Login | Register

Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling

Title:

Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling

Tabatabaei, Seyed Moslem (2020) Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling. Masters thesis, Concordia University.

[img]
Preview
Text (application/pdf)
Tabatabaei_MDes_S2021.pdf - Accepted Version
7MB

Abstract

Virtual Reality is turning into a major and more accessible medium to spatial, interactive and linear narrators, aka architects, game designers and filmmakers. This research-creation is conducted with two main objectives: first, to investigate the unique narrative possibilities that VR affords as a result of its specific perceptual cues of scale. Second, to utilize the notion of scale in designing a remediated experience of a traditional screen-based form of storytelling in the Iranian culture known as Pardeh-Khani (literally translated as: reading off curtain/screen). In response to the first objective, possible ways that scale could leverage three distinct forms of immersion in VR were scrutinized under three isolated experiments. Also a broad range of VR and non-VR cases, from cinematic to fully interactive games which revolve around the idea of scale were studied. The key takeaway was that exploiting a dynamic scale of virtual embodiment could lead to spatial experiences, gameplay mechanics and cinematic communications particular to VR. Following the second objective, M.C Escher’s Relativity (1953) became a key inspirational source for designing an impossible architecture which incorporates a malleable scale of embodiment but also hosts the spatiotemporal ritual of Pardeh-Khani. The challenges of and possible solutions for designing the navigational structure of a surreal spatial experience in a room-scale VR are discussed in detail. This research-creation explores the medium-specificities of VR with a multidisciplinary approach from one side. From the other side, it raises the awareness about a marginalized tradition of storytelling through the lens of cutting-edge technology of VR.

Divisions:Concordia University > Faculty of Fine Arts > Design and Computation Arts
Item Type:Thesis (Masters)
Authors:Tabatabaei, Seyed Moslem
Institution:Concordia University
Degree Name:M.Des.
Program:Design
Date:16 November 2020
Thesis Supervisor(s):Lessard, Jonathan
Keywords:Virtual Reality, Immersion, Scale, Virtual Embodiment, Remediation, Pardeh-Khani, Traditional Storytelling, Spatial Narrative, M.C. Escher
ID Code:987820
Deposited By: Seyed Moslem Tabatabaei
Deposited On:29 Jun 2021 21:01
Last Modified:29 Jun 2021 21:01

References:

Azizi, A. (2017). Karkarde Anasereh Neshaneh_e Pardeh-Khani va Naqhashi Qahveh-Khaneh dar Khalqe Animatione Melli [Functions of Symbolic Elements of Pardeh-Khani and Qahveh-Khaneh Painting in the Creation of National Animation]. in Hosseini Shakib, F., Animation va Donyaye Pishe ru.[Animation & the World Ahead]. (153-178). Iran: DEFC

Amini, R., Jalil Khalil, A., Moini V. (2012). Tarrahi_e Faza va Makan dar Namayesh Haye Sonnati-Mazhabi_e Iran [Design of the Space and Place in the Iranian Traditional-Religious Performances]. Nashrieh Honarhaye Ziba-Honarhayeh Namayeshi va Musiqi [Fine Arts Journal - Music & Dramatic Arts], (17, 23-34). Iran: Islamic Azad University Retrieved from: https://jfadram.ut.ac.ir/article_29668_9ec9ed828ebfdea418f7a01a7a535390.pdf

Barile, M. (n.d.). titchener illusion—Wolfram|Alpha. Retrieved October 26, 2020, from https://www.wolframalpha.com

Beller, H. (2011). Between the Poles of Mickey Mousing and Counterpoint.

Bolter, J. D., & Grusin, R. A. (1999). Remediation: Understanding new media. Cambridge, Mass: MIT Press.

Cherni, H., Métayer, N., & Souliman, N. (2020). Literature review of locomotion techniques in virtual reality. International Journal of Virtual Reality, 20(1), 1–20. https://doi.org/10.20870/IJVR.2020.20.1.3183

Concept of Digital Heritage. (2019, March 28). UNESCO. https://en.unesco.org/themes/information-preservation/digital-heritage/concept-digital-heritage

Ermi, L., & Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. Worlds in Play: International Perspectives on Digital Games Research, 37(2), 37–53.

Fermández Vara, C. (2007). Labyrinth and maze: video game navigation challenges. Ed, Friedich Von Borries et al. Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level. Basel: Springer Science & Business Media, 74-87.

Goode, L. (2017, November 7). Are holograms the future of how we capture memories? The Verge. https://www.theverge.com/2017/11/7/16613234/next-level-ar-vr-memories-holograms-8i-actress-shoah-foundation

Jerald, J. (2015). The VR Book: Human-Centered Design for Virtual Reality (Illustrated edition). Morgan & Claypool.

Kwastek, K. (2016). Immersed in Reflection? The Aesthetic Experience of Interactive Media Art. In Immersion in the Visual Arts and Media (pp. 66–85). Brill Rodopi. https://doi.org/10.1163/9789004308237_005

Lashkari, A., & Kalantari, M. (2015). Pardeh Khani: A Dramatic Form of Storytelling in Iran. Asian Theatre Journal, 32(1), 245–258.

Mark, J. J. (2020). Shahnameh. Ancient History Encyclopedia. https://www.ancient.eu/shahnameh/

Motion Parallax Explained. (n.d.). Retrieved October 16, 2020, from https://isle.hanover.edu/Ch07DepthSize/Ch07MotionParallaxExpl.html

Lee, P. (2017). Oversized Art - Is Bigger Really Better? | Widewalls. https://www.widewalls.ch/magazine/oversized-art

Liptay, F., & Dogramaci, B. (2015). Immersion in the visual arts and media. Brill.

Nitsche, M. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds (Illustrated edition). The MIT Press.

Prince, S. (1996). True Lies: Perceptual Realism, Digital Images, and Film Theory. Film Quarterly, 49(3), 27–37. https://doi.org/10.2307/1213468

Prümm, K. (2016). From the Unchained to the Ubiquitous Motion-Picture Camera: Camera Innovations and Immersive Effects. In Immersion in the Visual Arts and Media (pp. 137–163). Brill Rodopi. https://doi.org/10.1163/9789004308237_008

Seymour, M. (2015, September 1). 8i – putting people front and center in VR. Fxguide. https://www.fxguide.com/fxfeatured/8i-putting-people-front-and-center-in-vr/

Shahname Synopsis. (n.d.). [Text]. http://www.bl.uk/copyrightstatement.html. Retrieved October 22, 2020, from https://www.bl.uk/learning/cult/inside/corner/shah/synopsis.html

Sherman, W. R., & Craig, A. B. (2002). Understanding Virtual Reality: Interface, Application, and Design (1st edition). Morgan Kaufmann.

Suspension of disbelief. (2020). In Wikipedia. https://en.wikipedia.org/w/index.php?title=Suspension_of_disbelief&oldid=982172975

Naqqāli, Iranian dramatic story-telling. (n.d.). UNESCO. Retrieved October 20, 2020, from https://ich.unesco.org/en/USL/naqqali-iranian-dramatic-story-telling-00535

Wilson, E. (2019, February 12). The impossible architecture of video games. Eurogamer. https://www.eurogamer.net/articles/2019-02-12-the-impossible-architecture-of-video-games
--------------------------------------------------------------
Cited Works
--------------------------------------------------------------
A Fisherman's Tale (InnerspaceVR, 2018)
Albedo 0.39 (Vangelis, 1976, Track 6)
Allumette (Penrose Studios, 2016)
Among the Sleep (Krillbite Studio, 2014)
Archeological Reminiscence of Millet's Angelus (Salvador Dalí, 1934)
Boy (Ron Mueck, 1999)
Chorus (Tyler Hurd, 2018)
Dear Angelica (Oculus Story Studio, 2017)
DeathTolls VR (Ali Eslami, 2015)
Dishonored (Arkane Studios, 2012)
Donut County (Ben Esposito, 2018)
Down the Rabbit Hole (Cortopia Studios, 2019)
Dreams of Dali (Half Full Nelson, Goodby Silverstein and Partners, 2016)
Easter Rising: Voice of a Rebel (VRTOV, 2016)
Feed and Grow: Fish (Old B1ood, 2016)
Flock (Object Normal & Holojam, 2016)
Floor Burger (Claes Oldenburg, 1962)
GiantCop: Justice Above All (Other Ocean Interactive, 2017)
Good morning, world (Shintaro Ohata, 2013-2015)
Half + Half (Normalvr, 2020)
Henry (Oculus Story Studio, 2015)
Hijimi Museum of Literature (Tadao Ando, 1991)
Home - A VR Spacewalk (BBC, 2017)
Ico (Team Ico, 2001)
In the Eyes of the Animal (MIT Documentary Lab, 2015)
Irrational Exuberance: Prologue (Buffalo Vision, 2017)
Jurassic World: Apatosaurus (Felix & Paul Studios, 2015)
Katamari Damacy (Namco, 2004)
Life of Us (Chris Milk & Aaron Koblin, 2017)
Light Sight (2016)
Little Nightmares (Tarsier Studios, 2017)
Lost (Oculus Story Studio, 2016)
Moss (Polyarc, 2018)
Museum of Other Realities (MOR Museum Inc., 2020)
Museum of Symmetry (NFB, 2018)
Orders of Magnitude VR (Filip Vesely, 2020)
Ori and the Blind Forest (Moon Studios, 2015)
Pearl (Google Spotlight Stories, 2016)
Piggy (Google Spotlight Stories, 2018)
Rec Room (Rec Room Inc, 2016)
Relativity (M.C. Escher, 1953)
Room 8 (James Griffiths, 2013)
Scale (Good Job Games, 2017)
Scale (Steve Swink, 2012)
Shadow of the Colossus (Team Ico, 2005)
Shahnameh (Ferdowsi, 977–1010 CE)
Sins of a Solar Empire (Ironclad Games, 2008)
SPHERES (Eliza McNitt, 2018)
Spirited Away (Hayao Miyazaki, 2001)
Spooning Couple (Ron Mueck, 2005)
Stack (Ketchapp, 2016)
Super Mario Bros. (Nintendo EAD, 1985)
Superliminal (Pillow Castle, 2019)
swing against the sunset (Shintaro Ohata, 2018)
The Big Basket building (Longaberger Company, 1997, Ohio)
The Curious Tale of the Stolen Pets (Fast Travel Games, 2019)
The Elephants (Salvador Dalí, 1948)
The Future Was Then (Daniel Arsham, 2016)
The Iron Giant (Brad Bird, 1999)
The Last Guardian VR (Team Ico, 2017)
The Little Match Girl (Hans Christian Andersen, 1845)
The Rose and I (Penrose Studios, 2016)
The Weather Project (Olafur Eliasson, 2003)
theBlue (Wevr, 2016)
Tree (MIT Documentary Lab, 2017)
Virtual Bauhaus (Goethe-Institut, 2019)
Wolves in the Walls (Fable Studio, 2019)
Worlds in Worlds (Goro Fujita, 2016)
All items in Spectrum are protected by copyright, with all rights reserved. The use of items is governed by Spectrum's terms of access.

Repository Staff Only: item control page

Downloads per month over past year

Research related to the current document (at the CORE website)
- Research related to the current document (at the CORE website)
Back to top Back to top