The as if television were “illustrat radio” to use Orson Welles’ words. If cinema and television engender a certain passivity of the television/viewer. The where is the co-construction of the audio-visual narrative now locat? In the digital age. The the viewer has become a consumer-actor and/or a user with a profound change in their expectations and uses.
I watch the content
when I wan The on the platform I choose. The on cell phone database the (mobile) mium I want and with whom In addition to this delinearization (generat by the digitalization of content). The the user wants to actively participate in the content. This narrative interactivity. The accompani by a gamification of the story. in virtual reality (VR) and augment reality (AR).
The user in VR with a headset
The for example. The creates the path and linearity of the retention and loyalty: 9 tips to keep your customers fiction through his gaze and his physical engagement. He thus creates an almost unique experience with a very personal feeling. Let’s take 7 lives . The a VR film direct by Jan Kounen. The co-produc by France Télévisions. In this film. The everyone creates their own narration by focusing on one of the four characters and thus constructs their own experience.
This was design linearly and non-linearly
to leave an active and unique role to the user. Today. The it is a taiwan lists question of drawing the UX design. The or the user’s journey. In virtual reality. The the constant possibility of off-screen and off-screen. The the spatialization of sound and handtracking (being in interaction with the hands without controllers) allow the user to be at the center of the co-creation of the virtual work and at the heart of an experience that will involve him bodily. The sensorially and emotionally.