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Titlebook: Virtual Reality Narratives; Embodied Encounters Kath Dooley Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive lic

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發(fā)表于 2025-3-21 19:48:44 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Virtual Reality Narratives
副標題Embodied Encounters
編輯Kath Dooley
視頻videohttp://file.papertrans.cn/984/983345/983345.mp4
概述Dives deep into the evolving landscape of VR storytelling since 2020.Explores the innovative narrative intersections of VR documentaries, games and live theater.Analyzes transformative experiences thr
圖書封面Titlebook: Virtual Reality Narratives; Embodied Encounters  Kath Dooley Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive lic
描述.This monograph delves into recent evolutions in virtual reality (VR) storytelling, focusing on entertainment-based works created or launched since 2020. Through various case studies, it showcases the increasing diversity and sophistication of recent narrative-based projects. Moving past the initial hype associated with the latest wave of VR, a number of innovative and affective works combining documentary-based or fictional storytelling with game mechanics, live theatre and other elements, have appeared at festivals or on distribution platforms in recent years. These interdisciplinary works have much to tell us about the future of VR storytelling but have yet to receive sustained analysis. This book aims to correct that.?..Dooley argues that VR, as an interactive medium that places the user inside a storyworld in a visible or invisible virtual body, offers narratives that incorporate the user’s body as a storytelling tool. This fosters user-centred stories that unfold in three-dimensional space. Adopting phenomenological and formal analysis methodologies, the monograph examines case studies through their approaches to narrative, style, and interactive devices. Key concepts that ar
出版日期Book 2024
關鍵詞virtual reality; storytelling; narrative; embodiment; space; liveness
版次1
doihttps://doi.org/10.1007/978-3-031-64965-3
isbn_softcover978-3-031-64967-7
isbn_ebook978-3-031-64965-3
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-22 00:03:54 | 只看該作者
Between Storytelling and Storyliving: User Customisation of Virtual Reality Narratives,th reference to the System, Process, Product (SPP) model of narrative production theorised by Koenitz (, .. Routledge, New York, 2015), the chapter argues that the two projects’ interactive devices encourage some measure of ‘storyliving’, and that this occurs alongside the delivery of a fully scripted narrative.
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發(fā)表于 2025-3-22 00:43:35 | 只看該作者
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發(fā)表于 2025-3-22 05:19:47 | 只看該作者
Virtual Reality Narratives Live Online: Immersive Theatre in VRChat Worlds, argues that the VR immersive theatre work offers the user a ‘personal’ experience of a pre-authored narrative delivered through live performance, where one-on-one engagement with actors fosters high levels of engagement and feelings of immersion. Key to this experience is the interplay between participants and live actors’ virtual bodies.
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發(fā)表于 2025-3-22 14:49:54 | 只看該作者
Introduction,ertainment-based virtual reality. It argues that as an inherently interactive medium that places the user . a storyworld in a visible or invisible virtual body, virtual reality offers a means for the creation of narratives that incorporate the user’s body as a storytelling tool, fostering user-centr
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發(fā)表于 2025-3-22 19:43:42 | 只看該作者
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發(fā)表于 2025-3-23 00:43:38 | 只看該作者
Virtual Reality Narration: Listening to and Reliving Stories Through First-Person Testimony,d game devices in three documentary-based works. This is undertaken with reference to ‘voice’ and ‘focalisation’, two key concepts explored by literary theorist Gerard Genette, which are reconsidered for the 360-degree VR medium. Additionally, user positioning in relation to story agents is explored
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發(fā)表于 2025-3-23 03:35:39 | 只看該作者
Exploring Environmental Storytelling Techniques in Expressive, Virtual Reality Documentary,ars, considerable academic criticism has been directed at 360-degree VR documentaries that have adopted the conventions of realist filmmaking, using lens-based technologies to capture live-action, or other tools to create photo-realistic environments based on the real world. Less academic work has c
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發(fā)表于 2025-3-23 06:33:04 | 只看該作者
Time, Space and the Body in , (2019), a Multiplayer Virtual Reality Game,nder Claws 2019). With reference to narrative theory for games, the chapter first interrogates the experience that . offers, noting the project’s combination of linear story, improvised ‘live’ moments and open-world narrative elements. It then explores the player’s manipulation of time and space wit
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