- Title
- Transforming storytelling: from print to augmented reality
- Creator
- Seengal, Divya
- Relation
- University of Newcastle Research Higher Degree Thesis
- Resource Type
- thesis
- Date
- 2023
- Description
- Research Doctorate - Doctor of Philosophy (PhD)
- Description
- This practice-based research focuses on the making of an augmented reality creative artefact, titled The Red Room, which is an adaptation of the HG Wells short story of the same name. This storytelling augmented reality experience acts as a conduit for interrogating user's experiences of immersion in stories through comparative analysis of print and AR experiences. On the technical front, augmented reality technology has been gaining attention in the field of gaming, education, retail, tourism, and information technology but its application as a storytelling medium presents many opportunities for experimentation and innovation. Narrative adaptations occurring in print, film, games, performance media within the same, and across mediums are an established field of research, however, there is little formal research offered by augmented reality in storytelling. Integrating the two concepts, augmented reality and storytelling, this research set out to explore augmented reality technology for a storytelling experience, examining it in experiential and practical contexts. Focusing on engagement, this interaction design practice-based research intended to critically evaluate the differing and diverging degrees of the sense of engagement a user experiences when reading a printed story compared to that when a user uses an augmented reality storytelling application on a handheld device. The research also investigated the relationship between the user’s overall attitude, the intention of use and acceptance of augmented reality technology for storytelling. To address the aims of this research, The Red Room prototype was designed and developed using a continuous, incremental, iterative design process. The prototype was iteratively tested with users, seeking feedback, and amending the design of the prototype in response to the feedback, till an improved version of the prototype was achieved. The Red Room prototype went through a total of six design iterations employing a mix of both qualitative and quantitative data collection methods drawn from the precedents set in the areas of human-computer interaction and social sciences to gauge and understand the user’s experience of the prototype. The findings demonstrate new insights into the practice of making engaging augmented reality stories, borrowing media conventions from other audio-visual media like films, and gaming. Findings also highlight how storytelling through two different mediums, print and augmented reality, offered varying kinds and levels of user engagement based on their unique interaction modalities. Finally, this research uncovers the connections between user’s embodied interaction and willingness to consume The Red Room prototype and acknowledges it as a useful approach to storytelling. This is interdisciplinary research that draws on the domains of design, practice-based, phenomenology and human-computer interaction to illuminate the disciplines of interaction design, extended reality, and design of augmented reality stories. It is intended for researchers and practitioners within the fields of extended realities and human-computer interaction to expand further research involving how users embrace extended reality and its use in storytelling.
- Subject
- augmented aeality; human-centered design; mixed reality; interactive storytelling; transmedia storytelling
- Identifier
- http://hdl.handle.net/1959.13/1504286
- Identifier
- uon:55490
- Rights
- Copyright 2023 Divya Seengal
- Language
- eng
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Thumbnail | File | Description | Size | Format | |||
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View Details Download | ATTACHMENT01 | Thesis | 65 MB | Adobe Acrobat PDF | View Details Download | ||
View Details Download | ATTACHMENT02 | Abstract | 412 KB | Adobe Acrobat PDF | View Details Download |