Saturday, 26th
 
 
  09:00 Session VII: Theory
Session Chair: Michael Mateas

 
    Narrative, Game Play and Alternative Time Structures for Virtual Environments
Craig A. Lindley
Institutionen fr Teknik, Konst och Nya Medier, Craig.Lindley@hgo.se

 
    Computer games are the most popular and successful virtual environments. However, computer games are usually not simply either games or digital storytelling systems, but involve three primary types of formal semiotic system bearing upon time structure: games, models and narratives. Strong narrative structures depend upon an a priori time-structure, but there are less specific alternatives, including rhetorical, categorical and poetic structures blending into the general higher order time structures of games and simulations. Experience within a virtual environment may be based upon only one of these systems, but more commonly the systems are integrated using a variety of strategies to create rich and multi-layered temporal experiences.  
       
    Conceptual Models for Interactive Digital Storytelling in Knowledge Media Applications
Ulrike Spierling
FH Erfurt, University of Applied Sciences, Spierling@fh-erfurt.de

 
    This paper observes the way Interactive Digital Storytelling as participatory media can be conceived and perceived by authors who intend to build educational content. The suggestion of conceptual models and metaphors for semi-autonomous applications was motivated by experiences made with teaching Interactive Storytelling for knowledge media creation, realizing a lack of developing subsumable expectations of the outcome.  
       
  09:50 Coffee Break

 
  10:00
-
11:30
Demos & Exhibition

 
       
  10:15 Session VIII: Applications
Session Chair: Brunhild Bushoff

 
    Telling Stories with Dialogue Boxes to Retrieve Documents
Daniel Gonalves¹, Joaquim Jorge²
Computer Science Department, Instituto Superior Tcnico
¹ djvg@gia.ist.utl.pt
² jorgej@acm.org


 
    Nowadays, it is common for users to handle large numbers of documents. Organizing and retrieving those documents is extremely difficult using the tools commonly provided for those tasks. The use of document-describing narratives constitutes an alternate, easier way of allowing the users to do so. Narratives can help them remember important information about documents and are a natural way to convey that information to computers. In order to develop this approach, it is necessary to understand what shape do documentdescribing stories have. To this end we interviewed 20 users and collected 60 stories about documents. Analyzing these stories yielded a thorough characterization of their contents and structure and to extract guidelines on how to deal with them. We then validated those results by creating and evaluating two lowfidelity prototypes for possible story-capturing interfaces. We found that stories told to computers can be very similar to those told to humans, if the interface is properly designed. These results seem to suggest that structured text entry is a promising design for this interface.  
       
    mediapark: Presenting the Media Docks Luebeck with the Digital Storytelling System Jeherazade
Peter Hoffmann¹, Tim Eggert², Lia Hadley¹, Michael Herczeg¹
IMIS Institute for Multimedia and Interactive Systems
¹ {hoffmann, hadley, herczeg}@imis.uni-luebeck.de
² tim@froggologic.org


 
    This article presents the first implementation results of a storytelling system called Jeherazade. The Jeherazade system is based on the idea to enhance the classical theory of Aristotle to the new form of digital storytelling. The article describes the ideas and the results of a example implementation, mediapark. Mediapark is a presentation done for demonstration purposes. It shows the functionality of Jeherazade and gives an idea of its future possibilities. Included to this storytelling demonstration, mediapark also shows the integration of a speech and dialogue based interaction API.  
       
    Scene-Driver: An Interactive Narrative Environment using Content from an Animated Childrens Television Series
Annika Wolff¹, Paul Mulholland¹, Zdenek Zdrahal¹, and Richard Joiner²
¹ Knowledge Media Institute, The Open University, a.l.wolff@open.ac.uk
² Department of Psychology, University of Bath, r.joiner@bath.ac.uk


 
    Narrative theories are often employed to provide coherence to collections of resources as well as in the creation of models of interactive drama. Scene-Driver is an interactive narrative system which combines these two approaches in the form of a game. The game reuses scenes from a childrens animated television series called Tiny Planets. A child interacts with a Scene-Driver narrative by selecting domino-like tiles, the right-hand side of which dictates certain properties of the next scene to be played. Narrative coherence is maintained by ensuring that a certain ordering of scenes is adhered to, regardless of a childs choice of tile, e.g. a conflict resolution cannot be shown prior to that conflict being introduced. This ordering is based on narrative principles and analysis of the 65 episodes of Tiny Planets.  
       
  12:00 Session IX: Gaming
Session Chair: Anja Hoffmann

 
    On Distributing Interactive Storytelling: Issues of Event Synchronization and a Solution
Stefano Ferretti, Marco Roccetti, Stefano Cacciaguerra
Department of Computer Science, University of Bologna, {sferrett, roccetti, scacciag}@cs.unibo.it

 
    Interactive storytelling represents an emerging application in the field of computer entertainment that enables the dynamic creation of complex virtual stories. In some sense, Interactive Storytelling may be seen as a form of multiuser role-playing game where different evolutions of a given cyberdrama may emerge from activities performed by virtual characters, controlled either by intelligent agents or by humans. The demand for providing a distributed support to the generation of a cyberstory is converting the Web into an interactive storytelling central. Unfortunately, the classic distributed schemes employed to synchronize events on the Web introduce large delays, thus impairing the interactivity in the cyberdrama generation. To surpass this problem, we have devised a new event synchronization service to support the distributed cyberdrama generation activity. According to this proposal, events generated by distributed agents may be discarded when they become obsolete according to the semantics of the story. Dropping obsolete events brings to the positive result of speeding up the story generation, thus gaining interactivity while maintaining the consistency of the distributed state of the plot. Actual measurements from a deployed simulation show that our approach can implement a responsive event synchronization service for distributed interactive storytelling.  
       
    Interaction and Expressive Cinematography in Video Games: Harnessing the Rhetoric of Film
Laurent Cozic, Stephen Boyd Davis, Huw Jones
Lansdown Centre for Electronic Arts, Middlesex University, {l.cozic, s.boyd-davis, d.h.jones}@mdx.ac.uk

 
    The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player's appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users.  
       
    Exploring Narratives for Physical Play: A Pop-up Guide to an Interactive Playground
Kyle Kilbourn¹, Larisa Sitorus¹, Ken Zupan¹, Johnny Hey¹, Aurimas Gauziskas¹, Marcelle Stienstra², Martin Andresen³
University of Southern Denmark, Mads Clausen Institute,
¹ {kyle, larisa, aurimas,ken, johnny}@itproducts.sdu.dk
² marcelle@mci.sdu.dk,
³ andra00@student.sdu.dk


 
    In this paper, we discuss a project in which students from the University of Southern Denmark combined the elements of physical play with interactive technology to create an Interactive Playbook as a new medium for childrens storytelling and play. Through the application of moving parts and computing technology in a pop-up book, we sought to simulate a playground on a smaller scale. We expect that through this technology, the notion of play can be enhanced in two ways. A narrative is introduced enabling the user to learn the games as they play. Second, the mechanics of the game allow for exploration of game possibilities that can be adopted into childrens play cultures.  
       
  13:10 Closing & Lunch

 
  14:30 Optional Trip to Heidelberg