RealityMedia:沉浸式技术和叙事空间

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
So-youn Jang, Jisook Park, M. Engberg, B. MacIntyre, J. Bolter
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引用次数: 0

摘要

在本文中,我们把虚拟现实看作是在悠久的铭文传统中一个新的书写空间。构建虚拟现实(VR)叙事可以理解为在空间中刻入文本的过程,并将其作为“阅读”空间的过程来消费。我们的研究目标是探索空间叙事所提供的意义创造过程,以测试VR是否促进了编织复杂、多重叙事线索的传统方式,并为利用空间提供了新的机会。我们认为,与印刷书籍的线性空间相反,VR叙事空间类似于博物馆的物理空间,可以从三个不同的层面进行分析:(1)空间本身的建筑,(2)收藏,(3)单个文物。为了为设计VR叙事提供更深入的背景,我们设计并实现了一个名为RealityMedia的测试平台,以探索传统叙事设备的数字修复以及VR的空间、沉浸式和交互式功能。我们使用VR头显进行了基于任务的用户研究,并对20名参与者进行了后续定性访谈。我们的研究结果强调了三个语义层面(空间、收集和人工制品)如何共同构成VR中有意义的叙事体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
RealityMedia: immersive technology and narrative space
In this paper, we treat VR as a new writing space in the long tradition of inscription. Constructing Virtual Reality (VR) narratives can then be understood as a process of inscribing text in space, and consuming them as a process of “reading” the space. Our research objective is to explore the meaning-making process afforded by spatial narratives—to test whether VR facilitates traditional ways of weaving complex, multiple narrative strands and provides new opportunities for leveraging space. We argue that, as opposed to the linear space of a printed book, a VR narrative space is similar to the physical space of a museum and can be analyzed on three distinct levels: (1) the architecture of the space itself, (2) the collection, and (3) the individual artifacts. To provide a deeper context for designing VR narratives, we designed and implemented a testbed called RealityMedia to explore digital remediations of traditional narrative devices and the spatial, immersive, and interactive affordances of VR. We conducted task-based user study using a VR headset and follow-up qualitative interviews with 20 participants. Our results highlight how the three semantic levels (space, collection, and artifacts) can work together to constitute meaningful narrative experiences in VR.
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来源期刊
CiteScore
5.80
自引率
0.00%
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审稿时长
13 weeks
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