166 research outputs found

    Desktop 3-D Interactive Drama – Applying Design Principles from the Performance Arts.

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    Increasing emotional engagement in 3-D interactive environments is a hard, but important problem. It is important for its potential utility in increasing motivation, involvement, and engagement. These constructs are not only useful for entertainment applications, but also impact training and edutainment applications due to the impact of emotions on learning (Ulate, 2002; Wolfe, 2001). Many researchers have explored several techniques, including enhancing the story content to stimulate emotional engagement, developing new algorithms for dynamically creating stunning visual effects, and enhancing 3-D sound. Theatre and film have integrated many techniques that increase engagement, attention, and emotional involvement. In this paper, I describe a set of new design techniques integrated in an architecture that uses theatric and cinematic theories, specifically acting and screenwriting methods, to stimulate and improve emotional engagement in 3-D interactive narratives. In this paper, I discuss two research directions: (1) defining an interaction model for 3-D interactive narrative based on screenwriting theories, and (2) developing an actor-based agent architecture to simulate believable actions within an interactive narrative. The resulting architecture was implemented and tested within Mirage, an interactive story based on the Greek Tragedy Electra. Based on the critiques from several participants, I deduce that the resulting architecture presents significantly encouraging design techniques that can potentially increase emotional involvement and dramatic content of an interactive desktop 3D VR experience. The system and approach presented in this paper demonstrates an important new direction that adds to the set of techniques currently used and expand the design methodologies to include methods from disciplines, such as performance arts, theatre, and film

    Player agency in interactive narrative: audience, actor & author

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    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, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ 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 Brecht’s Epic Theatre and Boal’s 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

    Design for Child-Robot Play The implications of Design Research within the field of Human-Robot Interaction studies for Children

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    This thesis investigates the intersections of three disciplines, that are Design Research, Human-Robot Interaction studies, and Child Studies. In particular, this doctoral research is focused on two research questions, namely, what is (or might be) the role of design research in HRI? And, how to design acceptable and desirable child-robot play applications? The first chapter introduces an overview of the mutual interest between robotics and design that is at the basis of the research. On the one hand, the interest of design toward robotics is documented through some exemplary projects from artists and designers that speculate on the human-robot coexistence condition. Vice versa, the robotics interest toward design is documented by referring to some tracks of robotic conferences, scienti c workshops and robotics journals which focused on the design-robotics relationship. Finally, a brief description of the background conditions that characterized this doctoral research are introduced, such as the fact of being a research founded by a company. The second chapter provides an overview of the state of the art of the intersections between three multidisciplinary disciplines. First, a de nition of Design Research is provided, together with its main trends and open issues. Then, the review focuses on the contribution of Design Research to the HRI eld, which can be summed up in actions focused on three aspects: artefacts, stakeholders, and contexts. This is followed by a focus on the role of Design Research within the context of children studies, in which it is possible to identify two main design-child relationships: design as a method for developing children’s learning experiences; and children as part of the design process for developing novel interactive systems. The third chapter introduces the Research through Design (RtD) approach and its relevance in conducting design research in HRI. The proposed methodology, based on this approach, is particularly characterized by the presence of design explorations as study methods. These, in turn, are developed through a common project’s methodology, also reported in this chapter. The fourth chapter is dedicated to the analysis of the scenario in which the child-robot interaction takes place. This was aimed at understanding what is edutainment robotics for children, its common features, how it relates to existing children play types, and where the interaction takes place. The chapter provides also a focus on the relationship between children and technology on a more general level, through which two themes and relative design opportunities were identi ed: physically active play and objects-to-think-with. These were respectively addressed in the two design explorations presented in this thesis: Phygital Play and Shybo. The Phygital Play project consists of an exploration of natural interaction modalities with robots, through mixed-reality, for fostering children’s active behaviours. To this end, a game platform was developed for allowing children to play with or against a robot, through body movement. Shybo, instead, is a low-anthropomorphic robot for playful learning activities with children that can be carried out in educational contexts. The robot, which reacts to properties of the physical environment, is designed to support different kinds of experiences. Then, the chapter eight is dedicated to the research outcomes, that were de ned through a process of reflection. The contribution of the research was analysed and documented by focusing on three main levels, namely: artefact, knowledge and theory. The artefact level corresponds to the situated implementations developed through the projects. The knowledge level consists of a set of actionable principles, emerged from the results and lessons learned from the projects. At the theory level, a theoretical framework was proposed with the aim of informing the future design of child- robot play applications. Thelastchapterprovidesa naloverviewofthe doctoral research, a series of limitations regarding the research, its process and its outcomes, and some indications for future research

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Proceedings of the Second International Workshop on Physicality, Physicality 2007

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    Player Agency in Interactive Narrative: Audience, Actor & Author

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    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, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ 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 Brecht’s Epic Theatre and Boal’s 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

    Robot Games for Elderly:A Case-Based Approach

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    Creating screen-based multiple state environments: investigating systems of confutation

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    The intentions of this practice-led thesis are to investigate the interplay between Internet based digital narrative, image and interaction, and ultimately develop new practice, which primarily within the experiencing of the artwork articulates a new contribution to the field of study. The dual literature and contemporary practice reviews highlighted this as desired output. The predominant research in the field is not focused on the production of new projects but uses various forms of literary and critical theory to search out new interpretations and structural understanding of the artefacts in question. Similarly the reviews revealed a strong set of visual hegemonies - namely the ascent of neo-minimalism and a preoccupation with the replication of reality. My practice sits between these poles as being a hybrid of detailed line art, handcrafting and popular imagery, and as such, functions with uniqueness. The interstitial paradigm is used to support the practice, as parallels are drawn not only in the aesthetics of the work but also the politic of the communication. The thesis is organised in three sections, Chapter 1 is theoretically orientated, aimed at defining the context for the practice. Chapter 2 is focussed on the artworks and in the main discusses the thinking behind, development and the production of two new projects -- The Bloody Chamber and Deviant: The Possession of Christian Shaw. Chapter 3 presents the discoveries rooted in the practice, concludes the thesis and finally offers some possible vistas for further research. The research questions were set-up to investigate the structural and aesthetic possibilities on offer to the practioner when aiming to create artworks that interstitially function on the premise of confutation and resistance whilst still attempting to create a sense of narrative immediacy. Through a combination of making practice, reflective evaluation and the appraisal of existing artworks I developed a new aesthetic in answer to the research questions. This aesthetic is termed as the "fragital". The fragital is an uncommon pairing of the digital experience -- that being the individualized remote onscreen touch, and the sense of a material and sensitive tangibility. This was used as a means to significantly and emotionally immerse the participant within the multiple state environment, whilst still in the structural accessing of the project, utilising the powers of confusion and disturbance as inherent in interstitial practice. The culmination of the research and an example of the fragital at work -- is located in the project Deviant: The Possession of Christian Shaw. The artwork is elucidated using critical insights from a group of twelve invited expert participants and an in-depth self-analysis. This group was invited on the basis of their interdisciplinary abilities, personal voice and commitment to my research area. The objective viewpoints of these participants was used not only to aid further understanding of the perception of the project but also to help me as the artist to extract extra arguments, complement my subjective understanding and gain additional contextual insights about my work. The different strands of the presented research work together to offer new insights into the production and concept of screen-based multiple state environments, and an original artefact Deviant: The Possession of Christian Shaw, which stands as a method to experience the core of research argument. The insights and discoveries as located in this thesis would be of use to other digital narrative practioners and those studying new media art

    Using interactive documentary as a peacebuilding tool

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    Copyright Š and Moral Rights for this thesis are retained by the author and / or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders
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