Navigating parallel interactive narratives in virtual reality.

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Bibliographic Details
Title: Navigating parallel interactive narratives in virtual reality.
Authors: Remedios, D. J.1 (AUTHOR) delwyn@des.iith.ac.in, Mathew, D. J.1 (AUTHOR), Schleser, M.2 (AUTHOR)
Source: Media Practice & Education. Jul2024, Vol. 25 Issue 2, p188-201. 14p.
Subject Terms: Virtual reality, Amusement parks, Narratives, Teleportation, Crossword puzzles
Abstract: The application of Campbell's hero's journey in cinema commonly adopts a director-centric approach in which the director decides how the viewer will see the narrative. A parallel interactive narrative in virtual reality titled Table for Two adopts screen production enquiry to investigate the divergence from the hero's journey from a director-centric approach towards a navigator-centric approach. Here, the conventional cinema viewer is proposed as a navigator due to the immersive, interactive, and intellectual role they perform in terms of 360-degree viewing, teleportation, and meaning creation. While hero's journey has been examined across various narrative platforms such as literature, theatre, cinema, gaming, theme parks, education, and more; there are limited discussions on the hero's journey and its relevance to virtual reality experiences. Table for Two is a one-shot 360-degree audio-visual experience captured simultaneously by three 360-degree cameras. The navigator is encouraged to teleport from one narrative to another as the remaining narratives unfold irrespective of their choices. Each navigator is empowered to untie the knotted pieces and construct a narrative puzzle. Table for Two diverges from the hero's journey through its multi-linear structure, simultaneous parallel narrative approach, and 360-degree spatial storytelling that offers freedom to navigate. [ABSTRACT FROM AUTHOR]
Copyright of Media Practice & Education is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Navigating parallel interactive narratives in virtual reality.
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  Data: <searchLink fieldCode="JN" term="%22Media+Practice+%26+Education%22">Media Practice & Education</searchLink>. Jul2024, Vol. 25 Issue 2, p188-201. 14p.
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  Data: <searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Amusement+parks%22">Amusement parks</searchLink><br /><searchLink fieldCode="DE" term="%22Narratives%22">Narratives</searchLink><br /><searchLink fieldCode="DE" term="%22Teleportation%22">Teleportation</searchLink><br /><searchLink fieldCode="DE" term="%22Crossword+puzzles%22">Crossword puzzles</searchLink>
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  Label: Abstract
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  Data: The application of Campbell's hero's journey in cinema commonly adopts a director-centric approach in which the director decides how the viewer will see the narrative. A parallel interactive narrative in virtual reality titled Table for Two adopts screen production enquiry to investigate the divergence from the hero's journey from a director-centric approach towards a navigator-centric approach. Here, the conventional cinema viewer is proposed as a navigator due to the immersive, interactive, and intellectual role they perform in terms of 360-degree viewing, teleportation, and meaning creation. While hero's journey has been examined across various narrative platforms such as literature, theatre, cinema, gaming, theme parks, education, and more; there are limited discussions on the hero's journey and its relevance to virtual reality experiences. Table for Two is a one-shot 360-degree audio-visual experience captured simultaneously by three 360-degree cameras. The navigator is encouraged to teleport from one narrative to another as the remaining narratives unfold irrespective of their choices. Each navigator is empowered to untie the knotted pieces and construct a narrative puzzle. Table for Two diverges from the hero's journey through its multi-linear structure, simultaneous parallel narrative approach, and 360-degree spatial storytelling that offers freedom to navigate. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Media Practice & Education is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1080/25741136.2024.2324088
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      – Code: eng
        Text: English
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      Pagination:
        PageCount: 14
        StartPage: 188
    Subjects:
      – SubjectFull: Virtual reality
        Type: general
      – SubjectFull: Amusement parks
        Type: general
      – SubjectFull: Narratives
        Type: general
      – SubjectFull: Teleportation
        Type: general
      – SubjectFull: Crossword puzzles
        Type: general
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      – TitleFull: Navigating parallel interactive narratives in virtual reality.
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              M: 07
              Text: Jul2024
              Type: published
              Y: 2024
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