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Sookmyung Cybereducation Center
Sun-Hee Park(Oct. 31, 2002)
Narrative construction of self:Interactive storytelling
1 / 19
Sookmyung Cybereducation Center
Murray, J (1997)
Hamlet on the Holodeck:The future of narrative in cyberspace
(chap.2: Harbingers of the Holodeck)
2 / 19
Professor , Georgia Institute of Technology, Interactive designer
Ph.D., Harvard University 1974
Sookmyung Cybereducation Center
Harbingers of the HolodeckHarbingers of the Holodeck 3 / 19
The Multiform Story- a written or dramatic narrative that presents a single situation of plotline in multiple versions
The Active Audience- role of characters
- MUDs
Movies in 3-D
Riding the Movies - “marketing windows”
Sookmyung Cybereducation Center
Dramatic Storytelling in Electronic Games
Harbingers of the HolodeckHarbingers of the Holodeck 4 / 19
Story Web
Computer Scientists as Storytellers
* What is coming next?“…expect a continued loosening of the traditionalboundaries between games/stories, films/rides, broadcast media/archival media, narrative forms/dramatic forms, audience/author…We must look beyond the formats imposed upon the computerby the older media”
Sookmyung Cybereducation Center
Abbe DonInteractive Telecommunications Program
New York University
Narrative and the Interface
5 / 19
Sookmyung Cybereducation Center
- Narrative: story being told (content), the conditions of its telling (structure, context)
Narrative and InterfaceNarrative and Interface 6 / 19
- Narrative approach to multimedia interface design“ a framework that allows the structure and content of the knowledgebase to evolve together while accommodating a variety of contexts defined by the user’s needs and interests
Learning from Personal Experience
- adopt strategies from Narrative theory multiple representations of events and information, using characters as a means of representing material
Sookmyung Cybereducation Center
Context Gears- organize information around clusters of characters - each character gear intersects with a subject gear, cogs represent subtopics
Speaking of Media- thought generating tool, thought storing medium
Narrative and InterfaceNarrative and Interface 7 / 19
Characteristics of Oral Narrative- manage interaction with users- different characters who store the information, assemble it, generate the information
Sookmyung Cybereducation Center
Marina Bers & Justine CassellMIT Media Lab.
Interactive Storytelling Systemfor children:
Using Techology to Explore Language and Identity
8 / 19
Sookmyung Cybereducation Center
- “Authoring environment for children to create their own wise storytellers to interact with by telling and listening to stories”- storytellers: interactive stuffed animal, programmable by children
SAGE (Storytelling Agent Generation Environment
9 / 19
Sookmyung Cybereducation Center
Storytelling interaction- interaction with a wise old sage who listens and offers a relevant traditional tale in response
SAGE: 2 modes of interaction
SAGESAGE 10 / 19
Storyteller authoring interaction- add to the library of wise old sages by designing their own storyteller for themselves and other children to interact with
Sookmyung Cybereducation Center
Computationally-augmented soft toys for storytelling- programmable interactive stuffed animal
Context of the work
SAGESAGE 11 / 19
Telling and listening to stories- cognitive, social, emotional function
Storytelling systems: beyond story writing- authoring process : design, implementation of conversational interactions between user/storyteller
Learning by designing- reflect on new ideas, share with others: evocative objects
Sookmyung Cybereducation Center
12 / 19
Design& Implementation
Computation module- parse user’s story, expand keywords (WordNet), perform a match (user’s personal story/a story in database)
Authoring language- use by child to design his own characters, conversational flow (user/storyteller), data-base of stories
Interface- interactive toy, its motor behaviors, computer screen/sound (output), keyboard (input)- silent screen, combined screen and toy, interactive toy- stuffed animal: assistant of the sage storyteller
Sookmyung Cybereducation Center
Empirical Study
13 / 19
Workshop: 1 pre & post-study, 2 full days (design/progrmming)
Study question: - How technology can be used to encourage children to reflect about their inner life, and to support their learning about narrative and communication?
Subject: 4, 5th grade (8/ 4boy, 4 girl)
Method: observation, interview
Result
Sookmyung Cybereducation Center
Making Space for Voice:Technologies to support children’s fantasy and
storytelling
14 / 19
Justine Cassell & Kimiki Ryokai
Gesture & Narrative LanguageMIT media lab
Sookmyung Cybereducation Center
15 / 19
Research assumption
- Fantasy play and storytelling serve an important role in young children’s development
- There is a need for computational systems that engage in story-listening rather than story-telling
- StoryMat can be a system that supports and listens to children’s voices in their own storytelling play
Sookmyung Cybereducation Center
16 / 19
Research Goal
Support peer collaboration, language learning, exploration of self and culture
Construct interactive narrative systems
Support children’s voice- In narrative theory, ‘voice’ has refered to whether an author speaks through a narrator or a character, speaks as herself
Sookmyung Cybereducation Center
17 / 19
StoryMat
Designed to support children’s collaborative storytelling throughtheir fantasy play, imaginary playmate
Soft quilt-like play mat with appliqued objects, houses & roads
Record & recall children’snarrating voice, movements make with their stuffed animalson a story-evoking quilt
Function entirely independently of a computer or keyboard
Sookmyung Cybereducation Center
18 / 19
StoryMat
Software divides the mat into 126 areas- no attached to wires or grids
Small stuffed animal: animal movement on the mat- Ultrasonic transmitter
Coordinate and voice are combined into a movie file, saved in the computer to be played at the appropriate location on the mat
Ananimation of stuffed animal is projected on the mat, travels the course of the recored path
Sookmyung Cybereducation Center
19 / 19
Empirical Research
Subject: 36 (5yr.-8yr.)- group1 (one on passive mat, 6), group2 (one on storymat, 6) group3 (dyads on passive mat, 12) group4 (dyads on storymat, 12)
Method- first 10 min. of discourse were collected
Result