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dc.contributor.authorNagele, AN
dc.contributor.authorBauer, V
dc.contributor.authorHealey, PGT
dc.contributor.authorReiss, JD
dc.contributor.authorCooke, H
dc.contributor.authorCowlishaw, T
dc.contributor.authorBaume, C
dc.contributor.authorPike, C
dc.date.accessioned2021-04-07T14:55:33Z
dc.date.available2021-04-07T14:55:33Z
dc.date.issued2021-02-12
dc.identifier.issn2673-4192
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/71106
dc.description.abstractInteractive Audio Augmented Reality (AAR) facilitates collaborative storytelling and human interaction in participatory performance. Spatial audio enhances the auditory environment and supports real-time control of media content and the experience. Nevertheless, AAR applied to interactive performance practices remains under-explored. This study examines how audio human-computer interaction can prompt and support actions, and how AAR can contribute to developing new kinds of interactions in participatory performance.This study investigates an AAR participatory performance based on the theater and performance practice by theater maker Augusto Boal. It draws from aspects of multi-player audio-only games and interactive storytelling. A user experience study of the performance shows that people are engaged with interactive content and interact and navigate within the spatial audio content using their whole body. Asymmetric audio cues, playing distinctive content for each participant, prompt verbal and non-verbal communication. The performative aspect was well-received and participants took on roles and responsibilities within their group during the experience.en_US
dc.format.extent610320 - ?
dc.publisherFrontiersen_US
dc.relation.ispartofFrontiers in Virtual Reality
dc.rightsThis is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.titleInteractive Audio Augmented Reality in Participatory Performanceen_US
dc.typeArticleen_US
dc.rights.holder© 2021 Nagele, Bauer, Healey, Reiss, Cooke, Cowlishaw, Baume and Pike.
dc.identifier.doi10.3389/frvir.2020.610320
pubs.notesNot knownen_US
pubs.volume1en_US
rioxxterms.funderDefault funderen_US
rioxxterms.identifier.projectDefault projecten_US


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This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Except where otherwise noted, this item's license is described as This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.