"You'll Be Alice Adventuring in Wonderland!" Processes, Challenges, and Opportunities of Creating Animated Virtual Reality Stories
Lin-Ping Yuan, Feilin Han, Liwenhan Xie, Junjie Zhang, Jian Zhao, Huamin Qu
TL;DR
This study investigates how animated VR stories are created and the unique challenges they face by conducting semi-structured interviews with 21 creators. It identifies ten end-to-end production stages, reveals two workflow types (story-driven and visual-driven), and highlights seven challenges comprising seventeen issues, nine of which are unique to animated VR storytelling. Through validation with 15 additional creators, the authors demonstrate consensus on the importance and difficulty of these stages and issues, and offer a set of future research directions, including narrative autonomy, multi-element plot representations, and computational design support for visuals and evaluation. The findings inform both the design of authoring tools for VR narratives and broader directions for HCI research on immersive storytelling, with practical implications for creators seeking streamlined workflows and robust evaluation methods.
Abstract
Animated virtual reality (VR) stories, combining the presence of VR and the artistry of computer animation, offer a compelling way to deliver messages and evoke emotions. Motivated by the growing demand for immersive narrative experiences, more creators are creating animated VR stories. However, a holistic understanding of their creation processes and challenges involved in crafting these stories is still limited. Based on semi-structured interviews with 21 animated VR story creators, we identify ten common stages in their end-to-end creation processes, ranging from idea generation to evaluation, which form diverse workflows that are story-driven or visual-driven. Additionally, we highlight nine unique issues that arise during the creation process, such as a lack of reference material for multi-element plots, the absence of specific functionalities for story integration, and inadequate support for audience evaluation. We compare the creation of animated VR stories to general XR applications and distill several future research opportunities.
