10,717 research outputs found
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Software agents in music and sound art research/creative work: Current state and a possible direction
Composers, musicians and computer scientists have begun to use software-based agents to create music and sound art in both linear and non-linear (non-predetermined form and/or content) idioms, with some robust approaches now drawing on various disciplines. This paper surveys recent work: agent technology is first introduced, a theoretical framework for its use in creating music/sound art works put forward, and an overview of common approaches then given. Identifying areas of neglect in recent research, a possible direction for further work is then briefly explored. Finally, a vision for a new hybrid model that integrates non-linear, generative, conversational and affective perspectives on interactivity is proposed
Curated routes: the project of developing experiential tracks in sub-urban landscape
The Curated Routes project reflects on the visiting routesâ ability to make apparent the internal characteristics of urban environments. The projectâs name allude to the intellectual function of curation and the materiality of routes. Curate deals with the practice of arranging material âtangible or intangible- in a way that a new understanding of an area is revealed. The word routes refers to the linear associations that link places and guide movement. The Curated Routes aim to reinforce the development of bonding ties between people and urban environments by re-constructing the way we visit and explore a place.
The overall goal of the project is to outline the conceptual guidelines of a visitorsâ guide that could later be used for the development of the informatics model. The project follows the methodology that the context-aware routes apply, though particular attention is paid to the second phase of the process where an innovative approach is applied. The introduction of the âchronotopeâ filters enables us to âknitâ the terrestrial route to a range of informative storylines, and hence to develop different interpretations of an urban environment
The application of rhetorical structure theory to interactive news program generation from digital archives
Rhetorical structure theory (RST) provides a model of textual function based upon rhetoric. Initially developed as a model of text coherence, RST has been used extensively in text generation research, and has more recently been proposed as a basis for multimedia presentation generation. This paper investigates the use of RST for generating video presentations having a rhetorical form, using models of the rhetorical roles of video components, together with rules for selecting components for presentation on the basis of their rhetorical functions. An RST model can provide a predefined link structure providing viewers with options for obtaining and dynamically modifying rhetorically coherent video presentations from video archives and databases. The use of an RST analysis for interactive presentation generation may provide a more powerful rhetorical device than conventional linear video presentation. Conversely, making alternative RST analyses of the same video data available to users can have the effect of encouraging closer and more independent viewer analysis of the material, and discourage taking any particular rhetorical presentation at face value
Synesthetic art through 3-D projection: The requirements of a computer-based supermedium
A computer-based form of multimedia art is proposed that uses the computer to fuse aspects of painting, sculpture, dance, music, film, and other media into a one-to-one synthesia of image and sound for spatially synchronous 3-D projection. Called synesthetic art, this conversion of many varied media into an aesthetically unitary experience determines the character and requirements of the system and its software. During the start-up phase, computer stereographic systems are unsuitable for software development. Eventually, a new type of illusory-projective supermedium will be required to achieve the needed combination of large-format projection and convincing real life presence, and to handle the vast amount of 3-D visual and acoustic information required. The influence of the concept on the author's research and creative work is illustrated through two examples
Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems
As robotic systems are moved out of factory work cells into human-facing
environments questions of choreography become central to their design,
placement, and application. With a human viewer or counterpart present, a
system will automatically be interpreted within context, style of movement, and
form factor by human beings as animate elements of their environment. The
interpretation by this human counterpart is critical to the success of the
system's integration: knobs on the system need to make sense to a human
counterpart; an artificial agent should have a way of notifying a human
counterpart of a change in system state, possibly through motion profiles; and
the motion of a human counterpart may have important contextual clues for task
completion. Thus, professional choreographers, dance practitioners, and
movement analysts are critical to research in robotics. They have design
methods for movement that align with human audience perception, can identify
simplified features of movement for human-robot interaction goals, and have
detailed knowledge of the capacity of human movement. This article provides
approaches employed by one research lab, specific impacts on technical and
artistic projects within, and principles that may guide future such work. The
background section reports on choreography, somatic perspectives,
improvisation, the Laban/Bartenieff Movement System, and robotics. From this
context methods including embodied exercises, writing prompts, and community
building activities have been developed to facilitate interdisciplinary
research. The results of this work is presented as an overview of a smattering
of projects in areas like high-level motion planning, software development for
rapid prototyping of movement, artistic output, and user studies that help
understand how people interpret movement. Finally, guiding principles for other
groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for
the 21st Century)"
http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
Technology-enabled challenge-based learning in a global context
Scalable educational technology enables digital learning experiences to effectively reach a global audience with new approaches to teaching and learning. One new model is challenge-based learning in a global context, which is an extension of problem-based, project-based and contextual teaching and learning. This article describes the theoretical and organizational foundations of the design of a challenge-based learning technology platform for higher education that supports global collaborative team problem-solving experiences. Case examples are provided by the concrete approaches used with Curtin Universityâs Challenge platform to enable and support scalability, self-organizing and self-directing teams, automated assessment methods, and the support of creative transmedia narratives
Generative comics: a character evolution approach for creating fictional comics
Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with extreme personality traits inspired by well-known comics characters
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