Skip to main content
SearchLoginLogin or Signup

Chapter 11. XR Academia Framework for design and development of immersive transmedia experiences: Miladys and Halo Media

Framework para el diseño y desarrollo de experiencias inmersivas transmediales : Miladys y Halo Media

Published onNov 04, 2022
Chapter 11. XR Academia Framework for design and development of immersive transmedia experiences: Miladys and Halo Media
·

Abstract

The objective of this research is to propose a framework for the design and development of immersive transmedia experiences, through the analysis of two case studies where the use of virtual reality and virtual worlds to generate educational content and empathetic experiences is evidenced. Virtual worlds are three-dimensional spaces reproduced on a computer screen, where a user can interact and receive sensory feedback from this world and the possibility of interacting with other users. Transmedia storytelling is a process in which the integral elements of a fiction are systematically dispersed across multiple distribution channels in order to create a unified and coordinated experience. Two case studies with the above characteristics are analyzed and a framework divided into 6 stages is proposed, explaining in detail each of them and how this type of experience can be developed.

Keywords: Immersive Experiences, Transmedia, Framework, XR Technologies

Full Text

Download Chapter PDF

Video

Framework for design and development of immersive transmedia experiences Miladys and Halo Media

References

Demetriou (Yiota), P. A. (2018). ‘Imagineering’ mixed reality (MR) immersive experiences in the postdigital revolution: Innovation, collectivity, participation and ethics in staging experiments as performances. International Journal of Performance Arts and Digital Media, 14(2), 169-186. https://doi.org/10.1080/ 14794713.2018.1511138

Digital Productions—Notes on Blindness—ARTE. (2017, septiembre 12). Arte Webproductions. https://www.arte.tv/sites/webproductions/en/notes-on- blindness/

Jenkins, H. (2007, marzo 22). Transmedia Storytelling 101. Henry Jenkins. http:// henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html

Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head- mounted displays in education and training. Education and Information Technologies, 23(4), 1515-1529. https://doi.org/10.1007/s10639-017-9676-0

Lovato, A. (2019). Diseño narrativo para AR y VR en proyectos transmedia de no ficción. XXI° Congreso de la Red de Carreras de Comunicación Social y Periodismo, Escuela de Ciencias de la Comunicación, Facultad de Humanidades (UNSa), Salta., 21.

Marcum, D. (2014). The Digital Transformation of Information, Education, and Scholarship. International Journal of Humanities and Arts Computing, 8(supplement), 1-11. https://doi.org/10.3366/ijhac.2014.0095

Milk, C. (2015, abril 22). How virtual reality can create the ultimate empathy machine. https://www.ted.com/talks/chris_milk_how_virtual_reality_can_ create_the_ultimate_empathy_machine

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

Reisoğlu, I., Topu, B., Yılmaz, R., Karakuş Yılmaz, T., & Göktaş, Y. (2017). 3D virtual learning environments in education: A meta-review. Asia Pacific Education Review, 18(1), 81-100. https://doi.org/10.1007/s12564-016-9467-0

Rutledge, P. (2018). Transmedia Psychology: Creating Compelling and Immersive Experiences. En The Routledge Companion to Transmedia Studies. Routledge.

Scolari, C. A. (2017, marzo 2). El translector. Lectura y narrativas transmedia en la nueva ecología de la comunicación. Hipermediaciones. https:// hipermediaciones.com/2017/03/02/el-translector-lectura-y-narrativas- transmedia-en-la-nueva-ecologia-de-la-comunicacion/

Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64-73. https://doi.org/10.1016/j. chb.2017.09.012

Yanitsky, O. (2019). Education in the Context of Current Globalization. International Research in Higher Education, 4, 37. https://doi.org/10.5430/irhe.v4n2p37

Zabolotska, O., Zhyliak, N., Hevchuk, N., Petrenko, N., & Alieko, O. (2021). Digital competencies of teachers in the transformation of the educational environment. Journal of Optimization in Industrial Engineering, 14(1), 43-50. Scopus. https://doi.org/10.22094/JOIE.2020.677813

Comments
0
comment

No comments here

Why not start the discussion?