43 research outputs found
Authoring for Interactive Storytelling Workshop
One of the most significant challenges facing narrative systems research is the authoring of interactive storytelling, and the processes and technology to support it. In this workshop we propose to host a discussion and presented new work in this space from researchers in creative and technical domains from both the Hypertext and Interactive Storytelling communities
Authoring for interactive storytelling: When, why, and do we actually need authoring tools?
© Springer Nature Switzerland AG 2018. One of the most significant challenges facing narrative systems research is the authoring of interactive stories, and the processes and technologies to support it. In this workshop we host a discussion and present new work in this space from researchers in creative and technical domains from both the Hypertext and Interactive Storytelling communities and explore the question: When, why, and do we actually need authoring tools?
The IRIS Network of Excellence:: Integrating Research in Interactive Storytelling
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
Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace
Memories of Carvalhal’s Palace – Haunted Encounters is an Aug mented Reality (AR) location-based game which involves players in uncovering
the mystery behind the haunted aspects of a museum premises. The game de ployed at the Natural History Museum of Funchal makes use of mobile interac tive AR and gaming strategies to promote the engagement of teenage visitors
(digital natives) in museum experiences. Through this game, the audience em barks in a journey through the museum spaces, collecting scientific information
about selected exhibits, while interacting with their tridimensional (3D) AR mod els. The audience’s interactions with the museum exhibits are rewarded with
pieces of a map, which will guide them to a hidden location, the scientific library
of the museum. There participants can finally unlock the mysteries they have
been summoned to solve. The game’s goal stems from the fact that digital native
teenagers are identified as an audience group that is often excluded from a mu seum’s curatorial strategies [1] and as consequence, they appears to be generally
disinterested in what museums might offer [2]. In this article, we present the de scription and rational behind Memories of Carvalhal’s Palace: Haunted Encoun ters mobile gaming application and then discuss the results of first empirical tests
performed to evaluate the usefulness and usability of the game.info:eu-repo/semantics/publishedVersio
The IRIS Network of Excellence: Future Directions in Interactive Storytelling
International audienceThe IRIS Network of Excellence started its work in January 2009. In this paper we highlight some new research directions developing within the network: one is revisiting narrative formalisation through the use of Linear Logic and the other is challenging the conventional framework of basing Interactive Storytelling on computer graphics to explore the content-based recombination of video sequences
A Novel Design Pipeline for Authoring Tools
Interactive digital narrative research presents a diverse range of authoring tools. Although our field often publishes the technology, it less often publishes a refined UX design pipeline for those tools' authoring experience. This is despite the UX of these tools long being identified as a key challenge and UX design pipelines being an active area of research in adjacent technologies such as the games that sometimes deliver our stories. We present a three-stage design pipeline targeting the creation of interactive narrative authoring tools that is informed by existing design pipelines that consider the user and their experience at all stages. We then detail our own application of this pipeline to the design of a new authoring tool, reporting on the methodologies, analyses, and findings of each step
Stepping into the Interactive Drama
Interactive Drama is the ultimate challenge of digital entertainment. In this paper, from our seven year experience in Interactive Drama, we try to shape the history of the field and envision what will be (or should be) the future of this history. Two main directions in particular are stressed, because we feel that the success of Interactive Drama lies in these two directions. The first one concerns the architecture of systems and how it would manage both narrative constraints and character's intelligence, believability and roundness. The second one focuses on project management by sketching a methodology of co-design fo
Face-to-Face With Your Assistant -- Realization Issues of Animated User Interface Agents for Home Appliances
With the introduction of software agents and assistants, the concept of so-called social user interfaces evolved, incorporating natural language interaction, context awareness and anthropomorphic representations of visuals, scales, and degrees of freedom for interactions. Today's challenge is to build a suitable visualization architecture for anthropomorphic conversational user interfaces, and to design for the believable and appropriate inclusion of human attributes (such as emotions) in a face-toface interaction. Integrated approaches to these tasks are presented here
Design issues for conversational user interfaces: Animating and controlling 3D faces
Software agents and assistants together with their adequate visual representations lead to so-called social user interfaces, incorporating natural language interaction, context awareness and anthropomorphic avatars. Today s challenge is to build a suitable visualization architecture for anthropomorphic conversational user interfaces, and to design believable and appropriate face-to-face interactions including human attributes such as emotions. An integrated approach to these tasks is presented