CO-CREATING THE AUDIENCE OF THE FUTURE
  • Home
  • Reality Bytes
  • Engagement
  • Intern Insights

12/5/2019

BUG 2018 new formats and interactive factual intro

Read Now
 

BUG, INTERACTIVE AND IMMERSIVE NARRATIVES
​

An edited book that is a companion publication to the 2018 Brazil exhibition of standout recent interactive and immersive factual narratives in different environments and across platforms.  


Introduction to interactive factuals:

The interactive format is linked to the emergence of web 2.0.  Influential works include _Gone Gitmo (2009) a participatory Guatanamo Bay Detention Center environment in Second Life, Highrise (2009 – 2017), a group of documentary projects about high-rise living noted for its aesthetic innovation (where site design became as informative as text and video) and it’s collaborative, perpetually in development over time production model.  Other notable projects include Alma: A Tale of Violence (2012) a mobile delivery documentary about the violence of Guatemalan street gangs; Snow Fall (2012), an interactive rich-media news report about an avalanche told through an exploration of the location through a choice of skier viewpoints, which also had a narrative path driven by a vertical scroll that inspired the term ‘scrollytelling’; Prison Valley (2010), a docu-game where you play as a prisoner; The Quipu Project (2015), a social impact participatory storytelling project about enforced sterilisation that allowed indigenous South Americans to record and upload their own stories by phone; Do Not Track (2015) a personalised web series about privacy and the data economy. Digital Me (2015) that creates a personalised reflective document of people’s hybrid online/offline identities. 
No format prevails, and hybrids proliferate. 
The Guardian and NYT are both active in this field, as are broadcasters BBC (England), RTVE (Spain), SBS (Australia), Arte (France) and The National Film Board Canada. 
Developmental breakthroughs include relatively cheap headsets, like the Oculus Rift, plus solutions to the challenge of motions sickness, and the emergence of cross-pollinating creative production hubs and festivals such as HotdocX (Montreal, Canada), idocs (Bristol, UK), the IDFA Doclab in Amsterdam, as well as the Tribeca Cinema 360 and Sundance Frontier Lab Festivals (U.S.).  The first production studios emerged out of these labs, along with the Interactive Documentary workshop (Switzerland).  The main distribution platforms for VR content are SteamVR, Oculus and Within. In Brazil, the first interactive documentaries emerged about 2010, are socially engaged and delivered across platforms. 

Immersive Narratives
The exhibition includes the 360 visual experience, Through The Masks of Luzia linked to a Cirque Du Soleil production which allow participants to experience becoming gigantic, as well as tiny; Dreams of O, which combined underwater and slow-motion 360 video; and the immersive VR manga, Tales of Wedding Rings.

The future?
Other formats will continue alongside VR/AR, so complementary streams of media are also likely to continue their importance.
  • The duration and complexity of VR experiences is likely to increase. 
  • The future status of VR (which offers simulations and interactions via a variety of sensory stimuli, mostly audio-visual) is uncertain because the sale of VR headsets is now going down, not up. 
  • But AR is growing, along with emergence of mixed reality headsets. Gaudenzi predicts new works with can be consumed as either AR, or VR. 
Production tips 
  1. Put the user at the centre of your creative process
  2. Do your research and know what has already been done in the field, as well as where you are placed in terms of style and trends.
  3. Embrace multi-disciplinary teams and iterative production
  4. Consider co-creation with your subjects
  5. Have a clear impact strategy e.g. user impact, social impact, social campaigns – and design action points accordingly
  6. Ensure coherency by aligning platform, audience, impact, partners and resources
Paz, A., Gaudenzi, S., Salles, J., Maciel, K.A., Gifreu-Castells, A., Cruz, J. and De La Vega, X., 2019. BUG-Interactive and Immersive Narratives.

Share

Details

    Author

    The USW Audience of the Future research team is compiling a summary collection of recent research in the field of immersive, and enhanced reality media

    Archives

    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019

    Categories

    All
    Accessibility
    Accessible
    Accessible Media
    AI
    Alternate Reality Game
    Analytics
    Applications
    App Store
    AR Core
    AR Design
    AR Glasses
    AR UI
    Audience Journey
    Audience Journey Research
    Audience Of The Future
    Audience Research
    Augmented Fiction
    Augmented Reality
    Augmented User Interface
    Awe
    Chatbots
    Children
    Choose Your Own Adventure
    Dialogue Systems
    Digital Design
    Digital Fiction
    Digital Heritage
    Disney
    E-books
    Embodied Interaction
    Embodiment
    Escape Room
    Escape Rooms
    Experience
    Experience Creation
    Experimental Games
    Extended Reality
    Fiction Engineering
    Formats
    Full Motion Video Games
    Game Writing
    Ghost Stories
    GPS
    Heritage
    Heuristics
    Honeypot Effect
    Horror
    I-docs
    Immersion
    Immersive
    Immersive Design
    Immersive Heritage
    Immersive Storytelling
    Immersive UI
    Inclusive Design
    Inclusivity
    Interactive
    Interactive Factual
    Interactive Fiction
    Interactive Movies
    Interactive Narrative
    Interactive Stories
    Interactive Storytelling
    IOT
    LARPS
    Location Based Games
    Locative Media Technology
    Mixed Reality
    MMOs
    Mobile Games
    Mobile Phone
    Mobile Storytelling
    MR
    Multi-player
    Narrascope
    Non-verbal Interactions
    Para-social
    Participatory Urbanism
    Physical Interaction
    Pokemon
    Pokemon Go
    Puzzle
    Ralph Koster
    Social
    Social Game-play
    Social Worlds
    Spatial Interface
    Story
    Story Games
    Strong Concepts
    Tabletop
    Technology Acceptance
    Theme Parks
    Tools
    Tourism
    Tourist
    Ubicomp
    Ultima Online
    Unreal
    User Experience Design Guide
    User-experience Design Guide
    UX
    Virtual Reality
    Virtual Reality Non-fiction
    Virtual Reality UI
    Virtual Worlds
    Visitor Experience
    VRNF
    Walking Simulators
    Wandering Games
    Writing Augmented Reality
    Writing Virtual Reality

    RSS Feed

Proudly powered by Weebly
  • Home
  • Reality Bytes
  • Engagement
  • Intern Insights