ISBN13: | 9781032459271 |
ISBN10: | 1032459271 |
Binding: | Paperback |
No. of pages: | 310 pages |
Size: | 234x156 mm |
Language: | English |
Illustrations: | 10 Illustrations, black & white; 2 Illustrations, color; 2 Halftones, color; 10 Line drawings, black & white; 1 Tables, black & white |
700 |
Software development
Computer Graphics Softwares
Arts in general
Cinema, film, TV, radio
Game planning
Software development (charity campaign)
Computer Graphics Softwares (charity campaign)
Arts in general (charity campaign)
Cinema, film, TV, radio (charity campaign)
Game planning (charity campaign)
Storytelling for Spatial Computing and Mixed Reality
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This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world.
This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing, augmented reality and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world.
Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Readers will try out key ideas through a range of practical exercises, building up their own portfolio of augmented/spatial narrative projects.
Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances - and ethics - of augmenting players' realities, helping students and practitioners explore this new storytelling frontier.
This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best practices and case studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience.
A crucial exploration of how augmented reality can redefine storytelling through the blending the digital with the physical. The book is an essential guide for understanding AR and for navigating and shaping the future of immersive experiences.
Leighton Evans, Associate Professor in Media Theory, Swansea University
A vision for storytelling in the coming age of spatial computing. Offering a mix of practical guidance and speculative theory, Morgan equips readers for the narrative possibilities ahead. A primer and a gateway to next-gen storytelling in virtual worlds of all kinds.
Jay Springett - Researcher & Worldrunner
Preface. Chapter 0.1 - Who is this book for? Chapter 0.2 - WHAT is this book for? Chapter 0.3 - Structure of this book. Chapter0.4 - Technology. Chapter 0.5 - Other key terminology. Chapter 0.6 - Is this stuff really a big deal?. Chapter 0.7 - Three rules. Chapter 0.8 - Over to you: CHALLENGES. Chapter 1.0 - Getting Started. Chapter 1.1 - SEEING in VR. Chapter 1.2 - BEING in VR. Chapter 1.3 - BEING SEEN in VR. Chapter 1.4 - JUXTAPOSITIONS: Virtual Realities vs. Augmented/Spatial Realities. Chapter 2.0 - Getting Started. Chapter 2.1 - IMAGINING. Chapter 2.2 - IDENTITY. Chapter 3.0 - Getting Started. Chapter 3.1 - STAGING. Chapter 3.1.1 - General augmented STAGING. Chapter 3.1.2 - Location-specific STAGING. Chapter 3.2 - BEING THERE. Chapter 3.3 - OCCUPYING SPACE. Chapter 4 - DIVERGENT REALITIES