516 research outputs found

    nARratives of augmented worlds

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    This paper presents an examination of augmented reality (AR) as a rising form of interactive narrative that combines computer-generated elements with reality, fictional with non-fictional objects, in the same immersive experience. Based on contemporary theory in narratology, we propose to view this blending of reality worlds as a metalepsis, a transgression of reality and fiction boundaries, and argue that authors could benefit from using existing conventions of narration to emphasize the transgressed boundaries, as is done in other media. Our contribution is three-fold, first we analyze the inherent connection between narrative, immersion, interactivity, fictionality and AR using narrative theory, and second we comparatively survey actual works in AR narratives from the past 15 years based on these elements from the theory. Lastly, we postulate a future for AR narratives through the perspective of the advancing technologies of both interactive narratives and AR

    Hearing the Past

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    Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research

    Charting a New Aesthetics for History: 3D, Scenarios, and the Future of the Historian’s Craft

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    Innovations in computing are presenting historians with access to new forms of expression with the potential to enhance scholars’ capacities and to support novel methods for analysis, expression, and teaching. Computer-generated form can change the way we generate, appropriate, and disseminate content. If these benefits are to be realized, however, the discipline must make room for a new domain of practice-based research. The practices we have for knowledge generation were devised in association with print technology, and historians must now acquire and develop practices that can inform our use of digital forms of representation, as well as the platforms that sustain them. Les innovations informatiques donnent aux historiens l’accès à de nouvelles formes d’expression et offrent la possibilité d’accroître les capacités des universitaires et de favoriser l’émergence de nouvelles méthodes d’analyse, d’expression et d’enseignement. L’ordinateur peut changer notre façon de générer, de nous approprier et de diffuser le contenu. Pour récolter de tels fruits, la discipline doit toutefois faire place à un nouveau domaine de la recherche fondée sur la pratique. Nos pratiques de génération du savoir sont fonction de la technologie de l’imprimé, et les historiens doivent maintenant acquérir et développer des pratiques qui pourront nous aider à maîtriser les formes numériques de la représentation de même que les plateformes qui leur servent d’assise

    The social value of digital ghosts

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    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

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    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study
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