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Camp DCValorLlengua/Idioma
dc.contributor.authorSoler-Adillon, Joan-
dc.contributor.otherUniversitat Oberta de Catalunya (UOC). Estudis d'Informàtica, Multimèdia i Telecomunicació-
dc.date.accessioned2023-05-09T08:45:53Z-
dc.date.available2023-05-09T08:45:53Z-
dc.date.issued2023-02-14-
dc.identifier.citationSoler-Adillon, J. (2023). Scripting, space design and user movement in room-scale VR: Storytelling strategies to direct gesture and gaze. Body, Space & Technology, 22(1), 228-237. doi: 10.16995/bst.9750-
dc.identifier.issn1470-9120MIAR
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dc.identifier.urihttp://hdl.handle.net/10609/147791-
dc.description.abstractThis text draws on the experience of developing and exhibiting two room-scale VR artworks in order to discuss the relationship between scripting, virtual space design, and interactive design with the audience’s movements and expected position in the VR and physical space. Different design and scripting strategies allow or impede to anticipate the specific position of the audience at every given time, and this anticipation is key to articulate the virtual elements in a way that responds to not just the gaze but also the overall movement of the person wearing the headset. Both artworks present different approaches from this point of view. In comparing them, two main design choices are shown to particularly affect this possibility of anticipation: simplicity vs. complexity of visual and interactive elements, and sequencing vs. simultaneity. While none of the design strategies is more desirable than the other per se, these conclusions shed some light on how to script and design for VR experiences in terms of deciding how much the artist wants to control, or anticipate, the body movements of their audience when experiencing their piece.en
dc.format.mimetypeapplication/pdf-
dc.language.isoengen
dc.publisherOpen Library of the Humanities-
dc.relation.ispartofBody, Space & Technology, 2023, 22(1)-
dc.relation.ispartofseriesBody, Space & Technology;22-
dc.relation.urihttps://doi.org/10.16995/bst.9750-
dc.rightsCC BY 4.0-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectinteractive documentaryen
dc.subjectdocumental interactiuca
dc.subjectdocumental interactivoes
dc.subjectexperimental documentaryen
dc.subjectdocumental experimentalca
dc.subjectdocumental experimentales
dc.subjectdigital arten
dc.subjectart digitalca
dc.subjectarte digitales
dc.subjectvirtual realityen
dc.subjectrealitat virtualca
dc.subjectrealidad virtuales
dc.subject.lcshdigital arten
dc.titleScripting, space design and user movement in room-scale VR: Storytelling strategies to direct gesture and gazeen
dc.typeinfo:eu-repo/semantics/article-
dc.subject.lemacart digitalca
dc.subject.lcshesarte digitales
dc.identifier.doihttps://doi.org/10.16995/bst.9750-
dc.gir.idAR/0000010258-
dc.relation.projectIDinfo:eu-repo/MCIN/AEI/10.13039/501100011033/‘ERDF A way of making Europe’-
dc.type.versioninfo:eu-repo/semantics/publishedVersion-
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