<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-22T07:57:45Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/7CFA372E-356D-482C-84C2-48381926DBA2" ns1:id="7CFA372E-356D-482C-84C2-48381926DBA2"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/EFBDC341-8103-4D31-95D4-CEBD68B9753A" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/02C5F856-4410-441A-B26E-82A1CDF90E54" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/02C5F856-4410-441A-B26E-82A1CDF90E54" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2019-03-31T00:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/FE1D8967-B7C6-44EC-AE4F-F208FCB69850" ns1:rel="FUND" ns1:start="2018-09-30T23:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">133743</ns2:identifier></ns2:identifiers><ns2:title>The House of Alternate Realities</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Feasibility Studies</ns2:grantCategory><ns2:leadFunder>ISCF</ns2:leadFunder><ns2:abstractText>&amp;quot;The **House of Alternate Realities** utilised a user-centred design approach to investigate how immersive and interactive stories can appeal to a wide audience digitally and on UK television (and worldwide). It utilises a room metaphor to deliver five rooms with different levels of immersion and interaction. This structure is intended to create a graded exposure to the new media, easing even the most sceptical audience into the full immersion and interaction with the 5th augmented reality room, as they learn about user-led narrative. The House will be a space to study the audience as well as educate consumers about what it means to be immersed and interact in a story.

The 1st Room will screen 2D content, closest to what a traditionalist audience is used to, the second room is an opportunity to immerse yourself in monoscopic 360 film experience from the POV of one of the characters. The 3rd Room is stereoscopic 360 where you can move around in the volumetric space. In the 4th room you observe a group meeting an augmented reality character. In the 5th room the audience member is invited to have an exchange with an augmented reality character. Who are the people in the story? What would you like to say to them? Could the interaction be of value to you?

The project utilises user-centred design techniques to investigate how to deliver immersive digital POV documentaries (as a case study) that could conquer even a traditionalist audience. It will deliver vital insights into their motivations, perceptions and behaviour and be an opportunity to learn how to best deliver new forms of immersive interactive digital narrative to the UK television audience.&amp;quot;</ns2:abstractText></ns2:project>