4,874 research outputs found

    Core elements of digital storytelling from experts’ perspective

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    Digital storytelling (DST) is an evolution of aged old traditional storytelling.Still harnessing the power of a story in passing on wisdom and knowledge, DST has augmented the power of storytelling many times via the fruit of modernity, which is technology. Center for Digital Storytelling defines DST as a "short, first-person video narrative created by combining recorded voice, still and moving images and music or other sounds.However, in order for the digital storyteller to construct a digital story, there are sets of elements introduced by experts who will guide the aspiring digital storytellers during the construction process.Nevertheless, there is more than one experts and each expert comes with varieties of elements though some are redundant.The main drive of this study is to represent the elements from diverse experts in order to centralize them to be the single guide for digital story construction.The purpose of this paper is to present the core elements of DST after undergoing expert review

    Development of an Emergent Narrative Generation Architecture for Videogames

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    Emergent narratives can enhance a video gaming experience. However, the use of this storytelling form in videogames is in its infancy. Many existing emergent narrative generation systems are limited in authorial creative control, story world flexibility, user freedom and/or general storyline maintenance. In this thesis, we designed a robust architecture for generating emergent narratives to use in videogames, and tested the architecture in a prototype game simulation. The architecture continuously presents pre-written plot fragments with fulfilled preconditions, providing authorial control over the story’s components and general direction. The user navigates the plotlines and shapes the story through their unrestrained decisions. Architectural components monitor these actions and respond appropriately to ensure a cohesive story. Yet, the narrative generation framework remains separate from specific Game World mechanics, maintaining compatibility with any story world. The proposed architecture offers flexible emergent narrative generation and can provide a framework for future emergent videogame development

    The StorySpinner Sculptural Reader

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    This demo is of a hypertext reading system called StorySpinner. It follows the sculptural hypertext methodology and has been used as a test bed for experimenting with the authoring of narrative flow in automatically generated stories. Readers are able to select and read one of two available stories. Reading a story involves selecting tarot cards which are mapped to chunks of story text based on possible interpretations of the cards and information concerning current story state

    Exploring passive user interaction for adaptive narratives

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    Previous Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and "emotional cues". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension

    StorySpinner: Controlling Narrative Pace in Hyperfiction

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    This paper describes the StorySpinner system, a sculptural hypertext reader used as a test bed for experimenting with the authoring of narrative flow in automatically generated stories. An overview of the system is presented along with discussion and conclusions arising from initial user trials

    The road ahead: a dynamic, interactive, and multidimensional Flash website

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    Everyone has several dreams in his/her life. To be an International student in the United States, I am fulfilling one of my dreams. At December 17th 2001, I stepped on the United States, a dream territory where I had never been to, and started a fantastic journey. Everything was so fresh to me. In California, I felt the warm sunshine, friendly people, and a vigorous life style. In New York, I found beautiful snow, a serious attitude on working, and a stylish life style. Traveling across the country, I realized why people call America a dream territory. Maybe two years is too short for me to experience everything here; still, I am sure that this journey will be an unforgettable memory for the rest of my life, no matter where I will be later. In order to keep and share this memory, my project is to create a digital diary that records my life in the United States. Through visual elements, users without boundaries can experience my feeling and share my life

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    Beneath Still Waters: An Exploration of Transmedia Narratives and Twitter Fiction

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    Beneath Still Waters is an original transmedia mystery narrative that explores the possibilities of an interconnected media landscape as a unique platform for creative use and audience engagement. Transmedia storytelling refers to the building of a fictional world comprised of multiple parts across different platforms, where each component makes a valuable contribution to the whole. This project uses the tools and strategies of social media to tell a complex and interactive multi-platform story
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