Knowledge Manuals for strong foundation in the creation of video and film projects using virtual production-assisted technology.
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A framework for stakeholders’ involvement in digital productions for cultural heritage tourism.
This paper proposes a new framework for the production and development of immersive and playful technologies in cultural heritage in which different stakeholders such as users and local communities are involved early on in the product development chain. We believe that an early stage of co-creation in the design process produces a clear understanding of what users struggle with, facilitates the creation of community ownership and helps in better defining the design challenge at hand. We show that adopting such a framework has several direct and indirect benefits, including a deeper sense of site and product ownership as direct benefits to the individual, and the creation and growth of tangential economies to the community.
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A Virtual World as an Introduction towards Green IT Awareness
This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
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Uncovering the audience perspective
There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to
comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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A first-person promise?
Major news outlets increasingly use immersive techniques in their journalistic productions. The idea is that, through the application of immersive technologies, the news consumer can engage with and be part of the story. However, we do not know, to what extent this promise is actually fulfilled in productions currently accessible to news audiences. This study uses a multi-step approach to fill this knowledge gap.
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Ekaterina Uzunova
Project Manager and Producer at Cradle
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Friedrich Kohle
Senior Lecturer Creative Business, Film, TV & Media Production