Bande Dessinée et Réalité Mixte, vers de nouveaux espaces de narration
Notice bibliographique
Résumé
Immersing oneself in a graphic novel project today implies rethinking the way in which the graphic novel is made and the image that is communicated of it. Through a hybrid methodology mixing visual methods and creative research, we develop an immersive narrative device in graphic novel and mixed reality (XR). That is, an inference of virtual reality (VR) and augmented reality (AR) crossed by a singular narrative architecture. This project, entitled AN DOMHAN, is an XR adaptation of an Irish Celtic legend entitled The Tragic Death of the Tuireann Children.The legend features the deities of the Dana tribe (Thuatà de Dannan), the founding deities of Irish mythology. Two deities of the tribe stand out in the legend of the Tuireann children: Lugh and Brian. They are two antagonistic characters. This legend is part of a mixed narrative process. The topographical work of the legend is framed by a topology that is specific to the narrative, being able to interpret, reconstruct and set up localisable and non-localisable places, as well as other-worlds, an obscure topological interface at the heart of the legend's architecture. It creates passages between the various identifiable, topographical and/or fairy-tale places visited by the characters. We are situated in a narrative that plays on a fusion or confusion between the land that we occupy in a tangible way and that we will invest in an intangible way...In the AN DOMHAN experience the two main characters (Lugh and Brian) are embodied by two users who have either a virtual reality headset or a smartphone with an augmented reality application. Both are immersed in a Black Alberta landscape, where the narrative expands in its own dimensions in relation to the bodies of the readers, the users. The posture of the users interferes in this Black. They become LECTURE®s. They are bodies immersed between their capacity to read an ongoing spatial narrative and simultaneously, they can be themselves through other bodies-in-presence. Inspired by the narrative architecture of the legend, a new immersive cartography between two expanses (AR and VR) opens up to a corporeal and spatial experience in graphic novel.We get our hands on the Albertian landscape in the Black of the narrative. The Black, through our exploration, in this way, draws a face in mixed reality marking the expanses, the place, the relationship of bodies-in-presence in the narrative and immersive experience in graphic novel and mixed reality. This face of Blackness densifies and creates a texture, becoming matter, it is a Heideggerian earth at work in the proper and sensitive depths of this obscure dimension in mixed reality. Thus, the graphic novel through the Noir can no longer be thought of in a classical model of sequentially, but in the immersion, simultaneity, juxtaposition, and mixing of spatiality and bodies at work, in a system that has no order other than in the use, movement, and presence of bodies in the Earth (of which the Otherworld is a figure).It is therefore from the study of uses that we construct a complex scheme (a Locus) to understand and make a narrative and immersive reading experience in graphic novel and mixed reality. The LECTURE®s immerse themselves and in their exploration, we develop concepts specific to this scheme. The uses inks/anchors the Earth at work in the narrative experience. Thus, from a multimodal perspective, we capture user experiences in an approach specific to visual methods that allow the opening of this Earth. We respatialize, redraw in graphic novel and in mixed reality, the Earth/Black that is both clean and sensitive in a narrative architecture.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,001 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,001 | 0,001 |
| Communication savante | 0,001 | 0,000 |
| Science ouverte | 0,001 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,002 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».