TY - GEN
T1 - Creating 3D worlds through storytelling and narration
AU - Edmond, Cameron
AU - Branchaud, Dominic
AU - Bednarz, Tomasz
PY - 2020
Y1 - 2020
N2 - While contemporary game engine tools have allowed a lower barrier of entry into creating 3D environments, many rely on engineering, architectural or cartographic approaches. While useful, this usually facilitates very particular methods of 3D space creation. In this paper, we present our tool for creating 3D spaces through the use of narration and storytelling as an interface. Our platform utilizes voice recognition to allow users to narrate a story or event and have elements of the story appear in 3D space as virtual objects in real-time. Through further voice commands or the use of drag-and-drop controls, users can then reconfigure these objects to better suit their story or create new variations of the story. Our platform is designed for immersive systems such as VR HMDs, 3D-enabled cylindrical screens, stereo walls, and non-immersive ones such as desktops and tablets allowing for accessibility and collaboration. A novel contribution of this paper is this method of building worlds through narration. To provide some insight into its capabilities and the reasoning behind design decisions, an account of constructing the story Lessons in Vinyl within the tool during early development is presented.
AB - While contemporary game engine tools have allowed a lower barrier of entry into creating 3D environments, many rely on engineering, architectural or cartographic approaches. While useful, this usually facilitates very particular methods of 3D space creation. In this paper, we present our tool for creating 3D spaces through the use of narration and storytelling as an interface. Our platform utilizes voice recognition to allow users to narrate a story or event and have elements of the story appear in 3D space as virtual objects in real-time. Through further voice commands or the use of drag-and-drop controls, users can then reconfigure these objects to better suit their story or create new variations of the story. Our platform is designed for immersive systems such as VR HMDs, 3D-enabled cylindrical screens, stereo walls, and non-immersive ones such as desktops and tablets allowing for accessibility and collaboration. A novel contribution of this paper is this method of building worlds through narration. To provide some insight into its capabilities and the reasoning behind design decisions, an account of constructing the story Lessons in Vinyl within the tool during early development is presented.
KW - collaborative storytelling
KW - digital and interaction design
KW - immersive environments
KW - immersive prototyping
KW - narration
UR - http://www.scopus.com/inward/record.url?scp=85101764105&partnerID=8YFLogxK
U2 - 10.1145/3441000.3441028
DO - 10.1145/3441000.3441028
M3 - Conference proceeding contribution
AN - SCOPUS:85101764105
T3 - ACM International Conference Proceeding Series
SP - 677
EP - 681
BT - Proceedings of the 32nd Australian Computer-Human Interaction Conference, OzCHI 2020
A2 - Ahmadpour, Naseem
A2 - Leong, Tuck
A2 - Ploderer, Bernd
A2 - Parker, Callum
A2 - Webber, Sarah
A2 - Munoz, Diego
A2 - Loke, Lian
A2 - Tomitsch, Martin
PB - Association for Computing Machinery
CY - New York, NY
T2 - 32nd Australian Computer-Human Interaction Conference, OzCHI 2020
Y2 - 2 December 2020 through 4 December 2020
ER -