Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
This manual focuses on the initial phase of a (digital) publishing process. It offers methods to critically examine the narrative structures of content and explore alternative conceptions of a publication. By raising the question of how modular publishing can be used as a way to create, edit and structure content it tries to resist a monolithic story line, and embraces multiple perspectives.
This PD project explores alternative approaches to audiovisual technologies in art and creative practices by reimagining and reinventing marginalized and decommodified devices through Media Archaeology, artistic experimentation, and hands-on technical reinvention. This research employs Media Archaeology to uncover “obsolete” yet artistically relevant technologies and hands-on technical reinvention to adapt these tools for contemporary creative practices. It seeks to develop experimental self-built devices that critically engage with media materiality, exploring alternative aesthetic possibilities through practice-based investigations into the cultural and historical dimensions of media technologies. These developments provide artists with new creative possibilities beyond mainstream commercial standardized tools and infrastructures. A key component of this project is collaborative innovation with artist-run analog film communities, such as Filmwerkplaats. By fostering knowledge exchange and artistic experimentation, this research ensures that reinvented tools remain relevant to both analog film communities and contemporary media art practices. The intended outcomes directly benefit two key groups: • Artist-run film labs gain sustainable methods for evolving their practices, reducing dependence on scarce, out-of-production equipment. • Digital-native artists are introduced to alternative methods for engaging with analog processes and media materiality, expanding their creative toolkit. This collaboration also strengthens art and design education by embedding alternative technological perspectives and research methodologies into curricula, providing students and practitioners with resourceful, sustainable approaches to working with technology. It advocates for a more diverse educational paradigm that incorporates media-technological history and critical reflection on the ideologies of linear technological progress. Ultimately, this research fosters critical discourse on media culture, challenges the dominance of corporate proprietary systems, and promotes innovation, redefining the relationship between creativity and technology.
A research theme examining story structure (linear, branching, and procedural), narrative design, and writing for video games.
The project virtually breaks down a large timber structure into pieces and simultaneously simulates and tests each piece in a different laboratory or facility. In this way, unique aspects of each facility can be used at the same time. The experiments take place in a synchronized way, which is a difficult task considering 4 countries (UK, Canada, Greece and the Netherlands) will work at the same time for testing one hypothetical timber structure. Geographically distributed hybrid testing blue sky research, timber structure testing including soil-structure-interactionHYSTERESIS project aims to use geographically distributed hybrid testing for providing experimental evidence for energy dissipation and SSI response of buildings composed of mass timber and CLT panels. The project outcomes will give a boost to the efforts of building multi-story timber structures in areas with wind and/or earthquake loading conditions. The particularities of the problem in hand and the need for testing in large scale while taking into account the SSI, dictate using a novel hybrid testing approach.