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Alongside this, digital mediation and hybridisation enable comic formats that can be read and navigated in three dimensions. This article examines practice-driven three-dimensional panel arrangements in digitally mediated comics, supported by prototypes created by the authors. It analyses spatial depth, narrative positioning, and navigation challenges, drawing on theory from comics, architectural mediation, and narrative space.",{"@graph":69,"@context":123},[70,84,106],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/three-dimentional-panel-arrangements-in-augmented-virtual-and-mixed-reality-comics-vol-11-abstract/137165/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/three-dimentional-panel-arrangements-in-augmented-virtual-and-mixed-reality-comics-vol-11-abstract/137165.png","ImageObject",300,407,{"name":92,"@type":93},"Aurora","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-18","2026-08-22",true,{"@type":102,"interactionType":103,"userInteractionCount":105},"InteractionCounter",{"@type":104},"ViewAction",12,{"@type":107,"mainEntity":108},"FAQPage",[109,115,119],{"name":110,"@type":111,"acceptedAnswer":112},"What does the article examine about digital comics?","Question",{"text":113,"@type":114},"It examines how three-dimensional panel arrangements can be used within digitally mediated comics. The focus is on design choices and their narrative effects in AR/VR/MR contexts.","Answer",{"name":116,"@type":111,"acceptedAnswer":117},"What sources support the prototypes discussed in the article?",{"text":118,"@type":114},"The design and analysis draw on existing theory and practice about comics mediation across print, digital, and architectural formats. It also considers related work on narrative space in videogames and digital media.",{"name":120,"@type":111,"acceptedAnswer":121},"How does spatial depth affect readers in the article’s analysis?",{"text":122,"@type":114},"The article discusses how spatial depth influences the reader’s experience of three-dimensional panel sequences. It also highlights layout and navigational challenges created by exploring three-dimensional space.","https://schema.org",{"og:url":83,"og:type":125,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":127,"canonical":83},"index,follow",{"doc_id":129,"site_id":62},137165,1787400902,{"code":4,"msg":5,"data":132},{"doc_id":129,"user_id":133,"nickname":92,"user_avatar":134,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":135,"file_id":136,"file_url":137,"file_type":138,"file_size":139,"view_count":105,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":140,"language":141,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":142,"faqs":143,"seo_title":144,"seo_description":67,"update_tm":130,"read_time":145},4810365810221,"https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d","INTERNATIONAL JOURNAL OF FILM AND MEDIA ARTS (2026) Vol. 11, Nº . 1 pp. 30-52 © 2026  \n[ijfma.ulusofona.pt](ijfma.ulusofona.pt)  \ndoi: 10. 24140/ijfma.v11i1 .10074  \nTHREE-DIMENTIONAL PANEL ARRANGEMENTS IN AUGMENTED, VIRTUAL AND MIXED REALITY COMICS  \nDANIEL GOODBREY  \nUniversity of Hertfordshire, The United Kingdom  \nDAVID JOHN TREE  \nUniversity of Hertfordshire, The United Kingdom  \nTHREE-DIMENTIONAL PANEL ARRANGEMENTS IN AUGMENTED, VIRTUAL AND MIXED REALITY COMICS  \nDANIEL GOODBREY, DAVID JOHN TREE  \nDaniel Merlin Goodbrey is a principal lecturer in Narrative & Interaction Design at The University of Hertfordshire. Goodbrey has gained international recognition as an innovative comic creator and a leading expert in the field of experimental digital comics. Orcid ID: 0000-0002-9317-6798  \nDavid John Tree is a principal lecturer in Animation and Games Technology at the University of Hertfordshire. Tree utilizes scripting and technical expertise to push the boundaries of digital content creation. His research interests span VR content creation, human-computer interaction, 3D scanning, big data and AI.  \nOrcid ID: 0000-0002-5230-8731  \nCorresponding author  \nDaniel Goodbrey  \nEmail: [d.m.1.goodbrey@herts.ac.uk](d.m.1.goodbrey@herts.ac.uk)  \nSchedule for publication  \nPaper Submitted: 17th February 2025  \nAccepted for Publication: 9th March 2026  \nPublished online: 30 May 2026  \nAbstract  \nDigital comics are commonly read on the screens of smartphones, tablets and personal computers. The popularity and widespread adoption of these devices have driven the development of apps, games and experiences utilising augmented, virtual and mixed reality technology. Alongside this rise in popularity, the digital mediation and hybridisation of the form of comics have allowed for the creation of comic formats designed to be read and navigated in three dimensions via these technologies.  \nThis article provides a practice-based examination of the use of three-dimensional panel arrangements within digitally mediated comics. Case studies are provided from a range of prototypes that were created by the authors to explore the use of augmented, virtual and mixed reality in digital comic delivery. The design and analysis of these prototypes draws on existing theory and practice established around comics and their mediation in print, digital and architectural formats.  \nThe article considers the use of tropes appropriated from the architectural and digital mediation of the comics’ form. It highlights the ways in which narrative effect can be created by the relative position in three-dimensional space between reader and panel sequence. The tension between the fixed sequences of comics’ narrative and the freeform exploration of three-dimensional space is also examined. Finally, the article examines how spatial depth impacts on the reader’s experience of panel sequencesand the layout and navigational challenges this raises.  \nKey words: Comics, Digital Mediation, Virtual Reality, Augmented Reality, Mixed Reality  \nTHREE-DIMENTIONAL PANEL ARRANGEMENTS IN AUGMENTED, VIRTUAL AND MIXED REALITY COMICS  \nDANIEL GOODBREY, DAVID JOHN TREE  \nIntroduction  \nThe form of comics began in the medium of print. In this medium, comics operate as an arrangement of simultaneously juxtaposed images on a “two-dimensional page that represents a three-dimensional world”(Kashtan, 2018, p. 182) . Today, the form of comics is commonly read both in print and via digital display on the screens of smartphones, tablets and personal computers (Kashtan, 2018) . While these screens share the two-dimensional nature of the page, their digital contents are more mutable and “inviting of change” (Murray, 1997, p. 154) . The form of comics has gone through a period of change and hybridisation with other digital media, taking in elements of animation, gameplay and multi-cursal narrative (Goodbrey, 2017) . At the same time, the widespread adoption of digital display has driven the development of","cbCaifoROWh3ddS6","https://ap.wps.com/l/cbCaifoROWh3ddS6","pdf",3664868,23,"English","# Abstract\n## Three-dimensional panel arrangements in digitally mediated comics\n## Prototype case studies and design analysis\n## Narrative tropes, spatial position, and reader experience","[{\"question\":\"What does the article examine about digital comics?\",\"answer\":\"It examines how three-dimensional panel arrangements can be used within digitally mediated comics. The focus is on design choices and their narrative effects in AR/VR/MR contexts.\"},{\"question\":\"What sources support the prototypes discussed in the article?\",\"answer\":\"The design and analysis draw on existing theory and practice about comics mediation across print, digital, and architectural formats. It also considers related work on narrative space in videogames and digital media.\"},{\"question\":\"How does spatial depth affect readers in the article’s analysis?\",\"answer\":\"The article discusses how spatial depth influences the reader’s experience of three-dimensional panel sequences. It also highlights layout and navigational challenges created by exploring three-dimensional space.\"}]","THREE-DIMENTIONAL PANEL ARRANGEMENTS IN AUGMENTED, VIRTUAL AND MIXED REALITY COMICS - Vol. 11 - Abstract | PDF",58]