3 research outputs found

    Open and commercial tools to generate a digital interactive story in journalism: systematic review and features analysis

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    This is an Accepted Manuscript version, accepted for publication in New Review of Hypermedia and Multimedia.The constant technological advances are transferred to the area of journalism with signi!cant contributions to the production of innovative formats adapted to the multimedia, interactive and multiplatform scenario. Since interactive narrative journalism is one of the trends of digital journalism, it is necessary to approach the o"er of services that facilitate the journalistic creation of dynamic and interactive journalistic contents. The main objective is to analyze web programs and applications for the creation and publication of interactive digital narratives. Based on the PRISMA systematic review methodology, a total of 15 programs and web applications were identi!ed after reading 28 articles and examination of 54 webpages with value in interactive digital journalism. Five are open-source applications, which invite the community to continue developing improvements that make these tools innovative and adaptable to future changes. Our study reveals the highly valued functionalities, such as the capacity for data analysis and teamwork, among others that allow the integration of 360° multimedia, the management of the interaction map, the preview in di"erent output formats, such as tablet or mobile. However, there is a lack of journalistic roles in these tools that let them coordinate and optimise the publication process to produce the !nal news.This article has been prepared within the framework of the project Digital-native media in Spain: Strategies, competencies, social involvement and (re)definition of practices in journalistic production and diffusion (PID2021-122534OB-C21), funded by the Spanish Ministry of Science and Innovation, the Spanish State Research Agency and the European Regional Development Fund (ERDF). The author Iván Otero-González is a beneficiary of predoctoral contracts for the training of doctors (PRE2019- 087367).S

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Don’t forget to save! User experience principles for video game narrative authoring tools.

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    Interactive Digital Narratives (IDNs) are a natural evolution of traditional storytelling melded with technological improvements brought about by the rapidly increasing digital revolution. This has and continues to enhance the complexities and functionality of the stories that we can tell. Video game narratives, both old and new, are considered close relatives of IDN, and due to their enhanced interactivity and presentational methods, further complicate the creation process. Authoring tool software aims to alleviate the complexities of this by abstracting underlying data models into accessible user interfaces that creatives, even those with limited technical experience, can use to author their stories. Unfortunately, despite the vast array of authoring tools in this space, user experience is often overlooked even though it is arguably one of the most vital components. This has resulted in a focus on the audience within IDN research rather than the authors, and consequently our knowledge and understanding of the impacts of user experience design decisions in authoring tools are limited. This thesis tackles the modeling of complex video game narrative structures and investigates how user experience design decisions within IDN authoring tools may impact the authoring process. I first introduce my concept of Discoverable Narrative which establishes a vocabulary for the analysis, categorization, and comparison of aspects of video game narrative that are discovered, observed, or experienced by players — something that existing models struggle to detail. I also develop and present my Novella Narrative Model which provides support for video game narrative elements and makes several novel innovations that set it apart from existing narrative models. This thesis then builds upon these models by presenting two bespoke user studies that examine the user experience of the state-of-the-art in IDN authoring tool design, together building a listing of seven general Themes and five principles (Metaphor Testing, Fast Track Testing, Structure, Experimentation, Branching) that highlight evidenced behavioral trends of authors based on different user experience design factors within IDN authoring tools. This represents some of the first work in this space that investigates the relationships between the user experience design of IDN authoring tools and the impacts that they can have on authors. Additionally, a generalized multi-stage pipeline for the design and development of IDN authoring tools is introduced, informed by professional industry- standard design techniques, in an effort to both ensure quality user experience within my own work and to raise awareness of the importance of following proper design processes when creating authoring tools, also serving as a template for doing so
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