Abstract
Climate science can be too complex for the general public to understand. By sharing several exemplary projects in this chapter, I hope to demonstrate how combining interactive storytelling in immersive environments with simulation, games, telepresence, social learning, and govies (a blend of movies with games) can provide mass audiences a deep learning experience about the natural world and issues related to the climate crisis. This approach offers participants extraordinary opportunities as scientific explorers to investigate real-world problems, present scientific information through live broadcast and pre-rendered videos projected on immersive cinema screens, and access media resources through individual touchscreen terminals and AI-driven voice-controlled interactions to participate in real-time group discussions in a shared space - physical and virtual - simultaneously. The metaverse is here, and the technological and social features of these immersive experiences hold tremendous value for public engagement with science education and climate communication.
| Original language | English |
|---|---|
| Title of host publication | Storytelling to Accelerate Climate Solutions |
| Publisher | Springer International Publishing |
| Pages | 365-378 |
| Number of pages | 14 |
| ISBN (Electronic) | 9783031547904 |
| ISBN (Print) | 9783031547898 |
| DOIs | |
| State | Published - Jan 1 2024 |
Keywords
- Games
- Govies
- Immersive environments
- Interactive storytelling
- Metaverse
- Simulation
- Telepresence
Fingerprint
Dive into the research topics of 'Exploring Climate Science in the Metaverse: Interactive Storytelling in Immersive Environments for Deep Learning and Public Engagement'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver