scholarly journals Correction to: Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality

Author(s):  
Joshua A. Fisher ◽  
Sarah Schoemann
2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

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.


Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


Author(s):  
Ana Maria Machado ◽  
Andy Campbell ◽  
Ian Harper ◽  
Ana Albuquerque e Aguilar ◽  
António Oliveira

A team from the University of Coimbra is partnering with the producers of Inanimate Alice to present a distinctive vision of interactive storytelling in education. In this article, we will discuss the origins of the series, the vision of the creators and how technological developments have added to the user experience. Uniquely, this transmedia narrative demonstrates the progressive complexity of life in the digital age with Perpetual Nomads, the latest adventure, providing a narrative experience in Virtual Reality. The goal of the Portuguese translation is to introduce the reading of Inanimate Alice in elementary and secondary schools. It will be the first digital-born text to be read in Portuguese schools so, concurrently, we have been translating the pedagogical guidelines. Consequently, we intend presenting both the results of our work and the main challenges faced during preparation of the translations, especially focusing on intercultural analysis.


2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


Sign in / Sign up

Export Citation Format

Share Document