The Narrative of Weather: Understanding the Impact of Photo-realistic Procedural Weather on Narrative in Virtual Reality
Author(s)
Primary Supervisor
Patterson, Dale
Other Supervisors
Marsh, Timothy
Year published
2018-03
Metadata
Show full item recordAbstract
By reflecting on existing mediums that have been created specifically to tell stories we can see that, at some point, viewers become comfortable with certain elements they like, and these elements are defined as the mainstream stereotype of the medium. Video games, books, cinema, theatre, and television have defined mainstream stereotypes based on the elements of those mediums that were successful and persisted. Throughout the development and growth of a medium, divergence occurs through exploration of new methods. New methods of delivering digital media require alternate theoretical frameworks to guide design. By exploring ...
View more >By reflecting on existing mediums that have been created specifically to tell stories we can see that, at some point, viewers become comfortable with certain elements they like, and these elements are defined as the mainstream stereotype of the medium. Video games, books, cinema, theatre, and television have defined mainstream stereotypes based on the elements of those mediums that were successful and persisted. Throughout the development and growth of a medium, divergence occurs through exploration of new methods. New methods of delivering digital media require alternate theoretical frameworks to guide design. By exploring the intersection of cinematography, narratology and ludology it is possible to define new processes to deliver storytelling experiences in emerging mediums, specifically virtual reality. This research explores the intrinsic design requirements of virtual interactive environments to enhance environmental presence and measure the impact of photo-realistic weather systems on virtual reality audiences. Real-time virtual environments have been demonstrated as exponentially progressing towards more aesthetic realism in an effort to emulate natural environments. It is believed the users’ perception of realism and immersion within the virtual space will have a direct effect on their ability to not only effortlessly transfer their consciousness but react and interact with the environment in a way that would be observed in natural behaviour. The objective is to generate physiological responses similar to natural behaviour by instilling a sense of awe in audience members when they perceive a virtual space. To gain insight into the value of weather as an environmental storytelling tool, two experiments were undertaken. Each experiment analysed participants behaviour to photo-realistic weather systems in virtual environments through differing mediums. Experiment 1, known as the Console Experiment, analysed qualitative and quantitative user responses to variations of weather when experiencing the environments on a desktop computer. The experimental trial required participants to explore two virtual environments; clear weather and stormy weather. Whilst a statistically significant result demonstrated a preference for the dynamic weather system, participants reported poor levels of immersion and playability. Experiment 2, known as the Virtual Reality Experiment, responded directly to the findings of the Console Experiment to generate high fidelity trial environments for use in virtual reality headsets. This experiment analysed behavioural responses to procedural weather variants in two separate virtual environments, collecting data through observational and interview processes. A small focus group of 10 participants was used to collect the data, with significant time being spent in the test environments. Results described reactions beyond those anticipated in the hypothesis of the research, with 8 participants audibly demonstrating a sense of awe, 9 participants describing sensations of feeling ‘cold’ and ‘warm’, 6 participants commenting on the potential of feeling wet, and 7 participants considering potential exploration pathways and storyline adjustments through soliloquy. This thesis demonstrates significant potential of procedural weather systems’ impact on narratives in virtual reality. With recent discourse outlining the absence of high-fidelity virtual environments in immersive stories, this research concludes a definitive potential for environmental factors like weather to enhance narratives in virtual reality.
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View more >By reflecting on existing mediums that have been created specifically to tell stories we can see that, at some point, viewers become comfortable with certain elements they like, and these elements are defined as the mainstream stereotype of the medium. Video games, books, cinema, theatre, and television have defined mainstream stereotypes based on the elements of those mediums that were successful and persisted. Throughout the development and growth of a medium, divergence occurs through exploration of new methods. New methods of delivering digital media require alternate theoretical frameworks to guide design. By exploring the intersection of cinematography, narratology and ludology it is possible to define new processes to deliver storytelling experiences in emerging mediums, specifically virtual reality. This research explores the intrinsic design requirements of virtual interactive environments to enhance environmental presence and measure the impact of photo-realistic weather systems on virtual reality audiences. Real-time virtual environments have been demonstrated as exponentially progressing towards more aesthetic realism in an effort to emulate natural environments. It is believed the users’ perception of realism and immersion within the virtual space will have a direct effect on their ability to not only effortlessly transfer their consciousness but react and interact with the environment in a way that would be observed in natural behaviour. The objective is to generate physiological responses similar to natural behaviour by instilling a sense of awe in audience members when they perceive a virtual space. To gain insight into the value of weather as an environmental storytelling tool, two experiments were undertaken. Each experiment analysed participants behaviour to photo-realistic weather systems in virtual environments through differing mediums. Experiment 1, known as the Console Experiment, analysed qualitative and quantitative user responses to variations of weather when experiencing the environments on a desktop computer. The experimental trial required participants to explore two virtual environments; clear weather and stormy weather. Whilst a statistically significant result demonstrated a preference for the dynamic weather system, participants reported poor levels of immersion and playability. Experiment 2, known as the Virtual Reality Experiment, responded directly to the findings of the Console Experiment to generate high fidelity trial environments for use in virtual reality headsets. This experiment analysed behavioural responses to procedural weather variants in two separate virtual environments, collecting data through observational and interview processes. A small focus group of 10 participants was used to collect the data, with significant time being spent in the test environments. Results described reactions beyond those anticipated in the hypothesis of the research, with 8 participants audibly demonstrating a sense of awe, 9 participants describing sensations of feeling ‘cold’ and ‘warm’, 6 participants commenting on the potential of feeling wet, and 7 participants considering potential exploration pathways and storyline adjustments through soliloquy. This thesis demonstrates significant potential of procedural weather systems’ impact on narratives in virtual reality. With recent discourse outlining the absence of high-fidelity virtual environments in immersive stories, this research concludes a definitive potential for environmental factors like weather to enhance narratives in virtual reality.
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Thesis Type
Thesis (PhD Doctorate)
Degree Program
Doctor of Philosophy (PhD)
School
Queensland College of Art
Copyright Statement
The author owns the copyright in this thesis, unless stated otherwise.
Subject
Human behaviour
Ludology
Narratology
Procedural weather
Storytelling
Virtual Environment
Virtual reality