Strategic use of immersive media and narrative message in virtual marketing: Understanding the roles of telepresence and transportation

2021 ◽  
Author(s):  
Chen Chen ◽  
Mike Z. Yao
Keyword(s):  
2019 ◽  
pp. 547-553
Author(s):  
Carolyn Hler Miller
Keyword(s):  

2021 ◽  
Author(s):  
Michael Herczeg ◽  
Alexander Ohlei ◽  
Toni Schumacher ◽  
Lennard Willer

Author(s):  
Eve Weston

This chapter will introduce and explain the applications of a taxonomy for discussing point of view (POV) in XR. The simple designations of first, second, and third person that are used to categorize books, movies, and video games don't cover all the options and combinations available in immersive media. Accordingly, XR requires a new taxonomy that will allow for clear communication about content and experiences. This chapter will do three things: (1) present the four main POV tiers: narrative, visual, effectual, and experiential; (2) address less common tiers and how they might be incorporated and acknowledged in future XR experiences; and (3) show the taxonomy in action by using it to describe contemporary XR content.


Author(s):  
Julia Scott-Stevenson

In this chapter, the author explores how immersive media experiences might lend themselves to examinations of pathways to a preferred future. After surveying a number of immersive media projects—some that have dealt with environmental and social issues and some on broader topics—the author identifies a number of affordances of the form. These affordances are crafted into a ‘virtual futures manifesto', or a set of guidelines for the commissioning and creation of such works. The manifesto points include 1) stage an encounter; 2) be wild: bewilderment is powerful; 3) move from being to doing; 4) embody the future; and 5) care: the participants matter. It is hoped that immersive media experiences that consider these points may assist audiences in imagining pathways to preferred futures.


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