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                    <article article-type="research-article">
                    <front>
                        <journal-meta>
                        <journal-id journal-id-type="publisher-id">ei</journal-id>
                        <journal-title>Electronic Imaging</journal-title>
                        <issn pub-type="ppub">2470-1173</issn><issn pub-type="epub">2470-1173</issn>
                        <publisher>
                            <publisher-name>Society for Imaging Science and Technology</publisher-name>
                            <publisher-loc>IS&amp;T 7003 Kilworth Lane, Springfield, VA 22151 USA</publisher-loc>
                        </publisher>
                        </journal-meta>
                        <article-meta>
                        <article-id pub-id-type="doi">10.2352/EI.2022.34.12.ERVR-270</article-id>
                        <article-id pub-id-type="publisher-id">ERVR-270</article-id>
                        <article-categories>
                            <subj-group>
                            <subject>Article</subject>
                            </subj-group>
                        </article-categories>
                        <title-group>
                            <article-title>ReCapture: A VR interactive narrative experience concerning perspectives and self-reflection</article-title>
                        </title-group><contrib-group content-type="all"><contrib contrib-type="author"><name>
                                <surname>Avendano</surname>
                                <given-names>Indira </given-names>
                               </name> <xref ref-type="aff" rid="aff1author1"/></contrib> <aff id="aff1author1">University of Central Florida, United States</aff></contrib-group><contrib-group content-type="all"><contrib contrib-type="author"><name>
                                <surname>Carnell</surname>
                                <given-names>Stephanie </given-names>
                               </name> <xref ref-type="aff" rid="aff1author2"/></contrib> <aff id="aff1author2">University of Central Florida, United States</aff></contrib-group><contrib-group content-type="all"><contrib contrib-type="author"><name>
                                <surname>Cruz-Neira</surname>
                                <given-names>Carolina </given-names>
                               </name> <xref ref-type="aff" rid="aff1author3"/></contrib> <aff id="aff1author3">University of Central Florida, United States</aff></contrib-group><abstract>
                        <title>Abstract</title>
                        <p>This project presents a virtual reality (VR) Interactive Narrative aiming to leave users reflecting on the perspectives one chooses to view life through. The narrative is driven by interactions designed using the concept of procedural rhetoric, which explores how rules and mechanics in games can persuade people about an idea, and Shinâ€™s cognitive model, which presents a dynamic view of immersion in VR. The persuasive nature of procedural rhetoric in combination with immersion techniques such as tangible interfaces and first-person elements of VR can effectively work together to immerse users into a compelling narrative experience with an intended emotional response output. The narrative is experienced through a young woman in a state between life and death, who wakes up as her subconscious-self in a limbo-like world consisting of core memories from her life, where the user is tasked with taking photos of the protagonistâ€™s memories for her to come back to life. Users primarily interact with and are integrated into the narrative through a photography mechanic, as they have the agency to select â€perspectiveâ€ filters to apply to the womanâ€™s camera from which to view a core memory through, ultimately choosing which perspectives of her memories become permanent when she comes back to life.</p>
                        </abstract><pub-date>
                            <day>16</day>
                            <month>01</month>
                            <year>2022</year>
                            </pub-date><volume>34</volume>
                        <issue-acronym>ERVR</issue-acronym>
                        <issue>12</issue>
                        <fpage>270-1</fpage>
                        <lpage>270-6</lpage>
                        <permissions>
                             <copyright-statement>© 2022, Society for Imaging Science and Technology</copyright-statement>
                            <copyright-year>2022</copyright-year>
                        </permissions><kwd-group><kwd>Virtual Reality</kwd><kwd> Procedural Rhetoric</kwd><kwd> Interactive Narrative</kwd><kwd> Gaming</kwd><kwd> Storytelling</kwd></kwd-group></article-meta>
                    </front>
                    </article>