scholarly journals Stories Incarnate: Designing Embodied, Interactive Storytelling Experiences For Live Audiences

2021 ◽  
Author(s):  
Marisa Samek

Today’s audiences are no longer content to passively consume entertainment but are seeking interactive experiences where they have agency to participate more actively. While there has been substantial innovation in entertainment genres that utilize digital media, providing interactive experiences for live audiences remains an ongoing challenge. This project presents an informal evaluation of a proof-of-concept which seeks to engage a seated audience in an embodied, interactive storytelling experience during a live circus performance where the audience can experience agency and communion. Building off Beach Ball Games for Orchestra (Delapierre 2017), where the audience used a large beach ball to play a Pac-Man-style game on a screen at the front of a concert hall, we prototyped an interactive clown show where the audience’s ability to collaborate affected the ambient media, the performer, and, by extension, the outcome of the story.

2021 ◽  
Author(s):  
Marisa Samek

Today’s audiences are no longer content to passively consume entertainment but are seeking interactive experiences where they have agency to participate more actively. While there has been substantial innovation in entertainment genres that utilize digital media, providing interactive experiences for live audiences remains an ongoing challenge. This project presents an informal evaluation of a proof-of-concept which seeks to engage a seated audience in an embodied, interactive storytelling experience during a live circus performance where the audience can experience agency and communion. Building off Beach Ball Games for Orchestra (Delapierre 2017), where the audience used a large beach ball to play a Pac-Man-style game on a screen at the front of a concert hall, we prototyped an interactive clown show where the audience’s ability to collaborate affected the ambient media, the performer, and, by extension, the outcome of the story.


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2019 ◽  
Vol 120 (5/6) ◽  
pp. 285-307
Author(s):  
Chris Proctor ◽  
Paulo Blikstein

PurposeThis research aims to explore how textual literacy and computational literacy can support each other and combine to create literacies with new critical possibilities. It describes the development of a Web application for interactive storytelling and analyzes how its use in a high-school classroom supported new rhetorical techniques and critical analysis of gender and race.Design/methodology/approachThree iterations of design-based research were used to develop a Web application for interactive storytelling, which combines writing with programming. A two-week study in a high-school sociology class was conducted to analyze how the Web application's textual and computational affordances support rhetorical strategies, which in turn support identity authorship and critical possibilities.FindingsThe results include a Web application for interactive storytelling and an analytical framework for analyzing how affordances of digital media can support literacy practices with unique critical possibilities. The final study showed how interactive stories can function as critical discourse models, simulations of social realities which support analysis of phenomena such as social positioning and the use of power.Originality/valuePrevious work has insufficiently spanned the fields of learning sciences and literacies, respectively emphasizing the mechanisms and the content of literacy practices. In focusing a design-based approach on critical awareness of identity, power and privilege, this research develops tools and theory for supporting critical computational literacies. This research envisions a literacy-based approach to K-12 computer science which could contribute to liberatory education.


1996 ◽  
Vol 11 (2) ◽  
pp. 181-184 ◽  
Author(s):  
Linda Skinner

This article describes the background and early steps undertaken to establish a Media Lab at the University of the West of England. The Media Lab is an industry-related research and development facility for creative technology projects involving new media; for example, interactive storytelling in virtual reality, distributed media production, visualisation of the environment, automatic set design and the development of digital media devices and services. The project is described under the headings: background, project activities, implementation issues, impact on the local economy, and lessons learned.


Author(s):  
Rob Gallagher

For years now, a growing online subculture has been exchanging videos designed to induce ‘autonomous sensory meridian response’ (ASMR), a mysterious, blissfully relaxing tingling sensation held to alleviate anxiety, pain, insomnia and depression. Emerging from online health forums, ASMR culture today centres on YouTube, where ‘ASMRtists’ have used the feedback mechanisms built into social media platforms to refine a repertoire of ‘trigger’ techniques. Exemplifying a wider trend for using ‘ambient media’ as mood modulators and task facilitators (Roquet, 2016 Ambient Media: Japanese Atmospheres of Self. London: University of Minnesota Press.), ASMR culture’s use of the word ‘trigger’ is telling, gesturing towards what Halberstam ((2014) You Are Triggering Me! The Neo-Liberal Rhetoric of Harm, Danger and Trauma. Bully Bloggers. Available at: https://bullybloggers.wordpress.com/2014/07/05/you-are-triggering-me-the-neo-liberal-rhetoric-of-harm-danger-and-trauma/ (accessed 8 August 2018)) sees as a shift away from the Freudian notion of ‘memory as a palimpsest’ towards one of memory as ‘a live wire sitting in the psyche waiting for a spark’, whereby digital subjects become black-boxed nodes in a cybernetic circuit. This shift has serious implications for the humanities and is particularly resonant for scholars of life-writing. As McNeill ((2012) There is no “I” in network: Social networks sites and posthuman auto/biography. Biography 35(1): 65–82.) argues, digital technologies ‘complicate[] definitions of the self and its boundaries, both dismantling and sustaining the humanist subject in practices of personal narrative’ (p. 65). The resulting friction is highlighted in ‘ASMR autobiographies’: texts narrating the author’s experiences of ASMR and their discovery of online ASMR communities. Echoing familiar auto/biographical forms, from medical case histories and coming out narratives to tales of religious conversion, these texts show that the models of subjectivity we have inherited from Enlightenment philosophy, religion, psychology and Romantic literature retain some cultural purchase. But they also suggest digital media are fostering new understandings of personhood informed by cybernetics, evolutionary psychology, behaviourism and neuroscience. Focusing on works by Andrew MacMuiris, Andrea Seigel and Jon Kersey while also addressing a range of other texts, this article asks what ASMR autobiographies can tell us about digital subjectivity.


Author(s):  
A. G. Jackson ◽  
M. Rowe

Diffraction intensities from intermetallic compounds are, in the kinematic approximation, proportional to the scattering amplitude from the element doing the scattering. More detailed calculations have shown that site symmetry and occupation by various atom species also affects the intensity in a diffracted beam. [1] Hence, by measuring the intensities of beams, or their ratios, the occupancy can be estimated. Measurement of the intensity values also allows structure calculations to be made to determine the spatial distribution of the potentials doing the scattering. Thermal effects are also present as a background contribution. Inelastic effects such as loss or absorption/excitation complicate the intensity behavior, and dynamical theory is required to estimate the intensity value.The dynamic range of currents in diffracted beams can be 104or 105:1. Hence, detection of such information requires a means for collecting the intensity over a signal-to-noise range beyond that obtainable with a single film plate, which has a S/N of about 103:1. Although such a collection system is not available currently, a simple system consisting of instrumentation on an existing STEM can be used as a proof of concept which has a S/N of about 255:1, limited by the 8 bit pixel attributes used in the electronics. Use of 24 bit pixel attributes would easily allowthe desired noise range to be attained in the processing instrumentation. The S/N of the scintillator used by the photoelectron sensor is about 106 to 1, well beyond the S/N goal. The trade-off that must be made is the time for acquiring the signal, since the pattern can be obtained in seconds using film plates, compared to 10 to 20 minutes for a pattern to be acquired using the digital scan. Parallel acquisition would, of course, speed up this process immensely.


2013 ◽  
Vol 44 (2) ◽  
pp. 103-108 ◽  
Author(s):  
Chongzeng Bi ◽  
Oscar Ybarra ◽  
Yufang Zhao

Recent research investigating self-judgment has shown that people are more likely to base their evaluations of self on agency-related traits than communion-related traits. In the present research, we tested the hypothesis that agency-related traits dominate self-evaluation by expanding the purview of the fundamental dimensions to consider characteristics typically studied in the gender-role literature, but that nevertheless should be related to agency and communion. Further, we carried out these tests on two samples from China, a cultural context that, relative to many Western countries, emphasizes the interpersonal or communion dimension. Despite the differences in traits used and cultural samples studied, the findings generally supported the agency dominates self-esteem perspective, albeit with some additional findings in Study 2. The findings are discussed with regard to the influence of social norms and the types of inferences people are able to draw about themselves given such norms.


2013 ◽  
Vol 44 (2) ◽  
pp. 138-146 ◽  
Author(s):  
Aleksandra Cislak

Three studies explored the relationship between power and the perception of others in terms of agency and communion. In Study 1, participants taking a manager perspective were more interested in the agency of their future employee than those asked to take a subordinate perspective were in the agency of their future employer. Moreover, they showed more interest in the agency than in the communion of their future employee. Study 2 extended these findings to perceptions of others unrelated to the context of work. In Study 3, participants taking the manager perspective favored agency traits in their employee more than those taking the subordinate perspective favored agency in their employer. This effect was mediated by an increased task orientation among those in positions of greater relative power. Using two manipulations and three dependent measures, power was found to enhance the focus on the agency dimension across the three studies, mediated by increases in orientation to tasks versus relationships.


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