体验式学习
讲故事
叙述的
价值(数学)
背景(考古学)
增强现实
分歧(语言学)
领域(数学)
计算机科学
心理学
人机交互
艺术
教育学
数学
文学类
哲学
古生物学
机器学习
纯数学
生物
语言学
摘要
Abstract Immersive storytelling using augmented reality is a well-established and widely researched practice with a growing body of literature spanning the last two decades in which researchers from various fields apply this technology to cultural spaces. Despite this, the methodologies used to assess the efficacy of these applications—even defined measures of what constitutes success—remain disparate and often aligned to the field from which they originated—these being HCI, Visitor Studies, and New Media Art. The form these interventions take and the modes of storytelling they employ is steadily diversifying alongside theories and definitions of what constitutes a story. In this context of divergence, a reimagination of the methods researchers use to evaluate and assess their projects would be useful to ensure the nuances of the engaged experience and the value it offers to audiences can be captured. This paper proposes a methodological approach, seeking to enable the evaluation of experiential value. This methodological approach is then applied to two augmented reality immersive stories, created by the author, the first an educational, linear narrative and the second a nonlinear narrative artwork. Using primarily qualitative narrative observation, participant interactions with both projects are explored, testing the application of experiential value as a measure and interrogating the chosen methodology's ability to capture it.
科研通智能强力驱动
Strongly Powered by AbleSci AI