Sookmyung Cybereducation Center Sun-Hee Park (Oct. 31, 2002) Narrative construction of self:...

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Sookmyung Cybereducation Center Sun-Hee Park (Oct. 31, 2002) arrative 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

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Sookmyung Cybereducation Center

Murray, J (1997)

Hamlet on the Holodeck:The future of narrative in cyberspace

(chap.2: Harbingers of the Holodeck)

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Professor , Georgia Institute of Technology, Interactive designer

Ph.D., Harvard University 1974

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Sookmyung Cybereducation Center

Harbingers of the HolodeckHarbingers 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”

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Sookmyung Cybereducation Center

Dramatic Storytelling in Electronic Games

Harbingers of the HolodeckHarbingers of the Holodeck 4 / 19

Story Web

Computer Scientists as Storytellers

* What is coming next?“…expect a continued loosening of the traditionalboundaries between games/stories, films/rides, broadcast media/archival media, narrative forms/dramatic forms, audience/author…We must look beyond the formats imposed upon the computerby the older media”

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Sookmyung Cybereducation Center

Abbe DonInteractive Telecommunications Program

New York University

Narrative and the Interface

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Sookmyung Cybereducation Center

- Narrative: story being told (content), the conditions of its telling (structure, context)

Narrative and InterfaceNarrative 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

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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 InterfaceNarrative and Interface 7 / 19

Characteristics of Oral Narrative- manage interaction with users- different characters who store the information, assemble it, generate the information

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Sookmyung Cybereducation Center

Marina Bers & Justine CassellMIT Media Lab.

Interactive Storytelling Systemfor children:

Using Techology to Explore Language and Identity

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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

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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

SAGESAGE 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

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Sookmyung Cybereducation Center

Computationally-augmented soft toys for storytelling- programmable interactive stuffed animal

Context of the work

SAGESAGE 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

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Sookmyung Cybereducation Center

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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

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Sookmyung Cybereducation Center

Empirical Study

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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

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Sookmyung Cybereducation Center

Making Space for Voice:Technologies to support children’s fantasy and

storytelling

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Justine Cassell & Kimiki Ryokai

Gesture & Narrative LanguageMIT media lab

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Sookmyung Cybereducation Center

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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

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Sookmyung Cybereducation Center

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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

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Sookmyung Cybereducation Center

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StoryMat

Designed to support children’s collaborative storytelling throughtheir fantasy play, imaginary playmate

Soft quilt-like play mat with appliqued objects, houses & roads

Record & recall children’snarrating voice, movements make with their stuffed animalson a story-evoking quilt

Function entirely independently of a computer or keyboard

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Sookmyung Cybereducation Center

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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

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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