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LitStage: Immersive Literature
LitStage is an innovative app that transforms literature into immersive, mixed-reality experiences. Recent research reveals that many college students struggle to finish entire books, which contributes to broader literacy challenges (Horowitch, 2024). By reimagining literary classics such as Edgar Allan Poe’s The Raven and Herman Melville’s Moby Dick, LitStage aims to reinvigorate literary engagement. Currently, the platform offers two immersive experiences, with plans to expand soon.
*Referece: Horowitch, R. (2024, November). The elite college students who can’t read books. The Atlantic. https://www.theatlantic.com/magazine/archive/2024/11/the-elite-college-students-who-cant-read-books/679945
Organization
LitStage
Platforms
Quest 2, Pro, 3, and 3S
Teams
Oliver Simpson (LitStage Team)
#1: The Raven VR Experience
Scenario: Upon selecting “The Raven” experience via the LitStage Menu, the player immerses themselves in Edgar Allan Poe’s haunting poem, progressing through its narrative as scenes dynamically unfold.
Key Features:
Immersive Narrative Journey:
A narrator's voiceover guides the player through each stage of the poem, with scenes transitioning fluidly as the story progresses.
Interactive elements are embedded between scenes (e.g., tapping raven feathers to trigger verses, and exploring the chamber’s eerie ambiance).
AI-Powered Dialogue Interaction:
Players engage in real-time conversations with an AI-driven Edgar Allan Poe, who serves as an interactive guide.
The AI answers questions about the poem’s themes, symbolism, historical context (e.g., 19th-century Gothic culture), and Poe’s creative process.
Multisensory Learning Experience:
LitStage brings the poem to life through layered sensory elements: atmospheric audio (wind, whispers), mood-driven visuals (dim candlelight, shifting shadows), and kinesthetic interactions (gestures to "open" the chamber door, mimic the raven’s movements).
This immersive approach deepens engagement, helping players retain literary concepts while feeling "inside" the narrative.
Recorded from Quest 3
AI Assistant Experience
I turned Edgar Allan Poe into an AI assistant so the player can ask any questions that they want to know during the VR experience to Edgar Allan Poe regarding to the author and the poem.
User Testing
Participants aged 8 to 13 engaged with the experience, yielding several insights:
Boys gravitated toward the action-driven gameplay, while girls appreciated the narrative-focused storytelling.
All participants agreed that The Raven VR experience enhanced their understanding of the poem.
Many expressed a desire for additional interactive elements to further enrich the experience.
Burlingame Community Center - Student
#2: Moby Dick Mixed-Reality Experience
Scenario: Inspired by the Civilization 7 mixed-reality experience, we propose an immersive journey into Herman Melville's Moby-Dick, allowing players to deeply engage with the classic novel.
Key Features:
Immersive Narrative Experience:
Narrated Storytelling: A compelling voiceover guides players through the novel's chapters, with seamless scene transitions reflecting the narrative's progression.
Interactive Gameplay Elements:
Gamified Plot Points: Engage in mini-games that bring pivotal moments to life, enhancing understanding and retention of the story.
Character Interactions: Assume the roles of key characters, make decisions that influence the storyline, and explore different perspectives.
Educational Enhancements:
Historical Context Integration: Discover the 19th-century whaling industry's significance and its impact on the narrative.
UI Menu Design
Toggle different panels through a controller UI