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Create free accountWhitepaperTrinity College Dublin
This research introduces a novel ludonarrative engine designed to enhance cultural heritage sites through audio-first, location-based augmented reality. The primary thesis posits that by prioritizing sound and music over visual interfaces, developers can foster a deeper sense of presence and emotional connection to a physical site, effectively balancing digital immersion with the reality of the landscape. The engine utilizes psychogeography—the study of how environments influence human emotion and behavior—to create a multi-layered narrative experience that encourages exploration without requiring constant interaction with a smartphone screen.
The engine was developed and tested using the Battle of the Boyne in Ireland as a case study. It employs a sophisticated technical architecture that integrates GPS, accelerometer data, and sensor fusion to provide precise spatial audio. The system features three distinct time layers—Neolithic, 1690, and Modern—facilitated by "portal" mechanics triggered by nature-themed characters. Navigation is managed through a dual-mode system: a Wander Mode that provides directional audio cues to guide users toward points of interest, and an Interact Mode that delivers narrative content when a user enters specific proximity zones.
The methodology emphasizes emotional engagement through documentary-style, first-person character dialogues and period-specific music, such as 17th-century compositions and traditional Irish instrumentation. To ensure accessibility, the engine includes a spectator mode that allows non-mobile users to synchronize with a player’s progress in real-time via cloud-based data sharing. By moving away from traditional visual-heavy AR, this framework offers a scalable, agnostic solution for historical sites seeking to provide immersive, intergenerational educational experiences that respect the integrity of the physical environment.