Media Innovations AR and VR: Success Factors For the Development of Experiences

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Augmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the way the media is used must be aligned with the needs and experiences of the user. 
Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.
The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.

This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.


Author(s): Elle Langer
Publisher: Springer
Year: 2023

Language: English
Pages: 128
City: Berlin

Foreword
Contents
About the Author
1: Introduction
1.1 Relevance of the Subject
Literature
2: Methods
2.1 Expert Interviews
2.1.1 Selection of experts
Literature
3: Clarification of Terms
3.1 Historical Excursus
3.2 Definitions
3.3 Definition of Virtual Reality
3.3.1 Characteristics of Virtual Reality
3.3.2 Technical Characteristics
3.3.3 VR Applications for Volumetric Images
3.3.4 Summary of Virtual Reality Features
3.4 Definition of Mixed Reality
3.4.1 Reality-Virtual Continuum
3.4.2 MR Application in the CAVE
3.5 Definition of Augmented Reality
3.5.1 Features of Augmented Reality
3.5.1.1 Technical Characteristics and Applications
3.5.2 Summary Augmented Reality
3.6 Comparisons of VR and AR Features
3.6.1 Categorization of VR and AR Characteristics
3.6.2 Derivation of the Working Definition
3.7 Conclusion
Literature
4: AR and VR in the Media Context
4.1 The Media Visions of AR and VR
4.2 Definition of Media
4.2.1 Media Theoretical Context
4.2.2 Derivation of the Concept of Media
4.2.3 Definition of Immersive Media AR and VR
4.3 Media Innovations AR and VR
4.3.1 Definition of Media Innovation
4.3.2 Economic Concept of Innovation
4.3.3 Summary
4.4 Acceptance of Media Innovations
4.4.1 Acceptance of AR and VR
4.5 Conclusion
Literature
5: User Experience and Needs
5.1 User Needs of Media Use
5.1.1 Need for Reward
5.1.2 Information and Entertainment Needs
5.1.3 Need for Stimulation
5.2 Identification of User Needs
5.2.1 Design Thinking
5.2.2 UX Design
5.2.3 Summary of User Needs
5.3 User Experience in VR and AR
5.3.1 Presence Experience and Transportation
5.3.2 Definitions
5.3.3 Dimensions of Presence Experience and Transportation
5.4 Emergence of Presence Experience and Transportation
5.4.1 Prerequisite Media Properties
5.4.2 The Attention of the User
5.4.2.1 User Emotions
5.4.2.2 Definitions of Emotions
5.4.3 Narrative Emotion Control
5.4.4 Summary
5.5 Experience of Presence in the Room
5.5.1 Experience of Space
5.6 Conclusion
Literature
6: Producers for Expert Interviews
6.1 Initial Situation of the Producers
6.1.1 Market Change Due to Media Change
6.1.2 Summary
6.2 Expert Interviews
6.2.1 Categories for the Expert Interviews
6.3 The AR and VR Producer Experts
6.3.1 West German Broadcasting Corporation
6.3.1.1 VR Project DOM360.Wdr.de
6.3.2 UFA Lab and UFA Serial Drama
6.3.2.1 Gateway to Infinity VR Project
6.3.3 Miriquidi Film
6.3.3.1 Project AR-App Pastors’ Children
6.3.4 Exit VR
6.3.4.1 VR Project Huxley
6.3.5 Illusion Walk
6.3.5.1 VR Project Immersive Deck
6.3.6 Konzerthaus Berlin
6.3.6.1 AR Project AR App Konzerthaus Plus
6.3.7 Cologne Games Lab
6.3.7.1 Project AR-App HisToGo
6.3.8 Rolls Royce
6.3.9 Summary
Literature
7: Analysis of the Expert Interviews
7.1 Success Factors at Producer Level
7.1.1 Team and Production
7.1.1.1 Interpretation
7.1.2 Economy and Market
7.1.2.1 Interpretation
7.2 Overview of Success Factors Category 3
7.3 Success Factors at User Level Content
7.3.1 Content and History
7.3.2 Space and Representation
7.3.2.1 Interaction Space
7.3.3 Interpretation
7.4 Success Factors User Experience
7.4.1 User Reactions in General
7.4.2 Entertainment and Information Experience
7.4.3 Interaction Experience
7.4.4 Spatial Experience and Bodily Experience
7.4.5 Avatars, Protagonists and Actors
7.4.6 Interpretation of User Experience
7.5 Conclusion of the Analysis of Success Factors
7.6 Challenges and Discussion
7.7 Conclusion and Criticism
Literature
8: Outlook
8.1 Acknowledgement
Literature
Appendix
A.1. Annex 1
A.2. Annex 2
A.3. Annex 3
Evaluation criteria of the success factors
A.4. Annex 4