7 research outputs found

    Lights, camera, interaction! Interactive Film and its Transformative Potential.

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    This thesis concentrates on the emerging field of interactive film. Digital interactive and networked media offer so many possibilities to create stories that it is necessary to define what an interactive film is and whether there is any continuity with the linear film form. This thesis explores whether interactive narratives in the form of interactive film have the potential to offer a transformative learning experience regarding societal and political topics. Butterfly is an interactive short film that uses a second-screen technique to raise awareness of the dangers of cyberbullying. As a case study for a potential transformative experience, the film is described and evaluated by means of interactive screenings and a user experience study. Findings show there is definite potential for interactive films to create strong emotions in users and to possibly produce a transformative experience with educational implications. Keywords: Transformative design, Interactive Narrative Design, Interactive film, User Experience Evaluation

    STRUCTURE AND SHAPE: A PRACTICE-AS-RESEARCH PROJECT ON WRITING A MULTI-PATH NARRATIVE, INTERACTIVE PLAYTEXT

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    This thesis describes a practice as research project which sought to create a multi path narrative output which contained multiple story shapes. It engages with the concept of narrative structure and story shape as discussed in literature on playwrighting and interactive storytelling while citing examples of multi narrative plays. The project resulted in two outputs which were created using Twine, a piece of interactive narrative software. In the thesis, I describe the process of creating the work, citing examples from the outputs, and present how the use of diagrams played an important role in visualising the multi path structure. I reflect on how working with Twine altered my process and describe how my engagement with the concepts of interactivity, interruption and story as functions modified my approach to writing and affected my practice

    Interactive Digital Narratives. Counter-Hegemonic Narratives and Expression of Identity

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    INTERACTIVE DIGITAL NARRATIVES Counter-Hegemonic Narratives and Expression of Identit

    Interactive Fiction in Cinematic Virtual Reality: Epistemology, Creation and Evaluation

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    This dissertation presents the Interactive Fiction in Cinematic Virtual Reality (IFcVR), an interactive digital narrative (IDN) that brings together the cinematic virtual reality (cVR) and the creation of virtual environments through 360\ub0 video within an interactive fiction (IF) structure. This work is structured in three components: an epistemological approach to this kind of narrative and media hybrid; the creation process of IFcVR, from development to postproduction; and user evaluation of IFcVR. In order to set the foundations for the creation of interactive VR fiction films, I dissect the IFcVR by investigating the aesthetics, narratological and interactive notions that converge and diverge in it, proposing a medium-conscious narratology for this kind of artefact. This analysis led to the production of an IFcVR functional prototype: \u201cZENA\u201d, the first interactive VR film shot in Genoa. ZENA\u2019s creation process is reported proposing some guidelines for interactive and immersive film-makers. In order to evaluate the effectiveness of the IFcVR as an entertaining narrative form and a vehicle for diverse types of messages, this study also proposes a methodology to measure User Experience (UX) on IFcVR. The full evaluation protocol gathers both qualitative and quantitative data through ad hoc instruments. The proposed protocol is illustrated through its pilot application on ZENA. Findings show interactors' positive acceptance of IFcVR as an entertaining experience

    Narrativas Interativas Como Linguagem do Jornalismo

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    O ciberjornalismo mundial já está consolidado como principal fonte de informação no mundo, porém, as redações destes veículos, ainda buscam formatos e linguagens com as quais possam informar e fidelizar sua audiência, alcançando, por consequência, maior sustentabilidade econômica. É neste aspecto que esta investigação realizou a publicação de uma reportagem em formato de Narrativas Interativas em parceria com um veículo nativo digital de nicho, e assim compreendeu, através da análise de navegação e inquérito com leitor/espectador/ouvintes, que a alteração da linguagem e formato da informação influem na decisão do usuário em permanecer ou não fiel a um meio de comunicação. Estes dados, bem como o aprodunfamento bibliográfico da adaptação do jornalismo a novas plataformas tecnológicas por esta investigação apresentados, dão mecanismos para os meios de comunicação poossam projetar seus produtos, bem como para a academia antecipar tendências de comunicação para o ciberespaço.The cyberjournalism is already consolidated as the main source of information in the worldwide, however, the newsrooms of these medias still seek formats and languages with which they can inform and retain their audience, thus achieving greater economic sustainability. It is in this aspect, this investigation carried out the publication of a report in Narratives Interactives' format in partnership with a niche digital native media, and thus understood, through navigation analysis and survey with users, that the change of the format and language of a article influences the user's decision to remain faithful or not to a means of communication. These data, as well as the bibliographic production of journalism's adaptation to new technological platforms presented by this investigation, provide mechanisms for the media to design their products, as well as for the academy to anticipate communication trends for cyberspace

    Multidisciplinary Aspects of Design. Objects, Processes, Experiences and Narratives

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    The book addresses the contemporary perspectives of design on a multidisciplinary through 4 key words: objects, processes, experiences, narratives. It aims at further investigating the role of the archive for the design culture reflecting on “Memory and Future” and “The Tools of Design and the Language of Representation”, and also themes that are yet at the center of the multidisciplinary debate on design. The tenets of the conference (OPEN: objects, processes, experiences and narratives) will hence also correspond to the book sections: -Objects. Design as focused on the object, on its functional and symbolic dimension, and at the same time on the object as a tool for representing cultures; -Processes. The designer’s self-reflective moment which is focused on the analysis and on the definition of processes in various contexts, spanning innovation, social engagement, reflection on emergencies or forecasting. -Experiences. Design as a theoretical and practical strategy aimed at facilitating experiential interactions among people, people and objects or environments. -Narratives. Making history, representing through different media, archiving, narrating, and exhibiting design

    Pivot 2021: Dismantling/Reassembling

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    Pivot is a series of virtual conferences organized by the Pluriversal Design Special Interest Group (SIG) of the Design Research Society (DRS). Pivot’s first edition, PIVOT 2020: Designing a world of many centers, was hosted by the Phyllis M. Taylor Center for Social Innovation and Design Thinking at Tulane University. The 2021 edition was hosted by OCAD University (Toronto, Canada)
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