Abstract
The virtual forms present dynamically generated visual images containing information that influences a users behavior and thinking. In a typical way, adding a display to show visual expressions or projecting some information on an artifact offers computational visual forms on the existing daily artifacts. Using virtual forms is a very promising way to enhance artifacts surrounding us, and to make our daily life and business richer and more enjoyable. We believe that incorporating fictional stories into virtual forms offers a new possibility for enriching user experiences. In particular, integrating fictional stories into our daily activities through transmedia storytelling is a promising approach. Transmedia storytelling enables virtual forms to be employed everywhere to immersively integrate fictional stories into our daily activities. If we can design attractive virtual forms in a structured way, it will become easy to enrich user experiences. Currently, the design framework for virtual forms is not well defined. The framework needs to take into account the semiotic aspect of a virtual form. One key factor, in particular, is how strongly we believe in the reality of a fictional story within the virtual form. In this paper, we show the extracted insights discussed in the workshops and present some design implications for designing virtual forms that integrate fictional stories into our daily activities.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Baudrillard, J.: The Consumer Society: Myths and Structures. Sage Pub. Ltd. (1998)
Cuendet, S., Bumbacher, E., Dillenbourg, P.: Tangible vs. Virtual Representations: when Tangibles Benefit the Training of Spatial Skills. In: Proceedings of NordiCHI 2012 (2012)
Dena, C.: Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments. Dissertation Thesis, University Sydney (2009)
Esteves, A., Hoven, E., Oakley, I.: Physical Games or Digital Games? Comparing Support for Mental Projection in Tangible and Virtual Representations of a Problem Solving Task. In: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (2013)
Fujinami, K., Kawsar, F., Nakajima, T.: AwareMirror: A Personalized Display using a Mirror. In: Gellersen, H.-W., Want, R., Schmidt, A. (eds.) PERVASIVE 2005. LNCS, vol. 3468, pp. 315–332. Springer, Heidelberg (2005)
Hazenberg, W., Huisman, M.: Meta Products: Buidling the Internet of Things. BIS Publisher (2011)
Kawsar, F., Fujinami, K., Nakajima, T.: Deploy Spontaneously: Supporting End-Users in Building and Enhancing a Smart Home. In: The Tenth International Conference on Ubiquitous Computing (Ubicomp 2008) (2008)
Magerkurth, C., Cheok, A.D., Mandryk, R.L., Nilsen, T.: Pervasive Games: Bringing Computer Entertainment Back to the Real World. ACM Computer in Entertainment 3(3) (2005)
Mattila, A.S.: The Role of Narratives in the Advertising of Experiential Services. Journal of Service Research, 35–45 (2000)
Marzano, S., Aarts, E.: The New Everyday View on Ambient Intelligence. 010 Publisher, Rotterdam (2003)
Montola, M., Stemros, J., Waern, A.: Pervasive Games - Theory and Design. Morgan Kaufmann (2009)
Nakajima, T., Lehdonvirta, V.: Designing Motivation in Persuasive Ambient Mirrors. Personal and Ubiquitous Computing 17(1), 107–126 (2013)
Sakamoto, M., Nakajima, T., Alexandrova, T.: Digital-Physical Hybrid Design: Harmonizing the Real World and the Virtual World. In: Proceedings of the 7th International Conference and Workshop on the Design & Semantics of Form & Movement (DesForm 2012) (2012)
Sakamoto, M., Alexandrova, T., Nakajima, T.: Analyzing the Effects of Virtualizing and Augmenting Trading Card Game based on the Players Personality. In: Proceedings of The Sixth International Conference on Advances in Computer-Human Interactions (2013)
Sakamoto, M., Alexandrova, T., Nakajima, T.: Augmenting Remote Trading Card Play with Virtual Characters used in Animation and Game Stories Towards Persuasive and Ambient Transmedia Storytelling. In: Proceedings of the 6th International Conference on Advances in Computer-Human Interactions (2013)
Sakamoto, M., Nakajima, T., Liu, Y., Alexandrova, T.: Achieving Sustainable Society through Micro-level Crowdfunding. In: Proceedings of CHI 2013 Extended Abstracts in Human Factors in Computer Systems (2013)
Sakamoto, M., Nakajima, T.: An Analysis of Composing Multiple Fictional Stories and Its Future Possibility. In: Proceedings of 15th International Conference on Human Computer Interaction (2013)
Szulborski, D.: This Is Not a Game: A Guide to Alternate Reality Gaming. Lulu. Com. (2005)
Yamabe, T., Nakajima, T.: Playful Training with Augmented Reality Games: Case Studies towards Reality-Oriented System Design. Multimedia Tools and Applications 62(1), 259–286 (2013)
The Imagineers: Walt Disney Imagineering. Disney Book Group (2010)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Sakamoto, M., Nakajima, T., Akioka, S. (2013). Designing Enhanced Daily Digital Artifacts Based on the Analysis of Product Promotions Using Fictional Animation Stories. In: Yoshida, T., Kou, G., Skowron, A., Cao, J., Hacid, H., Zhong, N. (eds) Active Media Technology. AMT 2013. Lecture Notes in Computer Science, vol 8210. Springer, Cham. https://doi.org/10.1007/978-3-319-02750-0_28
Download citation
DOI: https://doi.org/10.1007/978-3-319-02750-0_28
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-02749-4
Online ISBN: 978-3-319-02750-0
eBook Packages: Computer ScienceComputer Science (R0)