4 research outputs found
Human-Computer Interaction
In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
Transitions-felt: William James, Locative Narrative and the Multi-stable Field of Expanded Narrative
Edited version embargoed until 16.03.2018
Full version: Access restricted permanently due to 3rd party copyright restrictions. Restriction set on 16.03.2017 by SC, Graduate schoolThis thesis is about expanded narrative, a new field of experimental narrative practices that
are not represented by single subjects or by categories such as ‘interactive’. It is defined by
works that present a challenge to the form, fiction or nonfiction, in terms of the content,
structure, style of writing or audience engagement. Extending the cognitive term ‘perceptual
multistability’, that refers to switching between interpretations experienced when we look at
an ambiguous figures, such as, the Necker cube, this thesis develops the position that
expanded narrative practices and specifically locative narrative, a genera of expanded
narrative, hold the potential to prompt the experiential effects of multi-stability. The metaphor
of multi-stability introduced here stands in for three aspects of experience: language,
perception and belief. While ambiguity and misperceptions have been recognised in the
literature of experiential narrative practices, further exposition is required. The thesis asks
what are the conditions in which the qualities of the metaphor of multi-stability may be
prompted and what framework usefully articulates the parameters of experience? Drawing
upon the writings of the philosopher William James, subsequent pragmatists, cognitive
neuroscience and narratology, it explores how a radical empiricist perspective can form the
basis of a non-foundational experiential framework that questions the status of knowledge
and the problems of translation between experience and narrative interpretation. It suggests
that the subjective classification of imagined and perceptual objects can be affected by the
relations between the narrative form, the environment and the participant’s beliefs. The major
contributions of the thesis are (1) the development of the Jamesian experiential framework
that sets up cross-disciplinary parameters for the thematics of experience to engage with the
ontological and epistemological challenges of evaluating and designing for multistability
presents; (2) a relational approach to interpretation and coding participants’
feedback of locative narratives; (3) that is employed in the development of a collection of
speculative strategies for evoking the effect of the metaphor of multi-stability, based on the
development of four published locative narrative apps and ten prototypes. While highly
contingent, participant introspective accounts of experience are central here to the
methodology, the process of serial hypothesis forming and the iterative development of
prototypes and locative narrative case studies. This research does not attempt to draw causal
connections from science to that of narrative experience or vice versa. The thesis first
considers the field of expanded narrative and the semantic and pragmatic framings of the
term narrative and narratological framings of language as multi-stable. It goes on to examine
the antecedent and coexistent practices of locative narrative. The epistemological implications
for misperception, the function of representation and intentionality in perception are
examined in relation to the environmentally situated perceptual, interpretative, aesthetic and
emotional dimensions of experience. This research contributes to research in narrative and
creative practices. It extends the form of locative narrative with the concept of multi-stability
that has a wider application with the field of expanded narrative, creative practice and
narratology
Mobile context aware stories
peer-reviewedAn interactive narrative is a story that is shaped by digital technology and that allows the dynamic presentation of scenes or sequences based on input from the user. In this paper we present a new foundation for interactive storytelling that allows a mobile user to interact with a story. The user is placed at the center of the story and the story comes to the user in transit. The behavior and actions of the user influence the scenes and sequences of the story the user experiences. The framework for this system is an ad-hoc network. Ad-hoc networks allow localized presentation of story elements to users who are in transit and able to receive story elements on a mobile device. Furthermore ad-hoc networks have the capability to be context-aware and respond to the physical and social context of the user both on an individual and group level. This mobile context-aware story form is a powerful format in the fields of education and entertainment. It allows the story to be connected with the surrounding environment and it allows the user to see cause and effect of individual and group behavior. In this paper we present an ad-hoc network story system and examine a case study of its use for a prototype mobile context-aware story
Mobile Context Aware Stories
An interactive narrative is a story that is shaped by digital technology and that allows the dynamic presentation of scenes or sequences based on input from the user. In this paper we present a new foundation for interactive storytelling that allows a mobile user to interact with a story. The user is placed at the center of the story and the story comes to the user in transit. The behavior and actions of the user influence the scenes and sequences of the story the user experiences. The framework for this system is an ad-hoc network. Ad-hoc networks allow localized presentation of story elements to users who are in transit and able to receive story elements on a mobile device. Furthermore ad-hoc networks have the capability to be context-aware and respond to the physical and social context of the user both on an individual and group level. This mobile context-aware story form is a powerful format in the fields of education and entertainment It allows the story to be connected with the surrounding environment and it allows the user to see cause and effect of individual and group behavior. In this paper we present an ad-hoc network story system and examine a case study of its use for a prototype mobile context-aware story. 1