Search

Search content of the knowledge base.

The search found 6 results in 0.009 seconds.

Search results

  1. From the Page to the Screen to Augmented Reality: New Modes of Language-Driven Technology Mediated Research

    From the Page to the Screen to Augmented Reality: New Modes of Language-Driven Technology Mediated Research

    Scott Rettberg - 17.06.2011 - 12:04

  2. The Pleasure Principle: Immersion, Engagement, Flow

    While few critics writing on readers and hypertext have focused on the affective pleasures of reading hypertext fiction or interactive narratives like Myst, those who assess the experience of reading them tend to assume interactive texts should be either immersive or engaging. This study uses schema theory to define the characteristics of immersion and engagement in both conventional and new media. After examining how readers' experiences of these two different aesthetics may be enhanced or diminished by interface design, options for navigation, and other features, the essay concludes by looking beyond immersion and engagement to “flow, ” a state in which readers are both immersed and engaged.

    Source: ACM Publication
    Paper presented at the Eleventh ACM on Hypertext and Hypermedia Conference and published in the proceedings.

    Patricia Tomaszek - 25.03.2012 - 14:12

  3. Lessons Learned from Designing Children’s Interactive Narratives

    Abstract Designing interactive narrative for children requires awareness of the cognitive abilities of young readers. In this paper, we present the lessons learned from two example interactive narrative systems, Baby Duck Takes a Bath and A Little Quiz for the Little Hare. Baby Duck is a multi-sequential narrative where the user can explore how a duckling can become dirty or clean by interacting with its habitat. The agency of the characters (including a mother duck and duck friends) result from manipulating elements within the small story world. The narrative changes according to the user's interactions, allowing for change in perspective, agency and attitude in real-time. The Little Quiz system aims to teach young children the concepts of measurement and comparison through the conversation between two characters. It explores the design space of enhancing interactive narrative using a commonsense knowledge database to understand players' intention and generate relevant narration. Both works target children from 1st to 3rd grade in the early stage of learning story construction.

    Audun Andreassen - 20.03.2013 - 09:41

  4. Storyworlds we never leave: long-form interactive narratives, Google Glass and new audiences

    Over the past year I have been exploring the creation and reception of dense, spatialized augmented reality novels that can be experienced via optical see-through glasses, like Goggle glass or Meta -- displays that finally allow a spectator/reader/viewer to wander hands-free though poems and secrets and dreamscapes while they also see and experience the analogue world.

    I am interested in the idea that spatialized AR novels will be explored over days or weeks, not hours, with a granularity and density of text that we have not yet seen in in situ or mobile works - a new generation of electronic writing that combines the density of a novel alongside the rich linkages and possibilities for re-reading promised by early hypertext combined with the potent poetics of the interplay between real and fictional worlds and the bodies walking through them.

    Thor Baukhol Madsen - 13.02.2015 - 10:57

  5. Revisiting the Spam Folder: Using 419-fiction for Interactive Storytelling. A Practical Introduction

    This workshop will be offering the participants both a theoretical and practical introduction to interactive narratives in "419-fictional environments" created by scammers and scambaiters. We seek to understand different sides of online fraud and through creative storytelling reflect on issues like online privacy, virtual representation and trust within networks. We also draw parallels to other practices and cultures like: gaming, transmedia storytelling or creative activism. Through a participants take the first steps of creating their fictional characters and infiltrating a scammers storyworld to observe and interrupt their workflow.

    We explore how persuasive narratives are setup, how characters are designed and how dialog is exchanged to build trust between the acting parties. We will use social media and various content generators and other tools to orchestrate internet fiction, creating entrance points to a story world and spreading traces of information online. By reflecting on scam bait experiences we enter a discussion around the topic of interactive narration connecting to the participants' and their general work in this field.

    Hannah Ackermans - 29.10.2015 - 15:44

  6. "What hypertexts can do that print narratives cannot"

    'In this article, the author situates hypertext fiction readers in a binary relationship with their print counterparts. The hypertext reader is compared to the print reader in terms of the choices each medium allows.' 

    (Source: from Analyzing Digital Fiction by Alice Bell, Astrid Ensslin, Hans Rustad)

    Agnete Thomassen Steine - 22.09.2021 - 10:48