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Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practiceKoenitz, Hartmut 08 July 2010 (has links)
In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media has been gained and many successful experiments have been undertaken, as a survey of the field illustrates. However, current approaches also limit the scope of experimentation and constrain theory in interactive narrative forms original to digital media.
After reviewing the "interactivisation" of legacy theory (neo-Aristotelian poetics for interactive drama, poststructuralism for hyperfiction, 20th century narratology for interactive fiction and as a general theory for IDN), the thesis introduces a theoretical framework that changes the focus from the product-centered view of legacy media towards system and the process of instantiation. The terms protostory describing the overall space of potential narratives in an IDN system, narrative design for the concrete assemblage of elements and narrative vectors as substructures that enable authorial control are introduced to supersede legacy terms like story and plot.
On the practical side, the thesis identifies limitations of existing approaches (e.g. legacy metaphors like the timeline, and authoring tools that support only particular traditions) To overcome these limitations a software toolset built on the principles of robustness, modularity, and extensibility is introduced and some early results are evaluated.
Finally, the thesis proposes an inclusive, open-ended iterative process as a structure for future IDN research in which practical implementations and research co-exist in a tightly coupled mutual relationship that allows changes on one side to be integrated on the other.
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Interacting With Story: Examining Transportation into Video Game NarrativeAhn, Changhyun 20 May 2015 (has links)
No description available.
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Storyscape, a new medium of mediaBlumenthal, Henry (Hank) 27 May 2016 (has links)
A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is conceptualized from the author/designer perspective as four gestalts that create a whole from stand-alone parts. The four gestalts are mythopoeia, character, canon, and genre. This approach frames the authoring of this story-centric model in opposition to the design approaches of world-building or storyworlds. The four gestalts also provide an academic approach that unites theory and practice with a unified design vocabulary and an orientation toward the creation of a cultural and creative product that is defined as the storyscape medium.
Storyscapes, such as The Star Wars franchise or the Marvel Universe, consume the lion’s share of our cultural capital (Johnson 2014). Therefore, the development of a consistent vocabulary, a design approach, and an understanding of how they create meaning and define worldviews is critical to our understanding and practice of a new medium (Dena 2009). Starting with the frame of storytelling as a practice and previous aesthetic models such as The Poetics, this research charts the evolution of the storyscape medium across topics of academic transmedia approaches, principles, affordances, and the connecting or conceptualizing principles that act as gestalts.
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Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile DevicesEakins, Michael Joseph 01 January 2017 (has links)
Balancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience. The goal of this research was to better understand how to construct an interactive narrative experience that preserves the integrity of the author's story, but allows for inspired interaction by a willing audience. A study was designed to test three different conditions. The two control conditions were examples of passive narrative storytelling: the Comic Book Condition and the Cinematic Condition. The experimental condition was a hybrid format of interactive and passive storytelling, wherein the participant had the opportunity to interact with the story to further engage with the narrative world. Participants used a mobile tablet to experience each format, geared toward minimizing the separation of the participant from the story. Touch / swipe interactions were used for the hybrid format to create as intuitive of an experience as possible. Narrative Transportation, engagement, and flow were the primary evaluators of the narrative's effectiveness for each participant. An analysis of the data showed that, in general, the current Beyond Panels framework was not effective in producing higher levels of reported Narrative Transportation, engagement, or flow. However, of those participants in the Beyond Panels condition, those that interacted more consistently throughout the experience did report higher Narrative Transportation compared to those that had minimal interaction. Data was collected to better understand the relationship that optional interactivity has with these factors. The results of this study will help to further research in the areas of interactive storytelling for mobile platforms. The results will be used to continue to evolve a framework for this hybrid storytelling format called Beyond Panels.
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IMPROVING INTERACTIVE ART EXPERIENCES WITH MOBILE DEVICE INTERACTIONThomas Lee Cluff III (17583795) 11 December 2023 (has links)
<p dir="ltr">This research project aims to create an interactivity system for an interactive art exhibit named StairWELL. The StairWELL project is a sculpture that focuses on the emotional wellness of students through art. The interactive technology design is broken down into three components: a mobile device interface, a data processing server, and sculpture visualization. Each of these components has been defined to help the larger StairWELL team achieve its artistic goals. The goal of this paper is to show that mobile devices can be used as an effective participation method for interactive art installations. It also aims to show how an interactive art piece can accept data from many users in rapid succession.</p>
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The Ergodic revisited : spatiality as a governing principle of digital literatureBarrett, James January 2015 (has links)
This dissertation examines the role of the spatial in four works of digital interactive literature. These works are Dreamaphage by Jason Nelson (2003), Last Meal Requested by Sachiko Hayashi (2003), Façade by Michael Mateas and Andrew Stern (2005) and Egypt: The Book of Going Forth by Day by M. D. Coverley (2006). The study employs an original analytical method based on close reading and spatial analysis, which combines narrative, design and interaction theories. The resulting critique argues that the spatial components of the digital works define reader interaction and the narratives that result from it. This is one of very few in-depth studies grounded in the close reading of the spatial in digital interactive literature. Over five chapters, the dissertation analyzes the four digital works according to three common areas. Firstly, the prefaces, design and addressivity are present in each. Secondly, each of the works relies on the spatial for both interaction and the meanings that result. Thirdly, the anticipation of responses from a reader is evaluated within the interactive properties of each work. This anticipation is coordinated across the written text, moving and still images, representations of places, characters, audio and navigable spaces. The similar divisions of form, the role of the spatial and the anticipation of responses provide the basic structure for analysis. As a result, the analytical chapters open with an investigation of the prefaces, move on to the design and conclude with how the spaces of the digital works can be addressive or anticipate responses. In each chapter representations of space and representational space are described in relation to the influence they have upon the potentials for reader interaction as spatial practice. This interaction includes interpretation, as well as those elements associated with the ergodic, or the effort that defines the reception of the digital interactive texts. The opening chapter sets out the relevant theory related to space, interaction and narrative in digital literature. Chapter two presents the methodology for close reading the spatial components of the digital texts in relation to their role in interaction and narrative development. Chapter three assesses the prefaces as paratextual thresholds to the digital works and how they set up the spaces for reader engagement. The next chapter takes up the design of the digital works and its part in the formation of space and how this controls interaction. The fifth chapter looks at the addressivity of the spatial and how it contributes to the possibilities for interaction and narrative. The dissertation argues for the dominance of the spatial as a factor within the formation of narrative through interaction in digital literature, with implications across contemporary storytelling and narrative theory.
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Children's story authoring with Propp's morphologyHammond, Sean Paul January 2011 (has links)
This thesis applies concepts from Vladimir Propp’s model of the narrative structure of fairy tales (Propp’s morphology) to a story authoring tool for children. A computer story authoring application based on Propp’s morphology is developed and evaluated through empirical studies with children. Propp’s morphology is a promising model of narrative for a children’s story authoring tool, with the potential to give children a powerful mental model with which to construct stories. Recent research has argued for the use of computer-based interactive narrative authoring tools (which enable the construction of interactive narrative computer games in which the player can affect or change the plot) to support children’s narrative development, and a number of interactive narrative systems use Propp’s morphology as their underlying model of narrative. These interactive narrative tools have many potential learning benefits and a powerful motivational effect for children, who enjoy using them to create narrative games. The potential of an interactive narrative system based on Propp’s morphology to support children’s construction of narratives seems great, combining Propp’s rich narrative model with the motivational benefits of interactive narrative. Before the application of Propp’s morphology in an interactive narrative game creation tool to support children’s writing could be pursued, it was necessary to study children’s story writing with Propp’s morphology. How can Propp’s morphology be represented in a story authoring tool for children? Can children apply Propp’s abstract narrative concepts to the task of creating their own original stories? How does using Propp’s morphology affect the stories written by children? Using the Propp-based authoring tool that is presented in this thesis children were able to grasp Propp’s abstract concepts and apply them to their own story writing. The use of a story authoring tool based on Propp’s morphology improved some aspects of the narrative structure of the stories written by children, and children reported that they enjoyed using the tool and felt it was helpful to their story writing. This thesis lays the foundation and identifies the methods for further study of children’s appropriation of narrative structure by constructing stories using a story authoring tool based on Propp’s morphology.
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Narrativas de jovens casais sobre o projeto de ter filhos na contemporaneidade / Narratives of young couples about the project of having children in the contemporaneityBiffi, Mariana 09 December 2014 (has links)
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Previous issue date: 2014-12-09 / Pontif?cia Universidade Cat?lica de Campinas / The conjugality and the parenthood have suffered major transformations in contemporaneity, characterizing themselves as transitioning processes that are interrelated to produce new marital expectations, a significant reduction in the birth rate as the postponement of the decision of having children, for the sake of professional development. It is, therefore, aim of this study to investigate the affective-emotional meanings assigned by young couples to the project of having children in contemporaneity. Interviews were conducted with seven couples, aged between 25 and 38 years, who had no children. As a methodological approach, we have used an Interactive Narrative, which is a fictional story developed by the researcher who later invited participants to design a denouement to the presented plot. The meetings were registered narratively in order to include both the participants associations and personal impressions of the researcher. The collected narratives were organized into four fields of affective-emotional meanings that emerged from the interpretive analysis, and discussed in light of Winnicott's theorization. The field Right Moment shows the ideal context to have children; If the baby comes, it will be welcome expresses the imagined outcome to a pregnancy that occurs beyond the idealized circumstances; Two is company, three is a crowd points to the difficulty of to give room for the child in the marital relationship and Old parents, new parents points to the inherent contradictions and difficulties found in the attempt to conciliate the traditional family model with contemporary ideals. The project of having children today seems to be a source of anguish and ambivalence, that is considered by the participants not only as a disturbing element to the marital relationship but also to the personal and professional development. / A conjugalidade e a parentalidade tem sofrido grandes transforma??es na contemporaneidade, caracterizando-se como processos em transi??o que se articulam de modo a produzir novas expectativas conjugais, uma expressiva redu??o dos ?ndices de natalidade, bem como o adiamento da decis?o de ter filhos, em prol do desenvolvimento profissional. Torna-se, portanto, objetivo deste trabalho investigar os sentidos afetivo-emocionais atribu?dos por jovens casais ao projeto de ter filhos na contemporaneidade. Foram realizadas entrevistas com sete casais, com idade entre 25 e 38 anos, que n?o tinham filhos. Como recurso metodol?gico, utilizamos uma Narrativa Interativa, hist?ria fict?cia elaborada pela pesquisadora que convidou os participantes a conceber um desfecho para a trama apresentada. Os encontros foram registrados narrativamente de modo a contemplar tanto as associa??es dos participantes quanto as impress?es pessoais da pesquisadora. O material narrativo reunido foi organizado em quatro campos de sentidos afetivo-emocionais que emergiram a partir da an?lise interpretativa, sendo discutidos ? luz da teoriza??o winnicottiana. O campo do Momento certo apresenta o contexto concebido como ideal para ter filhos; Se vier, ser? bem-vindo expressa o desfecho imaginado para uma gravidez que ocorre fora das circunst?ncias idealizadas; Um ? pouco, dois ? bom e tr?s ? demais indica a dificuldade de conceber um espa?o no relacionamento conjugal para a chegada de um filho e Velhos pais, novos pais que aponta para as contradi??es e dificuldades inerentes ? tentativa de concilia??o do modelo familiar tradicional com os ideais contempor?neos. O projeto de ter filhos parece se constituir na atualidade como fonte de ang?stia e ambival?ncia, sendo entrevisto pelos casais participantes como elemento perturbador da rela??o conjugal e do desenvolvimento pessoal e profissional.
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Escolhas lexicais e caracterização de personagens: uma proposta de atividade didática com base na leitura e no Role Playing Game / Lexical choices and character characterization: a proposal for didactic activity based on reading and Role Playing GameTorres, Patrícia 23 February 2018 (has links)
O conhecimento do vocabulário integra o repertório que o leitor utilizará no desvendamento dos sentidos do texto. Parte considerável desse repertório é adquirido em espaços informais, porém a escola tem um papel importante nessa aquisição. Antunes (2012) acredita que o ensino sistemático do léxico pode auxiliar nesse processo, mas que os materiais didáticos pouco se atentam para isso. Paralelamente, o avanço das tecnologias de comunicação modificou todos os espaços sociais, inclusive a escola. Rojo e Moura (2012) alertam para a existência de uma produção cultural híbrida e orientam para que as práticas escolares reconheçam a existência de múltiplos letramentos que variam no tempo e no espaço. Uma vez que a escola precisa atender à diversidade social e cultural, e o ensino de língua, proporcionar a construção de habilidades necessárias aos letramentos do mundo contemporâneo, o trabalho aqui delineado empregou o Role Playing Game (RPG) como suporte para um trabalho de leitura, escrita e ampliação de vocabulário. A sequência de ensino elaborada foi destinada a estudantes do sétimo ano do Ensino Fundamental II e incluiu a leitura do livro infanto-juvenil O Clube dos Sete, de Marconi Leal (2015), o desenvolvimento de um jogo RPG e, finalmente, a aplicação de um conjunto de atividades de reflexão, cujo objetivo principal é propiciar tanto o desenvolvimento de uma leitura crítica e reflexiva quanto das escolhas lexicais na construção de personagens. A aplicação da proposta demonstrou que a inserção de um gênero vernacular e lúdico como a narrativa interativa para o ensino de vocabulário na educação básica é relevante pois propicia a aprendizagem espontânea e a motivação para a troca e o diálogo. / The knowledge of the vocabulary composes the repertoire that the reader uses in the unveiling of the meanings of the text. A considerable part of this repertoire is acquired in informal spaces, but the school also plays an important role in this acquisition. Antunes (2012) believes that the systematic teaching of the lexicon can help in this process, but the didactic materials do not care much about it. At the same time, the advancement of communication technologies has modified all social spaces, including the school. Rojo and Moura (2012) remind on the existence of a hybrid culture and guides school practices to recognize the multiple literacies that have varieties related to time and space. Since school needs to meet demands for social and cultural diversity and language teaching should provide the necessary skills for the literacies of the contemporary world, the work outlined here employs the Role Playing Game (RPG) as a support for a reading assignment, writing and vocabulary expansion. The present teaching sequence was intended for seventh-year students in Middle School and included reading the children\'s book called Clube dos Sete by Marconi Leal\'s (2015), the development of an RPG game, and finally the application of a set of activities whose main objective is to foster the development of a critical and reflexive reading regarding the lexical choices in the construction of characters. The application of the proposal has demonstrated that the insertion of vernacular and playful genre as the interactive narrative for vocabulary teaching in basic education is relevant, as it promotes spontaneous learning and motivation for exchange and dialogue.
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Narrativas Interativas de presidi?rios sobre a experi?ncia da paternidade / Interactive Narratives of inmates about the experience of fatherhoodMiranda, M?rcia Lepiani Angelini 23 February 2016 (has links)
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Previous issue date: 2016-02-23 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / Preliminary studies have indicated that the barriers imposed by the penitentiary system have been a great challenge for the maintenance of family bonds and for the healthy exercise of parenthood, affecting both the physical and mental wellbeing of inmates as well as their children?s. This qualitative study, of psychoanalytical inspiration, aims to understand the fatherhood experience of inmates. 41 adult inmates serving their time in a penitentiary from the inner state of Sao Paulo have partaken of this study, which were later divided into four groups to a group interview. An interactive narrative was elaborated, in a way that it focused the matter of fatherhood in prison, in order to be freely completed by the participants. A group discussion about fatherhood in prison was proposed as a second stage of the procedure. The researcher has been registered the encounters in the form of narratives. The collected narrative material was then taken as a collective expression of the inmates, being then submitted to psychoanalytical consideration in search of the affective-emotional meanings that the fatherhood experience assumes in a correctional facility. The findings of this study confirm previous researches when it comes to the benefits of closeness between imprisoned fathers and children, to the father?s feelings triggered by the isolation and separation from the child, to the family history of absent and violent fathers, to the importance of visits and letters to the maintenance of father-child bond, to the hope of recuperating the lost time in prison regaining the involvement with the child, when freed from prison, to the worrying about the child?s future and about the father image that his experience in prison helped build, to the feelings of guilt, regret and impotence in face of what the child lives during his/her father?s imprisonment. Considerations are made about the need for intervention to the participants? demands for the exercise of fatherhood in prison. / Estudos preliminares indicam que as barreiras impostas pelo sistema prisional t?m sido um grande desafio para a manuten??o dos v?nculos familiares e para a pr?tica parental saud?vel, afetando o bem estar f?sico e mental tanto de presos quanto de seus filhos. Este estudo qualitativo, de inspira??o psicanal?tica, visa compreender a experi?ncia paterna de presidi?rios. Participaram deste estudo 41 pais encarcerados adultos que estavam cumprindo pena em uma penitenci?ria do interior do Estado de S?o Paulo, sendo divididos em quatro grupos para uma entrevista coletiva. Foi elaborada uma Narrativa Interativa, de modo a focalizar a quest?o da paternidade na pris?o, para que fosse completada livremente pelos participantes. Como segunda etapa do procedimento foi proposta uma discuss?o em grupo sobre o tema da paternidade no c?rcere. Os encontros foram registrados pela pesquisadora sob a forma de narrativas. O material narrativo colhido foi tomado como express?o coletiva dos prisioneiros, sendo submetido ? considera??o psicanal?tica, em busca dos sentidos afetivo-emocionais que a experi?ncia da paternidade toma na pris?o. Os achados deste estudo confirmam pesquisas anteriores no que se refere aos benef?cios da aproxima??o entre pais encarcerados e filhos, aos sentimentos paternos desencadeados pelo isolamento e separa??o dos filhos, ao hist?rico familiar de pais ausentes ou violentos, ? import?ncia das visitas e cartas para a manuten??o do v?nculo pai-filho, ? esperan?a de recuperar o tempo perdido na cadeia retomando o envolvimento com o filho, quando em liberdade, ? preocupa??o com o futuro dos filhos e com a imagem de pai que ajudou a construir, a sentimentos de culpa, arrependimento e impot?ncia diante do que o filho vive durante o aprisionamento do pai. Considera??es s?o feitas sobre a necessidade de interven??es que visem ?s demandas dos participantes para o exerc?cio da paternidade na pris?o.
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