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[Commlist] Special Issue on Immersive Visual Storytelling – PRESENCE: Virtual and Augmented Reality
Mon Feb 14 20:11:03 GMT 2022
Call for Papers PRESENCE: Virtual and Augmented Reality Special Issue on
Immersive Visual Storytelling
Paper Submission Deadline: April 30th, 2022
Guest Editors: Dr. Cheng Hung Lo and Dr. Kata Szita
Call and Scope
Visual storytelling makes use of temporarily-arranged graphics and
images to convey narratives. From illustrations to movies and other
forms of technology-enhanced media such as games, visual narratives are
essential in bringing out and representing meanings, ideas, emotions,
perspectives, etc., which immerse the audience into the storified space.
In recent years, extended reality (including virtual, augmented, and
mixed reality) has gradually become one of the essential mediums for
artists and designers to create mesmerizing experiences affording
purposeful narratives or messages, e.g., cinematic virtual reality. The
research into immersion and presence has long been grounded at
ergonomics/human factor perspectives, focusing on human performance
under interactable immersive environments. However, such
performance-oriented studies may not fully explain the expressive or
emotional aspects of immersive experiences, especially when those
aspects are deemed as the critical factors in visual storytelling
applications such as VR films, games, or other narrated experiences.
There are a few fundamental specificities in working with XR as a
collection of expressive media. Firstly, the viewer is usually
“embodied” in an immersive scene, therefore utilizing primarily the
egocentric frame of reference. Secondly, at the very minimum level,
interactivity still exists to allow head or position movements, which
consequently changes the views of a virtual scene. Thirdly, the
stereoscopic depth resulting from disparities in left and right-eye
perspectives brings out the third dimension of the virtual elements,
which effectively adds another degree of freedom for creating vivid
effects such as objects extruding from the projection plane. Fourthly
but not lastly, other sensory information such as haptic or sound
feedback may be integrated to provide a more holistic immersive
experience. This brings up the broader perspective for immersive
experience delivery. That is, to use the various forms of extended
reality technologies, such as Virtual Reality (VR), Augmented Reality
(AR), Mixed Reality (MR), Physical Installations, etc. Indeed, the
storified space can manifest in many forms that give a person the sense
of presence in the intended constructs. The mixed-use of digital and
physical set-ups allows narrative elements to be transmitted through
multiple sensory channels. It is then important to understand how these
narrative elements can work coordinatively in such an immersive context.
In this special issue, we use Immersive Visual Storytelling (IVS) as an
aggregated term to encapsulate the processes and approaches of using
immersive technologies to deliver a narrated experience. Although there
exist practical heuristics generated and suggested by the practitioners
of IVS, it remains underexplored for the scientific understanding of the
characteristics of this expressive medium—especially so in the context
of the rapidly developing and increasingly available technical tools and
the broadening use of extended reality.
Topics
In response to the agendas described above, this special issue calls for
contributions in the research inquiries to the underlying principles,
mechanisms, effects, and other related aspects of how a narrative
experience is delivered through the immersive medium. The potential
topics/scopes may include (but are not limited to) the following:
Subjective presence/embodiment in IVS Multi-modality integration (e.g.,
sound, haptic feedback) to facilitate narrations Analytical studies of
user experience Use of spatial or depth perception principles
New methods or tools for IVS Comparative studies on delivering IVS with
different systems IVS in different extended reality technologies (VR,
AR, MR) Audience immersion in IVS Gaming or gamification perspectives to IVS
Ethical indications of IVS and its applications for personal well-being
and broader challenges
We anticipate that the collection of research in this special issue will
inform both researchers and practitioners interested in IVS with novel
principle knowledge, design insights, and creative and research agendas.
All researchers with relevant ongoing works are cordially invited to
contribute to this special issue that aims to position IVS as a critical
theme in expanding the studies of virtual presence, embodiment, and
immersion.
Submission guidelines and more information
https://direct.mit.edu/pvar/pages/submission-guidelines
Guest Editors
Cheng-Hung Lo Senior Associate Professor School of Film and Television
Arts, Xi’an Jiaotong-Liverpool University
Dr. Cheng-Hung Lo is a researcher, educator, and digital artist working
at the intersections of Arts, Culture, and Technology. With an
interdisciplinary background spanning Psychology, Computer Science, and
Design, he investigates how humans perceive and behave around artifacts
in both physical and virtual contexts. His research has generated a wide
range of published works in ergonomics, affective design, intelligent
manufacturing, design visualization, and creative artificial
intelligence. He has engaged dually in scientific research and creative
practice in his academic career. The multi-facet experience enables him
to work in various practice areas from creative ideation to production,
with which process serves well to media, cultural, and product
consumptions. The creative works produced by his design team have been
exhibited and crowned with several awards at events held at both local
and international levels. He is the founder and director of the Virtual
Reality Lab in his current school. Current research in the lab includes:
Perceptually-Informed Visualization, Cinematic Virtual Reality, Game
Experience, and Cultural Innovative Design.
Kata Szita Marie Skłodowska-Curie Research Fellow Trinity College Dublin
Dr. Kata Szita is a Marie Skłodowska-Curie research fellow at the
Trinity Long Room Hub Arts and Humanities Research Institute and ADAPT
Centre of Excellence for AI-Driven Digital Content Technology at Trinity
College Dublin, Ireland. Her research involves the cognitive studies of
immersive digital media and she has authored a wide range of
publications on attention, recollection, narrative engagement, and
social behavior in terms of smartphone spectatorship, cinematic virtual
reality, and social virtual reality. Currently, she leads
interdisciplinary and cross-sector research projects on user experiences
in social virtual reality and augmented reality and, as a collaborator,
is involved in studies of processing fictional information, online youth
behavior, and digital personas.
No payment from the authors will be required.
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