From i-doc to VR experience: New forms of user engagement in immersive digital documentaries

2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.

2021 ◽  
Vol 7 (1) ◽  
pp. 519-539
Author(s):  
Thiago Minete Cardozo ◽  
Costas Papadopoulos

Abstract Museums have been increasingly investing in their digital presence. This became more pressing during the COVID-19 pandemic since heritage institutions had, on the one hand, to temporarily close their doors to visitors while, on the other, find ways to communicate their collections to the public. Virtual tours, revamped websites, and 3D models of cultural artefacts were only a few of the means that museums devised to create alternative ways of digital engagement and counteract the physical and social distancing measures. Although 3D models and collections provide novel ways to interact, visualise, and comprehend the materiality and sensoriality of physical objects, their mediation in digital forms misses essential elements that contribute to (virtual) visitor/user experience. This article explores three-dimensional digitisations of museum artefacts, particularly problematising their aura and authenticity in comparison to their physical counterparts. Building on several studies that have problematised these two concepts, this article establishes an exploratory framework aimed at evaluating the experience of aura and authenticity in 3D digitisations. This exploration allowed us to conclude that even though some aspects of aura and authenticity are intrinsically related to the physicality and materiality of the original, 3D models can still manifest aura and authenticity, as long as a series of parameters, including multimodal contextualisation, interactivity, and affective experiences are facilitated.


2021 ◽  
Vol 8 (2) ◽  
pp. 205395172110473
Author(s):  
Rasmus Birk ◽  
Anna Lavis ◽  
Federica Lucivero ◽  
Gabrielle Samuel

Digital phenotyping for mental health is an emerging trend which uses digital data, derived from mobile applications, wearable technologies and digital sensors, to measure, track and predict the mental health of an individual. Digital phenotyping for mental health is a growing, but as yet underexamined, field. As we will show, the rapid growth of digital phenotyping for mental health raises crucial questions about the values that underpin and are reinforced by this technology, as well as regarding to whom it may become valuable. In this commentary, we explore these questions by focusing on the construction of value across two interrelated domains: user experience and epistemologies on the one hand, and issues of data and ownership on the other. In doing so, we demonstrate the need for a deeper ethical and epistemological engagement with the value assumptions that underpin the promise of digital phenotyping for mental health.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jaime Romero ◽  
Daniel Ruiz-Equihua ◽  
Sandra Maria Correia Loureiro ◽  
Luis V. Casaló

The relevance of smart speakers is steadily increasing, allowing users perform several daily tasks. From a commercial perspective, smart speakers also provide recommendations of products and services that may influence the consumer decision-making process. However, previous studies have mainly focused on the adoption of smart speakers, but there is a lack of proper guidelines that help design the way these devices should offer their consumption recommendations. Based on a stimulus-organism-response approach, we analyze how two features of smart speakers' recommendations (the gender congruence between the customer and the speaker, and the length of the message) influence on the effectiveness of such recommendations (i.e., visiting intentions) through its impact on user engagement and attitude. Data was collected from a sample of undergrad students in Spain using an experiment design that focused on a restaurant recommendation, and analyzed using partial least squares. On the one hand, our results suggests that gender congruence generates user engagement with the smart speaker. On the other hand, message length is positively related to attitudes towards the restaurant, at a declining rate. In addition, while better attitudes lead to higher visiting intentions, the influence of engagement on visiting intentions is partially mediated via attitudes. Thus, our findings contribute to understand the antecedents of users' engagement with smart speakers, as well as its impact on the customers' willingness to follow smart speakers' recommendations, constituting a base to analyze the impact of artificial intelligence solutions aimed to smooth the transitions of a customer through the stages of purchase process.


2008 ◽  
Vol 29 (2) ◽  
pp. 177-192
Author(s):  
Kjetil SandviK ◽  
Anne Mette Thorhauge

Abstract The experience economy, that is, the creative and communicative turn in today’s social, cultural and economic structures, implies, as explained by Pine and Gilmore (1999), that consumption is embedded in a communicative format that conveys some kind of experience to the consumer. The consumer in turn becomes more than just a passive user - he or she becomes an active participant in the experiential/communicative design. As such, the mode of consumption in the experience economy is an interactive and play-centric one. And the computer game embodies the very core logic of this experience economy. In the experience economy, the focus is not on consumption of commodities and services, but on the consumer’s engagement in an experience that uses products, services and information as props and creative tools. Taking the user-centred mode of consumption as our point of departure, the present paper examines how the computer game format may be used as a new tool for communicating academic research to a broader audience. By applying some findings from a recent project, we will focus on the ways in which academic research can be communicated in a format that causes the recipient to take part in the process of communication and acquiring knowledge. This opens up new opportunities as well as challenges. On the one hand, communication of academic research is provided with new types of involvement, as the focus is not only on knowledge as content, but also on knowledge as activity. On the other hand, questions are raised here concerning what kind of knowledge is actually communicated/created in the process of active participation.


Seminar.net ◽  
2012 ◽  
Vol 8 (1) ◽  
Author(s):  
Theo Hug

  It is undisputed that storytelling is one of the oldest practices of humankind and has been ever-present in social life. This traditional role of narrating has gained new and unexpected topicality in the last decades in various fields and in many respects. Today, 'digital storytelling' is widely established as an umbrella term. Related phenomena are being discussed in terms of mediation, mediatization, multimodal forms of narration and others. As to educational issues, the situation seems to be rather ambivalent. On the one hand, digital storytelling offers enhancements of learning experiences, chances for meaningful learning and democratization, and also for bridging formal and informal contexts. On the other hand, we can observe a persistent adherence of educational institutions to "writing" as the dominant medium in many countries, thus negating media ecologies and the multimedia environment. Especially regular schools are widely conceptualized as "monomedial provinces" (J. Böhme), thus being justified as "literal countercultures" in which it is imperative to defend literality as the foremost achievement in the process of civilization, whereas otherwise calls for "new literacies" cannot go unnoticed. The contribution reflects on various understandings of 'digital storytelling' and underestimated dimensions in this regard. It aims at pointing out conceptual problems, and it sounds out limitations of the utilization of digital storytelling in educational contexts.


2014 ◽  
Vol 13 (3) ◽  
pp. 127-134
Author(s):  
Krystyna Nagrodzka-Godycka ◽  
Anna Knut ◽  
Kamila Zmuda-Baszczyn

The paper presents the results of experimental study carried out by authors on the deep beams with cantilever which was loaded throughout the depth. The main deep beam was directly simply supported on the one side. On the other side the deep beam was suspended in another deep member situated at right angles. All deep beams created a spatial arrangement. The tested deep beams were reinforced orthogonally. Crack patterns and the mode of the failure as well shear concrete were analyzed for their influence on load carrying capacity of the deep beams.


2019 ◽  
Vol 17 (1) ◽  
pp. 25-31
Author(s):  
Iro Laskari

Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for this? How can we enrich traditional forms of gaming with the potentials of AR? Gaming itself demands a set of rules. Can these rules play the role of algorithms in the combined universe that we have designed and created? In which way can the designer on the one hand and the user on the other influence the overall output of the system? What will the user experience be like? The printed card system chosen for this is Tarot and more precisely the Great Arcana, which makes use of the 22 fundamental Tarot figures.


1975 ◽  
Vol 26 ◽  
pp. 395-407
Author(s):  
S. Henriksen

The first question to be answered, in seeking coordinate systems for geodynamics, is: what is geodynamics? The answer is, of course, that geodynamics is that part of geophysics which is concerned with movements of the Earth, as opposed to geostatics which is the physics of the stationary Earth. But as far as we know, there is no stationary Earth – epur sic monere. So geodynamics is actually coextensive with geophysics, and coordinate systems suitable for the one should be suitable for the other. At the present time, there are not many coordinate systems, if any, that can be identified with a static Earth. Certainly the only coordinate of aeronomic (atmospheric) interest is the height, and this is usually either as geodynamic height or as pressure. In oceanology, the most important coordinate is depth, and this, like heights in the atmosphere, is expressed as metric depth from mean sea level, as geodynamic depth, or as pressure. Only for the earth do we find “static” systems in use, ana even here there is real question as to whether the systems are dynamic or static. So it would seem that our answer to the question, of what kind, of coordinate systems are we seeking, must be that we are looking for the same systems as are used in geophysics, and these systems are dynamic in nature already – that is, their definition involvestime.


Author(s):  
Stefan Krause ◽  
Markus Appel

Abstract. Two experiments examined the influence of stories on recipients’ self-perceptions. Extending prior theory and research, our focus was on assimilation effects (i.e., changes in self-perception in line with a protagonist’s traits) as well as on contrast effects (i.e., changes in self-perception in contrast to a protagonist’s traits). In Experiment 1 ( N = 113), implicit and explicit conscientiousness were assessed after participants read a story about either a diligent or a negligent student. Moderation analyses showed that highly transported participants and participants with lower counterarguing scores assimilate the depicted traits of a story protagonist, as indicated by explicit, self-reported conscientiousness ratings. Participants, who were more critical toward a story (i.e., higher counterarguing) and with a lower degree of transportation, showed contrast effects. In Experiment 2 ( N = 103), we manipulated transportation and counterarguing, but we could not identify an effect on participants’ self-ascribed level of conscientiousness. A mini meta-analysis across both experiments revealed significant positive overall associations between transportation and counterarguing on the one hand and story-consistent self-reported conscientiousness on the other hand.


2005 ◽  
Vol 44 (03) ◽  
pp. 107-117
Author(s):  
R. G. Meyer ◽  
W. Herr ◽  
A. Helisch ◽  
P. Bartenstein ◽  
I. Buchmann

SummaryThe prognosis of patients with acute myeloid leukaemia (AML) has improved considerably by introduction of aggressive consolidation chemotherapy and haematopoietic stem cell transplantation (SCT). Nevertheless, only 20-30% of patients with AML achieve long-term diseasefree survival after SCT. The most common cause of treatment failure is relapse. Additionally, mortality rates are significantly increased by therapy-related causes such as toxicity of chemotherapy and complications of SCT. Including radioimmunotherapies in the treatment of AML and myelodyplastic syndrome (MDS) allows for the achievement of a pronounced antileukaemic effect for the reduction of relapse rates on the one hand. On the other hand, no increase of acute toxicity and later complications should be induced. These effects are important for the primary reduction of tumour cells as well as for the myeloablative conditioning before SCT.This paper provides a systematic and critical review of the currently used radionuclides and immunoconjugates for the treatment of AML and MDS and summarizes the literature on primary tumour cell reductive radioimmunotherapies on the one hand and conditioning radioimmunotherapies before SCT on the other hand.


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