From Literary Novel to Radio Drama to VR Project

The thousand autumns of Jacob de Zoet
  • Mirjam VosmeerEmail author
  • Alyea Sandovar
  • Ben Schouten
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11318)


For this study we investigated if and how the merging of VR with radio drama can provide general insights into storytelling for VR. In order to present the student project The thousand autumns of Jacob de Zoet as a case study, we discuss environmental storytelling, and storytelling in relation to VR and radioplay. We conclude that the traditional lean back medium that is radio drama may benefit from the lean in quality of VR and we discuss a number of strong concepts that can be explored in order to gain further knowledge about storytelling for VR.


Virtual reality Radio drama Environmental storytelling Design research Reflective design 



This research project is funded by SiA RAAK – Nationaal Regieorgaan Praktijkgericht Onderzoek. Special thanks to the student team consisting of Rowenna Roelofsen and Dionne Dol for creating the VR experience. We also want to thank AVROTROS and De Hoorspelfabriek for their cooperation.


  1. 1.
    Berntsen, K., Palacios, R.C., Herranz, E.: Virtual reality and its uses: a systematic literature review. In: Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 435–439. ACM (2016)Google Scholar
  2. 2.
    Dwight, L.: These VR Film Tips Show How To Direct Audience Attention (2016). Accessed 25 July 2018
  3. 3.
    Sheikh, A., Brown, A., Watson, Z., Evans, M.: Directing attention in 360-degree video. In: Proceedings of IBC 2016, p. 29 (2016)Google Scholar
  4. 4.
    Danieau, F., Antoine, G., Renaud, D.: Attention guidance for immersive video content in head-mounted displays. In: 2017 IEEE Virtual Reality (VR), pp. 205–206. IEEE (2017)Google Scholar
  5. 5.
    Grogorick, S., Stengel, M., Eisemann, E., Magnor, M.: Subtle gaze guidance for immersive environments. In: Proceedings of the ACM Symposium on Applied Perception, p. 4. ACM (2017)Google Scholar
  6. 6.
    Nielsen, L., et al.: Missing the point: an exploration of how to guide users’ attention during cinematic virtual reality. In: Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pp. 229–232. ACM (2016)Google Scholar
  7. 7.
    Vosmeer, M., Roth, C., Schouten, B.: Interaction in surround video: the effect of auditory feedback on enjoyment. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 202–210. Springer, Cham (2015). Scholar
  8. 8.
    Vosmeer, M., Roth, C., Koenitz, H.: Who are you? Voice-over perspective in surround video. In: Nunes, N., Oakley, I., Nisi, V. (eds.) ICIDS 2017. LNCS, vol. 10690, pp. 221–232. Springer, Cham (2017). Scholar
  9. 9.
    Men, L., Bryan-Kinns, N., Hassard, A.S., Ma, Z.: The impact of transitions on user experience in virtual reality. In: Proceedings of IEEE Virtual Reality, pp. 285–286 (2017)Google Scholar
  10. 10.
    Moghadam, K.R., Ragan, E.D.: Towards understanding scene transition techniques in immersive 360. In: Virtual Reality (VR), pp. 375–376. IEEE (2017)Google Scholar
  11. 11.
    Bishop, T.: Filmmaker Steven Soderbergh: Virtual Reality is never going to work for real movies (2017). Accessed 25 July 2018
  12. 12.
    Vosmeer, M., Schouten, B.: Project Orpheus. A research study into 360 cinematic VR. In: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, pp. 85–90 (2017)Google Scholar
  13. 13.
    Kjær, T., Lillelund, C.B., Moth-Poulsen, M., Nilsson, N.C., Nordahl, R., Serafin, S.: Can you cut it?: An exploration of the effects of editing in cinematic virtual reality. Paper presented at the Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, p. 4 (2017)Google Scholar
  14. 14.
    Bottomley, A.J.: Podcasting, welcome to night vale, and the revival of radio drama. J. Radio Audio Media 22(2), 179–189 (2015)CrossRefGoogle Scholar
  15. 15.
    Rodero, E.: Stimulating the imagination in a radio story: the role of presentation structure and the degree of involvement of the listener. J. Radio Audio Media 19(1), 45–60 (2012)CrossRefGoogle Scholar
  16. 16.
    Chirico, A., Yaden, D.B., Riva, G., Gaggioli, A.: The potential of virtual reality for the investigation of awe. Frontiers Psychol. 7, 1766 (2016)CrossRefGoogle Scholar
  17. 17.
    AVROTROS. Accessed 25 July 2018
  18. 18.
    Mitchell, D.: The thousand autumns of Jacob de Zoet. Sceptre, London (2010)Google Scholar
  19. 19.
    Katz, H.: The Media Handbook: A Complete Guide to Advertising Media Selection, Planning, Research, and Buying. Routledge, London (2010)Google Scholar
  20. 20.
    Vosmeer, M., Schouten, B.: Interactive cinema: engagement and interaction. In: Mitchell, A., Fernández-Vara, C., Thue, D. (eds.) ICIDS 2014. LNCS, vol. 8832, pp. 140–147. Springer, Cham (2014). Scholar
  21. 21.
    Stern, A.: Embracing the combinatorial explosion: a brief prescription for interactive story R&D. In: Spierling, U., Szilas, N. (eds.) ICIDS 2008. LNCS, vol. 5334, pp. 1–5. Springer, Heidelberg (2008). Scholar
  22. 22.
    Tanenbaum, J.: Imagining new design spaces for interactive digital storytelling. In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, J., Zammitto, V. (eds.) ICIDS 2011. LNCS, vol. 7069, pp. 261–271. Springer, Heidelberg (2011). Scholar
  23. 23.
    Fendt, M.W., Harrison, B., Ware, S.G., Cardona-Rivera, R.E., Roberts, D.L.: Achieving the illusion of agency. In: Oyarzun, D., Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) ICIDS 2012. LNCS, vol. 7648, pp. 114–125. Springer, Heidelberg (2012). Scholar
  24. 24.
    Genette, G.: Narrative Discourse. Cornell University Press, New York (1980)Google Scholar
  25. 25.
    Ryan, M.L.: Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. JHU Press (2015)Google Scholar
  26. 26.
    Green, M.C., Brock, T.C.: In the mind’s eye: transportation-imagery model of narrative persuasion (2002)Google Scholar
  27. 27.
    Jenkins, H.: Game design as narrative. Computer 44, 53 (2004)Google Scholar
  28. 28.
    Pearce, C.: Narrative Environments. Space Time Play, pp. 200–205 (2007)Google Scholar
  29. 29.
    Carson, D.: Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park industry (2000). Accessed 25 July 2018
  30. 30.
    Faita, C., et al.: The effect of emotional narrative virtual environments on user experience. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2016, Part I. LNCS, vol. 9768, pp. 120–132. Springer, Cham (2016). Scholar
  31. 31.
    Hayes, J., Battles, K., Hilton-Morrow, W., Rugg, A.: War of the Worlds to Social Media. Peter Lang Publishing, New York (2013)CrossRefGoogle Scholar
  32. 32.
    McLennan, A.: Journal of radio and audio media. Taylor & Francis (2018)Google Scholar
  33. 33.
    Good, K.D.: Radio’s forgotten visuals. J. Radio Audio Media 23(2), 364–368 (2016)CrossRefGoogle Scholar
  34. 34.
    Höök, K., Löwgren, J.: Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput. Hum. Interact. (TOCHI) 19(3), 23 (2012)CrossRefGoogle Scholar
  35. 35.
    Jonas, W.: Design research and its meaning to the methodological development of the discipline. In: Design Research Now, pp. 187–206 (2007)Google Scholar
  36. 36.
    Stolterman, E.: The nature of design practice and implications for interaction design research. Int. J. Des. 2(1), 55–65 (2008)Google Scholar
  37. 37.
    Kolko, J.: Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of Synthesis. Oxford University Press, Oxford (2010)CrossRefGoogle Scholar
  38. 38.
    Candy Crush: Digital image. Candy Crush Saga (2012)Google Scholar
  39. 39.
    Löwgren, J., Stolterman, E.: Thoughtful Interaction Design. MIT Press, Cambridge (2004)Google Scholar
  40. 40.
    Schön, D.A.: The Reflective Practitioner: How Professionals Think in Action. Routledge, London (1987)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2018

Authors and Affiliations

  1. 1.Lectoraat Play & Civic MediaAmsterdam University of Applied SciencesAmsterdamThe Netherlands

Personalised recommendations