Sookmyung Cybereducation Center Sun-Hee Park (Oct. 31, 2002) Narrative construction of self: Interactive storytelling 1 / 19.

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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 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 Holodeck 4 / 19 Story Web Computer Scientists as Storytellers * What is coming next? “…expect a continued loosening of the traditional boundaries between games/stories, films/rides, broadcast media/ archival media, narrative forms/dramatic forms, audience/author… We must look beyond the formats imposed upon the computer by the older media”

Sookmyung Cybereducation Center Abbe Don Interactive 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 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 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 Cassell MIT Media Lab. Interactive Storytelling System for 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 SAGE 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 SAGE 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 Language MIT 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 through their fantasy play, imaginary playmate Soft quilt-like play mat with appliqued objects, houses & roads Record & recall children’s narrating voice, movements make with their stuffed animals on 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