Artificial Intelligence, Augmented Reality, Location-Based Narratives, and User Participation As Means For Creating Engaging Extended Reality Experiences
Artificial Intelligence, Augmented Reality, Location-Based Narratives, and User Participation As Means For Creating Engaging Extended Reality Experiences
Artificial Intelligence, Augmented Reality, Location-Based Narratives, and User Participation As Means For Creating Engaging Extended Reality Experiences
Christina Aristotle University ofThessaloniki, School ofFilm, Ikoniou 1, Stavroupoli, Thessaloniki, Index,
Greece
Abstract When the development of modern media and computers crossed paths, according to Lev
Manovich a new form of media was born, which was described by the term “new media”, characterized
by multimodal narratives, where different multiple simultaneous information flows are used and require
the user’s engagement. With the evolution of digital technologies, both regarding hardware and human-
computer interaction interfaces, and software and multimedia content, a branch of “new media” has
taken the “status” of a reality and we refer to it as: “extended reality”. Extended Reality (XR) is an
umbrella term which encompasses virtual, augmented, and mixed reality. The term covers the full
spectrum from real to virtual in the concept of virtual-reality continuum introduced by P. Milgram and
F.Kishino back in 1994. XR is a new, computer-mediated hybrid reality experience we encounter by
participating in a multimodal experience comprising narrative audiovisual content. Moreover, the
narrative audiovisual content developed by and for XR technologies, needs to engage the viewer and
address the multimodal narrative needs. This paper aims to explore AI, AR, Location-based narratives,
and user participation as means for creation of impactful XR experiences. In the paper we will study and
present the use of:
● AR/MR tools in interactive film platforms, television, and location-based narratives, ● AI use in
cinematic narratives, ● Interactive narrative as means for increasing empathy and engagement, and ●
User’s participation in both virtual and physical space, in new forms of performative arts, “extended”
with digital technologies.
Keywords Artificial Intelligence, Augmented Reality, Virtual Reality, Mixed Reality, Extended Reality,
Location-Based Narratives, User Engagement, Multimodal Experience, Narrative Audiovisual, Interactive
Platforms, Interactive narrative, User experience, Motion Capture, Virtual Actors, Performance Capture,
Facial Motion Capture.
1. Introduction This paper aims to investigate the impact of AR/MR technologies, AI, and location-
based
Narratives in the film industry, from the stages of pre-production to the actual production, as means for
the creation of engaging interactive experiences. Over the past few years, media which assigned
traditionally the role of “spectator” to the audience, such as cinema, theater, performance art, and
television, are re-establishing their relation to the audience, turning it into an active participant of the
narrative. Interactive media not only engage the audience in a different way than traditional media, but
are also capable of creating empathetic experiences, due to the audience’s active participation and
immersion. The authors will investigate multimodal narrative needs through AR/MR technologies.
Particularly, they will examine the way these technologies can be utilized in documentary films and
interactive film platforms to increase viewer engagement and create an experiential model of viewing.
Moreover, these technologies will be researched in interactive film and TV platforms.Subsequently, the
evolution of these technologies will be examined, to assess how they
Introduce new ways and channels of distribution of audiovisual content. Concerning AI, the authors
Will analyze the way such tools can be useful to film and theater acting and instigate viewer’s
Engagement.
Concluding, the authors will explore the influence of new technologies and tools as a new
Model of interactive storytelling, which aims to immerse the audience, create empathy and aid with
Narratives
The app is centered on and are the following: technique centered, user-centered, information-centered
And based on the target of the augmentation (Normand et al., 2012). The three axes are based on the
Degree of freedom of detection used, based on how the augmentation is used in relation to the user and
Based on the relationship of the application content with time (pre-recorded or real-time).
This taxonomy focused on the degree of freedom in detection can be divided respectively in two
Main categories:
The second categorization axes concerning how the augmentation is used by the user are
Mediated augmentation, where the augmentation takes place on a projection interface such as
In optical see-through applications using screens or glasses and video see-through where a
Back located camera is used (such as tablets and smartphones cameras) to provide the user
With a view of both the physical world and the augmented elements. Mediated augmentation
Direct augmentation where the virtual content is added to the physical world without the need
Of a mediator or interface between the eyes and the real world.
On a real environment. To project AR content, glasses or mobile devices are used, allowing the viewer
To experience a new model of viewing, and evolving new concepts. On the other hand, MR enables
The user to not only see overlaid content on the real environment, but also to interact with it in
Physical space, since MR allows for physical and virtual objects to co-exist in mixed reality
If we consider the use of these technologies in cinema so far, and given their rapid development
Over the recent years, we could say that AR and MR seek to pop the film out of the two-dimensional
Additionally, in the past few years, there is a tendency to use the technology of AR during the
Pre-production states. This fact may help filmmakers in collecting material, storyboarding or even in
Creating the actual film. It is worth noting, that apart from AR technologies, the use of VR in
Pre-production is becoming more and more popular among filmmakers over the past few years.
As far as AR is concerned, it gives the filmmaker the ability to explore a whole new way of
Collecting material during the first stage, since it can be done from the camera of a mobile device and
Enables them to record data of the physical environment and the real actor, combined with the
Connected digital material. During film production, AR gives the ability to film digital and
physicalelements together. In this case, the filmmaker can create non-existing or fictional elements, as
well as
Mix more easily VFX and other CGI elements. For example, the short video “Nest” by Dunkan
Walker, was filmed solely using an iPhone and ARKit tools. The creator used CGI characters, which
Were instructed through a control panel on his phone and had the ability to shoot them multiple times
Regarding AR in documentary films, it can be turned into an extremely useful tool in the hands of
Filmmakers, since they are able to incorporate digital elements within reality, which are not possible to
Be found or filmed. Finally, AR can be used also for the projection of the documentary at specific
Sites, creating a new form of location-based narratives, since documentary films are inextricably
Linked with certain locations. AR is a useful tool in the hands of filmmakers, since they can
Incorporate digital elements within reality, which are not possible to be found or filmed.Figure 2:
Outdoor night AR shot placement with ProVis Pro iOS application. Documentary in progress
By A.Papathanasiou.
Since the broad acceptance of games as a new form of art (Santorineos & Dimitriadi, 2006) and
Gamification as a major trend of digital culture, AR/MR technologies have created a bridge between
Interactive media content and real space, opening new possibilities of experimentation in
Cinematography.
The integration of AR/MR technologies during the last two years in a variety of devices – from
“traditional” media such as television to mobile phones, and more – create a new field of research in
Cinema focusing on the viewer experience, while expanding the audience and shifting the age range of
The viewers to a younger and more technology-savvy audience. In parallel, there has been a trend over
The past few years, where new ways of distribution (subscription channels, platforms, etc.) strongly
Influence the ways of film projection (traditionally in cinema theaters and television) and are heading
There are several content development approaches regarding the scenarios may be developed for
AR location-based narratives:
One approach “links” the actual location in a direct way with the virtual narration, in
Documentary AR narratives, as for example “bringing” to life stories that unfolded in specific
Locations, such as locations where major historical events took place etc.
Another approach gives a new meaning to a specific location – or/and creates a narrative
Storyline connecting multiple locations, which was nonexistent before the AR narrative.
The creation of augmented interactive digital storytelling is a new area of experimentation where
The analogue information can be combined with the digital to enhance and enrich the user experience
With interactions.
The study and usability research of the various ways of multimodal interaction, methods, and
Techniques by which the narration unfolds via the integration ofmultimedia material (images,
sounds,video, 2D graphics, 3D graphics and text) in an AR application proves itself necessary to
accelerate
Allow the birth of new forms of narrative that will allow the connection between the virtual content
With specific locations, whilst in “Compelling Experiences in Mixed Reality Interactive Storytelling”,
Fred Charles et al. (2004) also point out the need to explore the possibilities ofArtificial Intelligence
In these new forms of digital interactive storytelling the following possibilities can be explored as
2. the integration of the user’s intentions by enabling interaction with virtual actors and/or
3. The integration of the user’s physical interaction with real objects, allowing them to change the
In the world of digital interactive film platforms, Augmented and Mixed reality open new avenues
The artwork in progress “Re-Rec Borders: an interactive documentary map” by the director
Menelaos Karamaghiolis, seeks to give the viewer a new multimodal storytelling experience. It
Combines traditional cinematography with augmented and virtual reality technologies, transferring
Action from the 2D screen to real space, and specifically, to places related with the narration, or even
The routes of the protagonists of the documentary films contained in the platform.
This new way of viewing allows the spectators to experience the story of the protagonists all
Around the world, to participate in it, to immerse themselves and increase their involvement. At the
Same time, they can create their own storyline since this kind of platform allows for non-linear
Viewing of the stories. This way, every viewing is unique, even for the same spectator. However, this
Creates new challenges for the directors and raises concerns, since the viewers can choose their own
Point of view, viewing time and storyline, elements that in traditional cinematography are solid and
In the case of TV series, the scriptwriter may not follow traditional linear storytelling but will
Provide alternative narratives and multiple storylines so as to enable possible directions to be taken by
The spectators. The spectators, in turn, may wish to interact, thus becoming co-creators as they may
Eventually affect the story. Their participation is based on pre-written narratives by the scriptwriter
Whose challenge is to allow the audience to be part of a linear story (see also Weijdom, J. 2017). This
Implies that the story must be written in such a way so as to facilitate alternative directions in good
Terms, though, with coherence. Coherence is a fundamental issue for a good story and must be kept
There are different approaches that enable interactive storytelling. One way is character-based
(Cavazza 2002) according to which stories derive from the way characters interact with each other.
This, however, puts at risk the story’s coherence. Another approach is plot-based (Grasbon and Brown
2001; Paiva et al 2001; Spierling et al 2002) according to which the focus lies on the structure of the
Plot. This approach limits the possibility of interaction. Whichever of the two approaches is to be
Taken also depends on the genre of the story (Camanho et al 2009). The authors, furthermore, contend
That “the user’s immersion in the story” should not be disrupted and “interacting with a story is
Basically intellectual, rather than physical.” (Camanho et al 2009:24). Another parameter to be taken
Into account is how much the spectators wish to be involved and interact with the story. Some might
Observe rather than actively take part. Others might interact extensively and take advantage of
anyinteractive means provided. This implies that there should be a variety of levels for stepping into the
Story.
The question to be tackled is how a TV scene can be turned into an interactive narrative. To
Transform a story into an interactive one, several crucial parameters need to be taken into
Consideration such as the ones discussed further below. These will allow the viewers’ engagement,
Empathy, immersion, and interaction with the story. Especially in a TV series, the viewer must be
Engaged so as to continue watching the rest of the season(s) since a TV series is not a one-time
The story can’t have the same starting point as a non-interactive linear TV, since the viewer
Must be part of the story. The opening scene should be constructed in a completely different way to
Another parameter in new XR narratives is the viewers’ POV. In an interactive script the
Viewer can be given the possibility to embody the protagonist which gives the viewers the opportunity
To explore the story and the character from their own initiative. The audience explores interactively
The world and the characters. In TV narratives we explore the characters through their actions. In a
New interactive scenario, it is the audience’s actions that would lead to understanding the character,
Raising the viewer’s empathy. Another option would be giving the viewers the possibility to switch
POVs during the scene, and thus to embody different characters of the story.
Moreover, the screenwriter’s challenge is to invent narrative element(s) that would direct the
The potential alternatives above must be examined and tested through XR technologies. For
This purpose, the script will be enriched with new narrative elements and multiple directions will need
And enrich the cinematic production, and as a new form of directing, acting, screenplay writing via
Specifically in acting, the technology that played a crucial role is Motion Capture: “The
Process of recording the movements of a real body in 3D space as data, which is then used to create a
Computer-generated body” (Pizzo, 2016). Lately, the new term of Performance Capture has arisen:
Actor’s 3D performance through facial expressions and body language. The mapping is realized by
Cameras, laser scanners or even, as recently introduced, other AI tools that can be used as input, such
As any standard 2D video captured even by smartphone (Salian, 2022). MoCap and FaMoCap share
Similar technology but in the FaMoCap there are higher resolution requirements so that subtle
Expressions can be detected and tracked even from micro-movements (Kennedy, 2021).
The actor Andy Serkis holds a record in roles that required MoCap and is considered as “the
Godfather of Motion Capture” (Stern, 2014) [Golum (Jackson P., 2001), King Kong (Jackson P.,
In Thanos (Anthony Russo, 2018) MoCap runs through a machine learning software that
Utilizes massive amounts of animation data of real actors to create a believable virtual actor (Digital
Domain, 2018).
Figure 3: Masqueade test footage from the SIGGRAPH 2017 PaperMore specifically, according to the
company who created the software Masquerade, as presented in
1. collects the markers automatically, generating their 3D positions from the HMC images,
2. automatically stabilizes the head by examining how the actor’s head is moving in relation
To the helmet,
Tracked from the actor’s face through a seated capture system, and that way a large
That lets artists train the system to change an actor’s expression into a specific character
By developing Masquerade, Studio aimed to create machine-learning software using the same
Images as the portable helmet system. The actor’s face would also be produced in high resolution,
With accurate wrinkles, not just a few moving points. ‘’It let all that detail in the actors’ facial
Performance be captured. Then the 3D data captured is used to translate the performance to the actor’s
Digital self or character. Then, preserve as much of the performance as possible’’’ (Failes I., 2020)
1. Casting: Where AI platforms can find the right actor from talent databases (Smartclick,
n.d.)
Figure 4: Acting in Virtual Reality. M. Slater, J. Howell, A.Steed, D-P. Pertaub, M. Gaurau,
S.Springel.Except for superhero and epic films, CGI technology has been used to create actors’ digital
Twins. A bright example is considered Audrey Hepburn’s digital recreation (McGee, 2014), for a
Commercial in 2013. It’s not the first time that technology cinema offers such an opportunity to the
Spectators. James Dean, Bruce Lee, Paul Walker, and other actors appeared on the screen after their
Death. Some years ago, it was humans who did the selection among tons of images from multiple
Different angles to create these digital replicas. Nowadays this process is executed by well-trained AI
Tools which resynthesize legends by drawing information from a huge data pool (photographic and
Video material). Deepfakes, for example, are made ofmachine learning tools, known as autoencoders
There is a need for further research and in-depth analysis in acting methods, actors’
Expressions, body moves and voice qualities to create an accurate generic Virtual Actor from scratch
Using big data and not just a modification of the characteristics and acting methods followed by a
Specific actor.
AI also can take the role of the director. Bright example is the short movie Campari Red
Diaries: Fellini Forward, a result of human and AI collaboration (UNIT9, 2021). Custom tools
Combined with algorithmic-building tools like TensorFlow, PyTorch among others, were used to
Create a Fellini style script and the Fellini shot prediction model. Identification and classification of
Different cinematic shot types realized via the Shot-Type-Classifier Model for ResNet-50 network;
Object detection by Mask R-CNN and real-time multi-person tracking by YOLOv3 and DeepSort. As
For emotion detection within a live camera feed they used Keras, the Python deep learning API for
Emotion detection. Generally, a supervised learning approach was followed (Stuart, 2021).
Figure 7: Do You Love Me (2016)Writing scripts: large amounts of movie data are analyzed, and unique
scripts are
Produced.
Subtitle creation
Movie Promotion
Movie editing
Music scores: Iamus, the first AI composer of contemporary classical music (P.Ball, 2012)
This mix of new media in combination with the traditional process of acting on camera constitutes
A challenge for the actor. This interdisciplinary source will also encourage a deep theoretical
Examination of the newly developed technological interfaces and tools (immersive VR head-mount
Displays, motion sensors and body and eye tracking systems, wired biofeedback sensors, EEG).
As Lev Manovich argues in the Language of New Media, non-interactive media are in their core
Interactive as well since they are biased by the perception of the audience. On the other hand,
Interactive media, from make-your-own-adventure text stories to video games and virtual reality
Experiences, pave the way for truly immersive storytelling. In these cases, the role of readers, players,
Or users, ranges from being able to explore in unique ways the story to truly engage with the narrative
There is a difference between interactivity that relies on exploration or puzzle solving that creates a
Sense of engagement without affecting the narrative itself, and interactivity that relies on agency
(Murray, 1997). Therefore, the question that emerges concerns whether absolute agency of theaudience
can be achieved, since every possible path of a narrative has already been scripted by its
Creator.
A player feels that they have agency when their decisions have impact, especially in situations
Where they are not omnipotent, such as in horror games (Torres, 2020). Another category would be
Games that pose ethical dilemmas that simultaneously affect the players’ progress and the world itself,
Creating immersive and emotional experiences. Video games, and virtual reality experiences that
Create a sense of not only immersion, but presence, have become a popular medium to induce
Empathy because the user has this precise sense of presence in the environment and, consequently, the
Narrative itself.
“When someone talks about a video game, they use the pronoun ‘I’. It gives you a platform to
Virtual reality experiences, given that presence is ensured by the medium itself, can create positive
Empathetic responses. In the VR 360° video projects Clouds Over Sidra (United Nations – Schutte and
Stilinović, 2017), and The Displaced (The New York Times – Sirkkunen et al., 2016), and although
Both show a story in a third person perspective, the medium has been capable of engaging users and
Creating empathetic responses towards the stories of the protagonists (Bertrand et al, 2018).
Perhaps one of the most renowned paradigms of a virtual reality experience of artistic nature,
Aiming to create an empathetic response among the participating individuals is the project The
Machine to Be Another (BeAnotherLab, 2015). The users, paired in two each time, are bound to
Exchange their view, via a virtual reality headset. They are also instructed to perform certain
Movements, in absolute synchronization with one another, creating a strong sense of embodiment with
Performative art
New forms of performative art are being created as we speak thanks to new digital
Technologies. As a result, the spectators become users and/or participants. The “ludic” or/and gamified
Aspect of the interactive experience, opens the possibility for multi-user experiences with an “in situ”
Element (Dimitriadi, 2019), not only in virtual, but also in real space.
There are numerous examples of hybrid multimedia performances that use mixed reality,
Where the continuum of space and time is broken but does not feel that way to the user. The artist
Julien Daillère for example, is completely liberated from space as he provides his spectators with the
Option of becoming performers and participating in his teleperformance Esprit poétique while being at
Their place, just by using the telephone1. Several participants become performers while the others
Α similar use of this technique was used by Romeo Castellucci in his latest spectacle Bros.
Castellucci used twenty-three men that were not actors, who were required to act on stage as he
Everywhere nowadays. In this case, the experience was different only for those participating, while the
Multiple artists have been using video-based platforms that bring together different spaces,
Thus giving the audience the chance to participate and belong; being together even while apart, has
Been especially crucial during the pandemic when physical co-existence was scarce. This need
Brought about new experiments where theater meets cinema. Τhe 7 deaths ofAntona by Bijoux de
Kant, for example, is “theater made to be projected on screen3
The space that includes the spectator into the performance is best shown in spectacles like
Remote Thessaloniki, Rimini Protokoll, by Stefan Kaegi and Jörg Karrenbauer4, that used the city of
Thessaloniki as a stage, its spectators as performers and several sets of headphones as narrators. A
The user may follow its orders, or may not, they still have a choice; the feeling of belonging however
The 4th International Forest Festival of Thessaloniki included in its program two more
Participatory experiences: The Quiet Volume5 and Not to Scale6, by Ant Hampton and Tim Etchells
Respectively, in which the audience pairs up, wears headsets, enters spaces other than the conventional
Stage – in one occasion it’s a library, in the other it’s a space inside a theater – and creates the story
Semi-narrated to them via the headsets – in one case books take part in the narration, in the other the
Partners draw different things complementary to the story so that they may reach the end of the
Narration. These two experiences, while participatory, are not as much location-based as
Location-adapted; and while they did include the spectator, the sense of belonging was missing as the
Experimentations with speech and sound are more and more commonly met in contemporary
Theater. Dimitris Karantzas in his spectacle The Persians7, by Aeschylus, chose to use amplifiers and
Microphones, with or without distortion of the voice being heard each time, that would interrupt the
Aeschylean tragedy bringing forth “how a people cope with defeat, regardless of their racial identity,
Society, or era8
Region where the spectacle was being shown each time, placed between the spectators’ seats; this
Simple direction made the spectators feel instantly included in the society of the tragedy.
In addition, artists from various backgrounds are experimenting with the crossroad of virtual
7. Conclusions
In conclusion, the use of AI, AR, and location-based narratives in the creation of engaging
Experiences proves that the passage from new media to Extended Reality requires a multitude of
Advanced tools, techniques, and technologies. Thus, it is necessary to develop best practices and
Ways of creation and distribution of audiovisual content, while making the experience even more
Immersive and engaging for the viewers and challenging the creators to adapt and become more
Conceptual.
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Argyro Papathanasiou holds a BASc in Music Technology & Acoustics engineering and M.A. in Art
& VR (ASFA&Paris8). Currently she is a PhD candidate at the School of Film (AUTh) focusing on
XR systems in Documentary films and Location Based Narratives. Her individual and teamwork have
Been presented in several conferences and festivals. She is co-founder and Managing Director of
ViRA. She collaborates with Documatism as XR Head ofProduction, focusing on documentary films,
Cinematic interactive installations, and film platforms, with Studio Bahia NPO (USA) as an XR
Mixed Reality and Cinema and an actress. She obtained a B.A. in International Business and Politics
Business) and an Acting Diploma accredited by Greek Ministry of Culture. She possesses a Certificate of
Pedagogical and Teaching (Hellenic Open University) and a Certificate in the Elements ofAI (University
Of Helsinki). She has worked with various important directors in theater (Y.Houvardas et al.) and cinema
(C.Nikou et al).
Paraskevi Bokovou is a set and costume designer based at Thessaloniki, who has worked in feature and
Short films, television and theatre. She has a master’s degree in film studies from the School of Fine Arts
Of the Aristotle University of Thessaloniki, where she was a student of Ioulia Stauridou, and another
Master’s degree in theater from the University Paris 8 Vincennes – Saint-Denis, subject Scènes du
Monde,
Histoire et création, where she collaborated with Érica Magris. She continues her studies as a doctorate
Working with Nefeli Dimitriadi, experimenting with the emerging new media practices.Christina
Chrysanthopoulou holds a M.Sc. in Architecture Engineering, from the NTUA, and a M.A. in “Art and
Virtual Reality”, a collaboration between the ASFA and the Paris 8 University. Currently, she is a PhD
candidate at the School of Film Studies of the AUTH. She has several publications in conferences such as
Hybrid City II in Athens, IEEE VR2015 in Arles, and VS-Games Barcelona 2017, and has participated in
various exhibitions and festivals, such as the Ars Electronica Festival (Linz, 2015), the A.MAZE festival
(Berlin, 2018), the ADAF 2020, and the Ars Electronica Garden Athens 2020.
Nefeli-Maria Dimitriadi is artist and director, Assistant Professor of “Virtual/ Augmented/ Mixed Reality
and Cinema” in Film School of Faculty of Fine Arts of Aristotle University of Thessaloniki, and she is
entitled with a PhD in Aesthetics, Science and Technology ofArt and a master’s degree in visual arts
(Univ. Paris 8) and a Diploma in Fine Arts (School of Fine Arts, Aristotle University of Thessaloniki). The
research work of Dr. Dimitriadi has been published in 33 scientific papers and articles in international
conferences and scientific publications, and her artwork has been presented at 31 exhibitions and
international festivals.