4.2.1 Spaces of Virtually Narrativized Reality.
32 articles (50%) comprising four dominant branches of links between virtual-real connections commonly prioritized the target real space in their construction of augmented narrative spaces. In these cases, the virtual narrative space is born out of the target real space, with connections between them all originating from the real: The narrative setting exists within the target real space. Hence, the primary goal of storytelling is to engage the user more deeply with the real space by narrativizing it with the support of augmentations. Within this category, branches are distinguished mainly by the environment and scale of the target real space.
1) Historicized Outdoor Spaces
In the first type of augmented narrative space that virtually narrativizes reality, the virtual narrative space is exclusively paired with the target real space to tell stories from the past that are specifically associated with it. The placement of its narrative elements is related to the real space and its components on semantic levels, and the space as a whole is registered onto the target space through numerous augmentation points (Exclusive-Remembering-Semantic Relationship-Multiple Anchoring). This type comprised eight out of the 64 cases reviewed (12.5%). In these augmented narrative spaces, stories the virtual narrative space overlays are commonly about the history of the target real space, which may not be readily apparent: On the outset, the real space itself does not directly reveal or contain elements of the virtual narrative space. Instead, it provides the setting for them through specific features such as landmarks and locations that were once the actual and physical backgrounds of events that occurred in the past.
These features, or PoIs (Point of Interests) [
128], serve as the anchoring points that augmentations of the virtual narrative space are registered onto. They constitute story nodes that are sequentially ordered within an outdoor area of a singular, socially recognized identity, such as cultural and natural heritage sites [
22,
29,
34,
102,
132], regional districts (e.g., the Westwood neighborhood in Los Angeles [
136] and the Singapore River area [
65]), and university campus grounds [
58]. Therefore, we termed this link between virtual-real connections as Historicized Outdoor Spaces. In all cases for this type, augmented narrative spaces provided tours of the target real spaces through stories that were essentially linear.
2) Enhanced Indoor Spaces
In this type, the virtual narrative space establishes a 1:1 pairing with the target real space to narrativize and emphasize characteristics that presently define it. The placement of narrative elements as augmentations is based on their semantic relevance to the real space and its components, and multiple points within the real space serve as anchors that the virtual narrative space is registered to (Exclusive-Reinforcing-Semantic Relationship-Multiple Anchoring). This was the case for another eight articles (12.5%). The only difference between Historicized Outdoor Spaces and Enhanced Indoor Spaces is their function: the latter reinforces the present state of a real space instead of remembering its past. For the articles we analyzed, however, this difference also led to discrepancies between the categories in the environment of the target real space—outdoors vs. indoors.
Here, the narrative setting is clearly provided by the present configuration of the target real space or by semantic attributes inherent to it. The anchoring points of the real space are objects or specified locations with unique attributes, essentially forming distinct subareas. They are augmented with narrative elements that elaborate their contexts and are pieced together for a continuous narrative experience with varying degrees of narrative linearity. For this reason, six out of the eight cases targeted exhibition rooms in museums to support, complement, and thereby enhance the content of individual artifacts in a story that binds the whole virtual narrative space to the entire spatial range of the target real space [
30,
35,
45,
53,
90,
115]. In the other two cases, the virtual narrative space enabled users to experience training scenarios involving the context of specific locations and attributes of the real target space [
18,
85].
3) Extended Object Spaces
This type consists of augmented narrative spaces where a virtual narrative space is matched with a single, specific target real space to reinforce its current attributes. Augmentations bear relevance to the target real space on semantic levels and are registered through a single corresponding point (Exclusive-Reinforcing-Semantic Relationship-Single Anchoring). 10 cases (15.63%) were identified for this type. Whereas the only difference between Historicized Outdoor Spaces and Enhanced Indoor Spaces is their function, registration is the sole factor distinguishing Enhanced Indoor Spaces from this type. Here, units of the virtual narrative space are overlaid on a single object, regardless of how they are spatially and temporally arranged.
In five of these cases, the augmented narrative space targeted a 2D image board with unique designs that signified a specific space, such as a fictional urban area [
125], a driving route [
47], a zoo [
145], and predefined reference images [
74]. In three other cases, scenes related to the content of certain books were augmented on their pages [
38,
42,
51]. The remaining two cases featured larger physical objects, such as a rhinoceros statue at an art exhibit [
64] and a functioning hydrogen fuel tank [
134] as target areas of the virtual narrative space. In all these cases, the virtual narrative space was downscaled according to the confined spatial range of the target objects. However, it produced the effect of extending the dimensions of the target real object regarding the physical space it occupied, the meaning it conveyed, and the function it performed.
4) Flexible Backdrop Spaces
In the last type of augmented narrative space prioritizing reality, the virtual narrative space was paired with an unspecified number of real spaces that satisfied one or more spatial attributes and emphasized those very attributes through the content or experience it provided. The placement of augmentations depended on the semantic relationship between the virtual and real, registered through multiple objects or locations in the real space (Conditional-Reinforcing-Semantic Relationship-Multiple Anchoring). This was the case for six articles (9.37%). By providing more flexibility in determining the target real space, these space type ultimately leverages the virtual narrative space to interact with elements of the real space, incorporating them as significant backdrops in the story.
Unlike other types that virtually narrativize reality, these spaces are not distinguishable in terms of their spatial environment or scale: Within this type, target real spaces greatly vary in these aspects, ranging from 2D image boards [
140] to life-sized objects [
66], rooms [
7,
88], and outdoor locations [
24,
75]. What sets them apart is that the narrative setting, which is rooted in reality, is less concrete. The characteristics of the anchoring points are viewed more as abstract ideas that loosely influence the construction and content of the virtual narrative space. Therefore, engagement with the narrative setting in the target real space occurs on a more symbolic or metaphorical level. This results in stories that are more context-driven than context-specific. For example, standardized simulations of clinical breast examination can be augmented on any real mannequin [
66], and an AR learning session delivering general information about a eucalyptus tree can be held at any outdoor location with that tree [
24].
4.2.2 Spaces of Realized Virtual Narratives.
In 25 articles (39.06%) that accounted for the other four dominant links between virtual-real connections, the virtual narrative space took precedence over the real space. As opposed to those that narrativize reality, all narrative elements are rooted in the virtual narrative space in these types of augmented narrative spaces. The narrative setting wholly exists in the virtual narrative space or merely borrows props from the real space to enhance its power in reskinning the target real space: Reality is a means through which the virtual narrative space can materialize. The stories are often entirely fictional and are granted greater imaginative freedom, with spatial configurations of the real world playing a secondary role compared to the virtual elements. As a result, users are immersed more deeply in the manifestation of the virtual within the real than the real itself. For this category, types are mainly distinguished by the dimensions in which the real space is transfigured by the virtual narrative space.
1) Transported Scene-Based Spaces
In these spaces, the virtual narrative space can be paired with any target real space, provided that the minimum physical area needed to augment its spatial range is secured. It serves to transport a narrative experience that bears no relevance to the placeness of the target real space. The placement of its elements is based on the geometry or geography of the real, which correspond to specific points in reality (Universal-Reskinning-Physical Features-Multiple Anchoring). Six cases (9.37%) were identified as establishing this particular link.
In four of the cases, all narrative elements, including the setting, were enclosed within the virtual narrative space. The virtual narrative space was then transported to the real space through multiple augmentation points organized as scenes. The augmented narrative spaces facilitated narrative progression through these scenes in varied spatial environments, ranges, and narrative linearity. A miniature Asian garden was augmented onto different markers on an empty tabletop space for sequential interactions between virtual 3D characters [
94]. A fully virtual space was designed for an escape room game that can be implemented in any indoor space at a life-size scale, with various anchors augmenting different scenes [
143]. For a larger spatial range outdoors, an in-car game featuring a virtual 3D character set to different GPS locations was implemented [
146], and select PoIs of Antarctica were transported to fit a smaller open area [
68]. In two other cases, scenes out of the novel
Wrinkle in Time [
26] and the film
Princess Bride [
36] were augmented to be reenacted anywhere in reality.
2) Transformed Room-Scale Spaces
For this type, there are no restrictions on how the virtual narrative space is paired with the target real space beyond the minimum requirement for augmentation. The augmented narrative space provides a story that is irrelevant to the target real space’s features and ultimately reskins it, registered over its whole region by processing the spatial configuration of the designated area (Universal-Reskinning-Physical Feature-Spatial Mapping). Ultimately, the virtual narrative space transforms the target real space into a distinctly different entity to the point of erasing its original attributes. This type accounted for six articles (9.37%), which all targeted room-scale indoor spaces.
Five cases presented game-based narratives utilizing the entire spatial range of the target real space at room scale. For example, Ninja on a Plane leveraged the planar surfaces detected in the corner of an unspecified office room to turn the whole area into a ninja’s escape route [
21]. Any room could become a galaxy of planets to be conquered in Startag [
97], a battlefield in Harmonize [
99], a language-learning space in Arigato [
133], or a coin-collecting game site [
89]. SceneAR [
23], which is the one other case for this type, detects the surfaces of any target indoor space to spatially arrange a sequence of virtual narrative scenes over the entire spatial range of the target real space, ultimately transforming it into a setting for the virtual narrative space.
3) Transplanted Tabletop Spaces
Transplanted Tabletop Spaces are different from Transported Scene-Based Spaces and Transformed Room-Scale Spaces in their registration only: the augmented narrative spaces for this type register virtual narrative spaces to the real target space through a single marker, image, or location, which is not associated with the story in any meaningful way (Universal-Reskinning-Physical Feature-Single Anchoring). We identified four articles (6.3%) for this type. Compared to Transformed Room-Scaled Spaces, where a real room with specific semantic features is given an entirely different function, the spaces in this category select a confined area within a real space as a purely geometrical entity with no preassigned meaning. Subsequently, a virtual narrative space entirely disconnected from the physical space is directly transplanted onto this semantically vacant area.
Cases that fall under this type all presented augmented narrative spaces that target empty tabletop spaces as their real spatial range. The virtual narrative spaces augmented on them commonly provided content for interactive board games that users engage in through virtual agents at a miniature scale. Eggly [
77] is an educational game for children with autism set at a farm, and LegionARius [
105] is a strategy game based on ancient Roman military camps and Germanic settlements. These games can be augmented on any space that fits the physical dimensions of the entirely virtual game boards. Woll et al. [
138] features a fictional space with an astronaut under alien attack in a completely virtual board game setting. Sekhava et al. [
116] augmented a virtual Zigorat (a maze tower) on a board-game-sized surface, which a ladybug character must climb to release her friends.
4) Compatible Portal Spaces
In the last type of realized virtual narratives, virtual narrative spaces are paired with real spaces with one or more specified attributes and serve to reskin them. The placement of virtual elements is based on semantic features of the real target space, and these elements are augmented on multiple points within the real spatial range (Conditional-Reskinning-Semantic Relationship-Multiple Anchoring). Nine cases (14.06%) were found for this particular link. In all these cases, the real objects and locations to which the virtual narrative space was registered were interchangeable with others that shared the specified attributes. Moreover, these elements functioned as portals through which a virtual narrative space bearing no relevance to the target real space could spatially manifest.
Six cases required certain physical objects to be placed in the real space to open up reskinning narrative spaces: BubbleU [
63] augmented narrative elements on nine predefined objects, and certain image cards were needed in an AR game for children that could be played on any tabletop space [
52]. Be Our Guest [
113] specified that the object leading to virtual spaces narrating various tea-drinking cultures should be a cup, and a story of the Holocaust [
60] needed the same type of furniture to be set up in the target real space as its original setting at a museum exhibit. Similarly, a room with a table and chairs were the stated conditions of an AR narrative that changes such real spaces into a setting for Three Angry Men, an interactive play [
79]. Another case replaced detected objects in a real-world scene with other virtual characters through augmentations to create fictional stories [
62]. In the other three cases, portals into the virtual narrative space for outdoor environments were specified, such as any location that resembles the narrative setting of scenes from the movie
Nosferatu [
37] or any theme park attraction queue for an AR game offering spatial and temporal escape [
142]. Li et al.’s location-aware adaptation method for virtual narrative spaces set predefined parameters such as location compatibility and walking distance in a given real space [
70].