Abstract
Architectural walkthroughs have often been presented as prime examples of applications that can benefit from Virtual Reality (VR) technology, but still VR presentations can be disappointing. A main reason for this is that most VR applications have been developed on purely technical criteria, with an emphasis on geometrical precision rather than experiential quality. In this paper we present a human-centered analysis and propose design solutions, by focusing on the narrative aspects of the walkthrough, such as connecting transitions of the kind used in contemporary computer games. The solutions show how such narrative enhancements can improve the user’s experience of presentations at modest technical expense.
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© 2001 Springer Science+Business Media Dordrecht
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Stappers, P.J., Saakes, D., Adriaanse, J. (2001). On the narrative structure of Virtual Reality walkthroughs. In: de Vries, B., van Leeuwen, J., Achten, H. (eds) Computer Aided Architectural Design Futures 2001. Springer, Dordrecht. https://doi.org/10.1007/978-94-010-0868-6_10
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DOI: https://doi.org/10.1007/978-94-010-0868-6_10
Publisher Name: Springer, Dordrecht
Print ISBN: 978-94-010-3843-0
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