13,495 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
Looking at the Interactive Narrative Experience through the Eyes of the Participants.
The topic of interactive narrative has been under research for many years. While there has been much research exploring the development of new algorithms that enable and enhance interactive narratives, there has been little research focusing on the question of how players understand and internalize their interactive narrative experiences. This paper addresses this problem through conducting a phenomenological study on participants playing Façade; we specifically chose a phenomenological methodology due to its emphasis on the participantsâ lived experience from the participantsâ viewpoint. We chose Façade, because it is the only accessible example of an experience that revolves around social relationships, conflict, and drama as its core mechanics. In this paper, we discuss sixteen themes that resulted from the analysis of the data gathered through the study. In addition, we reflect on these themes discussing their relationship to participantsâ backgrounds, and project implications on the design of future interactive narratives
Suggesting new plot elements for an interactive story
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an authorâs aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an authorâs goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.peer-reviewe
Museum Experience Design: A Modern Storytelling Methodology
In this paper we propose a new direction for design, in the context of the theme âNext Digital Technologies in Arts and Cultureâ, 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, âNext Digital Technologiesâ 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
Emotion-driven interactive storytelling.
Interactive storytelling has attracted plenty of research interest in recent years. Most current interactive storytelling systems follow a goal-oriented approach to story representation, i.e. the user is engaged with the story through fulfilling a number of goals rather than empathising with the characters and experiencing anenriched emotional experience (Pizzi and Cavazza 2007). This fails to satisfy potential users who are oriented to traditional media, such as movies (Louchart et al. 2008) and demographic groups who are interested in attractive and challenging stories (Duh et al. 2010). Given this consideration, an emotion-driven interactive storytelling approach is proposed in this research.
In contrast to the goal-oriented interactive storytelling approach, emotion-driven interactive storytelling attempts to create an engaging emotional experience, and involve the userâs emotion with the characters. More importantly, the userâs emotions, evoked by empathising with the characters, determine the characterâs behaviours and therefore have an impact on the whole storyline. In this sense, emotions, as a driving force, directly and explicitly contribute to storytelling and the user experience.
An interactive video was made by re-editing existing TV material to interpret the concept of emotion-driven interactive storytelling. The examination of user experience of playing this interactive video revealed that non-gamers were more likely to be emotionally involved with the interactive video and empathise with the character. Participants in this group also exhibited higher enjoyment and engagement than gamers. In addition, females were found more likely to empathise with the character and satisfy with the storyline. However because the TV material used to make the interactive video was female-oriented, males failed to enjoy and engage themselves as much as females. But it is important to note that in comparison to malesâ previous experience of watching TV Ugly Betty, emotion-driven interactive storytelling increased their enjoyment and engagement. Therefore, emotion-driven interactive storytelling enriches the approach to developing interactive storytelling systems and has the potential to provide an engaging user experience to some types of users. Future research possibilities are discussed with respect to a wider population and research where materials suitable for both genders are presented
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Telling interactive stories: A practice-based investigation into new media interactive storytelling
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Telling Interactive Stories is a practice-based thesis, which theoretically and practically probes the field of digital fictional interactive storytelling. The submission takes the form of the interactive cinema installation Crossed Lines
together with a written element of the thesis which interrogates historical, contextual, theoretical, technical and critical aspects of the field of interactive narrative using new media. Crossed Lines is an original fictional interactive AV piece, amalgamating multiform plots, a multi-screen viewing environment, an
interactive interface and an interactive story navigation form. The installation tells the stories of nine characters in a way that the viewer can constantly explore and switch between all nine forms, using a telephone keypad and handset as an interface, and can simultaneously observe all charactersâ presence between the
nine remote locations. Several research methodologies are utilised to analyse and
evaluate the installation. Quantitative methodologies include the use of user tracking systems where the computational output of the installation provides measurements and timings of user choices and behaviours. Qualitative
methodologies include theoretical and visual analysis, and in depth analysis of user responses using interviews, questionnaires, video recordings and cuttingedge eye-tracking technologies
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Evaluation Report of Prosperoâs Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate studentsâ engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve studentsâ learning.
Prosperoâs Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
⢠An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
⢠A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
⢠A return to the installation for one lesson, led by English teachers (autumn term);
⢠Follow-on work by teachers to develop immersive learning in English lessons (spring term);
⢠An independent evaluation of the project (autumn and spring terms)
Improving reading: a handbook for improving reading in key stages 3 and 4 (National Strategies: secondary)
"This handbook explores what it means to be a reader and some core challenges and skills that need to be addressed in the teaching of reading.
The handbook outlines a route to improvement that can be followed to ensure that all pupils make expected levels of progress so that they can become skilled and independent readers.
Detailed guidance is provided for each stage of the improvement process: gathering and analysing information; writing the improvement plan; evaluating planning, approaches to teaching and learning and the assessment of reading.
Subject leaders can decide which stages of the process their department is confident with and which areas need to be developed further. Each section provides relevant resources and tools to guide and support this work." - National Strategies website
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