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The virtual showcase as a new platform for augmented reality digital storytelling

Published: 22 May 2003 Publication History

Abstract

In this paper we discuss a case study for which we applied a customized augmented reality display -the Virtual Showcase- as a new platform for digital storytelling. Different storytelling components are identified and examples for their specific realization are explained. Our case study focuses on communicating scientific information to a novice audience in a museum context. Addressing first user feedback, we describe our current efforts of improvement.

References

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Cited By

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  • (2024)Mixed Reality, Gamified Presence, and Storytelling for Virtual MuseumsEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_249(1150-1162)Online publication date: 5-Jan-2024
  • (2021)SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented Reality2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00045(294-303)Online publication date: Oct-2021
  • (2021)Before You Visit-: New Opportunities for the Digital Transformation of MuseumsCulture and Computing. Interactive Cultural Heritage and Arts10.1007/978-3-030-77411-0_29(449-466)Online publication date: 24-Jul-2021
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Published In

cover image ACM Other conferences
EGVE '03: Proceedings of the workshop on Virtual environments 2003
May 2003
211 pages
ISBN:1581136862
DOI:10.1145/769953
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • EUROGRAPHICS: The European Association for Computer Graphics

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 May 2003

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Author Tags

  1. augmented reality
  2. digital storytelling
  3. multi-user
  4. user feedback

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IPT/EGVE03
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  • EUROGRAPHICS

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Cited By

View all
  • (2024)Mixed Reality, Gamified Presence, and Storytelling for Virtual MuseumsEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_249(1150-1162)Online publication date: 5-Jan-2024
  • (2021)SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented Reality2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00045(294-303)Online publication date: Oct-2021
  • (2021)Before You Visit-: New Opportunities for the Digital Transformation of MuseumsCulture and Computing. Interactive Cultural Heritage and Arts10.1007/978-3-030-77411-0_29(449-466)Online publication date: 24-Jul-2021
  • (2021)Virtual and augmented reality: New tools for visualizing, analyzing, and communicating complex morphologyJournal of Morphology10.1002/jmor.21421282:12(1785-1800)Online publication date: 2-Nov-2021
  • (2020)StoryMakAR: Bringing Stories to Life With An Augmented Reality & Physical Prototyping Toolkit for YouthProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376790(1-14)Online publication date: 21-Apr-2020
  • (2019)Mobile augmented reality learning objects in higher educationResearch in Learning Technology10.25304/rlt.v27.213327Online publication date: 24-Jan-2019
  • (2019)Situated Storytelling with SLAM Enabled Augmented RealityProceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3359997.3365681(1-9)Online publication date: 14-Nov-2019
  • (2019)Conveying spatial awareness cues in xR collaborationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.293217325:11(3178-3189)Online publication date: Nov-2019
  • (2019)A comparison study of AR applications versus pseudo-holographic systems as virtual exhibitors for luxury watch retail storesMultimedia Systems10.1007/s00530-019-00606-y25:4(307-321)Online publication date: 1-Aug-2019
  • (2019)Mixed Reality, Gamified Presence, and Storytelling for Virtual MuseumsEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_249-2(1-13)Online publication date: 9-Apr-2019
  • Show More Cited By

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