<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Harley, Daniel</style></author><author><style face="normal" font="default" size="100%">Tarun, Aneesh P.</style></author><author><style face="normal" font="default" size="100%">Elsharawy, Sara</style></author><author><style face="normal" font="default" size="100%">Verni, Alexander</style></author><author><style face="normal" font="default" size="100%">Tibu, Tudor</style></author><author><style face="normal" font="default" size="100%">Bilic, Marko</style></author><author><style face="normal" font="default" size="100%">Bakogeorge, Alexander</style></author><author><style face="normal" font="default" size="100%">Mazalek, Ali</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobile Realities: Designing for the Medium of Smartphone-VR</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2019 on Designing Interactive Systems Conference</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">DIS '19</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">ar</style></keyword><keyword><style  face="normal" font="default" size="100%">diegetic</style></keyword><keyword><style  face="normal" font="default" size="100%">embodied</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">interactive narratives</style></keyword><keyword><style  face="normal" font="default" size="100%">location-based</style></keyword><keyword><style  face="normal" font="default" size="100%">mobile virtual reality</style></keyword><keyword><style  face="normal" font="default" size="100%">smartphone-vr</style></keyword><keyword><style  face="normal" font="default" size="100%">storytelling</style></keyword><keyword><style  face="normal" font="default" size="100%">tangible</style></keyword><keyword><style  face="normal" font="default" size="100%">vr</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2019</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://doi.org/10.1145/3322276.3322341</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Association for Computing Machinery</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">1131–1144</style></pages><isbn><style face="normal" font="default" size="100%">9781450358507</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">We present two proof of concept experiences for a virtual reality (VR) game that draws on several medium-specific qualities of mobile, location-based, and tangible storytelling. In contemporary smartphone-VR, experiences are limited by short playtimes, limited interactions, and limited movement within a physical space. To address these limitations, we suggest a reconceptualization of smartphone-VR. Rather than design that deems the smartphone the least capable VR platform, we propose design that adds VR to an already rich mobile storytelling platform. We argue that by drawing on otherwise separate storytelling media, designers can circumvent limitations related to smartphone-VR while also extending the range of smartphone-based storytelling. We conclude by reflecting on possible implications of this extended design space.</style></abstract></record></records></xml>