Storytelling for Spatial Computing and Mixed Reality - Rob Morgan

Storytelling for Spatial Computing and Mixed Reality

The Art of Augmenting Imagination

(Autor)

Buch | Softcover
274 Seiten
2024
CRC Press (Verlag)
978-1-032-45927-1 (ISBN)
56,10 inkl. MwSt
This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world.

Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Through a range of learning activities, readers will try out key ideas through their own storytelling, building their own portfolio of augmented/spatial narrative designs.

Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances - and ethics - of augmenting players' realities, helping students and practitioners explore this new storytelling frontier.

This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best-practices and case-studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience.

Rob Morgan is a writer, experience designer, digital dramaturg, and founder and Creative Director of London-based AR design studio Playlines. Rob writes and narrative-designs award-winning VR, AR and spatial computing narratives, and has helped create story worlds and immersive experiences for some of the world's largest licences, attractions and cultural institutions. He is a pioneer of AR theatre, and has collaborated on some of the most acclaimed games in VR and interactive narrative. He is a Visiting Fellow at King's College London and lectures widely on immersive design, storytelling and ethics.

Preface. Chapter 0.1 - Who is this book for? Chapter 0.2 - WHAT is this book for? Chapter 0.3 - Structure of this book. Chapter0.4 - Technology. Chapter 0.5 - Other key terminology. Chapter 0.6 - Is this stuff really a big deal?. Chapter 0.7 - Three rules. Chapter 0.8 - Over to you: CHALLENGES. Chapter 1.0 - Getting Started. Chapter 1.1 - SEEING in VR. Chapter 1.2 - BEING in VR. Chapter 1.3 - BEING SEEN in VR. Chapter 1.4 - JUXTAPOSITIONS: Virtual Realities vs. Augmented/Spatial Realities. Chapter 2.0 - Getting Started. Chapter 2.1 - IMAGINING. Chapter 2.2 - IDENTITY. Chapter 3.0 - Getting Started. Chapter 3.1 - STAGING. Chapter 3.1.1 - General augmented STAGING. Chapter 3.1.2 - Location-specific STAGING. Chapter 3.2 - BEING THERE. Chapter 3.3 - OCCUPYING SPACE. Chapter 4 - DIVERGENT REALITIES

Erscheint lt. Verlag 20.11.2024
Zusatzinfo 1 Tables, black and white; 10 Line drawings, black and white; 2 Halftones, color; 2 Illustrations, color; 10 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Themenwelt Kunst / Musik / Theater Film / TV
Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-032-45927-1 / 1032459271
ISBN-13 978-1-032-45927-1 / 9781032459271
Zustand Neuware
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