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 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.
Rob Morgan is a writer, experience designer, digital dramaturg, and founder and Creative Director of London-based AR design studio Playlines. Rob writes and narrative-designs award-winning VR, AR and spatial computing narratives, and has helped create story worlds and immersive experiences for some of the world's largest licences, attractions and cultural institutions. He is a pioneer of AR theatre, and has collaborated on some of the most acclaimed games in VR and interactive narrative. He is a Visiting Fellow at King's College London and lectures widely on immersive design, storytelling and ethics.
Inhaltsangabe
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
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
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