Vellum of Lies: Designing and Evaluating a Multimodal Tangible Interaction System for Embodied Serious Historical Narratives
Abstract
1. Introduction
2. Related Work
2.1. Digital Narrative Presentation
2.2. Gamified Interactive Narratives
2.3. Embodied Interaction in Narrative Experiences
3. Design of Vellum of Lies
3.1. Design Rationale
3.2. Implementation of Vellum of Lies
3.2.1. Visualization System
3.2.2. Physical Interaction System
3.2.3. Motion-Based Interaction System
3.2.4. Design Details
4. Experiment
4.1. Participants
4.2. Setup and Procedure
4.3. Data Collection
4.3.1. Quantitative Data Collection
4.3.2. Qualitative Data Collection
4.4. Data Analysis
4.4.1. Quantitative Analysis
4.4.2. Qualitative Analysis
5. Results
5.1. Quantitative Findings
5.1.1. Facilitating Cognitive Understanding and Reflection
5.1.2. Enhancing User Engagement in Interactive Experiences
5.1.3. Stimulating Emotional Response Through Interactive Elements
5.1.4. Non-Parametric Sensitivity Check
5.2. Qualitative Findings
5.2.1. Deeper Comprehension and Reducing Cognitive Load
5.2.2. Reducing Time Perception and Enhancing Embodiment
5.2.3. Enhancing Emotional Engagement, Empathy, and Real-Life Connections
5.3. Opportunities and Challenges
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Item | Dimension | Question and Response Options | Intended Answer |
|---|---|---|---|
| 1 | Details | What is the most crucial object in the rain-praying ritual? A. Fire basin B. Scarecrow C. Rope D. Villagers’ testimonies | B |
| 2 | Details | According to the story, in what kind of space was the earliest ritual held? A. Ancestral hall B. Sacrificial square C. An open area in the middle of the fields D. An open area at the foot of the mountain | B |
| 3 | Details | Who is responsible for carrying out the ritual process? A. The priest B. The village chief C. The local gentry D. You/Asher | A |
| 4 | Details | According to the stone stele, what was the earliest purpose of performing the rain-praying ritual? A. To pray for a good harvest B. To welcome the ancestral spirits C. To suppress an evil spirit D. To punish sinners | C |
| 5 | Details | In the story, the scarecrow is more like: A. A decoration placed by the priest to create atmosphere B. The embodiment of a real person’s soul C. A prop temporarily made by the villagers for the ritual D. A prop used to intimidate outsiders (or you) | B |
| 6 | Details | What did Zheng Xie once do during the drought? A. Voluntarily sacrificed himself to pray to the gods for rain B. His arrival brought disaster to the village C. Distributed food to the villagers D. Used sorcery to deceive the villagers out of their food | C |
| 7 | Details | In the event of “burning Zheng Xie,” your/Asher’s position is closest to: A. A listener to the story B. A judge of right and wrong C. A coerced participant D. A rescuer | C |
| 8 | Reflection | Based on what the story reveals, the “history” recorded on the stone stele is closer to: A. A complete preservation of the village’s collective memory B. An emotional reproduction of real experience C. An objective record of past events by the villagers D. A single-perspective narrative version of a period of history | D |
| 9 | Reflection | The core meaning this story most wants to express is closer to: A. Although traditional rituals are cruel, they are essentially a way for villagers to seek order in times of disaster B. The tragedy stemmed primarily from the misunderstandings and blind obedience of ordinary people. C. Feudal power and collective violence are not only the makers of tragedy, but also the main forces that rewrite history and bury the truth D. The tragedy does not come from one individual’s fault, but because everyone is merely a victim of the times | C |
| 10 | Reflection | The story sets up two different endings mainly to emphasize that: A. Different choices lead to completely different destinies B. Whether an action is meaningful cannot be judged only by whether it changes the final outcome C. Under feudal order, people are often unable to preserve the truth, their conscience, and their own safety at the same time D. Uncovering the truth behind the story is the most important thing | C |
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| Component | Hardware/Software | Input/Output | Narrative Function |
|---|---|---|---|
| Tangible map | Arduino (DFRobot, Shanghai, China) + ultrasonic sensors (DFRobot, Shanghai, China) | Prop placement | Triggers ritual-related narrative nodes |
| Pressure sensing | Pressure sensors (DFRobot, Shanghai, China) + Arduino | Weight and placement state | Detects cumulative placement actions during the ritual |
| Choice input | Button + Arduino | Final decision input | Triggers the ending branch and supports Tragic Agency |
| Motion capture | Kinect (Microsoft Corporation, Redmond, WA, USA) + TouchDesigner (version 2025.32820) | Skeletal tracking data | Drives the shadow-puppet character and supports embodied participation |
| Projection feedback | Projector (Seiko Epson Corporation, Suwa, Japan) + TouchDesigner | Visual output | Presents real-time narrative changes and environmental feedback |
| Audio feedback | Audio playback system (Beijing Edifier Technology Co., Ltd., Beijing, China) + TouchDesigner | Sound output | Provides Peking Opera-inspired rhythm, tension, and emotional cues |
| M (SD) | Independent-Samples t-Test | |||
|---|---|---|---|---|
| Measures | Control Group | Experimental Group | t | padj |
| H1 Cognitive Understanding and Reflection | ||||
| Narrative Understanding Questionnaire (HUQ) | ||||
| Overall | 0.51 (0.25) | 0.67 (0.16) | 2.894 | 0.011 * |
| Details | 0.53 (0.24) | 0.63 (0.20) | 1.772 | 0.097 |
| Reflection | 0.48 (0.34) | 0.75 (0.26) | 2.931 | 0.010 * |
| NASA Task Load Index | ||||
| Overall | 8.30 (1.54) | 6.85 (1.94) | −3.917 | 0.001 * |
| Mental Demand | 12.30 (3.78) | 8.89 (4.05) | −2.187 | 0.045 * |
| Physical Demand | 4.53 (3.49) | 4.60 (3.63) | 0.069 | 0.946 |
| Temporal Demand | 7.30 (4.89) | 7.92 (3.96) | 0.429 | 0.674 |
| Performance | 7.66 (4.72) | 8.16 (4.73) | 0.321 | 0.753 |
| Effort | 10.29 (3.88) | 6.90 (3.27) | −2.815 | 0.013 * |
| Frustration Level | 7.70 (4.19) | 4.63 (3.95) | −2.119 | 0.051 |
| H2 User Engagement | ||||
| User Engagement Scale—Short Form (UES-SF) | ||||
| Overall | 3.53 (0.54) | 4.02 (0.48) | 2.722 | 0.016 * |
| Focused Attention | 3.42 (0.86) | 3.63 (0.72) | 0.85 | 0.409 |
| Aesthetic Appeal | 3.15 (0.69) | 4.10 (0.59) | 4.701 | <0.001 *** |
| Reward | 3.77 (0.76) | 4.15 (0.70) | 1.424 | 0.175 |
| Perceived Usability | 3.79 (0.88) | 4.21 (0.57) | 1.746 | 0.101 |
| H3 Emotional Response | ||||
| Intrinsic Motivation Inventory (IMI) | ||||
| Interest/Enjoyment | 4.59 (1.04) | 5.58 (1.03) | 3.096 | 0.007 ** |
| Perceived Competence | 4.17 (0.90) | 4.38 (0.74) | 0.786 | 0.444 |
| Perceived Choice | 4.69 (1.03) | 5.13 (1.23) | 1.403 | 0.181 |
| Pressure/Tension | 3.16 (1.40) | 3.33 (0.95) | 0.454 | 0.656 |
| Self-Assessment Manikin (SAM) | ||||
| Pleasure/Valence | −1.56 (1.71) | 0.56 (1.67) | 3.555 | 0.003 ** |
| Arousal | −0.19 (1.56) | 1.13 (1.75) | 2.683 | 0.017 * |
| Dominance | −1.00 (1.46) | −1.75 (1.91) | −1.488 | 0.158 |
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Share and Cite
Hou, Y.; Wang, S.; Su, Z.; Bi, L.; Ye, X.; Zhang, Y. Vellum of Lies: Designing and Evaluating a Multimodal Tangible Interaction System for Embodied Serious Historical Narratives. Multimodal Technol. Interact. 2026, 10, 96. https://doi.org/10.3390/mti10090096
Hou Y, Wang S, Su Z, Bi L, Ye X, Zhang Y. Vellum of Lies: Designing and Evaluating a Multimodal Tangible Interaction System for Embodied Serious Historical Narratives. Multimodal Technologies and Interaction. 2026; 10(9):96. https://doi.org/10.3390/mti10090096
Chicago/Turabian StyleHou, Yuli, Shuting Wang, Zhoutong Su, Leying Bi, Xiaopei Ye, and Yifan Zhang. 2026. "Vellum of Lies: Designing and Evaluating a Multimodal Tangible Interaction System for Embodied Serious Historical Narratives" Multimodal Technologies and Interaction 10, no. 9: 96. https://doi.org/10.3390/mti10090096
APA StyleHou, Y., Wang, S., Su, Z., Bi, L., Ye, X., & Zhang, Y. (2026). Vellum of Lies: Designing and Evaluating a Multimodal Tangible Interaction System for Embodied Serious Historical Narratives. Multimodal Technologies and Interaction, 10(9), 96. https://doi.org/10.3390/mti10090096
