Skip to main content

2024 | OriginalPaper | Buchkapitel

6. Writing as Design: The Future of Houses, a Transformative Single-Player VR Experience

verfasst von : Kath Dooley

Erschienen in: Screenwriting for Virtual Reality

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Over the last several years, significant screenwriting research has explored cinematic virtual reality (CVR) narratives; however, less work has considered the development of narrative-driven VR works with multiple interactive elements, such as those that move into the territory of game design or live performance. As a part corrective to this situation, this chapter presents an analysis of the writing process that gave rise to The Future of Houses: Designing for a Circular Economy, an interactive, educational VR experience born out of a larger project seeking to communicate scientific research into ‘Energy Futures’. The writing process associated with the gamified element of The Future of Houses involved regular meetings over a period of approximately three months by a team of narrative designers with varying backgrounds and experience. In this chapter, I analyse an approach to narrative development that foregrounds spatial storytelling, the user’s journey and user experience (UX), and that highlights the challenges and opportunities of working with a multidisciplinary team.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
Speaking in November 2021, Qualcomm CEO Cristiano Amon suggested that Meta has sold 10 million Oculus Quest 2 headsets since the device’s launch in October 2020. See https://​www.​theverge.​com/​2021/​11/​16/​22785469/​meta-oculus-quest-2-10-million-units-sold-qualcomm-xr2.
 
2
According to the OECD, the building sector and construction materials are responsible for more than one-third of global resource production. As most buildings are demolished at the end of their life span, many of these resources, such as aluminium and cement end up in landfill, contributing to significant carbon emissions. See: https://​ww3.​rics.​org/​uk/​en/​modus/​natural-environment/​climate-change/​material-world.​html.
 
Literatur
Zurück zum Zitat Aylett, R. 1999. “Narrative in Virtual Environments—Towards Emergent Narrative.” In Proceedings of the AAAI Fall Symposium on Narrative Intelligence, 83–86. Aylett, R. 1999. “Narrative in Virtual Environments—Towards Emergent Narrative.” In Proceedings of the AAAI Fall Symposium on Narrative Intelligence, 83–86.
Zurück zum Zitat Aylett, R., and S. Louchart. 2003. “Towards a Narrative Theory of Virtual Reality.” Virtual Reality 7 (1): 2–9.CrossRef Aylett, R., and S. Louchart. 2003. “Towards a Narrative Theory of Virtual Reality.” Virtual Reality 7 (1): 2–9.CrossRef
Zurück zum Zitat Aylett, R., and S. Louchart. 2007, December. “Being There: Participants and Spectators in Interactive Narrative.” In International Conference on Virtual Storytelling, 117–128. Berlin and Heidelberg: Springer. Aylett, R., and S. Louchart. 2007, December. “Being There: Participants and Spectators in Interactive Narrative.” In International Conference on Virtual Storytelling, 117–128. Berlin and Heidelberg: Springer.
Zurück zum Zitat Bucher, J. 2017. Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. New York: Routledge.CrossRef Bucher, J. 2017. Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. New York: Routledge.CrossRef
Zurück zum Zitat Campbell, Joseph. 1949. The Hero with a Thousand Faces. Novato: Pantheon Books. Campbell, Joseph. 1949. The Hero with a Thousand Faces. Novato: Pantheon Books.
Zurück zum Zitat Dena, C. 2017. Finding a Way: Techniques to Avoid Schema Tension in Narrative Design. Transactions of the Digital Games Research Association 3 (1). Dena, C. 2017. Finding a Way: Techniques to Avoid Schema Tension in Narrative Design. Transactions of the Digital Games Research Association 3 (1).
Zurück zum Zitat Dionysus, A. 2021. Storytelling in a Frameless Screen: Screenwriting for VR and AR at Pentridge Heritage Precinct. TEXT 25 (Special 62): 1–11. Dionysus, A. 2021. Storytelling in a Frameless Screen: Screenwriting for VR and AR at Pentridge Heritage Precinct. TEXT 25 (Special 62): 1–11.
Zurück zum Zitat Dooley, K. 2018. Scripting the Virtual: Formats and Development Paths for Recent Australian Narrative 360-Degree Virtual Reality Projects. Journal of Screenwriting 9 (2): 175–189.CrossRef Dooley, K. 2018. Scripting the Virtual: Formats and Development Paths for Recent Australian Narrative 360-Degree Virtual Reality Projects. Journal of Screenwriting 9 (2): 175–189.CrossRef
Zurück zum Zitat Dooley, K. 2021. Cinematic Virtual Reality: A Critical Study of 21st Century Approaches and Practices. Dordrecht: Palgrave Macmillan.CrossRef Dooley, K. 2021. Cinematic Virtual Reality: A Critical Study of 21st Century Approaches and Practices. Dordrecht: Palgrave Macmillan.CrossRef
Zurück zum Zitat Fong, P. S. 2003. Knowledge Creation in Multidisciplinary Project Teams: An Empirical Study of the Processes and Their Dynamic Interrelationships. International Journal of Project Management 21 (7): 479–486.CrossRef Fong, P. S. 2003. Knowledge Creation in Multidisciplinary Project Teams: An Empirical Study of the Processes and Their Dynamic Interrelationships. International Journal of Project Management 21 (7): 479–486.CrossRef
Zurück zum Zitat Hatchuel, A., and B. Weil. 2009. CK Design Theory: An Advanced Formulation. Research in Engineering Design 19 (4): 181–192.CrossRef Hatchuel, A., and B. Weil. 2009. CK Design Theory: An Advanced Formulation. Research in Engineering Design 19 (4): 181–192.CrossRef
Zurück zum Zitat Hu-Au, E., and J. J. Lee. 2017. “Virtual Reality in Education: A Tool for Learning in the Experience Age.” International Journal of Innovation in Education, 4 (4): 215–226.CrossRef Hu-Au, E., and J. J. Lee. 2017. “Virtual Reality in Education: A Tool for Learning in the Experience Age.” International Journal of Innovation in Education, 4 (4): 215–226.CrossRef
Zurück zum Zitat Hui, S. L. T., and S. L. See. 2015. “Enhancing User Experience Through Customisation of UI Design.” Procedia Manufacturing 3: 1932–1937.CrossRef Hui, S. L. T., and S. L. See. 2015. “Enhancing User Experience Through Customisation of UI Design.” Procedia Manufacturing 3: 1932–1937.CrossRef
Zurück zum Zitat Hunicke, R., M. LeBlanc, and R. Zubek. 2004, July. “MDA: A Formal Approach to Game Design and Game Research.” In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4, No. 1, p. 1722. Hunicke, R., M. LeBlanc, and R. Zubek. 2004, July. “MDA: A Formal Approach to Game Design and Game Research.” In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4, No. 1, p. 1722.
Zurück zum Zitat Koenitz, H. 2018. “Narrative in Video Games.” In Encyclopedia of Computer Graphics and Games, edited by N. Lee. Cham: Springer International Publishing Koenitz, H. 2018. “Narrative in Video Games.” In Encyclopedia of Computer Graphics and Games, edited by N. Lee. Cham: Springer International Publishing
Zurück zum Zitat Kristiadi, D. P., Y. Udjaja, B. Supangat, R. Y. Prameswara, H. L. H. S. Warnars, Y. Heryadi, and W. Kusakunniran. 2017, November. “The Effect of UI, UX and GX on Video Games.” In 2017 IEEE International Conference on Cybernetics and Computational Intelligence (CyberneticsCom), 158–163. IEEE. Kristiadi, D. P., Y. Udjaja, B. Supangat, R. Y. Prameswara, H. L. H. S. Warnars, Y. Heryadi, and W. Kusakunniran. 2017, November. “The Effect of UI, UX and GX on Video Games.” In 2017 IEEE International Conference on Cybernetics and Computational Intelligence (CyberneticsCom), 158–163. IEEE.
Zurück zum Zitat Larsen, M. 2018. “Virtual Sidekick: Second-Person POV in Narrative VR.” Journal of Screenwriting 9 (1): 73–83.CrossRef Larsen, M. 2018. “Virtual Sidekick: Second-Person POV in Narrative VR.” Journal of Screenwriting 9 (1): 73–83.CrossRef
Zurück zum Zitat Laurel, B. 1991. Computers as Theatre. Boston, MA: Addison-Wesley Publishing Company. Laurel, B. 1991. Computers as Theatre. Boston, MA: Addison-Wesley Publishing Company.
Zurück zum Zitat Macdonald, I. W. 2010. “‘… So It’s Not Surprising I’m Neurotic’: The Screenwriter and the Screen Idea Work Group.” Journal of Screenwriting 1 (1): 45–58.CrossRef Macdonald, I. W. 2010. “‘… So It’s Not Surprising I’m Neurotic’: The Screenwriter and the Screen Idea Work Group.” Journal of Screenwriting 1 (1): 45–58.CrossRef
Zurück zum Zitat Maras, S. 2009. Screenwriting: History, Theory and Practice. London: Wallflower Press. Maras, S. 2009. Screenwriting: History, Theory and Practice. London: Wallflower Press.
Zurück zum Zitat Mezirow, J. 2006. An Overview of Transformative Learning. In Lifelong Learning: Concepts and Contexts, edited by P. Sutherland and J. Crowther. New York and London: Routledge. Mezirow, J. 2006. An Overview of Transformative Learning. In Lifelong Learning: Concepts and Contexts, edited by P. Sutherland and J. Crowther. New York and London: Routledge.
Zurück zum Zitat Mezirow, J. 2008. “An Overview on Transformative Learning.” Lifelong Learning, 40–54. Mezirow, J. 2008. “An Overview on Transformative Learning.” Lifelong Learning, 40–54.
Zurück zum Zitat Millard, K. (2014). Screenwriting in a Digital Era. Basingstoke: Springer.CrossRef Millard, K. (2014). Screenwriting in a Digital Era. Basingstoke: Springer.CrossRef
Zurück zum Zitat Minunno, R. (2021). Email communication received 26 December. Minunno, R. (2021). Email communication received 26 December.
Zurück zum Zitat Mora, A., D. Riera, C. González, and J. Arnedo-Moreno. 2017. Gamification: A Systematic Review of Design Frameworks. Journal of Computing in Higher Education 29 (3): 516–548.CrossRef Mora, A., D. Riera, C. González, and J. Arnedo-Moreno. 2017. Gamification: A Systematic Review of Design Frameworks. Journal of Computing in Higher Education 29 (3): 516–548.CrossRef
Zurück zum Zitat Morriet, O. (2019). Concevoir et écrire pour la réalité virtuelle: nouvelles compétences, approches et techniques de scénarisation. Mise au point. Cahiers de l’association française des enseignants et chercheurs en cinéma et audiovisuel (12). Morriet, O. (2019). Concevoir et écrire pour la réalité virtuelle: nouvelles compétences, approches et techniques de scénarisation. Mise au point. Cahiers de l’association française des enseignants et chercheurs en cinéma et audiovisuel (12).
Zurück zum Zitat Murphy, D. 2021. “Through the Screen Door: Virtual Reality Experiences”. Doctoral dissertation, University of Copenhagen, Faculty of Humanities, Department of Communication. Murphy, D. 2021. “Through the Screen Door: Virtual Reality Experiences”. Doctoral dissertation, University of Copenhagen, Faculty of Humanities, Department of Communication.
Zurück zum Zitat Newell, S., and J. Swan. 2000. “Trust and Inter-Organizational Networking.” Human Relations. 53 (10): 1287–1328.CrossRef Newell, S., and J. Swan. 2000. “Trust and Inter-Organizational Networking.” Human Relations. 53 (10): 1287–1328.CrossRef
Zurück zum Zitat Razzouk, R., and V. Shute. 2012. What Is Design Thinking and Why Is It Important? Review of Educational Research 82 (3): 330–348.CrossRef Razzouk, R., and V. Shute. 2012. What Is Design Thinking and Why Is It Important? Review of Educational Research 82 (3): 330–348.CrossRef
Zurück zum Zitat Reyes, M. C., and S. Zampolli. 2017, June. Screenwriting Framework for an Interactive Virtual Reality Film. In 3rd Immersive Research Network Conference iLRN. Reyes, M. C., and S. Zampolli. 2017, June. Screenwriting Framework for an Interactive Virtual Reality Film. In 3rd Immersive Research Network Conference iLRN.
Zurück zum Zitat Rondero, T. 2021. Email communication received 12 December. Rondero, T. 2021. Email communication received 12 December.
Zurück zum Zitat Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting 9(2), 191–209. Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting 9(2), 191–209.
Zurück zum Zitat Ryan, Marie-Laure. 2015. Narrative as Virtual Reality 2. Baltimore: Johns Hopkins University Press.CrossRef Ryan, Marie-Laure. 2015. Narrative as Virtual Reality 2. Baltimore: Johns Hopkins University Press.CrossRef
Zurück zum Zitat Smed, Jouni. 2014. “Interactive Storytelling: Approaches, Applications, and Aspirations.” International Journal of Virtual Communities and Social Networking 6 (1): 22–34.CrossRef Smed, Jouni. 2014. “Interactive Storytelling: Approaches, Applications, and Aspirations.” International Journal of Virtual Communities and Social Networking 6 (1): 22–34.CrossRef
Zurück zum Zitat Soudhamini. 2020. “The CVR Narrative as a Moebius Strip.” Journal of Screenwriting 11 (2): 175–189. Soudhamini. 2020. “The CVR Narrative as a Moebius Strip.” Journal of Screenwriting 11 (2): 175–189.
Zurück zum Zitat Star, S. L. 2010. “This Is Not a Boundary Object: Reflections on the Origin of a Concept.” Science, Technology, & Human Values 35 (5): 601–617.CrossRef Star, S. L. 2010. “This Is Not a Boundary Object: Reflections on the Origin of a Concept.” Science, Technology, & Human Values 35 (5): 601–617.CrossRef
Zurück zum Zitat Vogler, Christopher 1992. The Writer’s Journey: Mythic Structure for Storytellers and Screenwriters. Studio City: Michael Wiese Productions Vogler, Christopher 1992. The Writer’s Journey: Mythic Structure for Storytellers and Screenwriters. Studio City: Michael Wiese Productions
Zurück zum Zitat Vukelja, L., L. Müller, and K. Opwis. 2007, September. “Are Engineers Condemned to Design? A Survey on Software Engineering and UI Design in Switzerland.” In IFIP Conference on Human-Computer Interaction, 555–568. Berlin and Heidelberg: Springer. Vukelja, L., L. Müller, and K. Opwis. 2007, September. “Are Engineers Condemned to Design? A Survey on Software Engineering and UI Design in Switzerland.” In IFIP Conference on Human-Computer Interaction, 555–568. Berlin and Heidelberg: Springer.
Zurück zum Zitat Zhang, R. (2021). Email communication received 15 December. Zhang, R. (2021). Email communication received 15 December.
Metadaten
Titel
Writing as Design: The Future of Houses, a Transformative Single-Player VR Experience
verfasst von
Kath Dooley
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-54100-1_6