The future is going to be filled with immersive and interactive experiences. I expand upon my elemental theory of presence to create a framework for experiential design. I take a look at popular virtual reality experiences, and unpack the lessons learned from it's elemental center of gravity. I also take a look at different models and frameworks for immersive storytelling.
Maps for Understanding VR & Reality: Kent Bye's ITC KeynoteKent Bye
These are the maps that I use to understand reality & virtual reality, but can also be used as experiential design frameworks. This is the keynote I gave at the Immersive Technology Conference in Houston, TX on Monday, November 6th, 2017.
Explores how learning theory may interface with experiential design, and presents an experiential design framework, and future trends in education.
Presented as a part of the Educators in VR International Summit in AltSpaceVR on February 20, 2020, at 10a PST
Predictable Irrationality If You Build What They Ask For, They Will Not ComeJoyce Hostyn
Traditional approaches to defining and deploying enterprise software fail to account for that fact that people are influenced by their environment, emotions, shortsightedness, and other forms of irrationality. How do we get past the predictable irrationality of people to redefine the problem and create experiences that people will embrace?
What's your story? Designing a holistic customer experienceJoyce Hostyn
An experience always exists and always generates an impression, but seldom by design. Silo'd approaches result in fragmented experiences and dissatisfied customers. No wonder only 8% of customers report their experience with a given company was superior.
How can we craft a cross-silo content strategy designed to deliver a superior, holistic, customer experience across all customer touchpoints and all stages of the customer lifecycle?
Maps for Understanding VR & Reality: Kent Bye's ITC KeynoteKent Bye
These are the maps that I use to understand reality & virtual reality, but can also be used as experiential design frameworks. This is the keynote I gave at the Immersive Technology Conference in Houston, TX on Monday, November 6th, 2017.
Explores how learning theory may interface with experiential design, and presents an experiential design framework, and future trends in education.
Presented as a part of the Educators in VR International Summit in AltSpaceVR on February 20, 2020, at 10a PST
Predictable Irrationality If You Build What They Ask For, They Will Not ComeJoyce Hostyn
Traditional approaches to defining and deploying enterprise software fail to account for that fact that people are influenced by their environment, emotions, shortsightedness, and other forms of irrationality. How do we get past the predictable irrationality of people to redefine the problem and create experiences that people will embrace?
What's your story? Designing a holistic customer experienceJoyce Hostyn
An experience always exists and always generates an impression, but seldom by design. Silo'd approaches result in fragmented experiences and dissatisfied customers. No wonder only 8% of customers report their experience with a given company was superior.
How can we craft a cross-silo content strategy designed to deliver a superior, holistic, customer experience across all customer touchpoints and all stages of the customer lifecycle?
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
Rafael Brown (Digital Myths): Social VR: Creating Social PresenceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Rafael Brown (Digital Myths): Social VR: Creating Social Presence
As VR emerges onto the scene, the new trend is SocialVR. As a phenomena, SocialVR has emerged to combat the early tendency of VR to isolate the user. In an age where devices are Digital, Online, Connected & Shared, and where all VR/AR/MR devices will be online all the time. SocialVR and social growth across VR, AR and MR, is about creating Social Presence. We will explore the components that make up Social VR, and explore the path from Presence to Social Presence.
http://AugmentedWorldExpo.com
Audience Engagement: Designing for Intrinsic Motivations Robert Pratten
This presentation looks at why transmedia storytelling is important for audience engagement and how transmedia storytellers can design for engagement by understanding human needs and intrinsic motivations
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
LegoViews: a LEGO® SERIOUS PLAY™ based interviewing technique.Patrizia Bertini
LegoViews is an innovative journalistic interviewing technique developed by Patrizia Bertini, Certified LEGO® SERIOUS PLAY™ facilitator. Starting from the theoretical framework of LEGO® SERIOUS PLAY™, the LegoView technique allows new ideas and new concepts to emerge, providing original and new insights about the topics at hand. The Lego-interviewing technique has been tested in highly sensitive contexts, including Palestine, Israel and the Occupy LSX movement, and it has also been used to provide new insights on specific concepts, like art, creativity, colour and architecture by involving artists, architects, professionals and thinkers.
The presentation was given during the LEGO® SERIOUS PLAY™ Certified facilitators' Annual Meeting in Billund (Denmark) on April 7th 2013.
The presentations draws from LSP workshops' and Lego-interviews' experiences to present similarities and differences and to highlight the high potential of a creative and constructive approach both to elicit new meanings and perspectives and to create new meanings. A final comparison between LEGO® SERIOUS PLAY™ and LegoViews completes the presentation, summarising more than 3 years' work and research in the field.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
Get the Story Before you Write the Story - Journalistic Skills for Agile Professionals - talk by Sue Johnston and Andrew Annett at Agile And Beyond, Dearborn, MI, April 30, 2015
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
Rafael Brown (Digital Myths): Social VR: Creating Social PresenceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Rafael Brown (Digital Myths): Social VR: Creating Social Presence
As VR emerges onto the scene, the new trend is SocialVR. As a phenomena, SocialVR has emerged to combat the early tendency of VR to isolate the user. In an age where devices are Digital, Online, Connected & Shared, and where all VR/AR/MR devices will be online all the time. SocialVR and social growth across VR, AR and MR, is about creating Social Presence. We will explore the components that make up Social VR, and explore the path from Presence to Social Presence.
http://AugmentedWorldExpo.com
Audience Engagement: Designing for Intrinsic Motivations Robert Pratten
This presentation looks at why transmedia storytelling is important for audience engagement and how transmedia storytellers can design for engagement by understanding human needs and intrinsic motivations
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
LegoViews: a LEGO® SERIOUS PLAY™ based interviewing technique.Patrizia Bertini
LegoViews is an innovative journalistic interviewing technique developed by Patrizia Bertini, Certified LEGO® SERIOUS PLAY™ facilitator. Starting from the theoretical framework of LEGO® SERIOUS PLAY™, the LegoView technique allows new ideas and new concepts to emerge, providing original and new insights about the topics at hand. The Lego-interviewing technique has been tested in highly sensitive contexts, including Palestine, Israel and the Occupy LSX movement, and it has also been used to provide new insights on specific concepts, like art, creativity, colour and architecture by involving artists, architects, professionals and thinkers.
The presentation was given during the LEGO® SERIOUS PLAY™ Certified facilitators' Annual Meeting in Billund (Denmark) on April 7th 2013.
The presentations draws from LSP workshops' and Lego-interviews' experiences to present similarities and differences and to highlight the high potential of a creative and constructive approach both to elicit new meanings and perspectives and to create new meanings. A final comparison between LEGO® SERIOUS PLAY™ and LegoViews completes the presentation, summarising more than 3 years' work and research in the field.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
Get the Story Before you Write the Story - Journalistic Skills for Agile Professionals - talk by Sue Johnston and Andrew Annett at Agile And Beyond, Dearborn, MI, April 30, 2015
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Why This Story, Why This Story Now: The Art of Impactful StorytellingTechSoup
Slides from TechSoup's Lights, Camera, Take Action!
Today’s workshop with StoryCenter is called “Why This Story, Why This Story Now: The Art of Impactful Storytelling”
StoryCenter facilitators Rob and Allison will share approaches to helping individuals, communities and organizations uncover the stories that really matter - the stories that they want to share. Featuring creative breakout sessions and opportunities to share, you will practice the use of story prompts, discuss creative solutions, and explore tools to support self-expression, creative practice, and community building.
While nearly every participant is willing to answer our questions in market research, very few actually share what’s really happening inside their minds. By leveraging insights from the field of narrative psychology, Kristian A. Alomá, PhD, an academic and practitioner in the field, will demonstrate how consumers really think about brands and the role narratives play in that thought process. He’ll break down what that means for businesses and market researchers and how we can move past surface-level answers and get to the rich stories driving consumer behavior.
This presentation is part of the Story Time: Narrative Research forum event, hosted and produced by the Irrational Agency and NewMR, bringing together leading proponents of commercial narrative research across disciplines, to share how organisations can use story to generate unique and impactful insights.
To listen to the presentation and access the recording, visit NewMR.org/Play-Again.
Presenting Your Research: Constructing a Clear Message, Projecting Confidenc...aldenlibrary
Slides from a March 2015 presentation on developing effective research presentations, hosted by Alden Library, Ohio University.
Copyright Jen Seifert and Lanie Pressword, shared by permission.
StoryBuilding webinar: essential elements of compelling storiesMichael Kass
Created by Michael Kass (Story Coach at NationBuilder). An overview of how and why stories are such powerful tools for connection as well as an exploration of the essential elements all strong stories contain.
Full day presentation on the development of personal erotic capital through social skills, etiquette, body language and communication. Making a lasting impression.
Presentation by Lidewij Niezink at the 'Empathy and Compassion in Society Conference', London, November 2012.
How can we make sure that the research on empathy and compassion contributes to this changing world? By turning it into practice: Empathy Circles combine research from different scientific disciplines into one instrument which helps us to walk the talk.
Want to know more? Contact us at:
www.cultureofempathy.com
www.lidewijniezink.com
Creative Commons Licence
Empathy as a Factor for Change by Lidewij Niezink is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Similar to Elemental Experiential Design & Immersive Storytelling (20)
Using Experiential Design to Understand the Future of AI & Immersive Storytel...Kent Bye
Kent Bye. (2023, November 30). "Using Experiential Design to Understand the Future of AI & Immersive Storytelling." [Keynote Presentation]
FilmGate Interactive Media Festival. Lakeside Village, University of Miami; Miami, Florida.
Using Experiential Design to understand the future of AI and Immersive Storytelling
Promises & Perils of Extended Reality, Broadcast Education Association KeynoteKent Bye
Citation: Bye, K. (2023, October 19). The Promises & Perils of Extended Reality. [Opening Keynote]. Broadcast Education Association On-Location @ University of South Carolina, Lexington Room at the Courtyard by Marriott Columbia Downtown at USC, Columbia, South Carolina.
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators about the ultimate potential of XR for over 9 years now, and he will be sharing some of the best answers that map out the future of spatial computing. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, and moving from 2D into real-time, 3D spaces that will require new tech architectures and potentially new laws. This session will set a broad context for some of the promises and perils of virtual reality, augmented reality, and mixed reality while also providing a glimmer for what's to come.
Processes of Experiential Design: Breaking Down the Elements of Immersive Sto...Kent Bye
Bye, K. (2023, June 2). "Processes of Experiential Design: Breaking Down the Elements of Immersive Storytelling."
[Keynote Presentation] European Creators' Lab Live Online Masterclasses. Zoom.
Reflections on XR & AI in Education - iLRN Opening Keynote Kent ByeKent Bye
Bye, K. (2023, May 18). "Reflections on XR & AI in Education." [Keynote Presentation] iLRN 2023: 9th International Conference of the Immersive Learning Research Network. iLRN Virtual Campus Powered by Virbella; iLRN Main Stage.
Some Preliminary Thoughts on Artificial Intelligence - April 20, 2023.pdfKent Bye
Bye, K. (2023, April 20). Some Preliminary Thoughts on Artificial Intelligence. [Presentation] The King Library Experiential Virtual Reality Lab (KLEVR) Tech Talks: AI Tools, Tips, & Traps; San Jose State University, San Jose, California via Zoom.
VR Presence & Live Immersive Performance TrendsKent Bye
Bye, K. (2023, April 19). VR Presence & Live Immersive Performance Trends. [Presentation]. The Art of Assembly XXIII: Gathering (in the) Cloud. Digital Performance Beyond Zoom WITH Kent Bye, Jaamil Olawale Kosoko & Sarah Rothberg HOSTED BY Florian Malzacher; Nowhere Aether Park & online livestream.
Landscape of XR Moral Dilemmas and Ethical Considerations - Laval Virtual, Ap...Kent Bye
Bye, K. (2023, April 13). Landscape of XR Moral Dilemmas & Ethical Considerations. [Keynote Presentation]. Laval Virtual, Laval, France; Espace Mayenne.
An Interdisciplinary Perspective on Experiential Design and the Philosophical...Kent Bye
Bye, K. (2023, March 30). "An Interdisciplinary Perspective on Experiential Design & the Philosophical Implications of VR." [Presentation] vMed23. Los Angeles, California, United States; Sofitel Hotel.
The Ultimate Potential of VR: Promises & Perils - Kent Bye SXSWKent Bye
Bye, K. (2023, March 12). The Ultimate Potential of VR: Promises & Perils. [Featured Session Presentation]. South by Southwest Festival, Austin, Texas, United States; Austin Convention Center, Room 16AB
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators "What is the ultimate potential of VR?" for over 8 years now, and he will be sharing some of the best answers that map out the future of spatial computing, immersive storytelling, and experiential design. He will also share how VR is catalyzing an interdisciplinary fusion of design processes from video games, filmmaking, HCI, social media, theatre, architecture, and new modes of multi-sensory design. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, etc., that will potentially require new laws or tech architectures. This session will set a broad context for some of the promises and perils of this new medium while also providing a glimmer for what's to come.
Some Philosophical Reflections about Privacy from an XR JournalistKent Bye
Bye, K. (2023, January 6). Some Philosophical Reflections on Privacy from an XR Journalist. [Presentation]. Existing Law and Extended Reality: A Research Symposium at Stanford Law School, Palo Alto, California, United States; Jen-Hsun Hwang Engineering Center.
Capturing Reality in Motion: Qualities of Presence in MoCap by Kent ByeKent Bye
Taking a look at immersive stories that have used motion tracking over the past 6 years, and categorizing them in terms of quality of presence that motion capture represents
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
Citation: Bye, Kent. (2022, May 5). "A Primer on Presence, Immersive Storytelling, & Experiential Design." Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
IEEE Metaverse Congress: Benefits & Risks of the Metaverse from the ESG Persp...Kent Bye
Some slides to set the context on a panel discussion as a part of the IEEE Metaverse Congress kickoff meeting on July 6, 2022.
The IEEE Global Initiative on the Ethics of Extended Reality papers can be found here:
https://standards.ieee.org/industry-connections/ethics-extended-reality/.
The podcast interviews with each of the white papers can be found linked here:
https://voicesofvr.com/1089-ieee-global-initiative-on-the-ethics-of-extended-reality-trolling-harassment-and-online-safety/
Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,Kent Bye
Bye, K. (2022, June 26) "Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,"
[Presentation] Immersive Homecoming Summit. Area 15,. Las Vegas, Nevada.
Sensemaking Frameworks for the Metaverse & XR Ethics by Kent ByeKent Bye
Keynote talk for the Gatherverse Summit presented on February 22, 2022.
Most folks focus on the underlying technology stack when speaking about the Metaverse, but what is the best way to embed human rights, ethics, & responsible innovation into the experiential design process? Voices of VR podcast host Kent Bye will help set a broader context for the many discussions about XR Ethics, Privacy, NeuroRights, Digital Rights, and Human Rights that have been happening across the XR industry, and will provide a holistic sensemaking framework to understand how technological architectures for XR need to be set within a context of ethical design practices, but also navigate the larger dimensions of culture, laws, market dynamics, and encourage sustainable development practices that are in right relationship to the Earth.
Process Philosophy & VR: Foundations of Experiential DesignKent Bye
Keynote presented on December 10, 2021 as a part of the Exploring the Humanities through VR Workshop by Old Dominion University's Virginia Philosophy Reality Lab.
Video of this talk can be found here: https://www.youtube.com/watch?v=xLZgFyxzZMc
Primer for Experiential Design & Immersive StorytellingKent Bye
Opening keynote at European Creator's Lab presented by Kent Bye on November 15, 2021 giving a quick primer on experiential design affordances, immersive storytelling, process, and a list of over 50 immersive stories that I recommend checking out. There's lots of footnotes and links to more resources and podcast episodes with more information and context with many of the creators.
Performance XR Trends: Interrogating the Liveness of the LiveKent Bye
Presented on November 13, 2021 as the opening keynote of the Performance XR Conference.
Voices of VR Podcast host Kent Bye talks about some of the trends that he's seeing in intersection between live performance, immersive theater, and immersive technologies. He'll recap a brief history of notable XR performances he's been able to catch on the film festival circuit over the past 7 years, but also some of the underlying experiential design principles and some of the ethical considerations. One question that comes up again and again is "What is the liveness of the live?" within virtual performances, and he'll recount a range of different approaches to this question, including how interactive user interfaces can help shape the overall aesthetic of an immersive piece.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
5. Pine II, B & H. Gilmore, James. (1998).Welcome to the Experience Economy. Harvard Business Review. 76. 97-105.
Moving from
Delivering intangible & customized
SERVICES on-demand to
To
Staging memorable & personal
EXPERIENCES that are revealed
over a duration of time.
17. •What are the rules?
•How can you connect?
•What will you learn?
•How can you participate?
•What actions can you take?
•What can you explore?
•What emotions are invoked?
•What’s the story?
•What’s the vibe?
•How are you immersed?
•Who do you become?
•Where do you go?
19. SUPERHOT
•Embodied Puzzle
•Rule: Body Movement
Moves Time
•First-Person Shooter
(Vanquishing Enemies)
•Cinematics Between Levels
(Context Switch to Story)
•Embodied Gameplay
•YOU ARE THE CONTROLLER!
20. Player Unknown Battle Grounds
•100 People: Battle Royale
•Co-op: Duos, Squads
•Many Strategies to Play
•First-person shooter
•Mechanics Force Interaction
•eSport Fun to Spectate
•Emotional Rush
•Natural Drama & Tension
•Open World Exploration
•Collect Items
•Customize Avatar
25. VRChat
•Social Meet-ups •Explore Worlds without
teleporting
•Emotional Transfer from
interactions
•World-Building by Users
•Custom Avatars/Identity
•Hand Movements
26. Rec Room
•Casual Social Play
•Collaborative Games
•Quiz Shows
•Social Games & Activities
•Quests
•Create Your Own Game
•Embodied Gameplay
•Avatar Ready Room
•Emotional Transfer from
interactions
27. I Expect You to Die
•Solve Puzzle to Escape •Combine Objects
•Narration Tips & Backstory •Escape Room
28. Keep Talking and Nobody Explodes
•Collaborative Social Puzzle
•Communicate Abstractions
•Ask Lots of Questions
•Diffuse the Bomb
•Tension of Diffusing Bomb
•Laughter & Fun
•War Stories
•Asymmetrical Co-Op Play
29. WebVR
•Pull Information from Web
•Ephemeral Experiences
that don’t require an app
•Cruise the Metaverse
•Interconnected Worlds
(Metcalfe’s Law)
•Mobile Phone
•Limited Embodiment
•Location-Based Stories
31. Google Earth
•New Perspectives on
Where You’ve Lived
•Explore the World
•Nostalgia of Memories
•Awe & Wonder
•Experience Architecture
•Embodied Cognition
•See Geography of Earth
32. Pokémon Go
•Randomly Meet People
•Play With/Against Friends
•Physical Exercise
(Dopamine)
•Explore Physical World
•Memories of Characters •Location-Based Game
•AR is Window into World
•Collecting Virtual Objects
34. Woorld
•Decide What to Put Where •Objects Interact
•Decorate Space
•Story Unfolds Through
Character Interactions
•Changes How You Look at
Your Surroundings
•Add Beauty & Cuteness
35. Mindshow
•Great for Written Skits •High Agency
•Create Your Own Stories
•Not Optimized for Improv
•Tell Your Own Stories
•Storytelling Sandbox App
•Embody Characters
•Record Your Embodiment
•Act with Yourself
37. 360 Video
•Decide Where to Look •Gaze Changes Experience
•Great for Storytelling
•Great for Empathy
•Closest Analog to Film
•Transported to Another Place
•Not Volumetric (3DoF)
•Great for Mobile Phones
38. Pearl
•Decide Where to Look •Move in 6 DoF
•Music Video
•Time Lapse
•Compassion (Giving Tree)
•Frame of Car Helps Edits
•Car is a Character
•Volumetric CGI Experience
39. Virtual Virtual Reality
•Solve Puzzles
•Lite Branching Decisions
•3DoF Mobile Interactions
•Volumetric Storytelling on
Mobile
•Great Writing
•Lots of Humor
•VR Incepted in VR
•Limited Embodiment
49. Asteroids
•Decide How to Respond to
Prompts for Interaction
•Act out of Compassion
•Play Fetch with Character
•You Play a Sidekick Character
•Authored Narrative with Lite
Emotional Branches
•Teleport around Ship
50. Life of Us
•Modulated Voices Changes
Social Interactions
•Interact with Objects
•Fly, Swim, Run
•Dance
•Music Video
•On-Rails Narrative like a
Theme Park Ride
•Embodied as Animals
•Voice is Modulated
•Changes Sense of Self
51. 6x9
•Educational Experience •Gaze Triggers Actions
•Addressed in 2nd Person
(“You will see cracks in wall”)
•Guided Tour
•Story Revealed in Environment
•Inspired by Audio Tours
•Connects you to the space
53. Perspective
•Beliefs Can Shape Perception •Decide What to Look at
•First-Person Film
•Addressed as a Character,
but no Impact
•Situated Knowledges
•See Same Story Different POV
54. Sleep No More
•Ghost with no relation to
the characters
•No Dialog (non-verbal)
•Ghost with Local Agency
(Decide Where to Go & Who to Follow)
•No Global Agency
(Choices don’t change story)
•Cyclical Story Repeats
•Characters Move Through
Space
•Environmental Storytelling
•Embodied Dance to Tell the
Story of MacBeth
55. Then She Fell
•Rule: Don’t Open any Doors
•Rule: Only Speak When Spoken To
•Limited Agency
•Decide What to Watch
•Some Improv Interactions
•One-on-One Interactions
•Emotional Intimacy
•Everyone Sees Similar
Narrative Shards, but in
Different Order
•Site-Specific Immersive Theater
•Embodied Dance
•Drinks Have Taste
•Clockwork Structure
56. Draw Me Close
•Opportunity to Interact
with a Live Actor
•Open Window
•Draw on Floor
•Get Tucked In
•You’re a Character without
Impact
•Emotional Intimate Memoir
•Live Actor Hugs You
•Mixed Reality in VR
•Passive Haptic Feedback
57. Living Stories
•Socretes: Written Word is
“Dead”
•Theater Performances
Change with Each Audience
•Live Performance
•Elements of Improv
•Emotionally Present
•Authentic Congruence
•Embodied Communication
58. Starship Commander
•Uses AI & NLP
•Speak and Ask Questions
•Dialog as Worldbuilding
•Asking Questions Deepens
Mental Presence
•Gameplay: Diplomacy
•Build Emotional Relationships
with AI
•You are a Character with
Impact
59. Rick & Morty Simulator
•Puzzles as Mental Friction
•Interruptable Characters &
Story
•High Agency
•High Plausibility
•Interactive Vignettes
•Enter into Rick’s Garage
•Play with mythic objects from
show
60. Star Trek: Bridge Crew
•Communicate while Role
Playing Characters
•Have to Collaborate to Win
•Role Play Different Roles
•Story Arc of a Mission
•Dramatic Turns
•Builds on Nostalgic Memory
•Embodied as a Character on
the USS Aegis
•Hand Interactions
61. Dungeons & Dragons
•Theater of the Mind
•Use Imagination
•Social Interactions
•Ultimate Global Agency
•Improv
•Collaborative Storytelling
•Dungeon Master is the
Drama Manager
•Different Imaginal Worlds in
Each Person’s Mind
•Collaborative Worldbuilding