27,404 research outputs found

    Novella 2.0: A Hypertextual Architecture for Interactive Narrative in Games

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    The hypertext community has a history of research in Interactive Digital Narrative (IDN), including experimental works and systems to support authoring. Arguably the most prevalent contemporary form of IDN is within the world of computer games where a mixture of large-scale commercial works and smaller indie experimental pieces continue to develop new forms of interactive storytelling. We can explore these pieces through the lens of hyper- textual theory and support them with hypertextual architectures, but there are unique challenges within modern game-based storytelling that these frameworks sometimes struggle to capture on a content level, leaving us in some cases with insufficient models and vocabulary. In this paper, we build upon previous work by presenting a discussion on techniques of modeling video game narrative. This is followed by thorough presentation and demonstration of our game-centric theoretical model of interactive narrative, Novella 2.0, which builds upon our previous contributions. This model is then positioned within a novel architecture for the authoring, interchange, integration, and simulation of video game narrative. We present alongside the architecture four key innovations towards supporting game narrative. We include support for Discoverable Narrative and other game narrative content alongside structural features in a deference of responsibility to game engines and our own approach to mixing calligraphic and sculptural hyper- text structure

    Crossovers: Digitalization and literature in foreign language education

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    Digitalization produces increasingly multimodal and interactive literary forms. A major challenge for foreign language education in adopting such forms lies in deconstructing discursive borders between literary education and digital education (romance of the book vs. euphoric media heavens), thereby crossing over into a perspective in which digital and literary education are intertwined. In engaging with digital literary texts, it is additionally important to consider how different competencies and literary/literacy practices interact and inform each other, including: (1) a receptive perspective: reading digital narratives and digital literature can become a space for literary aesthetic experience, and (2) a productive perspective: learners can become “produsers” (Bruns, 2008) of their own digital narratives by drawing on existing genre conventions and redesigning “available designs” (New London Group, 1996). Consequently, we propose a typology of digital literatures, incorporating functional, interactive and narrative aspects, as applied to a diverse range of digital texts. To further support our discussion, we draw on a range of international studies in the fields of literacies education and 21st century literatures (e.g., Beavis, 2010; Hammond, 2016; Kalantzis & Cope, 2012; Ryan, 2015) and, in turn, explore trajectories for using concrete digital literary texts in the foreign language classroom

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination

    My boy builds coffins. Future memories of your loved ones

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    The research is focus on the concept of storytelling associated with product design, trying to investigate new ways of designing and a possible future scenario related to the concept of death. MY BOY BUILDS COFFINS is a gravestone made using a combination of cremation’s ashes and resin. It is composed by a series of holes in which the user can stitch a text, in order to remember the loved one. The stitching need of a particular yarn produced in Switzerland using some parts of human body. Project also provides another version which uses LED lights instead of the yarn. The LEDs - thanks to an inductive coupling - will light when It will be posed in the hole. The gravestone can be placed where you want, as if it would create a little altar staff at home. In this way, there is a real connection between the user and the dearly departed

    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

    Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy

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    Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from ‘just’ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architects’ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the ‘expressive infrastructure’ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw “on a Westnocentric literary and sensory palette” (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)

    Character-driven Narrative Engine. Storytelling System for building interactive narrative experiences

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    This paper discusses a design methodology for developing interactive storytelling projects based on character-driven stories. Shaped as a three-year research through design, it was applied in the educational context of Politecnico di Milano, School of Design, from 2015 to 2017. To open up the issue of the degree of interactiveness and agency that different media allow toward the story, we merged knowledge from cultural, media and game studies. Aiming at building brave, fresh interactive narratives for contemporary media (analogue, digital or hybrid), each year we experimented the implications of initiating the design activity from a different starting point: 1) archetypal characters, 2) thick and compelling storyworlds, and 3) real testimonies shaped as short stories and fragments of memories. We discuss the different tools and methods employed, and the reasons why behind their evolution through time. Then, we conclude with a critical analysis of the results obtained, looking at the consequences and potentialities of how this narrative process has been applied to the game design field

    I cried to dream again:discovery and meaning-making in walking simulators

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    This paper proposes a reclaiming of walking simulators as rich, self-contained, layered, and complex game worlds that pull their audiences in and engage them through experiential aesthetics and the mechanics of exploration. In order to do so, we will be focusing on the relationship between environment and narrative in two notable examples of the genre - Dear Esther (The Chinese Room, 2012) and Proteus (Ed Key and David Kanaga, 2013). We will argue that, similar to immersive, site-specific performance, the (island) setting enables story, constricts and conditions movement, generates atmosphere, and immerses the player in an experiential, self-contained world. Furthermore walking simulators engage their players in an immersive environment by allowing the fulfillment of the environment’s action potential (Di Benedetto, 2012). We will draw from literary, games and performance studies, namely Kincaid’s typologies of Islomania (“island as dream state, the object of desire, the ideal”) and Insularity (“the island as prison or fortress that holds us apart from the rest of the world”) (2007, 463), Di Benedetto’s argument for action potential in set design (2012), and Jenkin’s properties of environmental storytelling (2004). Dear Esther and Proteus are islands in that they are self-contained spaces with their own rules and regulations. They are also places on the fringe of mainstream gaming culture that elude the rules and norms of the ‘mainland’ and push the boundaries of what games can do. The peaceful, single player, first person, nonconflictual, non-competitive gameplay enabled by the island setting enhances affective, narrative, spatial, and kinaesthetic involvement (Calleja, 2011:38). The tension that arises from this duality – the island being highly desirable but at the same time inaccessible – is what has fueled the creative interest of generations of artists (Kincaid 2007). Placing the story on an island provides the designers with an easy solution to limiting the gameworld. It is also a good way of tapping into the player’s cultural references that will influence their experience and reception while also creating genre-specific expectations from the player. The world of the game is easier to accept because islands have particular units of space and time, the presence of any object on an island could be easily justified, and elements of magic or the supernatural could potentially exist there unbeknownst to the mainlanders. Islands have a different logic in that they are paradoxically both a safe space and a space that can be very hard to escape. The limited mechanics in terms of possible actions reinforces the game-as-dream-state interpretation in both games, but it is the combination of limited mechanics and individual aesthetic design choices for each particular game that positions Proteus as Islomania and Dear Esther as Insularity. This paper is a starting point for a bridging between walking simulators and immersive performance, in using the environment dramaturgically to generate meaning. Both art forms design a complex experience; they draw the participant into a self-contained, sensory and experiential world and cast her in a double role as both observer and performer. Walking and exploration are the essential mechanics for placing the body (be it physical or virtual) within the designed fictional world. The Island as limitation and, simultaneously, imaginative stimulus is a functional metaphor that illustrates both Machon’s notion of in-its-own-worldness (2013) and Calleja’s fluid, bi-directional concept of incorporation (2011)

    Mapping Metroid: Narrative, Space, and Other M

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    Metroid: Other M, the latest game in the Metroid series, was heavily criticized for the contradictory portrayal of its avatar protagonist, Samus Aran. This article analyzes these critiques within the 25-year history of the Metroid series, noting intersections with literary theory, cognitive science, geography, and cinema. “Mapping Metroid” argues that player dissatisfaction is a result of Other M’s inconsistency in balancing gameplay constraints with player agency, and the game’s failure at “imperative” storytelling. The maps in Other M and its predecessors are treated in depth, since the relationship between cartographic and gameworld spaces must be “read” dynamically by players to progress; these maps reflect the affordances of each game, and how those affordances contribute to player enjoyment or frustration. The article concludes with the suggestion that paying attention to signifying spaces may help design better games and help situate video games within a wider discussion of theories of postmodern subjectivity
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