Demos & Exhibitions

 
    Beyond Manzanar: Creating Dramatic Structure in Ergodic Narratives
Tamiko Thiel
Center for Advanced Visual Studies Massachusetts, Institute of Technology Cambridge,
tamiko@alum.mit.edu


 
    Interactive narrative requires new techniques in order to truly exploit the dramatic possibilities of the ergodic, first person experiential viewpoint. In the interactive 3D virtual reality installation Beyond Manzanar the author used concepts borrowed from music theory to focus dramatic development on the emotional states evoked in the user by interactions with the virtual environment. The piece explores parallels between the imprisonment of Japanese Americans at Manzanar Internment Camp in Eastern California during World War II, and Iranian Americans threatened with a similar fate during the 1979-'80 hostage crisis. Users experience the space in the perspective of the immigrant, their own movements triggering the dramatic inevitability of their own imprisonment.  
       
    Poetics of Voicemail: Tree-Structured Narrative of BirthData
Marlena Corcoran
corcoran@anglistik.uni-muenchen.de


 
    Voicemail is an everyday form of interactive narrative that structures my multimedia performance work, BirthData. This literary, theatrical work raises questions about interactivity in genres other than forms of computer gaming. It provides examples of ways to make a hierarchical logical structure more artistically complex, through a better understanding of levels of lag, and through the use of images, sounds and performative gestures that conceptually link disparate levels of the voicemail tree. In BirthData, the structure is the content.  
       
    Libro Vision - Gesture-Controlled Virtual Book
Horst Hšrtner, Pascal Maresh, Robert Praxmarer and Christian Naglhofer
AEC Ars Electronica Center Linz Hauptstrasse 2
{horst.hoertner, pascal.maresch, robert.praxmarer, christian.naglhofer}@aec.at


 
    LibroVision is a new way to provide access to information, one that is oriented on the metaphor of a book and engineered by means of an intuitive interaction interface. The aim of the approach described here is to utilize books to take advantage of acculturated patterns of communication for the purpose of digitally propagating information. In going about this, prime consideration has been given to the development of an intuitive and convenient system of usercomputer interaction, and to the accompanying increase in efficiency with respect to understanding the content to be disseminated. To achieve this, content is presented in the form of a digital book. A video camera registers the movements of the user standing before it and translates them into navigation commands. This work is one of the focal points of the Ars Electronica Futurelabâs R&D program: the evaluation, development and application of ephemeral interfaces.  
       
    DinoHunter: Plattform for Mobile Edutainment Applications in Museums
Axel Feix, Stefan Gšbel, Rene Zumack
ZGDV Darmstadt e.V., Digital Storytelling Department,
{Axel.Feix, Stefan.Goebel, Rene.Zumack}@zgdv.de


 
    Based on the global DinoHunter scenario this paper introduces ãDinoPickä and ãDinoQuizä providing Storytelling based Edutainment applications for museums using mobile devices (PDAâs). Both applications are realized as interactive learning applications enabling museum visitors such as kids or pupils to learn about the world of Dinosaurs via picking on dinosaur images or via a multiple-choice quiz game. Initially these applications have been realized as fat client applications and currently are being transmitted to thin client applications using W-LAN and the Ekahau positioning engine for locating users and streaming Open GL data of animated dinosaurs from a rendering server to clients.  
       
    An Example for Location Sensitive Media Integration: Re-Discovering the place itself as a Medium by adding Technology
Jens Geelhaar¹, Lars Wieneke¹, Peter Mende² and Jens Wille²
¹ Bauhaus UniversitŠt Weimar
{jens.geelhaar, lars.wieneke}@medien.uni-weimar.de
² transformat
{p.mende, j.wille}@transformat.de


 
    In this paper we would like to introduce our approach towards the integration of place and media technology. It should serve as a proposal, that takes into account the significant role of the place itself as a medium and discusses the possibilities and tasks of media integration in this context. We would like to call this approach location sensitive, because in our point of view, the characteristics of distinctive locations demand for sensitive technological integration as well as sensitive selection of displayed information.  
       
    Monotony: An Experamental Interactive Narrative
Deneva Goins¹ and Janina Huizinga²
Hogeschool Voor De Kunst Utrecht, Facult of Art Media and Technology,
¹ deneva_1@yahoo.com
² janine@waag.org


 
    In theme, this experimental artwork deals with a journey of interaction between disembodied thoughts, memories of a situation in which a person undergoes devastating mental and emotional changes to accommodate the repeated loss of loved ones to uncontrollable circumstances. The overlying theme is evaluating the struggle for control of the uncontrollable. The story uses experiential user-driven plot concept, a plot model based on the philosophical theory of deconstruction as a basis for designing the interactive scenario.  
       
    The Fabulous Adventures of MC Walker
Maarten Devill޹, Hugues Huygens² and Vincent Regent
Transmedia Postgraduate, Graduation Project for 2003.
¹ oz@doublegum.be
² Hugues.Huygens@pandora.be


 
    Transmedia is a 2 year Postgraduate Art/Design/Media course in Brussels. Previously I had studied Graphic Design, graduated in Multimedia with an interactive story/play on PC for two players + audience, based on a story by Paul Auster. Transmedia offered a steppingstone to go further. It was a logical next step to make a conceptual videogame. The game is a conceptual, music driven, socially inspired, abstract adventure, where walking cubes meet and socialize. We recently started preparations for a more elaborate sequel to this game, but I will focus on the finished product for now.  
       
    Janus - Keeper of the Gate to the Otherworld
Finula Biermann¹ and Hugo Binder²
¹ Hochschule fŸr Gestaltung, Offenbach, Germany
finula@gmx.de
² Computer Graphics Center,
Digital Storytelling Department, Darmstadt, Germany
hugo.binder@web.de


 
    Often presentations scare off through their complexity. An immense amount of new information overwhelms and intimidates the spectator. Taken by the hand, the attention drawn to novelties and accompanied and supported on a journey into new areas, the adventure may begin. The theme of our project is a physical avatar (circa 50cm tall), who guards a small door into the unknown. The figure was developed based o roman God of the gate, Janus. The physical avatar acts as a mediator between the worlds. He guards the border between our world and the unknown. Although he stands in our world he knows what exists behind the door. When approached by a person, the Janus program starts. He awakes to life and draws the attention to himself and the door. But the door is not easily opened. First a few questions have to be answered. Wherein Janus may aid the spectator or deny entrance. In addition to this presentation large photographs will be exhibited, which deal with variations of the theme guard/gate.  
       
    Experience the Antique Olympics! An Interactive Educational Narrative
Anja Hoffmann and Birgit Riemenschneider
ZGDV Darmstadt e.V., Digital Storytelling Department,
{Anja.Hoffmann, Birgit.Riemenschneider}@zgdv.de


 
    In this paper, we describe a concept for a narrative e-learning application. We point out the enrichment of learning environments through stories and describe our approach to educational narratives. Furthermore, we present an interactive story plot to learn about the antique Olympic Games.  
       
    Oral Tradition versus Digital Storytelling - On educational effects of middle European folk tales and their value for Digital Storytelling
Harald Kibbat
wirklich wahr
andrascha@t-online.de, harald.kibbat@autostadt.de


 
    Digital Storytelling Projects seen by an old-fashioned oral storyteller. The author writes about old storytelling techniques and the influence it may have on future programs, about the psychological background of folk tales, their origins and their purposes. Also included is a brief view into the future of both oral and digital story and fairy tale telling.  
       
    Antiziganism and Persecution of the Sinti and Roma from the late Middle Ages to the 20th Century
Josef Behringer¹, Udo Engbring-Romang², Stefan Gšbel³
¹ Verband Deutscher Sinti und Roma, Landesverband Hessen
verband@sinti-roma-hessen.de
² udo@engbring.de
³ ZGDV Darmstadt e.V., Digital Storytelling Department,
Stefan.Goebel@zgdv.de

 
    Based on the studies published by Udo Engbring-Romang and the experience of the mobile exhibition ãHornhaut auf der Seeleä (Horny Skin On the Soul) this paper describes development plans of a permanent exhibition on ãantiziganismä located in Darmstadt, Germany. Here, Interactive Digital Storytelling methods and concepts as well as Computer Graphics technology for interactive artifacts are used to enhance the planned exhibition from the technical point of view.