physical pages, the addition of AR at specific moments in the story not only provides a more immersive reading experience but, in this case, advances the narrative to great effect. This case study asks how AR can be used to enhance the narrative structure and flow in a text-based novel, using formal gameplay analysis to examine how the AR and narrative systems interact and identifying which examples of this interaction work to the best effect. It analyses the AR moments in the context of the book, deconstructs the unusual first-person perspective from the protagonist’s point of view and explores how these AR experiences help drive and truly augment the core narrative. The larger context of this study seeks to emancipate AR from its predominantly technological ontology and contribute to the development of AR as a genuine narrative device in fiction storytelling.
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