"Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia

Detalhes bibliográficos
Autor(a) principal: Andrade, Tânia Esteves de
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.13/2760
Resumo: Tell a Tail 360 is a Virtual Reality (VR) documentary, part of a larger transmedia project about animal welfare in Madeira island, created to educate, raise awareness and spread the love for the animals, targeting teenage audiences. The literature review and the context research surveys suggest that younger audiences are more likely to change their behaviours than adults. Moreover, the majority of people are interested in the topic of animal welfare (AW) although not always aware of its complexity (e.g., lack of responsibility of ownership or lack of education on proper animal treatment). Over several months, 360º footage was recorded showing different perspectives of the problem through contact with different stakeholders. Later, the footage was used in the design of an interactive VR documentary highlighting kennels’ conditions, Non-governmental organizations fieldwork, and the importance of providing primary care to pets. The user explores the story through different media sources inside the virtual world, such as social media posts, photography and audio. These interactive features provide users with the opportunity to unfold the story through their choices, promoting exploration and contemplation of the subject and were designed to increase audience engagement and agency in the experience. Through A/B user testing conducted with two groups of adolescents (in which one tested a non-VR version of the documentary and the other group the VR version), findings suggest that the immersive version generated greater interest and involvement in the problem addressed. This thesis project can provide new insights on how interactive and immersive content can engage the teenage audience to a more significant awareness of good animal welfare behaviours and other social problems.
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spelling "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia360º ExperienceVirtual realityInteractive storytellingTransmediaExperiência 360ºRealidade virtualNarrativa interativaTransmediaInteractive Media Design.Faculdade de Ciências Exatas e da EngenhariaDomínio/Área Científica::Humanidades::ArtesDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaTell a Tail 360 is a Virtual Reality (VR) documentary, part of a larger transmedia project about animal welfare in Madeira island, created to educate, raise awareness and spread the love for the animals, targeting teenage audiences. The literature review and the context research surveys suggest that younger audiences are more likely to change their behaviours than adults. Moreover, the majority of people are interested in the topic of animal welfare (AW) although not always aware of its complexity (e.g., lack of responsibility of ownership or lack of education on proper animal treatment). Over several months, 360º footage was recorded showing different perspectives of the problem through contact with different stakeholders. Later, the footage was used in the design of an interactive VR documentary highlighting kennels’ conditions, Non-governmental organizations fieldwork, and the importance of providing primary care to pets. The user explores the story through different media sources inside the virtual world, such as social media posts, photography and audio. These interactive features provide users with the opportunity to unfold the story through their choices, promoting exploration and contemplation of the subject and were designed to increase audience engagement and agency in the experience. Through A/B user testing conducted with two groups of adolescents (in which one tested a non-VR version of the documentary and the other group the VR version), findings suggest that the immersive version generated greater interest and involvement in the problem addressed. This thesis project can provide new insights on how interactive and immersive content can engage the teenage audience to a more significant awareness of good animal welfare behaviours and other social problems.Tell a Tail 360 é um documentário em realidade virtual (RV), parte de um projeto transmedia cujo tema é o bem-estar dos animais na ilha da Madeira. Tem como objetivos educar, consciencializar e espalhar o amor pelos animais em público adolescente. Com base na revisão da literatura e nas pesquisas feitas, concluiu-se que o público mais jovem tem maior probabilidade para mudar os seus comportamentos do que os adultos e de que apesar da maioria das pessoas mostrar interesse pelo assunto abordado, nem sempre tem perceção da sua complexidade (ex.: a falta de responsabilidade dos donos ou a falta de educação sobre o tratamento adequado a dar aos animais). Durante vários meses, foram recolhidos vídeos em 360º através da cooperação com entidades que trabalham em prol da causa animal, mostrando diferentes perspetivas deste problema social. Posteriormente, esses vídeos foram usados para criar um documentário interativo que destaca as condições dos canis, o trabalho de campo das organizações não governamentais e a importância de prover os cuidados básicos aos animais de estimação. A experiência do utilizador foi projetada para que este pudesse explorar a história através de diferentes medias dentro do mundo virtual, tais como publicações retiradas de redes sociais, fotografias e som. Estas características interativas provêm ao utilizador a oportunidade de descobrir a história através das suas escolhas, promovendo a exploração e contemplação do assunto, aumentando o envolvimento e a ação do público na experiência. Através de testes de utilizador A/B conduzidos com dois grupos de adolescentes, em que um grupo testou uma versão não RV do documentário e o outro grupo a versão RV, concluiu-se que a versão imersiva originou um maior interesse e envolvimento no problema abordado. O projeto desta tese contribuiu com novas ideias sobre como usar conteúdo interativo e imersivo pode envolver o público adolescente e consciencializar para o bem-estar animal bem como outros problemas sociais.Nisi, ValentinaBala, Paulo AlexandreDigitUMaAndrade, Tânia Esteves de2020-03-02T10:11:03Z2020-02-03T00:00:00Z2020-02-03T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.13/2760202449270enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T12:55:36Zoai:digituma.uma.pt:10400.13/2760Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:05:32.651669Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
title "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
spellingShingle "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
Andrade, Tânia Esteves de
360º Experience
Virtual reality
Interactive storytelling
Transmedia
Experiência 360º
Realidade virtual
Narrativa interativa
Transmedia
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Humanidades::Artes
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
title_short "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
title_full "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
title_fullStr "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
title_full_unstemmed "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
title_sort "Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia
author Andrade, Tânia Esteves de
author_facet Andrade, Tânia Esteves de
author_role author
dc.contributor.none.fl_str_mv Nisi, Valentina
Bala, Paulo Alexandre
DigitUMa
dc.contributor.author.fl_str_mv Andrade, Tânia Esteves de
dc.subject.por.fl_str_mv 360º Experience
Virtual reality
Interactive storytelling
Transmedia
Experiência 360º
Realidade virtual
Narrativa interativa
Transmedia
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Humanidades::Artes
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
topic 360º Experience
Virtual reality
Interactive storytelling
Transmedia
Experiência 360º
Realidade virtual
Narrativa interativa
Transmedia
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Humanidades::Artes
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
description Tell a Tail 360 is a Virtual Reality (VR) documentary, part of a larger transmedia project about animal welfare in Madeira island, created to educate, raise awareness and spread the love for the animals, targeting teenage audiences. The literature review and the context research surveys suggest that younger audiences are more likely to change their behaviours than adults. Moreover, the majority of people are interested in the topic of animal welfare (AW) although not always aware of its complexity (e.g., lack of responsibility of ownership or lack of education on proper animal treatment). Over several months, 360º footage was recorded showing different perspectives of the problem through contact with different stakeholders. Later, the footage was used in the design of an interactive VR documentary highlighting kennels’ conditions, Non-governmental organizations fieldwork, and the importance of providing primary care to pets. The user explores the story through different media sources inside the virtual world, such as social media posts, photography and audio. These interactive features provide users with the opportunity to unfold the story through their choices, promoting exploration and contemplation of the subject and were designed to increase audience engagement and agency in the experience. Through A/B user testing conducted with two groups of adolescents (in which one tested a non-VR version of the documentary and the other group the VR version), findings suggest that the immersive version generated greater interest and involvement in the problem addressed. This thesis project can provide new insights on how interactive and immersive content can engage the teenage audience to a more significant awareness of good animal welfare behaviours and other social problems.
publishDate 2020
dc.date.none.fl_str_mv 2020-03-02T10:11:03Z
2020-02-03T00:00:00Z
2020-02-03T00:00:00Z
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202449270
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dc.language.iso.fl_str_mv eng
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