XR projects are a form of narrative under interactive conditions, of interactive digital narrative (IDN). As such they challenge many conventional notions of narrative. Building on earlier work by Brenda Laurel (1991), Pamela Jennings (1996) Janet Murray (1997/2016) on the topic, as well as warnings about the limitations of earlier approaches (Hausken 2004), this talk will engage the question of what interactive digital narrative means from both theoretical and practical perspectives. In particular, it will argue for the need of speciifc theoretical approaches and present the SPP model (system process product) (Koenitz 2015) as a means to conceptualize IDN. Building on cybernetics, system theory and cybernetic art (Ascott 1963/1968), the SPP model foregrounds aspects of system building, dynamic instantiation, participatory co-creation, and replay. The implications of this specific turn in IDN for scholarly and practical work will be discussed, with the final part focusing on implications for design and the potential of XR to represent complex topics.
(2014) The Rhetoric of Design for Debate: triggering conversation with an “un...Max Mollon
Mollon, M., & Gentes, A. (2014). The Rhetoric of Design for Debate: triggering conversation with an “uncanny enough” artefact (pp. 1–13). In the proceedings of the Design Research Society International Consortium (DRS), Umeå, Sweden. (June 18th)
DOI: 10.13140/RG.2.2.27693.49123
–
Retrieved from: http://bit.ly/DRS14-mollon
People, Product, and Place:IA and The Convergence of the Physical & Digital W...World IA Day Pittsburgh
People, Product, and Place: IA and The Convergence of the Physical & Digital World by Jonathan Morgan
World IA Day, Pittsburgh, PA, February 20, 2016
Through the use of readily available technology, we can develop the infrastructure, platform, and product to help the blind safely navigate complex city environments.
Presented by Trevor Haldenby
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices. These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
Bringing Future Scenarios to Life - Trevor Haldenby at the 2014 World Future ...Trevor Haldenby, MDes
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices.
These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
See more at: http://wfs2014.shdlr.com/grid#sthash.bB8BajtP.dpuf
(2014) The Rhetoric of Design for Debate: triggering conversation with an “un...Max Mollon
Mollon, M., & Gentes, A. (2014). The Rhetoric of Design for Debate: triggering conversation with an “uncanny enough” artefact (pp. 1–13). In the proceedings of the Design Research Society International Consortium (DRS), Umeå, Sweden. (June 18th)
DOI: 10.13140/RG.2.2.27693.49123
–
Retrieved from: http://bit.ly/DRS14-mollon
People, Product, and Place:IA and The Convergence of the Physical & Digital W...World IA Day Pittsburgh
People, Product, and Place: IA and The Convergence of the Physical & Digital World by Jonathan Morgan
World IA Day, Pittsburgh, PA, February 20, 2016
Through the use of readily available technology, we can develop the infrastructure, platform, and product to help the blind safely navigate complex city environments.
Presented by Trevor Haldenby
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices. These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
Bringing Future Scenarios to Life - Trevor Haldenby at the 2014 World Future ...Trevor Haldenby, MDes
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices.
These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
See more at: http://wfs2014.shdlr.com/grid#sthash.bB8BajtP.dpuf
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
How metaphors matter an ethnography of blockchain based re descriptions of th...eraser Juan José Calderón
How metaphors matter an ethnography of blockchain based re descriptions of the world.
Sandra Faustino
Universidade de Lisboa - Instituto Superior de Economia e Gestão, SOCIUS/CSG, Lisboa, Portugal
ABSTRACT
This paper explores the role of metaphors in the production of redescriptions of the world within the framework of technological design
processes. Drawing on a collaborative ethnography with the Economic
Space Agency (ECSA), a start-up developing post-blockchain technology,
this paper illustrates how metaphors mimic the toponymy of
decentralized material infrastructures, while simultaneously pushing
forward ‘posthuman’ values that are expected to become fixated
through software. Through an analysis of a ‘collection’ of metaphors
produced by ECSA, this paper sheds light on the work performed by
specific vocabularies, within technological communities, in shaping a symbiotic relationship between futuristic politics and material culture.
(2015) Designing to trigger reflection: state of my telepresence researchesMax Mollon
Mollon, M. (2015). Designer pour faire réfléchir : état de mes recherches sur la téléprésence (“Designing to trigger reflection: state of my telepresence researches”). In Cécile Martin (teacher). Presented at Université Paris-8, Master 2 Numérique : enjeux & technologies (NET), Paris. (Dec. 15th).
Presentation for Canadian startup company Eventmobi (http://www.eventmobi.com/). They are visiting Iceland this september 2014 and are located in Reykavík University.
This presentation introduced some startups including my own, Betware which is not so much of a startup any more. I also introduce three companies that are members of the Icelandic gaming industry (IGI), CCP makers of the successful EVEOnline, Plain Vanilla markers of the rocket growth game Quizup and finally Skema Education which is about teaching programming to kids. The clip shown is from founder Rakel Sölvadóttir's TEDx lecture.
Then I talk about my work at RU and in particular some concepts from my New Technology course on technology trends. Which explains the title of the presentation.
The End of Information Technology: Introducing Hypersense & Human TechnologyMartin Geddes
If we were to climb into a time machine and set the dial for ten years into the future, what might personal communications look like? Might you inhabit a soothing virtual reality where your conference call takes place in a simulated lakeside villa? Might you consult with a virtual doctor? Employ a “Guardian Avatar” to act autonomously on your behalf eliminating online drudgery and security concerns? Although no particular future is certain, the seeds of what is to come can always be found within the present reality, albeit often only in retrospect.
We are creating a new kind of reality, one in which physical and digital environments, media, and
interactions are woven together throughout our daily lives. In this world, the virtual and the physical
are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated
into the world around us.
Mainstream mobile devices are being loaded with sensors. These devices can be used to create experiences that are tailored, adaptive and responsive to the way people live and work. Location-awareness allows devices to respond to place, networked address books enable socially rich communication experiences, and motion and gestural sensors empower designers to respond to context of use. All these elements are creating a ’sensitive ecosystem’; mobile devices that adapt gracefully to context and use.
This presentation will explore some of the design and technology trends that are shaping design for mobile devices, show examples of devices and services that are starting to take advantage of these trends, then explain how designers need to rethink design problems to take advantage of this technological ground-shift.
Presented at Web Direction South '08.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
How metaphors matter an ethnography of blockchain based re descriptions of th...eraser Juan José Calderón
How metaphors matter an ethnography of blockchain based re descriptions of the world.
Sandra Faustino
Universidade de Lisboa - Instituto Superior de Economia e Gestão, SOCIUS/CSG, Lisboa, Portugal
ABSTRACT
This paper explores the role of metaphors in the production of redescriptions of the world within the framework of technological design
processes. Drawing on a collaborative ethnography with the Economic
Space Agency (ECSA), a start-up developing post-blockchain technology,
this paper illustrates how metaphors mimic the toponymy of
decentralized material infrastructures, while simultaneously pushing
forward ‘posthuman’ values that are expected to become fixated
through software. Through an analysis of a ‘collection’ of metaphors
produced by ECSA, this paper sheds light on the work performed by
specific vocabularies, within technological communities, in shaping a symbiotic relationship between futuristic politics and material culture.
(2015) Designing to trigger reflection: state of my telepresence researchesMax Mollon
Mollon, M. (2015). Designer pour faire réfléchir : état de mes recherches sur la téléprésence (“Designing to trigger reflection: state of my telepresence researches”). In Cécile Martin (teacher). Presented at Université Paris-8, Master 2 Numérique : enjeux & technologies (NET), Paris. (Dec. 15th).
Presentation for Canadian startup company Eventmobi (http://www.eventmobi.com/). They are visiting Iceland this september 2014 and are located in Reykavík University.
This presentation introduced some startups including my own, Betware which is not so much of a startup any more. I also introduce three companies that are members of the Icelandic gaming industry (IGI), CCP makers of the successful EVEOnline, Plain Vanilla markers of the rocket growth game Quizup and finally Skema Education which is about teaching programming to kids. The clip shown is from founder Rakel Sölvadóttir's TEDx lecture.
Then I talk about my work at RU and in particular some concepts from my New Technology course on technology trends. Which explains the title of the presentation.
The End of Information Technology: Introducing Hypersense & Human TechnologyMartin Geddes
If we were to climb into a time machine and set the dial for ten years into the future, what might personal communications look like? Might you inhabit a soothing virtual reality where your conference call takes place in a simulated lakeside villa? Might you consult with a virtual doctor? Employ a “Guardian Avatar” to act autonomously on your behalf eliminating online drudgery and security concerns? Although no particular future is certain, the seeds of what is to come can always be found within the present reality, albeit often only in retrospect.
We are creating a new kind of reality, one in which physical and digital environments, media, and
interactions are woven together throughout our daily lives. In this world, the virtual and the physical
are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated
into the world around us.
Mainstream mobile devices are being loaded with sensors. These devices can be used to create experiences that are tailored, adaptive and responsive to the way people live and work. Location-awareness allows devices to respond to place, networked address books enable socially rich communication experiences, and motion and gestural sensors empower designers to respond to context of use. All these elements are creating a ’sensitive ecosystem’; mobile devices that adapt gracefully to context and use.
This presentation will explore some of the design and technology trends that are shaping design for mobile devices, show examples of devices and services that are starting to take advantage of these trends, then explain how designers need to rethink design problems to take advantage of this technological ground-shift.
Presented at Web Direction South '08.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
4. BACKGROUND
VIDEO PRODUCTION
JOURNALIST
CTO OF A STARTUP
MA IN INFORMATION SCIENCE, GERMAN LITERATURE,
POLITICS (FU BERLIN)
CERTIFICATE IN MEDIA RESEARCH (FU BERLIN)
PHD IN DIGITAL MEDIA (GEORGIA TECH)
5. MAIN PROPOSER AND CHAIR
EXPLORING THE USE OF INTERACTIVE DIGITAL NARRATIVES TO
REPRESENT COMPLEX TOPICS
EU GRANT CA 18230 INDCOR
(STARTED DECEMBER 6, 2019, 4 YEARS, AVERAGE GRANT
AMOUNT 500.000 EUROS)
CURRENTLY 120 MEMBERS, 33 COUNTRIES
9. [IDN IS AN] EXPRESSIVE NARRATIVE FORM IN
DIGITAL MEDIA IMPLEMENTED AS A
COMPUTATIONAL SYSTEM [...] AND EXPERIENCED
THROUGH A PARTICIPATORY PROCESS
Koenitz, 2015
10. INTERACTIVE DIGITAL NARRATIVE (IDN)
IS NOTONEFORM
IDN ENCOMPASSES A RANGE OF MANIFESTATIONS,
INCLUDING
NARRATIVE VIDEO GAMES, INTERACTIVE
DOCUMENTARIES, JOURNALISTIC INTERACTIVES,
AR/VR EXPERIENCES…
11. ARE IDN EVEN POSSIBLE?
OR - THE DOMINANCE OF
LITERARY EURO-CENTRIC
CONCEPTIONS OF NARRATIVE
12. IDN
All narrative is like the novel (or movie)
IDN is not like the novel
IDN is deficient, because
THE CIRCULAR LOGIC AGAINST IDN
IDN does not fulfill the expectations of the novel
20. GAMES RESIST MANY OF THE MORE COMPLEX
THEMES WE CAN IMAGINE, SUCH AS LOVE,
AMBITION, AND SOCIAL CONFLICT, BECAUSE
THEY ARE NOT EASILY IMPLEMENTED IN RULES
Jesper Juul, 2005
31. NARRATIVE [IS] A FORGIVING, FLEXIBLE
COGNITIVE FRAME FOR CONSTRUCTING,
COMMUNICATING, AND RECONSTRUCTING
MENTALLY PROJECTED WORLDS
David Herman, 2002
37. WHAT’S IN A WORD?
INTRODUCTION (KI)
DEVELOPMENT (SHō)
TWIST (TEN)
CONCLUSION (KETSU)
38. EXAMPLE NARRATIVE
• INTRODUCTION (KI): IN OLD TIMES, COPYING INFORMATION BY HAND
WAS NECESSARY. SOME MISTAKES WERE MADE.
• DEVELOPMENT (SHŌ): COPYING MACHINES MADE IT POSSIBLE TO
MAKE QUICK AND ACCURATE COPIES.
• TWIST (TEN): TRAVELING BY CAR SAVES TIME, BUT YOU DON'T GET
MUCH IMPRESSION OF THE LOCAL BEAUTY. WALKING MAKES IT A
LOT EASIER TO APPRECIATE NATURE CLOSE UP.
• CONCLUSION (KETSU): ALTHOUGH PHOTOCOPYING IS EASIER,
COPYING BY HAND IS SOMETIMES BETTER, BECAUSE THE
INFORMATION STAYS IN YOUR MEMORY LONGER AND CAN BE USED
LATER.
39. IN PLAIN ENGLISH
1. INTRODUCE THE STATUS QUO.
2. DEVELOP THE STATUS QUO’S WORLD.
3. INTRODUCE A SURPRISING ELEMENT.
4. EXPLAIN THE ELEMENT’S CONNECTION/
RELEVANCE TO THE STATUS QUO.
40. LORD OF THE RINGS
1. HOBBITS LIVE IN A WONDERFUL QUAINT WORLD.
2. WE EXPLORE THIS WORLD, AND THEN THE WIDER WORLD
OF MIDDLE EARTH AS THE RING IS TAKEN ON A QUEST.
3. SURPRISING ELEMENT: DUE IN LARGE PART TO THE
BETRAYAL BY BOROMIR, FRODO AND SAM HAVE TO TAKE
THE RING TO MORDOR BY THEMSELVES.
4. THEY DO THIS, AND THEIR RELATIONSHIP IS STRAINED BY
AND GROWS THROUGH THIS HARDSHIP.
41. WHY IS THIS RELEVANT?
NARRATIVE CAN BE CONCEPTUALIZED AND REALIZED
DIFFERENTLY (AND THIS HAS WORKED WELL FOR EONS)
MANY ALTERNATIVE MODELS TO DOMINANT WESTERN
FORMS EXIST
EVEN SOMETHING AS SEEMINGLY ESSENTIAL AS CONFLICT
IS NOT
THE RAISON D’ETRE FOR VR NARRATIVE IS TO DO
SOMETHING THAT CANNOT BE DONE (WELL) IN EXISTING
FORMS - AWARENESS OF ALTERNATIVES IS THE FIRST STEP
43. KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH
OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE
STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING
50. DIFFERENCE TRADITIONAL FORMS AND IDN
Interaction
Computer w/
Software
Output (can be
fixed by recording)
)
Design/Programming
Creator
IDN
Writing
Author
Output (is fixed)
Book
{
Not in
traditional
media
52. PROCESS
SYSTEM
PRODUCT
PRODUCT - STORY
SYSTEM - PROTOSTORY
PROCESS - INSTANTIATION
SPP MODEL (KOENITZ 2015) FOR IDN
POTENTIAL
NARRATIVES
INSTANTIATED
NARRATIVES
PERFORMANCE/UX
DESIGN
RECORDED OUTPUT
53. AN INTERACTIVE NARRATIVE
DESIGNER CREATES A DYNAMIC
SYSTEM CONTAINING A PROTOSTORY
(SEVERAL DIFFERENT POTENTIAL
NARRATIVES) WHICH IS INSTANTIATED
THROUGH A PROCESS OF
INTERACTION INTO STORY PRODUCTS
56. JANET MURRAY (1997/2016)
INTERACTOR INSTEAD OF READER
PROCEDURAL, PARTICIPATORY, SPATIAL,
ENCYCLOPAEDIC TO DESCRIBE THE FUNDAMENTAL
ASPECTS
IMMERSION, AGENCY, TRANSFORMATION ARE THE
AESTHETIC QUALITIES
57. MURRAY:
FUNDAMENTAL ASPECTS OF THE DIGITAL MEDIUM
PROCEDURAL
CAN EXECUTE A PROGRAM INDEPENDENTLY
PARTICIPATORY
READERS/VIEWERS BECOME PARTICIPANTS
SPATIAL
EXPERIENCE IS A TRAVERSAL OF SPACE
ENCYCLOPEDIC
NO PRACTICAL LIMITS TO CONTENT DEPTH
58. MURRAY: AESTHETIC QUALITIES
IMMERSION
THE EXPERIENCE IS CAPTIVATING
AGENCY
THE AUDIENCE CAN MAKE MEANINGFUL CHANGES
TRANSFORMATION
BOTH THE INTERACTOR AND THE WORK ARE
TRANSFORMED
64. "YOU CAN'T THINK OF IT IN
TERMS OF PREVIOUS
MEDIUMS BECAUSE IT'S SO
COMPLETELY DIFFERENT,“
MAUREEN FAN ON
NARRATIVES IN VR, BAOBAB
STUDIOS, 22.11.2017
66. WHERE DO WE START?
BY EMBRACING THE EXPERIMENTAL NATURE OF XR
BY LOOKING OUTSIDE OF LITERATURE, FILM AND
ESTABLISHED NEWS FORMATS
BY ADOPTING A SPECIFIC CONCEPTUAL FRAMING
AND VOCABULARY
69. WHY…
IS THIS NARRATIVE A FIT FOR XR?
CAN THIS NARRATIVE NOT BE COVERED WELL WITH TRADITIONAL
MEANS?
DO WE WANT THE AUDIENCE TO HAVE INFLUENCE ON THEIR PATH
AND BE CO-CREATORS?
ARE WE OK WITH REDUCED CONTROL AS CREATORS?
AND FINALLY
HOW DOES THIS CREATE A COMPELLING EXPERIENCE?
73. MURRAY:
FUNDAMENTAL ASPECTS OF THE DIGITAL MEDIUM
PROCEDURAL
CAN EXECUTE A PROGRAM INDEPENDENTLY
PARTICIPATORY
READERS/VIEWERS BECOME PARTICIPANTS
SPATIAL
EXPERIENCE IS A TRAVERSAL OF SPACE
ENCYCLOPEDIC
NO PRACTICAL LIMITS TO CONTENT DEPTH
74. MURRAY: AESTHETIC QUALITIES
IMMERSION
THE EXPERIENCE IS CAPTIVATING
AGENCY
THE AUDIENCE CAN MAKE MEANINGFUL CHANGES
TRANSFORMATION
BOTH THE INTERACTOR AND THE WORK ARE
TRANSFORMED
79. CYBERBARDIC PRINCIPLE
CYBERBARD (IDN AUTHOR) ≠ LITERARY AUTHOR/FILM DIRECTOR
“NARRATIVE ARCHITECT,“ A SYSTEM DESIGNER CREATES
OPPORTUNITIES TO EXPLORE AND EXPERIENCE
NO READERS/VIEWERS BUT INTERACTORS
“I WILL SIT BACK AND WATCH WITH AMAZEMENT WHAT THE
AUDIENCE WILL DO WITH IT.”
80. MOTIVATION PRINCIPLE
AARSETH: “NON-TRIVIAL EFFORT” (ERGODIC)
THERE NEEDS TO BE A REWARD FOR PUTTING WORK IN
ELSE THE INTERACTOR LOSES INTEREST
WHAT CAN BE THIS REWARD? KNOWLEDGE ABOUT A
CHARACTER, OVERCOMING A CHALLENGE, AN INTERESTING/
DIFFICULT SITUATION, OBVIOUS/HIDDEN GOALS ETC…
81. INITIAL INTEREST PRINCIPLE
HOLISTIC: WHERE CAN I TAKE THIS?
CHARACTER: WHO WILL THIS CHARACTER TURN INTO?
PERSPECTIVE: IS THIS THE WHOLE STORY? WHAT OTHER
SIDES TO IT EXIST?
CHALLENGE: WILL I REACH THE SUMMIT?
END CONFUSION: WHAT HAPPENED LAST NIGHT?
83. CONCRETE STRATEGIES
AMBIGUOUS CHOICES
SMALL NARRATIVE GAPS (FOR THE INTERACTOR TO FILL IN)
TEMPORARY REMOVAL OF CONTROL (SO CONTROL
BECOMES MORE PRECIOUS)
SURPRISES (SPARINGLY)
AVOID EXCEEDINGLY HARD/PLAINLY OBVIOUS
84. CONCRETE STRATEGIES 2
DELAYED CONSEQUENCES – MAKE THE INTERACTOR
AWARE THAT THEIR CURRENT CHOICE COULD
MATTER IN THE FUTURE (CF. WALKING DEAD GAME)
SCRIPTING OF THE INTERACTOR (MURRAY 1997) -
PROPERLY FRAME THE INTERACTOR IN A ROLE
(ELIZA/KAREN)
85. OPPORTUNITY MAGNITUDE PRINCIPLE
AMOUNT OF NARRATIVE MATERIAL AND OPPORTUNITIES FOR
INTERACTION
PROBLEM FOR TIGHT PRODUCTION BUDGETS AND DEADLINES
PRIORITIZE INTERACTIVE OPPORTUNITIES OVER LENGTH OF
EXPERIENCE
IDN STAGECRAFT IS OK
91. 1. INTERACTION CONVENTIONS FOR NAVIGATING THE
SPACE
2. CUES TO ENTICE US TO NAVIGATE
3. DRAMATIC COMPOSITION OF THE EXPERIENCE TO
REWARD US FOR BEING IN ONE PLACE RATHER THAN
ANOTHER
4. A FOURTH WALL EQUIVALENT TO MAKE CLEAR
WHAT WE CAN AND CANNOT DO