Insights on Interactive Narrative and New Media

 
Notes on Write-Ups
 
Due before class begins, accepted up to 1 week
late.
Separate the three sections
Summary
Something learned
Something did not understand or disagree with
Summary does not have to be long but should
provide enough detail to convey main points of
the day’s readings
Other two sections can be 1-2 sentences.
 
Introduction and Chapter 1
Hamlet on the Holodeck
 
Who is Janet Murray?
Worked at IBM
Suits and hackers
Musical printer
PhD in English Literature from Harvard
Victorian scholar
Novel as ultimate form
Not into deconstruction
New Media Researcher
Established first university course in
interactive narrative at MIT(1990s)
Since 1999 at Georgia Tech professor in the school of
Literature, Media, and Communication
Into constructionist educational software
 
Hackers and Bards
 
Complementary skills
“The spirit of the hacker is one of the great
creative wellsprings of our time, causing the
inanimate circuits to sing with ever more
individualized and quirky voices”
“The spirit of the bard is eternal and
irreplaceable, telling us what we are doing
here and what we mean to one another.”
The Holodeck
 
A universal fantasy machine
Illusory world open to individual programming
that can be stopped, started, or turned off at at
will
Vision of a computer as a story-telling genie in the
lamp
A generally positive
vision of the future of
interactive narrative
How does it compare to
today’s games?
 
Janeway’s Holonovel
 
Lucy Davenport
https://youtu.be/PUp5bsDhhRE?t=8
More leisurely, and open ended exploration
Presented over several episodes
Stories were not always
positive
As a replacement for the
real world
Holoaddiction
 
Reaction to New Media
 
Early reaction is generally negative
Fear of change
Also, culture needs to adapt
Brave New World
Talkies, Movies, and Feelies
Fahrenheit 451
Vision of reality tv?
“The televisors are evil because they create ‘an
environment as real as the world.’”
“Books are … better … their meager sensory input
makes their illusions easier to resist.”
McLuhan’s hot and cold
Reaction to New Media
 
TekWar
Vision of virtual reality
“the source of addiction,
destitution, bad trips,
overdose deaths, and
gangster violence.”
Computer Games
A film critic complained that his sons quit reading
to play video games that “offer a kind of narrative,
but one that yields without resistance to the
child's desire for instant gratification.”
Utopian and Distopian Visions
 
Bridging the Hopes and Fears
“enticing but not enslaving”
“Neither vision of the future refutes the other.”
“Eventually all successful storytelling
technologies become ‘transparent’: we lose
consciousness of the medium and see neither
print nor film but only the power of the story
itself.”
http://www.youtube.com/watch?v=bO7wE8snf2E
Computer as Meta-Medium
 
Computers enable many existing forms of
communication
Existing representations being digitized
Typical of a new medium
Incunabula recorded prose and poetry of oral
storytelling
Movies were recordings of plays
“At the incunabula phase of narrative
computer”
 
Towards a Real Life Holodeck
 
How to support movement within virtual
spaces in “small” spaces
A large scale tracking lab
with VR headsets
Redirected walking and
control algorithms
Large multi-directional
treadmill
https://youtu.be/7ZPs7knvs7M?t=325
See @ 5:30
 
11
 
Chapter 2: Harbingers of the Holodeck
Computer as Meta-Medium
 
Computers enable many existing forms of
communication
Existing representations
being digitized
Typical of a new medium
Incunabula recorded prose and poetry of oral
storytelling
Movies were recordings of plays
“At the incunabula phase of narrative computer”
The Multiform Story
 
Presentation of alternate paths/narratives
Sound and the Fury
Different viewpoints
It’s a Wonderful Life
Showing the world with and
without George Bailey
The Garden of the
Forking Paths
Multiplicity of
alternatives
The Multiform Story
 
Groundhog Day
Repeating time
Changing choices
Dictionary of the
Khazars
No linear narrative
story is constructed
in the reader’s mind
The Active Audience
 
Changing the author-reader relation
Authors talking about or changing
their decisions
Gives insight into the goals and
indecisions of the author
Readers remixing
content or writing
new content
Reorderable pages
Fan fiction
The Active Audience
 
New forms based on
author’s world (LARP)
Participatory dinner
theater
MUDs, MOOs,
and MMORPG
Different players
want different things
Role playing servers
3D Movies
 
Early examples
Used motion, fright
Included jarring effects
Now it is commonplace
What have we learned?
The potential for 3D sound and images to
present external and internal content
Riding the movies (limited simulation)
 
Taking 3D Movies to Extremes?
 
4DX theaters
https://www.youtube.com/watch?v=-IPanvJaZ0I
http://www.cj4dx.com/aboutus/aboutus.php
Drama in Games
 
Many games include narrative in cut scenes
between player activities/challenges
Floyd the robot in
Planetfall
Myst – the
role of sound
What are some
more recent
examples?
Story Webs
 
Hypertext
Reader gets to choose
Make your own story
books
Afternoon by
Michael Joyce
“I want to say I may have
seen my son die today.”
Reader confusion to match
character confusion
https://www.youtube.com/watch?v=djIrHF8S6-Q
Electronic literature exhibition publicity
https://www.youtube.com/watch?v=YVsPu2k7khI
Victory Garden sampler:
http://www.eastgate.com/VG/VGStart.html
Computer Scientists as Storytellers
 
Technology is now common
Shared virtual worlds,
avatars, force feedback,
computer characters
Magic Mirror
Murray vs. Tomlin
CMU’s OZ group
Interactive Drama
AI techniques (as DM)
Computer keeps the story moving
forward; finds most satisfying/
interesting narrative paths
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Discussion on the evolution of interactive narrative and new media, highlighting Janet Murray's work, the complementary skills of hackers and bards, the concept of the Holodeck as a universal fantasy machine, Janeway's Holonovel, and the early reactions to new media technologies. Topics covered included the potential for interactive storytelling, concerns about holoaddiction, and the societal responses to technological advancements.

  • Interactive narrative
  • New media
  • Janet Murray
  • Holodeck
  • Holoaddiction

Uploaded on Aug 22, 2024 | 0 Views


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  1. Notes on Write-Ups Due before class begins, accepted up to 1 week late. Separate the three sections Summary Something learned Something did not understand or disagree with Summary does not have to be long but should provide enough detail to convey main points of the day s readings Other two sections can be 1-2 sentences.

  2. Introduction and Chapter 1

  3. Hamlet on the Holodeck Who is Janet Murray? Worked at IBM Suits and hackers Musical printer PhD in English Literature from Harvard Victorian scholar Novel as ultimate form Not into deconstruction New Media Researcher Established first university course in interactive narrative at MIT(1990s) Since 1999 at Georgia Tech professor in the school of Literature, Media, and Communication Into constructionist educational software

  4. Hackers and Bards Complementary skills The spirit of the hacker is one of the great creative wellsprings of our time, causing the inanimate circuits to sing with ever more individualized and quirky voices The spirit of the bard is eternal and irreplaceable, telling us what we are doing here and what we mean to one another.

  5. The Holodeck A universal fantasy machine Illusory world open to individual programming that can be stopped, started, or turned off at at will Vision of a computer as a story-telling genie in the lamp A generally positive vision of the future of interactive narrative How does it compare to today s games?

  6. Janeways Holonovel Lucy Davenport https://youtu.be/PUp5bsDhhRE?t=8 More leisurely, and open ended exploration Presented over several episodes Stories were not always positive As a replacement for the real world Holoaddiction

  7. Reaction to New Media Early reaction is generally negative Fear of change Also, culture needs to adapt Brave New World Talkies, Movies, and Feelies Fahrenheit 451 Vision of reality tv? The televisors are evil because they create an environment as real as the world. Books are better their meager sensory input makes their illusions easier to resist. McLuhan s hot and cold

  8. Reaction to New Media TekWar Vision of virtual reality the source of addiction, destitution, bad trips, overdose deaths, and gangster violence. Computer Games A film critic complained that his sons quit reading to play video games that offer a kind of narrative, but one that yields without resistance to the child's desire for instant gratification.

  9. Utopian and Distopian Visions Bridging the Hopes and Fears enticing but not enslaving Neither vision of the future refutes the other. Eventually all successful storytelling technologies become transparent : we lose consciousness of the medium and see neither print nor film but only the power of the story itself. http://www.youtube.com/watch?v=bO7wE8snf2E

  10. Computer as Meta-Medium Computers enable many existing forms of communication Existing representations being digitized Typical of a new medium Incunabula recorded prose and poetry of oral storytelling Movies were recordings of plays At the incunabula phase of narrative computer

  11. Towards a Real Life Holodeck How to support movement within virtual spaces in small spaces A large scale tracking lab with VR headsets Redirected walking and control algorithms Large multi-directional treadmill https://youtu.be/7ZPs7knvs7M?t=325 See @ 5:30 11

  12. Chapter 2: Harbingers of the Holodeck

  13. Computer as Meta-Medium Computers enable many existing forms of communication Existing representations being digitized Typical of a new medium Incunabula recorded prose and poetry of oral storytelling Movies were recordings of plays At the incunabula phase of narrative computer

  14. The Multiform Story Presentation of alternate paths/narratives Sound and the Fury Different viewpoints It s a Wonderful Life Showing the world with and without George Bailey The Garden of the Forking Paths Multiplicity of alternatives

  15. The Multiform Story Groundhog Day Repeating time Changing choices Dictionary of the Khazars No linear narrative story is constructed in the reader s mind

  16. The Active Audience Changing the author-reader relation Authors talking about or changing their decisions Gives insight into the goals and indecisions of the author Readers remixing content or writing new content Reorderable pages Fan fiction

  17. The Active Audience New forms based on author s world (LARP) Participatory dinner theater MUDs, MOOs, and MMORPG Different players want different things Role playing servers

  18. 3D Movies Early examples Used motion, fright Included jarring effects Now it is commonplace What have we learned? The potential for 3D sound and images to present external and internal content Riding the movies (limited simulation)

  19. Taking 3D Movies to Extremes? 4DX theaters https://www.youtube.com/watch?v=-IPanvJaZ0I http://www.cj4dx.com/aboutus/aboutus.php

  20. Drama in Games Many games include narrative in cut scenes between player activities/challenges Floyd the robot in Planetfall Myst the role of sound What are some more recent examples?

  21. Story Webs Hypertext Reader gets to choose Make your own story books Afternoon by Michael Joyce I want to say I may have seen my son die today. Reader confusion to match character confusion https://www.youtube.com/watch?v=djIrHF8S6-Q Electronic literature exhibition publicity https://www.youtube.com/watch?v=YVsPu2k7khI Victory Garden sampler: http://www.eastgate.com/VG/VGStart.html

  22. Computer Scientists as Storytellers Technology is now common Shared virtual worlds, avatars, force feedback, computer characters Magic Mirror Murray vs. Tomlin CMU s OZ group Interactive Drama AI techniques (as DM) Computer keeps the story moving forward; finds most satisfying/ interesting narrative paths

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