skip to main content
10.1145/3152832.3156617acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmumConference Proceedingsconference-collections
poster

Evaluating the influence of location and medium applied to mobile VR storytelling

Authors Info & Claims
Published:26 November 2017Publication History

ABSTRACT

This paper investigates whether location and medium affect the experience of interactive storytelling in the context of mobile Virtual Reality systems. For this purpose, we discuss the development of Fragments of Laura, a location-aware multimedia application in a larger interactive transmedia story, where users can view a 360° narrative in a 3D environment. We conducted a user study with the intention of measuring Presence, Flow and Narrative Transportation and evaluate four scenarios resulting from the combination of two independent variables - location (existence and absence of links between the test location and the narrative location) and medium (tablet and mobile virtual reality with smartphones). Our results show that the user experience while watching a narrative fluctuates depending on the location where is viewed and the device in which is viewed. Locations linked with the content lead to a significantly increased Flow, Presence, and Narrative Transportation.

References

  1. Barry Brown, Ian MacColl, Matthew Chalmers, Areti Galani, Cliff Randell, and Anthony Steed. 2003. Lessons from the Lighthouse: Collaboration in a Shared Mixed Reality System. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03), 577--584. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Marc Cavazza, Jean-Luc Lugrin, David Pizzi, and Fred Charles. 2007. Madame Bovary on the Holodeck: Immersive Interactive Storytelling. In Proceedings of the 15th ACM International Conference on Multimedia, 651--660. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Mark H. Davis. 1983. Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of Personality and Social Psychology 44, 1: 113--126.Google ScholarGoogle ScholarCross RefCross Ref
  4. Mara Dionisio, Mary Barreto, Valentina Nisi, Nuno Nunes, Julian Hanna, Bianca Herlo, and Jennifer Schubert. 2015. Evaluation of Yasmine's Adventures: Exploring the Socio-Cultural Potential of Location Aware Multimedia Stories. In Interactive Storytelling, Henrik Schoenau-Fog, Luis Emilio Bruni, Sandy Louchart and Sarune Baceviciute (eds.). Springer International Publishing, 251--258. Retrieved December 28, 2015 from http://link.springer.com/chapter/10.1007/978-3-319-27036-4_24Google ScholarGoogle Scholar
  5. Melanie C. Green and Timothy C. Brock. 2000. The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology 79, 5: 701--721.Google ScholarGoogle ScholarCross RefCross Ref
  6. Henri ter Hofte, Kasper Løvborg Jensen, Petteri Nurmi, and Jon Froehlich. 2009. Mobile Living Labs 09: Methods and Tools for Evaluation in the Wild: Http://Mll09.Novay.Nl. In Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI '09), 107:1--107:2. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Evangelos Karapanos, Mary Barreto, Valentina Nisi, and Evangelos Niforatos. 2012. Does Locality Make a Difference? Assessing the Effectiveness of Location-aware Narratives. Interact. Comput. 24, 4: 273--279. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. K. Kwiatek and M. Woolner. 2010. Transporting the Viewer Into a 360 heritage story: Panoramic interactive narrative presented on a wrap-around screen. In 2010 16th International Conference on Virtual Systems and Multimedia (VSMM), 234--241.Google ScholarGoogle Scholar
  9. Karol Kwiatek and Martin Woolner. 2010. Let Me Understand the Poetry: Embedding Interactive Storytelling Within Panoramic Virtual Environments. In Proceedings of the 2010 International Conference on Electronic Visualisation and the Arts, 199--205. Retrieved January 5, 2016 from http://dl.acm.org/citation.cfm?id=2227180.2227210 Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Kwan Min Lee. 2004. Presence, Explicated. Communication Theory 14, 1: 27--50.Google ScholarGoogle ScholarCross RefCross Ref
  11. David K. McGookin, Stephen A. Brewster, and Georgi Christov. 2014. Studying Digital Graffiti As a Location-based Social Network. In Proceedings of the 32Nd Annual ACM Conference on Human Factors in Computing Systems (CHI '14), 3269--3278. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Alison McMahan. 2003. Immersion, engagement and presence. The video game theory reader 67: 86.Google ScholarGoogle Scholar
  13. Paul Milgram and Fumio Kishino. 1994. A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems 77, 12: 1321--1329.Google ScholarGoogle Scholar
  14. Janet Horowitz Murray. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press, New York, NY, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. F. Rheinberg. 2004. Motivationsdiagnostik {Motivation diagnosis}. Göttingen: Hogrefe.Google ScholarGoogle Scholar
  16. Falko Rheinberg, Regina Vollmeyer, and Stefan Engeser. 2003. Die erfassung des flow-erlebens. na. Retrieved from https://www.researchgate.net/profile/Falko_Rheinberg/publication/247397022_Diagnostik_von_Motivation_und_Selbstkonzept/links/0a85e53884b4a2c554000000/Diagnostik-von-Motivation-und-Selbstkonzept.pdfGoogle ScholarGoogle Scholar
  17. Holger Schnädelbach, Boriana Koleva, Martin Flintham, Mike Fraser, Shahram Izadi, Paul Chandler, Malcolm Foster, Steve Benford, Chris Greenhalgh, and Tom Rodden. 2002. The Augurscope: A Mixed Reality Interface for Outdoors. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '02), 9--16. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Thomas Schubert and Jan Crusius. 2002. Five theses on the book problem: presence in books, film and VR. In PRESENCE 2002-Proceedings of the fifth international workshop on Presence, 53--59. Retrieved from http://www.igroup.org/projects/porto2002/SchubertCrusiusPorto2002.pdfGoogle ScholarGoogle Scholar
  19. Jonmichael Seibert. 2014. An exploratory study on virtual reality head mounted displays and their impact on player presence. Retrieved January 13, 2016 from https://baylor-ir.tdl.org/baylor-ir/handle/2104/9107Google ScholarGoogle Scholar
  20. Mirjam Vosmeer, Christian Roth, and Ben Schouten. 2015. Interaction in Surround Video: The Effect of Auditory Feedback on Enjoyment. In Interactive Storytelling, Henrik Schoenau-Fog, Luis Emilio Bruni, Sandy Louchart and Sarune Baceviciute (eds.). Springer International Publishing, 202--210. Retrieved December 28, 2015 from http://link.springer.com/chapter/10.1007/978-3-319-27036-4_19Google ScholarGoogle Scholar
  21. Catch Pokémon in the Real World with Pokémon GO! Retrieved October 13, 2017 from http://www.pokemongo.com/en-us/Google ScholarGoogle Scholar
  22. IDNA - Spatial storytelling prototype for the iOS / by @apelab_ch @HeadMediaDesign. Retrieved June 24, 2016 from http://www.creativeapplications.net/unity-3d/idna-spatial-storytelling-prototype-for-the-ios/Google ScholarGoogle Scholar
  23. Unity - Game Engine. Retrieved June 24, 2016 from https://unity3d.com/Google ScholarGoogle Scholar
  24. Google Cardboard - Google VR. Retrieved June 24, 2016 from https://vr.google.com/cardboard/index.htmlGoogle ScholarGoogle Scholar
  1. Evaluating the influence of location and medium applied to mobile VR storytelling

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        MUM '17: Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia
        November 2017
        567 pages
        ISBN:9781450353786
        DOI:10.1145/3152832

        Copyright © 2017 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 26 November 2017

        Check for updates

        Qualifiers

        • poster

        Acceptance Rates

        Overall Acceptance Rate190of465submissions,41%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader