2014 IEEE International Symposium on Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design (IMSAR-MAS 2014
DOI: 10.1109/ismar-amh.2014.6935436
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nARratives of augmented worlds

Abstract: This paper presents an examination of augmented reality (AR) as a rising form of interactive narrative that combines computergenerated 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 boundarie… Show more

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Cited by 19 publications
(4 citation statements)
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“…To encourage students read the novel more easily to understand the narrative text deeply and critically, AR serves as a guide for the students' reading since they often suffer from a lack of sensory details when they read novel the traditional way. AR provides an exploratory experience to the students so that it gives them the option of user control at the level of viewing the mix between computer-generated virtual objects and real environment (Shilkort, Montfort, & Maes, 2014). It visualizes the invisible concepts, events and abstract concepts (Akçayır, & Akçayır, 2017).…”
Section: Background and Problemmentioning
confidence: 99%
“…To encourage students read the novel more easily to understand the narrative text deeply and critically, AR serves as a guide for the students' reading since they often suffer from a lack of sensory details when they read novel the traditional way. AR provides an exploratory experience to the students so that it gives them the option of user control at the level of viewing the mix between computer-generated virtual objects and real environment (Shilkort, Montfort, & Maes, 2014). It visualizes the invisible concepts, events and abstract concepts (Akçayır, & Akçayır, 2017).…”
Section: Background and Problemmentioning
confidence: 99%
“…Olsson and Salo (2012) (Rohmer, Buschel, Dachselt & Grosch, 2014), reconstruction and fusion (Foxlin, Calloway & Zhang, 2014), tracking (Zheng, Schmalstieg & Welch, 2014) and user interfaces (Piumsomboon et al, 2014), are clearly needed. However, papers focusing on human factors, theory, and evaluation (Marzo, Bossavit & Hachet, 2014;Shilkrot, Montfort & Maes, 2014) have recently been called for and included in proceedings at ISMAR.…”
Section: Hmar Mar and Armentioning
confidence: 99%
“…The holy grail of AI research in interactive storytelling (Louchart and Aylett 2004;Roberts and Isbell 2008;Arinbjarnar, Barber, and Kudenko 2009;Riedl and Bulitko 2013) is a narrative world that cannot be distinguished from the real world. Arguably, the closest form that exists today is a live interactive narrative (LIN), a role-playing game where players can interact with human actors at real-world locations, within an overarching narrative that blends both real and virtual elements (Shilkrot, Montfort, and Maes 2014). Compared to traditional live action role-playing, where plots can be created by game masters dynamically, LINs usually feature a predefined story with a small number of plot choices.…”
Section: Introductionmentioning
confidence: 99%