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26Bestandstype
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14Publicaties met bestand / URL
2Projectstatus
3Over 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.
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Interactive Digital Narrative (IDN) is an interdisciplinary field in which long established perspectives (literature studies, narratology, oral storytelling practices) and newer views (computer science, communication and digital media studies, artificial intelligence) intersect. This variety of traditions creates difficulties for the exchange between researchers originating in different fields. A richer shared vocabulary would provide great benefits for the field. However, it is crucial for new vocabulary to be widely accepted. Consequently, we propose a community effort to develop an IDN ontology, inspired by similar efforts in game ontology [1, 2]
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The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice
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This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures.
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Interactive design is an emerging trend in dementia care environments. This article describes a research project aiming at the design and development of novel spatial objects with narrative attributes that incorporate embedded technology and textiles to support the wellbeing of people living with dementia. In collaboration with people with dementia, this interdisciplinary research project focuses on the question of how innovative spatial objects can be incorporated into dementia long-term care settings, transforming the space into a comforting and playful narrative environment that can enhance self-esteem while also facilitating communication between people living with dementia, family, and staff members. The research methodologies applied are qualitative, including Action Research. Participatory design methods with the experts by experience—the people with dementia—and health professionals have been used to inform the study. Early findings from this research are presented as design solutions comprising a series of spatial object prototypes with embedded technology and textiles. The prototypes were evaluated primarily by researchers, health professionals, academics, and design practitioners in terms of functionality, aesthetics, and their potential to stimulate engagement. The research is ongoing, and the aim is to evaluate the prototypes by using ethnographic and sensory ethnography methods and, consequently, further develop them through co-design workshops with people living with dementia.
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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
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This thesis contextualises the portfolio of relevant works that Than van Nispen created during the period of his Master of Music studies from 2014 to 2016.
The projects described involve interactive live instrumental music, which is the subject of the thesis, and the interactive music is mainly based on video-game music methods. The projects that do not have an interactive system for the music at least have a set of rules for play and interaction for, or with the music.
A focus of this Master of Music studies is the exploration of solutions for interactive music, based on game music methods, with the use of traditional music notation.
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Initial expectations about the interactive affordances of VR were often inspired by science fiction and technological fantasies rather than based on actual technical possibilities. In these futuristic accounts of VR, interactors would have the opportunity to fully engage with the characters that inhabit the story world, in ways that would feel so natural that it would be indistinguishable from reality. In ‘real’ reality however, the actual production of VR has turned out to be considerably more complicated. To provide a realistic impression of the actual possibilities of VR, this study presents four widely acclaimed contemporary VR experiences (Wolves in the Walls, The Line, Down the Rabbit Hole and A Fisherman’s Tale) and reviews them from a media theory and communication science perspective. We discuss whether and how the concepts identification, parasocial interaction, ‘breaking the fourth wall’ and spatial and narrative presence can still be applied to these VR case studies, eventually aiming to contribute some rudimentary insights into the range of possible media conventions that narrative VR may contain.
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Deciding what kind of smart cities do we, as a society, want is not only a political question but also a matter of envisioning possible futures. The speculative narratives that designers produce to support their imagination are called "Design Fictions." We share SUBMERGED, a cross-platform project that combines game design, interactive narrative, and urban exploration with the objective of empowering citizens to produce their design fictions. Following a "Research through Design" practice, we describe our process for creating SUBMERGED, we synthesize some critical insights from our experience, and we urgently call for a dialogue between semioticians and design researchers on these topics.
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Detective stories are a particularly popular form of mystery fiction driven by investigative reasoning and the gradual revelation of hidden truths. This work presents a trait-guided method for generating detective stories that reflect the investigative styles of classic fictional detectives while maintaining narrative quality. Building upon a preliminary study that characterized the investigative methods of seven iconic detectives (Hercule Poirot, Sherlock Holmes, William Murdoch, Columbo, Father Brown, Miss Marple, and Auguste Dupin), we developed a new narrative generation approach that uses formalized investigative trait profiles and Large Language Models (LLMs) to write detective stories. The method integrates these profiles with narrative principles grounded in literary theory, particularly Todorov’s dual narrative structure, to produce stories where selected detectives solve crimes according to their characteristic investigative approaches. We conducted a two-phase evaluation study with 210 trait-guided stories to assess both the recognizability of detective-specific investigative styles and the overall narrative quality of the generated stories. In Phase 1, state-of-the-art language models achieved 82.4% accuracy in identifying detectives from anonymized narratives based on investigative characteristics, with 78.8% accuracy when restricted to investigative methods alone, demonstrating that the generated stories successfully embedded recognizable investigative styles. In Phase 2, LLM-based quality evaluation revealed that trait-guided stories achieved higher scores than stories generated without trait guidance on empathy, coherence, surprise, and complexity, with length-controlled analyses confirming robust condition effects on empathy and coherence, and particularly strong improvements for psychologically-oriented detectives. A preliminary human validation supported the central empathy finding and indicated that the trait-guided method’s benefits on surprise and engagement may be more pronounced than the LLM scores alone suggest. These findings demonstrate that computational methods can generate detective narratives that preserve distinctive investigative styles while enhancing character depth and emotional portrayal, contributing to the field of computational narratology and AI-assisted creative writing.
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