XR technologies are increasingly considered as expressive media with special qualities for narrative representation. In this chapter, we chart some of the major challenges inherent in the implementation of digital narratives in XR. For this purpose, we consider the intersections between different research domains like classical and post-structural narratology, cognitive narratology, literary studies, computer science, game research, cognitive science, and particularly interactive digital narratives (IDN) and storytelling. As with IDN, many of the challenges of implementing narratives in XR have to do with the trade-offs between interactivity and immersion. In this direction, we aim to contribute to the bridging between the IDN and XR research domains. We elaborate on specific issues in IDN that may require particular care in XR, such as agency, embodiment, narration, "point of view technologies, " artificial agents, and AI. Additionally, we provide examples of different application domains in games, serious games, cultural experiences, healthcare, and immersive journalism. To conclude, we highlight the eminent role of narrative cognition in XR and suggest a roadmap for combining XR technologies, cognitive sciences, advanced biometric signals processing, and storytelling techniques for investigating ways we interact cognitively with stories and the effects of XR narratives on the human emotional-cognitive system.
This document describes the rationale, the implementation and a preliminary evaluation of a semantic reasoning tool developed in the EU H2020 SPICE project to enhance the diversity of perspectives experienced by museum visitors. The tool, called DEGARI 2.0 for values, relies on the commonsense reasoning framework T CL , and exploits an ontological model formalizing the Haidt's theory of moral values to associate museum items with combined values and emotions. Within a museum exhibition, this tool can suggest cultural items that are associated not only with the values of already experienced or preferred objects, but also with novel items with different value stances, opening the visit experience to more inclusive interpretations of cultural content. The system has been preliminarily tested, in the context of the SPICE project, on the collection of the Hecht Museum of Haifa.
To help fill the gap in pediatric communication tools and support child-centered care in pediatric hearing care, we designed and evaluated a novel narrative transmedia tool for facilitating communication with children during pediatric audiology and speech-and language therapy appointments. The digital tool integrates methods from narrative and play therapy, and applies a novel transmedia narrative framework using 360-degree video and smartphone-based Virtual Reality (VR). The tool was evaluated in three case studies. The findings suggest that the tool was effective in engaging the children in conversation about their hearing, supporting the specialists in exploring the functional impacts of the children's hearing loss. Through co-participatory design, implementation and evaluation with hearing care specialists, it became clear that such a multi-platform transmedia tool, combining interactive digital narrative and emerging narratives, represents a promising avenue for facilitating child-centered communication during pediatric hearing care appointments.
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