
Interactive Storytelling
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This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018.
The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
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Content
- Intro
- Preface
- Authoring Our Own Disciplinary Identity as the Interactive Digital Narrative Field Matures
- Organization
- Contents
- Introduction
- Research into Interactive Digital Narrative: A Kaleidoscopic View
- Abstract
- 1 Through the Kaleidoscope, and Across the Decades
- 1.1 Why Kaleidoscopic?
- 1.2 This Moment in Temporal Context
- 2 The First Wave
- 3 A Turning Point in the Late 1990s
- 3.1 Stories as Simulations
- 3.2 The Current Moment
- 4 The Disciplinary Advantage
- 4.1 Turning the Kaleidoscope
- 4.2 Aesthetic Vocabulary for IDN
- 4.3 Kaleidoscopic Form
- References
- The Future of the Discipline
- Science Considered Helpful
- 1 Introduction
- 2 What Would a Science of Narrative Even Mean?
- 3 What Do We Mean by Narrative?
- 4 What Do We Mean by Science?
- 5 On the Relation of Cases to Methodology in Computational Narrative
- 6 Horswill's Conclusion
- 7 Let Me Sum up
- References
- Thoughts on a Discipline for the Study of Interactive Digital Narratives
- Abstract
- 1 Introduction
- 2 Foundational and Historical Aspects
- 2.1 Interdisciplinarity
- 2.2 Games Studies
- 3 Three Essential Aspects
- 3.1 Academic Evaluation
- 3.2 Academic (Dis)Continuity
- 3.3 Formal Education
- 4 Criteria for Academic Disciplines
- 5 Disciplinary Characteristics of the IDN Research Field
- 6 Discussion: Ways to Move Forward
- 6.1 Approaching Current and Future Research Topics
- 6.2 A Professional Association: ARDIN's Role
- 7 Concluding Remarks
- References
- A Villain's Guide to Social Media and Interactive Digital Storytelling
- Abstract
- 1 Introduction
- 2 The Price of Lies
- 3 Knowing Your Audience
- 4 Disinformation and Discord
- 5 Procuring Victims
- 6 Finding Minions
- 7 Dismaying Our Enemies
- 8 Mining
- 9 Stealing Candy from a Baby
- 10 Abusing Agents and Blowing Stuff up
- 11 Related Work
- 12 Conclusion
- Acknowledgments
- References
- Theory and Analysis
- Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
- 1 Introduction
- 1.1 Traditions of Narratological Theory
- 1.2 Three Layers of Text Constituting Interactive Narrative Systems
- 2 Fundamental Terms and Concepts
- 3 Text Layers in Interactive Narrative Systems
- 4 Code Layer
- 5 Story Layer
- 5.1 The Deep Structure
- 5.2 Action, Event, State and Antecedent Driving Forces
- 6 Discourse Layer and the States of the Agents
- 7 The Fourth Layer of Narrative: The Re-Telling
- 7.1 The Tale of Alice and Kev
- 7.2 Re-Tellings as an Instrument for Critique
- 8 Conclusion
- References
- Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis
- 1 Introduction
- 2 Related Work
- 2.1 Classifying Emotions
- 3 Method
- 3.1 The Wolf Among Us
- 3.2 Measuring Affect
- 3.3 Encoding
- 4 Results
- 5 Conclusions
- References
- Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox
- Abstract
- 1 Introduction
- 2 Summarizing A Way Out
- 3 Theoretical Background
- 3.1 Harmony, Dissonance and Narrative Paradox
- 3.2 Ludonarrative Hermeneutics
- 4 Method: Analysis of Let's Play Videos
- 5 Analysis
- 6 Discussion
- 7 Conclusion
- References
- The Myth of 'Universal' Narrative Models
- Abstract
- 1 Introduction
- 2 Defining Interactive Digital Narrative
- 3 Narrative Structure in IDN
- 3.1 Aristotelian Poetics and the Hero's Journey
- 3.2 The Inadequacy of the Hero's Journey for IDN
- 4 Narrative Structures: Beyond the Hero's Journey
- 4.1 Etiological Oral Narratives
- 4.2 Bengali Widow's Narratives
- 4.3 Ganga Comics
- 4.4 Sira Narratives
- 4.5 Epiphanic Structure
- 5 Concluding Remarks
- References
- Predictability and Plausibility in Interactive Narrative Constructs: A Case for an ERP Study
- 1 Introduction
- 2 Predictability and Plausibility
- 2.1 Related Terms
- 2.2 Storyworld Consistency
- 3 Narrative Cognition
- 4 Experimental Design and Implementation
- 5 Procedure
- 6 EEG Data Recording and Treatment
- 7 Results
- 7.1 Questionnaires
- 7.2 Individual Subjects' ERP Analysis
- 7.3 Grand Averages
- 8 Discussion
- 9 Conclusions
- References
- Meta-communication Between Designers and Players of Interactive Digital Narratives
- Abstract
- 1 Designer-Player Meta-communication
- 2 Methods
- 2.1 The Twine IDN Workshop
- 2.2 Data and Data Analyses
- 3 Findings: What Meta-communications Do Novice IDN Players and Designers Express During a Two-Hour Design/Play Processes with Twine?
- 4 Findings: What Are the Features of Beginning Twine IDN Designs?
- 5 Findings: How Do Player-Designer Meta-communications Relate to IDN Design Complexity?
- 6 Conclusion and Implications for Future Research and Practice
- References
- A Framework for Creative Teams of Non-fiction Interactive Digital Narratives
- 1 Introduction and Background
- 2 A Framework for Creating Non-fiction IDN Systems
- 3 Conclusion
- References
- A Multidimensional Classification of Choice Presentation in Interactive Narrative
- Abstract
- 1 Introduction
- 2 Method
- 3 Classification
- 3.1 Categories
- 4 Limits
- 5 Conclusion
- Acknowledgements
- References
- Narrative Consistency across Replays of Pro-social Interactive Digital Narratives
- Abstract
- 1 Introduction
- 2 Dimensions of Narrative Consistency in IDNs
- 3 Evaluating Narrative Consistency in IDNs
- 4 The Narrative Consistency Scale
- 5 Conclusion
- References
- Sketching a Map of the Storylets Design Space
- 1 Introduction
- 2 Defining Storylets
- 2.1 Common Elements and Precondition Types
- 2.2 Repeatability
- 2.3 Internal Structure
- 2.4 Content Selection Architectures
- 3 Conclusions
- References
- Creating and Sharing Interactive Narrative Design Knowledge - A Multipronged Approach
- Abstract
- 1 Introduction
- 2 Verifying Interactive Narrative Design Conventions
- 2.1 Defining Design Conventions
- 2.2 Verification
- 3 A Specific Ontology for IDN Conventions
- 4 Online Platform
- 5 Local Events
- 6 Concluding Remarks
- References
- Exploring Bloom's Taxonomy as a Basis for Interactive Storytelling
- 1 Introduction
- 2 Related Work
- 3 Bloom's Taxonomy and Interactive Narrative
- 3.1 Learning Objectives as Logical Formalisms
- 3.2 System Architecture
- 4 Discussion
- References
- A Tool for Interactive Visualization of Narrative Acts
- Abstract
- 1 From New Writing Practices to New Authoring Tools
- 2 The Visualization Interface
- 3 Administration Interface
- 4 Technical Specifications
- 5 Preliminary Evaluation
- 6 Conclusion
- Acknowledgements
- References
- A Research on Storytelling of Interactive Documentary: Towards a New Storytelling Theory Model
- Abstract
- 1 A New Storytelling Theory Model of Interactive Documentary: Start from Two Streams
- 2 Research Work
- 3 Results
- 4 Status and Next Steps
- References
- Agency and Authorship in Ludic Narrative Environments
- 1 Introduction
- 2 Research Design
- 2.1 Rationale and Research Question
- 2.2 Methodology
- 2.3 Participants
- 2.4 Case Studies
- 3 Status of the Research Work
- 3.1 Framework and Methodology
- 3.2 Future Work
- References
- Practices in Games
- Playing with Vision: Sight and Seeing as Narrative and Game Mechanics in Survival Horror
- 1 Introduction
- 2 Obscuration
- 3 Distortion
- 4 Mediation
- 5 Perspectivity
- 6 Disruption
- 7 Narrative Aspects
- 8 Summary
- References
- "The Link Out"
- Abstract
- 1 Introduction
- 2 Epiphany in Historical Context
- 3 Epiphany in Digital Games
- 3.1 Ludic Epiphany in the Witness
- 3.2 Ludonarrative Epiphany
- 4 Concluding Remarks
- References
- Narrative-Led Interaction Techniques
- Abstract
- 1 Introduction
- 2 Related Works on Narrative Interaction Design
- 3 Interaction Techniques Classification Model
- 3.1 Press (Low, Instantaneous, General - LIG)
- 3.2 Rhythmic Press (High, Instantaneous, General - HIG)
- 3.3 Hold (Low, Continuous, General - LCG)
- 3.4 Hold and Release (High, Continuous, General - HCG)
- 3.5 Opportunity Press (Low, Instantaneous, Specific - LIS)
- 3.6 Quick Press (High, Instantaneous, Specific - HIS)
- 3.7 Time-Limited Hold (Low, Continuous, Specific - LCS)
- 3.8 Pump (High, Continuous, Specific - HCS)
- 4 Interaction Techniques for Narrative Purposes
- 5 Applying Interaction Techniques for Narrative Purposes
- 6 Decreasing the Complexity of Interaction Techniques for Narrative Purposes
- 7 Discussion
- 8 Conclusion and Future Work
- Acknowledgments
- References
- Perceived Agency as Meaningful Expression of Playable Character Personality Traits in Storygames
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Research Problem
- 4 Method
- 4.1 Study Procedure
- 5 Findings
- 5.1 Managing the Playable Character's Personality and Relationships
- 5.2 Game Objectives and the Playable Character's Role
- 5.3 Time Needed to Develop a Connection with the Playable Character
- 6 Discussion
- 7 Conclusion
- References
- Filling in the Gaps: "Shell" Playable Characters
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Research Problem
- 4 Methodology
- 5 Findings
- 5.1 Partial or Inconsistent Characterisation
- 5.2 Choices
- 5.3 Role of the Player
- 6 Discussion
- 6.1 Interpreting What Is not There and What May Be There: Gaps and Ambiguity
- 6.2 We Are Connected, yet I Am not You and You Are not Me
- 7 Conclusion
- References
- A Model for Describing Alternate Reality Games
- Abstract
- 1 Introduction
- 2 Background Literature
- 3 Methodology
- 4 The Model
- 5 Case Studies
- 5.1 Overwatch: Sombra ARG
- 5.2 Cloverfield
- 6 Conclusion
- References
- Frammenti: The ARG About Erasing Memories, That Was Forgotten
- Abstract
- 1 Introduction
- 2 Frammenti: Italy's First ARG
- 2.1 How It All Started: Concept, Pre-production, and Production
- 2.2 Release of "Frammenti": The ARG Experience
- 3 "Frammenti" Compared to Some Contemporary ARGs
- 4 Conclusion
- Acknowledgments
- References
- Structuring Digital Game Stories
- Abstract
- 1 Introduction
- 2 Structuring Space and Time
- 3 Playing Space and Time
- 4 Conclusion
- References
- Player Identity and Avatars in Meta-narrative Video Games: A Reading of Hotline Miami
- Abstract
- 1 Identity, Simulation and Avatars
- 2 Interactive Ambiguity in Hotline Miami
- 3 Conclusions
- References
- Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game
- 1 Introduction
- 2 Predictive Text as a Game Mechanic
- 3 Other Design Elements
- 3.1 Evaluation of Player-Composed Messages
- 3.2 Generative NPC ``Dialogue''
- 4 Conclusion
- References
- The Story Pile - Representing Story in the Board Game Mind Shadows
- 1 Introduction
- 2 Playing Mind Shadows
- 3 Development and Design Considerations
- References
- Margaret's
- 1 The Story
- 2 Methodology
- References
- Narrative Game Mechanics and Interactive Fiction
- Abstract
- 1 Research Work
- 2 Analytical Framework
- 3 Status and Next Steps
- References
- Practices in Virtual Reality
- Measuring User Experience on Interactive Fiction in Cinematic Virtual Reality
- Abstract
- 1 Interactive Fiction in Cinematic Virtual Reality
- 2 A Framework Proposal for IFcVR User Experience Evaluation
- 3 The IFcVR Evaluation Protocol
- 3.1 Design
- 3.2 Participants
- 3.3 During the Experience
- 3.4 After the Experience
- 4 Findings
- 4.1 During the Experience
- 4.2 After the Experience
- 5 Conclusions and Further Work
- References
- Director's Cut - Analysis of Aspects of Interactive Storytelling for VR Films
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Collection of Data from Professional Filmmakers
- 3.2 Collection of User Data
- 4 Analysis and Discussion
- 4.1 Comparison of Scan-Paths
- 4.2 Evaluation of General Questionnaire
- 4.3 Individual Evaluation of Videos and Video Related Questionnaires
- 4.4 Overall Findings and Discussion
- 5 Conclusion
- References
- Spatial Storytelling: Finding Interdisciplinary Immersion
- Abstract
- 1 Overview
- 2 Immersive New Media
- 2.1 Immersion and the Spatial Presence Models
- 2.2 Immersion in Interactive Digital Narratives
- 3 Immersive Spatial Narratives
- 3.1 We Are Immersed in Space
- 3.2 Time and Space
- 3.3 Body and Space
- 3.4 A Way Forward with Spatial Storytelling
- 4 Conclusions
- References
- Cue Control: Interactive Sound Spatialization for 360 Videos
- 1 Introduction
- 2 Audio Perception in Interaction
- 3 Cue Control
- 4 Pilot Study and Future Work
- References
- Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities
- Abstract
- 1 Introduction
- 2 Challenges and Approaches for Social Viewing in CVR
- 2.1 Challenge 1: Viewport Sharing
- 2.2 Communication
- 2.3 Social Awareness
- 2.4 Synchronization/Navigation
- 2.5 Input Device
- 2.6 Role Concept
- 2.7 Asymmetric Environments
- 3 Conclusion and Future Work
- References
- Making New Narrative Structures with Actor's Eye-Contact in Cinematic Virtual Reality (CVR)
- Abstract
- 1 Introduction
- 2 Cinematic VR and Acting Person-Audience Interaction
- 3 Actor's Interaction in Cinematic VR with Eye Contact
- 3.1 Eye Contact: From Taboo to New Grammar
- 4 A Preliminary Study for the Scaled-Up Study
- References
- Jonathan Swift: Augmented Reality Application for Trinity Library's Long Room
- Abstract
- 1 Introduction
- 2 Concept Development
- 3 Technical Process
- 4 Augmented Reality App
- 5 Conclusion
- Acknowledgments
- References and Notes
- Leaving the Small Screen: Telling News Stories in a VR Simulation of an AR News Service
- Abstract
- 1 Introduction
- 2 Building Blocks of a Location-Based AR News Service
- 3 Description of the System
- 4 Status and Next Steps
- References
- Sleep Tight Johnny Idaho A Multicultural Exploration into Virtual Reality
- Abstract
- 1 Introduction
- 2 Cultural Diversity
- 3 Demos
- Acknowledgements
- References
- Faoladh: A Case Study in Cinematic VR Storytelling and Production
- 1 Introduction
- 2 Adapting Cinematic Storytelling to VR
- 3 Deep Focus Staging
- 4 Narrative Pacing
- 5 Conclusion
- References
- Cinematic VR as a Reflexive Tool for Critical Empathy
- Abstract
- 1 Introduction
- 2 Conceptual Framework
- 3 My Cinematic VR Projects
- 4 Future Steps
- References
- Practices in Theater and Performance
- Partners: Human and Nonhuman Performers and Interactive Narrative in Postdigital Theater
- Abstract
- 1 Performance in Postdigital Culture
- 1.1 Entering Real-Time
- 1.2 Liveness in Real-Time
- 2 The Postdigital Playwright
- 2.1 Postdigital Performers: Human and Non-human Partners
- 3 Postdigital Theater Histories and Contemporary Practices
- 4 Conclusion
- References
- 'What Country, Friends, Is This?' Using Immersive Theatre Practice to Inform the Design of Audience Experience in Estate 360°
- Abstract
- 1 Context
- 1.1 Background
- 1.2 Overview
- 2 ESTATE - Audience Experience as a Felt Scenography
- 3 Adapting Immersive Performance to 360-Degree Video
- 3.1 Spatial Relationships in 360-Degree Video
- 3.2 Experimenting with Camera Positions in 360-Degree Video
- 3.3 Post-production Dramaturgy
- 4 Making Space Speak - Interim Conclusions
- References
- From Literary Novel to Radio Drama to VR Project
- Abstract
- 1 Introduction
- 2 The thousand autumns of Jacob de Zoet
- 3 Storytelling and VR
- 4 Radioplay and Storytelling
- 5 Generative Design as a Research Approach
- 6 Design Research: Merging Radio Drama with VR
- 6.1 Environmental Storytelling Through Interaction
- 6.2 Environmental Storytelling Through Mood and Emotion
- 6.3 Environmental Storytelling Through Sound
- 7 Conclusion and Discussion
- Acknowledgements
- References
- fanSHEN's Looking for Love: A Case Study in How Theatrical and Performative Practices Inform Interactive Digital Narratives
- Abstract
- 1 Introduction
- 2 Context about fanSHEN
- 2.1 fanSHEN's Trajectory Towards Interactive Digital Performance
- 2.2 Looking for Love: fanSHEN's First Piece of Interactive Fiction
- 3 Narrative Structures and Theatrical Elements in Looking for Love
- 3.1 Narrative Structures and Dramaturgies
- 3.2 Personalization and Privacy
- 3.3 The Role of the Participant/Spectator
- 3.4 Looking for Love as Immersive or One-on-One Performance
- 4 Conclusion
- References
- Vox Populi
- Abstract
- 1 Introduction
- 2 Contents of the Project
- 3 Project Aims
- 4 Current State
- References
- Generative and Assistive Tools and Techniques
- Automatic Detection of Conflicts in Complex Narrative Structures
- Abstract
- 1 Dramatic Conflict: A Proteiform Concept
- 2 Conflicts and Their Modelling
- 2.1 A Unified Model of Conflict
- 2.2 Exercises in Conflict Type
- 3 Implementation
- 3.1 Structures and Algorithms
- 3.2 The Storyworld
- 3.3 Results
- 3.4 Discussion
- 4 Further Analyses of the Results
- 5 Conclusion and Future Applications
- Acknowledgements
- References
- Narrative Improvisation: Simulating Game Master Choices
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 2.1 Attempts to Achieve Narrative Generation
- 2.2 Roleplaying Games
- 3 Game Master Agent
- 3.1 Phases
- 3.2 Interviews
- 3.3 Thematic Analysis
- 4 Findings
- 4.1 Reasons Why Story Changes Become Necessary
- 4.2 Decision Flow Charts
- 4.3 How Players Demonstrate Interest
- 5 Discussion and Implications
- 5.1 Results of the Study
- 5.2 Implications of the Study
- 5.3 Further Research
- References
- Communicating Assertiveness in Robotic Storytellers
- 1 Introduction
- 2 Related Work
- 3 Research Methods
- 3.1 The Narrative
- 3.2 Materials
- 3.3 Questionnaire
- 3.4 Procedure
- 4 Results
- 4.1 Demographic
- 4.2 Assertiveness of Name
- 4.3 Normality Test
- 4.4 Significant Difference
- 5 Discussion and Future Work
- References
- Automatic Plot Generation Framework for Scenario Creation
- 1 Introduction
- 2 Related Work
- 3 Proposal Technique
- 3.1 Creation of a Scenario Plot Database
- 3.2 Extraction of Story Information by Input from Loglines
- 3.3 Generation of Thirteen-Phase Structure Skeleton
- 3.4 Generation of Main Character
- 3.5 Elimination of Contradictions
- 3.6 Generation of Setting File
- 4 Evaluation Experiment
- 4.1 Evaluation Experiment Setting
- 4.2 Experimental Result
- 5 Conclusion and Future Works
- References
- Towards Generating Stylistic Dialogues for Narratives Using Data-Driven Approaches
- 1 Introduction
- 2 Related Work
- 3 Proposed Approach
- 3.1 Dialogue Generation Model
- 3.2 Example
- 4 Stylistic Dialogue Modelling
- 4.1 Genre Diversity
- 4.2 Characters
- 5 Neural Network Framework Design
- 6 Conclusion
- References
- Expressive Range Analysis of a Possible Worlds Driven Emergent Narrative System
- 1 Introduction
- 2 Possible Worlds Model
- 3 Analysis
- 4 Conclusion
- References
- Playing Story Creation Games with Logical Abduction
- 1 Introduction
- 2 Example: Heart Beating Like a Train
- References
- Apply Storytelling Techniques for Describing Time-Series Data
- 1 Introduction
- 2 Example Domain and Approach
- 3 Evaluation and Discussion
- References
- Would You Follow the Suggestions of a Storyteller Robot?
- 1 Introduction
- 2 Materials and Methods
- 3 Current Status and Future Directions
- 4 Conclusion
- References
- A Character Focused Iterative Simulation Approach to Computational Storytelling
- 1 Background
- 2 Results: A Character Centered Plot Model
- 3 Current Status: Character-Based Tellability
- 4 Next Steps: Iterative Simulation
- 5 Contribution
- References
- Development and Analysis of Authoring Systems
- Contemporary Issues in Interactive Storytelling Authoring Systems
- 1 Introduction
- 2 State of the Art
- 3 Novella
- 4 Conclusion and Future Work
- References
- How Do Writing Tools Shape Interactive Stories?
- Abstract
- 1 Introduction
- 2 Background
- 3 Methodology
- 4 Analysis
- 5 Conclusion
- References
- A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative
- Abstract
- 1 Introduction
- 2 Defining Authoring Tools
- 3 History and Past Work
- 4 Listing and Classifying Authoring Tools
- 4.1 Categories
- 4.2 Descriptors
- 5 Conclusion: Limitations and Future Work
- References
- StoryMINE: A System for Multiplayer Interactive Narrative Experiences
- 1 Introduction
- 2 Background
- 3 Multiplayer Model and StoryMINE System
- 4 Evaluation
- 4.1 Exemplar Narrative Scenarios
- 5 Discussion and Conclusions
- References
- Authoring for Interactive Storytelling
- 1 Topic, Goals, and Outcomes
- 2 Format and Schedule
- 3 Organisation and Participants
- 3.1 Organisers
- 3.2 Participants
- 4 Contribution
- References
- Creating Interactive Adaptive Real Time Story Worlds
- Abstract
- 1 Introduction and Topic
- 2 Purpose and Goals of the Workshop
- 3 Format
- 4 Expected Outcome
- 5 Conclusion
- Acknowledgements
- References
- Card-Based Methods in Interactive Narrative Prototyping
- Abstract
- 1 Introduction
- 2 Paper Prototyping
- 2.1 Related Work
- 2.2 Interactive Narrative Prototyping
- 3 Workshop Format
- 4 Call for Participation
- References
- Novella: An Authoring Tool for Interactive Storytelling in Games
- 1 Overview and Research Questions
- 2 Narrative Model
- 3 Authoring Tool
- 4 Next Steps
- References
- Impacts in Culture and Society
- Spatial Participation Gap: Towards a Conceptual Perspective on Locative Storytelling Creation
- Abstract
- 1 Introduction
- 2 From Cyberspace to Hybrid Space and Splintered Space
- 3 Case Study 1: Austin, Texas
- 4 Case Study 2: Monmouthpedia, Wales
- 5 The Spatial Participation Gap in Locative Storytelling
- References
- Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality
- Abstract
- 1 Introduction
- 1.1 Existing Scholarship on VR Experiences of Dark Sites
- 2 Dark Tourism
- 3 Dark Tourism Sites in VR
- 3.1 Dark Sites in VR
- 3.2 Darker Sites in VR
- 3.3 Darkest Sites in VR
- 3.4 Dystopian Sites in VR
- 3.5 The Absent Aura of Dark Sites in VR
- 4 Foundational Ethics for VR Experiences at Dark Sites
- 5 Conclusion
- References
- Interactive Digital Narratives (IDN) for Change
- Abstract
- 1 Introduction
- 2 The Project: IDN with a Purpose
- 3 Approaches Towards Teaching IDN Design
- 4 Challenges and Approaches
- 4.1 Conceptual Challenge
- 4.2 Designerly Challenge
- 4.3 Technical Challenge
- 5 Discussion
- 6 Conclusion
- Acknowledgements
- References
- Applying Interactive Storytelling in Cultural Heritage: Opportunities, Challenges and Lessons Learned
- Abstract
- 1 Introduction
- 2 Background
- 3 The Need for an Effective Authoring Workflow
- 4 Authoring Challenges
- 4.1 Establishing a Common Vision
- 4.2 Understanding Interactive Storytelling
- 4.3 A Strong Need for Guidelines and Tools
- 4.4 Defining Personas
- 4.5 Stories Should be About People, not Exhibits
- 4.6 Staging the Experience
- 4.7 Designing for Meaningful Interaction
- 4.8 Screen vs. Space
- 5 Conclusions
- References
- From Co-Curation to Co-Creation: Users as Collective Authors of Archive-Based Cultural Heritage Narratives
- 1 Introduction
- 2 Technology
- 2.1 User Interface Design
- 2.2 User Experience Flow
- 2.3 Technical Implementation
- 2.4 Iterative Approach Based on Qualitative Feedback
- 3 Perspectives
- 3.1 End of Project
- 3.2 Vision
- References
- Interactive Digital Storytelling and Self-expression in the Context of Young Male Migrants
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Communics: A Digital Tool for Interactive Storytelling
- 3.1 Content Creation and Pilot Study
- 4 Lessons Learned
- References
- A Top-Down Narrative Design Approach for Networked Cultural Institutions
- Abstract
- 1 Introduction
- 2 State of the Art
- 3 Narrative Design
- 3.1 Story Modules
- 3.2 Experience Modules
- 4 Conclusion and Future Outlook
- References
- Digital Storytelling and Phrasal Verbs in L2 Acquisition: Teaching Phraseology Through Technology
- Abstract
- 1 Introduction
- 2 DST as an Innovative Approach in Phraseological Units Learning
- 3 Theoretical Framework
- 4 Challenges in MWEs and PVs Acquisition by L2 Learners
- 5 A Preliminary Study on Teaching PVs Through DST and Future Research
- References
- Designing Learning Experiences for Interactive Digital Narrative Literacy: A New Paradigm
- Abstract
- 1 Workshop Description
- 1.1 Topic
- 1.2 Goals
- 1.3 Proposed Schedule and Format
- 1.4 Expected Outcomes
- 2 Draft of Call for Participation
- References
- Co-constructing Cultural Heritage Through a Web-Based Interactive Digital Narrative
- 1 Introduction
- 2 Expanding IDN Theory for Non-fiction
- 3 Proposed Methodology for Use Case Testing
- References
- Leveraging on Transmedia Entertainment Education to Augment Tourists' Awareness Towards Social Issues
- Abstract
- 1 Motivation and Objectives
- 2 Building Blocks of the Theoretical Framework
- 2.1 Tourism and the Tourist Experience
- 2.2 Entertainment Education and Transmedia Storytelling
- 3 Research Questions
- 4 Case Study: Fragments of Laura a TEE Experience
- 4.1 Proposed Evaluation of TEEE Prototype
- References
- Folklore and Digital Media: Unpacking the Meaning of Place Through Digital Storytelling
- Abstract
- 1 Introduction and Background
- 1.1 Wester Hailes
- 1.2 Digital Folklore and Digital Media
- 1.3 Critical Heritage
- 1.4 Gap in Knowledge
- 2 Digi-Mapping Pilot Study
- 2.1 Findings
- 3 Next Steps
- References
- Interactive Comic-Based Digital Storytelling for Self-expression
- 1 Introduction
- 2 Storytelling and Counterstories
- 3 Research Question
- 4 Result: The Migrants' Community
- 5 Future Plan: The Teenagers' Community
- References
- Creating a Virtual Support Group in an Interactive Narrative: A Companionship Game for Cancer Patients
- 1 Introduction
- 2 Research Questions
- 3 Methodology
- 4 Prototype Design Outline
- 5 Next Steps
- References
- Correction to: Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality
- Correction to: Chapter "Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality" in: R. Rouse et al. (Eds.): Interactive Storytelling, LNCS 11318, https://doi.org/10.1007/978-3-030-04028-4_68
- Author Index
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