Skip to main content

Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport

  • Conference paper
  • First Online:
Serious Games (JCSG 2020)

Abstract

Although hardware and software for Augmented Reality (AR) advanced rapidly in recent years, there is a paucity and gap on the design of immersive storytelling in augmented and virtual realities, especially in AR. In order to fill this gap, we designed and developed an immersive experience based on HoloLens for the National Holocaust Centre and Museum in the UK to tell visitors the Kindertransport story. We propose an interactive narrative strategy, an input model for Immersive Augmented Reality Environment (IARE), a pipeline for asset development, the design of character behavior and interactive props module and provide guidelines for developing immersive storytelling in AR. In addition, evaluations have been conducted in the lab and in situ at the National Holocaust Centre and Museum and participants’ feedback were collected and analysed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Kindertransport was the title for historical events that British government made efforts to bring Jewish children out of Nazi Germany, occupied Austria and Czechoslovakia before the outbreak of World War II. During a nine-month period, 10,000 Jewish children aged between 1 and 17 were transported to the UK.

  2. 2.

    The HoloLens Clicker (clicker for short) is the peripheral device built specifically for HoloLens 1 & 2. It is a miniature controller that lets the user click on whatever he or she is looking at and there is a motion sensor inside to check the clicker’s up, down, left, and right.

  3. 3.

    HoloToolKit is a collection of scripts and components for Unity3D to develop AR application for HoloLens. It contains the features, such as hand gesture input, voice recognition, spatial Mapping, spatial Sound, and spatial anchor management [27].

References

  1. Kiberd, D.: Learning in museums. In: Keynote Address Symposium, Learning in the Context of Irish Museums Friday, 1st November 2002, pp. 3–14 (2002)

    Google Scholar 

  2. Busselle, R., Bilandzic, H.: Measuring narrative engagement. Media Psychol. 12(4), 321–347 (2009)

    Article  Google Scholar 

  3. Hoffman, M.L.: Interaction of affect and cognition in empathy. In: Emotions, Cognition, and Behavior, pp. 103–131 (1984)

    Google Scholar 

  4. Saarni, C., Crowley, M.: The development of emotion regulation: effects on emotional state and expression. In: Emotions and the Family: For Better or for Worse, pp. 53–73 (1990)

    Google Scholar 

  5. Jin, Y., Ma, M., Hua, D., Coward, S.: Games for mental and moral development of youth: a review of empirical studies. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds.) JCSG 2017. LNCS, vol. 10622, pp. 245–258. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-70111-0_23

    Chapter  Google Scholar 

  6. Brondi, R., et al.: Evaluating the impact of highly immersive technologies and natural interaction on player engagement and flow experience in games. In: Chorianopoulos, K., Divitini, M., Hauge, J.B., Jaccheri, L., Malaka, R. (eds.) ICEC 2015. LNCS, vol. 9353, pp. 169–181. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-24589-8_13

    Chapter  Google Scholar 

  7. Hololens 1 Hardware Specification. https://docs.microsoft.com/en-us/hololens/hololens1-hardware,last. Accessed 31 Jan 2020

  8. Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence 7(3), 225–240 (1998)

    Article  Google Scholar 

  9. Newton, K., Soukup, K.: The storyteller’s guide to the virtual reality audience. The Standford D School (2016)

    Google Scholar 

  10. Introduction for Fragments from Asobo Studio. https://www.asobostudio.com/games/fragments. Accessed 22 Aug 2020

  11. Koenitz, H.: Towards a theoretical framework for interactive digital narrative. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 176–185. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-16638-9_22

    Chapter  Google Scholar 

  12. Malbos, E., Rapee, R.M., Kavakli, M.: Behavioral presence test in threatening virtual environments. Presence: Teleoper. Virtual Environ. 21(3), 268–280 (2012). https://doi.org/10.1162/pres_a_00112

  13. Mateas, M., Stern, A.: Integrating plot, character and natural language processing in the interactive drama Façade. In: Proceedings of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2003 (2003)

    Google Scholar 

  14. Koenitz, H., Chen, K.-J.: Genres, structures and strategies in interactive digital narratives – analyzing a body of works created in ASAPS. In: Oyarzun, D., Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) ICIDS 2012. LNCS, vol. 7648, pp. 84–95. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-34851-8_8

    Chapter  Google Scholar 

  15. Mixed Reality Interaction Models Documentation from Microsoft. https://docs.microsoft.com/en-us/windows/mixed-reality/interaction-fundamentals. Accessed 31 Jan 2020

  16. Coleridge, S.T.: Biographia Literaria, or, Biographical Sketches of My Literary Life and Opinions. Princeton University Press, Princeton (1984)

    Google Scholar 

  17. Murray, J.H., Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, Cambridge (2017)

    Google Scholar 

  18. Microsoft Mixed Reality Documentation. https://docs.microsoft.com/en-us/windows/mixed-reality/understanding-performance-for-mixed-reality. Accessed 31 Jan 2020

  19. Hololens Forum. https://forums.hololens.com/discussion/409/low-fps-in-hololens-app. Accessed 31 Jan 2020

Download references

Acknowledgement

This work was jointly funded by the National Key Research and Development Program of China (2018 YFB1004903) and Staffordshire University in the UK. We would also like to acknowledge the support from Jake Lynch for script development and the support from Elinor Rosa Williams, Zhang Nan, Zhang Zian, Yu Guodong for motion capture.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jiachen Li .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Jin, Y., Ma, M., Li, J. (2020). Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport. In: Ma, M., Fletcher, B., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2020. Lecture Notes in Computer Science(), vol 12434. Springer, Cham. https://doi.org/10.1007/978-3-030-61814-8_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-61814-8_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-61813-1

  • Online ISBN: 978-3-030-61814-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics