14 research outputs found

    The IRIS Network of Excellence:: Integrating Research in Interactive Storytelling

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    Abstract. Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even further by structuring collaboration between some of its main actors. IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Storytelling and the development of corresponding technologies

    Contemporary Issues in Interactive Storytelling Authoring Systems.

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    Authoring tools for interactive narrative abstract underlying data models to allow authors to write creative works. Understanding how our program and interface design decisions alter the User Experience design could lead to more robust authoring experiences. We contribute a taxonomy of authoring tools with identified program and User Experience observations with discussion into their impact on the authoring experience as well as reflection on two detailed experiments. We then present our own authoring tool, Novella, and discuss how it has implemented the lessons learned from the analysis and how it approaches solving the identified challenges

    Player agency in interactive narrative: audience, actor & author

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    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, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ 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 Brecht’s Epic Theatre and Boal’s 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

    DISE : a game technology-based digital interactive storytelling framework

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    This thesis details the design and implementation of an Interactive Storytelling Framework. Using software engineering methodology and framework development methods, we aim to design a full Interactive Storytelling system involving a story manager, a character engine, an action engine, a planner, a 3D game engine and a set of editors for story data, world environment modelling and real-time character animation. The framework is described in detail and specified to meet the requirement of bringing a more dynamic real-time interactive story experience to the medium of computer games. Its core concepts borrow from work done in the fields of narrative theory, software engineering, computer games technology, HCI, 3D character animation and artificial intelligence. The contributions of our research and the novelties lie in the data design of the story which allows a modular approach to building reusable resources such as actions, objects, animated characters and whole story 'levels'; a switchable story planner and re-planning system implementation, allowing many planners, heuristics and schedulers that are compatible with PDDL (the "Planning Domain Definition Language") to be easily integrated with minor changes to the main classes; a 3D game engine and framework for web launched or in browser deployment of the finished product; and a user friendly story and world/environment editor; so story authors do not need advanced knowledge of coding PDDL syntax, games programming or 3D modelling to design and author a basic story. As far as we know our Interactive Storytelling Framework is the only one to include a full 3D cross-platform game engine, procedural and manual modelling tools, a story -editor and customisable planner in one complete integrated solution. The finished interactive storytelling applications are presented as computer games designed to be a real-time 3D first person experience, with the player as a main story character in a world where every context filtered action displayed is executable and the player's choices make a difference to the outcome of the story, whilst still allowing the authors high level constraints to progress the narrative along their desired path(s)

    Desarrollo de una herramienta para la edición digital de ficción interactiva mediante el paradigma de texto extensible

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    En la última década, el libro digital se ha convertido en una alternativa real al libro físico. Desde el punto de vista técnico, se han desarrollado diferentes especificaciones para crear libros digitales, así como herramientas de edición. Las posibilidades de interacción que ofrece un libro digital en comparación con un libro físico son importantes, dado que el escritor tiene potencialmente, todas las posibilidades que ofrecen las nuevas tecnologías. Sin embargo, la realidad es que la mayoría de los editores de libros digitales permiten implementar un número limitado de funciones en un libro digital, tales como buscar en un diccionario o realizar una anotación. Esta situación se debe en parte a las posibilidades de reproducción de los dispositivos de lectura (eReaders) que solo son capaces de ejecutar y procesar las funciones antes mencionadas, a las especificaciones de libros digitales que no contemplan otro tipo de acciones sobre un libro digital y a las propias herramientas de edición digital que están diseñadas para editar los libros digitales con las posibilidades comentadas anteriormente. Es por ello, que supone un gran reto el ampliar las posibilidades de interacción que se pueden implementar sobre un libro digital y de esta manera enriquecer la experiencia lectora. Este trabajo de investigación, se plantea en el contexto del reto comentado. Así, el objetivo que se quería cubrir en el trabajo consistía en investigar cómo ampliar las funcionalidades que tiene a su disposición un editor de libros digitales en las herramientas de edición, para enriquecer la interacción y la experiencia lectora. Con este fin, se ha realizado una labor de investigación para analizar qué tipo de necesidades de interacción podrían ser interesantes para un lector, qué tipo de tecnologías serían necesarias para su implementación y cómo se podrían adaptar para que fueran reproducibles con la tecnología actual de eReaders. Como resultado de este trabajo, se ha creado una herramienta de edición de libros digitales de tipo WYSIWYG denominada ILSAditor que facilita la creación de libros digitales en los que se pueden incluir algunos elementos orientados a enriquecer la experiencia del lector basados en las propuestas definidas en el ámbito de la ficción interactiva. La herramienta está diseñada de una forma muy intuitiva. Así, el escritor puede crear de una manera simple elementos de ficción interactiva, exportar texto interactivo a un formato orientado a la web (HTML5, JavaScript y CSS) u orientado a dispositivos electrónicos (EPUB). Los elementos de ficción interactiva soportados se circunscriben al uso de texto extensible (stretchtext), permitiendo al editor de un libro digital organizar el contenido del mismo en varias capas de profundización o itinerarios que pueden ser gestionados a través de la ocultación o develación del texto. Esto permite que el texto se adapte a los diferentes niveles de lectura o profundización. De esta forma, se podría crear, por ejemplo, un mismo cuento dirigido a diferentes edades o niveles de comprensión en un único libro digital, gestionando cada nivel del mismo mediante texto extensible. ILSAditor se ha desarrollado como una aplicación de escritorio basada en extender la funcionalidad del editor JavaScript TinyMCE, utilizando tecnología Java FX. El editor TinyMCE ha sido ampliamente utilizado en gestores de contenidos educativos como Moodle, sistemas de gestión de contenidos tan conocidos como Joomla o WordPress para soportar el paradigma de texto extensible de manera intuitiva y sencilla para los autores, y en aplicaciones como Evernote. La memoria de este trabajo fin de máster describe la versión actual de la herramienta desarrollada, el proceso de diseño y desarrollo seguido, y la evaluación preliminar de su usabilidad en una experiencia piloto

    ‘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

    The Potential of the Transformative Storytelling Technique for supporting informal caregiver wellbeing

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    In una società in cui i progressi e le innovazioni si verificano quotidianamente, lo sviluppo di strumenti digitali per la salute mentale continua a ritmi quasi incontrollabili. Seguendo le tendenze nell'utilizzo dello storytelling in tutti i campi e riflettendo sulla mancanza di modelli di lavoro e strutture per l'applicazione dello storytelling nel supporto della salute mentale, la Transformative Storytelling Technique è progettata e sviluppata come parte di questo lavoro. Questa tecnica rappresenta una nuova categoria per la creazione di contenuti ibridi per guidare l'esperienza del pubblico, a partire dal caso dei caregiver informali. Lo scopo di questa dissertazione è introdurre ed esplorare la fattibilità di una nuova tecnica - Transformative Storytelling (TST) - nel supportare la salute mentale e il benessere dei caregiver informali con storie audio progettate. La tesi è presentata in quattro capitoli in linea con gli obiettivi e strutturata secondo le fasi di ricerca e sviluppo applicate nello sviluppo di questa nuova tecnica. In questo lavoro viene utilizzato il disegno del metodo misto, inclusa la revisione qualitativa dell'ambito nel primo studio, l'indagine narrativa utilizzando interviste semi-strutturate progettate seguendo le categorie di esplorazione TST a priori nel secondo studio e lo studio quantitativo pre-post interventistico combinato con il facciale monitoraggio dell'espressione nello studio pilota. La Transformative Storytelling Technique è dimostrata come un approccio metodologico e narrativo digitale potenzialmente di successo per strutturare, sintetizzare tematicamente le esperienze dei gruppi target e consegnarle attraverso la narrazione digitale. Questo potenziale è stato osservato nella valutazione pilota pre-post, in cui la tecnica ha dimostrato una significativa riduzione del carico soggettivo e un significativo aumento della felicità durante l'esposizione della storia TST. Nello Studio 1, vengono esplorati gli strumenti di salute mentale digitale esistenti per i caregiver informali, seguiti dallo Studio 2 in cui è stata discussa e proposta una potenziale soluzione di supporto. In linea con ciò, il lavoro continua con lo Studio 3 in cui la Transformative Storytelling Technique viene adattata dal Transformative Video Design e viene eseguita la dimostrazione metodologica. Successivamente, la valutazione pilota della tecnica menzionata nello Studio 4 è inclusa per testare la fattibilità dell'utilizzo della tecnica di narrazione per supportare i caregiver informali con narrazioni digitali TST. Infine, i limiti e le implicazioni per la ricerca futura sono discussi nella sezione finale.In a society where advances and innovations occur daily, the development of digital mental health tools continues at almost uncontrollable rates. Following trends in utilization of storytelling across fields and reflecting on the lack of working models and frameworks for application of storytelling in mental health support, the Transformative Storytelling Technique is designed and developed as a part of this work. This technique represents a new category for creating hybrid content to guide the experience of audiences, starting with the case of informal caregivers. The aim of this dissertation is to introduce and explore the feasibility of a novel technique – Transformative Storytelling (TST) - in supporting informal caregivers’ mental health and wellbeing with designed audio stories. The dissertation is presented in four chapters in line with the objectives and structured according to the research and developmental phases applied in developing this novel technique. Mixed-method design is used in this work, including qualitative scoping review in first study, narrative inquiry using semi-structured interviews designed following a-priori TST categories of exploration in the second study, and quantitative pre-post interventional study combined with the facial expression tracking in the pilot study. Transformative Storytelling Technique is demonstrated as a potentially successful methodological and digital narrative approach for structuring, thematically synthesizing experiences of target groups, and delivering them via digital narration. This potential was observed in the pilot pre-post assessment, where the technique demonstrated significant reduction of the subjective burden and a significant increase in happiness during the TST story exposure. In Study 1, the existing digital mental health tools for informal caregivers are being explored, followed by the Study 2 where a potential support solution has been thoroughly discussed and proposed. In line with that, the work continues with Study 3 where the Transformative Storytelling Technique is adapted from the Transformative Video Design and methodological demonstration is being performed. Next, the pilot assessment of the mentioned technique in Study 4 is included to test the feasibility of using the storytelling technique for supporting informal caregivers with TST digital narratives. Finally, limitations and implications for future research are discussed in the final section

    Interactive storytelling in mixed reality

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    Libro de aplicaciones y usabilidad de la televisión digital interactiva : VIII Conferencia Iberoamericana de Aplicaciones t Usabilidad de la TV Interactiva (jAUTI 2019)

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    Las jAUTI2019 VIII Jornadas Iberoamericanas sobre Aplicaciones y Usabilidad de la Televisión Digital Interactiva, se realizaron durante WebMedia 2019 XXV Simpósio Brasilero de Sistemas Multimedia y Web , del 29 de Octubre al 1 de Noviembre en Río de Janeiro (Brasil). jAUTI2019 es la octava edición de un evento científico organizado anualmente por la RedAUTI Red Temática de Aplicaciones y Usabilidad de la Televisión Digital Interactiva, formada por más de 250 investigadores pertenecientes a 32 universidades de España, Portugal y once países latinoamericanos (Argentina, Brasil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Perú, Uruguay, Venezuela). Este libro reúne los trabajos aceptados en el evento el cual tiene como objetivo presentar los esfuerzos de investigación de la academia, la industria o las agencias gubernamentales en el diseño, desarrollo y usabilidad de aplicaciones para la Televisión Digital Interactiva (TVDi) y tecnologías relacionadas.A jAUTI 2019 - VIII Conferência Ibero-Americana de Aplicações e Usabilidade da Televisão Digital Interativa, foi realizada durante o WebMedia 2019 - XXV Simpósio Brasileiro de Multimídia e Sistemas Web, de 29 de outubro à 1 de novembro no Rio de Janeiro (Brasil). O jAUTI 2019 é a oitava edição de um evento científico organizado anualmente pela Rede Temática de Aplicações e Usabilidade da Televisão Digital Interativa (RedAUTI), formada por mais de 250 pesquisadores de 32 universidades de Espanha, Portugal e onze países da América Latina (Argentina, Brasil, Colômbia, Costa Rica, Cuba, Chile, Equador, Guatemala, Peru, Uruguai, Venezuela). Este livro reúne os trabalhos aceitos no evento, que visa apresentar os esforços de pesquisa da academia, da indústria ou de agências governamentais no projeto, desenvolvimento e usabilidade de aplicativos para Televisão Digital Interativa (TVDi) e tecnologias relacionadas.The jAUTI 2019 VIII Ibero-American Conference on Applications and Usability of Interactive Digital Television, were held during WebMedia 2019 XXV Brazilian Symposium on Multimedia and Web Systems, from October 29 to November 1 in Rio de Janeiro (Brazil). jAUTI 2019 is the eighth edition of a scientific event organized annually by the RedAUTI Thematic Network of Applications and Usability of Interactive Digital Television, formed by more than 250 researchers from 32 universities in Spain, Portugal and eleven Latin American countries (Argentina, Brazil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Peru, Uruguay, Venezuela). This book gathers the works accepted in the event which aims to present the research efforts of the academy, industry or government agencies in the design, development and usability of applications for Interactive Digital Television (TVDi) and related technologies.RedAUT

    Libro de aplicaciones y usabilidad de la televisión digital interactiva : VIII Conferencia Iberoamericana de Aplicaciones t Usabilidad de la TV Interactiva (jAUTI 2019)

    Get PDF
    Las jAUTI2019 VIII Jornadas Iberoamericanas sobre Aplicaciones y Usabilidad de la Televisión Digital Interactiva, se realizaron durante WebMedia 2019 XXV Simpósio Brasilero de Sistemas Multimedia y Web , del 29 de Octubre al 1 de Noviembre en Río de Janeiro (Brasil). jAUTI2019 es la octava edición de un evento científico organizado anualmente por la RedAUTI Red Temática de Aplicaciones y Usabilidad de la Televisión Digital Interactiva, formada por más de 250 investigadores pertenecientes a 32 universidades de España, Portugal y once países latinoamericanos (Argentina, Brasil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Perú, Uruguay, Venezuela). Este libro reúne los trabajos aceptados en el evento el cual tiene como objetivo presentar los esfuerzos de investigación de la academia, la industria o las agencias gubernamentales en el diseño, desarrollo y usabilidad de aplicaciones para la Televisión Digital Interactiva (TVDi) y tecnologías relacionadas.A jAUTI 2019 - VIII Conferência Ibero-Americana de Aplicações e Usabilidade da Televisão Digital Interativa, foi realizada durante o WebMedia 2019 - XXV Simpósio Brasileiro de Multimídia e Sistemas Web, de 29 de outubro à 1 de novembro no Rio de Janeiro (Brasil). O jAUTI 2019 é a oitava edição de um evento científico organizado anualmente pela Rede Temática de Aplicações e Usabilidade da Televisão Digital Interativa (RedAUTI), formada por mais de 250 pesquisadores de 32 universidades de Espanha, Portugal e onze países da América Latina (Argentina, Brasil, Colômbia, Costa Rica, Cuba, Chile, Equador, Guatemala, Peru, Uruguai, Venezuela). Este livro reúne os trabalhos aceitos no evento, que visa apresentar os esforços de pesquisa da academia, da indústria ou de agências governamentais no projeto, desenvolvimento e usabilidade de aplicativos para Televisão Digital Interativa (TVDi) e tecnologias relacionadas.The jAUTI 2019 VIII Ibero-American Conference on Applications and Usability of Interactive Digital Television, were held during WebMedia 2019 XXV Brazilian Symposium on Multimedia and Web Systems, from October 29 to November 1 in Rio de Janeiro (Brazil). jAUTI 2019 is the eighth edition of a scientific event organized annually by the RedAUTI Thematic Network of Applications and Usability of Interactive Digital Television, formed by more than 250 researchers from 32 universities in Spain, Portugal and eleven Latin American countries (Argentina, Brazil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Peru, Uruguay, Venezuela). This book gathers the works accepted in the event which aims to present the research efforts of the academy, industry or government agencies in the design, development and usability of applications for Interactive Digital Television (TVDi) and related technologies.RedAUT
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