107 research outputs found

    ‘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

    Interactive storytelling in mixed reality

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    Reconfiguring the reader : convergence and participation in modern young adult fantasy fiction

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    PhD ThesisThis thesis explores digital-age literary and reading practices as they were influenced by participatory culture at the turn of the century. Participatory culture is analysed here through the work of Henry Jenkins, Hans Heino Ewers, Margaret Mackey and Katy Varnelis and is recognised as one in which individuals are socially connected to each other in an environment that offers support for creating and sharing interpretations and original works. It has relatively low barriers to artistic expression and civic participation, and fosters the sense of community growing around people’s common interests and ideologies, as expressed through performative manifestations such as gaming and fandom. Because juvenile fantasy fiction generally, and J. K. Rowling’s Harry Potter series (1997-2007) specifically, were at the centre of significant developments in response to participatory culture, Rowling’s books are used as a case study on the basis of which changing practices of reading, writing and interpretation of story, principally by children and young people, are mapped and appraised. One aim of this thesis is to evaluate how far participatory culture has affected what it means to be a reader of a text that exists in multiple formats: how each version of the text constructs and addresses its readers/viewers/players/co-creators, and the dynamics and interdependence between the different versions. A second but related aim is to test the claims of new media theorists, including Janet Murray, Pierre Lévy and Marie-Laure Ryan, among others, to establish how far texts, readers and the processes of reading have in fact changed. Specifically, it looks at how far the promises of reader participation and co-creation have been fulfilled, especially within the genre of children’s literature

    Towards a crowdsourced solution for the authoring bottleneck in interactive narratives

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    Interactive Storytelling research has produced a wealth of technologies that can be employed to create personalised narrative experiences, in which the audience takes a participating rather than observing role. But so far this technology has not led to the production of large scale playable interactive story experiences that realise the ambitions of the field. One main reason for this state of affairs is the difficulty of authoring interactive stories, a task that requires describing a huge amount of story building blocks in a machine friendly fashion. This is not only technically and conceptually more challenging than traditional narrative authoring but also a scalability problem. This thesis examines the authoring bottleneck through a case study and a literature survey and advocates a solution based on crowdsourcing. Prior work has already shown that combining a large number of example stories collected from crowd workers with a system that merges these contributions into a single interactive story can be an effective way to reduce the authorial burden. As a refinement of such an approach, this thesis introduces the novel concept of Crowd Task Adaptation. It argues that in order to maximise the usefulness of the collected stories, a system should dynamically and intelligently analyse the corpus of collected stories and based on this analysis modify the tasks handed out to crowd workers. Two authoring systems, ENIGMA and CROSCAT, which show two radically different approaches of using the Crowd Task Adaptation paradigm have been implemented and are described in this thesis. While ENIGMA adapts tasks through a realtime dialog between crowd workers and the system that is based on what has been learned from previously collected stories, CROSCAT modifies the backstory given to crowd workers in order to optimise the distribution of branching points in the tree structure that combines all collected stories. Two experimental studies of crowdsourced authoring are also presented. They lead to guidelines on how to employ crowdsourced authoring effectively, but more importantly the results of one of the studies demonstrate the effectiveness of the Crowd Task Adaptation approach

    Lecture Notes on Interactive Storytelling

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    These lecture notes collect the material used in the advanced course 'Interactive Storytelling' organized biannually at the Department of Future Technologies, University of Turku, Finland. Its aim is to present the key concepts behind interactive digital storytelling (IDS) as well as to review proposed and existing IDS systems. The course focuses on the four partakers of IDS: the platform, the designer, the interactor, and the storyworld. When constructing a platform, the problem is to select an appropriate approach from tightly controlled to emergent storytelling. On this platform, the designer is then responsible for creating the content (e.g., characters, props, scenes and events) for the storyworld, which is then experienced and influenced by the interactor. The structure and relationships between these partakers is explained from a theoretical perspective as well as using existing IDS systems as examples.</p

    The Memory Store: A collaborative online fiction, which explores the opportunities for participatory narrative experiences afforded by the shared space of the Internet

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    This practice-led thesis explores the opportunities digital technologies afford for writers to create online fictional spaces to share with readers. The research asks how might authors utilise the shared space of the Internet to offer collaborative narrative experiences? Part One of the thesis is a creative project, The Memory Store, http://thememorystore.org a hypertext, detective fiction, set in Liverpool in 2115, written with contributions from a hundred people. The work experiments with authorship as a collective experience in an online environment, considering ways in which we might collaboratively construct stories. This experimental project differs in its ambition from other collaborative online writing projects, such as MacGuffin (Comma Press and Manchester Metropolitan University, 2015) and Rainy City Stories (Openstories, 2008) by exploring methods to structure writing contributed by participants so that reading can flow from one writer to another with a narrative connection established by the site’s interface. Part Two of the thesis is a critical reflection that explores theories that have informed my creative practice. The research examines what Manovich described as ‘spatial wandering,’ (2001, p49) Nelson’s term ‘intertwingularity’ (1974, p29) and ‘the bricolage’ that Turkle (1995, p51) referred to in respect of the Internet, to approach conceptualisations of digital technology as spatial, creating environments through which readers navigate to interconnected experiences, facilitating exploration, encouraging participation, communication and sharing. The thesis also considers narrative space, detective fiction and the archiving of collective memory in online environments to support the development of the creative project

    Lost in a Transmedia Storytelling Franchise: Rethinking Transmedia Engagement

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    In the age of media convergence, transmedia storytelling - the distribution of story elements across multiple media platforms in the service of crafting an overarching narrative - is increasingly prevalent. This dissertation examines transmedia engagement through a focus on Lost's transmedia storytelling franchise and a confluence of technological, industrial, and cultural shifts, including the advent of podcast technologies, the rise of alternate reality game storytelling, and increasing producer-audience communication. Taken together, these transformations create new terrain on which normative understandings of producer-text-audience relationships are continually challenged, reconfigured, and even reinforced. This dissertation views these relationships through the concept of "viewsing" (Harries, 2002) - a hybrid form of engagement encouraged by transmedia storytelling franchises in which the qualities of "viewing" and "computer use" merge. Although viewsing provides an important conceptual framework, previous scholarship stops short of applying to concept to the producer-audience and audience-audience relationships. Using a thematic analysis methodology, this study examines the fan cultures surrounding two podcasts dedicated to Lost - The Official Lost Podcast and The Transmission - and expands the concept of viewsing to include text-audience interactivity, producer-audience participatory storytelling, and audience-audience collaboration and antagonism. It concludes that transmedia storytelling franchises encourage viewsing - interactive, participatory, and communicative multi-platform engagement

    Storyscape, a new medium of media

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    A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is conceptualized from the author/designer perspective as four gestalts that create a whole from stand-alone parts. The four gestalts are mythopoeia, character, canon, and genre. This approach frames the authoring of this story-centric model in opposition to the design approaches of world-building or storyworlds. The four gestalts also provide an academic approach that unites theory and practice with a unified design vocabulary and an orientation toward the creation of a cultural and creative product that is defined as the storyscape medium. Storyscapes, such as The Star Wars franchise or the Marvel Universe, consume the lion’s share of our cultural capital (Johnson 2014). Therefore, the development of a consistent vocabulary, a design approach, and an understanding of how they create meaning and define worldviews is critical to our understanding and practice of a new medium (Dena 2009). Starting with the frame of storytelling as a practice and previous aesthetic models such as The Poetics, this research charts the evolution of the storyscape medium across topics of academic transmedia approaches, principles, affordances, and the connecting or conceptualizing principles that act as gestalts.Ph.D

    Seeker Number 1

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    Seeker Number 1 is an interactive story which combines performance, filmed by multiple cameras and streamed live, with an interactive installation at an exhibition space. Homer’s Odyssey, the story’s base narrative structure, is situated within multiple storylines and environments. Audience members are able to access and interact with the performance during the exhibition by exploring a physical setup with objects that relate to the story and characters. By experimenting with interactivity, open narrative structures, and the aura of live performers in the virtual space, Seeker Number 1 attempts to bring liveness and emotional affect to the Interactive Digital Narrative. This thesis uses research design methodology to explore how various combinations of dramatic structural elements, live performance, audience agency and computer procedural capabilities can collaboratively create meaning. Seeker Number 1 is a reflection on the emergent relationship between liveness and networked technology represented by the machine. Keywords: Interactive Storytelling, Digital Media, Live Performance, Liveness, Non-linear Dramatic Structure, Aura, Agency, Interactivity, Networked Technology, Broadcasting

    'Stitched up' in the 'Conversengine': using expressive processing and multimodal languages to create a character-driven interactive digital narrative

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    My practice-based research, which this thesis supports, explores the question: How can a convincing interactive character, with apparent psychological depth, be modelled in a playable digital narrative that adapts to reader choice? To this end I am building my own platform, the 'Conversengine', for authoring and, in future, publishing and playing text-driven interactive narratives that rely on enactment rather than narration. Currently, the platform consists of the 'Convowriter', the authoring tool, which I am using to develop 'Stitched Up', an interactive psychological thriller. Using the concept of the black box from second-order cybernetics with possible worlds and theory of mind from narratology, I show how combining these theories, mapping one onto another, provides a framework for not only thinking about the character-driven interactive narrative, but also a methodology for authoring one, in both natural language and computer code, and designing its richly responsive visual interface. This incorporates a unique emotional data visualisation system ('emoviz') to dynamically represent interactive fictional characters. This system is built upon the Pleasure-Arousal-Dominance Emotional State Model (Russell and Mehrabian, 1977) and informed by existing psychological research into colour, shape and motion. I contend that abstract visualisations, coupled with the characters' text-based thoughts and/or speech, can eloquently express convincing mental and emotional behaviour. This provides the feedback in my cybernetic 'steering-a-course' game engine, which, whilst maintaining narrative coherence, allows the reader-player to steer their own course through the narrative. Creating an interactive narrative of this kind, which simulates psychological rather than physical action, requires a different approach to game writing, development and design. In part two of this thesis, I explore how the distinction between story and narrative discourse has practical implications for the creation of interactive digital narratives. I discuss how using existing game engines and tools can be limiting, and how this led to building my own interactive narrative engine with its own expressive domain-specific language. I show how the combined features of the 'Conversengine' offer a new way of representing complex interactive characters with psychological depth
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