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Interactive Storytelling: Rogelio E. Cardona-Rivera Anne Sullivan R. Michael Young

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Rogelio E.

Cardona-Rivera
Anne Sullivan
R. Michael Young (Eds.)
LNCS 11869

Interactive
Storytelling
12th International Conference
on Interactive Digital Storytelling, ICIDS 2019
Little Cottonwood Canyon, UT, USA, November 19–22, 2019
Proceedings
Lecture Notes in Computer Science 11869

Founding Editors
Gerhard Goos
Karlsruhe Institute of Technology, Karlsruhe, Germany
Juris Hartmanis
Cornell University, Ithaca, NY, USA

Editorial Board Members


Elisa Bertino
Purdue University, West Lafayette, IN, USA
Wen Gao
Peking University, Beijing, China
Bernhard Steffen
TU Dortmund University, Dortmund, Germany
Gerhard Woeginger
RWTH Aachen, Aachen, Germany
Moti Yung
Columbia University, New York, NY, USA
More information about this series at http://www.springer.com/series/7409
Rogelio E. Cardona-Rivera •

Anne Sullivan R. Michael Young (Eds.)


Interactive
Storytelling
12th International Conference
on Interactive Digital Storytelling, ICIDS 2019
Little Cottonwood Canyon, UT, USA, November 19–22, 2019
Proceedings

123
Editors
Rogelio E. Cardona-Rivera Anne Sullivan
University of Utah Georgia Institute of Technology
Salt Lake City, UT, USA Atlanta, GA, USA
R. Michael Young
University of Utah
Salt Lake City, UT, USA

ISSN 0302-9743 ISSN 1611-3349 (electronic)


Lecture Notes in Computer Science
ISBN 978-3-030-33893-0 ISBN 978-3-030-33894-7 (eBook)
https://doi.org/10.1007/978-3-030-33894-7
LNCS Sublibrary: SL3 – Information Systems and Applications, incl. Internet/Web, and HCI

© Springer Nature Switzerland AG 2019


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Preface

It is our pleasure to present the proceedings of the 12th International Conference on


Interactive Digital Entertainment (ICIDS 2019). This is a unique event formed at the
intersection of many scholarly communities, ranging from core technologies to critical
analysis, to the study of interactive narratives as cultural systems. The conference
program reflects a discipline that has formed around interactive narrative research,
drawing ideas and methods from many sub-disciplines to increase our understanding of
interactive narratives as technical, cultural, and social artifacts.
With this 12th edition of the conference, ICIDS continues into its second decade as a
recognizable entity at the forefront of interactive narrative research. As organizers, we
took this opportunity to expand on mainstay topics within the community through the
introduction of our theme “Design Foundations, Innovations, and Practices.” Through
this theme, we specifically encouraged submissions that focused on principles of
design, advancements in the design lifecycle, and design process case studies for
interactive storytelling.
For ICIDS 2019, 66 papers were submitted. Papers underwent a rigorous
double-blind review, with each paper receiving a minimum of three reviews. Of the 66
submissions, 49 were submitted as full papers and 14 (14/49 = 29%) were accepted in
that category. 6 papers from this submission category (or 12%) were accepted as short
papers and 14 (29%) as posters. The conference received 14 short paper submissions,
and 5 (5/14 = 36%) were accepted for presentation during the conference. 7 of the
papers submitted in this category (7/14 = 50%) were accepted as posters. The ICIDS
2019 conference received 3 proposals for posters on preliminary work and 2
(2/3 = 66%) of these were selected as posters for inclusion in the poster session. All
three types (full papers, short papers, and posters) appear in the conference proceedings
(allotted 12 pages, 8 pages, and 4 pages plus references, respectively), as well as
doctoral consortium and demo papers.
This year, we implemented detailed review guidelines, building upon those devel-
oped last year in collaboration with the ICIDS Steering Committee. Specifically, we
modified the review form to require detailed written feedback from the Program
Committee across several categories and developed a more structured area co-chair
meta-review process. We are extremely grateful to all the Program Committee mem-
bers for their dedication, hard work, and thoughtful reviews. In particular, we thank the
area co-chairs for helping steward the papers in their respective tracks and ensuring that
the conference remains competitive and collegial: Joshua Fisher, Hartmut Koenitz,
Sandy Louchart, Chris Martens, Alex Mitchell, John Murray, Mark Nelson, Justus
Robertson, Christian Roth, Rebecca Rouse, James Ryan, Nicolas Szilas, and Theresa
Tanenbaum, thank you all!
ICIDS 2019 was held at the Snowbird Ski & Summer Resort in Little Cottonwood
Canyon near Salt Lake City, UT, USA. The program ran during November 19–22,
2019, and included one day of workshops (including three workshop sessions) and
vi Preface

three days of paper presentations. The program for ICIDS 2019 also included a
peer-reviewed demonstration session and an art exhibit.
ICIDS is organized and operated by ARDIN, The Association for Research on
Interactive Digital Narrative, a scientific society that oversees the conference and
expands research activities in the area of interactive narrative. The conference grate-
fully acknowledges its very generous corporate sponsor, Springer. Their continued
engagement with the conference reflects a clear commitment to leadership in support
of the academic community working to create new knowledge around interactive
narrative.

November 2019 Rogelio E. Cardona-Rivera


Anne Sullivan
R. Michael Young
ARDIN, the Association for Research in Digital
Narratives

ARDIN’s purpose is to support research in Interactive Digital Narratives (IDN), in all


kinds of forms, be that video and computer games, interactive documentaries and
fiction, journalistic interactives, art projects, educational titles, transmedia, virtual
reality and augmented reality titles, or any emerging novel forms of IDN.
ARDIN is the next step of development after a decade of the ICIDS conferences.
ARDIN provides a home for an interdisciplinary community and for various activities
that connect, support, grow, and validate said community. These activities include
membership services like a community platform, newsletters, job postings, and support
for local gatherings, but also conferences, publication opportunities, research fellow-
ships, and academic/professional awards. It is understood that not all of these activities
can be supported right from the start, but they describe the ambition of the association.
ICIDS is the main academic conference of ARDIN. Additional international and
local conferences are welcome to join the organization. The Zip-Scene conference,
focused on eastern Europe, is the first associated conference.
Diversity is important to ARDIN. The organization will strive towards gender
balance and the representation of different people from different origins. Diversity also
means to represent scholars at different levels of their careers.
No ARDIN member shall discriminate against any other ARDIN member or others
outside of the organization on basis of gender, nationality, race, or religion.
Discrimination against these principles will not be tolerated and membership in
ARDIN can be withdrawn based on evidence of such behavior.
The association is incorporated as a legal entity in Amsterdam, the Netherlands.
During its foundational year, members of the former ICIDS Steering Committee
continue to serve as the ARDIN board as approved by the first general assembly at
ICIDS 2018 in Dublin, Ireland.
Organization

Organization Committee
General Chair
R. Michael Young University of Utah, USA

Program Committee Chairs


Rogelio E. Cardona-Rivera University of Utah, USA
Anne Sullivan Georgia Institute of Technology, USA

Workshop Chair
Jichen Zhu Drexel University, USA

Local Arrangements Chair


Corrinne Lewis University of Utah, USA

Art Exhibit Co-chairs


Ryan Bown University of Utah, USA
Brian Salisbury University of Utah, USA

Doctoral Consortium Chair


Ben Samuel University of New Orleans, USA

Communication Chair
Rushit Sanghrajka University of Utah, USA

Demonstrations Chair
Max Kreminski University of California, Santa Cruz, USA

ARDIN Officers and Board


Founding Chair of the Board
Hartmut Koenitz University of the Arts Utrecht, The Netherlands

Founding Treasurer
Frank Nack University of Amsterdam, The Netherlands
x Organization

Board Members
Luis Emilio Bruni Aalborg University, Denmark
Andrew Gordon University of Southern California, USA
Mads Haahr Trinity College Dublin, Ireland
Lissa Holloway-Attaway University of Skövde, Sweden
Alex Mitchell National University of Singapore, Singapore
Valentina Nisi University of Madeira, Portugal
David Thue Carleton University, Canada
Rebecca Rouse Rensselaer Polytechnic Institute, USA

Program Committee Area Chairs


Creating the Discipline: Interactive Digital Narrative Studies
Hartmut Koenitz University of the Arts Utrecht, The Netherlands
Alex Mitchell National University of Singapore, Singapore

Impacting Culture and Society


Joshua Fisher Columbia University, USA
Rebecca Rouse Rensselaer Polytechnic Institute, USA

Interactive Digital Narrative Practices and Applications


Sandy Louchart Glasgow School of Art, UK
Theresa Jean Tanenbaum University of California, Irvine, USA

Investigating Our History


Mark J. Nelson American University, USA
James Ryan Raytheon BBN Technologies, USA

Theoretical Foundations
John Murray University of Central Florida, USA

Technologies
Chris Martens North Carolina State University, USA
Justus Robertson North Carolina State University, USA

Human Factors
Christian Roth University of the Arts Utrecht, The Netherlands
Nicolas Szilas University of Geneva, Switzerland

Program Committee
Devi Acharya University of California, Santa Cruz, USA
Giacomo Albert Università degli Studi di Pavia, Italy
Organization xi

Kasper Ingdahl Andkjær Université de Genève, Switzerland


Ruth Aylett Heriot-Watt University, UK
Sasha Azad North Carolina State University, USA
Byung-Chull Bae Hongik University, South Korea
Julio Bahamon UNC Charlotte, USA
Sojung Bahng Monash University, Australia
Alok Baikadi Pearson, USA
Ágnes Karolina Bakk Moholy-Nagy University of Art and Design, Hungary,
and Sapientia Hungarian University of Transylvania,
Romania
René Bakker HAN University of Applied Sciences, The Netherlands
Paulo Bala ITI-Larsys, Universidade Nova de Lisboa, Portugal
Jonathan Barbara Saint Martin’s Institute of Higher Education, Malta
Dan Barnard London South Bank University, UK
Nicole Basaraba Trinity College Dublin, Ireland
Mark Bernstein Eastgate Systems, Inc., USA
Leonid Berov University of Osnabrück, Germany
Kevin Bowden University of California, Santa Cruz, USA
Alice Bowman Abertay University, UK
Wolfgang Broll Ilmenau University of Technology, Germany
Luis Emilio Bruni Aalborg University, Denmark
Beth Cardier Sirius-Beta, USA
Rogelio E. Cardona-Rivera University of Utah, USA
Elin Carstensdottir Northeastern University, USA
Miguel Carvalhais INESC TEC, Universidade do Porto, Portugal
Marc Cavazza University of Greenwich, UK
Vanessa Cesário Madeira Interactive Technologies Institute, Portugal
Fred Charles Bournemouth University, UK
Fanfan Chen National Taiwan University, Taiwan
Yun-Gyung Cheong SKKU, South Korea
Grant Christman Children’s Hospital Los Angeles, USC Keck School
of Medicine, USA
Chris Crawford Storytron, USA
Colette Daiute City University of New York, USA
Rossana Damiano Università di Torino, Italy
Mara Dionisio ITI/LARSYS, Portugal
Esther Doorly Trinity College Dublin, Ireland
Teun Dubbelman HKU University of the Arts Utrecht, The Netherlands
Maria Engberg Malmö University, Sweden
Sergio Estupiñán University of Geneva, Switzerland
Rachelyn Farrell University of New Orleans, USA
Dan Feng Northeastern University, USA
Gabriele Ferri Amsterdam University of Applied Sciences,
The Netherlands
Mark Finlayson Florida International University, USA
Joshua Fisher Columbia University, USA
xii Organization

Arnau Gifreu-Castells University of Girona, Spain


María Goicoechea Universidad Complutense de Madrid, Spain
Elizabeth Goins Rochester Institute of Technology, USA
Andrew Gordon University of Southern California, USA
Mads Haahr Trinity College Dublin, Ireland
Charlie Hargood Bournemouth University, UK
James Harland RMIT University, Australia
Sarah Harmon Bowdoin College, USA
Brent Harrison University of Kentucky, USA
Lissa Holloway-Attaway University of Skövde, Sweden
Yvonne Howard University of Southampton, UK
Ichiro Ide Nagoya University, Japan
Yannis Ioannidis University of Athens, Athena Research Center, Greece
Ido Aharon Iurgel CCG Centro de Computação Gráfica, Portugal
Dennis Jansen Utrecht University, The Netherlands
Tom Jenkins ITU Copenhagen, Denmark
Timo Kahl Hochschule Rhein-Waal, Germany
Manos Karvounis University of Athens, Greece
Akrivi Katifori University of Athens, Greece
Geoff Kaufman Carnegie Mellon University, USA
Yoji Kawano Keio University, Japan
Sofia Kitromili University of Southampton, UK
Erica Kleinman Northeastern University, USA
Sebastian Knorr TU Berlin, Germany
Hartmut Koenitz University of the Arts Utrecht, The Netherlands
Vassilis Kourtis University of Athens, Greece
Max Kreminski University of California, Santa Cruz, USA
Satoshi Kurihara Keio University, Japan
Liting Kway National University of Singapore, Singapore
Ben Kybartas McGill University, Canada
Bjarke Alexander Larsen Aalborg University, Denmark
Mélody Laurent Chancellerie des Universités de Paris, France
James Lester North Carolina State University, USA
Boyang Li Baidu Research Institute, China
Grace I. Lin University of California, Santa Cruz, USA
Vincenzo Lombardo Università di Torino, Italy
Sandy Louchart Glasgow School of Art, UK
Domitile Lourdeaux UTC, France
Sarah Lugthart Avans University of Applied Science, The Netherlands
Lara J. Martin Georgia Institute of Technology, USA
Carlos Martinho Universidade de Lisboa, Lisbon
Chris Martens North Carolina State University, USA
Erik Massarczyk RheinMain University of Applied Sciences, Germany
David E. Millard University of Southampton, UK
Alex Mitchell National University of Singapore, Singapore
Eric Murnane University of Central Florida, USA
Organization xiii

John Murray University of Central Florida, USA


Frank Nack University of Amsterdam, The Netherlands
Mark J. Nelson American University, USA
Valentina Nisi Madeira Interactive Technologies Institute, Portugal
Michael Nitsche Georgia Institute of Technology, USA
Nuno Nunes Madeira Interactive Technologies Institute, Portugal
David Olsen Aeiouy, USA
Ethel Ong De La Salle University, The Philippines
Luca Papale IUDAV, Italy
Federico Peinado Universidad Complutense de Madrid, Spain
Andrew Perkis Norwegian University of Science and Technology,
Norway
Antonio Pizzo Università di Torino, Italy
Marko Radeta Madeira Interactive Technologies Institute, Portugal
Annalisa Raffone L’Orientale University of Naples, Italy
María Cecilia Reyes Università degli Studi di Genova, Italy
Jessica Rivera Villicana Deakin University, Australia
Justus Robertson North Carolina State University, USA
Raquel Robinson University of Saskatchewan, Canada
Melissa Roemmele SDL Research, USA
Christian Roth University of the Arts Utrecht, The Netherlands
Sylvia Rothe Ludwig Maximilian University of Munich, Germany
Rebecca Rouse Rensselaer Polytechnic Institute, USA
Maria Roussou National and Kapodistrian University of Athens,
Greece
Jonathan Rowe North Carolina State University, USA
Carolina Beniamina Rutta University of Trento, Italy
James Ryan Raytheon BBN Technologies, USA
Anastasia Salter University of Central Florida, USA
Sytze Schalk Hogeschool voor de Kunsten Utrecht, The Netherlands
Henrik Schoenau-Fog Aalborg University, Denmark
Digdem Sezen Istanbul University, Turkey
Tonguc Ibrahim Sezen Rhine-Waal University of Applied Sciences, Germany
Yotam Shibolet Utrecht University, The Netherlands
Emily Short Freelance, USA
Cláudia Silva Madeira Interactive Technologies Institute, Portugal
Callum Spawforth University of Southampton, UK
Ulrike Spierling RheinMain University of Applied Sciences, Germany
Anne Sullivan Georgia Institute of Technology, USA
Torbjörn Svensson University of Skövde, Sweden
Nicolas Szilas University of Geneva, Switzerland
Theresa Jean Tanenbaum University of California, Irvine, USA
Mariet Theune University of Twente, The Netherlands
David Thue Reykjavik University, Iceland
Emmett Tomai University of Texas Rio Grande Valley, USA
Clark Verbrugge McGill University, Canada
xiv Organization

Mirjam Vosmeer Hogeschool van Amsterdam, The Netherlands


Eric Walsh Rensselaer Polytechnic Institute, USA
Pengcheng Wang North Carolina State University, USA
Stephen Ware University of Kentucky, USA
Nelson Zagalo University of Aveiro, Portugal

Additional Reviewers

Hameed, Asim
Irshad, Shafaq
Katifori, Akrivi
Contents

Creating the Discipline: Interactive Digital Narrative Studies

Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality . . . 3


Saylee Bhide, Elizabeth Goins, and Joe Geigel

A Model for Analyzing Diegesis in Digital Narrative Games . . . . . . . . . . . . 8


Erica Kleinman, Elin Carstensdottir, and Magy Seif El-Nasr

An Educational Program in Interactive Narrative Design . . . . . . . . . . . . . . . 22


Hartmut Koenitz, Teun Dubbelman, and Christian Roth

Challenges of IDN Research and Teaching. . . . . . . . . . . . . . . . . . . . . . . . . 26


Hartmut Koenitz and Mirjam Palosaari Eladhari

Is “Citizen Kane” Moment Coming? - A Research on Chinese VR


Documentary Practice and Storytelling. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Chanjun Mu

Impacting Culture and Society

Someone Else’s Story: An Ethical Approach to Interactive Narrative Design


for Cultural Heritage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Rebecca Rouse

Interactive Digital Narrative Practices and Applications

Practical Insights for XR Devised Performances . . . . . . . . . . . . . . . . . . . . . 63


Joshua A. Fisher, Melissa Foulger, and Jennifer Edwards

Using Ink and Interactive Fiction to Teach Interactive Design. . . . . . . . . . . . 68


Kenton Taylor Howard and Rachel Donley

How Relevant Is Your Choice?: User Engagement and Perceived Agency


in Interactive Digital Narratives on Video Streaming Platforms . . . . . . . . . . . 73
Lobke Kolhoff and Frank Nack

Designing and Developing Interactive Narratives for Collaborative


Problem-Based Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Bradford W. Mott, Robert G. Taylor, Seung Y. Lee, Jonathan P. Rowe,
Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver,
and James C. Lester
xvi Contents

The ‘Angstfabriek’ Experience: Factoring Fear into Transformative


Interactive Narrative Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Christian Roth

Spaceline: A Concept for Interaction in Cinematic Virtual Reality. . . . . . . . . 115


Sylvia Rothe and Heinrich Hussmann

Facilitating Information Exploration of Archival Library Materials Through


Multi-modal Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Zev Battad, Andrew White, and Mei Si

The Impact of Multi-character Story Distribution and Gesture


on Children’s Engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Harrison Jesse Smith, Brian K. Riley, Lena Reed, Vrindavan Harrison,
Marilyn Walker, and Michael Neff

Dungeon on the Move: A Case Study of a Procedurally Driven Narrative


Project in Progress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Maurice Suckling

Choose Your Permanent Adventure: Towards a Framework


for Irreversible Storygames. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Kenneth Tan and Alex Mitchell

The Potential of Interactive Digital Narratives. Agency and Multiple


Perspectives in Last Hijack Interactive. . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Renske van Enschot, Iris Boogaard, Hartmut Koenitz,
and Christian Roth

Theoretical Foundations

Leveraging Machinima to Characterize Comprehension


of Character Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Kara Cassell and R. Michael Young

Narrative Urgency: Motivating Action in Interactive Digital Media . . . . . . . . 178


Bjørn Anker Gjøl, Niels Valentin Jørgensen, and Luis Emilio Bruni

“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic


Constructivism in Variable State’s Virginia . . . . . . . . . . . . . . . . . . . . . . . . 183
Ryan House

The Story We Cannot See: On How a Retelling Relates to Its Afterstory . . . . 190
Bjarke Alexander Larsen, Luis Emilio Bruni, and Henrik Schoenau-Fog

“Well, That was Quick” – Towards Storyworld Adaptivity that Reacts


to Players as People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Bjarke Alexander Larsen and Henrik Schoenau-Fog
Contents xvii

A Spectrum of Audience Interactivity for Entertainment Domains . . . . . . . . . 214


Alina Striner, Sasha Azad, and Chris Martens

Towards Intelligent Interactive Theatre: Drama Management


as a Way of Handling Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Nic Velissaris and Jessica Rivera-Villicana

Technologies

Towards Procedural Generation of Narrative Puzzles


for Adventure Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Barbara De Kegel and Mads Haahr

JUNGLE: An Interactive Visual Platform for Collaborative Creation


and Consumption of Nonlinear Transmedia Stories . . . . . . . . . . . . . . . . . . . 250
Mubasir Kapadia, Carlos Manuel Muniz, Samuel S. Sohn, Ye Pan,
Sasha Schriber, Kenny Mitchell, and Markus Gross

Felt: A Simple Story Sifter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267


Max Kreminski, Melanie Dickinson, and Noah Wardrip-Fruin

Toolkit for the Creation of a Drama Dataset . . . . . . . . . . . . . . . . . . . . . . . . 282


Vincenzo Lombardo, Rossana Damiano, and Antonio Pizzo

Villanelle: An Authoring Tool for Autonomous Characters


in Interactive Fiction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
Chris Martens and Owais Iqbal

A Hierarchical Approach for Visual Storytelling Using Image Description . . . 304


Md. Sultan Al Nahian, Tasmia Tasrin, Sagar Gandhi, Ryan Gaines,
and Brent Harrison

A Knowledge Representation for Planning-Based Story Generation Applied


to the Manual and Automatic Encoding of Plot. . . . . . . . . . . . . . . . . . . . . . 318
Rushit Sanghrajka and R. Michael Young

SHOWRUNNER: A Tool for Storyline Execution/Visualization


in 3D Game Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Rushit Sanghrajka, R. Michael Young, Brian Salisbury,
and Eric W. Lang

Using VR to Simulate Interactable AR Storytelling . . . . . . . . . . . . . . . . . . . 328


Torbjörn Svensson

Firebolt: A System for Automated Low-Level Cinematic


Narrative Realization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333
Brandon R. Thorne, David R. Winer, Camille Barot,
and R. Michael Young
xviii Contents

Interactive Narrative Generation Using Location and Genre


Specific Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Jon Womack and William Freeman

Emotion-Based Story Event Clustering . . . . . . . . . . . . . . . . . . . . . . . . . . . 348


Hye-Yeon Yu, Seohui Park, Yun-Gyung Cheong, Moon-Hyun Kim,
and Byung-Chull Bae

Human Factors

Embodying Cognitive Processes in Storytelling Interfaces for Children . . . . . 357


Sarah Anne Brown, Sharon Lynn Chu, and Trystan Loustau

Towards a Gesture-Based Story Authoring System: Design Implications


from Feature Analysis of Iconic Gestures During Storytelling . . . . . . . . . . . . 364
Sarah Anne Brown, Sharon Lynn Chu, Francis Quek,
Pomaikai Canaday, Qing Li, Trystan Loustau, Sindy Wu,
and Lina Zhang

When Did I Lose Them? Using Process Mining to Study User Engagement
in Interactive Digital Narratives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
Sergio Estupiñán and Nicolas Szilas

Effects of Higher Interactivity on the Interactive Narrative Experience:


An Experimental Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Liudmyla Gapiuk, Sergio Estupiñán, and Nicolas Szilas

Towards a Quality Framework for Immersive Media Experiences:


A Holistic Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
Asim Hameed, Shafaq Irshad, and Andrew Perkis

The Effects of Interactive Emotional Priming on Storytelling:


An Exploratory Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 395
Nanjie Rao, Sharon Lynn Chu, Randi Weitzen Faris, and Daniel Ospina

Cognitive Training for Older Adults with a Dialogue-Based,


Robot-Facilitated Storytelling System . . . . . . . . . . . . . . . . . . . . . . . . . . . . 405
Seiki Tokunaga, Katie Seaborn, Kazuhiro Tamura,
and Mihoko Otake-Matsuura

Doctoral Consortium

Companionship Games: A Framework for Emotionally Engaging


and Empathetic Interactive Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413
Alice Bowman
Contents xix

Towards Design Principles for Fashion in Interactive Emergent Narrative . . . 418


Kenneth Chen

A Design Framework for Learning About Representation in Video Games


Through Modification of Narrative and Gameplay. . . . . . . . . . . . . . . . . . . . 422
Kenton Taylor Howard

Demonstrations

The Book of Endless History: Authorial Use of GPT2


for Interactive Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429
John Austin

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 433


Creating the Discipline: Interactive
Digital Narrative Studies
Experimental Analysis of Spatial Sound
for Storytelling in Virtual Reality

Saylee Bhide(&), Elizabeth Goins, and Joe Geigel

Rochester Institute of Technology, Rochester, NY 14623, USA


{smb6390,esggsh}@rit.edu, jmg@cs.rit.edu

Abstract. Spatial sound is useful in enhancing immersion and presence of the


user in a virtual world. The spatial audio design allows the game designer to
place audio cues that appropriately match with the visual cues in a virtual game
environment. These localized audio cues placed in a story based game envi-
ronment also help to evoke an emotional response from the user and construct
the narrative of the game by directing the user’s attention towards the guiding
action events in the game. Our paper explores the usefulness of spatial sound for
improving the performance and experience of a user in a virtual game envi-
ronment. Additionally, with the help of the relevant subjective and objective
inferences collected from a user study conducted on three different test cases, the
paper also analyzes and establishes the potential of spatial sound as a powerful
storytelling tool in a virtual game environment designed for Virtual Reality.

Keywords: Spatial sound  Storytelling  Virtual Reality

1 Introduction

Virtual Reality (VR) is a powerful platform for conveying narratives through games
and films. In a story based virtual environment, badly designed environment may cause
confusion and break the flow of the experience to negatively affect immersion. In a
well-designed environment, appropriate visual and audio cues may be embedded in the
game space to evoke emotional response, construct the underlying narrative, and
contribute to presence and immersion while still preserving game interactivity [4]. The
current discussions in game design posit that VR sound design should mimic real
sound environments by employing fully spatialized sound so that spatial immersion
and presence are supported by the audio components [2]. However, it is an ongoing
debate on the usefulness of spatial sound in achieving total immersion [7]. Further-
more, although the idea of using visuals and audio as a storytelling tool in a game
environment has been suggested, little has been discussed about spatial sound as an
influence in conveying narrative [3]. This is a preliminary study that contributes to the
field of spatial storytelling by studying the influence of audio cues on player experi-
ence. The goals of this study are to (1) Evaluate the impact of spatial sound on a user in
a virtual environment and its contribution to immersion; and (2) Analyze the signifi-
cance of spatial sound as a storytelling tool in a virtual game environment.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 3–7, 2019.
https://doi.org/10.1007/978-3-030-33894-7_1
4 S. Bhide et al.

2 Background and Related Work

The guidelines for interactivity and narrative in a virtual game environment are often
conflicting [6]. Jenkins established a relationship between games and stories by
introducing a spatial aspect to merge narrative and interactivity into game design.
Besides visual cues [3], spatial sound cues embedded in the space can also evoke an
emotional response and construct the narrative. The influence of spatial audio on
immersion has been implied in a general context but the parameters of incorporating
spatial audio in a virtual environment remain unclear. On the face of it, employing
spatial audio, with its higher fidelity to the natural world, seems an obvious choice.
However, spatial audio is vulnerable to creating the “Uncanny Aural Valley” in VR, an
audio equivalent of “Uncanny Valley” [7]. Also, sound, like graphical components,
demand processing resources which can result in competition for allocation of
resources between audio and video at run-time [5]. These insights lead to questioning
the need of sonic realism for VR storytelling thereby, offering a designer an audio-
related choice for the development of immersive worlds [7].

3 Experimental Design and Implementation

Charlotte, is a VR door puzzle set in a haunted mansion wherein the narrative is to pass
through multiple rooms via doors that can be operated with the help of switches [1].
Each door has a spatial sound cue that indicates the opening or closing action
accordingly. Charlotte was modified to rid the game of all narrative game object
interactions and enrich the soundscape exclusively. Three sound cue categories were
introduced which were moderated as required. Door sounds are the sound cues for the
doors in the puzzle. In-place triggers activate the sound cue at the player’s location
when the player overlaps the location within the radius of the trigger. These are
intended to evoke fear in the player in form of a jump scare. Far-place Triggers
activate the sound cue at a distant location when the player overlaps the location within
the radius of the trigger. These are intended to influence the player’s direction by
capturing his attention towards the direction of the next room.

4 User Study

Three separate test cases which differ only with respect to the soundscape were
introduced. A no-sound test case was setup for one participant at the end of the study as
a control. For the Spatial Audio test case, door sounds, in-place triggers and far-place
triggers were rendered spatial. For the Ambient Audio test case, door sounds, in-place
triggers and far-place triggers were rendered ambient. For the Mixed Audio test case,
door sounds, in-place triggers and far-place triggers were moderated depending on how
each sound category would potentially impact the gameplay. The user-study was
conducted with 34 participants wherein equal number of participants were assigned a
single soundscape test case. The user-study was conducted individually, starting with a
pre-experiment questionnaire, participating in an introductory test environment,
Experimental Analysis of Spatial Sound for Storytelling in VR 5

participating in the VR puzzle and then the post-experiment questionnaire. The time to
finish the complete experiment was estimated to be around 45 min. The main measures
in this experiment is the time to solve the puzzle and the subjective experience mea-
sured by the 24 questions on engagement, engrossment, participation and immersion in
the post-experiment questionnaire.

5 Results

All the participants are equally Engaged with the environment irrespective of the sound
condition. There are slight differences between the Engrossment levels, however,
consistently, spatial and mixed case results have no significant differences. The same
applies to both the Participation and Immersion levels, where in there is a significant
difference between spatial case and ambient case, and mixed case and ambient case, but
no significant difference between the spatial and mixed tests case results. Therefore, we
conclude by saying that both spatial and mixed audio helped to achieve total
immersion and provided the best experience. The inferences from the post-experiment
questionnaire results for spatial audio test case gave us evidence that spatial audio
helped the participants to construct the narrative in the environment. The participants
agreed that the spatial sound cues helped them understand the genre of the game and
also conveyed the emotion of the environment. To conclude, since spatial audio was
successful in constructing the narrative and evoking fear, it could potentially be a
powerful storytelling tool.

6 Discussion

Finding 1: The results do not statistically prove that spatial audio helped to improve
the player performance. Ambient sound performed better than spatial and mixed audio.
In our opinion, in the ambient sound test case, the player learned the spatial map of the
environment instead of relying on sound cues. In the spatial audio test case, the player
most likely followed the direction of the sound and overlooked the spatial mapping of
the environment. However, in the mixed sound test case, it is unclear whether the
participants were following the sound or learning the spatial map, therefore, the
average time taken to solve the puzzle lay between the average time taken for ambient
audio and spatial audio. Additionally, in the no sound test case condition, the partic-
ipant solved the puzzle in the average time. This gave us evidence that, in the absence
of sound, the participant relied on the spatial map of the environment. Due to the small
area of the environment, it was easy to memorize the spatial map. This served as
evidence that learning the spatial map in the absence of persuasive sound helped the
participants to solve the puzzle faster. Alongside varying participant knowledge and
familiarity with VR games, another reason for not having significant performance time
differences between the test cases could be the genre and nature of the game itself.
Many participants mentioned that fear dominated their sense of direction while some
stated that they were too focused on the task to notice the sounds.
6 S. Bhide et al.

Finding 2: Ambient sound evoked more fear with respect to spatial sound. Ambient
sounds were more jarring to the participants thereby startling them and triggering the
“fear of unknown” phenomenon due to the absence of directional audio information.
Finding 3: Environment exploration pattern varied with test case. In the ambient
sound scenario, we assume that on the first non-directional door sound, the participants
knew that they had to rely on visuals and memory to locate the door. The sound gave
away the occurrence of the event but not the location. Therefore, the participant was
observed to explore the environment piece by piece in search of the door. Since there
were multiple sound triggers placed in different parts of the room, the ambient sound
scenario participant was successful in activating almost all the triggers in the envi-
ronment. Conversely, in the spatial audio scenario, we assume that the first door sound
hinted to the player that they had to follow the sound. Therefore, on our visual
observation, we found that their movement initially was very quick and focused
towards the sound of the door. We also observed that since the participant did not try to
explore the environment thoroughly, the triggers that were located away from the doors
were not activated.

7 Conclusion

The results indicate that spatial audio did not help to improve the performance of the
player. This could have been due to the failure of the spatial sound cues, thereby,
allowing memorization of the spatial map of environment to aid in solving the task.
Nevertheless, spatial audio did positively affect the immersion and experience of the
player. However, the mixed sound test case performed almost on par with the spatial
audio test case. The equivalent performance of both indicates that the sound in the
environment can be optimized by rendering some parts as ambient and some as spatial,
thereby making the environment relatively computationally inexpensive. Therefore,
sonic realism although desired, can be compensated by appropriately designing the
sound cues. When creating narrative rich VR environments, the results indicate that
designers should consider what is needed, story wise, from the sound. Ambient sound
was interpreted by the players, the lack of directional information did not break
immersion but rather supported the thematic aspects of the environment. Ambient
sound also did not hinder player performance, rather players employed different
strategies to progress. The strategy employed for the ambient scenario encouraged
exploration and slower pacing. On the other hand, the spatial sound scenario encour-
aged focus on task and quicker pacing.

References
1. Goins, E., et al.: Charlotte. Game, MAGIC (2016)
2. Goins, E.: Personal communication. GDC VR discussion (2018)
3. Jenkins, H.: Game design as narrative. Computer 44(53), 118–130 (2004)
4. Altman, R.: Tackling VR storytelling challenges with spatial audio. https://postperspective.
com/tackling-vr-storytelling-challenges-spatial-audio/. Accessed 16 July 2019
Experimental Analysis of Spatial Sound for Storytelling in VR 7

5. Superpowered: How 3D Spatialized Audio Bottlenecks Virtual Reality Video. https://


superpowered.com/3d-spatialized-audio-virtual-reality. Accessed 18 July 2019
6. The Designer’s Notebook: Three Problems for Interactive Storytellers, Resolved. https://
www.gamasutra.com/view/feature/189364/the_designers_notebook_three_php. Accessed 16
July 2019
7. Video Game Composers: The Art of Music in Virtual Reality (GDC 2018) (2018). https://
www.gamasutra.com/blogs/WinifredPhillips/20180213/314609/Video_Game_Composers_
The_Art_of_Music_in_Virtual_Reality_GDC_2018.php. Accessed 16 July 2019
A Model for Analyzing Diegesis in Digital
Narrative Games

Erica Kleinman(B) , Elin Carstensdottir, and Magy Seif El-Nasr

Khoury College of Computer Sciences, Northeastern University,


Boston, MA 02115, USA
kleinman.e@husky.neu.edu, elin@ccs.neu.edu,
m.seifel-nasr@northeastern.edu

Abstract. Effectively communicating information about the diegetic


boundary of a story world is critical to interactive narratives in games. It
is crucial to the player’s ability to reason about how the game establishes
and limits their options for interaction. However, games have proven dif-
ficult to apply traditional models of diegesis to, due to their interac-
tive nature. Having a model for analyzing diegesis in interactive story-
telling games could prove beneficial for the examination of communi-
cation between designer and player. In this paper, we present possible
foundations of such a model, using film theory and the Interaction Model
for Interactive Narratives as a lens. We define constructs and components
that can be used to identify, isolate, and examine elements of a narrative
game that define its diegetic experience and, through four case studies,
demonstrate the utility of the model in analyzing the effects of diege-
sis and include observations on how to improve communication about
diegetic boundaries between designer and player.

Keywords: Diegesis · Interactive Narrative · User experience ·


Communication · Interaction design · Narrative design

1 Introduction

Establishment of story world is of crucial concern to any interactive narrative


endeavor regardless of format. Whether it is through establishing a common
ground for live action role play, a set of rules for a card game, or constraining
the range of action relevant to an ARG, the player needs to have a clear sense
of where the story world begins and where it ends. The player’s awareness of
the story world boundary allows them to reason about what knowledge they
can apply to their interaction within the world. Players will approach a story
world, and formulate hypotheses about its boundary, from multiple points of
view, depending on what inferences they have access to as a result of previous
experiences, whether that be from other games or the real world. If a story
world boundary is not well established or blurred, the player will rely on previous
experience to guide them. Previous work has established that players can transfer
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 8–21, 2019.
https://doi.org/10.1007/978-3-030-33894-7_2
A Model for Analyzing Diegesis in Digital Narrative Games 9

inferences from a game to the real world [38], making the study of how story
world boundaries are established and maintained through design of significant
importance in the study of not only interactive narratives, but broadly for how
people transfer and apply knowledge between games and the real world.
For digital games, such boundaries are often blurred. Menus, interfaces, and
in-game systems, elements outside the defined frame of the story world, are often
used to facilitate narrative interaction and communication, while simultaneously
acting as a gateway between the player and the story world [18]. While interact-
ing with them, the player will try to understand and reason about which actions
will impact narrative progression [4]. For the player, differentiating between ele-
ments within and outside the frame of the story world becomes even more com-
plex when elements outside the conventional frame of the game world, such as
the file system of the computer, are used to progress the narrative. Designers
need to be able to communicate to the player where the boundaries of the story
world lie and what actions exist within it.
In non-interactive media, specifically film, such boundaries, and the naviga-
tion thereof, are discussed and defined in relation to diegesis. There are multi-
ple definitions of diegesis in different mediums. Theater, as far back as ancient
Greece, used the terms “diegetic” and “mimetic” to refer to narrated and enacted
stories, respectively [1,31,43]. By contrast, previous work in literature and film
discusses diegesis in a manner similar to theories of fabula, where there is a dis-
tinct separation of the world of the story as it exists, and the events of the story
as they are presented [3,15]. Within the medium of film, specifically, the concept
of diegesis is concerned with establishing a universe within which the events of
the story occur [15,31,42,46].
Borrowing from film, for the purpose of this paper, diegesis will be defined
as the frame and contents of the story world that is presented to a player,
confined within the software window that the interactive narrative and/or game
is presented within. A diegetic boundary, like film, denotes that there exists a
conceptual story world frame that distinguishes it from the apparatus. Diegetic
elements exist, or originate from sources, within the story world, while non-
diegetic elements come from outside of it.
While there has been much work by the community to generate a formal
understanding of how diegetic boundaries are established and interacted with
by players [6,11,18,26,40], currently, there is no fully developed, generalizable
model of diegesis in digital games. This results in situations where games that
try to blur the boundaries of the storyworld can confuse and frustrate players.
If the means they have to navigate them are not clearly communicated, players
may encounter unexpected narrative ramifications. For example, characters in
Undertale [12] will frequently inform the player that they should not perform
violent actions, such as killing the enemies they encounter. However, due to the
existing conventions of role playing games, Undertale’s genre, many players fail
to recognize these as actual instructions and do not understand that ignoring or
defying them will have plot-relevant consequences. While this confusion might be
part of authorial intent, it is important to acknowledge that this will violate the
10 E. Kleinman et al.

expectations of many players that want to play the game in a manner aligned
with their own goals. This violation of expectations may then lead to player
frustration and loss of interest. This is becoming a more pressing concern as
designers explore these diegetic boundaries more frequently, for example through
4th wall breaking and rewind mechanics [22,23]. A formal understanding of
diegesis in games can help designers conventionalize how the boundaries of a
story world can be communicated to the player. Which can, in turn, help control
for player expectations as well as minimize frustration and confusion.
Previous work in games and diegesis have shown the potential of the film
studies approach in which the focus is on the division and relationship between
the audience and the storyworld [6,24,39,40]. However, existing work has also
illustrated that the film studies approach on its own is not enough to account
for the interactive nature of games [11,19,40]. In addition, it’s important to
note that diegesis does not have an agreed upon definition in the literature for
interactive storytelling. It is not the intent of the authors that the work presented
here provide such a definitive definition of diegesis, but rather, a point of view
to consider when analyzing diegesis in any form for interactive stories. Building
on film studies, we expand the existing understanding of diegesis to account
for interactivity. Using previous work and the Interaction Model for Interactive
Narratives [4,5], we develop an initial model for analyzing diegesis in games, from
the perspective of how players perceive what their diegetic action set is and how
the narrative can be progressed. We illustrate the use of the model through four
case studies. In each case study we analyze a single game, OneShot [27], The
Stanley Parable [13], The Wolf Among Us [45], and Harry Potter: Wizards Unite
[32] in terms of its diegetic experience.

2 Related Work
2.1 Diegesis in Non-interactive Media
In ancient Greek theater, the term diegetic was conceived to refer to theatrical
narratives that were delivered through the speech of a narrator. It was used
in contrast to the term mimetic, which referred to narratives delivered through
the actions or speech of an actor, spoken as the character they are imitating
[1,31,43]. Unlike theater, literature has only text at its disposal, thus, mimesis,
in the traditional sense where it means storytelling through imitation [1], does
not exist. Instead, literature focuses on diegesis in terms of layers [1,3,29] and
as a way of identifying where the boundaries of the story world lie [3,15].
Like theater, film contains visual, enacted elements. However, as a medium,
film is more concerned with the establishment of the story space, rather than
exploring the difference between different modes of storytelling [21,34,42,46].
As a result, similar to literature, film also considers diegesis in terms of marking
the separation between the universe in which the events of the story occur, and
the universe that exists beyond that [8,15,31,42,46]. In this context, diegetic
refers to the represented world of the story that is displayed on the screen, while
anything beyond that world, such as background music, title screens, or even
A Model for Analyzing Diegesis in Digital Narrative Games 11

the audience, is non-diegetic [31]. The screen, as a window or a frame [8], acts
as a border between the worlds, granting the audience a view of the story world
on the other side. However, a film only shows parts of the world within the
screen, communicated to the audience by the filmmaker. It is the role of the film
viewer, informed by conventions of the art, to piece the fragments together into
a perception of the diegetic world within [7]. To further enhance this interpretive
process, the film maker uses various tools for communicating details regarding
the diegetic world to the viewer [8,15].
Film sound is one of the most commonly used tools for diegetic communica-
tion, to the point where it is almost ambiguous with conventional storytelling
methods in film [8,15]. Diegetic sounds, those that originate from an on-screen
source, are those that the characters within the storyworld can observe or be
affected by, while non-diegetic sounds, those with no source, exist for the sake
of the viewer [8,35]. To the audience, non-diegetic sounds, such as soundtracks
and audio effects, set the mood of a scene, foretell events to come, and con-
vey meaning that may not be explicitly shown or stated [8,15,31,35,46]. Fur-
ther, non-diegetic sounds were used often, in early film, to mask the presence
of the film projector, also referred to as “apparatus” [34,42]. Diegesis in film is
an understanding of the boundary between the world of the film’s events and
the world in which the audience resides, and the positioning of said boundary
is an established convention of the medium [7,8]. This clear boundary allows
for filmmakers to rely on conventions of their craft to leverage both diegetic
and non-diegetic elements to clearly communicate narrative information to their
audience.

2.2 Diegesis in Games


Unlike film, in games the boundary between the diegetic world of the game
and the non-diegetic world of the player becomes permeable. For example, non-
diegetic sound, such as a soundtrack or audio effects, will influence the way the
player perceives events and influence the actions they take. These actions are
diegetic and have diegetic consequences, but are informed and enacted by non-
diegetic entities [17,19,25]. In this sense, games are a medium where the diegetic
world can be dynamically influenced and manipulated by the non-diegetic world,
effectively blurring the boundary between the two spaces.
Despite these differences, games, like film, rely on visuals, text, sound effects,
and music to create the illusion of a world beyond the events framed by the
game window [18,39]. As such, film theory has been successfully used to discuss
games, how they establish diegetic story worlds, and how the player relates to and
navigates such worlds [6,7,20,24,39]. One example, is Crick’s use of Sobchack’s
theory of a “film body” to analyze camera perspectives in games in order to
better reason about how players are able to simultaneously exist in multiple
spaces [6]. However, existing work that utilizes film theory to examine games
has not focused on the synthesis of a model that can be used, specifically, to
analyze diegesis in games as a unique medium.
12 E. Kleinman et al.

Much of the existing work on diegesis in digital game environments concerns


itself with the idea of a story world, the diegetic space of that world, the main-
tenance of the illusion of that world’s reality [10,26,37,44], the analysis of how
players interact with and understand that world [6,11,18], and how diegesis is
constructed between participants of role playing games [28,30]. The positioning
of the player within the diegetic storyworld, and the ways in which the player
can manipulate both character and view, are believed to impact the ways in
which the player perceives their interaction with the diegesis [6,39,40]. Unlike
film, where the director has complete control over what is on the screen at any
moment, games allow the player to manipulate their field of view, meaning that
there is no guarantee that they will see what the designer intends them to [7].
Similarly, the control of game progression that is allowed by interactivity means
that a gameplay experience may not be the same every time or for everyone [11].
Such freedom of action can make it difficult for designers to establish a diegetic
world through the same conventions as film. This makes framing and presenta-
tion of information about the diegesis a significant design concern. Games have
developed their own conventions for establishing such a diegesis, often using non-
interactive elements, such as cutscenes, as a form of narration that establishes a
diegetic playground in which the player can take action [10,24]. Another tool for
this purpose is sound, which, like film sound, is closely linked to the discussion
of diegesis. Horror games, for instance, take advantage of trans-diegetic sounds,
which cross the barrier between the diegetic world and the player’s world, to put
the player in a state of discomfort, or alert them of incoming action they must
prepare for [17,19,25].
Although film theory has informed existing analysis of game diegesis, film
theory alone cannot properly account for the interactive nature of games, for
reasons similar to why Ferri argues that a pure literary analysis is not ade-
quate [11]. Interaction is the defining characteristic that distinguishes games
as a unique medium. However, interaction is an element so at odds with the
maintenance of a diegetic world that games often go to great lengths to mask
their interface elements behind narrative explanations [7,44]. Further, because
the player’s actions can, and often will, impact the progression of the narrative,
it is important to communicate to the player what actions are available to them,
and which of those will have a diegetic impact.

3 The Model

For this initial model, we analyze diegesis in games through the lens of a user
experience (UX) feedback loop. In this context, a UX feedback loop is when the
player observes the story world, considers the information available, and builds
a plan of action. The player attempts to take action, in accordance with the
plan, and once their action has been performed, the player observes the impact
on the story world, and the loop repeats. Analyzing diegesis in this way allows
for distinguishing between what information is available to the player and what
is presented, and how that relates to what kind of diegetic impact a particular
A Model for Analyzing Diegesis in Digital Narrative Games 13

action might have. Distinguishing between these steps is necessary in order to


reason about and design narrative progression, which is foundational to inter-
active narrative games. To guide our analysis, we used the Interaction Model
for Interactive Narratives [4,5], which builds upon the same UX feedback loop,
and we augment the analysis using film theory, borrowing the idea of a diegetic
story world that is separate from the non-diegetic world of the audience and
the apparatus. We add additional variables to the model, specifically, to presen-
tation and feedback, sub-components of the Interaction construct, to describe,
analyze, and categorize what the designer communicates to the player about
the boundary between the diegetic and non-diegetic elements of the game. The
new sub-components are meant to be used either independently or within the
context of the interaction model as a whole. While we recognize that the con-
structs and components included in this paper are not exhaustive, we argue that
these present foundational concepts that are needed to analyze and differentiate
diegetic and non-diegetic elements in single player interactive narratives.

Fig. 1. An illustration of how the diegesis model (whose elements are highlighted in
blue) fits into the Interaction Model for Interactive Narratives [4, 5] (Color figure online)

To presentation, we add a new sub-component, “Framing”, referring to the


story information that the designer builds into the experience, that contains two
sub-categories: diegetic awareness and diegetic location. Diegetic awareness refers
to the extent to which characters that exist within the game narrative are aware
of the boundary between the diegetic (story world) and non-diegetic spaces. For
example, Noctis in Final Fantasy 15 [9] is not aware of the non-diegetic world
beyond the story, nor that the story world exists as a diegetic space within
that world. Thus, he has no diegetic awareness. By contrast, the Pods in Nier:
Automata [14] are aware of the player and speak with them directly. As such,
they do have diegetic awareness. Diegetic location refers to the metaphorical
positioning of narrative entities in relation to the boundary between the diegetic
14 E. Kleinman et al.

and non-diegetic spaces. In other words, whether the entity is located inside or
outside the fiction of the game. The people you interact with in Papers Please
[36] are positioned strictly within the diegetic world of the story, thus they have
a diegetic location. By contrast Monika, in Doki Doki Literature Club (DDLC)
[41], and Flowey, in Undertale [12], are both able to manipulate elements of the
apparatus that support their games, such as editing files or closing windows. At
the same time, both characters exist and are able to interact within the diegetic
world of the narrative. Thus, both characters can be categorized as having a
trans-diegetic location, or a location that exists both in the diegetic and non-
diegetic. Notably, a character’s awareness does not necessarily correspond with
their location. Despite their diegetic awareness, the previously mentioned pods
from Nier [14] exist exclusively within the story world and are unable to cross
the boundary. This means that their location is strictly diegetic.
To feedback, we add distinctions between diegetic and non-diegetic feedback,
whether the feedback is triggered by diegetic or non-diegetic (apparatus) inter-
action, and whether the feedback is visible to diegetic entities. Diegetic feedback
refers to changes that occur within the diegetic space of the storyworld and is
observable by the characters within it. For example, the characters’ responses
to the player’s dialogue choices in Oxenfree [33]. Non-diegetic feedback refers
to changes that occur outside of the diegetic space, either in the non-diegetic
interface or in the apparatus itself. For example, notifications in Long Live The
Queen [16] that notify the player of failed stat checks. We differentiate between
feedback in response to actions taken within or beyond the boundaries of the sto-
ryworld. Most games feature diegetic action, such as dialogue choices in Dragon
Age: Inquisition [2], however, DDLC [41] requires non-diegetic action, such as
having the player manipulate computer files in order to progress the narrative.
Feedback visibility is the extent to which the residents of the game’s storyworld
are aware of the feedback or actions that triggered it. In DDLC [41], when the
player takes non-diegetic action, Monika is aware of, and comments on, it.
Additionally, we define the new construct “Action Set”: the set of actions
available to the player. It contains two components: presented action set, the
action set that can be inferred from the affordances of the interface and infor-
mation from the story world, and implemented action set, the “actual” set of
actions that the player has access to in relation to what can progress the narra-
tive. Both have sub-components that refer to the set of actions available to the
player within the story world, the diegetic action set, and the set available to
the player outside of the story world, the non-diegetic action set, which could
be within the apparatus or outside of it. If the mapping between the presented
and implemented action sets is sufficiently overlapping, the player is more likely
to perceive their set of actions to be the same as, or close to, the “actual” set of
available actions, which allows them to more accurately reason about the narra-
tive and their place in it. This is especially important in games that transcend the
diegetic boundaries, and allow interaction with the apparatus to influence and
progress the narrative. For example, DDLC [41] invites the player to manipulate
files in order to progress the narrative, but the game does not explicitly articu-
late the exact limitations it poses on file manipulation and how that potentially
A Model for Analyzing Diegesis in Digital Narrative Games 15

impacts narrative progression. As a result, many players continuously manipu-


late irrelevant files in the hopes of finding new outcomes. While this may be a
deliberate design choice, clear communication about available action is the key
to allowing players to reason about how they can pursue their goals in game.
Combining all of these components into the UX loop: the player is presented
(see Fig. 1 for the Presentation construct) with information by observing the
story world. When the player formalizes their plan, they consider what actions
are afforded by the presented action set. The player then tries to take that
action, and if that action exists within the implemented action set, the action
will succeed and the player will be able to observe the consequences of their
action on the story world, and the loop continues.

4 Case Studies
To demonstrate the model’s use, we conducted four case studies on commercial
games that showcase different approaches to the diegetic experience for inter-
active narratives. The Wolf Among Us presents an isolated diegetic world. The
Stanley Parable makes reference to the non-diegetic world, but the available
actions in this space are limited. OneShot, embraces the non-diegetic to the fur-
thest degree by both acknowledging and establishing a non-diegetic action set.
Harry Potter: Wizards Unite, an alternate reality game, overlays a diegetic world
on top of the player’s non-diegetic world, creating the illusion of a merged space.

4.1 The Wolf Among Us


The Wolf Among Us [45] (TWAU) is an interactive adventure game in which
the player controls the character of Bigby Wolf as he attempts to solve a mur-
der mystery in a fantastical version of New York City. The player’s interaction
options consist of dialogue and action choices selected through menus, quick-time
events, and searching for clues in a 3D space. The game has a clearly defined
diegetic space, none of the characters are aware of the non-diegetic space beyond
the boundaries of the story world, and all story world entities are diegetically
located. Feedback occurs both within the diegesis, in the form of dialogue and
narrative events, and in the non-diegetic space in the form of notifications. While
the interface menus used to take action are not, themselves, diegetic, they are
presented such that they act as a mediation tool connecting the player to Bigby
through a mapping, allowing them to take diegetic action. Thus, all feedback
in TWAU is triggered by diegetic action. The game features no presented nor
implemented non-diegetic action set, only an implemented diegetic action set
within the story world, one which is clearly presented to the player.

4.2 The Stanley Parable


The Stanley Parable [13] is a interactive environmental narrative game, in which
the player influences progression by deciding where to go and what buttons to
16 E. Kleinman et al.

press via a first person view. During this process, a disembodied narrator will
direct the player and comment on their ability to follow or defy his instructions.
The narrator is diegetically located, but implies a degree of non-diegetic aware-
ness. Feedback, always in the form of dialogue and environmental events, and
most interaction, primarily through navigation, are diegetic. However, the game
relies on rewind to allow the player to explore the entire story [22,23]. This is an
example of a non-diegetic interaction (restarting the game) triggering diegetic
feedback (the narrator comments on the player doing this). The implemented
diegetic action set is clearly presented both visually and through the narrator’s
spoken instructions, however the non-diegetic action set within the apparatus
(the ability to experience more by restarting the game) is only implied through
context clues and the narrator’s dialogue.

4.3 One Shot


OneShot [27] is a role playing game in which the player must aid the character
Niko on their quest to restore light to the world. The game expresses explicit
self awareness of its existence as a game, acknowledges the player as an entity
separate and unique from Niko, and requires the player to perform actions within
their computer in order to progress. Numerous characters posses non-diegetic
awareness, and diegetic location also varies depending on the character. Despite
being aware, the Author’s followers are strictly diegetically located. Niko, mostly
diegetically located, is able to cross the boundary into the non-diegetic at the
end of the game, placing them in a trans-diegetic location along with The Entity,
who is able to manipulate and speak through the player’s computer, but also
appears within the story world. Finally, The Author, who never appears inside
the story world, only communicates with the player via their computer, and thus,
is strictly non-diegetically located. Both the story world and apparatus action
sets are presented through dialogue with various characters, and feedback is both
diegetic, character dialogue and story world updates, and non-diegetic, changes
to the computer. Feedback can be triggered by interactions both within the
storyworld, such as traveling to a location, or the apparatus, such as rewinding
[22,23] and moving or deleting files. Non-diegetic feedback is only explicitly
visible to The Entity and The Author.

4.4 Harry Potter: Wizards Unite


Harry Potter: Wizards Unite [32] is a narrative driven, location based, aug-
mented reality game where players assume the role of a wizarding world resident
charged with retrieving wayward magical artifacts. The game was analyzed soon
after launch (version 2.0.1.). The goal of the player is to collect diegetic elements
that are scattered about the physical, non-diegetic world. The player does this by
walking around, a non-diegetic interaction, while tracking their location dieget-
ically on an in-game map. The player is physically located in a non-diegetic
space, and performing non-diegetic interaction that results in diegetic feedback.
Simultaneously, the player is narratively located in a diegetic space. The player
A Model for Analyzing Diegesis in Digital Narrative Games 17

engages with the non-diegetic action set until they encounter a diegetic ele-
ment, at which point they transition from the non-diegetic space to the diegetic
space, in order to do battle, mix potions, or collect items. Because the game is
dependent on the apparatus to function, it attempts to mask it through diegetic
explanations, such as referring to it as a magical map. However, when the player
transitions from the non-diegetic interaction to the diegetic, the mask slips away
as the apparatus becomes the controller through which the player is able to see
and interact with the diegetic action set. A notable exception is the portkey
interaction, which incorporates both non-diegetic and diegetic interaction simul-
taneously. Elements of the diegetic world are framed as being embedded within
the non-diegetic world, but can only be observed and interacted with by the
player through the phone screen. Thus, the diegetic world exists in an overlay
that sits atop the non-diegetic, creating the illusion of a merged space.

4.5 Discussion and Comparison


Using the model, we are able to identify how the four games differed in their
approaches to the diegetic experience. The Wolf Among Us has the least amount
of non-diegetic elements in its experience. Its characters have no non-diegetic
awareness or location, and are unable to see non-diegetic feedback. The same
is true for Wizards Unite where characters possess only diegetic awareness and
location. Further, feedback is never triggered by apparatus interaction in either
game. By contrast, both The Stanley Parable and OneShot contain some amount
of non-diegetic awareness and apparatus interaction. OneShot embraces the non-
diegetic experience to the furthest degree by also including characters who are
non-diegetically, and trans-diegetically, located, and including non-diegetic feed-
back. There is disparity in how the games establish and present their action
sets. The World Among Us and has no apparatus action set, and instead focuses
entirely on clearly presenting its story world action set. The Stanley Parable has
a limited apparatus action set, the player can only affect narrative progression
through rewinding, and presents this through implications in dialogue, menus,
and loading screens. OneShot has a much larger apparatus action set, though
still limited, and presents it much more explicitly, through direct instructions
and non-diegetic feedback. Wizards Unite does not have a non-diegetic action set
within the apparatus but does present a limited non-diegetic action set within
the physical world in allowing the player to walk around. Despite their dif-
ferences, all games contained diegetic feedback, feedback triggered by diegetic
interaction, and diegetically located characters. We argue that these elements
are conventional to narrative games.
OneShot and The Stanley Parable are notably similar in that both have at
least one diegetically located character that possesses non-diegetic awareness. In
both cases they are used to instruct and guide the player in relation to their
diegetic and non-diegetic action sets. For The Stanley Parable, this non-diegetic
awareness is not diegetically framed as part of the game story, which is very
explicitly about the relationship between the player and the designer, and the
nature of free will in digital games. As such, the framing of the non-diegetic
18 E. Kleinman et al.

awareness is non-diegetic. OneShot has a different, diegetic justification for the


non-diegetic awareness of its characters, related to how the story world exists
within a game, framing the non-diegetic awareness diegetically. Both games had
diegetic feedback triggered by non-diegetic interaction. For The Stanley Para-
ble, more branches of the story can be explored if the player restarts the game,
and the narrator comments on this action. In OneShot, rewinding, file manipula-
tion, and manipulation of program windows can all trigger narrative progression,
change the state of the game world, and trigger responses from characters.
A mapping that is close to being one to one between presented and imple-
mented action sets allows the player to reason about what actions are available
to them. A failure to establish such a mapping is likely to lead to confusion and
frustration. This is especially true for games that involve non-diegetic action
sets, as they must communicate the availability and limitations of actions in
said space to the player. Failure in doing so results in players who repeatedly
attempt to perform irrelevant actions within the apparatus under the assump-
tion that they may trigger narrative progression. This was observed as a possible
issue in both The Stanley Parable and OneShot. As an illustrative example, in
The Stanley Parable, the player may continuously restart the game believing
it’d be possible to find new story content by combining different sets of choices.
We observed that there needs to be diegetic feedback in response to non-
diegetic action to inform the player that their non-diegetic actions can have
story ramifications. Non-diegetic awareness seems to be used as an indicator of
there being the possibility of non-diegetic interaction having an effect on the
diegetic space. Further, establishing the non-diegetic awareness of a character
early on can ensure that the player understands when instructions are being
given diegetically, and avoid frustration as a result of misinterpretation, see
the Undertale [12] example discussed in the introduction. In both The Stanley
Parable and OneShot, diegetically located characters with non-diegetic awareness
are used to encourage and guide the player to the non-diegetic actions they can
take that will have diegetic consequences. However, non-diegetic awareness is not
necessary. Wizards Unite establishes a non-diegetic action set through diegetic
feedback alone. We acknowledge that these are only four case studies and that
it is likely that the current form of the model may not be sufficient to analyze
the diegetic experience in all types of interactive narrative games. However, we
argue that this model is a tool containing foundational concepts necessary for
understanding diegesis in the context of the player experience, and that this
foundation can be built upon in future work. Further, we argue that the games
selected, while not representative of all games, are suitable examples of the types
of approaches to diegesis that are exhibited in contemporary narrative games.

5 Conclusion

In this paper we proposed a model for analyzing diegesis in interactive narratives


in digital games, using film theory and the Interaction model for Interactive
Narratives as theoretical lenses and grounding. Diegesis is a term used to discuss
A Model for Analyzing Diegesis in Digital Narrative Games 19

the boundary and relationship that exists between a story world and its audience.
In the context of film studies, diegetic refers to what is contained within the story
as it exists and is presented to the audience with the assistance of an apparatus
(i.e. a projector). Non-diegetic, in contrast, refers to what is outside the story, but
presented to the audience in some form, such as a soundtrack that the characters
in the story world do not hear. Interactive storytelling media, such as digital
games, frequently explore these diegetic boundaries with interesting and widely
popular results. However, this traversal of diegetic boundaries can result in player
frustration and confusion, often in relation to narrative progression, when the
nature of the diegetic boundaries and the means provided to successfully traverse
them are not successfully communicated to the player.
Previous work for diegesis in games and interactive narrative has not focused
on developing models to analyze diegesis from the perspective of how it is com-
municated to and experienced by the player. This is important for identify-
ing usability and narrative understanding issues, especially for games that push
diegetic boundaries. In this paper we presented a theoretical grounding for such
a model, and demonstrated how the diegetic content and design of four different
types of interactive storytelling games could be compared and discussed using
the model. We found the model suitable for isolating the properties of each game
that defined its diegetic experience, and were able to compare these properties
across games in order to sufficiently describe the ways in which they differed.
We argue the model is beneficial in analyzing the ways in which games commu-
nicate the boundaries of the story world and the range of actions available to
the player. In addition to analysis, we argue that the proposed model can aid
in designing diegetic and non-diegetic elements that allow developers to better
predict how their players reason about narrative progression.
One example of the usefulness of this model is being able to identify and
analyze the elements that might cause player confusion and frustration. In the
Undertale [12] example discussed in the introduction, the game intentionally
subverts conventional diegetic boundaries. However, the characters’, non-diegetic
locations and awareness are established too late for many players to recognize
critical instructions that establish their diegetic and non-diegetic action sets. As
a result, many players are confused and frustrated when conventionally non-
diegetic interaction has diegetic consequences. While this was authorial intent,
in this particular case, it defies player expectations and can result in a negative
reaction that has put many players off playing the rest of the game. Using this
model during the design of interactive narrative games, especially those that
attempt to push the conventional boundaries of diegesis, can help ensure that
the players can understand the scope and impact of their actions and how it
affects their progression and experience with the story.
Going forward, we would like to further refine the model, and use it to analyze
diegetic and non-diegetic communication between characters and other elements
of the game and player in order to design such interaction more effectively.
We hope that proposing this model for the analysis of diegesis for interactive
narrative in games will help in future discussions about the various considerations
that diegesis impacts in game design and interactive storytelling.
20 E. Kleinman et al.

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An Educational Program in Interactive
Narrative Design

Hartmut Koenitz(&), Teun Dubbelman, and Christian Roth

Professorship Interactive Narrative Design, HKU University of the Arts Utrecht,


Nieuwekade 1, 3511 RV Utrecht, The Netherlands
{hartmut.koenitz,teun.dubbelman,
christian.roth}@hku.nl

Abstract. In recent years, interactive narrative design has become the main
activity of a diverse group professionals working in video games, agencies,
museums, at broadcasters, and online newspapers. At the same time, there has
been no degree program in interactive narrative design, which indicates that
many narrative designers are self-trained. By starting an educational program we
aim to address this problem, using the opportunity to also include perspectives
outside of games.

Keywords: IDN pedagogy  Game design education  Interactive digital


narrative

1 Introduction

A key missing piece in the further development of the field of interactive narrative
studies and practice is an educational program. So far, interactive narrative designers
are mostly self-trained. Many programs in game design offer only rudimentary edu-
cation, mostly a single class. The exception are a handful of programs in game writing.
Thus, any professional interactive narrative project can create a challenge, as there
are few trained designers to hire when it comes to games and none as soon as any non-
game project is concerned. Consequently, companies needing new recruits in this
position often have no choice but to engage in in-house training.
Yet, interactive narrative design is a growing area. In recent years, a growing
number of narrative-focused games (e.g. Telltale Games’ productions like The Walking
Dead [1], Firewatch [2] and Detroit: Become Human [3]) have gained critical acclaim
and commercial success. Additional forms such as interactive documentaries [4, 5],
exhibition pieces and journalistic interactives have alerted us to the possibilities of
narrative expressions that embrace the affordances and unique possibilities of digital
interactivity. This development needs to be reflected in education. So far, however, a
full degree program is elusive. Our approach is a first step - to offer a minor within a
game design program, yet with a clear cross-cutting perspective, integrating views on
works other than games.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 22–25, 2019.
https://doi.org/10.1007/978-3-030-33894-7_3
An Educational Program in Interactive Narrative Design 23

2 Minor Interactive Narrative Design

The minor Interactive Narrative Design has been developed because the game industry
in the Netherlands expressed the need for skilled interactive narrative designers. When
developing the narrative content for games, such as dialogues or storylines, game
studios often rely on scriptwriters. While these master the art of creating traditional,
fixed forms of storytelling, and understand the appeal of narrative experiences,
scriptwriters often cannot apply their mastery in an interactive context. In contrast,
game designers understand the art of interaction design, and see the appeal of inter-
active experiences, but often lack a deep understanding of narrative. On this profes-
sional backdrop, the minor targets game design students with an interest in designing
interactive narrative experiences.

2.1 Two Approaches: Unlearn and Reuse


The challenge for us as educators in the minor is to first help game design students
“unlearn” linear and static ways of storytelling, which still dominate school education
and public discourse about narrative [6]. We do this by expanding students’ under-
standing of narrative and raising awareness for alternatives to the dominant euro-centric
forms (e.g. multi-climactic and cyclical Africa oral storytelling forms or the ‘conflict-
less’ Asian form of Kishetenketsu).
Secondly, we train students to “reuse” their game design skills for narrative pur-
poses. Students first need to develop a new understanding of narrative; one that is not
based on established notions of storytelling, but one that understands narrative as a
cognitive meaning-making process [7, 8]. When they have acquired this alternative
understanding of narrative, they can start using their skillset in a new way. For
example, we ask students to design interesting narrative game mechanics [9], which
invite the player to perform actions that support the construction of engaging stories
and fictional worlds in the imagination of the player.

2.2 Trained Skillset


Our conversation partners in the games industry are well aware of the limitations of
auto-didactic knowledge in interactive narrative design, especially when it comes to
recruitment, teamwork, professional development and communication with clients.
Therefore, they see professional development programs as an important aspect for the
development of the field, which should run parallel to the training of new recruits. In
our conversations, a specific profile and skillset emerged. The interactive narrative
designer is the combination of a narrative artist, an interactive system designer, and a
vision holder. First, we consider interactive narrative designers to be artists, working
with interactive technologies as their medium of (self-)expression. The skills pertaining
to this narrative sensibility are, amongst others, the ability to imagine and express
engaging and believable characters, worlds, events and conflicts. Although they do not
necessarily have to been trained scriptwriters or visual artists, they do need to be able to
understand and apply the basic principles of writing and visualizing for an interactive
context. Second, they are system designers who need to be deeply aware that their
24 H. Koenitz et al.

Table 1. Skillset of the interactive narrative designer


Skills Basic Advanced Expert
(1) IDN design Student is able to Student is able to apply Student is able to
conventions recognize IDN design existing IDN design develop new (potential)
conventions in existing conventions in her own IDN design conventions
interactive narratives work
(2) Narrative Student understands the Student is able to applyStudent is able to apply
sensibility appeal of (interactive) her insight in the appeal
her insight in the appeal
narrative experiences of (interactive) narrative
of (interactive) narrative
and the basic experiences in her own experiences in her own
components of work work, creating works
(interactive) narrative with emotional impact
(3) Ideation and Student has worked Student has worked Student develops new
concepting incidentally with regularly with existing tools and methods for
existing tools and methods for ideation ideation and concepting
methods for ideation and concepting (e.g. Student develops
and concepting (e.g. IDN design canvas/IDN unexpected ideas and
IDN design canvas/IDN design lenses/IDN concepts
design lenses/IDN design branching cards)
design branching cards)
(4) Testing Student is able to Student is able to Student is able to
conduct existing user combine existing user develop new user
experience tests experience tests experience tests
(5) Prototyping Student masters three Student masters three Student masters three
methods for physical tools for simple digital tools for complex
prototyping (e.g. paper prototyping (e.g. Twine, digital prototyping (e.g.
prototyping, play Construct 3, Ren’Py) Unity, Unreal, Godot)
prototyping, preja vu
prototyping)
(6) Writing (for Student is able to Student is able to apply Student is able to
interaction) recognize ‘writing for ‘writing for interaction’develop new ‘writing
interaction’ techniques techniques in her own for interaction’
work techniques
(7) Audio-visualizing Student is able to Student is able to designStudent is able to
(for interaction) recognize the power of the audiovisual (and develop the audiovisual
audiovisual (and haptic) haptic) stimulus for (and haptic) stimulus
stimulus for narrative narrative expression (in (e.g. illustration,
expression concept) modelling, animation,
UI, etc.)
(8) Communication Student is able to share Student is able to share Student is able to share
ideas internally, ideas internally, ideas externally
supported by basic supported by advanced (offline/online),
communication tools communication tools supported by advanced
(e.g. pitch, slides) (e.g. video, prototypes) communication tools
(e.g. video, prototypes)
(9) Creative Student is able to Student is able to Student is able to
leadership integrate the various integrate the various integrate the various
elements of her own elements of a small team elements of a large team
work, supporting an production, supporting production, supporting
overall vision an overall vision an overall vision
An Educational Program in Interactive Narrative Design 25

creation is a dynamic artefact that already by itself at runtime can show intricate and
even unintended behaviors. Once interactors enter the picture, the complexity only
grows. The role of the designer is to plan for these effects and embrace a role of
“narrative architect” [10] who sets boundaries, and offers opportunities for meaningful
interaction. Third, as vision holder, it is the responsibility of the interactive narrative
designer to facilitate the vision of an interactive narrative project and communicate
about it internally with clients. This is a considerable responsibility due to the lack of
standardized procedures. Equally, interactive narrative is often little understood by
clients and the lack of an established lingo means that a considerable effort is needed to
prevent misunderstandings and ensure successful communication.
The multiple roles of the designer translate to an expanded skillset (Table 1) in
eight areas: interactive narrative design conventions, narrative sensibility, ideation and
concepting, testing, prototyping, writing (for interaction), audio-visualizing (for inter-
action), communication, and creative leadership. In each area we define three different
skill levels with expected knowledge/abilities at that level. In this way both educators
and students have a clear understanding where they stand and what they need to
accomplish to reach the next level.

3 Conclusion

In this paper, we have described the context of our educational efforts in IDN education
and outlined our approach in creating a minor in interactive narrative design. We invite
the community’s feedback and plan to report on the results after the program has first
run its course in early 2020.

References
1. Telltale Games: The Walking Dead [Video game] (2012)
2. Campo Santo: Firewatch (2016)
3. Quantic Dream: Detroit: Become Human (2018)
4. Dufresne, D.: Fort McMoney (2013). http://www.fortmcmoney.com
5. Duijn, M.: The Industry (2018). https://theindustryinteractive.com/
6. Koenitz, H., Dubbelman, T., Knoller, N., Roth, C.: An integrated and iterative research
direction for interactive digital narrative. In: Nack, F., Gordon, A.S. (eds.) ICIDS 2016.
LNCS, vol. 10045, pp. 51–60. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-
48279-8_5
7. Herman, D.: Story Logic. University of Nebraska Press, Lincoln (2002)
8. Ryan, M.-L.: Avatars of Story. University of Minnesota Press, Minneapolis (2006)
9. Dubbelman, T.: Narrative game mechanics. In: Nack, F., Gordon, A.S. (eds.) ICIDS 2016.
LNCS, vol. 10045, pp. 39–50. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-
48279-8_4
10. Jenkins, B.H.: Game design as narrative architecture, pp. 1–14 (2009)
Challenges of IDN Research and Teaching

Hartmut Koenitz1(B) and Mirjam Palosaari Eladhari2


1
HKU University of the Arts Utrecht,
Postbus 1520, 3500 BM Utrecht, The Netherlands
hartmut.koenitz@hku.nl
2
Södertörn University, Alfred Nobels allé 7, 141 89 Huddinge, Sweden
mirjam.palosaari.eladhari@sh.se

Abstract. In this paper, we react to developments that frame research


in interactive digital narrative (IDN) as a field of study and potential
future academic discipline. We take stock of the current situation, iden-
tify issues with perception and point out achievements. On that basis
we identify five critical challenges, areas in need of attention in order
to move the research field forward. In particular we discuss the depen-
dency on legacy analytical frameworks (Groundhog Day), the lack of
a shared vocabulary (Babylonian Confusion), the missing institutional
memory of the field (Amnesia), the absence of established benchmarks
(No Yardstick) and the overproduction of uncoordinated and quickly
abandoned tools (Sisyphus). For each challenge area, we propose ways
to address these challenges and enable increased collaboration in the
field. Our paper has the aim to both provide orientation for newcomers
to the field of IDN and to offer a basis for a discussion of future shared
work.

1 Introduction

Nearly 35 years have passed since Buckles’ 1985 PhD thesis on the Computer Sto-
rygame ‘Adventure’, and even more time since the early experiments in interac-
tive narrative systems James Ryan has documented [51]. At this point, research
in Interactive Digital Narrative (IDN) is maturing into an academic field [32,41].
This means there is an opportunity to consider achievements and ongoing chal-
lenges in order to take stock and identify areas for future research. Our paper
thus is directed at the community engaged in research and practice of IDN with
two aims: 1. to provide orientation for newcomers and 2. to offer a basis for a
discussion of future shared work.

2 Achievements and Difficulties of Perception

As for achievements in the field of IDN, we are faced with a situation that mirrors
the one the field of AI (artificial intelligence) faced - an initial ‘hype’ with the
associated large claims, followed by a period of disappointment and adjustment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 26–39, 2019.
https://doi.org/10.1007/978-3-030-33894-7_4
Challenges of IDN Research and Teaching 27

Examples are the “The end of books” article in the New York Times Literary
Review [15] in which Coover claimed that hyperfiction works in such as After-
noon, A Story [29], spelled the end of traditional books and heralded a new era
of narrative expression. Another example is Chris Crawford’s famous “Dragon
Speech” [16] with which he announced his exit from the games industry in order
to pursue the more promising area of interactive narratives. These claims cre-
ated overblown expectations which both scholars and practitioners still struggle
to fulfill, as most any actual work falls short in comparison and is no longer
seen for its own merits which becomes clear when judged within a more realistic
framework of expectations. Just as with AI, progress and successes exist, but the
pace is slower than originally anticipated and setbacks occur on the way. In the
case of AI, that field had to survive several “AI winters” (cf. [26]) - periods when
the term alone was considered detrimental to an academic career and funding
had dried up considerably. Similarly, when it comes to IDN, many setbacks and
an ‘IDN winter’ period can be identified. Indeed, even the current period might
be interpreted as an extended winter. In terms of critical success we have not
seen a work with the same level of recognition than Façade [34] since 2005 and
in terms of funded research there has not been anything the size of the EU IRIS
project [14] since 2009. These setbacks do not only exist in the academic realm,
but also on the industry side - several systems have been developed but never
‘released’ or were available only for a short time. These include Versu [22] and
StoryBricks [50]. A more recent example is that of TellTale Games, which had
started a team to work on a title applying narrative generation [25] led by Stacey
Mason, which was shut down due to economic problems. Nonetheless, these and
similar efforts have brought the field forward. The fact that progress is made that
goes unrecognized, e.g. because it is not published, is a considerable challenge
for the field, that has definitely increased negative perceptions.
The problem with perception is magnified by the visionary nature of IDN.
This vision-of a novel form of narrative and its associated expressive potential-
are not immediately accessible, even to scholars and professionals in related
fields and thus a considerable effort is needed to explain it. The relation to
the well-known category of narrative adds a further layer of complication. A
new field without such legacy connections – for instance AI – is understood as
novel automatically and thus can explain itself without regard for established
legacy frameworks. In contrast, IDN scholars and practitioners are frequently
challenged to motivate the relation to more established practices of narrative
and storytelling.
Janet Murray’s published books can be seen as a tacit recognition of this
struggle. Her initial groundbreaking volume Hamlet on the Holodeck [39], a work
specifically on interactive narrative was followed up by Inventing the Medium
[40], a more fundamental and general discussion of design in the digital medium
in which Murray explicitly motivates the novelty of the digital medium: “The
digital designer is more often inventing something for which there is no standard
model, like word processing in the age of the typewriter, or video games in the
age of pinball” [40].
28 H. Koenitz and M. P. Eladhari

However, even if we accept the metaphor of an IDN winter, its actual temper-
ature and severity can be debated and might change in the eye of the respective
beholder. The Wikipedia entry (see Fig. 1) on Interactive Storytelling paints a
rather dark and cold picture in 2016 (23rd of May 2016), stating “Like many
closely related AI research areas, interactive storytelling has largely failed to
deliver on its promises over its forty year history. By the early 2010s, most
research efforts in this area had failed, stalled, or been abandoned, including
Chris Crawford’s own Storytron project.” Yet, the Wikipedia entry on Inter-
active Storytelling as accessed on July 13 2019 instead paints a more positive
picture and presents a table of sophisticated IDN systems, not mentioning the
perceived failure of the research field anymore [4].

Fig. 1. Screenshot of the Wikipedia entry “Interactive storytelling” from the 23rd of
May 2016

Indeed, despite the challenges of the field, a number of substantial achieve-


ments have been made. Consider for example Blood and Laurels by Emily Short
[53]. Not only was this an IDN work that gained critical acclaim, it was also
made possible by an innovative system, Versu, authored by Richard Evans [22],
who had previously build systems that also enabled story construction and nar-
ration (Black and White [21], Sims 3 [61]). Other important works include Noth-
ing for Dinner, using the underlying IDTension [56] system, and PromWeek
Challenges of IDN Research and Teaching 29

[35], that utilizes the Comme Il Faut [36] system that helps simulating “social
physics”. In the area of video games, a range of commercial and critical successes
have shown the aesthetic potential and mass-market appeal of narrative-focused
works. Examples are Dear Esther [59], Gone Home [60], Firewatch [13], 80 Days
[28], Night in the Woods [27], Papers, Please[45], Oxenfree [43], The Return of
the Obra Dinn [46], several of the TellTale games (The Walking Dead [57], The
Wolf Among Us [58]), and the productions by Quantic Dream (Heavy Rain [47],
Detroit Become Human [48]). In the field of interactive documentaries, works
such as The Last Hijack Interactive (an interactive documentary about piracy
at the Horn of Africa) [19], Fort McMoney (on a environmental issues and urban
planning challenges of a small town overtaken by the oil industry) [17] and The
Industry (about the illegal drug industry in the Netherlands) [18] have won crit-
ical acclaim and a considerable audience. Outside these more established forms,
experimental works exist such as IceBound [23], a combination visual novel and
puzzle game or Karen [11], a virtual life coach who brings her own problems to
the sessions. All the works mentioned in this section have won critical acclaim
in one form or other, reaching from “best in narrative design” and “game of the
year” awards to an International Emmy and a Peabody award. Thus, there is a
considerable (and growing) list of IDN achievements.
If the issue is not actually with the lack of achievements, but rather with
perception and the lack of recognition, there might be an additional factor at
play - that these works are simply not understood as various representations
of the same underlying category of interactive digital narratives. Instead they
often appear as marginal cases in their respective field - the interactive variant
of documentaries, the subfield of AI and interactive computing concerned with
narrative, the a small group of games that focus on narrative instead of action
(as exemplified by the derogatory term ‘walking simulator’). Consequently, many
IDN works essentially drown in the noise of their existing disciplinary context.
This is another important aspect of the lack of a disciplinary context and con-
sequently another reason why the move towards a discipline is beneficial and
overdue.

3 Ongoing Challenges

3.1 Groundhog Day: Legacy Dependencies

Practice of and research in Interactive Digital Narrative does not have a ‘foun-
dational moment’ which can be clearly identified. Instead, it has grown out of
earlier academic and professional practices and thus has inherited vocabulary
and methods from these earlier practices and research. The coming of age of
IDN as a field thus is also a moment of divorce and distinction, in which the
dependency on legacy frameworks needs to be considered carefully. We need
to ask what price we pay if we continue to use terminology created to describe
print literature and to analyze artifacts that differ from books in important ways.
Espen Aarseht’s warning about the dangers of inherited terminology is still as
30 H. Koenitz and M. P. Eladhari

valid as it was in 2012: “Do theoretical concepts such as “story”, “fiction”, “char-
acter”, “narration” or “rhetoric” remain meaningful when transposed to a new
field, or do they turn into empty, misleading catchphrases, blinding us to the
empirical differences and effectively puncturing our chances of producing theo-
retical innovation?” [6]. Additionally, we need to be aware that the instrument
of measurement influences and even determines the results, as we can learn for
example from the wave-particle dualism in quantum physics: depending on the
experimental setup, light will appear as either particles or waves. The danger
here is to forget that any instrument - analytical methods are instruments, too
- can only show us what they are intended to detect. As long as we are not
prepared to consider changing the instrument, we might be in a Ground Hog
day cycle, destined to forever repeat a discussion that is not aware of the limita-
tions on insights imposed by the shortcomings of analytical tools inherited from
earlier mediated forms of narrative.
At the very least, if we want to continue to use analytic units like ‘text’ in
the sense used by narratology, we need to have a proper discussion of the pros
and cons of doing so. For example, does the term ‘text’ in the sense of literary
studies and the associated method of textual analysis (as for example used by
Clara Fernandez-Vara [24]) need to be used differently, adjusted and modified,
or is it useful at all when software code is considered? Does its use effectively
prevent us from recognizing what is specific about IDN as for example Koenitz
[31] suggests or is it still useful when applied, for example, to the code layer as
for example in Eladhari’s model [20].
Arguments for both of these positions can be found. Koenitz for instance
focuses on the systemic nature of IDN works and reiterates argument originating
in the discourse around cybernetic art [7] that foreground the need for novel
models to understand novel phenomena - a position that Koenitz also relates
to film studies [12]. Eladhari, on the other hand, considers the term as useful
for decreasing misunderstanding in the context of IDN development, describing
in her model the code as a specific text-layer, which proceeds the artifact an
interactor encounters. In the area of software studies it is indeed the code which
is the analytical object, such as in the anthology 10 PRINT [37] where a small
number of code lines are studied from multiple perspective, each chapter focusing
on the different effects the code has.
As the examples above show, there are ways to break the Groundhog Day
cycle and gain fresh viewpoints outside of long established analytical frameworks.
At the beginning of an emerging discipline we should seize the opportunity to
not only change the object of inquiry, but also our instruments to measure them
in order to understand specific characteristics and enable novel insights.

3.2 Babylonian Confusion: The Lack of a Shared Vocabulary

In a recent (2019) workshop about “benchmarking” for interactive digital nar-


rative systems, the topic of a shared vocabulary was a one of the main foci. The
Challenges of IDN Research and Teaching 31

workshop members1 agreed that, despite many efforts, a shared language for
describing narrative systems is not in place. The consequences of this are dire;
it is common to have misunderstandings in the development process, and it is
unfeasible to conduct comparisons between systems, since there is no common
understanding of what type of metrics would be useful in order to compare and
evaluate IN systems. The reasons for this state of affairs is multifaceted, a major
one being that researchers and practitioners have their academic “homes” in
very different fields – fields that may not share foundational norms about what
are worthy avenues of questions, nor success criteria for conducted work. Indeed,
such analysis of the problem are not new, when we look for example at a descrip-
tion from a workshop at ICIDS 2010 entitled “Towards a Shared Vocabulary for
Interactive Digital Storytelling” which states [33]:

Scholars and practitioners in the interdisciplinary area of Interactive Dig-


ital Storytelling come from many different academic backgrounds, each of
which has developed its own critical vocabulary with specific definitions.
Researchers originally trained in a specific field often continue to use the
terminology they are familiar with, sometimes unaware of the potential
misunderstandings that may arise.

It is disconcerting, if not outright frustrating to realize that nearly a decade later,


nothing much has changed. Is thus the Babylonian confusion of vocabulary the
celestial punishment for the hubris of creating interactive digital narratives? We
might be tempted to feel so when we consider that the issue is not confined to the
scholarly discourse. The question of a missing “lingo” for communication among
professionals and with clients is a topic brought up frequently in conversations
with practitioners which means any approach considered to address the problem
also has to have the needs of the practice in mind.
So what are promising strategies for approaching the topic? In the conversa-
tion of the above mentioned benchmarking workshop, by courtesy of Professor
Ruth Aylett, the area of robotics emerged as an example of a field where a com-
mon language has been established. Consequently, there was a common ground
to build upon, which helped researchers to collaborate, compare approaches and
move the field forward. Therefore, the developments in robotics might serve as an
example for the IDN community and one which shows that a shared vocabulary
is an attainable goal. Studying that field’s successful approach, combined with a
shared effort (including the professional field) to create an accessible repository
of terms hosted by ARDIN, the new professional association of the field, are
promising avenues that the community should pursue.

1
List of participants in Benchmarking Interactive Narrative Systems (BEINS) - 13
June 2019: Ruth Aylett, Rogelio E. Cardona-Rivera, Mirjam P. Eladhari, Hartmut
Koenitz, Vincenzo Lombardo, Sandy Louchart, Michael Mateas, Josh McCoy, Henrik
Schoenau-Fog, Nicolas Szilas, Mariët Theune, David Thue, Sergio Estupinan Vesga,
Stephen G. Ware, and Michael Young.
32 H. Koenitz and M. P. Eladhari

3.3 Amnesia: The Missing Foundational Canon for Teaching and


Research

So far, there is no established canon of literature and works for the study of
interactive digital narratives. Curricula vary widely and are often made from
scratch, which points to the constant danger of memory loss, of forgetting what
has already been addressed. This also means there is always a looming danger
of a wasteful cycle of “re-inventing the wheel”. More than twenty years after
Janet Murray’s paper on teaching IDN, “The pedagogy of cyberfiction: teaching
a course on reading and writing interactive narrative” [38], this should no longer
be the case. It is high time to address this issue and work on the creation of a
shared canon of essential scholarly and artistic works. The question is less where
to start, and more how to organize a consensus in the community. In Fig. 2 we
make a start by proposing an initial list. For the sake of keeping within the
limits of the allowable paper length, we present here only an abridged version,
selecting harbingers to IDNs, early scholarly work on the topic, and early liminal
IDNs. Even in this abridged state, it will be tentative and most likely missing
important entries and even categories. Yet, this is exactly our intent - to provide
a foundation in order to start a discussion.

And What About Tools? A foundational canon for IDN without authoring
tools would be incomplete. Yet to define such a list of IDN authoring systems for
educational purposes is yet another daunting challenge. On the one hand, few
courses would have the space to allow an in-depth exploration of systems such as
TADS [49] or Inform 7 [42], on the other hand, using more limited systems such
as Twine [30] or HyperCard [8] might not be representative of the possibility
space. When it comes to narratives for games, there is a rich field to draw upon,
however, most of associated systems (e.g. level editors) lock designers into very
specific narrative structures and interaction modes. For instance, when using
the Aurora Engine [9] each resulting work would follow the same formulae as
other narratives in Neverwinter Nights [10]. Another important question is that
of scope - how broadly to cover authoring systems. Currently each educator
needs to decide whether to include systems for the generation of narrative, and
whether to include systems enabling the creation of conversational agents in the
tradition of ELIZA [64], using for example ALICE [62], a tool to create chatbots.
Likewise, it is up to each educator whether to cover analog systems that have
been and can be used as inspiration for digital authoring tools, such as table top
story making games, ideation tools framed as card games, live action role play,
commedia dell’arte, or tarot card reading practices.

A Critical History of the IDN Field. Syllabi are only the beginning in an
effort to combat the amnesia of the field. An important task for the coming years
is to write a critical history of the field, to pool the knowledge of the building of
our field, to bring it forth from the anecdotal crannies and into a well-preserved
Challenges of IDN Research and Teaching 33

Fig. 2. An abridged list of foundational IDN works (Addressing challenge 3: Amnesia)

and accessible archive. Out of necessity, this should mean an effort into digital
preservation in addition to scholarly publications, of which [51] and [63] are first
examples.
34 H. Koenitz and M. P. Eladhari

3.4 No Yardstick: The Absence of Benchmarking


The field is crucially missing the yardstick of benchmarking, which is necessary
in order to better understand the progress being made, to enable comparisons
between different approaches, and to identify specific areas needing attention.
At one point, a significant effort at benchmarking was made. In the IRIS project
[14] the “Little Red Riding Hood” format was developed as a method to compare
different IDN authoring tools. The idea behind the concept was to develop inter-
active variants of the Grimm’s fairy tale of the same name, enabling comparisons
between different systems. Members of the IRIS project used the approach in a
series of workshops at the TIDSE and ICIDS conferences in 2006, 2008 and 2009
[2].
Ever since, larger collaborative efforts have not had a similar platform. In the
years after the end of the IRIS project, numerous ambitious projects have been
in the working, both realized ones (as noted in Sect. 2) and those who, despite
extensive work, has not reached their audiences nor been published in a way
that ensures the legacy of the progress that was made. In order to preserve the
memory of such efforts, it is particularly important for the current and future
state of the art to create metrics that build upon the work done in the IRIS
project. A first necessary step is to update the design space to reflect the current
state of affairs in terms of large commercial games that have reached market,
and in terms of ongoing research projects in the field of IDN. In addition, it is
important to recognize different needs associated with different interactor roles
in IDN systems.
The following is a tentative list of categories, focusing on two aspects: why
the comparison would be needed, and who it would be useful for:
– Affordances for an author designing a narrative for an interactor.
A crucial question could be: What kind of a narrative experience and realized
story can the INS enable me to make?
– Affordances for a system designer. The system designer might be work-
ing with designers/authors, and may have several roles as developer, author
and designer. A question can be: How can I use a particular IDN system
to afford both artistic vision as well as combine the IDN System in question
with my existing system(s)? Do I need to build additional systems to realize
an artistic vision, and if so, how can they be intergrated?
– Evaluation of the interactor’s experience. During or the production of
an IDN, and after it’s release, developers/designers/researchers may want to
know what impacts or effects their work has for the intended audience. This
also concerns IDNs produced over time, releasing new content in episodes. The
questions asked will depend on the vision for the particular game or narrative,
closely tied to the success criteria of the production. These questions can
include:
• Critique/Aesthetics. How is the IDN received by its audience in terms
of critical and public acclaim?
• Effects. Success criteria can also be focused on what type of effects a
production has had on their users, for instance if it is a ‘serious game’,
Challenges of IDN Research and Teaching 35

intended to educate the users, or to have an impact on behavior or afford


an attitude change. Potential Question: Does the IDN have the effects on
users that it was designed to?
• Market. It is not uncommon that the purpose of an IDN is to market
something. For example, this was the case with, the alternate reality game
I Love Bees [5] that promoted the game Halo 2, and the time limited tweet-
based text adventure Ultimate Quest [54] that was released to promote an
NVIDIA graphics card. Potential question: Does the INS increase sales
of, or positively impact the attitude to a certain product or brand?

A challenging task in evaluating the interactors’ experiences is how to determine


causes and effects of IDNs: in most cases there are multiple other contextual
factors that affect the interactors’ experiences, both in terms of aesthetic values
and terms of potential effects and impacts on the users. For instance, prior
experience with interactive works impact the appreciation of and engagement
with IDNs. Another factor to take into the account is the dependency between
the artifact (or narrative experience given to the interactor), and the underlying
systems, the tools that enable the creation of artifacts in the first place.

3.5 Sisyphonian Tool Production


Authoring tools play a crucial role in the creation of IDN works. This insight
has led many researchers and practitioners to focus on the creation of authoring
tools. Indeed, Shibolet et al. have identified 300 tools in a survey conducted 2018
[52]. This is an astonishing number that speaks of high interest, but also of a
problematic division of effort. Unfortunately – as shown by Shibolet et al. – the
majority of them go to waste in the long run, becoming being either dormant
or abandoned. Most authoring tools seem to suffer the fate of carefully crafted
instruments that are used a handful of times at best before they are abandoned
- an effort reminiscent of Sisyphus. One reason for this wasteful practice is the
scarcity of knowledge about earlier efforts - Shibolet et al.’s paper appears to
be a first comprehensive survey in more than 30 years, surpassing earlier efforts,
e.g. of the IRIS project (25 tools) [3] by a significant margin.
The absence of exchange standards amplifies the problem: so far it is not
possible for one tool to simply enhance an existing one. A proposal for such a
standard exists but so far has had little impact [55]. One reason for this state
of affairs might be in the lack of shared vocabulary - without it is difficult to
enable any kind of coordination.
In the field of authoring tools for IDN, it is not the end user - or in Murray’s
term the “interactor” - who are the primary audiences. Instead, these systems
are intended for authors who in turn are producing IDN works of all kinds, from
narrative fiction to interactive documentaries to video game systems. Further, it
can be argued that such an IDN authoring system is more than a tool - it might
also be an artistic work in its own right, creating opportunities and affordances
for the very creation of interactive narratives. Thus, producing a “tool” is also an
act of authorial creation, and as such, an art practice. Therefore, identifying the
36 H. Koenitz and M. P. Eladhari

intended audience of a work and the affordances that come with it are important
factors in evaluating a work.

Towards Critical Tool Studies. So far, very little effort has been spent on
developing critical perspectives for authoring tools. One might say that scholars
and practitioners have developed tools, used them and described them, but so far
hardly ever studied them. Shibolet et al.’s paper, proposing a methodology for
categorizing IDN tools, is a case in point as it can claim a number of firsts in 2018,
including a first effort at a critical vocabulary. The lack of critical perspectives
is even more problematic when we consider how tools organize and influence the
creative process. Indeed, Simon Penny in 1997 describes the relationship between
digital tools and artists as “implicit and rarely discussed” [44]. For example, the
Twine [30] authoring tool has become very popular in recent years, for both
stand-alone works and for prototyping. Yet, the way Twine influences creators
through its foundational concepts, UI and technical affordances has hardly been
discussed so far. In the strictest sense, our use of Twine thus qualifies as naive,
since we are unable to assess whether it is the right tool for a given project. Easy
accessibility and popularity thus are most likely the main reasons to use that
tool rather than a critical assessment.
Studying, categorising and critiquing IDN tools is an essential aspect of a field
that wants to understand the process of creating interactive narrative works. It is
surprising how little effort has been made to improve this important aspect. The
development of tools studies - of which tools criticism would be an important
subcategory - is therefore a challenge that the community needs to address.

4 Conclusion
In this paper, we have considered the state of the field of IDN research, its
achievements and ongoing challenges. More concretely, we have identified an
issue with perception that obscures progress in research and milestones of artistic
achievements.
We have identified five major challenges for the field of IDN research: the
dependency on legacy analytical frameworks (Groundhog Day), the lack of a
shared vocabulary (Babylonian Confusion), the missing institutional memory of
the field (Amnesia), the absence of established benchmarks (No Yardstick) and
the overproduction of uncoordinated and quickly abandoned tools (Sisyphonian
Tool Production).
We like to end this paper with a proposal for concrete actions. To address
the dependency on legacy frameworks (Groundhog Day), we propose to investi-
gate the limitations of existing analytical instrument and seize the opportunity
to introduce specific frameworks. For the lack of shared vocabulary (Babylo-
nian Confusion) a potential way forward could be to look at examples from
other fields, such as robotics, for successful ways of creating a sustainable shared
vocabulary. To address the lack of institutional memory (Amnesia) we propose
to build a library of pointers to a shared canon. For the fourth challenge, the
Challenges of IDN Research and Teaching 37

lack of a yardstick and benchmarking, we propose to examine possible compar-


ison strategies according to how the comparisons and their metrics would be
useful: for whom, in what contexts and for what types of purposes. Finally, for
the challenge of the Sisyphonian tool production, we propose a communal effort
towards critical (authoring) tools studies.
As a hub of the community, the website and communication platform of
ARDIN (Association for Research in Digital Interactive Narratives) [1] could
host several of these efforts as open access community-driven projects, formalized
as special interest groups (SIGs). We see these proposals as contributions to help
move the field forward and lay the foundations for future work and an eventual
discipline of IDN research. We are looking forward to implement them together
with the community.

References
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4. Interactive storytelling, Wikipedia, page version id: 906128942, July 2019. https://
en.wikipedia.org
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cfm?doid=365153.365168
Is “Citizen Kane” Moment Coming?
- A Research on Chinese VR Documentary
Practice and Storytelling

Chanjun Mu(&)

School of Creative Media, City University of Hong Kong, Kowloon, China


Chanjunmu2-c@my.cityu.edu.hk

Abstract. “Citizen Kane” moment is the occasion when a work achieves


mastery of the form, defining a language of storytelling for future creators. [1]
As a newborn genre, VR documentary is currently somewhere in that inter-
mediate phase. 2016 is the first year of Chinese VR documentary. Over the past
three years, more than 100 artworks have emerged, besides, some of them has
been exhibited in famous international film festival such as Cannas. The
embryonic Chinese VR content industry also serves this fresh genre with a
favorable environment and support. With the advent of 5G era, will the creation
of VR documentaries in China usher in a new Kane moment, or encounter more
cruel challenges? Through investigating the main distribution platforms and the
storytelling characteristics of existing artworks, this research aims to analyze
and discuss the practice environment, creation development and potential sto-
rytelling strategies of Chinese VR documentaries.

Keywords: VR Documentary  VR storytelling  Chinese VR industry

1 Chinese VR Documentary: Definition and Situation

The year of 2016 is called the first year of Chinese VR industry. The virtual reality
technology changes panoramic game and video, becoming more and more popular in
people’s daily lives and mass media reports. 2016 is the first year of Chinese VR
Documentary as well. Since the birth of the first VR documentary Kindergarten in
Village, there were over 100 works in the past three years. Among them, the first
domestic religious theme VR documentary produced by Huarong Road Media
Greetings! Little Master showing the real life of Buddhist monks and nuns, won the
2016 CHINA VR New Image Award “Best Humanistic Documentary Award”, and
was invited to participate in the documentary exhibition by the 70th Cannes Film
Festival in France, so that the world can re-understand the religious culture in China.
The Tibet theme VR documentary Polar, produced independently by Microwhale VR
and co-produced with Beijing Five-star Legend, won a documentary short film award at
the Accolade International Film Festival. Documentary distribution platforms such as
iQiyi VR, SoVR, VeeR have also sprung up, which shows the creation of VR docu-
mentary in China has a satisfactory beginning.

© Springer Nature Switzerland AG 2019


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https://doi.org/10.1007/978-3-030-33894-7_5
Is “Citizen Kane” Moment Coming? 41

The upcoming 5G communication technology will also bring the creation of


Chinese VR documentary into a new era. 5G is a set of technical basic rules, which
defines the working mode of bee network, including the rate of non-connected com-
puter and the number of components such as computer chip and antenna. 5G speed is
especially noticeable in high volume streaming media films. According to the median
speed of Qualcomm (Qualcomm), it takes only 17 s to load a regular 5 GB film, while
4G takes 6 min. 5G technology will inevitably will bring opportunities and cruel
challenges to the Chinese VR documentary industry, especially the distribution
platform.
We can again look to history to glean some lessons from earlier revolutions in
media. It took a long time for motion picture creators to figure out how to tell stories
with film. Arguably half a century passed before the grammar of filmmaking was fully
defined. [2] Just like the traditional film, the storytelling of the newly born VR doc-
umentary is still in the exploratory stage, and it is urgent to form its own systematic
narrative theory and creative methods to define a new grammar of storytelling in the
next generation of 5G.

2 Chinese VR Content Distribution Platforms

The VR industry in the world experienced both prosperous and bubble period from
2015 to 2017. According to research statistics, as the first year of VR in China, there
were hundreds of VR enterprises in the Chinese market in the first quarter of 2016, but
fewer than 10 brand enterprises still exist now. The elimination rate of VR start-up
enterprises is close to 99%, [3] among which there are many reasons, such as maturing
of capital market, imperfect supply chain and ecology, etc. However, the core reason is
that VR cannot provide users with the expected good experience, which involves the
integrity and maturity of the whole ecology such as hardware, system and content, etc.,
and is the fundamental problem of the whole VR industry for a long time.
In such an environment, VR content websites, the main distribution platforms of
VR documentaries in China, has also experienced a round of elimination. In 2016, a
large number of VR content platforms have sprung up in a blowout way. Up to now,
there are only less than 10 mainstream VR platforms, and the competition is very fierce.
Fortunately, several influential VR content platforms, such as iQiyi VR, CCTV VR,
SoVR, VeeR and UtoVR, which have won both opportunities and challenges, are still
continuously enhancing their capabilities in content production and supporting hard-
ware, forming unique content distribution mechanisms and industry chains. The
upcoming 5G era is a huge change not only for major distribution platforms but also for
the entire VR industry. With the change and rise of the dissemination platform, the
creation and industry of VR documentaries will usher in a new stage.
42 C. Mu

3 Chinese VR Documentary Storytelling


3.1 Theme: Mainstream and Marginal
From 2016 to 2018, an overall of more than 100 VR documentaries have been pro-
duced in China, among which, 24 are of the humanistic and natural geography theme,
12 the biography, 23 the social humanity, and more than 50 are the other themes. In
terms of the theme, it extends the consistent style of Chinese documentaries: a co-
existence of mainstream and independent documentaries. The mainstream documentary
refers to those invested and shot by official TV stations, large film studios or institu-
tions and organizations. The concept of China’s independent documentary was formed
in the early 90 s. It stands for the “independent system”, and works discard in-system
units like TV stations and film studios, which are instead, filmed by individuals.
Therefore, the classification and style of the themes of China’s VR documentaries
follow the features of the two categories of creators. China’s VR documentaries enjoy
mainstream themes, including the works that record China’s traditional folk custom and
religious culture, such as Eye of the Terra-Cotta Warriors of the Qin Dynasty, The
Great Wall, The Shrine at the Penpoint; Chinese military and history like August 1st
Nanchang Revolution, Conquer! China’s Marine Corps; as well as China’s particular
natural wonders like Beautiful Xinjiang and Beautiful China. In the meantime, it
concentrates on special social issues and groups, for example, the problem of domestic
violence in Survivors, the special religious phenomenon of the female ascetic in An
Audience with the Little Master, and the left behind children in Jialu. In addition, a
series of campus-related themes shot by university teams, such as A Touch of THU and
Special Tactics Exercise are impressive as well.

3.2 Space: Breaking Through the Fourth Wall


Though little breakthrough has been made in the narrative time of China’s VR docu-
mentary, the narrative space is entirely different from the traditional documentary. The
storytelling of China’s VR documentary has broken “the fourth wall”, facilitating the
audience to personally step into the story.
In terms of spatial narrative, the works are endowed with more freedom, which has
also enhanced the authenticity. The theory of “the fourth wall” is originated from the
drama field, which indicates an intangible wall that separates the stage from the
audience. [4] This wall isolates the “narrative time and space” on the stage from the
“viewing time and space” off the stage. Yet, in the VR realm, the audience leave from
their original space, and is invited onto the stage, then into the story.
In the space of VR documentaries, the activities of all the present objects are
recorded, including the director and the whole staff, which has caused many troubles
for mise-en-scene. However, such peculiarity can be applied appropriately for the
shooting of natural landscape, architectures, etc., which is also the reason why the
geographic theme accounts for a vast majority of VR documentaries. When filming the
protagonist, the biography type of VR documentary displays the character’s sur-
rounding comprehensively, its sense of space and the powerful storytelling impact far
surpasses than that of the traditional documentary. Despite of that, the excessively open
Is “Citizen Kane” Moment Coming? 43

space brings challenges to the storytelling: since the average field of view only reaches
one third of the full view, which unavoidably leads to the omission of key plots or
information in other scenes. In most Chinese VR documentary works, it is common
that they lack screen guides or prompts. Since the film is short with a relatively simple
story, and the viewing experience is slightly weakened.

3.3 Structure: Linear Storytelling


Although VR documentaries greatly enhance the audience’s immersion and interactive
experience compared with traditional documentaries, the storytelling structure is still
monotonous. The narrative time and viewing time basically coincide, the plot clues are
relatively single, and even filled with a large number of long shots. There are also some
experimental works in Chinese VR documentaries that have multi-perspective and
multi-clue parallel storytelling structures, even use some scattered cultural and montage
narrative techniques, which break through the continuity of time and space to a certain
extent. For example, Survivor is a 360° VR film, which combines the interview content
of the victims and their memory video clips into a complete film in a unique form of
180° interviews and 180° documentary, bringing the audience an immersive viewing
experience. However, this kind of documentary is still a linear storytelling in essence,
because the audience’s participation has not changed the plot direction, story plot or
narrative time-space sequence. The story itself is still set by the creator: a goal-oriented
protagonist situated within a discrete spatiotemporal reality, actively making attempts
to reach a goal, with these attempts resulting in causally linked plot points. [5]
Therefore, Chinese VR documentaries are still exploring the possibility of non-linear
storytelling in narrative structure.

4 Conclusion

Compared with foreign countries, although the creation of VR documentaries in China


started relatively late, the timing for its growth is favorable: VR technology has
undergone a long period of research and development innovation and has become
relatively mature. The cost of VR broadcasting and production equipment has been
reduced, and the advent of 5G era has raised the possibility of VR popularization.
Documentary authors have accumulated creative experience in several Chinese
experimental periods such as Internet+ documentaries, network interactive documen-
taries and device interactive documentaries. Therefore, the practice of VR documentary
creation in China improves rapidly and has gained many awards both domestic and
abroad. China has a large number of VR documentary distribution platforms with
abundant capital and pays attention to both content creation and promotion. Many
platforms have independently developed VR equipment and creation tools, providing a
very healthy and viable distribution mechanism, environment and communication
carrier for the creation of VR documentaries in China. The creators of VR documen-
taries in China include mainstream organizations such as television stations and media,
as well as independent documentary authors. Therefore, the works are abundant in
themes and varied in styles, with large number of geographic, social and humanistic
44 C. Mu

works. Based on the inherent advantages of VR technology, the immersive experience


of VR documentary content is indisputable, but the relatively simple linear storytelling,
single narrative technique and structure are still regarded as its storytelling defects,
which need further exploration.
This is also one of the core problems currently encountered in VR documentary
practice in China. Immersion and interaction two most prominent characteristics of
digital media storytelling: interaction and immersion, which are almost permeated in all
the elements of digital media narrative. Murray describes that immersion as derived
from our “fantasy” brought by digital media narrative. Whatever the fantasy is, the
personal experience of the simulation is pleasant, and this experience is called “im-
mersion”. [6] Correspondingly, interaction is “a key additional value of new media
technology”. [7] It is not only the feature of digital media technology”, but also the
characteristic of the user. Users play the role of an agency in digital media works, just
like the agent of a certain character or action in the narrative. Different behavior and
languages can lead to different results. [6] Immersion and interaction are contradictory
while closely connected features.
On the basis of the natural immersive essence of VR technology, VR documentary
creators should make best use of immersive and interactive experience to design
appropriate plots. And then viewers can really enter the story world to generate story
through physical participation, enhancing the immersive experience of storytelling.
Specific interactive methods can draw lessons from the increasingly mature creation of
interactive movie and interactive documentaries such as Heavy Rain, Prison Valley and
even some narrative methods in interactive games. Only in this way can Chinese VR
documentaries embrace the real “Citizen Kane” moment and enter the interactive era.

References
1. Salz, P.A.: VR: From Storytelling to Story Living. EContent Magazine, Autumn 2018 Issue,
p. 9 (2018)
2. Bosworth, M.: Lakshmi Sarah, Crafting Stories for Virtual Reality, p. 2. Routledge, New
York (2019)
3. Xiong, W.: Triple Ox Principle: The Three Ox Carts Motivating Strategy of IQiyi, IT Home
(2019). https://www.ithome.com/0/423/756.htm. Accessed 18 July 2019
4. Liao, K.: The History of Western European Drama, p. 105. China Drama Press, Beijing
(2002)
5. Fox, B.: Documentary Media: History, Theory, Practice, p. 96. Routledge, New York (2017)
6. Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, p. 98.
The MIT Press, Cambridge (1998)
7. Lister, M., et al. (eds.): New Media: A Critical Introduction, p. 212. Routledge, London
(2003)
Impacting Culture and Society
Someone Else’s Story: An Ethical Approach
to Interactive Narrative Design for Cultural
Heritage

Rebecca Rouse(&)

Rensselaer Polytechnic Institute, Troy, NY 12180, USA


rouser@rpi.edu

Abstract. This paper outlines an approach to community based co-design of


interactive narrative (IN) cultural heritage experiences, based on the author’s
development of an advanced-level project course on the topic over the past six
years. Several projects are discussed as case studies, including projects that
address the history of Irish immigrants working as domestic laborers in Troy NY
in the 1850s; urban renewal in Albany NY and Troy NY in the 1960s and
1970s; the Native American nations’ Iroquois Confederacy in present-day
Cohoes NY; and the upstate New York history of Harriet Tubman, the legendary
African American liberator of hundreds of enslaved people during the 1850s and
1860s. Issues highlighted include the ethics of telling other people’s stories in
the IN medium, the myth of the designer as impartial facilitator, the power
structures of different types of design processes, and complexities of large scale
projects that incorporate emergent technology, contested histories, and a wide
range of stakeholders and participants. Lessons learned are shared in the form of
a set of guidelines to help shape design and development of interactive narrative
projects in educational, museum, and heritage settings.

Keywords: Co-design  Pedagogy  Digital heritage  Interactive narrative

1 Introduction

1.1 New Technologies Telling the Past


What does it mean to tell someone else’s story? Actors in a play, for example,
encounter this dynamic as a regular condition of their profession. There is often dis-
cussion of identification with the character one portrays, and even the need for research
to best be able to do justice to the portrayal. Theatre is often neatly framed for the
audience, to acknowledge this distance between portrayal and reality [1]. Even in
documentary theatre, program notes explain the origin of the work and delineate the
lines between the real and the fictionalized or interpreted. In the cultural heritage
sphere, however, there is sometimes less demarcation or acknowledgement of the
distance between those whose stories are told, and those who are the tellers. Some
notable exceptions exist, and there is a trend toward the inclusion of more critical
reflection on the presentation of history and heritage in the museum and at historic

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 47–60, 2019.
https://doi.org/10.1007/978-3-030-33894-7_6
48 R. Rouse

sites, such as the Swedish History Museum’s recent “History Unfolds - A Reflection”
exhibit in Stockholm.
The inclusion of digital technologies in museum and heritage settings, however, has
further impacts for representations of authenticity, voice, and power. As museum
scholar Ross Parry has described, the museum field has entered a new phase in its
relationship with technology that can be understood as post-digital [2]. Parry’s con-
tention is that digital technologies have become anticipated and even demanded by
museum audiences, which opens up an opportunity for the designer to be freed from
the constraints of novelty. The digital can become de-spectacularized, and possibilities
for more critical engagements with works that incorporate digital technologies can
begin. While the ‘post’ of the post-digital does not mean we are done or through with
the digital, or that we have finished sorting out our cultural and social entanglements
with the technology, it does recognize the emergence of a new phase of our relationship
with the digital.
Displays of heritage and public history have long been associated with new tech-
nologies, and today this trend continues. From the innovation of the 360-degree painted
panorama to tell military history and simulate foreign travel from the 1790’s through
the early twentieth century [3], to the use of the stereoscope from the mid-1800’s to
dazzle with 3D views of historic locations [4], the telling of history has a long tradition
of engagement with emerging technologies. In the more recent development of cultural
heritage applications with digital technologies, there is a long history of work with
audio guides, interactive mapping, and immersive visualization [5]. The inclusion of
game technologies and mixed or augmented reality capabilities in the field has led to
even more complex interactions between user, machine, designer, site, and heritage
experience. Complexity can be represented in new ways, through branching storylines,
multiple or shifting perspectives, and even procedurally generated narratives [6].
Interactive narrative (IN) technologies are yet another emergent component in the
heritage sphere. At first glance, it may seem an unlikely fit to combine IN and history;
once can’t change what has happened in the past, so what role could IN possibly play?
However, when it is acknowledged that the act of storytelling itself, the act of narra-
tivizing, which is necessarily a part of any museum or heritage experience, is con-
structivist, we can see that the storytelling of history has always been interactive.
Traditionally this interactivity has been reserved for the curator and exhibit designer,
not the museum visitor. Incorporating IN in the museum or heritage site results in
further layers of complexity, yet to be fully understood, regarding authorship in this
new medium. Scholars such as Koenitz have acknowledged the role of system level
architectures in IN authorship [7], and more work should be contributed in this area to
help illuminate the embedded politics of the designs of IN systems. As IN technologies
become more seamless and easier to use, an ironic secondary effect of this democra-
tization is the accompanying black-boxing of system architectures and their embedded
politics from authors and users.
Claims for the impacts of IN in heritage and museums have not yet been solidified,
but some practitioners and scholars place emphasis on the promise of the medium to
evoke empathy as a tool for social justice [8–10]. However, as Shuman has noted,
claims for empathy in non-interactive narratives are at best fraught and at worst entirely
uncritical [11]. The IN field is still in the early stages of grappling with the ethical
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 49

implications of empathy claims for the medium, particularly in the heritage field.
Recent scholarship from Engberg on the concept of care as a design approach [12] and
Fisher and Schoemann [13] on the ethics of IN in dark tourism both represent an
important beginning.
Non-interactive forms already exhibit a complex relationship between the promises
claimed for their narratives regarding empathy and justice, and issues of power and
entitlement in the manner of their telling. Think for example of the many recent
discussions in the popular press and social media regarding which actor is entitled to
play a marginalized character in a film, when the actor in question does not share this
marginalized identity in everyday life. As Phelan has noted [14], mere representation or
increased visibility does not equate to power, and can in fact be a trap resulting in
commodification and sublimation. In terms of the strategy of ‘giving voice’ or practices
of speaking for others, Alcoff has provided incisive analyses of these impulses as too
often glory-seeking, exploitive, and colonizing, and urged instead dialogic approaches
that seek to open spaces for critique, and push back against Western conceptions of
complete individuality and total agency [15]. So while the promise of empathy or
justice as an outcome of narrative in general, and IN in particular, is exciting, it must be
tempered with careful and critical consideration.
IN may have qualities that allow for the possibility to contribute in this space in
ways that differ from less interactive narrative forms. For example, the IN form is
ontologically always incomplete, in a sense. The narrative is understood as mutable,
and even if all branches of a narrative have been explored, the reader has a model of the
IN form as able to encompass or engender further possibilities. In this way, the IN form
is more mutable, or at least potentially mutable, than traditional forms, and therefore
always less complete. This always-already incompleteness is a step toward better
representations of complexity, and may point a way toward a remedy for what
Cavarero has discussed as the human propensity to conceive of the self as narratable,
which is a fictionalization or streamlining of lived reality at best, and a reification of
oppressive structures at worst [16]. IN’s incompleteness may also allow for a shift
away from mythic Western notions of completeness. These ideas of completeness show
up in concepts like self-reliance, individualism, and retreat away from dialogue into
monologue. Nyamnjoh has warned against completeness as “an illusion that can only
unleash sterile ambitions of conquest and zero sum games of superiority,” inviting
scholars instead to embrace the ontology of incompleteness by more forcefully
acknowledging borrowings, collaborations, sources of inspiration, multiplicities, and
fragments in our work [17]. In the context of IN digital cultural heritage, this means
acknowledging the messiness of the nature of the work, and staying open to dialogic
processes and the criticisms that will inevitably arise. It also means tempering claims to
‘correct’ or even ‘erase’ dominant histories, and work instead toward continuing to add
to the collaborative accretion of humanity’s understanding of itself. This paper works to
add to the growing field of research in this design space developing a range of methods
and approaches for creating work with and in communities, particularly when the
project at hand concerns difficult or contested histories.
Design Methods and Approaches to Working with People and Machines. While
the museum and heritage fields have over the past several decades shifted into post-
50 R. Rouse

digitality, the design field has also advanced through the development of a variety of
approaches and perspectives on the role and relationships of the designer and user in
the design process. Scholarly approaches have shifted away from a machine-focused
approach toward early human computer interaction and later human-centered design
[18, 19] toward user experience or UX, and user-centered design [20–23] as well as the
moves toward participatory design in urban planning [24] to more contemporary
research in feminist design and co-design methods [25, 26].
Parvin’s recent paper [27] provides a much-needed critical examination of the
claims made for digital storytelling as a medium for social justice, and makes a similar
call to designers to recognize that “what matters most is not giving voice but rather a
renewed attentiveness to the act of listening” and that we “(re)consider the practices of
storytelling and listening as dialogic.” Listening, however, doesn’t erase the designer.
Just as the theatre actor can never fully disappear into a character, so too the designer is
always present. Some design rhetoric from the HCI or UX traditions can imply the
designer becomes, or at least strives to become, a neutral facilitator or pseudo-
anthropological observer of the user’s needs and wishes. For example, the IDEO design
firm’s “Method Cards” list many strategies such as “Shadowing,” “Rapid Ethnogra-
phy”, and “Fly on the Wall” that all involve close and rather invasive observation of
users without any reflexive examination of the designer’s own social and political
positioning [28].
There’s something disingenuous here, a lack of acknowledgement of the power
relations between designer and user, and disregard for the inevitable fingerprint of the
designer. As Helguera has pointed out, a stance of detachment can make communities
“feel like they are being used instead of like true partners in a dialogue or collabora-
tion.” Indeed, Helguera continues, the trait of genuine openness and curiosity to engage
with, learn from, and bring oneself into a community is a likely pre-requisite to
determining a designer’s or artist’s capability for community-based work, and cannot
be “created artificially.” Curiosity alone, however, is not a strategy for successful
community engagement, and Helguera acknowledges the “delicate negotiation” that is
the nature of the ongoing process of community-based, or as he terms it, socially
engaged art [29]. Acknowledging the delicate, messy, and incomplete nature of the
work at hand, how to move from theory to practice and develop works with IN for
cultural heritage? In the following section I will share lessons learned, processes tried
out, and tips gleaned from experiences developing an AR Design for Cultural Heritage
course.

2 AR Design for Cultural Heritage

2.1 Course Design and Development


Over the past six years through a series of collaborations with local and regional
organizations, community members, colleagues, and approximately 45 of my own
undergraduate and graduate students, I have developed a course in Augmented Reality
(AR) Design for Cultural Heritage, as well as a method or approach for creating these
types of projects. Over time and iteration, it has become clear that a deeply
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 51

collaborative, co-design approach best supports this particular kind of work for a
variety of reasons. Ethically, the tensions inherit in telling other people’s stories are
best navigated in a maximally transparent and collaborative process with all stake-
holders. Practically, to ensure the uptake of projects beyond the duration of the course,
this type of truly collaborative process also ensures community members and other
stakeholders have ownership of the project, and genuine interest and desire in pursuing
it to completion.
To provide an overview of the course, starting in the classroom at the beginning of
the semester students are introduced to core concepts in critical history [30, 31], co-
design and community engagement [26, 29, 32], and issues specific to design with
mixed or augmented reality [33–35]. (This core background is necessary, as Rensselaer
has no history department, so history pre-requisites can be set for the course, and this
also happens to be the only mobile development or mixed reality course regularly
offered on the campus, at the time of writing this paper.) Following this initial period
with core readings, students develop mini-projects using a range of AR tools (see
Fig. 1), depending on availability of the tools, and the skill level of the students
involved. At the same time, while students get their feet wet in AR, they also get to
know the client, community, and general history the project will focus on. Through a
series of conversations, co-design workshops, and community connections, students
develop design sketching, then paper prototypes, and finally a digital prototype plus
detailed design document. These final projects are discussed below.

Fig. 1. Distillation of lessons learned from each project over the past six years regarding design
process, and the range of AR tools that have been used.
52 R. Rouse

Example Projects. Over the past six years the course has been offered four times, and
has spawned two independent study courses as well, resulting in a total of six projects.
Three of the six projects have been fully developed and implemented for the public,
and a fourth is still in progress. Two have not yet progressed past the prototype phase.
Each project is described here in brief:
• Below Stairs: AR History Adventure (Completed 2015)
Below Stairs was developed for the Rensselaer County Historic Society’s house
museum, The Hart Cluett Mansion. After visiting the museum as a patron myself,
and taking part in several of the curator’s historic walking tours, the possibility of
collaboration on a project through my course was discussed. The museum was
interested in attracting younger patrons, and saw the use of new technologies like
AR as a possible way to accomplish this. The project we developed centered on the
Hart Cluett Mansion, which is a marble townhouse in downtown Troy, NY dating
from the 1800’s. The house museum includes exhibits that mostly focus on the
wealthy owners of the home. The AR role-playing game Below Stairs instead tells
the story of recent Irish immigrants working as domestic laborers in the house in the
1850’s. While the museum leadership at the time originally wanted a story about the
wealthy owners of the home, descendants of whom are still on the board of the
museum, through workshops with museum visitors we were able to identify that
younger people in their twenties and under (the group the museum most wanted to
attract) were far more interested in the lives of the workers in the house. In the AR
game, the user interacts with virtual characters by scanning codes with a phone or
tablet, listening to character audio, and selecting their character’s text responses.
The virtual characters include a cook who runs the household and sends the user
throughout the house to complete tasks. But the cook does not give precise
instructions, so the user is compelled to explore the house, collecting virtual ver-
sions of historic objects onto the phone, like a platter, teacup, and even a chamber
pot. If the user completes all the tasks, the cook will offer the user the job … if they
still want it! The experience of exploration and physical exertion gives visitors to
the house a more embodied relationship to the history and space, and ignites their
curiosity to talk with curators or docents in more depth, or even take a traditional
tour.
• The Foerster Files (Prototype 2016)
The Foerster Files was developed for the New York State Office of Historic
Preservation, to look at the relatively recent history of urban renewal in our area
from the 1960’s-1980’s. Researching this topic, the students came across the papers
of Bernd Foerster, former Architecture professor at Rensselaer, filmmaker, author,
and pioneer of the preservation movement pushing back against urban renewal in
Albany and Troy NY. Students found a copy of Foerster’s 1960 book, Man and
Masonry, which includes a vinyl LP with a commissioned orchestral work designed
to accompany the reading experience. Discovering this analogue ‘augmented book’
inspired the students to develop an AR book experience to tell the story of urban
renewal in Troy and Foerster’s involvement to save historic architecture. The
prototype is a fictionalized ‘lost file’ of Foerster’s that uses archival film, audio, and
object reproductions plus an interactive map for use with phones and tablets. The
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 53

project was developed to the prototype level, and received well by the client, but not
selected for further development to completion or presentation for the public. In this
iteration of the course, we did not use a community-based or co-design approach.
I believe this omission hampered the project’s success, and is in part what resulted
in the client’s disinterest in continuing the work.
• Finding Roebling (Completed 2017)
Finding Roebling is a multi-modal AR experience that was developed as a spin-off
from the AR class for our campus Library and Archives, with a former student from
the AR class, Noah Zucker. Our Director of Libraries had seen the The Foerster
Files prototype and approached me about a collaboration to develop something
similar for a library exhibition. The project centers on the history of Washington
Roebling, builder of the Brooklyn Bridge and Rensselaer alum. Traditional exhibit
cases, filled with original and reproduced artifacts are augmented by providing
additional imagery, animations, 3D models and text accessed via the Microsoft
HoloLens head mounted display. A second part of the exhibit simulates author
Erica Wagner’s research journey through the Rensselaer archives, which holds
many of Roebling’s papers and artifacts, to develop her new biography of Wash-
ington Roebling, “Chief Engineer: The Man Who Built the Brooklyn Bridge.”
Erica’s desk is playfully re-created, strewn with reproductions of manuscripts and
objects from the Rensselaer archives that were instrumental in her research. Using a
phone or tablet, the user accesses AR content tied to each physical object, including
videos, animations, and images that illustrate Erica’s story. While most exhibits,
books, and documentaries on Roebling focus on the bridge and his engineering
prowess, Erica’s research unearthed the more personal history of Roebling from his
childhood living with an abusive father, to struggles during his time as a student at
Rensselaer, to his unconventional relationship with his wife Emily, who became a
key collaborator on the bridge project when he was stricken with caisson poisoning
from involvement in the underwater construction. This project was commissioned
by our school Library and Archives for their own exhibit series, and like the
Foerster Files (above) did not include a community-based or co-design process, but
rather a more traditional HCI user-testing iterative approach.
• Rapp Road Family Album (Completed 2018)
The Rapp Road Family Album project was an independent study spin-off from the
AR class with a former student from the class, Kyle Ring. The project was developed
for the Rapp Road Historical Society, led by Stephanie Woodard, who had
approached me after learning about the AR course to discuss possibilities for col-
laboration. The Rapp Road community is a group of African-American families that
came to Albany NY during the period of Great Migration in the 1920’s and ’30s,
leaving their homes in Mississippi due to increasing racist violence in the region.
Coming to Albany NY with few material resources the community relied on the
engineering, architectural, entrepreneurial, and agricultural knowledge of its mem-
bers to build an entire neighborhood of homes by hand, plant extensive gardens,
build a community smokehouse, start businesses, and thrive. The community has
continued to grow today, also preserving many of the original family ties. The AR
project is an augmented book, for use with phones and tablets. The book is designed
54 R. Rouse

in the style of a family photograph album, but combines documentary footage from
Todd Ferguson’s film Crossroads: The History of Rapp Road with oral histories of
residents and photographic imagery and maps of the community through the years.
The album is used by the Rapp Road Historical Association as a public education
tool at heritage events in the region. Like the Below Stairs project above, this project
was again developed with community involvement and co-design workshops.
• Discover Cohoes (In Progress since 2018)
Discover Cohoes was developed to the prototype level for the City of Cohoes, a small
municipality close to campus. Town leadership had circulated a call for proposals for
the development of a technologically enhanced mural that would celebrate the town’s
heyday during the 19th century industrial revolution. Through our own research as
well as workshops with the community center and middle school, we discovered that
most people in the town already knew the story of industrial history in Cohoes, but
they were unaware of the rich Native American history prior to the town’s estab-
lishment. The town has a large waterfall, Cohoes Falls, which is second in size only to
Niagara Falls in New York State. The falls are often highlighted for their hydropower
role in industrial history, but this waterfall is the site of the Iroquois Confederacy,
which still persists, bringing together six previously warring Native American
nations in 1722. The Confederacy was one of the first examples of participatory
democracy, and directly inspired Benjamin Franklin and others for the structure of the
US Constitution. Middle School social studies teachers we collaborated with were
eager to bring this history into the classroom through the AR app as a low-cost local
field trip, so we used grant funding to hire local expert, Mohawk storyteller, and
retired schoolteacher, Kay Olan (Ionataiewas). Kay worked as a consultant with us
and taught us, and provided feedback to the artist developing the mural so that Native
American iconography could be incorporated in meaningful, appropriate, and
respectful ways in both the mural and the AR application. Working with middle
school students and teachers in a co-design process, Discover Cohoes was developed
as an AR scavenger hunt game. The game interacts with the planned mural as well as
other sites of interest in downtown Cohoes to compliment existing public school
curriculum. Four learning modules were developed in the prototype, with plans for a
further three sketched out to the concept level. After completing each module, the
player receives a 3D model on the phone or tablet of a local animal that also has
cultural significance for Native American nations in the area. After collecting the 3D
models, players can bring their phones to the public library nearby to receive a prize
of a set of cut-and-fold cardstock models of the animals that are printed with more
information about the role they play in Native American culture, and can be built and
decorated by the player. The city has expressed interest in bringing the project to
completion, and is currently working to implement the physical component of the
project, the mural, which the AR application is designed to interact with.
• Harriet Tubman: Guided By The Night (Prototype 2019)
Harriet Tubman: Guided By The Night was developed in collaboration with Prof.
Janell Hobson at University at Albany for the MiSci: Museum of Innovation and
Science in Schenectady, NY. The project includes both a mixed reality interactive
planetarium show and take-home AR kit for local middle school students that tells
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 55

the fuller history of American hero Harriet Tubman through the lens of her STEM
expertise in astronomy. The interactive planetarium show uses an infrared pointer
system to allow students to collectively make choices about following stars and
moving a compass as they learn the story of Tubman’s early life, escape from
slavery, and work helping hundreds of enslaved people to escape to freedom on the
underground railroad and during the Civil War. The show includes silhouetted
animatics to illustrate the story, an animated 3D model of Tubman with actor
voiceover, and narrative teaching about the history of slavery, constellations, and
way-finding. An AR 3D-printed kit with map is designed to go home with students
after the planetarium experience, or for use in the classroom prior to a field trip to
the museum, to tell the story of Tubman’s activities in our local area, such as her
role in the rescue of escaped slave Charles Nalle in 1859. This project was
developed with community involvement through a series of co-design workshops
with a local middle school and a Girls Who Code community group in our area.
Due to large-scale leadership changes at the MiSci museum, the project will not be
developed to completion at their facility. However, Hobson and I are currently
pursuing a potential partnership with the recently commissioned Harriet Tubman
National Historical Park in Auburn NY as a future venue.

3 An Ethical Approach for Telling Other People’s Stories

3.1 Generalizing Diverse Processes


While every project developed in the AR Design for Cultural Heritage course has
focused on very different aspects of local history, included collaborations with diverse
groups, and progressed via different methods, by stepping back to reflect I can see a
generalized process (see Fig. 2) that seems to work best in navigating the delicate and
shifting balance of the needs of all involved. In this section, lessons learned are pre-
sented as one possible approach (among many) for the ethical telling of other people’s
stories in digital heritage IN projects.
Building on the now traditional iterative (as opposed to waterfall) design process of
creation, feedback, and revision, I have developed a process specific to the AR cultural
heritage area that prioritizes community teaching and learning, historical research, and
collaboration. This process takes direct inspiration from Helguera’s scholarship on
socially engaged art [29] and Sanders’ and Stappers’ scholarship on co-design methods
[26]. I have combined elements from each of these, along with elements more specific
to the heritage and mixed reality design spaces.
Prior to the semester beginning, I work with the client to understand their desires
and ideas for the project, and explain what is possible for students to develop in the
span of one course. We settle on a schedule of interaction, in terms of how many times
my students will meet with the client, where, and for how long. I also ask the client for
help in identifying resources, other collaborators like local experts, relevant archives,
and connection to end users - in other words, community members. At the start of the
semester early community workshops taught by my students include demystifying the
AR technology for community members, and teaching them some of the basic skills of
56 R. Rouse

Fig. 2. Generalized process for project development during the span of one semester.

design with AR. The core concept for the project is introduced in a open ended manner,
and through design sketching activities community members share their ideas for what
should be included in the project. Sketching activities could include asking community
members to draw psychogeographic maps of their town, to help share what spaces are
important to them and what spaces they already move through or visit on a regular
basis. Another activity could be asking community members to write a postcard from
the future of the town, sketching an image that shows what spaces, places, objects,
animals, or people the town is proud of or claims as an identity in the future, to help
understand community members’ aspirations for the town.
At the same time as these initial workshops are facilitated, students and I are also
doing our own research to educate ourselves on the topic at hand, and networking with
community experts, to identify threads in the story that may be misunderstood, over-
looked, or simply absent. Students are learning the basics of storytelling with AR/MR
technologies, as well as the practicalities of working with these systems. Assignments
during this time include written reflections on initial readings assigned, a journal-type
reflection on a site visit outside of class time, and AR ‘exercises’ downloading existing
applications and critiquing them, making a simple AR panorama that includes audio or
other interactions, and deploying a basic AR object at a GPS location and testing it.
As students reflect on what they are learning through these first meetings, work-
shops, assignments, and readings, they are led through a structured brainstorming
process to develop initial concept sketches to take to the client and other experts for
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 57

feedback. Students assimilate this feedback and identify what is needed in terms of
further research to bring their ideas into more concrete form as rough paper prototypes.
Following this, a second set of community workshops are set up to try out the paper
prototypes and invite community members into the process again. Paper prototypes are
ideal in terms of flexibility, since community members can write on, tear, tape together,
etc. as they engage in co-design instead of only giving written or oral feedback or only
being observed as they interact as in more traditional user testing protocols. Following
paper prototyping in this second round of workshops, students develop a digital pro-
totype, which they then playtest with community members and the client in a final
round of workshops. Then at the end of the semester as the final exam, students
formally present to the client and community members the finished working digital
prototype, video trailer, and accompanying design document that details the larger
vision for the project, and what resources would be needed to develop the project to
completion.
Again, this process is just one way to approach IN for digital cultural heritage and
the complex ethics of telling other people’s stories. I hope that others will take this as a
point of inspiration and critique, revise, and build other methods and approaches. In the
name of practicality, I have also drawn out a set of tips for instructors interested in
developing a course of this kind, listed in Fig. 3.

Fig. 3. Tips for developing a community engaged course in digital cultural heritage

4 Conclusion

As the students move through the semester, they take more ownership over the process.
Emphasis is placed on centering the community members and client, and approxi-
mately half of class meetings take place at community locations, not on campus. By the
58 R. Rouse

second round of workshops, students are leading the process more fully, not the
instructor. By the end of the semester, students are able to present to the client and
community members without any assistance from the instructor. Throughout the pro-
cess, students are prompted to write reflections, which are then brought into dialogue in
the classroom, thinking about their contributions to the team, the shifting roles they
have played, and how the process is going for them and others.
At times, students find the course frustrating, as it has no guaranteed outcomes in
the same way that a textbook-based course does. The path every semester is different,
and always an adventure. But once students reach the paper prototype phase, and begin
to see how their multiplicity of ideas and the ideas of community members and the
client can coalesce, they often become energized, working well above and beyond
expectation, choosing to take over liaison communication responsibilities from the
instructor (although communication lines with the instructor must always remain open),
spend more time in the community, and see the value of their work beyond the walls of
campus. Student feedback has been positive to the course, including comments on
evaluations indicating how much the students enjoyed using their skills from Game
Design and Computer Science for communities, and how much they valued the
experience of working in a large, complex team, as well as their hopes to continue to
contribute to community-based work in their careers following graduation.
In reflecting on this process, I claim it as neither fully original (see the many
sources of inspiration above) or complete. Building on Nyamnjoh’s call for a new
valuation of the incomplete in the digital humanities [17], I feel that unlike the common
HCI practice of conceptualizing users through “personas” or other designer-centered
processes, the co-design process structure reflects the necessary incompleteness
underlying the task - no one person or group has complete knowledge of history, and in
addition, history is never complete in its telling or representation. In its incompleteness,
history is an ideal match for the ontological incompleteness or mutability of IN. As I
continue to develop this course in future iterations, I will continue to strive to enact
teaching as a “practice of freedom,” as discussed by hooks [36], in the hopes that all
involved, myself included, learn new ways of being in the world as storytellers and
listeners of history for the future.

Acknowledgements. Some of the activities described in this paper were supported by an NEH
Humanities Connections Grant. The author also wishes to acknowledge and thank the many
community organizations and individuals who welcomed her and her students into collaboration
with incredible grace and generosity: The Rensselaer County Historical Society, Ilene Frank,
Stacey Pomeroy Draper, Kathy Sheehan, The New York State Office of Historic Preservation,
Mary Paley, Tony Opalka, Jenifer Monger, Tammy Gobert, Andrew White, Erica Wagner, The
Rapp Road Historical Association, Stephanie Woodard, Beverly Bardequez, Todd Ferguson, The
City of Cohoes, Ken Ragsdale, Melissa Cherubino, Michael Jacobson, Kay Olan (Ionetaiwas),
Cohoes Middle School, Judith Pingelski, Jennifer Sangiacomo, Steve Lackmann, Mickey Smith,
MiSci Museum of Science and Innovation, Janell Hobson, Marc Destefano, Megan Norris, Troy
Middle School, Kathy Fuller, Girls Who Code, Chris Sohn, and all the wonderful students of the
AR Design for Cultural Heritage course.
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 59

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Interactive Digital Narrative Practices
and Applications
Practical Insights for XR Devised
Performances

Joshua A. Fisher1(&) , Melissa Foulger2, and Jennifer Edwards3


1
Columbia College Chicago, Chicago, IL 60605, USA
jofisher@colum.edu
2
Georgia Institute of Technology, Atlanta, GA 30332, USA
melissa.foulger@lmc.gatech.edu
3
JenEd, Philadelphia, PA 19125, USA
jenedproductions@gmail.com

Abstract. Devised performances are produced through improvisations and


theater games in order to develop a story. Devising has a tradition of using
supplementary media. However, its collaborative storytelling process presents
design challenges when using Reality Media (XR). We present a series of
challenges and design insights derived from the production of a devised per-
formance with XR, The Safety Show. This novel performance utilized 20 mobile
devices networked to a stage manager running a shared XR experience with live
actors. The work sketches a rich space for research and creative expression.

Keywords: Augmented reality  Devised performance  Interactive non-fiction

1 Introduction to XR Devising Through the Safety Show

Devised performances engage a group of committed actors to develop a story through


improvisational games and creative exercises. The production is developed in a par-
ticipatory culture [1]. Increasingly, ensembles are supporting their work with compu-
tational media. Augmented, mixed, and virtual reality—referred to as Reality Media
(XR) [2]—can now be integrated into the devising process [3]. To aid practitioners, we
present design solutions to issues that arise during the production of XR devised
performances. These insights are derived from a devised XR performance called The
Safety Show. Additional inspiration came from scenographic theory [4]. The produc-
tion, practice-based design research, was an experimental step in an emerging creative
practice.
The Safety Show was performed in February 2019 at DramaTech, a theater at the
Georgia Institute of Technology. It was part of a campus-wide collective art project
entitled I Feel Safe When created and lead by resident artist Jennifer Edwards (2015–
2018). For the show, six student actors devised stories about feeling safe. They
included losing a friend, losing a grandfather, witnessing a birth, body shaming and
empowerment, religious disillusionment, non-binary empowerment, mental health,
self-discovery, friendship, and the campus police’s fatal shooting of Scout Schultz, a
nonbinary engineering student in their senior year [5].

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 63–67, 2019.
https://doi.org/10.1007/978-3-030-33894-7_7
64 J. A. Fisher et al.

The performance was directed by Melissa Foulger and the ensemble. In total, 34
students participated [6]. The show was performed over two weekends with two per-
formances per night. With the support of a grant, 20 iPhone 7 devices were rented and
shared between audience members. Over the show’s run, 78 people attended. Their
reactions varied depending on the night, their familiarity with XR, and how well the
technology worked. The university wrote a news article heralding the work as inno-
vative. A short video on social networks garnered thousands of views [7–9].

2 XR in the Production Process

The devising process is dynamic. Its variability can make implementing XR an obstacle
to improvisation. While human factors can change quickly to suit a performance’s new
direction, computational factors are procedural and cannot be altered with ease.
Nonetheless, XR designers and developers need to be committed to the devising
process.
In pre-production, actors practice engaging with XR that is invisible to them but
visible to an audience. Once learned, the actor can use their movements to bridge the
physical experience and the XR. The actor can become “a form of living scenery”, as
scenography scholar Pamela Howard has written, “the human body may be considered
as the primary plastic element for the scenographer to work with in creating the unity
between space, object, light and performer” [10]. We challenge actors to create dra-
matic tension between their bodies, XR, and members of the audience.
In early production, an aesthetic play between the XR, actors, and set should be
established. For example, an audience’s suspension of disbelief can be tickled by
considering the physical space and its tension with the invisible yet present XR. In the
show, this play occurred through a real-time multi-user network that enforced the XR’s
social presence even when an audience member wasn’t using their device. Accord-
ingly, XR designers should consider ways in which XR can create interactive, spatial,
and visual tension [11]. The media should enhance the spatial presence of a story that
develops from the actors’ gestures and the audience’s movement.
In mid production, rehearsals begin, the crew begins working out technical aspects,
and actors solidify their script and choreography. XR designers focus on elevating
details for dramatic effect through the creation of digital assets and prototypes. In The
Safety Show, this process changed two physical platforms, meant to represent a
mountain, into an XR forest with trees, clouds, and rocks—animated birds flit about as
an actor told their story. As part of creating these and other assets, actors had their
motions captured with the Orion iKinema system and an HTC Vive. Actors’ move-
ments were rehearsed while practicing monologues aloud. Once satisfied, actors’
motions were captured. If necessary, they were re-recorded. The process lasted one
hour per actor.
Audience placement is established during mid production and can be a challenge.
The XR and actors looked best from certain angles, but The Safety Show allowed the
audience to move freely. Actors gestured audiences toward these better viewpoints. We
also considered stationary iPads for the XR. This could have been an effective primary
Practical Insights for XR Devised Performances 65

setup for spectatorship or a secondary support to improve the XR’s accessibility for
people with reduced mobility.
In late production, technical rehearsals are underway in preparation for the per-
formance. The ensemble should look for ways to elevate aspects of established XR. In
the show, the petals of a cherry blossom tree fall to the ground as an actor relates his
grandfather’s death. He gestures toward petals to create a shared dramatic moment
through the XR. The petals were added in late production to enhance the existing XR
tree. Another example: it became clear that actors’ motion-captured models were stuck
in the uncanny valley. Since the models’ faces did not move, their monologues seemed
disembodied. Accordingly, a ghost shader was applied to the models. This spoke to the
biographical nature of the actors’ monologues and improved their presence.
During late production, procedures for stage management should be finalized. This
includes how the XR will be managed and how devices to access the XR will be
deployed. For The Safety Show, XR was synched asymmetrically between the audience
members’ devices and the stage manager. Two apps were developed: one for stage
management and the other for the audience. They were synched using the Photon Pun
Network solution for Unity. The audience app provided only a screen to look through.
The stage management app was designed for an iPad screen. Each act had a screen
of buttons to cue XR. These were deactivated after they were pressed to avoid repeated
instantiations. When this method didn’t work, it caused a cascade of failures as the
stage manager would attempt to synch the performance. It is suggested that a fail-safe
button that clears the XR while maintaining tracking be included to re-synch the
performance.
Regarding device distribution, if the ensemble lets their XR experience run on their
audience’s personal devices, the app needs to be downloaded. Once downloaded, the
ensemble needs to confirm that the app is working before the show. If providing
devices, a procedure needs be developed for their distribution and set up. In our show, a
docking bay with fast-charging stations that accommodated 20 iPhone 7 devices was
constructed. Before the performance, members of the crew would check the phones to
ensure their volume was up, battery was charged, and app was running. The phones
had Guided Access turned on to keep the audience locked into the app. The crew would
then detect features with the application to track the XR. Once all of this was con-
firmed, the devices were handed off to audience members who were instructed to raise
their hands should they run into any issue. The crew then practiced running phones out
to audience members having difficulties. This was an imperfect process.
During tech rehearsals, the apps and the Wi-Fi network need to be put under a
stress test. Using one or two devices is not enough. The performance space needs to be
filled with people. We were informed by IT staff that the water in humans can interfere
with Wi-Fi signals. If a theater is small and has an aging Wi-Fi network, a packed
audience moving about the performance space can cause issues. Placing Wi-Fi
repeaters and network boosters throughout the space can and did dramatically help
connectivity.
66 J. A. Fisher et al.

3 XR in the Performance: Maintaining the Illusion

Keeping the audience engaged with the XR can be a challenge and even an obstacle to
the performance. This challenge is caused by the weight of the devices, how hot they
get, unfamiliarity with XR devices, technical issues, and how easy the experience is to
enjoy. The cumulative effect of these challenges is a listless audience.
Stage management can be a challenge depending on the XR platform used and the
performance space’s connectivity. Timing the instantiation of XR material requires not
just responding to rehearsed cues but also the audience’s participation and an actor’s
impromptu gesture. Achieving these moments to dramatic effect takes practice. The
person controlling the XR needs a small crew to help them distribute devices, achieve
tracking with the app, and collect devices. During the show, there was only one person
managing the XR. This proved untenable. The show’s XR ran best when there were at
least three other crew members. It became easier to respond to the actors and audience.
The final challenge comes when the devices need to be collected, charged, and set
up for the next show. Over an hour, devices running XR will lose a substantial amount
of power. If the devices are to be used again, they need to be recharged and sanitized.
There were two shows per night with about 30 min between them. Depending on the
audience, there were only eight to 12 phones available for the second performance.

4 Challenges and Insights for the Set and Digital App

Hiding technical elements, maintaining a safe space for the audience to move, and
facilitating stable tracking for XR can be difficult. Masking can be used to hide pieces
such as charging stations and Wi-Fi boosters, but it can obscure trackable features. We
learned that the efficacy of tracking will be impacted by lighting cues, the stage’s
texture, and a device’s allocated memory for the experience. In terms of lighting, as
cues change so too will features. This alteration will influence the effectiveness of the
tracking algorithms. During The Safety Show, lighting cues were removed in order to
keep lighting stable. Additionally, between scenes, the performance space’s light was
cued to its originally tracked setting to aid feature detection. Both solutions were
imperfect.
Mapping the space for features will be difficult if the stage’s texture is uniform.
While minimalism can be pleasing to the human eye, computer vision has a difficult
time ascertaining differences in symmetrical designs scattered across a stage with
shifting lighting conditions. This applies similarly to props’ textures and dimensions.
ARkit provides memory-efficient affordances for object, plane, and light detection.
However, the complexity of models’ textures and polygon counts for XR can use a lot
of an app’s allotted memory [12]. For our show, we learned that iOS devices released
from 2017 to 2019 running iOS 12.1 only allow an application a 1.4 GB memory
footprint. Passing that threshold causes an experience to crash. The current AR services
will utilize about half that amount and do not leave much space for complex models.
Practical Insights for XR Devised Performances 67

5 Conclusion: A Call to Create

The Safety Show was a highly experimental project and provided insight into the
potential challenges for XR in devised performance. Multi-user XR performances are a
rich creative space in need of exploration. We hope this paper encourages others to
devise their own XR performances.

References
1. Jenkins, H., Ito, M.: Participatory Culture in a Networked Era: A Conversation on Youth,
Learning, Commerce, and Politics. Wiley, Hoboken (2015)
2. Engberg, M., Bolter, J., Maclntyre, B.: RealityMedia: an experimental digital book in
WebXR. In: 2018 IEEE International Symposium on Mixed and Augmented Reality
Adjunct (ISMAR-Adjunct), Munich, pp. 324–327 (2018)
3. Rouse, R.: MRx as a performative and theatrical stage, pp. 193–206 (2015)
4. Watson, I.: Levels of Visuality: Integrated Scenography for Devised Theatre (2008)
5. McCausland, P., Rosenblatt, K.: NBC news. In: Georgia Tech Student-Activist Shot Dead
by Campus Police. https://www.nbcnews.com/news/us-news/georgia-tech-student-activist-
shot-dead-campus-police-n802146
6. Friends of Dramatech: Friends of DramaTech. In: DramaTech Theatre Cast and Crew
Database. http://imdt.friendsofdt.org/index.php?action=show_detail&show_id=457
7. Atkinson, E.: Georgia tech news center. In: DramaTech Theatre Uses Augmented Reality in
“The Safety Show. https://www.news.gatech.edu/2019/02/22/dramatech-theatre-uses-augm
ented-reality-safety-show
8. Georgia Institute of Technology: YouTube. In: DramaTech performance uses augmented
reality to engage audience. https://www.youtube.com/watch?v=wOaZST8gBt8
9. Georgia Institute of Technology: Instagram. In: Georgia Tech. https://www.instagram.com/
p/BuMnXFrB-ka/?utm_source=ig_web_copy_link
10. Howard, P.: Actors as Scenography, pp. 1–10 (2008)
11. Schlemmer, O., Moholy-Nagy, L., Molnar, F., Gropius, W.: The Theater of the Bauhaus, 1st
(edn.). Wesleyan University Press, Middletown (1961)
12. Apple: Apple Developer. In: Reducing the Memory Footprint of Metal Apps. https://
developer.apple.com/documentation/metal/reducing_the_memory_footprint_of_metal_apps
Using Ink and Interactive Fiction
to Teach Interactive Design

Kenton Taylor Howard(&) and Rachel Donley

University of Central Florida, Orlando, USA


{Khowar12,RDonley}@knights.ucf.edu

Abstract. Fundamentals of Interactive Design is a large, mixed-mode, entry


level course in the Games and Interactive Media program at the University of
Central Florida. In the course we use Inky, an interactive fiction scripting engine
created by Inkle Studios, to teach interactive design by having students create a
choice-based interactive fiction story as a major course project. In this paper, we
provide a brief overview of our approach to teaching the course that others can
build upon. We discuss the class itself, previous research related to teaching
interactive fiction, and some of the assignments we created. We argue that
interactive fiction is an effective framework for teaching interactive design and
suggest that Inky facilitates teaching those concepts through code in an entry-
level course very well.

Keywords: Interactive fiction  Interactive design  Inkle

1 Introduction

This paper discusses our experiences with teaching interactive fiction in an interactive
design course using Ink, a scripting language created by Inkle Studios that creates
choice-based interactive fiction. First, we provide some background on the ways that
interactive fiction has been used in educational settings in the past. We then offer an
overview of the course and the approaches we used in the class. After that, we discuss
the assignments we used in the course and the kinds of feedback we gave students to
show how interactive fiction-based assignments were integrated into the course.
Overall, we argue that interactive fiction is an effective framework for teaching
interactive design and suggest that the Inky editor facilitates teaching those concepts
through code in an entry-level course.

2 Background

Interactive fiction has been used in the classroom in many ways, suggesting that it can
be an effective framework for students to learn about a variety of concepts. Approaches
to teaching with interactive fiction have been quite diverse: for example, IF has been
used by Lester [1] to teach students about the Hebrew Bible in college-level religious
studies classes, by Flynn and Hardman [2] to generate interest in physics in high school
science courses, and by Lundberg and Lyons [3] to help students with literacy in

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 68–72, 2019.
https://doi.org/10.1007/978-3-030-33894-7_8
Using Ink and Interactive Fiction to Teach Interactive Design 69

grammar and creative writing in intermediate level English as a Second Language


classes. IF is particularly common in creative writing contexts, and many classes and
programs use it to bridge game design and English: Skains [4] has used it in this way in
a Game Design and Professional Writing program. In this paper, we expand on such
research by describing how we used interactive fiction to teach an interactive design
course focused on introducing students to basic programming and design concepts.

3 Course Overview

Fundamentals of Interactive Design is an entry-level course in the University of Central


Florida’s Games and Interactive Media undergraduate program. The course has an
average of about 130 students per semester. The class is a 16-week mixed-mode
course; students complete most of their work online and attend class for lectures,
demonstrations, and other face-to-face activities once a week for two hours. Because
most of the students in the program focus on either web design or game design, the
course is divided in half and focuses on two major projects: the first half centers on
having the students create a personal website using HTML and CSS, while the second
centers on having the students create an interactive story using Ink, which this paper
will discuss.
Because it is an entry-level course, students enter Fundamentals of Interactive
Design with a variety of backgrounds in terms of their experience with interactive
fiction and coding. Students in the Games and Interactive Media program are typically
going on to either game design or web design courses, so the course emphasizes
development of students’ coding skills so that they can be successful in future courses
in the program. Students who are not in the program sometimes take the course as an
elective, especially those who are in other digitally focused programs, such as Com-
puter Science. These factors mean that students are very diverse in terms of their
previous coding experience: some have never written code before, while others have
experience as professional coders or have developed interactive products already.
The main goals of the course are to introduce students to coding skills and design
concepts. Students also develop entry-level interactive projects that prepare them for
later web design or game design courses in the Games and Interactive Media program.
Ink code can also be integrated into the popular Unity game design engine through a
plugin and has been used by Inkle Studios to make well-received games like 80 Days
(2014) and Heaven’s Vault (2019), so it introduces students to software that has been
used in the industry for professionally released products, another major goal of the
course.

4 Scaffolding Assignments and Projects

While Fundamentals of Interactive Design uses quizzes, exams, and participation


grades like many other college-level classes, much of the course focuses on two types
of linked assignments: scaffolding assignments that are made up of small, incremental
objectives that students receive weekly feedback on, and major projects that bring
70 K. T. Howard and R. Donley

together the scaffolding assignments by asking students to create an interactive product.


Scaffolding assignments are graded on a pass/half/fail basis and build upon each other:
each one asks students to create one or more components of an upcoming major
project.
The first half of the course has assignments that build up to having the students
create a short personal website, the first major project in the course. The second half of
the course has assignments that build up to a full interactive story created in Ink, the
final project of the course. These assignments begin with short brainstorming and
storyboarding assignments that ask students to plan out the content and structure of
their story, then move on to Ink-related assignments that ask them to implement that
content in code. This paper will review the basic structure of the Ink-related scaffolding
assignments below; while these are not the full assignment prompts given to students,
these prompts give a brief idea of what each assignment asks students to do and how
we gave feedback on each assignment. We have also provided an overview of the final
project assignment.

4.1 Scaffolding Assignment 4: Basic Ink


Assignment prompt: In Ink, create the majority of the content for your story. Create the
2 main decision points that will make up the structure of your story. Finally, create 2
endings for your story. Note that this assignment is a draft, which means that some
elements of your story can be a bit “rough,” but you should complete all the content
described above.
The goal of this assignment is to introduce students to Ink by having them
implement all of the story content that they have created in previous assignments in the
Inky editor itself. The scaffolding assignment approach is effective here because it
allows the students to focus on the code needed to create the story that they have
already written instead of creating new story content. This structure is particularly
useful for beginning coders who often have trouble with the coding concepts and need
time to work through them. Ink is relatively easy to learn, but this point in the scaf-
folding assignment sequence is also where students usually start to struggle since it
requires them to write code. Since many story problems have been addressed on the
previous planning assignments, most of our feedback focuses on programming mis-
takes or other design problems, and we usually try to be very clear about what was not
working so that students can fix coding errors before the next assignment.

4.2 Scaffolding Assignment 5: Advanced Ink


Assignment prompt: In Ink, create all of your story content. Create the main decision
points and both of the endings for your story. Create a conditional within your story
and one instance of alternative text. In addition, since this is a second draft, you should
have made some changes from your first draft; some elements of the story can still be
rough, but if your story shows little to no change whatsoever, you will not receive
ANY points for this assignment.
This assignment asks students to create most Ink content that is required on the final
project. By structuring the final assignment before the project in this way, students
Using Ink and Interactive Fiction to Teach Interactive Design 71

complete almost all required code and story elements before the final project, allowing
us to check these key components early and helping the students to focus on revision
and refinement. Students also learn some more advanced interactive design concepts
that are useful in other classes in the Games and Interactive Media program since many
of Ink’s advanced features employ traditional programming concepts. Students who are
new to coding sometimes have trouble with this assignment, and one of the biggest
challenges when giving feedback is ensuring that students have a conceptual under-
standing of how elements like variables and conditionals work and, more importantly,
why they are used. Some students struggle with the idea that while their code is
functional, it does not actually do anything because it serves no purpose in the story
and does not change the user’s experience in any significant way. We focus on pointing
out those kinds of issues so that students can address them before the final project.

4.3 Final Project: Ink Story


Assignment Prompt: In Ink, finalize all of your story content. Finalize the main
decision points and both of the endings for your story. Use a conditional within your
story and an instance of alternative text. Use HTML/CSS to modify at least two
significant elements of your story, such as the background color or font. Note that this
is your final version of the story, so your writing and code should be well-polished and
error-free.
This final project asks students to make use of all the interactive design skills they
have learned in the class - the HTML/CSS visual styling they add comes from the web
design skills that they learned in the first half of the course, and the required Ink content
uses what they learned in the second half. The main focus of the project is on polish so
that students can create an interactive product that they would be proud to put in a
portfolio or use as a demonstration piece. This assignment does not ask students to add
new narrative or code content to their story so they can focus on revision and finalizing
the content they have created. Students who struggle do so for a reason that many
educators might expect: they simply have not reviewed their feedback or spent time
revising their work to address concerns that were raised on previous assignments.
Because students have ample opportunities to plan their story and receive incremental
feedback on it, such situations are rare.

5 Conclusion

In this paper, we suggest that Ink is a powerful tool for creating interactive fiction as
well as for learning about interactive design. In particular, the affordances of Inky as a
simple code-based tool that can be integrated into Unity make it an ideal platform for
teaching students new to coding while allowing students with advanced coding to take
advantage of those. Our approach to teaching students interactive design skills through
a code-based interactive fiction scripting engine helps them prepare for future courses
in web or game design. We believe that our work provides an effective framework for
using interactive fiction and Inky to teach interactive design.
72 K. T. Howard and R. Donley

References
1. Lester, G.B.: What IF? Building interactive fiction for teaching and learning religious studies.
Teach. Theol. Relig. 21(4), 260–273 (2018)
2. Flynn, S., Hardman, M.: The use of interactive fiction to promote conceptual change in
science: a forceful adventure. Sci. Educ. 28(1–2), 127–152 (2019)
3. Lundberg, K., Lyons, K.: Using twine to deliver a grammar-linked creative writing
assignment in a hybrid ESL course. HETS Online J. 9, 98–112 (2019)
4. Skains, R.L.: Teaching digital fiction: integrating experimental writing and current
technologies. Palgrave Commun. 5(1), 1–10 (2019)
How Relevant Is Your Choice?
User Engagement and Perceived Agency in Interactive
Digital Narratives on Video Streaming Platforms

Lobke Kolhoff(B) and Frank Nack

Informatics Institute, University of Amsterdam,


Science Park 904, 1098 XH Amsterdam, The Netherlands
lobkekolhoff@gmail.com, f.m.nack@uva.nl

Abstract. With the release of the film Black Mirror: Bandersnatch Net-
flix entered the area of interactive streamed narratives. We performed a
qualitative analysis with 169 Netflix subscribers that had watched the
episode. The key findings show (1) participants are initially engaged
because of curiosity and the novelty value, and desire to explore the nar-
rative regardless of satisfaction, (2) perceived agency is limited due to
arbitrary choices and the lack of meaningful consequences, (3) the overall
experience is satisfactory but adaptions are desirable in future design to
make full use of the potential of the format.

Keywords: Interactive Digital Narrative (IDN) · User engagement ·


Agency · Streamed interactive fiction · Netflix · Bandersnatch

1 Introduction

In December 2018, Netflix extended its offer on interactive films, so far only aim-
ing at programmes for children, to adult customers by launching Bandersnatch 1 .
This film is part of the science fiction anthology series Black Mirror 2 and this
particular episode was released as a ‘Choose Your Own Adventure’ story. The
interactive decision-making allows users to choose between two options of narra-
tive development at multiple times during the episode, hereby determining the
course of events in the film. Bandersnatch is a streaming endeavour with the
aim to get subscribers more engaged and give them a feeling of control in the
story.
Yet, interactive storytelling is not a novel technology as it has already been
applied from as early as the 80s of the last century in stand-alone pc-based nar-
rative environments, or more recently in games [1,2]. However, the application
to the domain of video streaming services is new and poses some exciting possi-
bilities, with respect to story design in the context of streamed fictional content
1
https://www.netflix.com/title/80988062. The film is officially named ‘Black Mirror:
Bandersnatch’, in this study we will refer to it as ‘Bandersnatch’.
2
https://www.netflix.com/title/70264888.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 73–85, 2019.
https://doi.org/10.1007/978-3-030-33894-7_9
74 L. Kolhoff and F. Nack

as well as towards the critical analysis of customer perception behaviour and


hence the influence of decision-making on this behaviour.
In this article, we address the issue of what effect choice-based interactive
digital narrative has on user engagement and perceived agency in a streamed
interactive narrative environment, where the goal is to better understand if those
aspects trigger the wish for interactive content and/or to explore the content in
depth.

2 Related Work and Definitions

In our analysis we see Interactive Digital Narrative (IDN) as ‘digital interactive


entertainment media in which users are able to intentionally influence a multi-
sequential narrative, mediated by an interactive storytelling system’ [3,4]. We
chose for this view based on earlier work on visual media branching narratives
and technical developments that make the application of interactivity available
to a larger audience.
Already in the 1960s systems like Kinoautomat [5] experimented with break-
ing up film inherent linearity by giving the cinema audience decision-points to
alter the story flow. The introduction of computers in private households in the
1980s also introduced first attempts to establish interactive narratives in the
form of classical hypertexts, such as Afternoon, a story [2], and much later,
more enhanced examples such as Lucy Hardin’s Missing Period [6]. The latter
is of interest due to the impossibility to revoke a decision, so that frustration
over the plot is deliberately evoked by the author. In parallel, we also observed
the transition from film as a public medium, to be presented at cinemas, into a
private medium, where film is presented via cassette recorders on the home tv.
The company Blockbuster built on this home-video revolution by establishing
a rental video tape service that allowed the customer to freely choose content
to be watched at home [7]. At the same time, we saw developments in research
that used the access liberation of first VCRs and then later laserdiscs and DVDs
for methods to manipulate mixed media in a personalised manner. Examples of
this type of work are:

– New Orleans in Transition [8], which is a linear video with explorative text-
elements.
– Terminal Time [9], which is, in the tradition of Kinoautomat, an interac-
tive, ideologically-based documentary generator where the cinema audience
answers questions about it’s view on historical events, expressed by clapping.
As the narrative progresses it exaggerates ideas and, while maintaining a
coherent story, it reflects biases present in the audience.
– Façade is an interactive drama, which is described as a hybrid entertainment
form, with elements of a game and storytelling [10]. It is an open-ended narra-
tive about a married couple, with multiple possible outcomes. The interactive
experience is enabled by artificial intelligence and users are allowed an active
role in the conversations of the story, determining the direction of the drama.
How Relevant Is Your Choice? 75

Around the turn of the century, developments in network technology and


computing resulted in streaming and video-on-demand services, which person-
alised the access to media even further as any media could be accessed anytime
and anywhere. Gaming made use of streaming to introduce interactivity in form
of massively multiplayer online role-playing games such as World of Warcraft
[11]. Digital video first mainly focused on streaming media for the use of video-
on-demand. One of the first companies here was Netflix [12], which entered the
market as a postal start-up delivery service for DVDs but then changed into a
streaming-based video-on-demand service for the young and web-literate part of
society, where the service offers professionally designed fictional content, in com-
parison to YouTube3 and related services, which provide mainly privately gen-
erated content. Currently, several service providers in the field of professionally
produced fictional content approach the market, such as Hulu4 , Amazon Prime5 ,
Apple TV Plus6 and Disney Plus7 . They all compete for a broad spectrum of the
cloud audience. So obviously we have reached the end of the transition of pre-
senting visual linear fictional content in pure public and location-fixed settings
to individualised access anywhere and anytime. In the competitive field, where
content and its access are the driver, the next step is to investigate different
ways to handle content - where one option is to provide IDN.
Netflix has taken the first step for enhancing the experience of fictional mate-
rial by introducing simple interactive storytelling in the area of online streaming
services with interactive shows for children. The company believes that kids
who grow up in today’s digital era request interactivity and agency not only
with respect to their use of technology but also in the use of content8 . With
the release of Bandersnatch the adult audience is now addressed. The goal is to
foster engagement by creating a connection with the viewers by letting them par-
ticipate in the process of storytelling. User engagement is here defined as a type
of user experience which is characterised by elements of interactivity, positive
affect, challenge, sensory appeal, aesthetics, attention, endurability, perceived
user control, and novelty [13]. Thus, engagement stimulates cognitive, emotional
and behavioural aspects of perception, which shape the connection between a
user and a resource [14]. It relies on the positive aspects of interaction with an
application, and consequently, the desire to interact more frequently and for a
longer time [15,16]. Hence, engagement is about a user’s involvement and inter-
est in an experience [10], which in this context refers to being captivated by a
narrative and motivated to interact with it and continue to do so. The ability to
influence the plot of the story as an effect of interactivity can positively influence
the experience of entertainment for the user [17]. Interactive content could be

3
https://www.youtube.com/.
4
https://www.hulu.com/.
5
https://www.primevideo.com/.
6
https://www.apple.com/apple-tv-plus/.
7
https://preview.disneyplus.com/.
8
https://www.theverge.com/2017/6/20/15834858/netflix-interactive-shows-puss-in-
boots-buddy-thunderstruck.
76 L. Kolhoff and F. Nack

the means to get the user to engage, but can also result in distraction and dis-
ruption of the experience instead of sustained engagement [18]. The interaction
can become complex due to branching narratives, resulting in choices that may
lead to undesirable consequences or endings, and the experience may become
lengthy, which can negatively affect the users’ engagement as well.
Agency is described in research as the experience of control over one’s body
and the external environment [19]. According to Bandura [20], the core fea-
tures of human agency include the notion of intentionality, forethought, self-
reactiveness, and self-reflectiveness. Therefore agency refers to intentional acts
and anticipation of the consequences, and includes taking actual action and
reflecting on oneself and one’s actions. In relation, Murray [21] identifies the
concept of ‘dramatic agency’ as the most important term to evaluate the success
of any IDN. The ability to make “meaningful choices” and see their effects dif-
ferentiates it from terms like participation and activity. As agency is the actual
ability to influence deliberately through actions, perceived agency includes how
much of this agency is perceived by a user. It is this sense of control, that is
essential for meaningful interaction in interactive narratives [22].
The question remains, with respect to a reflective audience, how far the wish
for well-designed storytelling can be integrated with the wish to be served on
a personalised level that addresses the individual perceptional, reflective and
emotional preferences. That is what this paper addresses. Roth and Koenitz [23]
already took a first step in exploring the reception of interactive narratives in
a streaming environment. They also analysed Bandersnatch, with a user study
of 32 participants that were asked to watch the episode in a university course
setting. The study found global effectance, perceived meaningfulness, and posi-
tive affect to be significant indicators of user enjoyment. Also, transformational
power and agency of the users appeared relevant for the experience. Coherence of
the story was perceived high and confusion about it proved lower than expected.
The possible influence of the novelty value of an interactive experience is touched
upon but not further elaborated.

3 Bandersnatch - An Introduction
Before we introduce our analysis we provide a short introduction to the content
and structure of Bandersnatch. The interactive film is released as part of the
series Black Mirror, which is a dystopian science-fiction series about a dark
future shaped by technology, that addresses philosophical issues, paradoxical
tensions and twisted endings [24]. Bandersnatch is framed as part of the Black
Mirror series. The series consists of non-interactive, stand-alone episodes, that
last between 41 and 89 min each9 . Bandersnatch is not part of any season of
Black Mirror but released separately. However, the film may profit from the
reputation of an established and successful series. This might encourage the
audience to interact with the film. This audience is presumed to be interested in
9
https://www.netflix.com/title/70264888. Before Bandersnatch, four seasons have
been introduced where each has three to five episodes.
How Relevant Is Your Choice? 77

technology, may it be in the possibilities or the downsides of it. Because of these


properties, the Black Mirror audience seems like a proper fit when considering
the interactive format and the content of Bandersnatch.
Bandersnatch is set in the year 1984 and tells the story of Stefan Butler, a
young British programmer and game designer. In his quest to design a video
game based on a Choose Your Own Adventure fantasy novel, he is facing several
challenges and starts to question his reality. During the film, he struggles with
losing the feeling of control over his actions and decisions. The different storylines
can result in different outcomes based on decisions of the viewer, and as is almost
characteristic for Black Mirror productions these endings focus on the gloomy
side for the main character.
The film can be watched on an iOS or Android device, smart TV, streaming
media player, or game console,10 as these devices allow the viewer to participate
by making decisions. If the film is viewed on a device that does not support
interactive content, the viewer is not able to select any choices and the system
selects a default option.
The narrative does not follow a structured pattern and choices in one ‘time-
line’ can affect other timelines. Thus, the architecture of Bandersnatch has char-
acteristics of a ‘Directed Network’ structure, the standard structure of literary
hypertexts [25]. As circuits are allowed there is limited control over the duration
of the experience of the user. The film has five main endings, and 30 decision
points throughout the entire experience, where decision points can establish
crosses of storylines. Each time a choice is presented to the viewer, the ‘pause’,
‘rewind’ and ‘forward’ buttons disappear from the screen and are replaced by
a black beam containing two options of story development. In a time frame of
10 seconds one of the options can be selected, while the scene continues. If no
choice is made a default mode is played in which the system selects the way to
proceed. The film lasts 90 min if no choices are made and the minimal duration
is 30 min. There are several dead ends in the film, in which the story ends but
there is no option to go to credits. The viewer can only go back to an earlier
point in the film, and is sometimes offered a choice between two moments in the
past. After a dead end a recapitulation of past events is shown, saving the user
from experiencing long sequences all over again. It is important to note that in
case the user approaches the story without interaction and also does not stop
after the first story end is reached, the system automatically branches back to a
crosspoint and follows from there the path to another ending. It is doing so until
four endings are covered and then it proceeds to credits. This means a passive
user has by accident (as only a basic version is advertised for passive mode) the
best chance to see most of the endings, with still an incentive to start again to
see the one that he or she missed. We interpret this mechanism that Netflix does
not fully trust in it’s audience desire to interact with a story.
Concerning the choices, a few of these at the beginning of film are merely of
an aesthetic nature or introduce the user to the story. For example, the user can
decide which cereal the main character should have for breakfast or which song
10
https://help.netflix.com/nl/node/62526.
78 L. Kolhoff and F. Nack

to play at the time of choice. These decisions only partially affect what happens
the next moment and we interpret those as means to familiarise the user with
the interaction process and choice making. The local agency is emphasised over
global agency here. As the film progresses, global agency increases as the choices
have more of influence on the story overall.

4 Methodology
We studied the film Bandersnatch to gain insights into the relevance of engage-
ment and perceived agency for the experience of users of a streamed IDN. We are
interested in those concepts as they are always named as the reason why people
want to use IDN. We also investigate them in this context as we now can see
in a broad setting if the assumption is valid. We define user engagement as the
experience of a user in which one is captivated by the experience and motivated
to interact with it and continue to do so. Perceived agency is defined here as
the idea that users can make meaningful choices in the interactive narrative and
observe and evaluate the consequences of the choices.
The target group of the study are Netflix users who interacted with the film
Bandersnatch. As the interaction takes place in an online environment, we figured
potential participants could be reached online as well. We chose to develop and
use a questionnaire to measure engagement and agency because this is a form
of self-report that allows for sizeable simultaneous distribution. Bandersnatch
is available to Netflix users worldwide, which is why the study should not be
limited to one geographic location.
Questionnaire. We designed an interactive and adaptive questionnaire that
focused on gathering information on the interaction with the medium, evaluation
of the content, levels of engagement and the amount of agency perceived by users.
The questionnaire starts with demographic questions (3), after which the
participants are asked to confirm to have watched Bandersnatch. If this has not
been the case, the only question that remains for a participant concerns the
reason he or she did not watch it. In all other cases, participants are asked when
and with whom the interaction took place and how traversal decisions were made
with multiple people (2 or 3 questions depending on answers). Next, participants
were asked about the first ending that was encountered, their satisfaction with
it and if they continued the exploration after the ending to encounter further
storylines (3 or 4 questions depending on answers). The next questions concern
satisfaction about elements of the experience (6 questions), such as the overall
story, being able to make decisions, the existence of multiple endings and dead
ends. Participants were asked to provide an overall rating of the Bandersnatch
environment and they state and explain if they would recommend the film. The
set of questions about engagement (7 questions) is based on the attributes of
engagement, as stated by O’Brien et al. [13]: novelty, perceived usability, focused
attention, felt involvement, aesthetics, and endurability.
The final questions on perceived agency (9 questions) are based on the con-
trol heuristic of Thompson in which perceived agency over outcomes is judged
How Relevant Is Your Choice? 79

based on the intention and connection between actions and consequences [26].
All multiple-choice questions about satisfaction, engagement ad agency use a
five-point Likert scale, ranging from very unsatisfied or strongly disagree (at a
value of 1) to very satisfied or strongly agree (at a value of 5).
The most crucial prerequisite for participants is to have interacted with Ban-
dersnatch. Because of this specific property, we distributed the questionnaire in
our own social networks and online communities with the theme ‘Bandersnatch’
on Facebook and Reddit. Snowball sampling was used to reach more potential
participants, because virtual snowball sampling is effective to increase the sam-
ple size and representative of “hard-to-reach” populations [27]. In this respect,
the population used for this analysis is considered more representative than the
one described in Roth & Koentiz [23], as we assume that the participants had
already an intrinsic interest in watching the content and experiencing the inter-
action without being asked to do so in an educational setting. The questionnaire
was distributed on May 18th 2019, five months after the release of Bandersnatch.
We closed the form ten days later, on May 28th, as the incoming responses had
been decreasing over the preceding days.
Participants. From all participants (N = 187) of this study, the majority (N =
169; 90.4%) watched Bandersnatch.11 As the viewers of Bandersnatch belong to
the main target group, we will refer to this group (N = 169) when discussing the
sample, unless stated otherwise. In the sample of 169, 51% of the participants
were female and 48% male. The remaining 1% did not disclose their gender. The
age of the participants ranged from 13 to 61 years (M = 24.26, SD = 7.28). People
from 29 different countries worldwide participated, and 40% of the sample are
from the Netherlands. Other countries participants are from include, but are not
limited to, the United States (21%), United Kingdom (8%) and Canada (5%).
The continents that were represented most were Europe and Northern America.

5 Findings and Evaluation

In this section the results from the questionnaire will be described. For answers to
multiple-choice questions, we present answers in the following way: SA (Strongly
Agree) - A (Agree) - NA (Neither Agree Nor Disagree) - D (Disagree) - SD
(Strongly Disagree). When asked about satisfaction, the range of answers is:
VS (Very Satisfied) - S (Satisfied) - NS (Neither Satisfied Nor Unsatisfied) - U
(Unsatisfied), VU (Very Unsatisfied).

5.1 Reasons for Not Watching


Responses from the participants who did not watch the film (N = 18) show that
72% did not know the film, 22% had not enough time to watch but were aiming
at watching it later, and 6% simply had no interest in the content.
11
The results of the questionnaire can be viewed at http://bit.ly/InteractiveStory
telling2019.
80 L. Kolhoff and F. Nack

5.2 Interaction

At the time of the study, in May 2019, the duration of last having seen the
film has been distributed as: five months before (53%) four months (17%), three
months (14%), two months (7%), less than a months ago (3%), and less than
a week ago (7%). Thus, the majority watched the film short after its release,
which indicates interest.
The amount of people that watched the film in a setting ranged from: alone
(43.8%), two people (47.3%), three (5%), four (1.2%), five (1.2%), or more
(1.2%). From those who did not watch alone (N = 95), 82.1% made decisions
by attempting to reach a consensus in the provided time frame of 10 seconds.
This behaviour we see in all group constellations. It seems agency (reflection and
discussion) is a driver in group decision-making within IDN.
For participants who watched the film alone (N = 74) it is more difficult
to state how decisions are formed. Thirteen of them finished in the first go at
the end of the default path, which could mean they did not interact. However,
all of them stated later that they reached several endings. It is unclear what
drove them to start exploring the interactive feature, but it can be stated that
they made the decisions all by themselves. Thus, we can conclude that both
groups made active choices which indicates performed agency. We also conclude
that streamed interactive fictional content needs to be designed so that a group
decision process is possible. This requires that the decision points need to be set
so that a discussion about various opinions is possible, but not so complicated
that a decision in the given decision time frame is not feasible.
Table 1 shows which ending was encountered first by participants, the aver-
age satisfaction with this ending and the part that continued the experience to
explore alternative endings. It shows that 89.6% of participants continued the
experience after the first ending encountered. Most participants continued after
this ending, regardless of their satisfaction with it. This is illustrated by the
fact that there is a minimal difference in the percentages that continue, when
looking at satisfaction about the first ending. From the participants satisfied
with the first ending (45.4%), 90.5% continued the experience, and 88.8% of
those who were dissatisfied (54.6%) continued. Thus, we clearly see that a good
choice, thus positive agency (influential actions and anticipated consequences),
relates to positiveness and interactivity and hence engagement. We also observe
that unsatisfied agency still can generate engagement but then rather based on
aspects such as challenge. In both cases the result is to interact more and to
experiment with the experience of choice. The average number of endings found
is four (M = 4.1, Median = 4) out of five possible endings.

5.3 Experiences

We have already established that overall participants appreciated that they can
choose but showed an irritation with the choice environment in general. We
investigated how they perceived their agency and the results of that investi-
gation are presented in Tables 2 and 3. The overall distribution of responses
How Relevant Is Your Choice? 81

Table 1. Satisfaction and continuation after first ending encountered. Five main end-
ings: Collins daughter works on Bandersnatch years later (A), Young Stefan goes with
his mother and dies in the present (B), Stefan discovers he is on a film set (C), Stefan
is arrested for killing his father (D), and Stefan fights therapist and father (E).

Ending Encountered first (N) Satisfied Continued


A 30 80% 93.3%
B 32 65.6% 71.9%
C 23 39.1% 95.7%
D 49 26.5% 98%
E 29 24.1% 86.2%
163 45.4% 89.6%

related to agency is rather diverse. In line with this, the participants think they
are provided with the right amount of choices and seem to be adequately in
control of those. However, they are in particular unhappy with the predictabil-
ity and desirability of the consequences. This complaint is also visible in the
fact that 41% felt that they were confronted with unnecessary choices, and that
44% had anticipated choice options of which no were provided. There were also
complains about dead-ends, thus paths with no real story ending. In summary,
these observations result in the finding that the participants wish to alter the
content but consider the design of the choice space as poorly performed. We face
the interesting fact that though the perceived agency was lower evaluated as the
actual performed agency, the participants still continue exploring. An answer
to this effect can be found in the results of our elucidation of the participants
engagement.
When looking at user engagement we found that, on a scale from 1 to 10,
participants rated the overall interaction experience with a mean of 7.76 (Median
= 8). We consider this a clear indication of high engagement. However, we were
also interested in which of the engagement elements as outlined in our definition
contributes at all, and if so most. For the findings, see Table 4. The results man-
ifest that all engagement attributes contribute to the overall highly perceived
engagement, yet not all of them similarly. Two aspects we found in particular
interesting. It seems to be that there is a correlation between the novelty aspect
and focused attention as this type of storytelling is novel for most of the partic-
ipants, they need to concentrate more and therefore are aware of passing time
(Table 3 also supports this). This means that high levels on concentration are not
considered a downsizing effect in this context. Second, novelty also influenced
the interest in the future use of other interactive storytelling videos. In line with
this, we also see that 89% would recommend the film, which indicates that the
novelty paired with the made experiences is considered positive.
However, the free answers in the questionnaire indicate that this does not
mean necessarily that participants were satisfied with the content. For example,
participant 39 stated: “Probably only for the interactive feature, not because
82 L. Kolhoff and F. Nack

Table 2. Participant responses on statements related to agency

SA A NA D SD
Content frequency choices 20% 47% 20% 11% 4%
In control experience 21% 33% 24% 15% 7%
Desirable consequences 5% 26% 46% 20% 4%
Foreseeable consequences 5% 14% 33% 36% 11%
No choice while preferred 14% 30% 27% 20% 9%
Unnecessary choices 17% 24% 22% 28% 8%

Table 3. Participant responses to the influence of decision-making on the experience

Decision-making SA A NA D SD
Was demanding 5% 22% 21% 33% 20%
Caused annoyance 4% 11% 10% 31% 44%
Disrupted experience 5% 14% 14% 35% 33%

Table 4. Participant responses on statements related to engagement. Concepts in ()


are added here for clarity, they were not part of the questions asked

SA A NA D SD
Interface is clear (usability) 72% 17% 8% 4% 0%
Watched out of curiosity (novelty) 60% 25% 9% 4% 1%
Watching was worthwhile (endurability) 48% 24% 9% 6% 4%
Interest in IDN afterwards (endurability) 58% 24% 9% 5% 4%
Visually appealing layout (aesthetics) 49% 33% 16% 2% 1%
Involved in experience (felt involvement) 43% 34% 14% 9% 1%
Lost track of time (focused attention) 34% 32% 19% 13% 2%

the film is good.” Participant 110: “Yes, but more because this is the first film
where you can choose how the storyline goes. I feel like there are better, more
intriguing, films possible with this technology.” This is also in line with the fact
that merely 72% found watching the film worthwhile. In some of the endings the
initial level of satisfaction is not perceived highly, e.g. 24.1% for ending E (see
Table 1). Thus, the free exploration generates a large deviation on how content
is perceived. Thus, engagement elements such as curiosity and challenge can be
considered well approved, whereas sensory appeal and aesthetics are considered
weaker. Those findings also explain why the participants continued looking for
new endings even though they perceived the way to choose and the ability to
forethought beyond optimal. This also means, however, that once the novelty
wears off the problem of authoring such story spaces has to improve drastically
as otherwise the interest will drop due to low levels of perceived control, positive
effect and endurability.
How Relevant Is Your Choice? 83

6 Conclusions and Future Work


If we look at our findings and compare them with those of Roth & Koenitz
[23], we would agree that positive affect, transformational power and agency
are indeed relevant, not only for enjoyment, but also for engagement. However,
our findings show a more diverse image with respect to engagement and agency,
which is certainly also based on the fact that the population size is larger than
in Roth & Koenitz’ paper. What we can show is that the basic assumption of all
IDN research, namely that people desire agency to alter story paths, is correct.
That is not only substantiated by the fact that our participants rated the overall
experience highly, they also showed a reasonable level of intentional acting and
anticipation of the implications with their responses regarding decision-making,
control of the experience, and desirable and foreseeable consequences. We also
observed that all aspects of engagement contribute, only we are not sure to what
extent, so more detailed and discriminating research is necessary. We also show
that agency is more complex, as it is even less coherent than engagement, and
hence additional research is necessary to establish under which circumstances
the relation between the control experience, the desirable outcomes and the
foreseeable outcomes have an influence on the desire to make choices. In any
case, we have to investigate for both engagement and agency how they can
stimulate curiosity in the context of streamed interactive fictional content.
We could also show that this awareness of potential agency is strongly related
to the engagement but not so much on content level (aesthetics and sensory
appeal), but in the Bandersnatch context mainly on novelty. In the context of
story design of streamed fictional content, this opens up the need to look again in
more detail to the problem of IDN authoring. The case of Bandersnatch clearly
shows that problems in the content and more relevantly, in the underlying nav-
igation engine, will only be tolerated as long as the experience of navigation is
new. We do not know for how long this novelty will last in a streamed fictional
context, but we can state that all aspects of engagement and agency need to be
addressed to stimulate the desire to interact more frequently and for a longer
time with the content (this aim is also followed in the domain of gaming and
from a business point of view in streaming services, and from both the IDN com-
munity can learn). Thus, more research is needed to understand which relations
between conceptual aspects of engagement and agency have an influence on the
perception of story content and story structure, so that authoring environments
can be designed that can support authors in the design of streamed interac-
tive fiction. In this context it also needs to be mentioned that Bandersnatch is
a particular type of story, and additional research is needed to see if different
narrative styles and genres would establish similar findings as presented in this
paper. Our assumption is that this is not the case. Another topic of research is
to identify which of the aspects of engagement and agency support which type
of genres or narrative styles to what extent.
Overall, it seems advisable for the interactive storytelling community to col-
laborate with companies like Netflix, as they can provide a test field in which
critical analysis can be performed on the perception and the real-world behaviour
84 L. Kolhoff and F. Nack

of the interactive user. In that way, not only a better understanding of streaming
communities and their preferences regarding content can be established but also
the various theories, such as Murray’s theory on ‘dramatic agency’ [21], can be
empirically tested.

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Designing and Developing Interactive
Narratives for Collaborative
Problem-Based Learning

Bradford W. Mott1(&), Robert G. Taylor1, Seung Y. Lee1,


Jonathan P. Rowe1, Asmalina Saleh2, Krista D. Glazewski2,
Cindy E. Hmelo-Silver2, and James C. Lester1
1
North Carolina State University, Raleigh, NC 27695, USA
{bwmott,rgtaylor,sylee,jprowe,lester}@ncsu.edu
2
Indiana University, Bloomington, IN 47405, USA
{asmsaleh,glaze,chmelosi}@indiana.edu

Abstract. Narrative and collaboration are two core features of rich interactive
learning. Narrative-centered learning environments offer significant potential for
supporting student learning. By contextualizing learning within interactive
narratives, these environments leverage students’ innate facilities for developing
understandings through stories. Computer-supported collaborative learning
environments offer students rich, collaborative learning experiences in which
small groups of students engage in constructing artifacts, addressing disciplinary
challenges, and solving problems. Narrative and collaboration have distinct
affordances for learning, but combining them poses significant challenges. In
this paper, we present initial work on solving this problem by introducing
collaborative narrative-centered learning environments. These environments will
enable small groups of students to collaboratively solve problems in rich multi-
participant storyworlds. We propose a novel framework for designing and
developing these environments, which we are using to create a collaborative
narrative-centered learning environment for middle school ecosystems educa-
tion. In the learning environment, students work on problem-solving scenarios
centered on how to support optimal fish health in aquatic environments. Results
from pilot testing the learning environment with 45 students suggest it supports
the creation of engaging and effective collaborative narrative-centered learning
experiences.

Keywords: Narrative-centered learning  Collaborative learning

1 Introduction

Recent years have seen significant growth in research on the role of narrative and
collaboration in education. Narrative-centered learning environments contextualize
learning within interactive narratives in which students actively participate in engaging
story-based problem solving [1, 2]. These environments encourage students’ active
participation in learning, critical thinking, and analysis. Meanwhile, computer-
supported collaborative learning environments offer students inquiry experiences that

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 86–100, 2019.
https://doi.org/10.1007/978-3-030-33894-7_10
Designing and Developing Interactive Narratives 87

are deeply collaborative [3]. These environments engage students in investigating


complex ill-structured problems, making use of authoritative resources, and con-
structing informed explanations. Leveraging the affordances of both narrative-centered
learning environments and computer-supported collaborative learning environments
offers significant potential.
By integrating narrative-centered learning with collaborative learning, collabora-
tive narrative-centered learning environments will enable small groups of students to
collaboratively solve problems in rich multi-participant storyworlds. As opposed to
traditional narrative-centered learning environments, in collaborative narrative-centered
learning environments, students work in groups solving motivating problem-based
learning scenarios that feature compelling plots, engaging characters, and inviting
settings. These environments will dynamically generate narratives to be interactively
experienced by a group of participants. (We use the term “participant” to emphasize the
active role played by students experiencing and affecting the narrative that is unfolding
in the multi-participant interactive environment). Here, computational models of nar-
rative must craft global story arcs and dynamically direct storyworld events to create
the most effective collective story-centric learning experience for all of the participants.
For collaborative narrative-centered learning environments, these computations entail
dynamically selecting and arranging plot elements that will engender group-based
problem-solving activities so that participants can together achieve the resolution of the
narrative, while developing flexible knowledge, critical reasoning skills, and collabo-
ration skills.

2 Background

2.1 Narrative-Centered Learning


Computational models of narrative can serve as the foundation for learning environ-
ments that provide effective story-centered pedagogy that is both meaningful and
motivated [4–8]. In narrative-centered learning environments, learning occurs in the
context of interactive narratives [9–11]. Such learning environments leverage the
power of dynamically generated narrative to create learning experiences that are both
effective and engaging. Drawing on intelligent tutoring systems, intelligent virtual
agents, and serious games, narrative-centered learning environments offer the promise
of adaptive, situated learning experiences that are highly interactive and engaging for
students. Narrative-centered learning environments have been investigated in a broad
range of educational domains, including anti-bullying education [4], health intervention
education [12], social issues [13], computational thinking [14], and science learning [9,
15]. In addition to education, narrative-centered learning environments have also been
used effectively in training [16–18]. While significant progress is being made on
narrative-centered learning environments, most of the work to date has focused pri-
marily on single-learner scenarios.
88 B. W. Mott et al.

2.2 Collaborative Learning


Contemporary approaches to inquiry learning are deeply collaborative [3]. Collabo-
rative inquiry involves small groups of students engaging in constructing artifacts,
addressing disciplinary challenges, and solving problems. These approaches rely on
scaffolded student engagement, including different forms of learning cycles that help
provide norms, routines, and teacher guidance [19, 20]. Problem-based learning
(PBL) is an effective approach to enabling collaborative inquiry that challenges stu-
dents with investigating and resolving complex, ill-defined problems [21, 22]. In PBL,
students engage in self-directed learning as they collaboratively solve problems while
co-constructing flexible knowledge through small group discussions and negotiations
[22]. Story-centric scenarios often serve as an effective approach for structuring the
problems that lie at the heart of problem-based learning for students [23]. Although
originally developed as an instructional model for medical schools, there is significant
interest in applying PBL within primary and secondary education [24], including
science classrooms [23]. Although progress is being made to realize the potential of
problem-based learning through computer-supported collaborative learning environ-
ments, limited work has explored the unique opportunity provided by the rich, dynamic
problem contexts of narrative-centered learning to support deep collaborative inquiry at
the classroom scale.

3 Designing Collaborative Interactive Narratives

Collaborative narrative-centered learning environments extend educational narratives


into the social arena and call for the creation of computational models of collaborative
narrative generation. Rather than generating narratives for a single participant, com-
putational models of collaborative narrative generation create shared, collective nar-
rative experiences to be interactively experienced by a group of participants [25–27]. In
contrast to multiplayer online games in which a loosely formed sense of narrative may
emerge from sandbox-style interactions or completed quests, computational models of
collaborative narrative generation are concerned with explicitly reasoning about nar-
ratological elements (fabula, sjužet, and medium) to create engaging narrative expe-
riences for groups of participants. The work presented in this paper focuses on
computational models of collaborative narratives with an emphasis on collaborative
learning in which students cooperate to solve ill-structured problems. Our work targets
the generation of narratives for small multi-participant groups consistent with problem-
based learning. Computational models of collaborative narrative generation must
address two sets of design requirements: those stemming from interactive narrative
generation, and those stemming from the multi-participant nature of collaborative
narratives. Each of these is discussed in turn.
Computational models of interactive narrative generation construct stories in which
an audience member plays an active role. In addition to crafting narratives that have
many of the properties of traditional stories such as conflict, compelling characters,
plot-driven storylines, and crisis decision points, computational models of interactive
narrative should create narratives that exhibit three properties: (1) participant agency,
Designing and Developing Interactive Narratives 89

which imparts the perception of control to the participant with respect to the short-term
and long-term impact of her actions on the story [28, 29]; (2) believable characters, in
which the participant’s interactions with “non-player” characters are contextualized in
the narrative’s plot and setting [4, 30]; and (3) participant-tailored experiences, in
which plot elements and character behaviors are customized to the individual partici-
pant [31, 32].
In addition to the requirements noted above for interactive narrative, computational
models of collaborative narrative generation should address the following require-
ments. First, the models should support collaboration-centered plot generation, in
which the narrative generator creates plot lines that require cooperative actions on the
part of the participants. For example, they should introduce plot points requiring
participants to devise plans leading to the achievement of a common goal, and they
should encourage communication among participants. Second, the models should
support role-based participant-character interactions. Endowing characters with specific
expertise and abilities is an oft-used literary device from traditional narratives, and it
can be effectively leveraged in collaborative narratives for both participant characters
and synthetic characters (e.g., virtual agents). Third, the models should create stories
that maximize the utility of the resulting narratives. In addition to being engaging for a
single individual participant, collaborative narratives should be engaging for the group
as a whole.
Our approach to organizing computational models of collaborative narrative gen-
eration employs the jigsaw methodology to create multi-participant groups for col-
laborative problem-based learning. In jigsaw-based problem solving, students become
experts on different aspects of the problem under investigation and then share what they
have learned with group members [33]. Effective collaborative work depends upon the
presence of positive interdependence between participants, thereby requiring students
to interact and rely upon contributions of others [34]. Most effective collaboration
occurs when group members have both resource and goal interdependence. Jigsaw
approaches used in science classrooms have led to increases in affective outcomes [35],
and Aronson and Bridgeman (1979) argue that the jigsaw methodology reduces
classroom competition and creates an environment that leads to goal attainment [36].
Jigsaw-based problem solving offers a practical and effective approach to organizing
the design of collaborative problem-based learning narratives.

4 Developing Collaborative Interactive Narratives

While promising, integrating interactive narrative and collaboration to create effective


group learning experiences poses significant challenges. To this end, we have designed
STORYLOOM, a rapid prototyping tool for creating interactive narratives that enable
students to work together to solve problem-based learning scenarios, while allowing
researchers to investigate collaborative learning within the classroom.
90 B. W. Mott et al.

4.1 Architecture
The STORYLOOM architecture defines key components of a collaborative interactive
narrative that represent distinct groups of functionality and resources (Fig. 1). The
primary purpose of STORYLOOM is to provide a blueprint for creating engaging inter-
active narratives that support effective group learning. To this end, the architecture
defines two types of resources that when combined represent the narrative experienced
by a group of students: World Resources and Story Resources.

Fig. 1. STORYLOOM architecture.

World Resources are the building blocks for the storyworld that the students will
experience while interacting with STORYLOOM: Locations, Characters, and Props.
These resources represent the physical manifestation of the narrative. These are the
objects that the students will see, hear, and interact with as they are transported into the
storyworld. The Story Resources define how the World Resources interact with each
other and with the students as they progress through the narrative. Story Resources are
composed of Dialogue and Beat Sheet resources. Dialogue resources represent the
conversations, narration, and dialogue choices presented to the students as they interact
with characters, manipulate props, and visit locations within the storyworld. A Beat
Sheet resource represents a complete story within the narrative environment from a
particular student’s perspective organized around the jigsaw methodology with the
student becoming an expert on some aspect of the story. A story beat is an event within
the narrative where something changes and the story advances [37]. For example, a
young boy learns he is a wizard after receiving an acceptance letter to wizarding
school. The Beat Sheet resource, as defined in the STORYLOOM architecture, is a col-
lection of story beats that represent the entire narrative experienced by a student.
A story may contain multiple character roles that can be assumed by students. Each
beat sheet represents a different narrative experience within a larger collaborative story,
and thus there may be multiple beat sheets in a story, each one describing the story
from a particular student’s perspective.
Designing and Developing Interactive Narratives 91

Another key requirement of STORYLOOM is to allow students to interact and col-


laborate within the storyworld as they experience the interactive narrative. This func-
tionality is represented by three components within the architecture: Multiplayer
Server, World State, and Chat. The Multiplayer Server is responsible for providing a
real-time communication channel between each interactive story client that is partici-
pating in a shared narrative experience (Fig. 2). The Multiplayer Server allows multiple
students to interact over a network connection. It also allows an optional tutor, perhaps
a human serving in the role of a wizard within a Wizard-of-Oz data collection or an
intelligent tutoring system, to participate in the learning experience by providing
content and collaboration scaffolding as the students work together to solve the
problem-based learning scenario. The World State component represents the func-
tionality and data that must be replicated across all of the interactive story clients and
the optional Tutor Control Panel in order to create a consistent and shared virtual world
and narrative experience for all the students (Fig. 2). For example, if a student places a
sticky note on a whiteboard in the virtual world, the same action must be replicated to
all of the other students’ interactive story clients. Lastly, the Chat component represents
the functionality that allows students as well as the tutor to communicate across the
network in real-time. This functionality is crucial for collaborative problem solving as
students share what they have learned and discuss possible solutions to the problem
scenario within the context of the interactive narrative.

Fig. 2. Interactive story clients collaborating with a human tutor.

The Narrative Director is a central component within the STORYLOOM architecture


that is responsible for orchestrating the interactions of all the other components within
the interactive story clients to generate a collaborative, problem-based learning expe-
rience (Fig. 1). The Narrative Director loads narrative-specific Story and World
Resources based on the role assumed by the student within the larger shared narrative.
For example, a student may have assumed the role of a toxicologist in a team of
scientists who have been asked to determine why farm animals are getting sick. The
toxicologist Beat Sheet would contain individual beats that define a unique narrative in
which the student (acting as the toxicologist) visits the farm, takes water samples from
the pond, and then discovers that the water is contaminated with hazardous chemicals.
This narrative experience will be unique to the student playing the toxicologist role.
Likewise, the other students will experience their own unique narratives based on their
92 B. W. Mott et al.

roles as they gather evidence to be shared and discussed as part of the collaborative
problem-solving learning experience within STORYLOOM. For example, two students
playing the roles of a toxicologist and botanist might progress through a simple nar-
rative in which each student experiences unique story beats that provide evidence and
insights that are shared during collaboration sessions where they discuss and negotiate
as they work together to determine why the farm animals are getting sick (Fig. 3).

Fig. 3. Two-student progression through a shared collaborative learning experience.

The Camera and User Interface components in the architecture represent how the
narrative is conveyed to the student, while the User Input component represents how
the student interacts with the narrative. The interactive story client might be imple-
mented using a high-fidelity 3D game engine, which would produce immersive
experiences in which students have the freedom to travel between realistically rendered
locations and interact with lifelike characters as they experience the narrative. In this
situation, the World Resources in the architecture would consist of 3D models, ani-
mations, and audio.

4.2 Implementation
The STORYLOOM architecture presented above was used in the design and development
of a 2D visual novel-style collaborative narrative-centered learning environment. The
learning environment was developed using an agile development process in which the
software was iteratively designed, implemented, and reviewed. This particular imple-
mentation of STORYLOOM supports rapid prototyping and deployment of 2D interactive
narratives into classrooms. In this implementation, the Camera, User Interface, and
User Input components were implemented using the Unity game engine. The Unity
game engine is capable of rendering 3D environments and characters. However, we
decided to create a 2D narrative experience to simplify art creation, while we focused
our development efforts on refining the narrative and collaboration-specific function-
alities. The Unity game engine is cross-platform and enables the learning environment
to be deployed on a wide variety of platforms such as Windows, macOS, Android, iOS,
and Chromebooks.
This version of STORYLOOM presents the storyworld to students as 2D representa-
tions of locations, characters, and props. Because students can choose to travel between
locations, converse with characters, interact with props, and collect information as they
Designing and Developing Interactive Narratives 93

progress through the problem-solving scenario, they are active participants within the
narrative. For example, a student could be asked by a character in the learning envi-
ronment to travel to a fish hatchery and measure the dissolved oxygen levels in a water
tank as the student attempts to determine why the fish have become sick. This
implementation of STORYLOOM includes text-based chat that students can use at any
time during the narrative to communicate with one another. In addition, a human tutor
can also participate in the conversation to provide content or collaboration scaffolding.
This 2D version of STORYLOOM provides a flexible framework for quickly devel-
oping and evaluating interactive narratives by allowing non-technical authors to create
story beats in a Google Sheet and author dialogue in Google Documents. These
documents are imported into the system as Beat Sheet and Dialogue resources that are
combined with the 2D representations of locations, characters, and props to produce an
interactive narrative. Using Google Docs as an authoring tool has several significant
advantages for authors: (1) familiar and feature-rich word processor, (2) collaborative
authoring, and (3) revision tracking and revert capability, and 4) readily available.
These features allow content to be authored and easily revised, thus, enabling a tight
iterative loop to quickly refine the narrative experience.
This version of STORYLOOM fully supports the creation of jigsaw-based narratives
where students acquire expert knowledge as they experience their own unique stories.
This acquired knowledge can then be shared with their group through collaboration as
they work together to solve a problem-based learning scenario. When using this version
of STORYLOOM to create a collaborative, narrative learning experience, the following
high-level steps are used to structure the jigsaw-based narrative: (1) Create an over-
arching narrative that features the problem-based learning scenario, (2) Identify pos-
sible solutions including knowledge required to solve the problem, (3) Create
individual narratives that correspond to roles within the larger overarching narrative
wherein students acquire knowledge, (4) Define story beats in a Google Sheet that
represent the significant events that move each individual narrative forward, (5) Iden-
tify characters and author dialogue in a Google Document for narration and conver-
sation associated with the story beats (such interactions reveal expert knowledge to the
students), (6) Create story beats that represent collaboration points in the overarching
narrative, (7) Identify all of the locations, characters, and props necessary to tell the
story and create art assets for them. The artifacts from the previous steps can then be
combined with STORYLOOM to create a deployable learning environment. Creating a
collaborative interactive narrative is a creative endeavor and will likely require several
passes through the above steps.

5 CRYSTAL ISLAND: ECOJOURNEYS Testbed

To investigate how interactive narrative and collaboration can be combined to yield


effective small group learning experiences in the classroom, we created CRYSTAL
ISLAND: ECOJOURNEYS to serve as a testbed for prototyping a collaborative narrative-
centered learning environment to be deployed in classroom studies (Fig. 4). Chrome-
books were selected as the lead development platform due to their availability for use at
our partner schools as well as their widespread adoption by schools throughout the
94 B. W. Mott et al.

United States. ECOJOURNEYS was developed using the 2D version of STORYLOOM


described above. Locations, characters, and props are presented to students as 2D
assets. The learning environment’s look and feel closely resembles a genre of video
games referred to as “visual novels”.

Fig. 4. Interacting with characters and props in CRYSTAL ISLAND: ECOJOURNEYS.

The interactive narrative that was authored for ECOJOURNEYS tells the story of four
students who are visiting Buglas Island in the Philippines as part of a cultural exchange
program. While on the island, the students learn from local farmers that the fish in their
fish farms are getting sick. Since fish farming is critical to the island economy, the local
stakeholders ask the students for help in investigating why the fish are getting sick. The
students’ relationship with the local stakeholders follows an apprentice-based model
[38]. The stakeholders provide the expertise and insight critical to solving the problem.
As newcomers to the island, the students are tasked with “pitching in,” to help with the
investigation. The interactive narrative reveals a complex problem scenario that four
students are asked to solve together as a group. Each student will experience a unique
narrative within the context of the larger story as they visit different locations, have
conversations with characters, and interact with props as they help solve the mystery.
In addition to text-based chat, ECOJOURNEYS includes a virtual whiteboard (Fig. 5)
to support collaboration and the problem-based learning inquiry cycle [39]. During
collaboration sessions within the context of the interactive narrative, students are asked
to go to a virtual conference room in the storyworld. There, students place sticky notes
on the virtual whiteboard. These notes were collected during students’ unique explo-
rations and contain information related to the aquatic problem.
The sticky notes can be associated with specific topics that help students support or
rule out hypotheses. As students share their notes at the whiteboard, they discuss their
findings and attempt to arrive at a hypothesis that is both supported by the evidence and
that explains why the fish are getting sick. The virtual whiteboard was designed to
support the following collaborative interactions between small groups of students:
(1) sharing information, (2) selecting information to be used as evidence, and
(3) evaluating whether evidence supports, does not support, or might support a specific
hypothesis. Furthermore, to support sensemaking, students can vote on a sticky note
which will cause it to change color to indicate whether students agree (green) or
disagree (red) that the information on the note supports the hypothesis represented by
the column. An orange sticky note indicates that not all the students have voted on
Designing and Developing Interactive Narratives 95

Fig. 5. Virtual whiteboard used by students during collaboration points.

whether the note supports a hypothesis or not. If students disagree on the placement of
a sticky note, they must negotiate using the text-based chat to resolve their disagree-
ment. This provides students with sense-making agency, since they are allowed the
freedom to make mistakes as they collaborate and reason about the evidence and how it
relates to the hypotheses.
Because ECOJOURNEYS is built upon STORYLOOM, the team was able to rapidly create
a collaborative narrative-centered learning environment that was ready for deployment
into the classroom. This left additional time for the team to focus on two elements that
are key to the PBL inquiry cycle: the interactive narrative and scaffolded collaboration.
STORYLOOM’s Google Docs-based authoring allowed the four narratives that represent
each student’s role in the overarching narrative to be quickly written and easily refined
through rapid iteration. This allowed the creation of the jigsaw-based problem scenario
where students learn from experts as they experience the interactive narrative by talking
to characters and collecting evidence. Likewise, STORYLOOM’s data replication func-
tionalities allowed for the creation of the shared virtual whiteboard, which, along with
text-based chat, allowed students to share what they learned with group members.
Figure 6 depicts a student’s narrative experience as they collect jigsaw-based infor-
mation through the interactive narrative and collaborate with the group through the
virtual whiteboard. To ensure that students have access to critical information required
to solve the mystery, key jigsaw-based information was provided to at least two stu-
dents in their narrative experiences (i.e., similar facts or observations). Thus, the
information was more likely to be discovered and shared by students during their
collaboration.
Another important feature of STORYLOOM that was utilized in ECOJOURNEYS was the
capability to have an expert human tutor join the group of four students in the chat and
virtual whiteboard sessions. This facilitator provided scaffolding for both collaboration
96 B. W. Mott et al.

Fig. 6. Story beats and collaboration points of student’s unique narrative experience.

and inquiry-based thinking. The facilitator was also responsible for checking the stu-
dents’ work in the whiteboard sessions before allowing the students to continue on
through the narrative. If the virtual whiteboard contained hypotheses that were not
correctly supported (or disproved) by the evidence, the facilitator could provide hints or
suggest approaches to the students to resolve disagreements. Once the facilitator was
convinced that the students had successfully completed a whiteboard session, she
would use the STORYLOOM Control Panel to allow the students to exit the whiteboard
and continue through the narrative.

6 Pilot Study

To evaluate the effectiveness of ECOJOURNEYS, we conducted a pilot study to understand


if it supported productive collaboration and effective learning.

6.1 Participants and Procedure


A total of 11 groups of students (N = 45, 22 females, 23 males) ages 11 to 12 from the
rural midwest in the United States participated in the classroom study for a total of nine
55-min sessions. Students worked in groups of four (except for one group of five). Each
group was assigned a facilitator who provided prompts focused on supporting col-
laboration and inquiry thinking. On the first day of the study, students took a pre-test
and were introduced to their groups. They also generated a group contract that allowed
them to dictate the norms for collaborative inquiry learning that they wished to follow.
On the second day, students started playing ECOJOURNEYS. Throughout the sessions,
students collaborated with their group members via text chat and at the virtual
whiteboard. Students evaluated the data that each student gathered and discussed
possible explanations to the problem scenario. On the last day, students created an
explanation as to why the fish were sick and took a post-test.

6.2 Data and Analysis


The pre-post test focused on ecosystem concepts, specifically the relationship between
biotic and abiotic components and the impact that these components have on popu-
lations in an ecosystem. Students also took a survey from the Adaptive Instrument for
Designing and Developing Interactive Narratives 97

Regulation of Emotions survey [40]. Log data of students’ chat and interaction within
the learning environment were recorded and stored on a remote server. Group chat log
data was coded according to accountable talk and PBL facilitation moves [41, 42].
Each conversational turn in the chat log was coded for one of the following turn-taking
codes: Collaboration (five sub-codes), Rigorous Thinking (ten sub-codes), Facilitation
(six sub-codes), and Content (eight sub-codes). Collaboration codes refer to utterances
that focus on coordinating, goals, and content understanding whereas Rigorous
Thinking codes highlight students’ argumentation moves. Utterances made by facili-
tators were coded separately from students’ talk (i.e., Facilitation) and all utterances
were coded for the Content of the talk.

6.3 Results
A mixed ANOVA test with groups as between-subjects and time as within-subjects
factor indicated a main effect of time. Students scored significantly better on their post-
tests, F(1, 49) = 17.919, p < .001 (pre-test mean = 13.6, SD = 3.7; post-test mean =
15.8, SD = 3.7), indicating that students improved their ecosystem concept knowledge
overall. Analysis of group chat data revealed that there was a positive strong rela-
tionship between the total Collaboration and students’ Rigorous Thinking codes,
r(9) = .78, p = .004 and a moderate relationship between the total Facilitation and
Rigorous Thinking codes, r(9) = .71, p = .015. These results suggest that productive
collaboration among students are critical in supporting robust argumentation. Students
also remained engaged in the game, with 66% of student utterances coded for pro-
ductive discussions.

7 Conclusion and Future Work

Collaborative narrative-centered learning environments, which integrate narrative-


centered learning with collaborative learning, offer significant promise for creating
effective and engaging learning experiences. These environments enable small groups
of students to actively participate in collaborative problem solving featuring compelling
plots, engaging characters, and inviting settings. In this paper, we have presented
STORYLOOM, a novel framework for designing and developing collaborative narrative-
centered learning environments. Using the framework, we developed a prototype
learning environment, CRYSTAL ISLAND: ECOJOURNEYS. A classroom study with middle
school students indicates that interactions with CRYSTAL ISLAND: ECOJOURNEYS yielded
improved learning outcomes and evidence of productive collaboration. These results
suggest that STORYLOOM holds promise for creating effective and engaging group-based
narrative learning experiences.
Two directions for future work are particularly promising. First, since scaffolding is
critical for supporting student teams, developing automated models to provide support
during students’ problem solving is key. In our pilot study, a human facilitator provided
guidance via a text chat interface to help orchestrate student interactions. Devising
adaptive conversational agents that use natural language dialogue capabilities to pro-
vide automated scaffolding functionalities for collaborative narrative-centered learning
98 B. W. Mott et al.

environments is a promising direction. Second, investigating computational models of


collaborative narrative generation that leverage artificial intelligence-based techniques
offers significant promise for creating learning experiences that feature dynamic
collaboration-centered plots and adaptable role-based interactions that adapt to stu-
dents’ desires and behaviors.

Acknowledgements. This work is supported by the National Science Foundation through grants
DRL-1561655, DUE-1561486, DRL-1934153, DRL-1934128, and DRL-1921495. Any opin-
ions, findings, and conclusions or recommendations expressed in this material are those of the
author(s) and do not necessarily reflect the views of the National Science Foundation.

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The ‘Angstfabriek’ Experience: Factoring Fear
into Transformative Interactive
Narrative Design

Christian Roth(&)

University of the Arts Utrecht, P.O. Box 1520, 3500 BM Utrecht,


The Netherlands
christian.roth@hku.nl

Abstract. Interactive Narratives in the form of Interactive Theater have the


potential to offer a transformational learning experience on societal and political
topics. The purposive interactive installation Angstfabriek (Dutch for fear fac-
tory) lets visitors experience fear-mongering and the related safety industry, with
the goal of eliciting reflection, insight and discussion. As a case study for a
potentially transformative experience, the installation is described and evaluated
by means of a focus group interview and a pilot user experience study (N = 32).
Findings show the importance of sufficient scripting of interactors regarding
their role and agency, highlighting the conceptual connection between interac-
tive digital narrative design and interactive theater design.

Keywords: Transformative design  Interactive narrative design  Interactive


theater  User experience evaluation

1 Transformative Learning Through Interactive Narratives

The Angstfabriek, the factory of fear, is a physical installation combining theatrical


elements and insightful interactive exercises with the goal of raising awareness and
stimulating dialogue on fear-mongering as instrumentalized by the safety industry.
Communication strategies often make use of narrative as a means to engage audiences,
drawing them in and inviting them to experience a story that illustrates a point rather
than simply stating facts in order to convey a lesson. This communication style has the
effect of eliciting an emotional and cognitive response from the audience, thus helping
the message create a more significant impact, in some cases influencing transformation.
Interactive narrative experiences take this one step further, changing the role of the
audience from spectator to interactor, and increasing the potential for transformative
learning [1, 2].
Murray postulated that interactive narratives should provide interactors with
agency, “the satisfying power to take meaningful action and see the result of your
decisions and choices” [1]. This gives audiences the ability to influence the course of a
narrative to some degree, for instance by taking decisions of a main character or by
choosing one of several perspectives to experience the narrative from. Interactive

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 101–114, 2019.
https://doi.org/10.1007/978-3-030-33894-7_11
102 C. Roth

narratives allow for exploration, play, performance and experimentation with different
actions and consequences [1, 3].
This is in line with the concept of transformative learning which, according to
Mezirow [4], is an attempt to explain how cultural assumptions and presuppositions
influence our expectations, in turn framing our perception and interpretation of our
experiences. This concept explains a change in meaning structures within the domains
of instrumental and communicative learning. Instrumental learning focuses on learning
through activities designed to promote the discovery, analysis and understanding of
cause-and-effect relationships. Communicative learning, on the other hand, involves
the understanding of different perspectives concerning values, ideals, feelings, moral
decisions, and concepts such as freedom, justice, love, labor, autonomy, commitment
and democracy. Transformative learning occurs when communicative and instrumental
learning involve a “reflective assessment of premises . . . [and] of movement through
cognitive structures by identifying and judging presuppositions” [4].
The constructivist, inquiry-based approach by Bruner [5] introduced the concept of
discovery learning, which implies that students construct their own knowledge for
themselves, enabling them to find answers and solve problems on their own with
minimal guidance. This encourages motivation, active involvement, and creativity,
promoting autonomy and independence.
Interactive digital narratives offer such a learning environment, enabling interactors
to derive meaning from active involvement and experience. This underscores the value
of interactive narratives beyond entertainment, as applied in education, health aware-
ness and the communication of ideas.
Only a few studies exist so far that evaluate the effectiveness of interactive (digital)
narratives (e.g. [3, 6–8]). Findings of these studies suggest that interactive narratives
may be effective tools in raising awareness and empathy, creating insight, and
increasing pro-social behavior.
Similarly, Interactive Theater has been conceptualized and applied in education or
to illustrate real life political and moral debates [9]. The roleplaying aspect of inter-
active theater, for instance, has been shown to be an effective tool in teaching medical
students communication skills when breaking bad news to patients [10].
Saypol [11] defined interactive theater as “a theatrical form in which the audience
participates, in varying degrees, in the creation of the drama on stage in real time,
resulting in a combination of scripted and improvisational performance, with the goal
of fostering critical dialogue designed to challenge attitudes and behaviors around a
variety of social issues”. Interactive theater can be understood as a non-digital
implementation of interactive narrative design, where audiences shift from the role of
observer to that of participant, immersing themselves through interaction with their
surroundings, e.g. by conversing with actors.
For instance, the interactive installation or documentary theater Situation Rooms by
art collective, Rimini Protokoll, allows participants to perceive several out of 20 dif-
ferent roles (weapon seller, soldier, ruler, refugee) by re-enacting the personal narra-
tives told through a video device [12]. By following what they hear and see on the
video equipment, participants are led through the installation, which takes them
through sets depicting the world of weapons manufacturing, sales and war.
The ‘Angstfabriek’ Experience 103

In a similar fashion, the installation Angstfabriek, uses an interactive narrative


theatrical experience as a way to invite participants to reflect on the societal and
political implications of fear-mongering.

2 Case Study: Angstfabriek

Fear, a ubiquitous experience among humans, has evolved over millions of years as an
autonomous mechanism to aid safety and survival [13]. However, given the complexity
of modern society and the factors that influence human interactions, fear – its fabri-
cation and perpetuation – can be a threat in itself.
Fear is fueled by complex issues such as divisive politics, war, migration, climate
change and health risks, but is equally propagated by seemingly ordinary everyday
discussions about vaccination, dietary choices, or the excessive consumption of social
media and games. People are increasingly driven towards an immense need to limit
risks and dangers – idealizing a society with guaranteed safety, to which the safety
industry responds by developing solutions. And while the world is safer and better than
ever before in many ways [14], there is also the risk of fear leading to potentially
harmful solutions.
Consider the dystopian scenarios featured by Black Mirror. The episode “Nose-
dive”, for example, shows a social credit system similar to the one now being
implemented in China, which – in an attempt to create an ideal society – rewards
preferred social behaviors while penalizing undesirable ones. Such a premise is con-
troversial not only because it creates a system that fosters a false sense of self-
valuation, but because it normalizes the notion of surveillance and profiling. This
demonstrates that people, perhaps in their need for the reassurance of safety, are willing
to bend on otherwise inviolable democratic values and civil rights, raising the question
of whether societies are at risk of falling victim to unchecked and unregulated safety
measures.
Dutch NGO Critical Mass created the theatrical pop-up experience ‘Angstfabriek’
(Dutch for ‘fear factory’) intending to unmask the inner workings of the global fear
industry and safety industry [15]. The Angstfabriek is a physical installation with
theatrical elements, narration and interactive experiences that challenge visitors to
reflect on their own attitude and behavior towards the topic.
With the goal of raising awareness, encouraging critical thinking, and stimulating
dialogue, the Angstfabriek is based on the concept that fear can be manufactured to
create a demand for safety as a product and as a service. As a fear factory – a place
where fears are made – techniques to frighten us are designed, tested and thoroughly
perfected for maximum impact and then marketed to companies, politicians, activists
and lobbyists that require tailor-made fear campaigns for a variety of agendas.
This concept is inspired by Securitization theory and the so-called Copenhagen
School of Security Studies, which asserts that security is about survival, and that an
issue, when posed as an existential threat to a designated referent object, legitimizes the
use of extraordinary measures to handle them [16].
104 C. Roth

2.1 The Angstfabriek Experience

Entrance. The fake fear factory welcomes visitors in groups of up to 6, at 15-minute


intervals. As participants enter the building, they are asked to sign up with their real
names. Personal information is used to create the illusion that the factory has back-
ground information on each participant. Information from online profiles etc. are used
for short personal verbal interactions. At times, the demonstration is subtler, in the case
of a visitor who suddenly hears music written by his band playing as the group enters
the installation, causing him to react, “That’s my music!”.
Then participants are asked to stand behind a futuristic display to be scanned. The
scan presumably searches for themes that they might be afraid of – terrorism, alt-right,
climate change, food safety – and depicts these with percentages on the transparent
screen in front of them. See Fig. 1.

Fig. 1. Entrance (left) and reception of the Angstfabriek with scanning platform (right)

Virtual Reality Lab. Participants are then guided into the VR lab where four mem-
bers of the group are shown scenes through VR headsets. The remaining members act
as test supervisors, selecting which topics, and at which intensity, to show to the testers.
As the testers view the clips, their heart rate, perspiration and brain activity are
monitored to measure their reaction to the visual stimuli. Finally, the results are shared
with the participants, showing them their personal level of susceptibility to media
messages. See Fig. 2.
The ‘Angstfabriek’ Experience 105

Fig. 2. Conducting the fear response experiment in the VR lab (left) and discussing the results
using the measurement graphs for each participant.

Corporate Video. A stack of boxes is used as a projection screen to show a corporate


film featuring satisfied customers talking about their fears (e.g. of foreigners, of harmful
ingredients in products, etc.) and how the Angstfabriek helped them. Visitors wait here
for the director to pick them up. On a design level this also serves as a buffer to manage
the flow of visitors. See Fig. 3.

Fig. 3. Angstfabriek corporate film (left) and director’s speech in his office

Director’s Office. Next, visitors listen to the Director deliver a speech. He is proud of
his factory and emphasizes the usefulness for society as he needs public support. He
asks visitors about their personal fears and then argues that fear is a natural instinct
intended to keep people safe. He concludes by stating that fear creates the need for
safety, hoping to turn some of the visitors into future clients. See Fig. 3.
Whistleblower. As the visitors prepare to leave, they suddenly encounter an
employee, the cleaner, who offers to show them “what is really going on”. While the
work of the Angstfabriek sounds good at first, the reality is different. Former factory
106 C. Roth

staff have therefore decided to leave without letting the director know. This allows
visitors to step into their shoes and experience with their own eyes what is happening in
the factory and to make this information public. The cleaner, part of the whistleblower
team, therefore helps visitors to go undercover by wearing the uniforms of employees
that have gone missing due to their moral reservations. As they go through the facility
again, they are able to see behind the curtain and form their own opinion.
Fear Video Creation. The first stop is the creation of an impactful news clip on an
important topic such as terrorism or climate change. This gives participants insight into
how messages are combined in order to create fear. Through this exercise participants
begin to see through fear as a business concept. Video clips, text, music and titles have
to be combined to create a strong, fear inducing media message. The results are
critiqued and rated by the CEO on the screen. Participants who complete this task
become complicit in spreading fear. See Fig. 4.

Fig. 4. Following instructions at the media station (left) and creating an impactful fear video

Assembly Line. In their role as fear factory workers, participants have to order 4 out
of 8 possible safety measures. They investigate boxes on a movable assembly line, by
scanning QR codes using an augmented reality device to reveal the safety measure
contained by each box (e.g. anti-riot drones, social credit systems, smart borders, 3D
printed weapons, tracking devices). See Fig. 5.
The ‘Angstfabriek’ Experience 107

Fig. 5. Following instructions at the assembly line (left) and choosing safety measures

Locker Room. The installation ends when visitors bring the coats back to the staff
room, where they find the lockers of the employees that have left. Visitors are given the
opportunity to look inside these lockers, where they find personal stories on the effects
of fear-mongering and interactions to further convey the installation’s message with an
invitation to reflect.

3 Evaluation

In this paper, we discuss the results of two studies: a focus group interview (N = 7)
conducted with docents from the Games & Interaction department at HKU University
of the Arts Utrecht, with backgrounds in psychology, interaction and game design,
game art, documentary making, and interactive narrative design; and a pilot study (N =
32) using a questionnaire, with qualitative and quantitative sections. A summary of the
studies follows.

3.1 Focus Group


After experiencing the Angstfabriek for about 70 min, the focus group made sugges-
tions on what they would improve to create a more meaningful and more impactful
experience.
Overall, the focus group praised the installation in terms of concept, engagement
and presentation. The experience flow was good. The more interactive parts, such as
talking to the director and creating a fear video, were deemed engaging and valuable to
the concept of raising awareness and giving insight. The locker design in the end felt
overwhelming as it provided too much information, and not entirely related to the topic
of fear and safety. This issue has since been improved and the subsequent pilot study
already used the new design.
108 C. Roth

Other points of critique, however, concerned the visitors’ role, agency and
immersion. The focus group had been recruited without significant knowledge of the
installation. While the tagline on the Angstfabriek website [15] clearly states “Go
undercover in a fake fear factory”, it was not clear to the focus group what this actually
entailed. A number of group members pointed out that the introduction to the context
and their role in it could have been better.
With regard to agency, the creation of a fear-inducing news item offered the most
interaction, as the activity involved a process of content selection and feedback. This
forced participants to think about which options would work best in creating fearful
reactions, and then – in consultation with the group – to come to a choice that was
morally reprehensible. The focus group participated in creating an impactful fear
inducing news item without discussing rebellious alternatives.
Interactive narratives usually involve some level of influence on the story. At the
Angstfabriek, agency was only possible on a local level, during certain scenes, without
having any impact on subsequent scenes or the overall outcome.
Finally, the focus group pointed out that the narrative twist and their new role as
undercover employee were not sufficiently convincing. The whistleblower cautions
visitors to avoid eye contact with the director, and to put on employee uniforms.
However, a lab coat passing off as a convincing disguise requires considerable sus-
pension of disbelief, which was not helped by an unconvincing performance from the
whistleblower. Ultimately, these issues contributed to a break in immersion.
One participant remarked that for interactive narratives, Murray [1] stresses the
importance of active creation of belief and that allowing for more roleplaying is a way
to achieve this.

3.2 User Experience Study


A total of 32 participants visited the Angstfabriek, after which they filled out a ques-
tionnaire comprised of qualitative (open questions) and quantitative sections (state-
ments rated via 5-point Likert scales). The sample consisted of 20 women, 11 men, and
1 non-binary with ages ranging from 15 to 71 (Median = 37, M = 39, SD = 13), having
moderate experience with virtual reality (M = 2.77, SD = 1.25) and interactive theater
(M = 2.86, SD = 1.11) on a scale from 1, no experience, to 5, a lot of experience.
The open questions asked what participants liked and what they would improve, as
well as what they think the installation was about and what their take-away message
was. Overall, participants gave similar feedback to the focus group here, by praising the
concept and presentation: “The overall concept was very impressive. In particular the
start, where you are immediately confronted with questions, the sales pitch of the
director, the fabrication of your own news item and the end with the various stories of
‘employees’”.
Based on participants’ responses the intent of the experience was well understood.
23 participants understood that the topic of the installation was related to fear-
mongering, specifically about the use of fear to influence people’s opinion about social
issues. Feedback from 6 other participants focused on the effects of fear.
The ‘Angstfabriek’ Experience 109

Table 1. Rating of the experience sections; mean values and standard deviations (N = 32).
Section M SD
Entrance/reception 4.03 0.85
Virtual reality lab 4.23 0.77
Corporate film 3.33 0.88
Director’s office 3.93 1.23
Whistleblower 3.43 1.16
Fear video creation 4.36 0.89
Assembly line 3.00 1.08
Lockers 3.20 1.29

When asked what could be improved, 6 participants stated that they expected a
more frightening experience: “It remains too distant, does not create a sense of fear in
me”.
These expectations probably stem from the naming of the interactive installation:
Angstfabriek (fear factory) and the entrance scene, that presumably detects personal
fears, whereas the remainder of the experience focuses on given topics: climate change,
terrorism and the safety industry.
The lack of a concretely defined role became apparent by statements of 5 partici-
pants: “I did not know who I am as a participant in the experience”, “Improve the
introduction to role and context: who am I, where am I, why am I here, what can I do?”.
Participants were asked to rate their liking of the different Angstfabriek sections on
a 5-point scale (1 – I did not like it at all, 2 – I disliked it, 3 – I neither liked nor disliked
it, 4 – I liked it, 5 – I liked it a lot). Table 1 shows the results, with the creation of the
fear news video being the most preferred part and the assembly line getting an overall
neutral score (Table 2).
Curiosity and Expectation. Participants were intrigued by the installation and wanted
to find out what it is about. Overall, they deemed it to be interesting, albeit it did not
meet all of the expectations. Only a minority knew what the experience was about
beforehand.
Insight. While participants stated that the installation triggered thoughts about fear-
mongering, they did not state a strong impact on their critical perception of the safety
industry. This seems to be connected to the mixed reactions towards the assembly line
interaction. On average participants were not very well informed about the safety
industry prior to the experience. Men rated their familiarity with existing safety
products (M = 3.45, SD = .93) significantly higher than female visitors (M = 2.45, SD =
1.23), t(29) = 2.348, p = .026. Interestingly, participants did not state that their
experience with the Angstfabriek resulted in an increased interest in learning more
about the topic of fear-mongering and the safety industry. However, participants’
takeaway messages in the qualitative part of the study indicate their insights on the
importance of thinking for oneself, remaining objective, and being critical of infor-
mation received from the media. It is possible that the participants found these insights
110 C. Roth

Table 2. Ratings of statements regarding the user experience via 5-point Likert scales; mean
values and standard deviations (N = 32).
Statement M SD
Curiosity and expectation
During the experience I felt curious and wanted to know more 3.87 0.82
The experience was interesting 4.00 0.87
The experience met my expectations 3.56 1.16
Before visiting, I already knew what the Angstfabriek is about, so I knew 2.03 1.06
what to expect
Insight
The experience got me thinking about the topic of fear-mongering 4.03 1.09
I had already a good insight into the topic of fear-mongering 3.36 1.03
The experience made me more critical about the safety industry 3.20 1.16
I was familiar with the products of the safety industry 2.93 1.20
Because of this experience I want to learn more about fear-mongering and the 2.93 1.17
safety industry
Character believability
I found the character of the director believable 3.80 0.96
I found the character of the whistleblower believable 3.06 1.14
Role-identification
After meeting the whistleblower, I felt like I was actually going undercover in 2.30 1.15
the Angstfabriek
I could identify with the ‘undercover employee’ character 2.63 1.13
I tried to sabotage the factory 2.67 1.51
Personal meaningfulness
I was inspired by the experience 3.63 0.89
I was impressed by the experience 3.60 0.93
I found this experience to be very meaningful 3.80 1.09
I was moved by this experience 3.26 1.34
The experience was thought provoking 3.70 1.08
This experience will stick with me for quite a while 3.10 1.11
I was touched by the stories in the locker room 3.33 1.37

sufficiently transformative, which may explain their lack of interest in learning more
about the topic.
Character Believability. The performance of the director was overall rated as more
believable than the whistleblower’s. That poses a problem for the experience, as the
director is persuasive and in line with the messages of the corporate film. This finding
supports the opinion of the focus group that felt underwhelmed by the whistleblower
character. Interestingly, men found the character of the director (M = 4.37, SD = .65)
significantly more believable than female visitors (M = 3.55, SD = .99), t(29) = 2.156,
p = .040. This shows the importance of taking possible biases into account when
designing characters.
The ‘Angstfabriek’ Experience 111

Role-Identification. Identification with the new role of an undercover employee was


rated low, which supports the result from the focus group interview. Many participants
were not aware that it was possible to sabotage the experience. The analysis of the open
question “If you tried to sabotage, how did you do it?” revealed that 13 out of 32
participants tried to actively sabotage the factory by not following the instructions.
Most reported boycott strategies involved creating a neutral news clip instead of a fear
inducing one, not sending the clip, or scanning an insufficient number of products at the
assembly line. Other participants stated that they were not aware of this option. Two
exceptions are worth noting. One participant stated that he was inspired by the
director’s speech and “[…] enthusiastically went along to spread fear”. Another
claimed that he did not sabotage on purpose: “I enjoyed playing the bad guy for once”.
We did not find significant differences when comparing the experience ratings of
participants that claimed to have sabotaged with those who did not.
Personal Meaningfulness. The items of this category are based on Roth’s measure-
ment toolbox [17], which follows the taxonomy of Murray (Agency, Immersion and
Transformation) and which locates personal meaningfulness (eudaimonic appraisal)
under transformation [18]. The results indicate a clear trend of participants rating their
experience as meaningful. More so on a cognitive than on an emotional level. The
locker room stories were deemed touching by a minority. On average, participants gave
a rather neutral rating when asked if the experience will stick with them for a while.
These findings indicate that the emotional impact could be even stronger.
Furthermore, the study revealed that the participants’ age plays a crucial role in the
rating of the experience. Age correlates significantly negatively with evoked thinking
about fear-mongering (r = −.495, p = .004), and personal meaningfulness, e.g. “I found
this experience to be very meaningful” (r = −.458, p = .008), “I was moved by the
experience” (r = −.495, p = .004), “The experience was thought provoking” (r = −.527,
p = .002). A statement of the oldest participant (age 71) gives insight to why it was not
meaningful to him: “It is not confrontational. It is too hasty and not interactive enough.
There is not enough time to consult, especially if you do not know the others in your
group”. Older participants seemed to be knowledgeable with the concept of interactive
theater as age correlates positively (r = .434, p = .013). However, visitors within the
older age range encountered difficulties when using some technological parts of the
installation, hampering a more meaningful experience.

4 Discussion and Conclusion

As a project that seeks to raise awareness of fear-mongering, the Angstfabriek is a


cleverly thought-out interactive narrative experience that was well received by the
focus group and our subsequent sample consisting of 32 participants. As a project that
is defined in terms of encouraging a more critical attitude towards the media, raising
awareness, and initiating dialogue on the topic of fear-mongering, Angstfabriek has
already partly succeeded. In order to create a more impactful or transformative inter-
active narrative experience, it would benefit from better scripting of the role that the
interactors play, including the level of agency and roleplaying as the focus group
112 C. Roth

interviews revealed. Murray [1] refers to this design strategy as Scripting the Interactor
(StI), which casts an interactor into her role by providing context, manages expecta-
tions and exposes opportunities for action. Roth and Koenitz [19] identified StI as a
design convention for interactive digital narratives, where it is commonly used as
introductory information.
The interactive installation seems to work better with a younger audience and the
topic of fear-mongering and media literacy is both timely and relevant in an educational
context. However, the limited number of 6 concurrent participants makes it more
challenging for larger school classes to visit, as groups have to wait up to 15 min for
their turn. Here, digital interactive narrative experiences have a clear advantage as they
scale more easily.
For a transformative learning experience, it is crucial to allow for reflection and
discussion [4]. Currently, this has to be self-organized by visitors. Inviting them to a
discussion round directly after the visit could be a valuable addition.
If transformation is influenced by the level of interaction in the sense of the agency
that participants experience, then one could argue that the Angstfabriek is mainly
exploratory (cf. classification model of Ryan [20]). While it is possible to boycott
certain tasks (create a video that is neutral instead of fear-inducing, pull out a power
cord to stop the assembly line), these actions bear no clear dramatic agency [1] that
significantly impacts how the plot plays out. And in the event that participants pur-
posely or unwittingly break with this order, actors immediately intervene to inform
them that this is not allowed. Usually, visitors of the Angstfabriek do not challenge the
actors through off-beat behavior. Inviting more roleplaying could change this, though,
which might become difficult for the experience designers to handle. In this regard,
interactive theater installations face a similar challenge as interactive digital narratives.
Aylett [21] describes this as the narrative paradox – the required moderation between
interactor freedom and the structured experience, which was designed for maximum
emotional impact. It is important to note that interactive narratives offer different levels
of agency and that the granting of agency by itself does not automatically guarantee a
richer user experience (cf. [22, 23]).
Dubbelman, Roth, and Koenitz [24] discuss the challenge of creating transforma-
tive interactive narratives from a pedagogical perspective. Following Janet Murray [1],
the authors see one educational aspect of interactive digital narratives in the potential to
revisit earlier decisions by replaying. This allows to explore a topic from additional
perspectives which are not given by linear and static representations. While replaying
interactive digital narratives is usually a matter of restarting the application, it becomes
more difficult, in terms of cost, time and availability, when visiting interactive theater
presentations and physical installations that only allow for a limited number of inter-
actors at a time.
However, Boal [9] states that interactive theater is not meant to satisfy participants,
and instead suggests that “these theatrical forms create a sort of uneasy sense of
incompleteness that seeks fulfillment through real action” (p. 120).
Practitioners therefore often endeavor to measure the efficacy of interactive theater
by asking about the medium and their long-term influence on a participant’s tendency
towards social activism [25]. This study is therefore only a first step in evaluating the
potentially transformative effects of the Angstfabriek installation. When visitors start to
The ‘Angstfabriek’ Experience 113

engage with the topic, their personal experience triggers an interest in seeking more
education on the subject. Whether this interest leads to action or results in nothing more
than mild curiosity is unclear.
Perhaps further study could be dedicated to measuring transformation in the sense
behavior and subsequent action, similar to the study by Steinemann et al. [6], which
measured the amount of money participants donated out of their participation reward to
a related cause.
Furthermore, future evaluation needs to aim at a younger, more coherent, group of
visitors, like school classes, and could include a knowledge test to measure what was
learned. The project is perfectly suited as part of an educational program, particularly
one tackling the role of media and public perception.

Acknowledgments. Thanks to Hiske Arts, founder and creative brain of Critical Mass, for
involving and supporting us in the critical evaluation of their Angstfabriek project. Thanks to the
visitors for taking the time to give insights into their experience. Thanks to the focus group who
gave their professional feedback and for approving the usage of pictures showing them.

References
1. Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press,
New York (1997)
2. Ritterfeld, U., Cody, M., Vorderer, P.A. (eds.): Serious Games: Mechanisms and Effects.
Routledge, New York (2009)
3. Green, M.C., Jenkins, K.M.: Interactive narratives: Processes and outcomes in user-directed
stories. J. Commun. 64(3), 479–500 (2014)
4. Mezirow, J.: Transformative dimensions of adult learning. The Jossey-Bass Higher and
Adult Education Series. Jossey-Bass, San Francisco (1991)
5. Bruner, J.S.: The act of discovery. Harv. Educ. Rev. 31, 21–32 (1961)
6. Steinemann, S.T., Mekler, E.D., Opwis, K.: increasing donating behavior through a game for
change. Presented at the 2015 Annual Symposium, New York, NY, USA (2015)
7. Steinemann, S.T., Iten, G.H., Opwis, K., Forde, S.F., Frasseck, L., Mekler, E.D.: Interactive
narratives affecting social change. J. Media Psychol. 29, 54–66 (2017)
8. Parrott, S., Carpentier, F.R.D., Northup, C.T.: A test of interactive narrative as a tool against
prejudice. Howard J. Commun. 28, 1–16 (2017)
9. Boal, A.: Theater of the Oppressed, 3rd edn. Pluto Press, London (2000)
10. Skye, E.P., Wagenschutz, H., Steiger, J.A., Kumagai, A.K.: Use of interactive theater and
role play to develop medical students’ skills in breaking bad news. J. Cancer Educ. 29(4),
704–708 (2014)
11. Saypol, B.: Effective practices for establishing an interactive theatre program in a university
community. Theatre and Dance Graduate Theses and Dissertations (2011)
12. Rimini Protokoll, Situation Rooms. https://www.rimini-protokoll.de/website/media/
situationrooms/programmhefte/Situation_Rooms_englisch.pdf, last accessed 2019/08/19
13. Öhman, A.: Fear and anxiety. In: Handbook of Emotions, pp. 709–729 (2008)
14. Rosling, H., Rosling, O., Rönnlund, A.R.: Factfulness: Ten Reasons We’re Wrong About
the World – and Why Things Are Better Than You Think. Flatiron Books, New York (2018)
15. Critical Mass’ Angstfabriek website. https://angstfabriek.nl. Accessed 19 Aug 2019
114 C. Roth

16. Buzan, B., Weaver, O., de Wilde, J.: Security – A New Framework for Analysis. Lynne
Rinner Publishers, Inc., Colorado (1998)
17. Roth, C.: Experiencing interactive storytelling. Dissertation at Vrije Universiteit Amsterdam
(2016). https://research.vu.nl/en/publications/experiencing-interactive-storytelling
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ACM (2016)
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581–609 (2002)
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Rouse, R., Koenitz, H., Haahr, M. (eds.) ICIDS 2018. LNCS, vol. 11318, pp. 591–602.
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25. Hamel, S.: When theatre of the oppressed becomes theatre of the oppressor. Res. Drama
Educ.: J. Appl. Theatre Perform. 18(4), 403–416 (2013)
Spaceline: A Concept for Interaction
in Cinematic Virtual Reality

Sylvia Rothe(&) and Heinrich Hussmann

LMU Munich University, Munich, Germany


sylvia.rothe@ifi.lmu.de

Abstract. Watching omnidirectional movies via head-mounted displays places


the viewer inside the scene. In this way, the viewer attends an immersive movie
experience. However, due to the free choice of the viewing direction, it is
possible to miss details which are important for the story. On the other hand, the
additional space component gives the filmmakers new opportunities to construct
non-linear interactive stories. To assist this, we introduce the concept of a
spaceline which connects movie sequences via interactive regions. This work
explains the terms of the spaceline concept and introduces methods that make it
easier for the viewer to follow the story, at their own pace with their own focus.
We present a design space that supports filmmakers in designing interactive
CVR experiences.

Keywords: Cinematic Virtual Reality  360° movie  Omnidirectional movies,


timeline  Interactivity  Story structure, nonlinear storytelling

1 Introduction

Already the Russian filmmaker Sergei Eisenstein had the desire for non-linear movies
and books, in which the story can go on in all directions [1]. Cinematic Virtual Reality
(CVR), where omnidirectional movies are watched via head-mounted displays, brings
us closer to this dream of spherical dramaturgy. The additional space component
facilitates interactivity in a natural way. Comparing traditional movies with CVR, many
parallels can be found. However, the narrative methods of traditional film production
cannot simply be transferred. The transition of some activities from the filmmaker to
the viewer and new interaction possibilities requires and enables new approaches.
Traditionally, a movie is arranged on a timeline. Beginning and end of a shot are
determined by in- and out-points. Brillhart adapted these terms: “In VR, the in-point is
where a visitor’s experience is most likely to begin and the out-point is where it’s most
likely to end” [2]. However, it cannot be assumed that the viewer really looks to the
out-point at the time when the shot changes and therefore the in-point might not be
seen. Moving away from tools of traditional film production and taking advantage of
the possibilities offered by VR, opens up new options. Since CVR adds a space
component in addition to time, it is worth to consider that cuts not only depend on
elapsed time, but also on the viewing direction.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 115–119, 2019.
https://doi.org/10.1007/978-3-030-33894-7_12
116 S. Rothe and H. Hussmann

2 Spaceline Concept

Two fundamental terms of film montage are those of a shot and a scene. While a shot is
a segment of a film between two cuts, a scene represents a unit of a movie at the same
location and continuous in time, which in traditional film often consists of several
shots. The number of cuts is reduced in CVR since the viewer himself selects different
parts of the scenery for viewing. Often a scene has no further cuts. In a traditional film,
the image of the camera and that of the viewer coincide. In CVR there are two
perspectives: the around view of the camera and the smaller, self-selected field of view
(FoV) of the viewer. The term shot is therefore not directly transferable, two terms are
required for the film segment between two cuts. We distinguish between a space and a
shot. A space is an omnidirectional movie segment that has been recorded without
interruptions. The shot is the image sequence chosen by the viewer between the cuts,
within this space. It is not omnidirectional, rather corresponds to the viewer’s FoV in a
space. A spaceline is a path through a structure of spaces. This structure is designed by
the filmmaker. Based on it, the viewer determines the spaceline – a line through this
construct consisting of several shots. In contrast to the timeline-based film, which is
determined by the filmmaker alone, the spaceline is determined by the filmmaker and
the viewer. Timeline and spaceline together set up the storyline.
Regions: The spaceline concept defines different types of regions: The out-region is
the area whose activation ends a shot. From there, the switch to the next shot takes
place, where the viewer first sees the in-region, from where the scenery then can be
explored. The spaceline structure links out-regions with in-regions. In this way, shot
changes become interactive, triggered by the viewer. For non-linear stories, more than
one out-region can be defined in a space. In addition, we introduce act-regions which
offer supplementary interaction options, such as enlarging details or retrieving addi-
tional visual information (embeddings) or sounds. One important characteristic of a
region is the size: a large region is discovered faster than a small region. Regions can
have different priorities: a region with high priority has to be discovered by the viewer
before the story goes on, others are less important. A region can be activatable per-
manently, in a restricted time interval or just after another action was already activated.
Indicators: To make it easier for the viewer to recognize out- and act-regions, we
introduce indicators. It is important that their visualizations do not disturb the viewing
experience. On-screen indicators can be used for regions in the viewer’s current FoV.
To make the regions recognizable they can, e.g., be highlighted or framed. On the other
hand, off-screen indicators point to regions out-of-display to make the discovery easier
[3]. Screen-referenced items are connected to the display and move along with it in
case the viewer is turning the head (e.g. arrows, buttons). World-referenced items are
connected to the virtual world, in our case to the movie. They stay fixed at their place in
the movie world, even if the viewer turns the head (e.g. lights, signs). Indicators can
inform about the direction of the target, the distance, the relevance and the type of the
regions, e.g., by using different colors or sizes. Also, unmarked regions are conceiv-
able, e.g. where the out-region is indiscernible for the viewer, but when looking at it for
a certain time interval, the next shot starts.
Spaceline: A Concept for Interaction in Cinematic Virtual Reality 117

Pointer/Activation: For selecting the out-region, eye or head tracking methods are
most natural. However, also a controller or hand gestures are possible. A selection
process consists of two parts: the pointing and the activation [4]. Both processes can go
unnoticed by the viewer or be triggered actively. If head or eye tracking is used, the
head/gaze direction is the pointer (cursor), which can be invisible for the viewer. Using
dwell-time (looking for a certain time interval at a target) for activating the out-region,
no additional devices are needed. If there is no feedback, the user does not notice why a
space changes or any other action was activated. However, with this technique, it can
happen that the viewer was not ready for the next space and would prefer to see more in
the current space. Activation after a dwell-time interval could be randomly triggered
but desired in certain constructions. It depends on the story if the selection and acti-
vation process should be unnoticeable or triggered actively by the viewer.
Table 1 shows the elements of the spaceline concept as a design space with four
dimensions: region, indicator, pointer and activation. Each of these dimensions has
several subdimensions. The values for the subdimensions which were discussed in the
previous sections are listed and added by options which resulted from talks with VR
and CVR experts. This design space is intended for support in designing applications
for the spaceline concept, e.g. interactive CVR movies.

Table 1. Dimensions of the design space for the spaceline concept. The table shows for every
dimension the subdimensions and options for the subdimensions
Option 1 Option 2 Option 3 Option 4
Region Type In-region Out-region Act-region
Size Small Middle Big
Priority High Medium Low
Duration Permanent Restricted Sequence
Indicator Type On-screen Off-screen
Reference World-referenced Screen-referenced
Visibility Clear Unobtrusive Invisible
Notification Direction Distance Relevance Type
Pointer Mount Head Eye Controller Hand
Visibility Clear Unobtrusive Invisible
Feedback Cursor change Target change Sound None
Activation Mount Head Eye Controller Hand
Trigger Nod/dwell Dwell/blink Click Gesture
Feedback Visual Auditive Haptic None

2.1 Examples of Indicators and Pointers


There are several opportunities to draw the viewer’s attention to regions on the screen,
e.g. movements, arrows, lights, or colors. Examples for world-referenced, on-screen
indicators are framed targets. The frame colors can be used for indicating different
region types. The frame can be highlighted if the viewer’s view is inside the region. It
depends on the story how obvious such a frame should be. Since the viewer only sees a
118 S. Rothe and H. Hussmann

small part of the omnidirectional image in the HMD, regions can also be outside of the
FoV. There are various possibilities for indicating off-screen objects on flat devices [5–
8], in 3D environments [9] and augmented reality [10, 11] which can be partly adapted
to CVR. Examples for screen-referenced off-screen indicators are signs on the edge of
the display towards the off-screen region.
The easiest possibility for pointing in CVR is using the head direction, which is
connected to the center of the display. Other examples are eye gaze, controller tech-
niques or gestures. Pointers can also support the viewer’s awareness of a region, e.g. by
changing the color when it enters an act-region.
The visualization of the indicators and the pointer depends on the story content.
The filmmaker has to decide how subtle or how obvious they should be. Different
indicator types can be selected and customized in their appearance to the film project,
similar to film transitions in timelines of traditional films.

3 Conclusion

In this conceptual paper, we introduced the novel concept of a spaceline for CVR, in
analogy and addition to the traditional timeline. Film terms such as shot and sequence
were transferred to CVR and explained in the new context. New terms as spaces,
spaceline, in-, out- and act-regions were introduced and on-screen and off-screen
indicators were presented.
We described the relation of the spaceline concept to traditional filmmaking. Our
concept should encourage filmmakers to create CVR movies with dynamic non-linear
story plots where scene changes depend on interactive regions defined by the film-
maker and selected by the viewer.
Reflecting on the overall concept in the CVR context, we highlight that spaceline
and timeline are both needed to realize interactive storylines in CVR. Even when using
the spaceline concept, filmmakers should be able to define the time limit of a shot.
We conclude that the spaceline is a valuable concept to support filmmakers in the
process of designing interactive, non-linear CVR experiences. We presented first
indicator designs and described their potential in guiding the viewer.
As a broader outlook, these methods are not only relevant for CVR but can also be
adapted to virtual and augmented reality applications and motivate further research. It
is important to know how viewers feel in different scenarios for developing a film
language for Cinematic Virtual Reality. To support this process is the long-term goal of
our research.

References
1. Tikka, P.: (Interactive) cinema as a model of mind. Digit. Creat. 15(1), 14–17 (2004)
2. In the Blink of a Mind—Attention – The Language of VR – Medium. https://medium.com/
the-language-of-vr/in-the-blink-of-a-mind-attention-1fdff60fa045. Accessed 30 June 2018
3. Rothe, S., Buschek, D., Hußmann, H.: Guidance in cinematic virtual reality-taxonomy,
research status and challenges. Multimodal Technol. Interact. 3(1), 19 (2019)
Spaceline: A Concept for Interaction in Cinematic Virtual Reality 119

4. Rothe, S., Pothmann, P., Drewe, H., Hussmann, H.: Interaction techniques for cinematic
virtual reality. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR),
pp. 1733–1737 (2019)
5. Gustafson, S., Baudisch, P., Gutwin, C., Irani, P.: Wedge: clutter-free visualization of off-
screen locations. In: Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pp. 787–796 (2008)
6. Gustafson, S.G., Irani, P.P.: Comparing visualizations for tracking off-screen moving targets.
In: CHI 2007 Extended Abstracts on Human Factors in Computing Systems, pp. 2399–2404
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7. Zellweger, P.T., Mackinlay, J.D., Good, L., Stefik, M., Baudisch, P.: City lights. In: CHI
2003 Extended Abstracts on Human Factors in Computing Systems - CHI 2003, p. 838
(2003)
8. Hossain, Z. Hasan, K., Liang, H.-N., Irani, P.: EdgeSplit. In: Proceedings of the 14th
international conference on Human-computer interaction with mobile devices and services -
MobileHCI 2012, p. 79 (2012)
9. Jo, H., Hwang, S., Park, H., Ryu, J.: Aroundplot: focus+context interface for off-screen
objects in 3D environments. Comput. Graph. 35(4), 841–853 (2011)
10. Gruenefeld, U., El Ali, A., Heuten, W., Boll, S.: Visualizing out-of-view objects in head-
mounted augmented reality. In: Proceedings of the 19th International Conference on Human-
Computer Interaction with Mobile Devices and Services - MobileHCI 2017, pp. 1–7 (2017)
11. Gruenefeld, U., Ennenga, D., El Ali, A., Heuten, W., Boll, S.: EyeSee360. In: Proceedings of
the 5th Symposium on Spatial User Interaction - SUI 2017, pp. 109–118 (2017)
Facilitating Information Exploration
of Archival Library Materials Through
Multi-modal Storytelling

Zev Battad(B) , Andrew White, and Mei Si

Rensselaer Polytechnic Institute, 110 8th Street, Troy, NY 12180, USA


{battaz,whitea9,sim}@rpi.edu

Abstract. This project aims to help people explore, understand, and


rediscover the many-to-many relationships of content within library
archives using multi-modal storytelling. This project builds upon an
existing multi-modal storytelling system which is designed to help peo-
ple explore large knowledge graphs by actively constructing narratives
using information from the knowledge graphs. We present this system
and a case study of how the process of creating the knowledge graph
from existing archives becomes an iterative hypothesis testing process
and triggers new knowledge discovery.

Keywords: Library achieves · Knowledge graph · Multi-modal


presentation

1 Introduction
Evolution, innovation, and history are typically documented in a chronological
manner, with their associated processes set sequentially through a series of high-
lighted events filtered from a myriad of interactions that ultimately lead to the
culminating event. But the reality of history and culture exists within a broader
context of those relationships across multiple dimensions that are filtered out
because they appear to be lesser influencers in the historical universe. Depend-
ing upon perspective and focus, the accepted seminal events in a narrative of
history and culture represent a distillation of other smaller tangential narratives.
Yet it is the role of archivists to “employ as broad a definition as possible of what
records are and of what events and phenomena are worth documenting” [7].
Rebuilding these inter-relationships and piecing together the various interac-
tions in history from archival collections of primary sources is typically a labor-
intensive endeavor. In many cases, archival library collections are comprised of
various donations or acquisitions, some with questionable provenance and com-
pleteness. One may consider that portions of such collections are analogous to
fossils or ancient artifacts [6,8,14]. Like incomplete buried skeletons, some sec-
tions of an archival collection are distributed across various archives and pro-
cessed with varying degrees of descriptive detail. The frequent archival approach
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 120–127, 2019.
https://doi.org/10.1007/978-3-030-33894-7_13
Facilitating Information Exploration of Archival Library Materials 121

to such disjuncts and variety of information formats (i.e. photographs, draw-


ings, manuscripts, and physical artifacts) is to sort and catalog materials using
a combination of chronological, donor-specific, or subject-affinity methodologies.
As a consequence, research with primary archival sources is a time-consuming
manual process where the various relationships among archival collections are
uncovered through happenstance.
This work aims to help people explore, understand, and rediscover the many-
to-many relationships of content within library archives using multi-modal narra-
tive agents. Over the last several decades, the scale of accessible information has
grown, both in the volume in which information is being gathered and the open-
ness by which information has been shared and made available. This has lead to
incredible opportunities for knowledge and discovery. For example, the English
Wikipedia alone has more than five million entries. As the oldest technological
university in the US, Rensselaer Polytechnic Institutes archival collections docu-
ment the evolution and impact of technology and engineering from the Industrial
Revolution through the Space Age. Our digital collections alone consume 1.5 TB
of storage.
As the scale and complexity of available information grows, the ease by which
individuals may reasonably be expected to traverse and explore said informa-
tion unassisted wanes. Furthermore, ones ability to ascertain the veracity of
information sources becomes challenged. The amount of information can easily
overwhelm a person and prevent one from seeing the underlying relationships
among facts and data. We believe that with new digital mediums, people can
benefit from machine-assisted methods of data exploration.
In this project, we describe and define digital objects, curated within library
archives via a semantic web, with a focused group of individuals composed of
librarians and graduate and undergraduate students. The project uses a nar-
rative agent to help people explore the semantic web by actively constructing
narratives using information from the semantic web, and to help trigger new
information discoveries by posing questions based upon previously undiscovered
relationships. In the next sections, we will discuss related work, present our
system and report preliminary findings.

2 Narrative as the Basis for Making Sense of the History


Storytelling is ubiquitous with the human cultural experience. To see how preva-
lent narrative is and has been, one has to look not only at the widespread exis-
tence in the past of oral storytelling traditions in many of the worlds oldest
cultures, but also observe the success of modern forms of entertainment with
underlying narrative, such as cinema and video games. However, besides its
apparent utility as a method of entertainment, narrative is also one of the oldest
methods by which humans have traditionally exchanged information.
Narrative is concerned with how information is structured in a story: what
information is included, how it is ordered, and how it is connected. We use
narrative to share the happenings in our lives, to sway each others opinions, and
122 Z. Battad et al.

to pass knowledge between one another. Narrative may also have a more basic
connection with human knowledge.
Narrative is thought to be intuitive to how humans think about and orga-
nize information. Narrative has been posited as one of the general fundamental
ways that humans organize knowledge [9]. More specifically, experiences and
memories are said to be organized in a narrative fashion, with the various facts
of our personal experiences being cast as a series of events and their narrative
connections [5]. So too is our understanding of time cast in a narrative light, as
a temporal sequence of linked events [2]. Through narrative storytelling, there
exist methods for ordering and presenting information that are related to how
humans intuitively organize knowledge.
American cognitive scientist Jerome Bruner pointed out that there are two
modes of how people make sense of their environment [4]. Bruner calls the two
modes the paradigmatic or logico-scientific mode and the narrative mode. The
paradigmatic or logico-scientific mode collects facts from ones experience and
the narrative mode tries to make sense of the experience. In other words, the
narrative process aims at endowing experience with meaning, which is often
composed of causal and temporal relationships of events – the core components
of narrative. For people, these two modes are used as means for convincing one
another: facts convince one of their truths, while stories support their likeness.
Our multi-modal visualization and narrative system works in a similar way,
by making the relationships among information more visible and thus inspiring
people to discover new relationships. To our knowledge, there has not been an
interactive storytelling system that is specifically designed to help people discover
new information centered and based on library archives.

3 System Architecture
In our previous work, we have applied narrative and storytelling strategies to
qualitative information presentation, developing a system to automatically gen-
erate narratives from topic-relationship information networks [10,11], as well as
techniques for using multiple interweaving story lines [3], topic anchor points,
and analogies [12].
We have also created an automated narration system that takes structured
open domain information and tailors the presentation to a user using storytelling
techniques [3,10,11]. It aimed at presenting the information as an interesting and
meaningful story by taking into consideration a combination of factors, ranging
from topic consistency and novelty to learned user interests.
Starting from any point in a knowledge graph, such as the subset shown in
Fig. 1 (left) with part of its XML representation (right), the agent can talk about
the knowledge graph by introducing the topics one by one. Note that, while not
shown, each directed edge in Fig. 1 has an edge in the other direction with a
reciprocal relationship. A diagram of the systems architecture is shown in Fig. 2.
When deciding what to talk about next, the agent strives to form a piece of
narrative rather than simply listing the facts. It does so in two steps: sequencing
and connection.
Facilitating Information Exploration of Archival Library Materials 123

Fig. 1. An example of a subset of a knowledge graph.

First, the Topic Sequencer creates an initial sequence of topics to present.


Starting from an initial topic, it adds topics to the end of the sequence iteratively.
The next topic of the sequence is chosen by balancing multiple objectives related
to narrative and user experience, such as suggesting novel content or maintaining
spatial and temporal consistency. These objectives form a set of constraints,
which are used to score each potential next topic. The best-scoring topic is
added to the end of the sequence. The Topic Sequencer is derived from previous
work on automatic narrative generation from information networks [10,11].
Next, the Topic Connector creates connections between topics in the sequence
based on pairwise relationships between topics in the knowledge graph. The
Topic Connector marks when in the sequence to allude to a future topic in the
sequence and when in the sequence to refer back to past topics in the sequence.
Examples of both can be seen in Fig. 4. In this example, relationships with the
topic directly prior to the current one (blue text), reminders of topics visited
several topics ago (yellow text), and allusions to future topics (purple text) can
be seen.
The Topic Connector also marks the most appropriate places in the sequence
to pause narration of the sequence and explicitly give the user a turn to interact.
Places in the sequence to pause narration are selected based on the connectivity
between topics in the sequence that have already been presented and topics in
the sequence that have yet to be presented. The Topic Connector is derived
from previous work on analogies [12] and using multiple interleaving storylines
in narrative generation [3].
Once a connected topic sequence is created, the Narration Manager presents
the sequence one topic at a time through the interactive visualization. The inter-
active visualization consists of three panels, as can be seen in Fig. 3. The left
panel shows a map displaying the location of each topic. The center panel shows
a timeline with topics represented as nodes, with category lanes and lines con-
necting topics that are related in the knowledge base. The right panel shows
124 Z. Battad et al.

Fig. 2. System diagram.

a set of images and the text narration for the topic the Narration Manager is
currently presenting. The agent gives an audio narration of the text as well.
At any point in the narration, the user can select a topic in the center panel
that they wish for the agent to discuss. The Narration Manager also explicitly
asks the user to select a topic at points deemed most appropriate by the Topic
Connector. When the user selects a topic, it interrupts the current sequence with
a short, new subsequence calculated from the selected topic.

Fig. 3. Screen shots from existing system.

The Topic Sequencer creates a new subsequence, taking into consideration


the topics that have been presented in the initial sequence and the new topic
selected by the user. The subsequence is inserted after the point where the initial
sequence was paused. Then, the rest of the initial sequence is placed after it.
Connections between the subsequence and the initial sequence are formed by
the Topic Connector. The Narration Manager then continues narration with
Facilitating Information Exploration of Archival Library Materials 125

the new combined sequence, starting with the user’s selected topic. Thus, the
storytelling agent is able to both react to the user and maintain a consistent
narrative plan.
In the top text in Fig. 4, which shows the text from the right panel in Fig. 3,
the system can be seen pausing narration of the sequence and alluding to future
topics in the sequence which have yet to be presented and which are related to
topics that have been presented. In the bottom text in Fig. 4, the system can be
seen describing the user-selected topic later in the same narration.

Fig. 4. Example text from two topics in the same narration. (Color figure online)

4 New Knowledge Discovery While Constructing a


Knowledge Graph

We performed a preliminary study of using this interactive narrative system to


organize and describe Rensselaer Polytechnic Institute’s library archives. The
details of the study and our main findings are included below.
We experimented with creating new knowledge graphs based on archival
library content and with a focused group comprised of four librarians, one grad-
uate student and one undergraduate student. When working with the interactive
storytelling system, we need to represent the network of archival information as
topics and their relationships. More specifically, each topic is treated as a node
in a knowledge graph, which has a description and links to other nodes. For
example, the node “Alumni Building” and the node “Rensselaer Polytechnic
Institute” are linked by the “is part of” relationship.
Prototyping of this project revealed a need for librarians and archivists to
move beyond sets of simple format conversion tasks towards the development
of new methodologies in controlled vocabularies, metadata, and cataloging. As
librarians worked to migrate the institutional archives, which are stored in a
hierarchical data structure, e.g. Dublin Core to the new graphical structure
associated used by the multi-modal storytelling system, we found that the dif-
ference between the two representations of data can often inspire the librarians
126 Z. Battad et al.

to form new hypotheses and discover new information. The new information, in
turn, becomes part of the knowledge graph and may inspire new discoveries.
For example, a previously known relationship between two topics (a campus
president and an architect) had only one type of connection (contractual) – Pres-
ident Ricketts contracted with architect Joseph Lawlor on several building con-
struction projects. While working through the structural migration, librarians
began to question if other types of additional connections existed. One building
contracted to Joseph Lawlor is the fraternity house for Theta Xi. Librarians
began to wonder if both Lawlor and Ricketts were members of the fraternity.
After researching the Theta Xi yearbooks, librarians confirmed that both Lawlor
and Ricketts were members of the same fraternity, and that Ricketts had pre-
dated Lawlor as a fraternity brother. The newly uncovered relationship helped
to add greater context to the facts and the narrative constructed by the system.
Thus, the process of creating the knowledge graph from existing archives
becomes an iterative hypothesis testing process. In this work, we observed how
the same focus group of librarians and archivists went through these iterations
multiple times in order to establish appropriate metadata needed to document
relationships between data points.

5 Discussion and Future Work

While the Rensselaer Polytechnic Institute librarians searched for information


to encode into a knowledge graph for the system, the process of exploration
was valuable and revealing. However, despite the value of the process, build-
ing the knowledge graph was performed with minimal machine assistance by
web-browsing online resources, reading physical archives, and writing the XML
file for the knowledge graph by hand. As the librarians’ discoveries were made
from the connections they found while building the knowledge graph, and the
narrative generation system reveals connections between topics while exploring
the knowledge graph, a natural enhancement to the process would be to inte-
grate knowledge base authoring with the narrative system. While exploring the
existing knowledge base using the system, new incidental connections, like the
relationship between Joseph Lawlor and President Ricketts, can be hypothesized,
confirmed with additional external resources, and included into the knowledge
base. There are two main directions in pursuit of this. The first is the integra-
tion of a knowledge graph authoring tool with the system, such as Jambalaya
for Protégé [13] or Lucidchart for the creation of mindmaps [1], to alter knowl-
edge graphs in real-time without directly handling an XML representation. The
second is the integration of external resource access and exploration to directly
browse and display digital archives.
Facilitating Information Exploration of Archival Library Materials 127

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The Impact of Multi-character Story
Distribution and Gesture on Children’s
Engagement

Harrison Jesse Smith1(B) , Brian K. Riley1 , Lena Reed2 , Vrindavan Harrison2 ,


Marilyn Walker2 , and Michael Neff1
1
University of California, Davis, Davis, CA 95616, USA
{hjsmith,bkriley,mpneff}@ucdavis.edu
2
University of California, Santa Cruz, Santa Cruz, CA 95064, USA
{lireed,vharriso,mawalker}@ucsc.edu

Abstract. Effective storytelling relies on engagement and interaction.


This work develops an automated software platform for telling stories to
children and investigates the impact of two design choices on children’s
engagement and willingness to interact with the system: story distribu-
tion and the use of complex gesture. A storyteller condition compares sto-
ries told in a third person, narrator voice with those distributed between
a narrator and first-person story characters. Basic gestures are used in
all our storytellings, but, in a second factor, some are augmented with
gestures that indicate conversational turn changes, references to other
characters and prompt children to ask questions. An analysis of eye gaze
indicates that children attend more to the story when a distributed sto-
rytelling model is used. Gesture prompts appear to encourage children to
ask questions, something that children did, but at a relatively low rate.
Interestingly, the children most frequently asked “why” questions. Gaze
switching happened more quickly when the story characters began to
speak than for narrator turns. These results have implications for future
agent-based storytelling system research.

Keywords: Embodied storyteller · Listening comprehension · Primary


school · Case study

1 Introduction
For many, being read a bedtime story is a fond childhood memory. This
comforting experience also creates excitement as the the new world of the
story unfolds. While enjoyable, such storytelling also provides the founda-
tion for developing listening comprehension and later reading comprehension
skills [16,19,20,28,38,48,59,63] which are critical to educational attainment.
While the levels of quality home language input low socioeconomic sta-
tus (SES) children receive is debated [25,57], it is clear that the absence of
such language input can negatively affect a child’s early language development
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 128–143, 2019.
https://doi.org/10.1007/978-3-030-33894-7_14
Impact of Story Distribution and Gesture on Children’s Engagement 129

skills [4,8,14,26,27,31,35,44,56,64,67]. If children do not have adequate lan-


guage skills in the primary grades, they are likely to have persistent academic
difficulties [30,56,62], leading to long lasting consequences [52].
Computer storytelling apps may provide a way to address this early exposure
gap and remediate, at least in part, the early educational deficit by providing high
quality language exposure at home or in the classroom. They can be displayed
on phones or tablets and deployed at low cost. It remains unclear, however, how
to effectively design these apps in order to maximize child engagement.
To help answer this question, we present the results of experiment that looks
at two factors in story presentation. The first compares narrator-only story-
tellings (third-person) with tellings that distribute the text between a narra-
tor and story characters (first and third-person). The second factor varies the
amount of nonverbal behavior present in the characters, comparing a condition
that only uses beat gestures and subtle head nods with a condition that includes
character deixis gestures, turn taking cues, and interaction prompts (see 2.3 for
gesture type definitions).
To investigate these factors, we used a custom-built Unity application and
cloud-based text-to-speech software to present four Aesop’s fables in a repeat-
able, controlled fashion. The storytelling application is shown in Fig. 1. During
the story presentation, we recorded participants’ gaze locations. After each story
concluded, the system solicited and recorded questions asked by the participant.
The experiment was run as a 2 × 2, within-subjects study focused on chil-
dren aged 5–8. Results indicate that a multi-character, distributed telling of the
story is more engaging than a narrator-only telling, based on gaze behavior.
The impact of nonverbal communication appears complicated, as the additional
animation of a conversational turn handover can hold student attention, rather
than directing it at the intended target. However, there is some evidence that
question prompting gestures can help elicit feedback from children. Question
elicitation at the end of the story resulted in questions 20% of the time, most of
which (70%) where different types of why questions.
The results reported in this paper have implications for future automated
and/or interactive storytelling applications. They suggest that presenting stories
from multiple characters’ first-person points of view is an effective way to increase
student engagement. While question-prompting gestures may be a useful way to
ellicit questions from students, it is unclear whether nonverbal turn-over gestures
are an effective method for signalling the next speaker to children aged 5–8. The
frequency and types of questions asked is useful for developing a conversational
storytelling framework, which is a long-term aim of this project.
The contributions of this work are as follow:

– We show that a distributed storytelling model results in significantly higher


engagement than a narrator-only model.
– We present data suggesting that question-prompting gestures may be effective
for eliciting questions from children.
– We present the frequency and types of questions asked by children to an
automated storytelling application.
130 H. J. Smith et al.

– We present data showing that nonverbal turnover gestures may not be an


effective method of signalling the next speaker to children aged 5–8.
– We demonstrate a webcam-based method for collecting gaze data, useful in
certain experimental settings.

Fig. 1. Left: the laptop and camera placement used to collect video footage of the
participants. Right: the video footage used to extract gaze targets. Inverted screen
capture overlays are added in a post-processing step to provide additional context for
the annotators.

2 Background
2.1 Automated Storytelling and Editing

Recognizing the importance of reading and storytelling for children’s devel-


opment, related work has also focused on improving children’s reading skills.
Project LISTEN was one of the first systems in this area: it aimed at computer
tutors that could listen to a child read aloud and provide help where needed
with pronunciation and other types of reading aloud errors [2,47]. Other work
has focused on virtual peers for pedagogical purposes, and tested the effect of
having the peer model more advanced storytelling behaviors [10,15,55]. Story-
telling agents have also been explored with robots as reading companions and
tutors [17,36,49,65], including studies placing robots in classrooms over extended
period of time [32].
An automated storyteller could potentially tailor the text of a story based on
the needs of the current user. Adjusting vocabulary level or narration point-of-
view could result in a more effective and rewarding storytelling session. Due to
the complexities of natural language, however, it is challenging to create robust
methods for automatically editing text in non-trivial ways. Several researchers in
the field of natural language processing have focused efforts on this problem. One
set of researchers presented methods for automatically generating dialogues from
monologues [51]. In another work, the author presented methods for generating
full virtual-agent based performances, given only input text [50].
Impact of Story Distribution and Gesture on Children’s Engagement 131

2.2 Eye Tracking in Multimedia Learning

Multimedia learning materials, which distribute conveyed information across


multiple visual and/or audio channels, are widely used and are an effective way
to foster meaningful learning outcomes in students [42]. In the past, the efficacy
of such materials were commonly assessed using post-intervention interviews
and behavioral assessments [53]. While such techniques are useful to measure
the overall learning outcomes induced by the materials, they do not provide
the resolution necessary to link detailed behaviors of a participant to on-screen
causal elements [43]. Such linkages, and the insights they can provide, may aid in
the creation of valuable design principles for different categories of multimedia
applications.
An alternative to post-assessments is tracking participant gaze behavior. It is
a useful measure for understanding how a viewer allocates their visual attention
and how this engagement temporally fluctuates as a function of on-screen events
[29]. Analyzing such engagement is particularly useful when developing design
guidelines for interactive storytelling applications, whose primary purpose is fos-
tering listening comprehension in the viewer. Such applications should engage
the viewer without resorting to seductive details (motions or other stimuli that
are pleasant but distracting, and which do not further comprehension).
While interest in eye tracking has increased rapidly in recent years [3], rel-
atively few researchers have studied the eye movement of early grade school
students interacting with multimedia stimuli [46,60]. Neither study reported eye
tracking movement of students observing the stimuli in an in-use classroom. This
may be due to the chaotic nature of such classroom, the expense and sensitivity
of eye-tracking software, and the difficulty of properly calibrating and controlling
the behaviors of a young child during a sedentary experiment. In contrast, the
current study focuses on engagement and attention of early grade school stu-
dents within in-use classrooms and makes use of multiple web cameras to record
gaze behaviors.

2.3 Gesture

To further engage the child, we will endow the child-like narrator with non-
verbal communication behaviors, as endorsed by the PAL framework [34] and
other related work on pedagogical agents and agent personality [11,37,41]. Stud-
ies of teacher communication have found a cluster of nonverbal behaviors that
are particularly effective in the teaching context. Termed “immediacy”, these
factors generate positive affect and include eye contact, smiling, vocal expres-
siveness, physical proximity, leaning towards a person, using appropriate gestures
and being relaxed [5,6,33,58]. They are consistently shown to impact affective
learning [7,18,54], which impacts students predisposition towards material and
motivation to use knowledge [6,9]. Their impact on cognitive learning is less
clear, with mixed findings [18,54]. Deictic (or pointing) gestures help ground
the conversation by establishing shared reference [45] and can help children dis-
tinguish ambiguous speech sounds [61]. Speech that is accompanied by gesture
132 H. J. Smith et al.

leads to better recall than the same speech without gesture [13]. In teaching set-
tings, gesture can provide a second representation, and multiple representations
are known to enhance learning [23].
Beat gestures [45] are small, downward movements of the arms and hands
that accompany the cadence of the speech and may add emphasis, but do not
convey clear meaning. They are used in this work to make the characters appear
more alive. Deictic gestures [45] are used to create reference, such as by pointing.
Backchanneling, such as head nods and affirmative utterances, are used by the
listener to signal their agreement with the speaker [66]. Conversational turn
management in human dialog is largely nonverbal [66], motivating its use here.

3 Method

Participants. Participants from four K-2 classrooms in two schools in the


United States participated in this experiment. Consent from school administra-
tion, classroom teachers, parents, and an institutional review board was obtained
prior to the study. All participants spoke English and had normal or corrected-
to-normal vision. In total, 33 participants, 12 girls and 21 boys, were included in
the final analysis. Their ages ranged from 5–8 years old (M = 6.4, SD = 1.05).
Design. The study used a 2 × 2 experimental design in which every participant
observed all four stimuli combinations. A within-subjects design was used to min-
imize sources of non task-related variance, such as participant’s base attention
spans or moods on the day of the experiment. The first factor was Storytelling
Perspective, which employed a Narrator Only level and a Distributed level.
The second factor was Gesture Types, which employed a Complex Gesture
level and a Simple Gesture level. A single story was used for each condition
combination (see Fig. 2).
Materials. Four Aesop’s Fables were selected for use in the experiment. Aesop’s
Fables are commonly used in studies on (oral) narrative comprehension and are
often used in teaching materials for the K-2 age group. We selected four fables
that could be animated using Narrator, Fox and Crow characters. These were
The Fox and the Grapes, The Fox and the Crow, The Dog and His Shadow and
The Crow and the Pitcher. The fable The Dog and his Shadow was converted to
The Fox and his Shadow in order to use the Fox’s character model and gestures.
The original text of the stories came from the versions of Aesop’s Fables
distributed as part of Elson’s Drama Bank [1,21]. For each story we produced
(by hand) a version of the story with simpler sentences and simpler vocabulary:
these story versions were double-checked by a learning scientist for their age
appropriateness. Because all the original stories are presented in third person
by a narrator, we used the Fabula tales natural language generation engine to
generate first person direct versions of story sentences for half of the stories
[39,40].
Figure 2 provides examples of how each story was told and how the content
was distributed amongst the characters. In the Narrator Only condition the
Impact of Story Distribution and Gesture on Children’s Engagement 133

Fig. 2. Overview of the conditions, along with story names, example images, and story
text. Example image in row A shows the Question Gesture and example images in row
B show Nonverbal Turnover Gestures.

Narrator recounted the entire story (see Rows a and c of Fig. 2). The Narrator
refers to the story characters in third person, and all utterances and gestures
are produced by the Narrator. The story characters appear on the screen but do
not speak.
The first person, direct speech, versions of the stories are used in the Dis-
tributed condition, and thus the story telling is split between the onscreen
characters (Rows b and d of Fig. 2). The Narrator only produces the utterances
that describe actions. Utterances that provide content for character speech and
thought are converted to first person direct speech and spoken by the character
to whom the speech or thought is attributed, e.g. What a beautiful bird I see!
Nobody is as beautiful ... in Row b of Fig. 2.
While all stories employed character blinks, idle breathing motions, and
minor head/arm beat gestures, the Complex Gesture condition included three
different types of gestures not present in the Simple Gesture condition: ques-
134 H. J. Smith et al.

tion prompt gestures, deictic gestures, and nonverbal turnover gestures. Question
prompt gestures (see example image of Fig. 2-a) were performed by the Narra-
tor while she verbally prompted the participants for questions about the story
(“Now tell me, do you have any questions about the story?”); in the Simple
Gesture condition, the Narrator only verbally prompted the participants. In the
Narrator Only, Complex Gesture condition, the Narrator used two deictic
gestures, pointing towards the Fox, while verbally referring to him. The form
of this gesture was identical to the nonverbal turnover gesture demonstrated by
the Narrator in Fig. 2-b.
In the Distributed, Complex Gesture condition, characters performed
conversational turnover gestures after they finished speaking, visually indicating
which character would speak next (see example images in Fig. 2-b). In all stories
there was a pause of 1.2 s between when one character stopped speaking and the
next character began. When present, the conversational turnover gestures began
as the character finished talking and took 0.75 s, leaving 0.5 s before the next
character began to speak.
Stories were presented using a custom-built Unity application. The charac-
ters, story text, and gestures were provided as input to the system. AWS Polly
Text-to-Speech was used to obtain speech audio and the viseme information
necessary to drive character lip syncing behavior. At the end of each story, the
Narrator would prompt the participant for questions about the story. During
this period, the researcher used an external keyboard to control the Narrator in
a Wizard of Oz fashion, triggering verbal and nonverbal backchanneling behav-
iors. After the child was finished asking questions, the researcher initiated the
next story.
Procedure. Stimuli were shown on a Dell Precision laptop with 17 in. screen
in a partially secluded classroom corner. Despite this separation, other students
would sometimes distract the participant with their presence, actions, and noises.
This environment therefore contained the same types of distractions that a child
would experience while reading or working in school.
Upon starting the experiment, each participant watched an introductory seg-
ment in which the Narrator introduced herself, explained that she would be
telling stories, and invited the participant to ask questions at the end of each
story. Then all four stories were shown sequentially. Order was randomized to
control for ordering effects. At the end of each story, the Narrator prompted the
participant to ask any questions they had about the story. The entire procedure
took, on average, 3.5 min. For an example screen recording showing the experi-
mental stimuli presented to participants, please visit the following link: https://
youtu.be/HEeQica-xHY.
Measures. Due to the in-classroom nature of our experiment, expensive, sensi-
tive eye-tracking hardware was avoided. Rather, two webcams were positioned
around the perimeter of the laptop screen to record the gaze behaviors of the par-
ticipant (see Fig. 1-Left) for post-hoc annotation. Simultaneously, Open Broad-
cast Studio was used to record the contents of the screen. Taken together, this
information was sufficient to determine when a participant was looking at the
Impact of Story Distribution and Gesture on Children’s Engagement 135

stimuli and at which character they were looking. See Fig. 1-Right for an example
of the resulting video. The webcams also captured the questions each participant
asked at the conclusion of each story.
Gaze Annotation. Two undergraduate annotators were hired to annotate gaze
behaviors and transcribe the utterances of each participant. Based on the synced
screen recording and dual webcam footage, annotators identified the partici-
pant’s area of focus throughout the duration of the experiment by labeling it
with one of four categories: Narrator, Fox, Crow, and Non-Task. Non-Task was
used when the participant was not looking at any of the characters on the screen.
The data from one participant was used to train the annotators; both anno-
tators, along with the lead researcher, collectively discussed and annotated the
gaze behavior. Next, data from six participants (21 min, 19% of the remaining
data) was independently annotated by each annotator. Inter-rater reliability was
very high (observed agreement was 97% and Cohen’s kappa was 0.93), so data
from the remaining 26 participants was split between the annotators.

4 Results

4.1 Visual Attention

Attention To Story. Using the gaze annotations, it was possible to determine


the percentage of time participants were actively observing each story (viewing
a character versus viewing a Non-Task category). These are shown in Fig. 3.
Summary attention statistics are given in Table 1.
To assess whether attention differed significantly as a function of condition,
we conducted a Friedman test of differences using the single factor of ‘Condi-
tion’ with four levels. While a repeated measures ANOVA is commonly used in
2 × 2 within-factors designs, the percentage values analyzed were not normally
distributed, and thus the non-parametric Friedman test was used instead. The
test rendered a Chi-square value of 9.13, which was significant (p = 0.02). Post-
hoc analysis using multiple Wilcox signed-rank tests with Bonferroni correction
revealed multiple significant differences (Fig. 2, left). Distributed, Complex
Gesture was significantly higher than both Narrator Only, Simple Ges-
ture (padj < 0.01) and Narrator Only, Complex Gesture (padj = 0.02).
Distributed, Simple Gesture was significantly higher than Narrator Only,
Simple Gesture (padj < 0.01) and almost significantly higher than Narrator
Only, Complex Gesture (padj = 0.09). Other differences were not significant.
Using the same technique, we evaluated the effect of order on attention
(Fig. 2, right). As might be expected, attention wanes over time. Attention to
the first story was significantly higher than to the third (padj = 0.008) and
fourth (padj = 0.006) story, and marginally higher than to the second story
(padj = 0.10).
136 H. J. Smith et al.

Table 1. Left: summary statistics on the amount of attention paid to each story as
a function of condition. Right: summary statistics on the amount of attention paid to
each story as a function of story order.

Condition Order
Narrator, Narrator, Distributed, Distributed, 1 2 3 4
Complex Simple Complex simple
Mean 78.6% 79.5% 91.7% 89.9% 91.4% 85.2% 82.6% 80.5%
Standard 19.3 21.8 8.0 7.9 10.8% 13.5% 18.6% 19.9%
deviation

Fig. 3. The percentage of time students gazed at the Narrator, Fox, or Crow (as
opposed to Non-Task ) as a function of story condition. Error bars indicate stan-
dard error of the mean. Results significant at padj < 0.05 denoted by asterisk, result
approaching significance at this level denoted by dot.

Gaze Behavior During Conversational Turnovers. We next used gaze


information to evaluate differences in the amount of time it took participants
to focus on the next speaker after a conversational turnover. Because these
turnovers only occur when two or more characters take turns speaking, this
analysis was conducted only on data obtained from the Distributed conditions.
For each conversational turnover, we determined the time at which the new
character began to speak. We then calculated, relative to this point, the amount
of time it took each participant to first glance at the new speaker. This value
was positive if the speaker began talking before the participant looked to them
and negative if the participant looked to the speaker before they began to speak.
Using these values, an independent samples t-test was conducted to compare
the differences in gaze switching time between the Distributed, Complex
Gesture condition and the Distributed, Simple Gesture condition. The
results are shown in Table 2, top. There was a significant difference between
these two conditions, with participants taking longer to switch their gaze to the
new character in the Distributed, Complex Gesture condition.
Impact of Story Distribution and Gesture on Children’s Engagement 137

Table 2. Summary statistics of the amount of time, in seconds, it took participants to


switch their gaze to a new speaker after that speaker first began their conversational
turn. The top row compares instances in which turnover gestures were present to
instances in which the gesture was absent. The bottom row compares turnovers to the
Narrator with turnovers to the Fox or the Crow.

Mean Standard deviation P value T statistic


Distributed, Complex Gesture 0.71 1.47 0.004 2.88
Distributed, Simple Gesture 0.19 1.86
Turnover to Narrator 1.15 1.64 <0.001 7.72
Turnover to Fox or Crow −0.08 1.55

Fig. 4. Cumulative distributions functions showing the percentage of participants who


looked to the next speaker relative to when the speaker began talking. Each line indi-
cates a single conversational turnover from the story.

Table 3. Count of questions asked, separated by Gesture condition level.

Question asked No question P value Chi squared


asked statistic
Complex gesture 18 48 0.052 3.77
Simple gesture 9 57

After visual inspection of the cumulative distributions of gaze switching vs.


time (as shown in Fig. 4), it appeared that, when the Narrator took over speak-
ing, participants turned their gaze back to her more slowly and less frequently
that with the other two characters. We therefore conducted a t-test to determine
if this difference was significant. The results are shown in Table 2, bottom. Par-
ticipants took significantly longer to turn their gaze back to the speaker when
the new speaker was the Narrator (p < 0.001). This could be because the par-
ticipants were less interested in the Narrator (as they see her in every story),
138 H. J. Smith et al.

participants were more intrigued by the animal characters, and/or participants


were more interested in the story characters.

4.2 Question Analysis

Question Frequency. In this study, we only elicited questions from participants


at the end of the story. This protocol created 132 possible question opportuni-
ties and resulted in 27 questions. 17 participants asked no questions, eight asked
one, six asked two, one asked three, and one asked four. To assess whether the
Complex Gesture condition (and the question prompt gesture it contained)
influenced participant’s tendency to ask questions, we performed a chi-squared
independence test. The results are given in Table 3. While the p = 0.05 level of
significance was narrowly missed, this could be due to the small total number of
questions collected. A larger sampling may reveal that the question prompt ges-
ture is a clear visual indicator encouraging children to interact with the system.
Question Type. We conducted an analysis of the types of questions the children
asked in order to determine the needed future capabilities of a conversational
storytelling system that can answer questions as the story unfolds. We expected
questions about comprehension, and two main types: (1) questions based on
understanding the meaning of sentences, based on vocabulary or syntax within
a sentence; (2) questions based on inferring causality, since that is a key part of
understanding narrative [12,22,24]. Our goal is to support these kind of questions
from students in a future version of our system, as well as to add question
categories based on these to the narrator’s repertoire. Examples are shown in
Table 4. Q1 illustrates a comprehension question. We expect these would be
more frequent if we allowed questions as the story unfolds. There were 19 why
questions of different types. Questions Q2, Q3 and Q4 illustrate the 12 why
questions related to causal understanding about how the world works or failure
to fill in implicit actions or state changes. Q2 illustrates a very simple causal
inference: the Fox is described as hungry but two participants asked why the Fox
wanted the grapes, while the others involve complex causal reasoning. The other
question types target unexpected competencies that would be hard to support
in our future conversational storyteller. Q5 and Q6 illustrate the 5 questions
about the back-story, about how the situation came to be at the start of the
narrative, which is not part of the story content. There were also 5 questions
about what might happen in the story world after the end of the story (What
Next): this is illustrated by questions Q7 and Q8. This could partly be due to the
fact that we only asked questions at the end of the story. Finally, in Q9 and Q10
the participants question presuppositions of the story, i.e. that a Fox wouldn’t
recognize his reflection, and that birds can sing, rather than simply chirp.
Impact of Story Distribution and Gesture on Children’s Engagement 139

Table 4. Example Questions from Participants

ID N Type Example
Q1 1 Comprehension What is a vine? (vocabulary)
Q2 12 Why, Why did the Fox try to get the grapes? (hungry)
Q3 Causal chain Why did the Fox get the cheese?
Q4 Why did she put rocks in the water? That sounds
gross.
Q5 5 Why, BackStory How did the Crow get the cheese?
Q6 Why was the Crow so thirsty?
Q7 5 What Next Is he going to get the water?
Q8 The Fox will eat the bird?
Q9 2 Why, storyline Why wouldn’t the Fox know that it was his reflection?
Q10 How is the Fox able to listen to the bird sing when a
bird can only chirp?

5 Conclusion
The greater visual attention children paid to stories presented in first-person by
story characters, in addition to the narrator, suggest that such distribution of
storytelling may be an effective approach for building engagement. Gaze analysis
also showed that children switched attention more quickly to story characters
than to the narrator. The use of intentional gestures presents a mixed picture.
It appears that gestures to the child are helpful in eliciting questions. Gestures
for conversational turn management appeared to hold children’s interest, rather
than directing them to the next character to speak.
Children did ask questions of the system some of the time and these were
frequently why questions. In future work we plan to elicit questions and ask
questions during the storytelling at particular story points, rather than simply
at the end of the story. We expect this to increase children’s engagement with
the story, and hopefully increase their narrative comprehension. We also wish to
study deixis in cases where it is non-redundant with the text.

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Dungeon on the Move: A Case Study
of a Procedurally Driven Narrative
Project in Progress

Maurice Suckling(&)

RPI, Troy, NY 12180, USA


Sucklm@rpi.edu

Abstract. Dungeon on the Move is a single-player casual mobile game dun-


geon crawler in development, in which the dungeon itself is in flux – rooms
change, they disappear, and even the room the player is trying to reach won’t
stay still. This paper concerns a case study of an in-development project that
seeks to explore the creative opportunities in blending a procedurally generated
dungeon with a partially procedurally generated story. It explores the research
question: How might we design a simple digital dungeon crawler utilizing a
procedurally driven narrative that offers some promise of innovation? It pro-
vides a brief explanation of terms then explores details of the development,
anticipated difficulties, with a view to next steps on the project.
Keywords: Dungeon crawler  Procedural storytelling

1 The Research Question

Late 2018 a small team was assembled at RPI, New York, to answer this question1:
How might we design a simple digital dungeon crawler utilizing a procedurally driven nar-
rative that offers some promise of innovation?

Why? Dungeon crawlers are staple fare for gamers with well-worn tropes. Lev-
eraging these tropes might offer opportunities in storytelling, perhaps beyond pastiche
or parody, and, through the procedurally driven element, into a narrative experience
that feels different to players. Rooting the research within such a familiar area for
gamers, would, it was felt, ensure the architecture of the narrative wasn’t being pushed
too far too fast, so that a great deal was implicitly being promised which the research
question ultimately could not deliver on. Procedurally driven stories offer a rich field of
learning - the development of them, their execution, and player reception of them is still
a relatively nascent field (Fig. 1).

2 Explanation of Terms
Dungeon Crawler: a game type where players control one or more characters with
whom they explore a dungeon, or series of dungeons, fighting monsters, perhaps

1
Maurice Suckling, Fanghong Dong, Rachel Mailhot, Kirsten Pilla, Samuel Gould, Yi Ning, Yizhe
Wu, Leonardo Price, and Yueqing Dai.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 144–147, 2019.
https://doi.org/10.1007/978-3-030-33894-7_15
Dungeon on the Move 145

Fig. 1. Screenshot, work in progress

encountering other challenges, and collecting treasure (perhaps of various kinds) as a


reward.
Video game examples: Wizardry (1981), Diablo II (2000), Bastion (2011), Baldur’s
Gate II (2013), The Binding of Isaac: Rebirth (2014), Darkest Dungeon (2016).
Board game examples: The Sorcerer’s Cave (1978), The Tomb of Annihilation
(2017).
Analog RPG examples: Four Against Darkness (2016), Labyrinth (2016).
Simple: the team focused on a ‘simple’ dungeon crawler, meaning without deep
character progression (leveling up, or skill trees), resource management, and without
sophisticated action gameplay and 3D graphics. In addition, although its story pro-
mised to be partially procedurally driven, the team were not promising this element
would be complex either. This was to be a small research project with a small team
with modest and reachable goals.
Procedurally Driven Narrative: in this project, we would see a procedurally driven
narrative as constituting one experienced by the player as a result of their actions in
conjunction with probability-triggered systems [1]. The narrative would not be built by
an artificial intelligence. Nor would an AI adapt in complex ways to game states. This
is procedurally generated AI as a production system, built on probability triggers.
Innovation: dungeon crawlers have a tendency to culminate in predictable ways:
having passed through a series of scripted challenges of escalating difficulty a final
boss battle brings the adventure to an end; having accumulated sufficient experience
points (EXP) a final battle is triggered bringing the adventure to an end; or some
combination of those two. Unscripted digital dungeon crawlers can exist as near-
infinite loops of monster > level-up > monster inside random dungeon creation
algorithms but with questionable incentives to keep playing within them. Similarly, at
least as far back as 1975, a year after D&D’s first publication, unscripted solo play
analog dungeon crawlers have had a known propensity to expend the surprises their
systems self-circumscribe [2].
146 M. Suckling

It isn’t essential for us to find solutions to all of these issues, or indeed any. But we
are looking for something innovative to come from our enquiry, perhaps from novel
combinations of design and narrative elements. In particular it’s the sense of some-
thing innovative that we’re pushing. Our game is still, at heart, an EXP trawl.
Acquiring EXP is how game progress is still marked. Yet this will be masked from
players and our intention is to misdirect them so they believe they are solving the
puzzle of the dungeon pathing, which they are not. We’re interested in learning if this
subterfuge is quickly identified, and, for the duration its ruse is maintained, what kind
of responses it provokes in players.

3 Development

3.1 Ludonarrative Context


The game opens with text on screen:
One thousand years ago Loco, a fearsome Mage was born - with powers so frightful they were
interned in the highest security dungeon imaginable - a cube with magical properties.

This mage has now managed to take control of this dungeon and can soon be
expected to break out from it. The player, through their character Pita, is tasked with
entering the dungeon to confront the mage before their powers are fully restored, and to
re-imprison the mage.
Pita moves through a series of three linked dungeons, each with their own distinct
identity as an environment with a related set of monsters. Different monsters reward
players with different levels of EXP, and different kinds of rewards. Certain EXP
thresholds trigger crystal ball (CB) interactions with a quest-giver character and trigger
parts of a probability-built encounter story composed of four parts. Further EXP
thresholds unlock target rooms, giving access to a new sub-section of a dungeon. Each
dungeon culminates in a boss battle with the main antagonist. But the antagonist would
remain alive, even in defeat, through various narrative means.
The dungeon is presented as a kind of maze, and the designated ‘target rooms’ are
where the player is trying to direct Pita to. But a central design element we incorporated
(indeed central to the entire ludonarrative theme, carried within the game’s title) was of
the dungeon being not just a conventional challenge - with monsters - but to be a kind
of puzzle in its own right - presented as a kind of maze - but not actually a maze. It is
not a pathing puzzle. There are no environmental challenges to overcome. Instead the
dungeon is built - or appears to players to be built - through procedural generation, and
not only do rooms seem to appear as they progress, but rooms change (from a swamp,
to a grove, or cave to a desert, for example), and they may remain the same size but
become flooded. More than that they also disappear entirely, and players are forced to
navigate around them because even the room they are trying to get to doesn’t stay in the
same place - it moves - or at least appears to move - around the dungeon, as if aware it
is being chased.
Dungeon on the Move 147

The core loop is:


MOVE > FIGHT/BRIBE/BUY > EXP > UNLOCK ENCOUNTER > MOVE

3.2 Anticipated Difficulties


Difficulties are expected in managing player frustration - the way the target room
moves. Not enough and there is nothing new for the player to feel. Too much and the
player will become frustrated by the game. A connected issue is that of pacing. To keep
the game feeling engaging a balance will need to be struck between the speed of the
overall game and the repetitive nature of the player actions. To (See game loop above.)
In addition, combinatorial growth while retaining narrative cohesion is a known
issue. We intend to prevent it becoming unmanageable by limiting the number of
encounters. Further, narrative cohesion is assisted by the tone of voice used, which is
generally somewhat comic, and allows for a breadth of encounters working within
known tropes. There are also known difficulties in screen space to communicate the
story without voice over, and with reasonably minimal text, that still permits our tone
of voice to come through.

3.3 Next Steps


There is clearly much more to be said. This poster has barely scratched the surface of
the development process and the design elements being worked on.
The game is currently in early prototype form. The first third of the first dungeon
will be playable as a proof of concept by late summer 2019. At this stage we can begin
to gather findings to discover if we have found any answers to our initial research
question, or to perhaps discern how far off acquiring answers we may be.
Following feedback and design iterations, research is intended to continue into late
2019 and into 2020.

References
1. Ryan, J.: UCSC, Curating Simulated Storyworlds, December 2018. https://escholarship.org/
uc/item/1340j5h2. Accessed 10 Sept 2019
2. Gygax, G.: Solo dungeon adventures. The Strategic Review, vol. 1, no. 1. Spring (1975).
https://annarchive.com/files/Strv101.pdf. Accessed 10 Sept 2019
Choose Your Permanent Adventure: Towards
a Framework for Irreversible Storygames

Kenneth Tan1,2 and Alex Mitchell1(&)


1
National University of Singapore, Singapore, Singapore
kennethetan@u.nus.edu, alexm@nus.edu.sg
2
Nanyang Polytechnic, Singapore, Singapore
kenneth_tan@nyp.edu.sg

Abstract. The majority of interactive narrative games allow the player to save
their progress as the game unfolds. These save game options are either auto-
matically enforced or manual. However, there is an increasing trend for inter-
active narrative games to be ‘irreversible’. In such cases, this makes it difficult
for the player to load or access previous save games. As a result, the player’s
sense of agency changes within the game, as the stakes and consequences of
their story decisions are more difficult to reverse, and thus take on a feeling of
permanence. Through close readings of The Walking Dead: Season One,
Sorcery! and Undertale, this paper aims to provide an initial framework for
irreversible storygames by (i) defining the different types of irreversibility by
analyzing three games in which the form of irreversibility differs, and
(ii) exploring subjective factors of the user experience that may be impacted by
the different types of irreversibility.

Keywords: Storygames  Irreversibility  Agency  Rereading  Replay

1 Introduction

As players exert agency in interactive narrative games and progress in the story, almost
all games allow the player to save the game state for reloading or replay [1]. The option
to save and load games can be considered a form of rereading since the reader has the
option to re-experience the narrative and re-exert agency if they so choose.
However, recent trends in narrative games have seen the interval between save
points in games extend into longer and longer space and time frames. As past save
games and corresponding past story decisions become more difficult to access and
change, the games become more “irreversible”. This has a potential impact on agency,
which Murray defines as “the satisfying power to take meaningful action and see the
results of our decisions and choices” [2]. If the player finds it difficult, or even
impossible, to change past choices, how does the player’s perception of their choices
change? Does the consideration of their choices change if they realize their decisions
have permanent consequences? In this paper, we begin the process of classifying the
types of irreversible narratives, and propose a preliminary framework for this classi-
fication, focusing specifically on single-player “storygames” [3].

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 148–157, 2019.
https://doi.org/10.1007/978-3-030-33894-7_16
Choose Your Permanent Adventure 149

2 Related Work

Focusing on non-interactive stories, Călinescu [4] categorizes rereading into partial,


simple and reflective rereading. Partial rereading involves trying to clarify details or
understand information previously missed. In simple reading, the reader tries to
recapture the experience of the story. In reflective rereading, the reader is stepping back
to analyze the story or text. Mitchell explores rereading in interactive narratives [5],
pointing out that “readers who are rereading to find closure are involved in what is
equivalent to Călinescu’s partial rereading. It is only when they achieve closure that
they can potentially shift to either simple or reflective rereading”. He also highlights
that “rereading, rather than involving reading something again, instead involves
reading anew.”
Research has also been conducted on reader motivations to reread in interactive
narratives. Academics such as Selig [6] and Peacock [7] assert that the multiple
meanings and challenges encountered by the reader motivate rereading, while Murray
[2, 8, 9] feels that the reader enjoys repeating the story from different perspectives.
Ryan sees replayability as a key feature of interactive stories, as it is “only by
replaying… several times, by seeing different story variants develop, and by receiving
response to her input that the user will be convinced she exercises true agency” [10].
Douglas [11] points out that readers reread hypertext fiction, not to experience variation
but to seek closure.
The concept of rewinding time in order to progress the narrative has been studied
by Kleinman [12]. Kleinman has created a framework of the time rewind mechanic
used in games, covering different ways game designers have implemented the concept.
While irreversible games do not necessarily require the rewind of time to progress, two
of the three games researched in this paper have implemented this mechanic.

3 Research Question

Loading a save game file in storygames is akin to rereading, as the player re-
experiences the narrative. Research has been conducted on reader motivation and
satisfaction in re-experiencing traditional text and interactive narratives, as well as the
role of save games in the player experience. “Rewinding” has also been researched as a
narrative mechanic within a storygame. However, what the player experiences by not
having the option to go back, as well as what would constitute such an “irreversible”
storygame, has not been studied. What factors would a storygame designer need to
implement to make the player see the game as “irreversible? The objective of this paper
is to develop a preliminary framework to characterize what constitutes an “irreversible”
storygame.
150 K. Tan and A. Mitchell

4 Methodology

Bizzocchi and Tanenbaum’s close reading approach [13] was used to analyze a set of
games, namely: The Walking Dead: Season One [14], Sorcery! [15] and Undertale
[16]. Close reading is a technique adapted from the humanities, one that provides for
rich insights into a particular play experience. It involves the construction of analytical
lenses, the performance of an imagined naïve player and the construction of perfor-
mative player stereotypes. The approach does not, and we do not, attempt to claim that
insights gained from close readings are immediately or directly generalizable. This
paper is a preliminary attempt to establish a framework for irreversible storygames.
The games analyzed in this paper were selected as they each address a different
aspect of irreversibility. The Walking Dead was chosen as it autosaves your progress
and tries to simulate an interactive “TV series” experience. The Sorcery! Series was
chosen as the game initially allows you to backtrack through your save checkpoints via
a timeline, and gives the player the option to load his game all the way to the beginning
of the current part or chapter of the series. This is possible until a crucial point in the
story - the entrance to the fortress of Mampang in Sorcery! Part 4: The Crown of Kings
[17]. Undertale was chosen because the game remembers every decision you made,
and reminds you of your past story decisions even when you start a new playthrough.
The close readings were conducted by the first author, and are presented in the first
person to reflect this. Tanenbaum proposed the notion of using “analytical lens” to
create ‘constrained close readings’ for storygames [18]. The “analytical lens” used in
this research would be in the field of ‘irreversibility’ – we define this as “a factor which
discourages or prevents the player from loading a previous save game.” Each play-
through was played until the point whereby the researcher found it “exceedingly dif-
ficult or frustrating” to access a previous save game. Despite this, the researcher
attempted to access a previous save game and conduct at least one more playthrough.
Questions focused on include: Do I want to access my previous save game or conduct
another playthrough, despite my frustration in doing so? Why or why not? What are my
experiences, emotions and attitude toward the game on the second playthrough with
regards to the game choices I am making, in particular, regarding with my ability to
influence what I perceive as diegetic choices? Are my choices meaningful? Is the story
I am creating significant to me, or is it the game designer’s story?
In the following sections, we discuss the results of these close readings.

5 Undertale: Restricted Saves and Limited Access to Saves

In Undertale there are two main ways that the game creates a sense of irreversibility:
restricting the player to only a single, manual save game, and limiting the player’s
access to the save state. Both of these limit the player’s ability to “go back” in the
game.
Undertale only allows one save game at any point of time in the game, i.e. there are
no multiple save games, and you can only play one character. There are checkpoints
scattered throughout the game at regular intervals which give you the option to save
your game. The player is only able to manually save the game at these checkpoints.
Choose Your Permanent Adventure 151

By following a “one save game” rule, the game does not allow you to revisit story
decisions made before your last checkpoint save. This made me feel very cautious in
actually saving the game when I came to a checkpoint. Once the game was saved, there
was no option of reloading a previously played checkpoint, making it feel irreversible.
For example, in an encounter with Papyrus, a skeleton NPC who is determined to
capture you in order to achieve his dream of joining the Underworld’s Royal Guard, I
spared Papyrus’ life and chose the option of “Let’s be friends.” I wanted to know what
would happen had I chosen the other option, which was “What a loser”. Unfortunately,
I had saved at the checkpoint shortly after, effectively making my choice permanent.
Undertale’s irreversibility is aligned thematically with the metagame plot. When I
try to reset Undertale at the title screen, the game states that “A name has already been
chosen”, and forces me to play the game with the name I chose in the previous
playthrough. This was frustrating because I felt that the right I had to change my
character’s name, which is common when restarting RPG games, was being taken
away from me.
In addition, when dying and then loading the save game in a fight with Asgore, the
king of the Underworld, I realized the PC (player character) was aware he was being
“resurrected”, as he tells Asgore he had been killed before. The number of times killed
is also stated in the dialogue, and Asgore displays a vague memory of having killing
the PC. Events appear to be irreversible and persist even after loading the save game.
The dialogue is different when conducting a second playthrough, with the NPC
(non-player character) Flowey implying that you already know him. The other NPCs
such as Toriel also indicate they vaguely remember you. At this point, I wondered
whether Flowey’s threats (that the game between me and him would never end) were
indeed true, and if I had taken a “non-peaceful” route in the game, would events be
different? Researching online, I found that the game not only remembers your story
choices, it also remembers whether you have killed certain NPCs or monsters. The
game would then remind you of these choices in the next restart. Indeed, on such a
restart Flowey said that “I know what you did” and that “you went back, because you
regretted it.”
While playing the game a second time and experiencing variations in dialogue with
the NPCs such as Toriel, I felt all my decisions from the first playthrough were
irreversible and the second playthrough’s events and dialogues were changed based on
the first playthrough’s decisions. I wondered how I could get a “truly fresh start”, and
went online to research this. Other players complained they could not have a truly fresh
restart even after re-installing the game, and had to wipe out all trace of Undertale from
their registry or restart the game on a new computer [19]. I accepted that short of re-
installing the game on another computer, my decisions were truly permanent, that I had
only “one playthrough”, and there was never a “true reset” available despite the fact
that I could restart the game (albeit with the same character name). It was frustrating
that I probably would never be able to re-experience the game “for the first time” again.
152 K. Tan and A. Mitchell

6 Sorcery!: Long and Selectively Removed Rewinding

Throughout most of the Sorcery! series, the game provides the ability to freely rewind
to any previous checkpoint. However, the effort required to “go back” and replay from
a much earlier checkpoint can create a sense of irreversibility. This sense of irre-
versibility becomes even stronger towards the start of Part 4, when beyond a certain
point the ability to return to any subsequent checkpoints is removed.
Sorcery! allows only a single save game and one character or profile to be played at
a time. As a result, the possibility of exploring the story space is restricted. The series
uses a “rewinding checkpoint” mechanic which saves past checkpoints you have
encountered in your journey, and allows you to load any point in the past in that
particular chapter. Checkpoints are not far apart and it is easy to access recent and past
events.
While I was able to freely rewind and “load” the game to any point in the past, even
upon an unsatisfactory result in battle, the game created significant obstacles to
changing story choices if there were significant benefits to be reaped. For example, in
Sorcery! Part 2 I discovered no matter what option I chose via rewinding, I was unable
to obtain the patronage of the God of grace, Courga. Courga claimed the reason was
because I had killed an innocent. I then recalled killing a temple guard six real-time
hours ago. I did not think of this event as important at the time, as I wanted to get on
with the story and the game did not highlight this as an important event. In fact, my
past murderous action had elicited a very nondescript, matter-of-fact text description,
so I progressed with the story, ignorant that this action would have disastrous conse-
quences later. I had no wish to backtrack six hours of my time to change my choice of
deity. In this respect, the game became “irreversible” because I did not want to spend
the time and effort involved in “loading” a save game that was too far back in the
timeline and then replaying the intervening events. I progressed into Part 3 worship-
ping the evil deity Slangg. Until the end of the series in Part 4, there was no oppor-
tunity to obtain Courga’s patronage. Even though the game did not mechanically
prevent me changing my previous actions, the time and effort involved effectively made
that earlier decision irreversible.
After playing about 10% of Sorcery! Part 4, the game declares, “You have entered
the Citadel of Mampang. Here no decision can be rewound.” From this point, the
option to rewind is removed. The stakes are high, for the game has many choice paths
which result in death, many of which are random, unpredictable and sudden, and will
take you back to the entrance of Mampang. For example, towards the end of the game
you are imprisoned in a cell with a tiny elf-like creature. You have three options, one of
which is to throw the creature through an air grate, which would kill it. If you are
“moral” and do not take that option, you starve to death. The game has many such
situations where there is no way of knowing which choice will result in death. This
annoyed me, since I would likely be forced to restart outside Mampang after hours of
gameplay. While I was frustrated upon dying due to “randomness” and I felt that my
moral choices did not matter, I also appreciated how the game made me feel frustrated
if I made a wrong move and took my actions for granted. This made my choices feel
more significant.
Choose Your Permanent Adventure 153

7 The Walking Dead: Fast Pace and Chapter-Based Saves

In The Walking Dead, the use of automatic checkpoint saving, time-limited choices,
and a fast pace draw the player into the story and discourage any consideration of
rewinding. In addition, chapter-based saving and limited save points impacted replay.
The game automatically saves at various checkpoints. When this happens, an
asterisk-like indicator appears in the top right-hand corner. This is a common mech-
anism in console games. In addition, many of the story choices are time-based, with
only a limited amount of time given to make a choice. The game also reminds you
when you have made “significant” choices, telling you the characters you interact with
remember your actions. As I was playing the game, I felt I was almost watching a
dramatic TV episode unfolding in real time, particularly when I had to react or make
decisions quickly.
The first time I played the first episode, I completed it in one sitting. When I did
regret a decision, the TV drama-like pacing moved forward quickly enough for me to
discard any thought of going back to change any decision. For example, in Episode 1, I
chose to save Kenny’s child, Duck, from the zombies instead of Shawn who had helped
me earlier. I had no time to reflect on this decision. This time-sensitive decision was
followed by a few other time-sensitive choices. After the intensity of the moment was
over, I went along with the quickly moving story and did not think of rewinding.
There are five episodes in Season One. In each episode, which takes approximately
2 h to play, there are checkpoints which constitute chapters in the story. Loading to the
start of the chapter is the main way to “rewind” to a past save game and replay past
story decisions. During gameplay you can exit the game at any point. The game will
remind you that any progress since the last autosave will be lost. There are also three
save slots in The Walking Dead, and an existing game can be copied onto another slot.
When you do so, you copy all progress and story decisions. Each slot can be used for a
different story playthrough or to experiment with a different story choice for the same
character profile. When I was playing the game, I found myself using the save slots to
save alternate story choices and journeys, but the limitation of only three save slots
compared to storygames like Elder Scrolls V: Skyrim [20], which can hold thousands of
saves [21], limited exploration of alternate story possibilities.
One of the key choices the player faces regarding whether to “load” the game
comes at the end of Episode 4, when the game reveals how many of the survivors came
with you and compares it to other online players. Everybody came with me at the end
of my first playthrough and I did not want to change that decision. I felt this was the
closest to a “score” that the game had, since if Lee was a good leader, he would have
convinced as many survivors as possible to come with him. Had I failed to convince all
four survivors to come with me I would rewind and replay until I had a “perfect” score.

8 Proposed Framework of Irreversibility

Based on the above close readings, we propose a preliminary framework of factors that
affect irreversibility: save game design, game mechanics, and significance to the player.
154 K. Tan and A. Mitchell

1. Save Game Design: This category involves how, when, and the frequency with
which games are saved, which can impact the player’s ability to reverse their
choices or replay portions of a storygame.
a. Chapter: The separation of the game into “chapters” is more relevant in more
linear storygames such as The Walking Dead. A chapter end is established when
the player is prevented from traversing backwards to previously visited envi-
ronments or sections of the game. By increasing the time taken to complete a
chapter and simultaneously preventing manual saves, the game designer makes
it more difficult for the player to arbitrarily access a previous chapter in order to
change his or her story decisions.
b. Autosave: By implementing an autosave function and removing or restricting the
“load saved game” option, a persistent world somewhat like a massively mul-
tiplayer online game is emulated. A sense of an irreversible, continuous narra-
tive is established by frequent autosaves, particularly if combined with one save
slot.
c. Limiting player access to save state: Having to change the computer’s registry
to restart a game is considered an extreme type of irreversibility, as most players
do not have the technical knowledge to safely remove the game’s registry entry
from their system. The player might even be forced to start the game on a new
system.
d. Checkpoint/marker granularity: The further apart the save game checkpoints are
located spatially on the game map, the more time and effort it would take for the
player to replay previous decisions.
e. Save slots: A single save game creates one “bookmark” and a single timeline
pertaining to past choices and events. Fewer save slots restrict the player’s
ability to experience story variation by restricting the ease of accessing past
options.
2. Game Mechanics: This category involves ways the design of the gameplay can
impact the player’s sense of irreversibility.
a. Pace: A quick story pace would discourage the player from accessing a save
game, particularly if they are experiencing a flowing, continuous story without
much time to reflect upon story decisions. This discourages the player from
wanting to access a save game until there is a lull in the game.
3. Significance to player: This refers to factors impacting the player’s experience of
irreversibility through manipulation of the save game design or game mechanics.
a. Obstacle difficulty: If the player thinks there is a low probability of success in
overcoming a particularly difficult test of skill or luck, they could be deterred
from loading a save game to explore an alternate story path after overcoming
said obstacle. When combined with other factors such as checkpoints which are
far apart, this can also deter the player from loading saves to explore alternate
paths.
b. Character/story crafting: In making story choices, the player may choose an
option which they identify with personally. The player would not want to
change the story decisions he or she made with his character thus far, and this
would deter him or her from loading a previous save game, making the game
more irreversible. However, this can go either way. If the outcome is
Choose Your Permanent Adventure 155

unsatisfactory, the player may invest time to load an earlier save game to stay
true to “their story”. In extreme circumstances, a player committed to crafting a
particular character or plot may restart the game to obtain a particular outcome.
They could also be motivated to load an earlier save game in an attempt to
obtain a more favorable story ending.
c. Time: Significant cost of time to the player to change story decisions or to
explore alternate story choices is a deterrent to reloading the game.
d. Finances: In extreme cases, it could even be possible that the player would have
to invest money to, for example, pay someone to reset the computer’s registry,
or buy a new system or new copy of the game to have a fresh restart of the game.
e. Emotions: In The Walking Dead, some events can also be emotionally disturbing
or frustrating. Such a situation may be too gruesome for players to re-
experience, and they would avoid accessing the previous save game leading to
that event.

9 Discussion

These games make it frustrating or difficult for players to access a past save game or
restart the game. Murray argues that players enjoy repeating an interactive story from
different perspectives [2, 8, 9, 22]. It is worth considering why, then, a player might
enjoy these irreversible games since they deliberately restrict replay, and even prevent
players from “rereading” and exploring alternate story possibilities? Spielberg claims
that “Audiences don’t want to be in control of a story. They want to be lost in your
story. They come to hear you be the storyteller, but in gaming it’s going to have a bit of
both, a little bit of give and take” [23]. In contrast, Aarseth [24] believes the player
desires control and choice, what he refers to as intervention. Aarseth postulates that the
player “struggle[s] not merely for interpretative insight but also for narrative control: ‘I
want this text to tell my story; the story that could not be without me.” While
exploration may be pleasurable, the satisfaction of having created a story unique to the
player can also be pleasurable, particularly when the player knows the story cannot be
easily duplicated or experienced by another player.
Mateas discusses agency and its relationship to rereading, arguing that “On sub-
sequent replays of the world, the player and the observer become the same person. The
total interactive experience consists of both first-person engagement within the dra-
matic world and third-person reflection across multiple experiences in the world” [25].
Is this “total interactive experience” essential to fully appreciate storygames? If so, can
irreversible games provide a more meaningful balance of first-person engagement and
third-person reflection, since the number of “subsequent replays” can be restricted?
Agency is an important topic in the study and design of interactive stories. There are
many questions to be explored here, including assessing how we can position irre-
versible stories in relation to agency: as unique and personal story experiences as
described by Aarseth, but also as giving latitude to the player to explore variation as
suggested by Murray. These questions are worth exploring, building on the foundation
provided by our preliminary, proposed framework for irreversible storygames.
156 K. Tan and A. Mitchell

10 Conclusion

The proposed irreversibility framework presented in this paper gives us a scaffolding


on which we can review storygames and understand why some games seem to be more
irreversible than others. Consideration of significant factors such as time, obstacle
difficulty, emotions and finances are personal and relative to the player. On the other
hand, the game designer is able to control the save game design as well as game
mechanics to vary the state of irreversibility in the storygame. We hope the framework
can establish a foundation upon which to conduct further research and discussion on
other subjects of significant interest, such as agency, to irreversible storygames.

Acknowledgments. This research is funded in part under the Singapore Ministry of Education
Academic Research Fund Tier 1 grant FY2018-FRC2-003, “Understanding Repeat Engagement
with Dynamically Changing Computational Media”.

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The Potential of Interactive Digital
Narratives. Agency and Multiple Perspectives
in Last Hijack Interactive

Renske van Enschot1(&), Iris Boogaard1, Hartmut Koenitz2,


and Christian Roth2
1
Department of Communication and Cognition, Tilburg Center for Cognition
and Communication, Tilburg University, Warandelaan 2, 5037 AB Tilburg,
The Netherlands
r.vanenschot@tilburguniversity.edu,
info@irisboogaard.nl
2
University of the Arts Utrecht, P.O. Box 1520, 3500 BM Utrecht,
The Netherlands
{hartmut.koenitz,christian.roth}@hku.nl

Abstract. Interactive Digital Narratives (IDN) have the capacity to represent


multiple, even competing perspectives and to allow audiences to change
between them. Such meaningful changes have been defined as agency by
Murray [1] transforming the audience into interactors. These experiential
qualities of interactive digital narrative (IDN) define the potential of the form to
improve the representation and understanding of complex topics. In this paper,
we present an initial study designed to evaluate this potential of IDN by means
of the complex topic of piracy in the region of Somalia. To this end, we ran an
experiment comparing interactive and non-interactive versions of Last Hijack
Interactive, an award-winning Dutch interactive documentary. With this study,
we contribute to the establishment of an evaluation framework that can be used
to more clearly identify the potential of IDN in terms of representing and
understanding complexity. We discuss the results and propose next steps.

Keywords: Narrative complexity  Interactive documentary  Interactive


Digital Narrative  User experience evaluation

1 Introduction

If someone were to ask you to explain the piracy crisis off the coast of Somalia, would
you be able to? At first, the situation might seem pretty clear. A failing state unable to
enforce common law, little opportunities to make a living and a major international
shipping route in plain sight of desperate people. All of these factors may serve as
triggers for piracy. Yet, is this really the full picture? One aspect you might probably
struggle with is how to account for the different perspectives of all the parties involved
(e.g., the hijackers vs. the hijacked vs. the negotiators). It seems quite impossible to
explore all these perspectives to the full extent in one comprehensive traditional nar-
rative form such as a documentary or a newspaper article.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 158–169, 2019.
https://doi.org/10.1007/978-3-030-33894-7_17
The Potential of Interactive Digital Narratives 159

In order to understand and represent these kinds of complex situations, we need to


look beyond traditional, linear narratives. As Koenitz [2] suggests, “traditional narra-
tives are no longer able to adequately represent our complex reality.” Instead, inter-
active digital narratives (IDN) – described by Roth and Koenitz [3] as an expressive
form in the digital medium which “affords dramatic agency for interactors” allowing
them “to intentionally influence salient aspects (character development, sequencing,
outcome, etc.) of a narrative” – may be the better option, since IDN enables interactors
to explore multi-sided narratives in greater detail. Yet, so far, the potential of IDN to re-
present and understand complex topics has not been evaluated. It is timely to address
this question and develop an evaluation framework for this purpose. In this paper, we
report on an initial study to investigate whether people’s understanding of a complex
situation benefits from having agency and being exposed to multiple perspectives in an
interactive digital narrative, in this case the documentary Last Hijack Interactive
(2014)1.

2 Related Work

Interactive digital narratives have emerged as promising means for providing new ways
to communicate with and engage us, in fields such as journalism, education and
entertainment. IDN has the potential to represent complex topics and make them more
easily understandable [2, 4–6]. However, up until today, no framework exists that is
designed to empirically evaluate the understanding of complex topics through inter-
active digital narratives. The work presented here is a contribution towards the
development of such a framework. The most closely related works so far are discussed
here.
An early study by Vorderer, Knobloch and Schramm [7] indicated that interactive
narratives might be more enjoyable for individuals with higher cognitive capacity. In
this experiment, participants were randomly assigned to one of three groups differing in
how much a participant could affect the narrative progression (high level of interac-
tivity, low level of interactivity, and no interactivity) of a 30-minute TV program. It
was found that individuals with less cognitive capacity rated the program more posi-
tively when they watched it without any interactivity whereas individuals with greater
cognitive capacity felt more entertained when they were able to influence the plot of the
TV program. Vorderer et al. suggested that providing users with the ability to interact
with a narrative supported involvement and empathy towards characters. However,
these benefits only applied to users with a high cognitive capacity.
A study conducted by Steinemann et al. [8] compared participant behavior after
experiencing one of six versions of a story set in Darfur, each version having either
interactive conditions (interactive text and game) or non-interactive conditions (non-
interactive text and video). Participants were later asked to consider making a financial
donation to aid Darfur refugees. Responses revealed that participants who had expe-
rienced the story through interactive conditions were willing to donate higher amounts

1
https://lasthijack.submarinechannel.com.
160 R. van Enschot et al.

(12%) than those who had experienced the story through non-interactive conditions.
The different presentation modes had no impact on the percentage donated. However,
in a follow-up study, Steinemann et al. [9] examined donating behavior comparing an
interactive CYOA text about a single mom with three children becoming homeless
versus a linear counterpart. In this study, interactivity did not affect the percentage
donated as opposed to in their previous study.
Furthermore, in a study by Parrott, Dillman Carpentier and Northup [10], audience
members adopted the perspective of an immigrant illegally entering the United States
from Mexico by either being exposed to an interactive narrative or a different tradi-
tional narrative (in which participants adopted the perspective of an American athlete
navigating the rules of the National Collegiate Athletic Association). It was found that
participants experiencing the interactive narrative had more positive affect towards
Mexicans in the U.S than participants who experienced the traditional narrative. So,
putting audiences in the same position as members of a marginalized group and having
them make choices as if they were walking in their shoes increased positive affect.
Parrott et al. concluded that interactive narratives have great potential to help reduce
prejudice towards marginalized social groups.
Moreover, van t’ Riet, Meeuwes, van der Voorden and Jansz [11] (study 3)
compared a narrative-focused video game with a recorded version of the gameplay (the
‘non-interactive narrative’) on the dimensions of immersion, identification, and will-
ingness to help. In this game, players were faced with the challenges of arriving in a
safe country after having fled from a country at war. It was found that the persuasive
game did not provide a stronger sense of immersion and identification and did not
increase willingness to help. However, participants did feel an increased sense of
embodied presence in contrast to participants who were shown the recorded video.
The above-mentioned studies can be applauded for the promising steps they have
taken towards empirical research on the potential of IDN. More research is needed to
focus on the specific potential of IDN to increase the understanding of complex topics.
In addition, it can be argued that some of the described studies lacked comparable
control conditions. We address these issues in the current study, by creating different
versions of one and the same interactive documentary and by focusing on the effects of
IDN on understanding the complex topic of Somalian piracy.

3 A Study of Last Hijack Interactive

For our study we use the online interactive documentary Last Hijack Interactive (2014)
created by interactive director Mirka Duijn and directed by Femke Wolting and
Tommy Pallotta. Our aim is to address the following research question:
RQ: To what extent do agency and perspectives in an interactive narrative influence
understanding of a complex situation?
Interactive digital narratives provide individuals with agency [1, 3] being defined as
“the satisfying power to take meaningful action and see the result of your decisions and
choices” [6], something that traditional narratives cannot offer. In interactive narratives,
readers become interactors who have the ability to influence the course of the narrative
The Potential of Interactive Digital Narratives 161

to varying degrees, for example by choosing between different perspectives on the


same subject. This aspect has been put into practice in the interactive documentary Last
Hijack Interactive (2014) in which interactors can engage with different perspectives on
piracy in Somalia, amongst them a ship captain and a pirate.
Learning theories about constructivist, discovery, inquiry-based teaching state that
people learn best when constructing information themselves, with no or minimal
guidance (e.g., [12–15]). Interactive digital narratives enable this very situation;
interactors are given the agency to construct their own representation of the given
information [16]. Based on these learning theories, we hypothesize that being given
agency enables users to construct knowledge about a complex situation themselves,
leading to a better understanding of this situation:
H1: Having the agency to influence a narrative provides a higher degree of
understanding of a complex situation than having no agency to influence a
narrative.
Furthermore, the present study also investigates the difference between being
exposed to multiple perspectives versus a single perspective. Although traditional
narratives also allow for multiple perspectives, the ability to choose from a multiplicity
of perspectives can be recognized as an important characteristic of interactive narratives
related to Murray’s [1] participatory and encyclopedic affordances. In the case of Last
Hijack Interactive, interactors are given a range of different perspectives, amongst
which are the captain of the hijacked ship (the “good guy”) having to endure a
hijacking but also the hijacker (the “bad guy”); what made him decide to become a
hijacker? Such a variety of perspectives invites interactors to experience the view of
characters dissimilar to them, potentially enriching and nuancing their understanding of
the characters (character models: [17, 18]) and - in this case – the intricate issue of
Somalian piracy (the situation model: [17]). Accordingly, we hypothesize that being
exposed to different perspectives provides for a richer understanding of a complex
situation than being exposed to just a single perspective.
H2: Multiple perspectives provide a higher degree of understanding of a complex
situation than a single perspective.

4 Method

4.1 Design
An experimental 3  2 factorial design was used to test the hypotheses. The inde-
pendent variables were (a) Agency and (b) Perspectives. The independent variable
Agency originally included three levels: Extended Agency, Limited Agency, and No
Agency. The independent variable Perspectives included three levels: Multiple Per-
spectives, the Captain’s Single Perspective and the Hijacker’s Single Perspective.
162 R. van Enschot et al.

4.2 Participants
This research focused on Dutch-speaking participants in order to keep cultural influ-
ences constant. The participants were recruited via both convenience sampling and the
Human Subject Pool of the Department of Communication and Cognition and
Department of Cognitive Science and Artificial Intelligence at Tilburg University. This
resulted in a sample of bachelor, premaster and master students. Participants from the
Human Subject Pool were compensated with one credit. The sample consisted of 96
participants, 45 males and 51 females with a mean age of 21 years.

4.3 Materials
In this experiment, the interactive documentary Last Hijack Interactive (2014) was
used, focusing on the complex situation of Somalian piracy. One of the initial reasons
to select this particular interactive documentary was the presence of a non-interactive
version of this documentary. Both variants offer a similar narrative about piracy in
Somalia, and introduce the same characters. However, we found that the two differ
from each other in more aspects than just the presence or lack of interactivity, e.g., the
storyline (the hijack of a ship versus a pirate’s life) and the amount and kind of offered
perspectives (seven different perspectives versus just the pirate’s perspective). There-
fore, a direct comparison was deemed not appropriate for our experimental study.
Consequently, we decided to use the interactive documentary as a starting point, and
leave the existing non-interactive documentary aside in the experiment.
Last Hijack Interactive is a web-based interactive documentary that is freely
available and can be experienced from the documentary’s website in three languages:
German, English, and Dutch. The Dutch version was used for the experiment. The
interactive documentary focused on the piracy industry in Somalia, and specifically the
hijacking of a Western ship in the Arabian Sea that occurred in real life in 2008. The
online interface allowed users to view this hijack event from seven different perspec-
tives: a pirate, a captain, an ex-pirate, the captain’s wife, a Somali journalist, a Somali
lawyer, and a British security expert.
For the experiment, we created five different versions of the interactive docu-
mentary, differing in Agency (Extended, Limited, None) and Perspectives (Multiple
versus Single Captain versus Single Hijacker). In Table 1, an overview of the different
versions can be found. Participants in the Extended Agency condition (A) were
instructed to “try to reach the end of the timeline of the interactive documentary twice

Table 1. Different versions/conditions of the Last Hijack interactive documentary


Version Agency Amount of perspectives
A Extended Multiple (captain, hijacker, journalist, etc.)
B Limited Multiple (captain and hijacker)
C None Multiple (captain and hijacker)
D None Single (captain)
E None Single (hijacker)
The Potential of Interactive Digital Narratives 163

by experiencing as many character perspectives as possible”. Participants in the


Limited Agency condition (B) were instructed to focus solely on the main characters’
perspectives (the captain and the hijacker): “try to reach the end of the timeline twice
by focusing on the captain’s and hijacker’s perspectives”. For conditions C, D and E,
non-interactive versions of the documentary were created in which either the per-
spectives of both the captain and hijacker were shown (C) or just the perspective of the
captain (D) or hijacker (E) was shown.

4.4 Instrumentation
First, we decided to split the dependent variable Understanding of Complex Situation
into Perceived Understanding and Observed Understanding. For Perceived Under-
standing, seven statements (6-point scale) were used, partially adopted from Busselle
and Bilandzic’ Narrative Engagement Scale [19]:
1. At points, I had a hard time making sense of what was going on in the documentary.*
2. My understanding of how the characters in this story ended up in this situation is
clear.
3. I had a hard time recognizing the thread of the story.*
4. After having watched the documentary, my understanding of the different sides to
the problem of piracy in Somalia has grown.
5. After having watched the documentary, I am capable of explaining the situation of
piracy in Somalia to a friend.
6. After having watched the documentary, I have an understanding of the complexity
of the situation.
7. After having watched the documentary, I see that there are different sides to the
piracy situation in Somalia.
For Observed Understanding, a small knowledge test was presented including three
multiple choice questions and one open question regarding the Somali piracy situation
in general.
How did piracy develop in Somalia?
(a) The Somali government has ordered the protection of the Arabian Sea against
foreign ships.
(b) Somali fishermen were no longer able to earn money due to illegal fishing from
foreign ships, which made them run into financial problems.
(c) The trade agreements between Somalia and the European Union were canceled in
2007, creating an economic crisis in Somalia.
(d) Piracy is a consequence of the unemployment that arose after the decolonization
in the years following the Cold War.
Why do so many young Somali adult men decide to become pirates?
(a) Because they are forced by their family.
(b) Because the Somali government rewards piracy.
164 R. van Enschot et al.

(c) Because piracy is a way to earn a lot of money.


(d) Because the Somali police doesn’t combat piracy.
Why are pirates not being arrested by Western countries after being caught
engaging in piracy?
(a) Because the pirates often have fake passports and cannot be prosecuted.
(b) Because piracy is not punishable in Somalia.
(c) Because piracy is punishable by death in Somalia.
(d) Because legislation on international waters is different from European law.
According to both Somali and European experts, Somali piracy is “organized crime
in which pirates at sea are only pawns in a much bigger problem”. Explain what these
experts mean by this statement.
Various other measures of interactive narrative experience were embedded in the
questionnaire as well: Eudaimonic Appraisal, Character Believability, Enjoyment,
Curiosity, Suspense, and Affect (positive and negative), adopted from Roth’s evalua-
tion framework [20]. The participants were also asked to list the characteristics of the
captain and the hijacker.

4.5 Procedure
Prior to the start of the experiment, participants signed a document of informed con-
sent. Participants were randomly assigned to one of the five conditions. Depending on
each condition, participants were instructed on how they were going to engage with the
documentary. In the No Agency conditions, participants were instructed that they were
going to watch a documentary. All participants were told that the aim was “to get a
better understanding of the character perspective(s) and the situation of piracy in
Somalia as a whole”. In conditions A and B, screen recordings of the participants’
interaction with the interface were made to investigate how many walkthroughs they
had completed and which character perspectives were experienced. After experiencing
the material, participants filled out a questionnaire. Furthermore, participants in the
Agency conditions answered various questions about their interaction experience. The
total duration of the experiment was approximately 50 min. Afterwards, participants
were thanked for their time and effort and any remaining questions were answered via a
short debriefing.

4.6 Data Analysis


A manipulation check was carried out based on the screen recordings in order to
analyze whether participants in the Limited Agency condition (B) had followed the
instructions (i.e., focused solely on the captain and the hijacker). For each participant in
the Agency conditions, it was registered how many perspectives they had seen, how
many times they switched perspectives and how much time they had spent watching
each character in the documentary. Unfortunately, screen recording failed for five
participants due to technical errors. Moreover, it was found that not all participants in
the Limited Agency group had followed the provided instructions, and had focused on
The Potential of Interactive Digital Narratives 165

other perspectives as well, similar to the Extended Agency group. Reassigning these
participants from the Low Agency to the Extended Agency group lead to such a small
sample size in the Limited Agency group (N = 9) that it was decided to merge
Extended and Limited Agency in the analysis.
To compute the scores for Observed Understanding, points were given for correct
answers to the three multiple-choice questions (maximum 3 points in total) and
maximum 2 points were given for a fully correct answer to the open question (the
participant acknowledges that Somali piracy is an ongoing cycle with multiple agents),
leading to a maximum of 5 points for Observed Understanding.

5 Results

5.1 Agency
A multivariate ANOVA was used to test for differences between Agency (AB) and No
Agency (C) on the DV’s. We hypothesized that having the agency to influence a
narrative provides a higher degree of understanding of a complex situation than having
no agency to influence a narrative (H1). On average, Perceived Understanding was
indeed higher for participants who had the agency to influence a narrative (M = 4.55,
SD = 0.46) than for participants who had no agency to influence a narrative (M = 4.38,
SD = 0.89) but this difference was not significant (F < 1). On average, Observed
Understanding was higher for Agency (M = 3.48, SD = 0.81) than for No Agency
(M = 3.25, SD = 0.80), but this difference was not significant as well (F < 1).
As for the other variables, the only significant difference was found for Character
Believability (F(1) = 4.86, p = .03, η2 = .095), in that Character Believability was
higher in the No Agency condition (M = 4.58, SD = 0.58) than in the Agency con-
ditions (M = 4.20, SD = 0.56). A marginally significant difference was found for
Perceived Similarity to the Captain F(1) = 3.17, p = .082, η2 = .064): the participants
who had agency perceived themselves as more similar to the captain (M = 4.06,
SD = 1.19) than the participants who did not have agency (M = 3.38, SD = 1.39). No
other differences were found (p’s > .10).

5.2 Perspectives
Again, a multivariate ANOVA was used, to test for differences between Multiple
Perspectives (C) and a Single Perspective (D: captain and E: hijacker separately), with
Bonferroni for pairwise comparisons. We hypothesized that having access to multiple
perspectives in a narrative provides a higher degree of understanding of a complex
situation than having access to a single perspective. Perspectives did have an effect on
Perceived Understanding (F(2) = 7.58, p = .001, η2 = .252) as well as on Observed
Understanding (marginally significant: F(2) = 3.21, p = .050, η2 = .125). Perceived
Understanding was lower when people only saw the hijacker’s perspective (M = 3.70,
SD = 0.79) in comparison to experiencing multiple perspectives (M = 4.38, SD =
0.89, p = .049) or the captain’s perspective (M = 4.75, SD = 0.60, p = .001). How-
ever, no difference in Perceived Understanding was found between multiple
166 R. van Enschot et al.

perspectives and just the captain’s perspective (p = .56). As for Observed Under-
standing, although the scores were higher for multiple perspectives (M = 3.25, SD =
0.80) than for both single perspective versions (captain: M = 2.66, SD = 0.75;
hijacker: M = 2.59, SD = 0.88), just a marginally significant difference was found
between multiple perspectives and the hijacker’s single perspective (p = .08). No
difference was found between multiple perspectives and the captain’s single perspec-
tive (p = .13) and between the captain’s single perspective and the hijacker’s single
perspective (p = 1.00).
As for the other variables, Perspectives had an effect on Eudaimonic Appraisal
(marginally significant: F(2) = 2.80, p = .07, η2 = .111; no pairwise differences),
Character Believability (F(2) = 3.42, p = .04, η2 = .132), Enjoyment (F(2) = 4.64,
p = .015, η2 = .171), Curiosity (F(2) = 6.15, p = .004, η2 = .215), Suspense (F
(2) = 11.84, p < .001, η2 = .345) but not on Affect (F < 1). Character Believability
was higher for multiple perspectives (M = 4.58, SD = 0.58) than for the hijacker’s
single perspective (M = 4.00, SD = 0.70; p = .036). Enjoyment was higher for the
captain’s single perspective (M = 4.73, SD = 0.95) than for the hijacker’s single
perspective (M = 3.67, SD = 1.00; p = .012). Curiosity was also higher for the cap-
tain’s single perspective (M = 5.31, SD = 0.48) than for the hijacker’s single per-
spective (M = 4.25, SD = 1.21; p = .003). Suspense was highest for the captain’s
single perspective (M = 4.44, SD = 0.48) as compared to the multiple perspectives
(M = 3.69, SD = 0.54; p = .014) and the hijacker’s single perspective (M = 3.22,
SD = 1.00; p < .001). No other pairwise differences were found (p > .10) (Table 2).

Table 2. Results with mean values and standard deviations


Cond. A + B Condition C No Condition D No Condition E No
Agency Mult. agency Mult. agency - Single agency - Single
Persp. (N = 32) Persp. (N = 16) Persp. (Captain) Persp. (Hijacker)
(N = 16) (N = 16)
Perceived 4.55 (0.46) 4.38 (0.89) 4.75 (0.60) 3.70 (0.79)
understanding
Observed 3.48 (0.81) 3.25 (0.80) 2.66 (0.75) 2.59 (0.88)
understanding
Eudaimonic 3.91 (0.69) 4.09 (0.82) 4.14 (0.75) 3.56 (0.74)
appraisal
Character 4.20 (0.56) 4.58 (0.58) 4.28 (0.59) 4.00 (0.70)
believability
Enjoyment 4.33 (0.53) 4.10 (1.02) 4.73 (0.95) 3.67 (1.00)
Curiosity 4.78 (0.61) 4.69 (0.73) 5.31 (0.48) 4.25 (1.21)
Suspense 3.47 (0.80) 3.69 (0.54) 4.44 (0.48) 3.22 (1.00)
Affect 3.72 (0.51) 3.44 (0.76) 3.65 (0.73) 3.49 (0.52)

A further qualitative analysis of the listed characteristics of the captain and the
hijacker showed that the hijacker was characterized as someone who focuses on
materialistic and short-term goals like “money”, “cars” and “women” understood as
The Potential of Interactive Digital Narratives 167

items to gain through piracy. In addition, he is described as a “jerk” who “doesn’t show
remorse”. In contrast, the captain was described as “empathetic”, someone who “is able
to see the bigger picture”, who “can reflect on why this has happened to him” and who
“changes his view on piracy”.

6 Conclusion and Discussion

In this study, we took a first step to investigate whether and how the understanding of a
complex situation might benefit from having agency and being exposed to multiple
perspectives in an interactive narrative. We compared interactive and non-interactive
versions of the same material, in our case the award-winning interactive documentary
Last Hijack Interactive, on the topic of Somalian piracy.
In our study, agency lead to a higher degree of understanding, but this difference
was not statistically significant, rejecting H1. Enabling users to construct a represen-
tation of the given information themselves did not foster a significantly better under-
standing of the complex situation than just presenting them a linear version of the
documentary. Kirschner and colleagues [21, 22] provide a possible explanation for this
result. Kirschner et al. state – in line with Cognitive Load Theory [23] – that giving
novices an overly demanding learning task can overload working memory and hamper
learning. Interactors in this experiment may have been novices with regard to IDN,
especially interactive documentaries. They may not have known how to fully exploit
the potential of this form and thus may even have gotten confused and lost track
midway through the experience. This assumption is supported by screen-recording data
that showed how some participants in the extended agency group did not watch any
chapters of the main characters. Users could have felt overwhelmed by the choices of
the interactive documentary negatively impacting their understanding of the topic. In
follow-up research, we would therefore include the interactor’s savviness with inter-
active forms as an important parameter. Participants who are experienced with IDNs or
other interactive forms such as video games may exploit the potential of these works
more fully than novices.
Furthermore, we originally made a distinction between extended and limited
agency, which differed in the amount of guidance we offered on how to address the
interactive documentary: no guidance versus minimal guidance (“focus on the per-
spectives of the captain and the hijacker”). However, due to small participant numbers
in the Limited Agency group, we had to merge these two groups. More data needs to be
collected to be able to investigate the differential effects of extended versus limited
versus no agency, again related to the user’s savviness with interactive digital narra-
tives. This would also enable us to relate the findings to the other variables of our
evaluation framework (e.g., enjoyment but also behavioral measures based on the
screen-recording data).
With regard to the perspectives that the participants were exposed to, H2 was only
partially supported. The multiple perspectives version did score higher on under-
standing than the version with just the hijacker’s perspective but scored equally high as
the version with just the captain’s single perspective. The captain’s single perspective
version was also rated more enjoyable and created more curiosity and suspense for the
168 R. van Enschot et al.

participants than the hijacker’s single perspective version. Our qualitative analysis
revealed that the hijacker’s storyline remained underdeveloped in the documentary,
possibly explaining the absent effect. The opportunity to elucidate the hijacker’s dif-
ficult situation and create a better understanding of his situation and motives wasn’t
taken advantage of enough in the work. The hijacker remained a flat character
throughout the different versions of the documentary, being described by the partici-
pants as a “jerk” motivated by the lure of money and women – understood essentially
as a good that can be acquired.
This finding demonstrates the importance of having fully developed building
blocks in place (c.f. [24, 25]), in this case rich characters who are able to demonstrate
the complexity of a situation. Further studies on other IDN with well-developed
characters are much needed to better understand the potential effect of comprehending
complex situations through exposure to differing perspectives [17, 18, 26].
With the rising number of available channels to provide us with all sorts of
information and the growing speed of how this information reaches us, information
overload has become almost inevitable. The unique affordances of the digital medium
(e.g., agency) enable the creation of interactive narratives which are capable of rep-
resenting our complex reality in great detail within a single work. This study is an
encouragement to further investigate how these affordances can be used to our society’s
advantage.

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Theoretical Foundations
Leveraging Machinima to Characterize
Comprehension of Character Motivation

Kara Cassell1 and R. Michael Young2(B)


1
3C Institute, Durham, NC 08544, USA
cassell@3cisd.com
2
University of Utah, Salt Lake City, UT 84112, USA
young@eae.utah.edu

Abstract. Deliberation-driven reflective sequences, or DDRSs, are cin-


ematic idioms used by film makers to convey the motivations for char-
acters adopting a particular course of action in a story. We report on
an experiment where the cinematic generation system Ember was used
to create a cinematic sequence with variants making different choices for
DDRS use around a single decision point for a single character.

Keywords: Experimental evaluation · Cinematic generation ·


Machinima

1 Introduction
One important aspect of visual narrative is character development. Understand-
ing the deliberations that a character undergoes when deciding between com-
peting goals or courses of action is one key aspect of the insight viewers gain on
a character’s personality and growth. Conveying the mental processes involved
in those deliberations is key to portraying character personality to a narrative
consumer. In written narratives this can be done through the use of an internal
monologue or by a narrator explicitly describing a character’s internal thought
processes. In film, storytellers typically use internal shots, close ups of characters,
to signal to the viewer that characters are thinking. Cinematographers use spe-
cific shots, usually cut-away shots – shots that briefly cut to some other content
and cut back to the previous context – to indicate what it is that the character
is thinking about. Cut-away shots help to break up otherwise long static shots,
make the sequence more interesting, and (most relevant to this paper) display
relevant information to the viewer or audience [1].
The work described in this paper seeks to provide experimental insight into
the ways that visual narrative making use of internal shot/cut-away filmic idioms
may impact the comprehension of viewers. Previous work by Cassell [4] has
developed a computational method for generating these types of idioms in the
context of comic panels and machinima, but questions remain about when a
generation system should make use of these idioms and what the likely cognitive
consequences on viewers would be from their use.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 173–177, 2019.
https://doi.org/10.1007/978-3-030-33894-7_18
174 K. Cassell and R. M. Young

The system Ember [3], a visual discourse generator developed by Cassell, is a


narrative discourse generation system that reasons about character decision mak-
ing to construct a discourse that can communicate character decision-making to
the viewer. Ember’s generative capability was specifically developed to be able
to create cinematic sequences that effectively convey these decision making pro-
cesses using what they call a reflective sequence, the pattern of an internal shot,
some number of cut-away shots, followed by another internal shot. When the
internal shots occur during a deliberation by the character being filmed, and the
content of each cut-away shows some aspects of the story world relevant to the
deliberation, Cassell calls these shot sequences deliberation-driven reflective
sequences, or DDRSs. While Ember has demonstrated the ability to generate
shot sequences that meet the structural definition of a DDRS, no clear empirical
evidence exists that shows the impact on a viewer’s comprehension of the story
that results from the inclusion of DDRSs in Ember cinematics.
In order to better understand how DDRSs play a role in audience inferences
around action choice, we designed an experiment that would compare viewer
reports of their inferences across a range of similar machinima sequences, where
each cinematic varied only by the presence/absence/content of a DDRS. As we
describe below, that experiment showed little differentiation in effect between
the various DDRSs that were generated. While the experiment does not shed
light on the impact of DDRSs, it does (a) provide a methodology for leveraging
machinima to explore narrative film comprehension and points to a number
of specific revisions to needed follow-on experiments that will provide better
experimental control.

2 Background and Related Work


Current cinematic generation research typically falls into one of two main cat-
egories: (1) work that focuses on the low-level problems of camera placement,
direction, focus, and angle and (2) work that views cinematic generation as a
narrative discourse construction problem. Systems that focus on the low level
problems typically use constraint solvers or intelligent agents [2,6,8,13]. They
make use of knowledge around film-making developed and articulated by cineam-
tographers (e.g., [11]), such as the rule of thirds or not crossing the line, to guide
camera shot selection.
One such system is the one developed by Christianson et al. [6] that encodes
cinematic idioms, or standard sequences of shots, into a declarative camera con-
trol language (DCCL). Christie and Normand [7] designed an interactive system
which allows the viewer to see similar shots that are created based on cinematic
principles. Lino [10] created a system that automatically generated cinematics by
breaking a virtual space into what was called director volumes. The goal was to
encode knowledge of cinematic principles into spaces in the world so the system
would be able to place the camera accurately for low level shot manipulation.
Work by Wu et al. [14] has created the Film Editing Patterns (FEP) language.
This was designed to formalize standard cinematographic techniques and styles.
The language specifies FEP constructs that constrain shot sequence features.
Leveraging Machinima to Characterize Comprehension 175

Systems that view cinematic generation as narrative discourse construction


use methods similar to those in the natural language generation community.
Darshak [9], for example, views cinematics as a hierarchical structure similar to
how the work of Moore and Paris [12] views discourse. This hierarchical structure
uses abstract and base shots to encode cinematic principles. Darshak then uses
a decompositional planner to create a shot sequence using these abstract shots
and their decompositions into base shots [5].
The Ember system [3,4] expands on ideas developed in Darshak, consist-
ing of a partial-order, causal link planner [15] extended with the capability to
reason about character decision making during cinematic generation. This rea-
soning leads to discourse structure intended to help maintain the salience of
references to past events, characters or objects that can contribute to the expla-
nation of characters’ action-centered decision-making processes. In the experi-
ment described below, we leverage Ember’s ability to generate cinematics con-
taining shot sequences that convey DDRSs. The shot specifications created by
Ember make assumptions about the inferences drawn by human viewers, and the
evaluation seeks to characterize those inferences as a means to further support
Ember’s expressivity.

3 Brief Summary of the Experiment


The experiment described here sought to gauge the extent to which inclusion
of DDRSs in cinematic sequences can affect a viewer’s comprehension of char-
acters’ decision-making processes. In this experiment, we showed viewers a cin-
ematic sequence constructed by hand but whose story and discourse structure
was created automatically by planning systems (In the case of the discourse,
the structure was created by Ember). Subjects were divided into five treatment
groups, and each treatment group viewed a cinematic story that differed from
other groups only in the inclusion of a DDRS that focused on a decision made
by the story’s protagonist around his future plan for action. After viewing the
cinematic, we asked subjects to characterize their judgment about why the pro-
tagonist decided on his course of actions. We then compared their judgments
with the presence/absence/content of the DDRS they saw to gauge the DDRS
impact.
Questions presented to subjects were written to specifically ask why actions
had happened in the story. The possible answers were presented as still frames
from the cinematic that conveyed specific actions, and subjects were asked to
rank the set of still images in order of best answer to worst answer. Ten ques-
tions were asked. The first question was concerning the character decision. The
next nine were a combination of three causal ancestor questions, three temporal
questions, and three causal descendant questions.
87 paid participants were recruited on Amazon Turk and randomly assigned
to one of five treatment groups. 25 recruited subjects were excluded due to
incomplete surveys for a total of 62 participants.
Each participant viewed the cinematic assigned to their treatment group.
After viewing the cinematic, participants were asked to complete a survey. The
176 K. Cassell and R. M. Young

survey questions asked subjects to select actions that pertained to causal and/or
motivational relationships between actions they had seen occur in the cinematics.
These actions were presented as still frames showing a representative moment of
each relevant action as portrayed previously in the cinematic they viewed.
In this study, we sought to evaluate whether the participants would rank
answers that relate to the actions present in the conveyed decision sequences
higher than the alternate actions that were not. To do this, we ran a Wilcoxon
rank sum test between groups for the ranks of each relevant answer to the
first question. We also wanted to evaluate whether the participants would rank
answers that relate to the actions present in the conveyed decision sequences
higher than their rankings for the same actions if no DDRS was conveyed. To
do this, we ran a Wilcoxon rank sum test between groups for the ranks of the
same answers.
Interestingly, for all but one of the comparison groups, the comparisons
between groups resulted in no significant differences.

4 Discussion and Future Work


We found the lack of significant difference between groups surprising, as we felt in
particular that the two of our treatment groups conformed to Hollywood conven-
tions that clearly indicate distinct interpretations about the cause of characters’
choices for action.
Two reasons why none of the different DDRS situations, including both con-
trol groups, resulted in any significant differences may be:
1. Uncontrolled structural or semantic aspects of the stories designed for the
experiments may influence subjects’ attribution of a character’s motivation.
2. DDRS do not play the role in prompting inferences that we assumed they do.
It may be the case that there are underlying semantics around the sources
for the knight’s motivation that are uncontrolled for in our design. Also, it may
be that DDRSs are not able to shift a viewer belief of a character’s decision
making.

References
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6. Christianson, D.B., Anderson, S.E., He, L.W., Salesin, D.H., Weld, D.S., Cohen,
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Narrative Urgency: Motivating Action
in Interactive Digital Media

Bjørn Anker Gjøl, Niels Valentin Jørgensen, and Luis Emilio Bruni(B)

Augmented Cognition Lab, Aalborg University Copenhagen,


A. C. Meyers Vænge 15, 2450 Copenhagen, Denmark
leb@create.aau.dk

Abstract. In this paper, we address specific problems related to the


temporal development of narratives in games and interactive media in
general. Game narratives can be inconsequential when they progress iso-
lated from coherent temporal aspects, which in turn affects the possibility
for pacing and experiencing a dramatic arc. The problem arises when the
agency afforded to the players leads them to pursue non-narrative activ-
ities, which “put the story on hold”.
We introduce the concept of narrative urgency in interactive narra-
tives as a means of discussing and avoiding this issue. While ‘agency’
is the potential to act in interactive narratives, ‘urgency’ would be the
desire to do so in the narrative context. This may serve as a starting
point for designers to explore how players can be motivated to take
actions that enable optimal narrative coherency and enhance suspension
of disbelief.

Keywords: Interactive digital narratives · Narrative-driven games ·


Storytelling · Narrative time · Time frames · Temporality · Urgency ·
Agency

1 Introduction
Conflict is often regarded as the heart of drama [1], as it is used in narrative
media to capture attention and evoke emotions. In film, directors are in complete
control of these aspects, and use pacing to retain suspense and tension to keep
viewers engaged to great effect [2], resulting in a condensed experience that blows
an audience away in the span of a few hours.
What film and cinema does so well in terms of balanced storytelling is almost
entirely lost on interactive narratives. Here, the idea of pacing is often rather
vague, as plot and how it is told is only part of the experience, whereas Agency -
the desire for certain actions, afforded by the system [3,4] - is usually considered
the most important aspect of interactive experiences [5]. As a result of this, sto-
rytelling is easy to include (e.g. via cutscenes in games), but difficult to integrate
[6], as user freedom negatively affects author control of the narrative - a problem
often referred to as the Interactive Paradox [7] or the Narrative Paradox [8].
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 178–182, 2019.
https://doi.org/10.1007/978-3-030-33894-7_19
Narrative Urgency 179

A problem with interactive narratives is when they attempt to instill a sense


of urgency in the player yet fail to deliver on it; nothing creates more dissonance
than being tasked with saving the world from certain doom, and instead spending
hours scavenging for ingredients for some old lady who wanted to have a bakesale,
while doom waits. It is not suggested here that participants should necessarily
be ‘punished’ for exerting their free will on a platform that allows them to do
so. However, the narrative loses relevance when the urgency presented through
the plot does not translate to any actual urgency when the user is in control.
This ‘pausing of time’ is explained by Zagal et al. [9] as a temporal bubble - “If
a game begins in temporal frame A, continues with B, and then goes back to A,
there is a temporal bubble when, from the perspective of frame A, no time has
passed during the activity in frame B”. It is arguably detrimental to otherwise
well-formed narrative arcs when time itself can be frozen indefinitely, awaiting
the actions required of the user to ‘restart’ it.

2 Narrative Time
Usually, time is considered of utmost importance to how narratives are told, and
at a very deep level, what narratives are [10]. Change is perhaps the most basic
requirement of what constitutes events [7,11], more than one of which in a series
might be considered a narrative, and change requires temporality: A before and
an after. Traditional narratives operate in two different “temporalities”, related
to story and discourse - story time, the chronological time period covered by a
story, and discourse time, the time taken by audiences to experience the narrative
[12,13]. According to Juul [14], games operate on similar temporalities, namely
“play time (the time the player takes to play) and event time (the time taken
in the game world)”. The only difference here is that event time also includes
time taken in the game world not progressing narratives. Shown in Fig. 1 is
Juul’s mapping of these temporalities, in which he suggests that player actions
(which take place in play/discourse time) are projected into the game world, and
translated into the time frame that exists in the game.

Fig. 1. Juul’s depiction of how play time can be mapped to event time. The player
takes actions in play time (“real” time), which are projected into the game world. Also
shown in this model is how cutscenes create a break in play time, but are similarly
mapped to event time. [14]

In Fig. 2 we present an updated version of Juul’s mapping, featuring a tem-


poral bubble as described in Sect. 1. This version contains four different tempo-
ralities, as opposed to the two in Juul’s model. Play time constitutes the “real”
180 B. A. Gjøl et al.

time taken to play the game - similar to discourse time, but also featuring non-
narrative activities. The second timeline, Experienced time, is a new addition; it
indicates how players construct a linear timeline for their imagined storyworlds
through their interaction with the game narrative. This experience of time relies
on the player’s perception of time by comparing the real-world play time with
whichever representations of time are present in the game. Gameworld time sig-
nifies in general how time passes in the game world, including all of the events
taking place - as such, it is more or less synonymous with ‘story time’ for tradi-
tional narratives. It may be implemented as the “intradiegetic clock” featured in
most open-world-type games, or it may be more loosely defined. Finally, Event
time, unlike Juul’s single time frame, consists of all the separate event frames
implemented in the game (three are shown in Fig. 2). As an event is experienced,
the different ‘steps’ in the event time frame can be projected onto the Game-
world time, e.g. relating them to a specific in-game ‘time of day’ (if cues of this
nature are present). After relating the event time to gameworld time, the event
can then be mapped to the player’s experienced time, as an event happening
after what has previously been experienced.

Fig. 2. An updated version of the game time diagram by Juul [14]. In this version,
play time maps to experienced time, while the events played map to gameworld time,
and from there, to experienced time, to the points where play time maps to as well.
Shown in the figure is also a ‘temporal bubble’.

Temporal bubbles, as shown in Fig. 2, occur when the first experienced frame
of events (denoted in the figure as “event 1”) is abandoned by the player before
its completion, and another event frame (event 2) is instigated and played to
completion instead. Following the conclusion of event frame 2, event frame 1 is
then continued - but the time that has passed since it was abandoned plays no
role in how the final events in the frame play out. The consequence of this is
a ‘break’ in the player’s experience of the game time, where the final part of
event frame 1 is experienced both as happening at the time it is played, but also
as something that happened immediately after the earlier events in the event
frame. This conundrum could not possibly be explained by the original game
time mapping by Juul, but the updated version presented in Fig. 2 considers
Narrative Urgency 181

cases like this. Furthermore, barring the game-specific terms, the model could
apply to all forms of interactive narratives.

3 Narrative Urgency
The issues surrounding temporal bubbles could potentially be solved by having
players act urgently towards narrative events that are supposedly urgent. Thus,
we introduce the concept of narrative urgency: While “Agency” is the potential
to act in interactive narratives [4], narrative urgency would be the desire to
act in accordance with optimal narrative coherency - and create an appropriate
outcome if the user failed to do so. Understanding and processing a narrative
includes constructing a mental storyworld, based on the cues presented in the
discourse (and in the case of games, presented in the game world) [15]. At its
core, narrative urgency is linked to the construction of these storyworlds in the
minds of players, as a process of determining what actions to pursue at a given
moment, i.e. what actions are ‘most necessary’ in the player’s perception of
the world. Lack of narrative urgency is not always an issue - to some extent,
urgency is something that can be imposed upon players by limiting their agency
in certain situations, which at the present time is the standard approach for many
applications. However, we argue that what is achieved through such an approach
is simply an illusion of urgency. In addition to imagining a world in which the
story takes place, immersing oneself in the narrative may also require that one
‘allows’ oneself to believe in it [16]. This act was first described more than 200
years ago by Samuel Taylor Coleridge as “the willing suspension of disbelief”
[17], a term which has since been adopted and researched by scholars worldwide.
What will be suggested here, is that a failure to “follow through” when the
illusion of urgency is broken may negatively influence the believability, what
is known in classical narratology as verisimilitude [12], of interactive narrative
media, and consequently make it harder for users to suspend their disbelief and
immerse themselves in the experience.

4 Conclusion
In our view, time in games has become lost in the medium. The aim of this paper
has been to highlight and characterize the problem and its possible consequences
when trying to find a balance between agency and narrative suspension of dis-
belief. It remains an open question what different kinds of “mechanisms” and
rhetorical devices can contribute to incorporate the sense of urgency in order
to achieve a suitable balance between gameplay and narrative. There are many
conceivable different solutions for the problem in accordance with the specific
requirements and characteristics of a given application. Combining narrative
and storyworld in a more dynamic and complementary relationship - where the
player is made aware of time and its consequences, but not constricted by it
- can yield more coherent designs in which the interactor chooses the actions
from the available response-repertoire in accordance to the narrative context,
ensuring the continuity and the quality of his or her suspension of disbelief.
182 B. A. Gjøl et al.

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mance, and Game, pp. 131–142. MIT Press (2004)
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“What’chu Lookin’ At?”: Narrative,
Spectatorship, and Ludic Constructivism
in Variable State’s Virginia

Ryan House(&)

University of Wisconsin Milwaukee, Milwaukee, WI 53201, USA


rnhouse@uwm.edu

Abstract. This paper focuses on Variable State’s 2016 game Virginia, a game
that may have as much in common with film as it does traditional video games.
One of the things that makes Virginia stand out is a complete lack of dialogue,
either spoken or textual. Instead, interactions within the game are abstracted;
players are asked to intuit character motivations through body language and
other non-verbal cues. Virginia is an interesting marriage between film and
game design that surpasses the legacy of interactive films – the game has only
one story to tell; there are no branching narratives or multiple endings. Instead, I
argue that the game makes literal David Bordwell’s constructivist theory of
narrative film in that the player must execute operations corresponding to filmic
devices in order to frame narrative information within their point of view in the
game.

Keywords: Narrative  Spectator  Point-of-view  Video game  Film 


Virginia

1 Introduction

For the past several years, the medium of digital games has experienced an expansion
of definition. Many game designers are moving past traditional expectations of games,
particularly in terms of telling stories. Narrative games are becoming increasingly
prevalent in the games market, and some even find high-profile, mainstream success.
Campo Santo’s Firewatch, for instance, sold half a million copies within its first month.
But for every Firewatch, there are innumerable narrative games dismissed out of hand
as “walking simulators,” a derisive term that points to the absence of traditional
markers of the medium, such as fail states, complex mechanics, or action sequences.
This criticism ignores the fundamental similarities between narrative games and other
games and undermines the innovation that these games bring to the medium.
To explore this idea, this paper focuses on Variable State’s 2016 game Virginia, a
game that may have as much in common with film as it does traditional video games.
Inspired by the likes of Twin Peaks and The X Files, Virginia tells the story of two FBI
agents investigating a missing person case in the rural setting of the titular state. One of
the things that makes Virginia stand out is a complete lack of dialogue, either spoken or
textual. Instead, interactions within the game are abstracted; players are asked to intuit

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 183–189, 2019.
https://doi.org/10.1007/978-3-030-33894-7_20
184 R. House

character information through body language and other non-verbal cues. Virginia is an
interesting marriage between film and game design that surpasses the legacy of
interactive films – the game has only one story to tell; there are no branching narratives
or multiple endings. Instead, the game makes literal David Bordwell’s constructivist
theory of narrative film in that it requires the player to execute filmic operations in
order to frame narrative information within their point of view in the game.
To this end, Virginia’s designers employ many traditional techniques of game
design as well, such as the use of lighting, contrasting colors, and sound in level design
to direct player’s attention to pertinent information. Narrative information is woven
into the game’s spaces, exemplifying Henry Jenkins’ theory of narrative architecture.
Through evoked, enacted, and embedded narratives, the players begin to construct the
game’s plot by virtue of moving through its spaces and gazing at its details. In this
action is where the ludic activity lies; players are responsible for putting the pieces of
the narrative together and may very well miss vital information. This paper argues that
Virginia transcends traditional distinctions between film and video games, and in doing
so, opens both mediums to new possibilities.
Virginia was released in 2016 by Variable State, a small developer out of London,
who describe the game as a “first person interactive drama” [1]. The game is an
experiment that introduces the vocabulary of film into the realm of videogames. Joh-
nathan Burroughs, the writer and main creative force for the game, attributes the
inspiration of this game to Brendon Chung’s experimental short Thirty Flights of
Loving and the ways it incorporates cuts into the context of real-time gameplay. While
Thirty Flights… is a brief, 10-minute experience, Burroughs was interested in devel-
oping that idea into a feature-length narrative, particularly focused on characterization
and emotional investment on the part of the player. The result is a game in which the
player not only experiences the narrative from the point of view of a character but must
also build that narrative – in part – by following cinematic and game design cues to
frame relevant narrative information within that point of view in order to interpret the
abstract and surreal story. Burroughs’ insistence that these filmic narrative devices be
deployed in real, game-time rather than in cutscenes underlines his intended experi-
ence: “We don’t want the player to feel like they’re witnessing a cinematic play out
around them. They should always feel like they are the character they are embodying,
existing in the moment they’re experiencing” [2].
Placing this emphasis on a player’s immersed experience means relinquishing some
narrative control to them. Unnoticed details or paths not chosen could very well change
a player’s interpretation, thus creating a multitude of readings. In this way, Virginia
exemplifies Roland Barthes’ writerly text – a text that requires more from a “reader”
than simply absorbing the words on the page or the images on the screen; the text must
allow the reader to produce meaning through the interpretation of what is
written/shown. As Barthes explains, “to interpret a text is not to give it a (more or less
justified, more or less free) meaning, but on the contrary to appreciate what plural
constitutes it” [3]. Virginia’s plurality of meaning is predicated upon its main ludic
activity – looking. The game succeeds in its ambition of adapting cinematic techniques
to the medium and, in doing so, transforms spectatorship into a ludic activity.
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 185

2 The Processes of Looking

To account for Virginia’s narrative requires a theory of narrative that considers the
active participation of the spectator. In his seminal work Narration in the Fiction Film,
David Bordwell provides an account of narration in which the viewer of film is
involved in a dynamic process of executing assumptions, inferences, and hypotheses
via cues derived from the film that he calls the Constructivist theory of narration.
Bordwell’s work represents a break from the theretofore traditional concepts of nar-
ration: mimetic and diegetic – theories that Bordwell claims favor mediums other than
film, and neither account for the subjective spectator. He argues that mimetic and
diegetic theories of narrative:
… have little to say about the spectator, except that he or she is relatively passive. Perspectival
accounts tend to treat the viewer pointillistically, as the sum total of ideal vantage points
shifting from shot to shot…. [M]imetic theories assign few mental properties to the spectator….
Diegetic theories… also tend to downplay the viewer’s role…. The passivity of the spectator in
diegetic theories generally is suggested not only by the extensive borrowing of mimetic con-
cepts of narration but also by the use of terms like the ‘position’ or the ‘place’ of the subject.
Such metaphors lead us to conceive of the perceiver as backed into a corner by conventions of
perspective, editing, narrative point of view, and psychic unity [4].

Bordwell’s Constructivist theory foregoes the preoccupation of the spectator’s


“position” of the mimetic and diegetic accounts to focus on how the text leads the
viewer to “execute a definable variety of operations” that constitute their mental
experience of the narrative [5]. This dynamic psychological process foregrounds three
factors: perceptual capacities, the bottom-up processes of our perception, like flicker
fusion and apparent motion; prior knowledge and experience, a drawing on “schemata
derived from our transactions with the everyday world, with other artworks, and with
other films;” and the material and structure of the text itself, or those “cues, patterns,
and gaps that shape the viewer’s application of schemata and the testing of hypotheses”
[6]. Bordwell notes that while these factors can be isolated in theory, in practice they
are intertwined and all but inseparable. For the purposes of this paper, I will focus on
the latter two factors – prior knowledge/experience and the material and structure of the
text – to build an argument for how Virginia remediates the Constructivist theory of
film spectatorship to video games.
Before I begin a close reading of the game, I want to expand on Bordwell’s
classifications of the schemata drawn upon in a spectator’s utilization of prior
knowledge to comprehend a narrative. He identifies three major categories – the pro-
totype schemata, the template schemata, and the procedural schemata – and each
represents a larger structure that the previous schemata operate within. Prototype
schemata are useful when trying to understand individual characters, settings, actions,
goals, et cetera. Understanding the protagonists in Virginia, for instance, involves
applying the protypes of ‘partners’ and ‘law enforcement.’ Next, template schemata
function as a framework, or a “filling system” in Bordwell’s terms, within which the
viewer attempts to fit the protype schemata into a larger system based on other similar
narratives. These schemata assist in filling in gaps of information. Template schemata
apply to structural characteristics like temporality and causality, too. Finally, prototype
and template schemata are subsumed by the procedural schemata, or “those operational
186 R. House

protocols which dynamically acquire and organize information” [7]. These processes
operate according to procedural rationales, such as compositional, or the justification of
“material in terms of its relevance to story necessity;” realistic, or according to “notion
[s] of plausibility derived from some conception of the way things work in the world;”
transtextual, or according to established motifs of the genre or medium; and artistic, to
justify material in terms of its own sake – its artistic merit [8]. These schemata account
for the mental processes undergone by the spectator in their experience and interpre-
tation of narrative elements presented to them. Understanding these processes allows
filmmakers (and game designers) to develop and exploit them to deliver a range of
intended experiences to the spectator through the structure and materials of the text.

3 Looking as Game Play

Now I will discuss a few scenes from Virginia to explicate how the game enacts these
processes of Constructivist narration, and how the player actively contributes to the
uncovering of the fabula (story) by participating in the divulgement of the syuzhet
(discourse). Because the narrative is communicated without the aid of any dialogue
whatsoever, players must ascertain the characters motivations, goals, and relationship
by way of “reading” the environment of the game. In his work on “narrative archi-
tecture,” Henry Jenkins suggests that we should view games “less as stories than as
spaces ripe with narrative possibility” [9]. Virginia’s spaces imbed narrative infor-
mation within their scenography – players are asked to interpret details of the world to
intuit exposition, characterization, and themes. The living spaces of the two lead
characters, Tarver and Halperin, illuminate aspects of their characters: The stacks of
moving boxes and general disarray of Tarver’s apartment reflects her (perhaps over)
dedication to her job. She lives alone with few if any visitors and has yet to even take
the time to fully unpack. She is living out of those boxes: the only things up and
running are the computer she no doubt uses for work. A scene in which she imagines a
fulfilling future highlights this through its opposite: this hypothetical apartment is
bright, decorated, and even has a card table set up for a poker night with friends.
Meanwhile, a tour of Halperin’s living space midway through the game uncovers a
trauma of her recent past – a lift on the stairs, bathroom modifications for a disabled
person, and an empty hospital bed allow readers to infer the story of her mother, of
whom we have seen a picture that Halperin wears in a charm around her neck. Thus,
without stopping the action for scripted, emotional dialogue, Virginia shows us the
story of these two women by asking us to fill in gaps of knowledge around these
prototype schemata. But, I want to clarify, this is not the showing of mimetic narration
– what is interesting about the way Virginia shows us this information is that it is all
incidental. You need not even enter the bedroom with the hospital bed or the modified
bathroom to advance the game – that information is there for players to find rather than
being conspicuously paraded through the mise-en-scene as if to say, “I’m important!
Pay attention!” In this way, Virginia involves the player in the responsibility of the
unfurling of narrative information via the syuzhet, while simultaneously undergoing the
operational protocols of interpretation.
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 187

This responsibility on the part of the player to uncover pertinent information is not
to suggest that Virginia leaves players to their own devices. In fact, Virginia com-
municates to the player very specific modes of looking through its very structure and
content. For instance, because the game uses a first-person perspective, the act of
looking is already privileged through the very way the game is presented. Likewise,
that the player character is an investigator for the FBI provides reason for the player to
look closely at details. The game provides these sorts of template schemata to
encourage players to respond as they have been conditioned to do through other,
similar media and experiences. I have mentioned already the pop culture influences on
the game from shows like The X-Files and Twin Peaks. These transtextual references
invite players to make assumptions about characters and events in Virginia based on
their knowledge of these similar texts. For instance, players can easily assume why
Halperin’s office is way down in the basement of the FBI office or why Tarver has been
assigned to investigate her. Memories of Dale Cooper enjoying coffee infuses the diner
in Virginia with an eerie familiarity. Moreover, Virginia presents itself much like a film
– from the opening credits, to the editing, the musical score, and even its duration – and
this communicates to its players how to interact with it, specifically through the act of
looking, or framing the narrative information within the point of view of the “camera.”
I will next discuss two scenes that showcase how Virginia guides player action into
a cinematic aesthetic: one overtly, the other subtly. In the first example, the designers
utilize techniques of level design often seen in game development to direct the player’s
gaze. In this case, light and sound are used to lead the player through the execution of
filmic operations, namely the tilt and pan of the camera. In the first example, Tarver,
ostensibly waking from a dream, jolts upright in bed, the camera focusing on the
opposite wall of her bedroom. Around her in the bed are pieces of evidence, mirroring a
scene from earlier where she is examining them in this very spot. By imitating that
scene, the designers are betting that players will once again focus on those items, trying
to figure out what object to click on and distracting them from looking elsewhere.
Before long, a low guttural noise emanates from her immediate right. The player, now
back in control of the camera, instinctively follows the sound to find a buffalo non-
chalantly gazing at her from across the room. As the player focuses on the buffalo,
beams of red light appear over its body, prompting the player to turn again to locate the
source of this light, seemingly directly behind her. As the player frames the illuminated
closet door within her point of view, the screen cuts to black and the scene closes.
Using elements of level design normally deployed to guide players through a space, the
game designers successfully orchestrate an act of cinematography through the player’s
action to create an atmospheric and tense dream sequence. I call this example overt in
its utilization of these processes because the movement of the camera procedurally
affects the state of the game. The duration of the scene will extend indefinitely until the
player completes the movement of the camera to the closet door. However, other scenes
are more discrete.
My second example comes from a scene earlier in the game when Halperin and
Tarver first drive into town. The player is positioned in the passenger seat and is free to
look around the interior of the car, read the case files in her lap, or stare out the
window. These scenes are interspersed with cuts to signify the passage of time. After
the last of these cuts, the score (which happens to be the game’s main theme) swells as
188 R. House

the town’s “Welcome” sign passes by on the right. Halperin pulls the car over to the
scenic overlook and the player has three choices of interesting things to look at. First, a
sign with some information about the town of Kingdom; second, the town itself; and
finally, Halperin in the driver’s seat. Based on the position of the player’s viewpoint
from looking at the Welcome sign earlier, a logical order takes shape: first the sign,
then the town, then Halperin. As the score builds to a crescendo, the remaining duration
of the scene becomes linked to the music in the player’s mind – there is a feeling that
when the score reaches its conclusion, the scene is over regardless of what the player
has missed. This causes, in my experience anyway, a desire to look at all three without
lingering too long on any. The result of this action – the panning from right to left to
frame Halperin before the end of the scene – is a match cut to the next scene of the
diner where Halperin is seated in the booth across from the player, but still facing in the
same direction as in the car. Thus, the game influences the player to create this artful
camera movement apropos of nothing other than artistic motivation. The movement is
not necessary to change the game state (as in the prior example) or to acquire narrative
information (as in other scenes), but it does satisfy a cinematic aesthetic – one that is
familiar to the player through her prior knowledge and experience with other media.

4 Conclusion

At the beginning of this paper, I made the claim that Virginia represents a potential
shift in the ways we think about games and films – in how they are different, and how
they are similar. The game proceduralizes the actions of the player, not through actual,
literally procedural codes and rules, but through a co-option of the player’s psycho-
logical processes – it uses suggestion and cues as much as affordances and constraints
to lead them through the experience to a desired (albeit inherently plural due to the
dependency on the player’s inferences, etc.) outcome. This in turn creates not the
forking paths in the vein of traditional notions of interactive films, but a multiplicity of
reading possibilities in a way that explodes Barthes’ writerly text into the 21st century.
Because Virginia requires the player to simultaneously take part in constructing the
syuzhet while also interpreting the fabula, players undergo shifts in cognitive modes of
interaction: an oscillation between deep and hyper attention. Deep and hyper attention
are terms coined by Hayles to describe the contrasting ways that we engage with
various media objects. Deep attention, Hayles writes, “is characterized by concen-
trating on a single object for long periods… ignoring outside stimuli while so engaged,
preferring a single information stream, and having a high tolerance for long focus
times. Hyper attention is characterized by switching focus rapidly among different
streams, seeking a high level of stimulation, and having a low tolerance for boredom.”
[10] The two modes of attention highlight the phenomenological differences brought
about in the user that is created through the interface of the game and underline the
defining characteristic that narrative games like Virginia share: ludic Constructivist
narration and its power of absorption.
In an article entitled “Games are Better Without Stories” for The Atlantic, Ian
Bogost writes: “Think of a medium as the aesthetic form of common materials. Poetry
aestheticizes language. Painting aestheticizes flatness and pigment. Photography does
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 189

so for time. Film, for time and space” [11]. He goes on to say that “games are not a
new, interactive medium for stories. Instead, games are the aesthetic form of everyday
objects. Of ordinary life. Take a ball and a field: you get soccer. Take property-based
wealth and the Depression: you get Monopoly” [12]. While I do not necessarily dis-
agree with this observation, I feel that it is missing something. Games aestheticize effort
and attention. They demand a form of engagement that television, film, theatre, and
even novels do not: namely, a responsibility on the part of the player/reader to propel
the narrative forward; to enable the text. I feel that Bogost’s article is but a (somewhat)
recent example of an ongoing attempt to further taxonomize games into neat, but
narrow definitions; to further sequester them away from “serious” media like film. It
can be helpful, of course, to have agreed upon meanings and definitions about what it is
we consume, produce, and study, but, being overly concerned with what games are or
are not may prevent us from ever seeing what they can be. And, furthermore, what they
can lend to those other media.

References
1. Virginia. https://variablestate.com/projects/Virginia. Accessed 19 July 2019
2. Alexander, L.: Strange and Mundane Come Together in Variable State’s Virginia. http://
www.gamasutra.com/view/news/221585/Strange_and_mundane_come_together_in_
Variable_States_Virginia.php. Accessed 19 July 2019
3. Barthes, R.: S/Z. Translated by R. Miller. Hill and Wang, New York (1974)
4. Bordwell, D.: Narration in the Fiction Film. University of Wisconsin Press, Madison (1985)
5. Ibid. emphasis in original
6. Ibid
7. Ibid
8. Ibid
9. Jenkins, H.: Game design as narrative architecture. In: First Person: New Media as Story,
Performance, and Game, pp. 118–130. MIT Press, Cambridge (2004)
10. Hayles, N.K.: Hyper and deep attention: the generational divide in cognitive modes. In:
Profession, no. 1, pp. 187–199 (2007)
11. Bogost, I.: Video Games are Better Without Stories.” http://www.theatlantic.com/
technology/archive/2017/04/video-games-stories/524148/
12. Ibid
The Story We Cannot See: On How
a Retelling Relates to Its Afterstory

Bjarke Alexander Larsen(B) , Luis Emilio Bruni, and Henrik Schoenau-Fog

Aalborg University, Copenhagen, Denmark


bal@create.aau.dk

Abstract. The field of Emergent Narrative in digital narrative studies


has seen a lot of research since its inception in 1999, and a lot of it is
helpful, but also there has been confusion in terms and a lack of focus on
the specifics of how the narrative is shaped in the mind of the player. The
term itself has been used to both describe the ensuing field, the concept,
the process, and the resulting narrative experience. This paper aims to
clarify these misunderstandings by investigating the field and defining
the term “afterstory” to help solidify the relationship between the differ-
ing aspects of Emergent Narrative. Afterstory is specifically defined as
the virtual, mental story that exists in the player’s mind after play and
informed by the interactions and their perspective on them. Then, using
previous work on retellings, the paper will relate afterstory to how people
retell their afterstories, and what we can use those retellings for in rela-
tion to the system that helped form them. In conclusion, some examples
will be brought forth that showcase the difficult nature of extrapolating
a retelling’s quality to its interactive narrative system’s quality, but how
it can still be done with careful, purposeful analysis.

Keywords: Emergent Narrative · Afterstory · Interactive Digital


Narrative · Emergent storytelling · Storyworld · Retelling

1 Introduction

This paper looks into the field of emergent narratives, specifically focusing on
the idea of (interactive) stories as experiences originating from the creative inter-
action between a storytelling system and a human subject. Over the years, this
field has seen some inconsistent and ambiguous definitions and this paper hopes
to clarify some of the confusion by reviewing several perspectives and introducing
the concept “afterstory”, to help clarify the differences between the storytelling
system in play, the narrativization process, the resulting product and the possi-
ble retellings that occur later. Furthermore, the paper will look at the concept
of retellings, as proposed by Eladhari [7], to discuss how it can be used and
how it relates to the afterstory concept, thus providing use-cases and potential
avenues for research on how to use retellings to assess the quality of interactive
storytelling systems, as well as the potential pitfalls when doing so.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 190–203, 2019.
https://doi.org/10.1007/978-3-030-33894-7_21
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 191

2 The Ambiguity of the Emergent Narrative Field


The origin of Emergent Narrative in the field of interactive storytelling is often
attributed to Aylett’s paper [2] from 19991 , and then further expanded in Aylett
and Louchart et al.’s papers [16–19,27], which demonstrates how narrative can
“emerge” out of the events of an interactive experience. Their classic example is
seeing narrative structures from a football match, like a late substitution scoring
the winning goal etc. This ability for games and simulation-esque systems to
create interactions and events that emerge into narratives, is a powerful idea
that has since proliferated throughout both games, narrative studies, interactive
storytelling etc. [2,10,11,24,28,30]. However, when we look closer at how people
talk about emergent narratives, we get a few different results. Outside Aylett and
Louchart’s definitions [2,17], another often cited example is Koenitz’ “System-
Process-Product” model [11,12], where a IDN (Interactive Digital Narrative)
system can be described as a sum of potential narratives. Using Montfort [21],
Koenitz distinguishes between the system and its output (and crucially, the
relation between those). The output, relevant here, is similar to the notion of an
emergent narrative, even if Koenitz does not use the term “emergent”, but rather
describes the system as a possibility space of different narratives that, through
the user’s actions and the opportunities given by the system, are instantiated into
a single instantiated narrative [12]. This product of an IDN system, a “recording”
of a single playthrough can be understood as a more traditional narrative, after
the fact.
Ryan et al., in 2015 [25], made this definition: “by emergent narrative’, we
mean the application area characterized by digital, fundamentally interactive
systems whose narratives emerge bottom-up”. He is here more talking about the
area of research (a turn Aylett and Louchart later also did [18]). Quickly, we
see emergent narrative both as a research field, as a concept, and an emergent
narrative by itself. This final distinction was one James Ryan included in his
latest (to our knowledge) definition of the term in his PhD thesis [24]:

“[Emergent narrative is] the methodology characterized by computational


systems in which narrative emerges bottom-up from the interaction of pro-
cesses in underlying simulations that typically feature autonomous char-
acters (or, alternatively, the actual narrative material produced by this
method).”

This definition is relevant for two reasons: Firstly, the mention of the term as
meaning two different things in one, but also another: Ryan here has no inclusion,
nor a need, for a user. Ryan does not require interaction, which is something
Aylett and Louchart did. The user can be purely passive, while the system creates
behaviour that we read narratives out of.
1
We say often attributed because an older source is Galyean III, who coined the term
in their PhD thesis on Narrative Guidance of Interactivity, from 1995 [8]. However,
while their use and definition is interesting, they do not have a focus on emergence
the same way Aylett had.
192 B. A. Larsen et al.

Walsh [30] takes a slightly different approach to his definition, and splits
emergent narrative in two. The first one could be classified as the narrative sense-
making process, which is making narrative out of non-narrative behaviour (the
simulation), while the second is seen as a product of interaction between the user
and the digital agent (or bot) within the simulated environment, more akin to
improvisation. His key point is that in the first definition, the simulation itself is
not a narrative product, but rather purely a simulation out of which can be read a
narrative. Here, Ryan agrees with him. Every game generates events, but that is
not enough to make an emergent narrative: Someone or something has to curate
those events into a story [24], and therein lies the emergent narrative: The events
themselves are not a narrative. What Walsh does not get to is Ryan’s ideas of
the system performing the curation (his word, roughly meaning storification, but
focused on the idea that events are curated into story-sense rather than made)
necessary to create a narrative artifact out of the simulation behaviour. Ryan
sees the system as capable of presenting stories to an experiencer without the
need for the experiencer to do the work to put that story together themselves. He
acknowledges that most emergent storytelling up to this point has relied on what
he calls mental curation, but his point highlights the difference between event
generation and curation. Walsh’s second definition, as he points out himself, has
similarities with Aylett and Louchart’s focus on RPG game systems and their
improvisational narrative structure, as his focus here is on the emergence of new
narrative events instigated by a user interacting with the system (his example
is a player playing the Sims and actively role-playing within the system, an
example Jenkins also used in his use of the term from 2004 [10]).
Swartjes [28], too, has another definition: “Emergent narrative can be seen
both as a theory of narrative in virtual environments, addressing the paradox
between free-form interactivity from a first person perspective and narrative
structure, and as a design approach” [28]. Here is another element added, namely
that of Emergent narrative as a design approach. The authoring and design of
Emergent narrative is another topic, that Aylett and Louchart, along with Suttie
and Lim also began focusing on [27]. This paper will not focus on that aspect,
though, so please refer to those sources if interested.
So, we are left with several concepts within the field of emergent narrative:
As the design of a simulation, as design process or approach, both through
the designers (authors) themselves and the approach that guides them. There’s
the simulation itself, and the events that it produces, there’s the curation (or
storification) of those events into a single story, which can be experienced, or has
been experienced, in the mind of a person, depending how you view it. There’s
the parts that happen inside the system and those that happen in the mind of
the person experiencing them and there’s different kinds of experiencing based
on whether the user can interact or not. Wrapping all of this under one term is
not inherently a bad thing, but it has led to confusion, as shown by Walsh, Ryan
[25,30] and others. Therefore we believe some clarification is in order, which we
will do by ordering the events and proposing a new term in the place of story as
outcome: The afterstory.
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 193

1. There’s a world, a design, a system that can construct a large (but finite)
amount of possible events and world states. This world (game/design) is
designed by people who intentionally placed content and rules within the
world to run with certain behaviours and with certain kinds of schemas, but
ultimately, it is left to run by itself or in interaction with a user.
2. The world runs its simulation, with or without interaction as a self-contained
emergent system wherein events occur, creating emergent behaviour2 .
3. Those events form what Ryan calls a chronicle: A series of events. This is not
an emergent narrative, nor is it a story.
4. Those events are curated, sorted and accentuated into an experience akin to a
story by the experiencer. This is a narrative experience. The system here has
conveyed a narrative to the user, through its system. Vitally, this can happen
during play or after play, and both are equally valid and, probably, happens
in equal amounts. If it happens during, it has the possibility of feeding back
into the events and thereby altering the chronicle real-time.
5. This experience ultimately leaves the player with what we will call an after-
story. It exists in the mind of the user and there alone. They can then choose
to retell it to another person, at which point it will be relayed as a new
(retold) narrative (more on this in Sect. 4).

This entire process is what we would call Emergent Narrative (see Fig. 1 for
a visual representation). This is what the field of Emergent Narrative studies
concerns itself with. It is thereby not the outcome as that is the narrative that
did emerge, and it is, by definition, not emerging anymore; it is an afterstory.

3 Afterstory: A Definition

Afterstory is a term we first coined in a previous paper from 2016 about game
mechanics and narrative [14], as a term to describe the specific, actual story that
happened as a result of a play experience. It is specifically the (static) story itself,
rather than the behaviour that creates it. It is, to use Koenitz’ word, a “product”
[12] of the systemic interaction and the player’s perspective on it, but not to be
compared with Koenitz’ use of that word since it is not an instantiation in the
sense that it is real; rather, an afterstory is purely in the mind of the player. Any
game can produce an afterstory, and every game does when you play it. This is
what you remember after you close the game down. It is what happened to you,
with emphasis on the past tense. The afterstory can vary greatly from person
to person in a more emergent game or be more similar in a linear game, but
there will always be subtle nuances, since the player’s interpretation, reading,
and feeling of narrativity will be different, even in a completely scripted sequence
(even in a movie). It is thus a product of both what happened in the simulation of
the game (did you take path A or path B, etc.) but also, inherently, the player’s
reading and reasoning of those events. If they focused more on one part of the
game than another, if they disliked a part, their afterstory will be coloured by
2
This inherently assumes that the system is capable of creating emergent behaviour.
194 B. A. Larsen et al.

that read. A person will always keep their own idea of what happened, rather
than what they actually did. As memories, the afterstory is paradoxically both
virtual and actual. It exists both in the mind of the player and as something
that has happened, but not as something that is measurable or real.
It is specifically called an afterstory and not a narrative because it is story-like
in its nature. If we look at the traditional story/discourse split [1,26] (or more
relevant to this discussion, Ryan’s reinterpretation of that split), a narrative is
the “textual actualization” of a story when it is told through a discourse [26].
Marie-Laure Ryan says that a story is “a mental image, a cognitive construct
that concerns certain types of entities and relations between these entities”, or,
“story is narrative in a virtual form.” [26, p. 7]. If we map that onto our previous
distinctions, story is then the pre-actualized world, it is the designed world before
it is run: The possible stories. Or what Ryan (James, this time, not Marie-
Laure) (and others) calls the storyworld [24]. The discourse is then the simulation
itself; both in how it simulates and how it conveys what is simulated. Those two
together create a narrative (emergent) that the player experiences. But inside
the mind of the player, after the experience, it once again becomes virtual. No
longer actualized (despite the fact that it is actual), it is now a story and not a
narrative, because it is not being told. In the instance that it is being told by
the system, it is a narrative, but as we mentioned before, what the player is left
with (in their mind) is a story. Thus, afterstory.

Fig. 1. A crude overview of the Emergent Narrative concept, as explained in the text.
There exists three primary positions, one before play, one during and one after, and
while they all affect each other, the distinction is useful. The circles represent people
and the elements inside purely exist in the mind.

Now, the question is, what do we use this for? First, it helps us clarify the
distinction between the simulation, the storification process and the outcome of
the emergent narrative experience. By specifically separating the outcome from
the experience, we can better understand them as two separate things, and see
how one leads to the other, as well as how the system that created them is
shaped. The second aspect of afterstory comes in what it is already used for in
everyday scenarios: Retelling.
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 195

4 Retelling
Eladhari’s paper from 2018 [7] discusses the possibility of retelling stories from
the play of interactive storytelling experiences, and how that can be viewed as a
potential avenue for critique and analysis of the system they came from. This is
a relevant thesis that has some great potential, but to understand how, we can
put it in relation to afterstory. Eladhari doesn’t use the word afterstory, but her
use of retelling touches on it: “The narrative layer of re-tellings consists of tales
told about events and actions in an INS or a game world.”. The “events and
actions” that happened in the game, as viewed by the player, is the afterstory.
What the retelling then is, is a new narrative that is formed with the afterstory
as its story content: With a new discourse created by the reteller. To put it in
traditional words, the relationship between afterstory and retelling is the same as
the one between story and narrative. As any narrative, this retelling is coloured
the moment it is told; there is an inherent degree of interpretation, projection,
superimposition or formulation within it. Eladhari’s example of a retelling of
The Sims is a great example: Here, one of the characters has just earned a little
bit of money and the first thing they want to do after is to give it to charity.
This could’ve been viewed as the machinations of the system working, but the
reteller shows that they are reading more into it: This act has meaning because
of what happened before, and because of how the player views the characters.
When these events are then retold, they are given meaning again by the discourse
of the reteller: They are given dramatic weight, and they are even retold in a
different order than they would have experienced them in game (as they would
have known that it was money for a charity before performing the action, a fact
we are only told as the letter is sent). These retellings are not exact copies of the
afterstories they are coming from, as it is impossible to tell a story without, well,
telling it, and thereby shading it through a discourse. This retelling, when it has
been told, is then interpreted again by the new readers, who never experienced
the events that led to the afterstory but only get the retelling, and then add
their own layer of interpretation to it. Eladhari touches upon this as well when
she quotes some of the comments that have different viewpoints of the retelling.
A reader of this retelling could then take what they got from reading it and
retell that again to someone else, and thereby have a new narrative created from
a different type of afterstory, and like a great game of telephone, this chain
could potentially go on forever, losing all resemblance and relevance to the story
system and player who helped spawn it in the first place. This cycle, it should be
mentioned, is no different than a regular retelling cycle of any kind of narrative,
as is by no means a negative to the concept of retelling, but it is something to
bear in mind.
Another type of retelling that functions a little differently is the automated
retellings created runtime, such as log files or character-generated diaries. Elad-
hari mentions how this corresponds to Koenitz’ notion of “product” from his
framework [12]. And this is indeed an immediate retelling rather than an after-
story as it has a built-in discourse through its medium (and is not inside the
player). A log file uses the structure and discourse of a log file. What it tells
196 B. A. Larsen et al.

about, is in theory the same bones that make up the afterstory, but it is different
from the afterstory of the player as this has none of the player’s interpretation
and is only a “series of actions and events”; or the chronicle. Other types of
retellings Eladhari mentions are community generated ones (such as the ones in
Second Life [15] or Eve [5,9], simultaneous ones such as livestreams and esports
(as the one mentioned by Eladhari [23]), or stories written from the perspective
of a character (see Murnane [22]). Others still could be pass-along stories like
“Boatmurdered” [29] or comedic serials like “Breaking Madden” [3].
Eladhari’s primary thesis with the paper is that we can use these retellings
as an instrument for critique of the storytelling system that created them. The
idea being that if we consider leaving a meaningful impact on the player a strong
criteria for judging the story, this retelling is proof that a “game or an INS - at
its base level - has provided an experience that is significant or meaningful enough
that it is worth telling someone else about.” And this is a powerful thing. Ryan
mentions something similar: “The greater our urge to tell stories about games,
the stronger the suggestion that we experienced the game narratively.” [26, p. 193]
This suggestion is obvious and straightforward at first: If we told a story from
an experience it was powerful enough to retell, and that must mean there was
something worth talking about, some narrative quality the player experienced
as strong enough to want to talk about. However, if we delve a little deeper into
it, this correlation is more nuanced. And here is where the afterstory/retelling
split can help us. Because while the correlation at large might stick, there are
several caveats to remember before we say that retellings show an inherently
great system. It is possible to get bad stories (boring/meaningless stories) from
good games. It also is possible to tell a great story of a mostly boring system.
However, if it gave one great story, is it then not a great storytelling system for,
if nothing else, one instance? Or was it just our interpretation as readers that
formed a great story from something the system never intended as a story in the
first place, in which case would be difficult to argue that it is a great storytelling
system? Or maybe a system is great at giving experiences, but not the kind of
experiences that are fun to retell? There’s a lot to unpack there, so let’s look at
the fundamentals first.
If we assume that the fundamental goal of a storytelling system is to create a
(great) narrative experience, any system that accomplishes this, must be a good
storytelling system, even if it did so by accident (whether that was what the
author intended will be looked at in Sect. 4.2). Thus, if it failed, it is not. Yet,
what we’re talking about here, is the afterstory, not the retelling. A retelling
can be something else than the afterstory, and therefore it can become a great
narrative, even if the story content it is made of is not. So while the hypothesized
examples above all hold true, it is because we are always looking at the retelling
of the afterstory, and not the afterstory itself. Since an afterstory, the moment
it is told, becomes a retelling, we have to analyse the retelling. This retelling,
and specifically, the discourse of it, can be good or bad, but has, potentially,
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 197

little to do with the quality of the storytelling system3 . The afterstory that
created this could be interesting or not, and the discourse could as well, and
while they are often correlated, it is dangerous to assume that a well-told story
is inherently a good one—or one stemming from a good system. For example, we
can hypothesize an example of a retelling where the purpose is to highlight how
the system did not provide a meaningful narrative. In this, you could purposefully
tell your story so it shows how the afterstory you had was lacklustre, and still
manage to tell a great story of how that happened.
This is not to knock the entire idea of analysing retellings, but mostly to warn
about the fact that the retelling is not the afterstory: It is a new narrative, and
one that is different from the storytelling system that helped create it. However,
we would still agree that the correlation is still valid enough to be useful, even
by itself. However, we have to consider how we assess systems through retellings.

4.1 Assessing Storytelling Systems

If we want to assess the quality of the system, assuming that the greater the
stories and the more the stories it tells, the better the storytelling system, is the
most obvious approach. However, that loses a lot of nuance, and we all know
how difficult it is to accurately measure the quality of a story. Eladhari offers two
approaches. The first, being the, in her words, blunt option, namely to simply
find the total amount of retellings and judge that the more, the better—but
offer no reaction on the quality of those retellings. The other would be a deeper
analysis of some retellings, that could help provide pointers to what aspects of
the storytelling system in question is interesting, and why.
To start with the first and simpler of the options, its great advantage is that
it is an easy measurement (assuming one can get the data, which admittedly
can be tricky) and an easy comparison point across systems. However, what
it loses is quality and variability. One can imagine a system that is able to
create one really amazing story, that then gets retold a lot because it is worth
retelling, but then fails to create any other kind of narrative. That system would
succeed well in a query that only looks at occurrence. Therefore, we propose a
two axis system for charting retellings of storytelling systems, where the first
axis is occurrence and the second is variability. This axis is used to determine
the range of afterstories that spring from a system, and can be used to analyse
the robustness and range of a system: The more varying stories it can tell, the
more robust that system must be at handling a wide variety of stories. A low
variability is not necessarily a knock against a system, but it is a good measure
of the type of storytelling system it is, and give a potential suggestion for the
range of potential afterstories it can create. How to chart this variability is up to
the individual research, as it can probably be done in many ways: By genre, by
theme, by moment-to-moment content, to event-variance (how many events vary
3
An argument can be made that a more involved (or elaborate, or deep) discourse
shows an effort to want to tell a story well because it is an interesting story, but one
can still tell a bad story well.
198 B. A. Larsen et al.

in between retellings), by word count, or even by medium of retelling (although


this will provide different results), and probably others. This choice will greatly
determine the kind of answers you will get and is therefore dependent on what
you want to research.
The second approach Eladhari offers is a qualitative approach, looking at
doing in-depth studies of retellings to understand the storytelling system behind
this. Eladhari doesn’t provide much analysis into what this means. And at first,
this is a process similar to doing any literary analysis of a traditional narrative
work (as Koenitz also mentions [12]), but we want to spend a second discussing
how to look at retellings specifically to learn something about the storytelling
system behind it. Because it is a different exercise to analyse a retelling for why
it is a good story than to analyse why the storytelling system that helped create
its foundational story is a good system. A good starting point would probably
be to focus on where the system aided in interpretation and where it didn’t. It
is impossible to split the interpretation from the events that were interpreted,
so instead it should be more fruitful to see where the system created events that
were more easy to interpret into something meaningful (that was then told). To
take the Sims example from her paper [7], that the system recognized that the
character had money and thus wanted to spend that money on something that
fit their character (as a good person)—donating to charity—was an action that
was easy to interpret into meaning. It was a smart narrative move because it was
a wish immediately caused by recent events and fuelled by the characterization
that fit the already established fiction. This is naturally only a single event, and
thus an analysis ought to go deeper and look for more, and potentially how it
succeeds over different retellings, where the base content (the events and actions)
and player interacting with it is different.
These two examples show different ways to use retellings, and there’s almost
certainly more possible venues, but each approach would have to harken back to
the question of how do we use this inherently warped (not in a bad way) telling
of a story to see how that (retold) story was created.

4.2 The Intent of the Teller

Finally, there’s a point of intention. We phrased previously that even an acciden-


tal storytelling system was a successful one, and while we stand by that, there is
another point of analysis which is about what the author intended with the sys-
tem and whether that was successful. The concepts of narrative intelligibility and
closure helps define that relationship, as defined by Bruni and Baceviciute [4].
Shortly: Closure is when a story feels closed and satisfying by itself, regardless
what the author wanted to convey, and an intelligible story is when the reader
understand the intent and design of the author. A storytelling system where the
only intent is narrative closure, any accidental storytelling that happens is fine,
as long as closure is achieved in the afterstory. If the intent is intelligibility, on
the other hand, there is a degree to which the storytelling system must create
the kinds of stories intended by the creator, or at least create stories that can
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 199

be read as intelligibly the ideas formulated by the author—otherwise it fails as


a system intending on narrative intelligibility.
Therefore, when looking at the retellings of narratives from storytelling sys-
tems, it is relevant to consider whether this retelling was an intended outcome,
to determine the possible intent behind the system, and how it employed that
intent (or accidental intent) in its design. And furthermore, like there is a level of
discourse in the retelling that is not in the afterstory, there is also an intent with
the retelling that might be different than the narrative given from the storytelling
system. It is by looking at this intent we can identify whether the retelling wants
to tell a story as it happened because it was a series of narratively interesting
events that they just had to tell, or for some other purpose. And if this purpose
defeats the use of this retelling as a viable analysis of the storytelling system, it
shouldn’t be looked at with that in mind (but can potentially still be used for
other avenues of research). To bring back the previous example, if a retelling was
told to showcase how awful a story this system produced, it (probably) isn’t a
retelling we can use to say it was a good storytelling system.
All this said, we believe it is clear how one should be mindful when looking at
retellings as an avenue for critique of a system that helped create that retelling,
but that does not mean that it shouldn’t be done or that it isn’t a valuable
exercise. All of Eladhari’s points about it still stand, these past points were just
to provide caution and method before we draw conclusions from material that
doesn’t justify it. Retellings, like any avenue of research, has caveats and biases
to keep in mind.

5 Examples of Retellings
An example of a retelling that is interesting in this context is Jon Bois’ “Breaking
Madden” [3] from 2015, where his intent from the outset is to “break” Madden
(the american football game, not the person), by altering the in-game values
and creating scenarios that couldn’t possibly exist in a real game of football.
For example, in an early story, he creates a character with a completely dispro-
portionate physique to a real human being; gives him inhumanly strong abilities
in some departments (like running, throwing, stamina) and inhumanly terrible
abilities in others (vision, agility, elusiveness), and thus creating a caricature of
a person rather than approximating a real human playing football. Here we see
already a discrepancy in the intent of the storytelling system (Madden 25 [6])
and the retelling. Madden the game is interested in creating stories, as most
sports games, but it is most likely stories of a different kind than the ones Jon
Bois’ wants to tell, and using different rules—even though Jon Bois technically
always stays within the rules of the game (at least from what we can tell). We
say this because, while we could argue that the intent of Madden is up for debate
since these “breaks” are possible, it is likely that the intent behind the creation
of the game was not to create unfair, impossible scenarios that almost do not
resemble real american football. Jon Bois uses Madden to create comedic sports
stories that feel familiar in topic and scope but are always sligthly off-kilter by
200 B. A. Larsen et al.

purposefully twisting the system to his design. And so, the idea of analyzing
“Breaking Madden” is subverted by “Breaking Madden” itself. Jon Bois’ intent
with the play is retelling—not playing. He plays with the idea of creating an
article about his play. So, already from the get-go, he subverts the system by
making it do something he needs to write a feature, rather than play and tell
only the interesting stories. He, in a way, forces the game to give him a retellable
story, which could be argued is a knock against the idea that the retelling itself
is enough to show a powerful storytelling system. Taken further, you could argue
that any “Let’s Play”-style content, where a person shows themselves playing a
game with the intent of showing that playthrough to other people, is an inherent
bias against the value of that retelling: As it is not necessarily interesting because
the system is interesting. However, referring back to Walsh’s second notion of
Emergent Narrative [30], this can also just as well be read as an improvisational
act with the player (Jon Bois) and the system as participators, through which we
can still construe whether the system is capable of allowing this improvisation
in meaningful ways.
Another example the first author has previously used (in his Master’s Thesis
[13]) was the game Loneliness [20]. It is a simple, affective game, about the
experience of loneliness. You control a little square moving upwards, and every
time you try to approach the other squares in the space, who are either standing
around or playing or jumping or walking—they move away from you. You can
never be close to anyone, until you finally move up to the very end, where there
are no one else and you are all alone. This provides an interesting counterpoint as
well because we cannot imagine most retellings or afterstories of this game to be
terribly interesting or variant: There is no choice in the game, there is no point of
difference between experiences (other than choosing to stop before the end), and
the story itself retold (as we just did) is rather bland. Loneliness isn’t designed to
be an emergent storytelling system with a lot of options, so the analysis doesn’t
quite hold when taken to an extreme, but the point is still relevant: A retelling
does not necessarily capture (even though, the existence of it might allude to)
the emotional affect of the narrative experience as it happens. Emergent stories,
unlike Loneliness, are probably inherently more fun to retell (Ryan touches on
this [24]), but maybe it is possible to create an abstract emergent system that is
difficult to retell, but still leaves the player with a meaningful experience and a
powerful afterstory—but less retellings because it is simply a more challenging
experience to convey. However that again illustrates Eladhari’s point; that a
person chose to tell about their experience with Loneliness is a valid, valuable
point of data by itself.
Finally, we want to highlight is the work of Murnane [22], and his in-depth
analysis of 400 player stories from Skyrim, from 2018. This is an excellent exam-
ple of a thorough examination of retellings from a system and the types of stories
it made. Here, he makes some key points about the nature of retellings as well,
first by showing their blurred relationship with fanfiction, and more importantly
to this topic, the existence of glitches as a part of the emergent narrative expe-
rience. His point on the matter can be summed up with this quote: “Even when
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 201

we know the system has failed, players want the story to make sense.” [22] His
examples include players weaving the breaking of the system into the story in
their heads and making it a part of the world, supposing logic to it when they
know there is none—a rather pure form of narrative sensemaking. It serves as a
nice commentary to our points about “Breaking Madden”, and highlights how
the intent of a system can become secondary to the stories we tell with them.
His conclusions on the nature of emergent narrative from this research is also
interesting: “...when I am talking about emergent narrative, I am describing a
story told by a player about interacting with a game in which events occurred
which are significant to the player but ignored by the system.” [22]. Especially
the last point, “ignored by the system”, is fascinating, as this specifically focuses
on events that were not intended by the system, in the sense that it did not
react or use it in a meaningful way. Here, looking at Murnane’s retellings is
enlightening, as many of them enrichen the narrative of the systemic events, by
authoring more aspects, more details, showing the inner minds of characters,
reflecting on off-screen events, pondering motivations etc. This “more” is gen-
erally ignored by the system, as the purpose of the retelling is often to fill in
those exact missing parts (in the afterstory), and thereby enrichen the story into
something enjoyable outside the afterstory itself.

6 Conclusion

This paper started as a discussion of the ambiguity of emergent narrative, and


introduced the term afterstory, the actual, mental story a player is left with
after the experience, to help solidify the differences between the storytelling
system as it simulates events, the narrativization process, and what the player
is left with in their mind. Furthermore, the afterstory was then discussed in
relation to retellings, when a player later retells their experience to other people,
thus creating a new narrative of the story-material that shapes the afterstory—
which originally came from their interaction with a storytelling system. This
distinction was used to discuss how to use retellings as assessment of the quality
of the storytelling system, by investigating the variability of those retellings, the
ways the system influenced the retelling, and what the intent of both the system
and the retelling was. Finally, a few examples were presented of different kinds
of retellings, showcasing how varied and awkward these can be to analyse as
directly as one would want.
We hope this paper shows the value of a concept like afterstory, to help
bridge the gap between the narrative experience as it happens and the retellings
afterwards. Defining clearly what is in the mind of the player and what is not
helps us—as designers and scholars—focus on the only variable we can control
before, the system, and the only artifact we can analyse after, the retelling, and
not begin to confuse the two.
202 B. A. Larsen et al.

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“Well, That was Quick” – Towards
Storyworld Adaptivity that Reacts
to Players as People

Bjarke Alexander Larsen(B) and Henrik Schoenau-Fog

Aalborg University, Copenhagen, Denmark


bal@create.aau.dk

Abstract. This paper proposes an investigation into interactive story-


world adaptivity, which is adapting the world in ways that do not nec-
essarily alter the plot or narrative management of the story, but rather,
purely change the world around the player. Using the game “Red Dead
Redemption 2” as a case study, the paper discusses the possibilities of
these kinds of adaptations and looks ahead to the future possibilities and
what an interactive storyworld design might need to consider if it could
change the entire world in real time, while letting the player roam free.
It considers the types of interactions we should focus for more natural
adaptations and what technology might help implement such a future,
and why we would want to do so in the first place.

Keywords: Adaptivity · Storyworlds · Interactive storyworlds · Red


Dead Redemption 2

1 Introduction
In the Old West of Red Dead Redemption 2 [16], Arthur Morgan needed to
buy some supplies. So the player controlling him went into a store. The man
behind the counter said “Hello, glad to have you here”, and the player began
browsing his catalogue. After they got what they thought they needed, they
turned around and went out, only to remember that they forgot to buy some
gun oil—the original reason for heading to the store. So they went back in and
the shopkeeper looked up at them with a smile. “Well, that was quick?” he said.
It took a second to notice that this was strange. At first, the reaction seemed so
natural there was no reason to think about it. But this was a video game and the
simulation needed to serve that line rather than another generic “Hello, there!”
was staggering for such a small event. The player took a pause and looked at
the man, almost forgetting to buy gun-oil again.
This example of a player’s experience is one of many of Red Dead Redemption
2’s adaptivity in motion, a game that was lauded for its ability to create natural-
sounding interactions like this one. And it is a sign that the current standard in
video games reacting to players have come a long way from the morality meters of
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 204–213, 2019.
https://doi.org/10.1007/978-3-030-33894-7_22
Towards Storyworld Adaptivity that Reacts to Players as People 205

Mass Effect [3] and the physics simulations of Half Life 2 [26]. And what is unique
about this specific scenario is that it is not a grand-scale system that affects
the entire fate of the world, nor is it an important branching point or a deep,
systemic interaction, but is merely something that happened, and has no further
consequence for the player, except that they remember it. This type of adaption,
that is less focused on the narrative at large, less interested in altering the player’s
trajectory or providing meaningful consequence, is different than the types of
adaptation and narrative management we typically focus on when we talk about
interactive storytelling. However, this moment was memorable anyway, partly
because it was novel, but also because of another reason: It treated the player
like a person. This paper will look into how games use adaptivity, and, by using
Red Dead Redemption 2 as a case, offer a preliminary analysis of how games
and interactive digital storytelling can provide meaningful, interactive, adaptive
storyworlds, today and in the future.

2 Defining Storyworld Adaptation

Before we begin to understand how adaptivity works, we must first define what
we mean: The adaptivity definition we’re using here is this: Adaptivity is when a
game changes the storytelling based on previous actions/behavior from the player,
without telegraphing to the player that it has done or will do so when the action is
performed. Adaptivity is different from interactivity or choice (although it relies
on interactivity) since it is not about intentional, direct actions and choices of
a player, but rather adapting to a history of actions and/or behaviour, possi-
bly unintentional, from the player. A game adapting to the user is everything
from sports commentator providing a contextual voice-line based on the cur-
rent game’s impact on the season, to giving you a different ending because you
killed people throughout the game you didn’t have to. It is not a defined reward
from a quest, or an enemy reacting to getting shot, as these are predefined and
known—either for the player or the designer. It is more complex than a reaction:
The fact that the player enters a store and the shopkeeper says hello is a reac-
tion. The fact that the player enters the store a second time and the shopkeeper
gives a different line, specifically reacting to the fact that they are there again,
is adaptation. Said in another way, the fact that it reacts is merely a reaction,
but that the reaction is changed by other events is adaptation.
Storyworld adaptivity is then when the storytelling the adaptation changes
is not directly related to narrative management, but rather to storytelling in the
world sense: Changing the place rather than the plot. It will still have storytelling
relevance as the world is part of the story, but it does not have to affect the
current or future actions of the player or the events they partake in. Instead, it
will change the spaces they move through, the tone or the way they are perceived
or acted against in those spaces (which might change the actions of the player,
but it does not have to).
206 B. A. Larsen and H. Schoenau-Fog

3 Red Dead Redemption 2: An Improbable Game


Before we delve into the possibilities of this type of adaptivity, we will spend
a few moments on Red Dead 2 (as it will be shortened to) to understand how
the game provides storyworld adaptivity. Red Dead 2 is not the only game to
deliver this kind of adaptivity, nor is it necessarily the one to do it best, but it
is a recent candidate that does it well, and with a high profile, and it does have
some advantages by being such a large game as it is, as adaptivity on a large
scale is still expensive. And Red Dead 2 was expensive 1 . So in a sense, it is unfair
to compare it to other games, as it vastly outperforms the scope of most other
AAA titles, but it is therefore also the kind of game that is useful to study for
adaptivity since it is able to do things most other projects are not. This will not
be an in-depth analysis of the entire game, but it will be used as a jumping off
point for a discussion of storyworld adaptivity and how it can be shaped in the
future.
At first glance, Red Dead 2 looks fairly similar to most big move-and-shoot
action games: You can run, shoot, ride a horse, use items, etc. However, one
key action stands out: The Focus action. With a hold of a button, the player
can focus attention on a character, an event or similar. This then allows them
to do contextual actions to or with that focused entity–for example, greeting
any character in the entire game. It is not a “sticky” lock-on like a 3d action
game (like Zelda [13] or Dark Souls, [8]) and it isn’t so loose that it might as
well not be a targeting system. It is this sort of hybrid where it matters that
you do it, but there’s not an immediate consequence to using it. This kind of
“squishy” interaction is a great affordance for reactivity since it is always done
intentionally by the player but it is not something that demands a reaction–and
therefore the game can react to it only when it has a meaningful reaction in
stock and the player won’t feel cheated when it doesn’t. And there are a lot of
great examples of this system being reacted to, as we will show later.
Red Dead 2 uses this, and a lot of information about the player’s current
state, such as how clean they are, the length of their beard, etc. as well as
their position, their current or previous participation in crime etc. to inform
its reactions by the world. It is impossible to know everything the game tracks,
unfortunately, (barring Rockstar telling us) as the only way we can see a tracked
datapoint is through the game using it to react to us. It is also impossible to know
how they store the data and for how long, but we can make some inferences from
how it is used. Most of its usage is through reactions from other people, and that
is also the most interesting, from this paper’s perspective, as it is here the world
comes alive in its adaptation. The usage of its data tracking is present through UI
or deliniated story events, and are not as relevant to this paper. There are many
examples of ways the game has reacted to actions the player took in believable,
adaptive ways. The store example from the intro is a great one, but there are

1
The cost is unknown for certain as Rockstar (and other developers) keep costs pri-
vate, but they credit around 2800 people on their website [15, 24], who worked harder
than we probably should demand of anyone [22], working over 8 years.
Towards Storyworld Adaptivity that Reacts to Players as People 207

many more. One time, three characters in camp were having a conversation that
Arthur (the player’s character) happened to stop by and listen in on. Later, he
went to talk to a fourth person, and they asked about what Arthur had heard.
If you have been away from camp long, another character will find you and
ask how you’ve been, and people will comment on your beard, your horse, your
cleanliness, etc. In larger systems, e.g. the Bounty system, the adaptivity also
shows, but it is of a slightly different kind, and a more systemic approaches to
adaptivity than we are focusing on here. An example worth mentioning is how
other characters in town reacted to the fact that the player had done crime in
that city previously, warning them to stay in line, etc.
However, there are plenty of things Red Dead 2 does not change or adapt to
or just forget. That the player bumped into a man on his way to work is not
remembered an hour later in any notable form. The character might use that
for an action in the moment, but if you leave and come back later, it might as
well not have happened. The world, while vast and lived in and detailed, does
not alter itself much based on player actions, and the player doesn’t have much
influence over its development, outside scripted sequences and missions.
If we were to be reductive about much of this adaptivity, it is often a series of
“remember that thing you did”, events, where characters refer back to previous
events. Yet, that is exactly reductive because it omits the point of doing that
kind of memory. This type of adaptivity, as shown by Red Dead 2, has the
potential to be as powerful as an emotional cutscene. The next section will look
at how this might be possible, before we reach the ultimate discussion of why.

4 Looking Further into Time and Space


If we look further and think about what kinds of things we could change in
the world, both using similar techniques and pondering what we might do with
more powerful capabilities to alter the storyworld. If we look at the types of
elements games typically react to, derived from the Red Dead 2 analysis, we can
see three elements: (a) Values (numeric values in the system, e.g. a karma meter,
a trait, or a statistic), (b) Events (triggered by certain action, placement, status
or similar), and (c) Space-Time (the current and previous position in time of the
player and other actors (the name is a reference to a previous paper [21])).
By far the most underused of them (and why the store example feels special)
is Space-Time [21]. It is still rare for a game to continuously use the current
position in space relative to their time there, and to adapt with events not only
in place but also in time. As Meyer [11] mentions, games still rely much more
heavily on where the player is rather than when. Federico [7] calls this, similarly,
“player-centric time”, that is, time only moves when the player calls for it, either
by triggering an event or literally moving time forward (by e.g. resting in Skyrim
[2]). There are reasons for this: Most games have not wanted to use time as a
gating factor in their designs because it can be difficult for the player to deal
with, and annoying when they can’t. As a player who wants to do X, it can feel
frustrating to have to wait to a certain time, or not be able to find a character
208 B. A. Larsen and H. Schoenau-Fog

because they happen to be in the shop at 5’o’clock and they didn’t know. This
is in large part due to conventions of commercial AAA games, where letting the
player be in complete control at all times is an imperative. We can find plenty
of examples of games intentionally not letting the player do what they want in
the indie space, or in art games, poem games, vignette games, etc.
Nitsche’s [14] approach to the topic, though, shows that the relation is a little
more complicated. In their attempt to map time in video games, they distinguish
between a formal approach and an experiential approach to time. The formal
sees a difference in “event time” and “play time”, that is similar to how Genette
described “story time” and “narrative time” in traditional storytelling [9]—the
first being the time it takes for the story to unfold in world and the second
the time it takes to tell the story. The relations between these can give rise to
dynamics such as flashbacks, slowed down time, fast-forwards, etc. which can all
be used for dramatic effect. Experiential time, on the other hand, takes a different
approach to time and focuses instead purely on the player’s experience of it. Here
Nitche borrows from linguists, saying how time has long been spatially mapped
across cultures, and we almost always experience space over time: “A visitor can
experience a larger physical space, such as a house or a city, only over a period
of time – usually in the form of movement”. Contrary to “player-centric time”,
Nitche here highlights how time is actually moving forward still, for the player,
always, as they move through space. And then the relationship between play
and story time becomes clear: “Space and spatial comprehension (e.g. through a
camera) can be seen as the canvas through which the player understands time.”
Seen through an experiential lens (pardon the mixed metaphor), time is player-
centric in a much different way: Instead of relying on the player to move time,
the player always experiences time as moving, regardless of whether it does or
not in the world, because it is a necessity to them moving through space. Maybe
the answer is to keep this in mind when designing time-based solutions, and
not just tracking the current position of the player in time, but also considering
that movement as a separate kind of time than the in-world, fictional time of
the game, and adapt based on both. Correctly adapting based on the player’s
experience of time and position is one thing, though, but affecting change in
the world is an entirely different, difficult problem. But if we take a leap in
technology, and imagine a different way of creating worlds than we do now, that
might become more feasible.

4.1 Technologies for Adaptive Storyworlds

Traditionally, video game worlds have been created either by hand-authoring


(Skyrim [2], Mass Effect [3]), or by entirely procedural means (Dwarf Fortress
[1], Minecraft [12]). However, in today’s video game industry, it is pretty common
procedure to generate parts of large open worlds procedurally [6,20]. In Spider-
Man’s case [20], this was done to assist human creators in creating the final city,
and thus focused on shaping the first 80% of the city, which human artists could
then go in and touch up.
Towards Storyworld Adaptivity that Reacts to Players as People 209

And while a world on Red Dead 2’s scale and fidelity might always be impos-
sible procedurally, we don’t have to imagine an entirely generated world to still
see advantages of real-time procedurality. Instead of thinking of the entire world
as a giant mutable space, we can perhaps imagine a world created by blocks
(not unlike streaming “cells” used to stream current large environments, but
on a more variable scale) but where each block has or can have its own adap-
tive, procedural behaviour and events. If we take the shop example from the
beginning again, the shop here could not just adapt to the player’s behaviour
through a line of dialogue, but through altering the contents of the store itself,
through spawning other characters in the store, through even changing the house
itself, the shop could close down because it ran out of business or expand to a
larger area in a different place. Those last examples still require a great deal
of authored content (for now) but technologies like machine and deep learning
could help begin make strides here, by (staying with the store example) find ways
to mold stores depending on different parameters, which in turn is controlled at
run-time in the game, adapting to behaviours around it. Instead of seeing the
store as a fixed object, perhaps it can be viewed as an evolving space, that is
continuously adapted to the algorithm’s latest reasoning. This is said with an
admittedly nascent understanding of machine- learning, but it is not the only
option. “Simple” procedurality can also help great deals here, but done on a
different scale.
Ryan in his PhD thesis [18] talks about curationist emergent narratives,
where we instead of procedurally generating potential for a few outcomes and
hoping it is an interesting narrative, we instead generate an overflowing wealth of
content, and then curate the best parts. That curation, he poses, could be done
automatically by machines, as long as we handle some key problems, namely
that of “story sifting”. For this example, it could be that an algorithm could
simulate a thousand ways for the store to change, but only actuate the ones that
work best for the narrative, and is feasible within the world. But this could also
be taken on a much larger scale: Think of all the events that occur during a
game of Red Dead 2. If we use a curationist approach to find those that have
narrative structure and relevance, and can float those to the top and focus on
adapting to them, rather than attempting to adapt to everything that wouldn’t
be interesting.
It is one of the more time-consuming parts of modern commercial video games
to make several versions of the same environment, and most cases where that is
done today (Spiderman [20], Red Dead 2, etc.), it is hand-crafted and scripted
events that make such a change, and the change is often singular, immediate,
and akin to a state-change. But if we instead approach the world creation proce-
durally (or parts of it, as mentioned), and base its elements on a range of factors,
those factors can be influenced over time by events that happen in the game,
and thus, the world will gradually change in small ways that are affected e.g.
the player, and thus let the world help create itself. It could be something small
like changing how a character greets you to something global like altering the
amount of grass and flowers dependent on how much has been driven on it to
210 B. A. Larsen and H. Schoenau-Fog

something huge like shifting the power balance of the world based on how much
a player helps some characters over others. What specifically can and should
change largely depends on the project in question. The important point here
is that these adaptations could help implement time-based worlds that don’t
operate on gates and states but rather use a procedural, adaptive measure that
changes how things happen and offer more malleable, softer systems.

4.2 Affordances that Matter

As a final aside to the technology, we want to highlight the interaction of the


player and, specifically, the importance of giving the player more abilities that do
not alter the world with every button press. The Focus action from Red Dead 2
is a great example of the type of interaction that, as mentioned, shows intent but
does not require reaction, and therefore can be used for meaningful adaptations
when possible, without the player feeling cheated when it does not. Contrast
this with the typical action of most violent games: Shooting a gun, which is
the type of action that immediately feels off the moment someone does not
react very violently to it. This puts a lot of constraints on the types of adaptive
behaviour the other characters in the world can do. Therefore, by allowing the
player to exist and act within the world in ways that more closely mimic an
everyday interaction, with smaller, “squishier” gestures, that are nevertheless
just as trackable as any other, gives us a much greater breadth of actions to
adapt to.
But the final question you might be asking after all of this, is the simplest
one: Why?

5 What’s the Point?


With the technology, with adaptivity and interaction, comes the following ques-
tion: What can we use it for? And for storytelling, for creating interactive, adap-
tive storyworlds, that question becomes what can we tell with that tool? Or, said
in another way, what are the poetics of a changeable world? This is a question
that is dependent on the project and therefore does not have one answer. Just
like procedural rhetoric [4] uses mechanics and procedures to convey meaning
through interaction, the world that the player interacts with is very relevant
to that conversation2 . By having a world that changes depending on time and
space gives a world that is less controlled by the author, but it does not neces-
sarily give more control over to the player—it will adapt to them but as long
as they don’t understand the mechanisms by which that adaptation is working,
they will have to succumb to it as much as they will to rain when they walk to
the bus. Oppositely, a changing world can give the player a sense that they can
change things, that the world isn’t an unstoppable force but that it does adapt

2
Just see Bogost’s focus on objects in his much-discussed article about stories in video
games [5].
Towards Storyworld Adaptivity that Reacts to Players as People 211

to them, that they can affect change, which is a powerful—and dare we say it,
necessary—statement in this current time.
Even if we could alter the entire storyworld at runtime and grow moss on
the rocks based on the player’s actions, the clever designer must always ask
themselves why. What’s the use of changing the entire world if the player does
not care? The player won’t care that there’s less moss on the rock, if the game is
about checking people’s passports. But they might be concerned if it is a game
about the environment. Because the truth about any of these adaptations is that
they fundamentally do not matter if the player does not feel impacted by them.
To the question of why it mattered that a shopkeeper noticed the player had
been in the shop moments before, the answer isn’t that it drastically altered
the player’s perception of the world or changed their character. But what it did
do was make the player feel seen. It gave them a sense of, not quite perceived
agency [10], but something similar. They remembered that interaction long after
it happened, partly because of the novelty of it, but also because an action
like that helps place the player in the world. Instead of feeling like the player
changed the world, it feels like the world acknowledged them, not as a player
this NPC was meant to serve, but as a person entering their store. It was less
consequential than “Clementine will remember that” (The Walking Dead [25]),
but more consequential than the average hello, and therefore it was memorable.
If games will keep doing this kind of adaptivity, there will be a point where
it is no longer mentioned for its novelty like we are here, but rather for what it
achieves by itself. And that will be measured not by the technical prowess or the
complexity of the system, but by the player’s reaction to the game. That can be
done with grand, sweeping changes that shake the world, which are expensive,
difficult to realize and even more difficult to follow through, or it can be done
in small, personal interactions and tiny changes that matter to the player. If
a player likes picking flowers, the answer to a better game isn’t just to spawn
more flowers, but to find ways to change the world in ways that makes picking
flowers worth it for them, and not leave them feeling like they lost two hours
finding the red flower they can’t actually use. That is not an easy problem and
nor do we propose to have the solution, but if the technology truly does get to a
point where the question isn’t how but why, then we must begin to consider the
implications of those choices. And the fundamental core there should be that you
should make the changes that matter to the player. Which is done by smartly
giving the player options that let them express what they want to express, and
smartly adapt, using that information when relevant, and showing those changes
in a way that feels natural and powerful to the player.

6 Future Work

This paper was a preliminary investigation into storyworld adaptivity and its
possibilities, and there are many more avenues for research. A few notes were
made here on a framework for how this kind of adaptation works and could
be designed/analysed, focusing on the Space-Time dimension, but more work is
212 B. A. Larsen and H. Schoenau-Fog

required, also referencing other work on the topic of narrative adaptation (as [17]
and [23], and microinteractions [19]). The relationship between adaptivity and
time was mentioned here but warrants much more in-depth research, as well.
Another avenue is looking into the relationship between agency and adaptation,
and investigating how knowledge of storyworld adaptation plays a role in it
working. Finally, Red Dead 2 is just one game, and looking how other games
and interactive narrative experiences treat similar ideas is crucial to gaining a
more holistic theory, in order to facilitate richer storyworld adaptation.

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A Spectrum of Audience Interactivity
for Entertainment Domains

Alina Striner1(B) , Sasha Azad2 , and Chris Martens2


1
Centrum Wiskunde and Informatica (CWI), Amsterdam, Netherlands
alina.striner@gmail.com
2
North Carolina State University, Raleigh, NC 27695, USA

Abstract. The concept of audience interactivity has been rediscov-


ered across many domains of storytelling and entertainment—e.g. digi-
tal games, in-person role-playing, film, theater performance, music, and
theme parks—that enrich the form with new idioms, language, and prac-
tices. In this paper, we introduce a Spectrum of Audience Interactiv-
ity that establishes a common vocabulary for the design space across
entertainment domains. Our spectrum expands on an early vocabulary
conceptualized through co-design sessions for interactive musical perfor-
mances. We conduct a cross-disciplinary literature review to evaluate and
iterate upon this vocabulary, using our findings to develop our validated
spectrum.

Keywords: Audience interaction · Audience participation ·


Entertainment · Agency · Performance interaction · Immersion

1 Introduction

Interactivity has the power to immerse and empower audiences across divergent
domains. Although these mediums use different terminology, sometimes describ-
ing interactive approaches as participatory or immersive, their desired outcome
is to design fulfilling storytelling experiences. In Hamlet on the Holodeck, for
instance, Murray argues that future science fiction authors will be challenged to
define rules for narrative interaction that transform passive readers into audi-
ences engaged in immersive and reactive narrative experiences [81].
In pursuit of this dream of the Holodeck, HCI research often designs novel
technology to support immersive experiences [65,105]. However, generalizing and
characterizing rules for interaction is as tricky for writers and designers as it is for
practitioners [20]. Designing interactive experiences often means learning from
previous work and building experiences using available tools. Since interactive
audience experiences exist in a range of contexts, designers are often limited to
learning from their area of expertise. We posit that in addition to new tech-
nology, the HCI community needs conceptual tools that help designers across
performance mediums consider and compare how audiences can interact.

c Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 214–232, 2019.
https://doi.org/10.1007/978-3-030-33894-7_23
A Spectrum of Audience Interactivity for Entertainment Domains 215

To develop new forms of artistic expression, HCI practitioners require a com-


mon language to compare and learn from diverse experiences. Prior work defined
models that broadly measure [119], and describe audience agency and participa-
tion [9,33,90,107,126], but literature suggests that more complicated relation-
ships must be defined to address Murray’s fully interactive world [81].
This paper expands on an early spectrum conceptualized through co-design
sessions for interactive musical performances [108], using it to develop our Com-
mon Spectrum of Audience Interactivity for Entertainment Domains. Our app-
roach explicitly allows designers across domains to discuss interactive experiences
using a common taxonomy. First, we define audience interactivity, describe its
benefits, and overview previous efforts to characterize interactivity. Then, we
conduct an extensive review of interactive experiences across theater, theme
parks, and games, three domains that represent diverse audiences, modes of
interaction, and performance spaces. Our findings validate and expand on the
early spectrum, refining it with additional levels, labels, and definitions. For clar-
ity, the paper presents the literature review after introducing the new spectrum.
In summary, our work (1) overviews previous work on audience interactivity,
(2) reviews literature across three entertainment domains, and (3) presents a
new Spectrum of Audience Interactivity.

2 Related Work

In this section, we first describe how storytelling has evolved to include audi-
ences, resulting in more immersive and engaging experiences. Then, we define
interactivity as audience agency and participation in performance, and describe
how it contributes to immersion and engagement. Finally, we overview previous
efforts to characterize audience interactivity.

2.1 Storytelling

Throughout history, narratives have defined human culture and entertainment,


transporting audiences [48] by creating “an experience of cognitive, emotional,
and imagery involvement.” In our research, we use Zimmerman’s definition of
narrative [126], building on Miller [78], who defines narrative as an initial state,
a change in that state, and insight brought about by that change. We also adopt
the term transmedia [27,44] to refer to interactive audience experiences.
In transmedia experiences, narratives invite audiences to interact with expe-
riences. Theme parks fulfill audience needs to interact by creating a fantasy of
another place and time [24,79]. Purposely designed to be isolated, theme parks
invite guests to travel [29], to transport themselves to a new location. Leaving
the real world at the parking lot, guests gain temporary “citizenship” to a fan-
tasy world [17], escaping the rules and conventions of the outside world [118] for
one with no clocks [24] or defined social barriers [12].
We see this model replicated in live theater. In audience-driven experiences
like Coffee! A Misunderstanding [105], authors invite audiences to change the
216 A. Striner et al.

direction of an improvised narrative. Other examples include The Night of Jan-


uary 16th [91], in which audience members play the role of a courtroom jury,
and Drood [89], a musical adaptation of a murder mystery. Games likewise offer
players roles in predefined narratives, or allow narratives to naturally emerge
from play [70,94], such as in the interactive drama Façade [69], where virtual
characters respond to a player-performer narrative.

2.2 Defining Audience Interactivity


The role of the audience has changed. The capacity to alter and transform expe-
riences has empowered audiences [75], leading to a dissolution of traditional
audiencehood [16]. Previous work has described degrees of audience immersion
in a narrative, however, the relationship between immersion, audience, and per-
formers have not yet been explored. This paper extends current definitions to
concretely classify the full breadth of audience experiences in entertainment.
For this reason, we define an audience member broadly; as a bystander, spec-
tator, customer, participant, or player. Likewise, we define audience interactivity
as a range of experiences that may allow audiences to participate or interact.
These experiences may vary in:

– Physical and Virtual Mediums. Experiences can be physical, such as live


theater, or virtual, such as VR or Twitch streams.
– Location. Experiences settings may vary in size and scale, from a single
room (or virtual dungeon), to a university campus (or virtual world).
– Formality and Setting. Experiences can be private or public. For instance,
an arcade simulator may be a individual experience, a murder mystery might
include a group of friends, and a street performance may be public-facing.
– Ratio of Participants to Performers. Experiences may have varied ratios
of audiences to performers. For instance, a massively-multiplayer role-playing
game (MMORPG) may have thousands of players, while an interactive art
installation may have no designated performers.
– Audience Influence and Agency. Experiences may afford audiences a
range of influence or agency. For instance, a formal theater might designate
when audiences should interact in performance, whereas a street performance
might give them the freedom to join in when they feel comfortable.
– Tools & Technology. Interactive experiences use a range of tools to create
interaction. Tools can range from physical props and costumes to smart-
phones, tablets, or wearables.

2.3 Supporting Engagement and Immersion


Entertainment literature supports the value of audience interaction to create
engagement and immersion [111]. For instance, Green et al. found that narrative
transportation can affect persuasion and belief change, as well as enjoyment [48].
Engagement refers to the intensity and emotional quality of user involve-
ment [43]; engaged users exhibit positive emotion, and show sustained cognitive
A Spectrum of Audience Interactivity for Entertainment Domains 217

task involvement [41]. Engagement is often created through immersion [15], a


feeling of “deep play” [26,32] that furthers emotional investment [111]. Several
constructs [47] have been proposed to describe immersion. Ermi and Mayra [32]
divide immersion into sensory immersion, challenge-based immersion, and imag-
inative immersion. Brockmyer [15] suggests that sensory immersion often creates
a sense of presence or “being there,” surrounded by another reality that takes
over attention and perception [26,32,74]. Likewise, Csikszentmihalyi describes
the pinnacle of challenge-based immersion as flow [25,31,58,99], a state of total
task absorption and optimal performance [32].

2.4 Previous Efforts to Describe Interactivity


Previous research endeavored to characterize interactivity in media experiences.
Relatively simple models include Everett’s single-dimensional scale that rated
the interactivity of communication technologies [33], and Rafaeli [90], who clas-
sified media based on audience responsiveness. Based on empirical data from
questionnaires answered by 6700 players, Yee [124] added an “immersionist” fac-
tor to Bartle’s classification of players into achievers, explorers, socializers and
killers [7]. Zimmerman [126] identified four modes of audience interactivity that
complement our goal of broadly defining a taxonomy; Cognitive Interactivity, a
response to an internalization of a narrative, Functional Interactivity, interaction
with physical text such as turning pages, Explicit Interactivity, participation in
narrative flow by making choices and participating in narrative events, and Meta-
interactivity, interaction that allows for narrative construction, deconstruction,
and reconstruction.

Fig. 1. Early spectrum of interactivity for musical performances [108]

Multiple models characterize interactivity by the choices and actions of audi-


ences [45,61–63,103]. Lindley compared audience types, motivations, and play
styles across current literature [88,121], and defined his own taxonomy [64]
to describe three attitudes in narrative; the audience, the performer, and the
immersionist. Steuer [107] expanded on Everett’s characterization of interactiv-
ity with a two-dimensional model based on vividness, the richness of a mediated
218 A. Striner et al.

environment, and interactivity, a user’s ability to modify the vividness of their


experience. While Steuer’s method is highly cited as a measure of immersion
and engagement, it notably fails to provide explicit criteria to map new expe-
riences onto his scale [55]. Laurel’s three-dimensional model further character-
izes interactivity by frequency, the range of choices available, and the extent to
which choices affect experience [62]. Likewise, Goertz introduced a four dimen-
sion scale of interactivity using degrees, numbers, and flexibility of choice [45,55].
We extend these models, accounting for both audience engagement and agency.
Interactivity has also been discussed in great detail by researchers in
HCI [61,101]. Zeltzer describes autonomy and interaction as a single dimen-
sion that encompasses all aspects of an audience’s relationship to their envi-
ronment [125]. Laurel further emphasizes the experiential nature of interaction
with media technologies [61]. Both [61] and [107] describe media use in terms of
mimesis, likening the relationship between users and technology to actions in a
play, encouraging users to develop a first-person, not third-person, relationship
with their environment. Engagement, which Laurel (1991) describes as a primar-
ily emotional state with cognitive components [63], serves as a critical factor in
arousing a feeling of “first-personness” [107].
Previous work by Striner and McNally [108] stewarded a first step toward
understanding the many ways in which technology can allow audiences to inter-
act with musical performances. Their work developed a spectrum of interactivity
(Fig. 1) for musical performances from children’s codesign sessions using Coop-
erative Inquiry (CI) derived from Participatory Design [28,50]. Using their spec-
trum as a starting point, we conducted an extensive, cross-disciplinary literature
review to evaluate and iterate upon this vocabulary. This paper presents findings
from the literature survey and a revised spectrum of interactivity.

3 Method
The goal of this work is to develop a taxonomy of audience interactivity to facil-
itate communication and collaboration among experts and designers in a wide
variety of entertainment domains. This spectrum enables designers and practi-
tioners across domains to discuss and learn from a broad range of experiences,
and to consider challenges inherent to diverse audience interactivity designs.
Building on prior work [108], this research evaluates and generalizes findings from
music across various entertainment domains through a comprehensive review of
audience interactivity literature in theater, theme parks, and games and intro-
duces a common Spectrum of Audience Interactivity for entertainment. In this
section, we first overview the underlying factors for our choice of theater, theme
parks, and games as our three representative entertainment domains. Then, we
describe our literature review process.

3.1 Choice of Entertainment Domains


Audience interactivity exists across a broad range of entertainment domains [40,
42,86,100]. To validate Striner’s spectrum [108], we considered how well it
A Spectrum of Audience Interactivity for Entertainment Domains 219

Table 1. Index of literature review organized by theory, storytelling, theater and music,
theme parks, games, and transmedia topics.

Topic Citation index


Theory 8, 9, 12, 13, 14, 15, 18, 21, 22, 25, 28, 31, 32, 33, 37, 41, 42, 45, 46, 49,
50, 52, 55, 60, 61, 64, 68, 74, 75, 78, 81, 90, 99, 101, 108, 109, 126
Storytelling 5, 9, 19, 20, 22, 43, 44, 48, 49, 54, 63, 67, 70, 76, 81, 84, 86, 91, 93, 114,
116, 120, 127
Theater, music 1, 8, 10, 11, 12, 16, 23, 30, 34, 38, 40, 54, 56, 57, 60, 62, 69, 71, 76, 80,
82, 83, 84, 88, 89, 92, 96, 105, 107, 109, 110,117, 121, 123
Theme parks 2, 17, 24, 29, 35, 51, 59, 65, 72, 79, 85, 95, 98, 103, 119
Games 3, 4, 5, 7, 8, 10, 15, 18, 32, 36, 39, 41, 47, 53, 58, 66, 70, 74, 94, 97, 100,
104, 111, 112, 113, 114, 115, 118, 125, 127
Transmedia 9, 18, 20, 27, 30, 39, 44, 73, 77, 87, 92, 102, 105, 107, 117, 122

reflected interactivity across three domains—theater, games, and theme parks—


that embodied the range of audience interaction described above. Together, our
review uncovers insights that inform our iteration on the spectrum.
The three domains vary greatly in form. Theater and music performances are
primarily physical experiences that occur in dedicated venues. Conventional the-
atrical segregates audiences from performers, curbing feedback to pre-and-post
show clapping and cheering [60], while contemporary theater allows audiences
to contribute to performance, encouraging spontaneous [68] and structured par-
ticipation [96,105]. In contrast, games exist in a range of physical and virtual
forms, from tabletop games that build narrative through a shared imaginative
fantasy [36], to video games that immerse audiences through integrated graph-
ics, animation, and reward structures [104,111]. In juxtaposition to theater and
games, theme parks created shared experiences for divergent audiences. Based
on ancient and medieval religious festivals, trade fairs, and traditional amuse-
ment parks [79], themes parks assimilate storytelling [17,95], simulation, and
interactivity [79,98] through blended physical and virtual experiences.

3.2 Literature Review Process

The primary goal of this work was to understand how the three representa-
tive domains describe audience interactivity. Our goal was to understand what
interactions existed in those domains.
We extensively reviewed literature on interactive audience experiences across
academic publications and in practitioner mediums. We systematically reviewed
multiple databases (e.g. AAAI, ACM, PsycINFO, CiteSeerX, CogPrints Elec-
tronic Archive, ResearchGate, TRLN) for a range of topics (previous definitions
and models of audience interactivity, engagement, immersion, agency, mediums
of interaction, and roles), performing “related article” searches to identify model
applications and limitations. Next, we shortlisted articles that defined interactiv-
ity or described interactive experiences in the three domains. In parallel, we came
220 A. Striner et al.

up with a list of synonymous phrases and keywords across the three domains,
and searched websites and blog posts for descriptions of practitioner experiences.
We analyzed domain publications to understand how the original spectrum levels
were reflected in academic literature, and to identify gaps where literature did
not fit the original spectrum. When domains were not evenly represented at a
level, we performed a secondary Google Scholar search to identify any literature
we may have missed. The literature we reviewed is indexed by topic in Table 1.

4 Summary of Results

This section summarizes our literature findings and introduces our Spectrum of
Audience Interactivity for Entertainment Domains. First, we affirm the presence
of a spectrum, describe modified levels, and present our validated spectrum.

4.1 Confirming the Existence of a Spectrum

The literature review affirmed the presence of the interactivity continuum, find-
ing that interactivity ranged from passive to active experiences delineated by
the agency of individual audience members. “Passive” and “personalized experi-
ences” gave audiences agency over themselves, and “influencing,” “augment-
ing,” and “becoming a performer” levels gave audiences agency over other
audience members, performers, and over the larger experience. Cross-domain
literature supported the presence of these different levels, however we found
that interactivity was more prominent in some domains; for instance, theater
and music predominantly use interactivity to influence and augment perfor-
mances [105,116,123], games employ audiences as performers [70,97], and theme
parks create personalized and bidirectional experiences [95,118].

4.2 Modified Levels

Our review found that the spectrum required some modification. Shown in Fig. 2,
the new spectrum introduces a new level of audience interactivity and modifies
the name of an existing level.
Bidirectional Influence. The early spectrum included the level “Performers
Augmenting the Audience’s Multisensory Experience.” This level was difficult to
describe, however, we found that “Bidirectional Influence” clearly characterized
the back-and-forth dynamic of interactive performance.
Take over Performance. The early spectrum described “Become Perform-
ers” as the highest level of interactivity. However, we found that interactivity
extended beyond this; audience members could not only become performers,
but fully control an experience. For instance, audience members invited into a
drum circle could lead the music. Thus, we added a new level, “Take over the
Performance,” that describes this experience.
A Spectrum of Audience Interactivity for Entertainment Domains 221

Fig. 2. The new Spectrum of Audience Interactivity for Entertainment Domains. We


map audience interactivity from left to right; from least to most active.

4.3 Proposed Spectrum of Audience Interactivity

Presented in Fig. 2, the Spectrum of Interactivity for Entertainment Domains


expands on Striner’s Spectrum of Interactivity [108] using findings from the lit-
erature. Least interactive on the spectrum are (1) observing passively, referring
to an audience member cognitively shaping their experience, and (2) personaliz-
ing their experience. More interactive is (3) reacting to performance, a level that
describes how audience members react to performance and to one another, such
as by clapping or responding to a comment on YouTube.
In (4) audience members influence the performance, exerting indirect control
over the overall experience. For example, virtual audiences watching a Twitch
stream could suggest a way for a streamer to solve a puzzle. Audience members
in (5) augment the overall performance experience without explicitly becoming
performers, for instance, dancing along at a rock concert. In (6) bidirectional
influence between audience and performers, performers explicitly respond to the
audience’s influence or reactions, such as Mickey Mouse waving back at children.
Higher levels give audience members an explicit role in the performance,
allowing them to (7) become performers and (8) take over the performance. In
the former, performers are in control, for instance, audiences singing along with
a choir, while in the latter, audiences take control. For example, an audience
member invited to perform karaoke onstage would take over a performance.

5 Review of Interactivity Levels

The following section presents our review of the interactivity literature, organized
from least to most interactive across the levels of our proposed Spectrum.

5.1 Interactivity in Passive Experiences

Traditional performances assume a clear distinction between the role of the audi-
ence and performers [16]: audiences do not interact with performers or have a
role in the direction of performance or narrative. Forlizzi and others [37,57,126]
222 A. Striner et al.

contradict this assumption, suggesting that audiences can interact with experi-
ences cognitively, through a psychological reader-response that imbues seemingly
passive experiences with an abundance of emotional interaction.
The literature suggests that audiences participate in collective emotional
experiences such as laughing or holding their breath that validate their personal
experiences; this helps explain why the presence of an audience is essential to the
sense of “liveness” [92]. HCI research has studied passive engagement by watch-
ing audience expressions and analyzing gestures using computer vision [14,73].
Research also argues that audience interaction is not always necessary or
appropriate [108]. Green et al. [49] discuss how participants may simply wish
to be distracted or passively entertained [14] by fiction. This outcome is further
supported by literature on interactive film suggesting that passive experiences
allow audiences to absorb, appreciate, and reflect on performance [14,48,120].

5.2 Interactivity Through Personalization

Personalization in interactivity describes the task of tailoring experiences to


audience preferences, tastes, or capabilities. Theme parks fully embrace person-
alization in order to fully immerse audiences in fantastical worlds [72]; guests
can meet characters [53], and personal experience narratives [24,95]. Paralleling
these physical experiences, recent advances in narrative intelligence and aug-
mented and mixed reality have likewise allowed for games to be personalized to
player locations [4,66], abilities [97,113], and preferences [110].
Stapleton [106] describes how audiences personalize performances, discussing
how a story originating in print (e.g. Harry Potter) can ignite a surge in new
markets in games, theme parks, and costumes. Using dress to personalize expe-
riences [108] is heavily paralleled in literature; Eicher’s theory describes dressing
up in fantasy costumes as a communication of the secret self, where the bulk of
fantasy interactions takes place [30,39]. Similarly, Miller proposes a construct of
fantastic socialization, where individuals play unrealized roles “constructed only
with the cooperative help. . . and the contrasting foil provided by others” [46,78].
Fron et al. define such personalization as a co-performative act with other spec-
tators, gaining pleasure from the ingenuity and artistry that go into creating
one’s persona and costume [8,39,53]. This style of personalization can be seen
at American cultural festivals such as DragonCon [39], and also reflects Zimmer-
man’s “meta-interactivity” mode [126].

5.3 Reacting to the Performance

Reacting to performance is a staple of traditional audience experience [60]. Lit-


erature suggests that audience members enhance the collective audience experi-
ence by influencing others’ reactions [87]; Brignull and Rogers [13] explain that
such interactions begin with peripheral awareness, transition to focal awareness,
and culminate in direct interaction with the display. Their research observes
the “honey pot” effect, in which bystanders are more likely to cross interaction
A Spectrum of Audience Interactivity for Entertainment Domains 223

thresholds when others do. For instance, audiences are likely to give a stand-
ing ovation (or throw rotten fruit) when others do the same [56]. An immersive
interactive play, Sleep No More [116], extended this concept, allowing live and
remote audiences to communicate through Internet-of-things (IoT) props.
Theme park literature characterizes this phenomenon as a learning tool. For
instance, guests at the Wizarding World of Harry Potter watch others learn
the mechanics of “casting a spell” [18,59]. Reeves describes this experience as
an entertainment and teaching experience [92] that allows audiences to study
interaction while waiting their turn. Magic Kingdom line experiences actively
design for this affordance; guests in line for a Peter Pan ride view members
ahead of them play with interactive shadow puppet displays, ringing bells, or
even releasing Tinker Bell from inside a lantern [3,35]. This, in turn, prompts
them to interact, mimicking scenes they have seen before, playing on each other’s
interactions and inventing new ones. Michelis [77] describes this phenomenon of
the phases of interactions with gesture-based displays as an “audience funnel.”

5.4 Influencing Performers

Interaction often allows audience members to indirectly influence the perfor-


mance experience. Influencing performance includes visual voting systems [117],
and audience input in improve [76]. While these types of interactions are popular,
theater literature suggests that they are often asynchronous or inequitable [60],
prioritizing audience members closer to the stage [23] or in positions of
power [80].
Technical advancements have helped support democratic influence over vot-
ing. In an early example, audiences at the 1967 World’s Fair in Montreal voted
on alternative endings to a film [2]. Likewise, technology has allowed audiences
to influence narratives [19], dialogues [105], or musical compositions [38]. Liter-
ature also found that designers wanted audiences to influence different sensory
modalities, such as controlling gusts of wind onstage [108].

5.5 Augmenting the Experience

The literature suggests that audiences also want to augment experiences [108].
One way to do this is through multisensory design. For instance, child co-
designers augmented music experiences with tangible “sound chips” [108]. Relat-
edly, Stapleton and Hughes [106] found that immersing movie-goers in multisen-
sory mixed reality trailers created fond memories and positive associations.
Literature suggests that audiences can likewise augment experiences by
adopting a composition role. Winkler notes that interactive computer music
can “create new musical relationships” between audience and performers [123];
for instance, McAllister [71] allowed audience members to add to a digital score
synced to a real-time display for musicians to read. Likewise, audiences can
“compose” by dancing to music during performances [83,109].
224 A. Striner et al.

This compositional relationship between audience and performers can also


be asynchronous; for instance, van Troyer [115] introduced an interface for audi-
ences to co-create asynchronously with composers by drawing “constellation”
maps that synthesized new music from previous pieces. Similar examples exist
in interactive fiction design. For instance, Machado [67] recounts a storytelling
environment, Once Upon A Time, that developed characters, story themes, and
narratives out of interactions with children.

5.6 Bidirectional Influence

Both physical and digital interactive performances lean heavily on the affor-
dances of bidirectional interaction. For instance, gospel music uses call-and-
response to nudge democratic audience participation [82], and computational
narratives personalize player experiences by iteratively tracking and adapting
narrative scheduling to player pacing [6]. Similar research has produced a vir-
tual dance partner that improvises dance moves based on audience actions [54],
and a narrative agent that responds to audience gestures with dialogue [84].
As well as responding to each other, some literature characterizes bidirec-
tional interactions as “pushing and pulling” between audiences and performers.
For instance, Rickman [93] described a text narrative mechanic that drives the
narrative forward by using word selection to reveal additional information about
an object or action [22]. Curiously, the research suggests that bidirectionality
many not always be intentional. For instance, Van Maanen [118] describes how
at Walt Disney World, guests and cast members cyclically affect each other; cast
members are required to smile, but guests not smiling can ruin an operator’s day.

5.7 Becoming Performers

All three domains allow audience members to take on performative roles, but
differ in their approach. Games create immersion by giving players a sense of
control [21], allowing users to select strategies, and affect outcomes [97]. Video
games have an inherent performative experience, allowing audiences to dually
function as players and audiences members [104], imbuing players with specta-
torship in-between moments of play [112]. For instance, LARPS (Live-action-
role-playing games) are considered performance-play experiences [102]. LARPS
have no separate audience members, allowing audiences to extemporaneously
create engaging narratives from limited preparatory materials [102].
Fantasy sports games further blend the roles of audiences and perform-
ers [100] by integrating the “activity of a virtual game and spectatorship of
a real sport” [100]; Developments in large-scale streaming, tangible interfaces,
and virtual and augmented reality have further changed the game viewer land-
scape. Twitch allows audiences to watch, and interact with streamers during
games [114]. Similarly, augmented reality has given players and viewers a way
to experience narratives in physical space [5,51,106].
A Spectrum of Audience Interactivity for Entertainment Domains 225

Although less accessible than games [24], theme parks fully embrace audi-
ences in performative roles, integrating storytelling [17,95], simulation, and inter-
activity [79,98], and emphasizing physical experiences. Theme park experiences
often give audiences a chance to re-experience character roles and narratives.
These firsthand narratives lean heavily on multisensory, spatial, and temporal
experiences [79] to create a sense of presence [17,85].

5.8 Taking over Performance

Performance experiences also allow audiences to “take over” performances, build-


ing self-esteem [83] by allowing audiences to reshape existing experiences or co-
create new ones. For instance, Boal [11] developed the Theater of the Oppressed
to promote social and political change; audience members became “spect-
actors,” who used the medium to explore, and analyze their personal experi-
ences. Likewise, home experiences like Guitar Hero [10] and Hyperscore [34]
have contributed to music appreciation by bridging skill gaps.
Relatedly, music experiences help audiences make sense of and appreciate
complex arts [82] by allowing them to co-create new experiences. For instance,
Whitacre [122] developed a virtual choir that allowed singers all over the world
to contribute to a performance, and Machover’s City Symphonies [52] allowed
audiences to contribute ambient sounds that made up their city.
Notably, in theater, the role of audiences as a performative agent is contested.
In Hamlet on the Holodeck, Murray [81] suggests that audience participation
may be “awkward” and potentially “destructive;” she describes a Woody Allen
story, the Kugelmass Episode [1] where a literature professor jumps into the
pages of Madame Bovary, only to confuse the narrative of the novel; “Who
is this character on page 100? A bald Jew is Kissing Mme Bovary?” With this,
Murray points out that “when we enter the enchanted world as our actual selves,
we risk draining it of its delicious otherness” [81].

6 Conclusion

The goal of this work was to develop a taxonomy to explicitly characterize how
audiences can interact and influence experiences across a range of entertainment
domains. The spectrum aims to be a useful resource for researchers, designers,
and artists to consider opportunities for interactivity. While the spectrum aspires
to be comprehensive, new tools and media continually reshape the interactivity
landscape, and edge cases undoubtedly exist. We consider such cases to be good
fodder for discussion about new forms of interactivity. Further, this research does
not endeavor to describe interactivity from the perspective of the performer
or to describe audience characteristics (e.g., culture, size, and location). Such
perspectives may have unique characteristics that may affect interactivity.
Future work will validate the clarity, precision, and effectiveness of the spec-
trum by interviewing experts in a range of domains. To help practitioners learn
from other domains, we plan to use our taxonomy to survey a range of audiences,
226 A. Striner et al.

performers, and creators who participate in interactive audience experiences,


allowing designers to compare diverse interaction experiences and identify pat-
terns that emerge across domains. This will enable designers to actively consider
the novelty and practicality of their interactivity designs, identifying patterns,
and anticipate challenges that may arise in experimental designs.

Acknowledgements. Thank you to Jessica Hammer and Theresa Tanenbaum for


their generous feedback and support.

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Towards Intelligent Interactive Theatre:
Drama Management as a Way
of Handling Performance

Nic Velissaris1 and Jessica Rivera-Villicana2(B)


1
Applied Artificial Intelligence Institute, Deakin University, Burwood, Australia
nic.velissaris@gmail.com
2
Melbourne, Australia

Abstract. In this paper, we present a new modality for intelligent inter-


active narratives within the theatre domain. We discuss the possibilities
of using an intelligent agent that serves as a drama manager and as
an actor that plays a character within the live theatre experience. We
pose a set of research challenges that arise from our analysis towards the
implementation of such an agent, as well as potential methodologies as
a starting point to bridge the gaps between current literature and the
proposed modality.

Keywords: Interactive Narrative · Drama Management · AI actor ·


Player modelling · Believable characters · Choice-Based Narrative ·
Interactive theatre

1 Introduction
The concept of Interactive Narrative (IN) has been pursued for several decades
in different forms with the aim of providing an experience where the player feels
that their decisions have an effect on the storys development [7]. Examples of
INs are the Choose Your Own Adventure (CYOA) books [1], text adventures,
video games like Detroit: Become Human [12] and interactive films such as Black
Mirror: Bandersnatch [8].
In this paper, we propose a novel approach to INs that consists of having
an intelligent agent acting as a character in a theatre play and perform Drama
Management (DM) tasks as a response to the human performers. To the best of
our knowledge, such theatre modality has not yet been proposed or attempted
in existing works [10,16]. We propose to implement such modality using The
Melete Effect by Velissaris [20], an IN written as a theatre play.
The novelty of the proposed approach lies in its use of principles from both
traditional INs and theatre. While INs allow for diversity in the possible stories
resulting from the actions of the user experiencing them, they require the user’s
input as a participant within said story (usually as the protagonist). In theatre,
the narrative typically flows linearly, with all the performers following a prede-
fined script. As opposed to traditional INs, in our approach the user (in this case
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 233–238, 2019.
https://doi.org/10.1007/978-3-030-33894-7_24
234 N. Velissaris and J. Rivera-Villicana

the audience) is an observer rather than a participant in the construction of the


narrative. This involves tackling new challenges, such as the intelligent agent’s
improvisation/acting skills, behaviour in accordance with character archetypes,
and by the performance of DM for multiple inputs. The benefit for the audience
in the creation of more sophisticated interactive experiences is a more satisfying
and unpredictable narrative that can continue to change and evolve. Interac-
tive experiences which offer genuine surprises in their outcome encourage the
audience to return to the experience, leading to deeper and more satisfying
engagement with the IN [18]. This means that the IN has a longer lifespan and
can be returned to more often.

2 Background

Interactive Narratives: This phrase is used because it is broadly understood to


mean narrative experiences that change through the player’s interaction. The
mechanisms that influence interaction can vary widely from simple choices to
complicated role-playing systems. Typically INs are focused exclusively on audi-
ence/player choice [19]. Velissaris defines this form as Choice-Based Narrative in
which choice is the central mechanic that facilitates interaction [20].
The Melete Effect: This IN was developed as a part of Velissaris doctoral
research work on establishing a poetics for choice-based narratives [20]. It tells
the fictional story of a journalist Mary Melete in the 1970s and 80s. It has three
distinct narratives and it will be utilised as there are no restrictions on its use.
Drama Management: From the AI perspective, a drama manager is an intel-
ligent system which makes use of computational models of the narrative and the
player in order to make choices within the environment to (attempt to) solve
the boundary problem (i.e., the conflict between player agency and authorial
intent) [6,14,17,22].
Player Modelling: Consists of studying the interaction between a player and
(usually) a game with the aim to create representations that capture desired
features [21,23]. Besides accounting for player freedom, a drama manager may
be able to personalise player experience by considering the best narrative arc
depending on each players preferences [14].
Adaptability as a Performance Trait: One of the skills an actor is taught is the
ability to adapt to any situation. This adaptability is inherent to the actors job
and any AI actor or Drama Manager will (1) need to be able to handle situations
in which the experience as performed is not as was expected, and (2) adapt to
these changes and ensure that experience continues on without interruption.

3 The Challenges/Research Goals

We now discuss the main challenges we have identified towards the realisation
of this approach, and the solutions we propose.
Towards Intelligent Interactive Theatre 235

3.1 Exhibit Believable (or up to Some Standard) Acting Skills


Successful characterisation in a narrative experience is a result of balancing
compelling actions with good performance. What a character does is measured
by how it is enacted by the actor playing the role. Most of the existing work in
believable characters focuses on Non Player Characters (NPCs) in games [3]. The
focus on NPC believability, however, is different than ours in that believability
refers to their acceptance by the player as a human-like behaving entity rather
than an agent able to portray emotions or behaviour in accordance with their
character archetype [9,11]. In this regard, acting skills are related to character
archetype behaviour, discussed later as a separate research goal.
The approach we propose towards achieving this objective is to have the agent
learn the behaviour from human players. This could be achieved via techniques
such as supervised learning [5]. We can then apply generative models to create
different courses of action for achieving similar goals that do not seem artificial
(i.e, not human). The advantage of supervised learning methods is that by having
a target well defined by a human, the data and training time can be reduced,
while a disadvantage is the subjectivity introduced by the expert.
Another possibility is to use unsupervised learning methods, such as Appren-
ticeship Learning (AL) to have the agent learn a more general behavioural pat-
tern throughout the whole story [4]. A benefit of unsupervised learning is that
there is less reliance on a human expert to dictate behaviour, but a disadvantage
is that the resulting behaviour may not be of the same quality as that generated
by a supervised learning method.

3.2 Behave According to the Character Its Playing


Another challenge is to make the agent behave in character. This would require
a strong modelling technique for each character tied to the computational model
of the story and its constraints. We propose to build a model for each character
with a representative set of traits (e.g, scales ranging from lawful to evil, specific
tastes, overall role in the story, etc.) and any specific constraints regarding their
behaviour (e.g, a boss that is only intolerant with their employees, when at
work). This representation can be used to determine a characters behaviour in
certain scenes [9,11].

3.3 Adapt to Performers Behaviour Not Necessarily Observed in


the Past or Planned by the Author in the Script
Theatre plays are dynamic (or uncertain) to some extent. This uncertainty is
expected to increase with the implementation of an IN. An AI actor will need
to be able to adapt and change the narrative in ways that do not destroy the
overall narrative experience. However, these changes must be in keeping with the
overall narrative and be facilitated by the Drama Manager. This believable and
adaptable AI actor cannot introduce plot or character details that will radically
change the character in a way that threatens the coherency of the narrative.
236 N. Velissaris and J. Rivera-Villicana

As opposed to games, the fact that performers do not have limitations regard-
ing the actions they can perform increases the complexity of this problem. For
example, in text-based games, commands not recognised are simply not pro-
cessed by the system, prompting the player to try with a different command. A
factor that helps mitigate this challenge is that a scene is bounded by space and
time, limiting the number of possible actions for the agent and the performers.
The approach we propose aims to have an agent whose behaviour can gener-
alise to different situations by (1) selecting a diverse recruitment base to learn
behaviour that captures a variety of possible responses to specific events, (2)
implement goal/plan/action recognition to map novel events to event types that
have been observed by the agent during training, and (3) encode some predefined
behaviour for events that may not have been covered by the previous steps [15].

3.4 Perform Drama Management for More Than One Subject


Existing literature focuses on managing the experience and choices of a single
player. In our case, the agent needs to manage the choices of as many perform-
ers present in a scene, while the general experience is being managed for the
audience.
Having multiple subjects to manage is expected to increase the complexity
of the DM problem [2], however, the fact that the performers possess knowledge
regarding the expected outcomes of the story, and are expected to cooperate
towards reaching them, may reduce the dynamism compared to traditional DM,
where the players lack of knowledge, as well as their own preferences contribute
to deviations from the author’s intended narrative. As, in our opinion, this is
the most challenging goal at this time. We aim to observe Riedl et al.’s approach
and evaluate its performance to find avenues for improvement [13].

4 Conclusion and Future Work


The steps we propose towards achieving this proposed modality are as follows:
1. Using the existing script for The Melete Effect as the basis of the drama
manager to develop multiple possible permutations of the narrative.
2. Learning character behaviour from actors and/or players using player mod-
elling techniques.
3. Introducing an AI Actor in different roles to see how it responds to different
story possibilities.
4. Combining the previous steps into a single system.
In closing, we believe that this evolution of INs and AI is similar to the
evolution seen in genre storytelling in other mediums. There will be many per-
mutations and evolutionary leaps that will be required before we can establish
definitively how INs and AI can work in live theatre environments. Similar to
Murray’s view of the creation of Hamlet on the holodeck [7], our aspirations
are to bridge the barriers of technology and performance in a way that can
revolutionise the live experience of storytelling for an audience.
Towards Intelligent Interactive Theatre 237

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Technologies
Towards Procedural Generation of
Narrative Puzzles for Adventure Games

Barbara De Kegel1 and Mads Haahr2(B)


1
University College Dublin, Dublin, Ireland
2
Trinity College Dublin, Dublin, Ireland
mads.haahr@tcd.ie

Abstract. Narrative puzzles involve exploration, logical thinking and


progressing a story. This paper presents a narrative design innovation in
the form of a system for the procedural generation of such puzzles for
use in story-rich games or games with large open worlds. The approach
uses an extended type of context-free grammar as the basis for both the
generation algorithm and the puzzle solving. Each designer-defined rule
in the grammar defines a possible behavior of item types in the game
world. Puzzles are generated at runtime on a per area basis, through
recursive generation of inputs for outputs. Given a valid grammar, the
system guarantees that its puzzles are solvable.

Keywords: Procedural content generation · Puzzles · Interactive


narrative · Authoring tools

1 Introduction
Narrative puzzles can be defined as puzzles that form part of the progression of
a narrative, whose solutions involve exploration and logical as well as creative
thinking. They are a key component of adventure and story-driven games, and
often feature in large open world games, including RPGs. Narrative puzzles can
be viewed as temporary obstacles to the story’s advancement; though they do
not always have to be solved in a precise order, certain puzzle sequences generally
need to be solved before proceeding to others. Typically, good narrative puzzles
involve making logical connections, which may not be immediately obvious, but
which ultimately comprise a satisfying solution. Puzzlers typically find solutions
by exploring the environment and investigating ways in which objects can be
manipulated. Examples of narrative puzzle patterns identified by Fernández-
Vara et al. [3] are: (a) Figuring out which item a character desires, usually
leading to a reward in exchange; (b) Logically combining two objects to change
their properties, or to create a new object; (c) Disassembling an object into useful
components; (d) Saying ‘the right thing’ to convince a character to provide aid;
and (e) Acquiring a key to open a new area.
Due to space constraints, we are not able to present a detailed review of
related work here, but we refer the reader to our recent survey of procedural
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 241–249, 2019.
https://doi.org/10.1007/978-3-030-33894-7_25
242 B. De Kegel and M. Haahr

generation of puzzles [2], which contains a section on narrative puzzles, including


Puzzle-Dice [3], as well as work by Dart and Nelson [1] and van der Linden et
al. [4].

2 Design
Our system aims to improve replayability of smaller story-driven games as well
as offer way to improve the narrative engagement of games with large open
worlds and a high degree of procedural content. Our approach is inspired by (and
improves upon) Puzzle-Dice [3], specifically in terms of expressivity, usability and
scalability, while maintaining the guarantee of solvability.

2.1 Core Concepts


The approach is based on a context-free grammar that defines possible behaviors
of game items. The puzzle generator integrates with a game world to create
puzzles on the fly based on the current state of the world. There are three
components that feed into the generator: a database of all items that can be
used in puzzles, a set of grammar rules that describe the space of all possible
puzzles, and a list of the game areas. Several core concepts form the basis of
these components:

– Items: Conceptual game objects which are defined by their type(s) and prop-
erties.
– Properties: Named characteristics of Items, which have a value of specific
value type.
– Rules: Possible in-game actions, composed of an output Term, a set of by-
product Terms, an Action and a set of input Terms (see Fig. 1).
– Terms: The main units out of which Rules are composed, each is defined by
a single type and an optional list of properties.
– Action: The unit of a Rule that described the player’s action in carrying out
a rule.
– Area: A single connected space that forms part of the game world; used to
compartmentalize the puzzle generation.

The definition of the components is flexible in terms of the designer-defined


content they can support, allowing the generator to be applied to a range of
different types of games.

Fig. 1. Abstract representation of the general structure of a rule.


Procedural Generation of Narrative Puzzles 243

The generator uses the set of production rules that constitute the grammar
in a left to right direction to generate a puzzle backwards from an end goal. The
backwards process ensures the puzzle is solvable. In a game that incorporates
the generated puzzles, the same rules—but used in the right to left direction—
function as game logic.

2.2 The Puzzle Items

A puzzle item is a conceptual representation of a tangible object that can be


used as part of a generated puzzle. Each puzzle item has a unique name, an
optional list of properties, and an associated visual representation, e.g., a Unity
prefab. There may be more than one puzzle item for an object that has multiple
states, e.g., a tree in summer and that same tree in autumn. These specificities
in item definitions are left open to the game designer.
Items’ properties are defined by their name and type; the type—string,
boolean or integer—determines the legal values for the property. Properties are
freely defined by the game designer and can be tailored to the needs of the puzzle
game. There are no required properties; if a property is not defined for an item,
the generator assumes it does not have this property, or for boolean properties,
assumes the value is False. For example, not specifying the carryable property
is equivalent to marking an item as ‘not carryable.’
There are several special properties which have explicit logic attached to
them. One is the carryable property; an item is queried in-game for this specific
property to determine whether it can be added to a player’s inventory.
Another special property is the isa property, which can be used to define
all the categories (i.e., super classes) a certain item belongs to; e.g., a PineTree
might have the isa properties Tree and Plant. The value associated with an
isa property may or may not be the name of another item in the puzzle items
database. The name of an item is automatically considered an isa property of
that item—it defines the most specific category the item belongs to. In addition,
every puzzle item is automatically considered to be a sub-type of the type Item.
The isa property allows for hierarchies among the types of puzzle items, which
is central to the functioning of the grammar rules discussed in Sect. 2.3.
The contains property is also a special case—though it is a string property,
its value is interpreted as a puzzle item. As will be discussed in Sect. 2.3, this
property is particularly important in the definition of rules, which can refer to
transient item states.
Finally there are two special properties that can be used to restrict the possi-
ble locations of puzzle items. The notSpawnable property, indicates that a puzzle
item can only be used if it is already part of the game world, and will not be
instantiated as a rule output, e.g., a large lake. The area property can be used
to specify the legal areas for spawning and/or using an item, allowing the game
designer to control which items may be included as part of a puzzle on a per-area
basis.
244 B. De Kegel and M. Haahr

2.3 The Grammar


The grammar, which comprises of a set of production rules, describes the space
of all possible puzzles. Each rule describes a relationship between a set of inputs
and a set of outputs, in a format that is loosely based on the format of rules
that make up a context-free grammar. The rules serve a dual purpose: they are
used by the generator to create puzzles and as game logic. The general format
of a rule is as follows:

itemT ype[properties0...n ]1...n ::= action itemT ype[properties0...n ]1...n (1)

In a context-free grammar, all the productions are one-to-one, one-to-many


or one-to-none. The rules that comprise the puzzle grammar fall under the first
two categories. Production rules are read from left to right and can be interpreted
as breaking down an output into its input(s), or replacing an output with one or
more inputs. A puzzle, in the form of a tree structure, is created by iteratively
(recursively) decomposing outputs, starting from an end goal.
In practice, the rules can (and often do) have multiple outputs because the
right and left hand sides of the rule describe which items exist in the gameworld,
and in what state, before and after the rule is applied. For generating a puzzle
only the first output is important, and the others are considered by-products.
For example, in rule 2, which expresses chopping down a tree, the axe is not an
outcome, but it is important to account for the fact that it was not consumed as
part of the execution of the rule. Each input (right-hand side term), is considered
to be destroyed if it does not appear as an output (left-hand side term). The
exception to this is an input that appear as the value of the contains property
for an output—these are also not considered destroyed. Rule 3 shows an example
of this type of behavior.

T reeStump Axe ::= ChopDown T ree Axe (2)

Container[contains : Eggs] ::= Gather Eggs Container (3)


The output of each rule is thus one or more terms, while the input is composed
of at least one term, as shown in Fig. 1. Terms represent the non-terminals of
the grammar while the puzzle items represent the terminals. There are implicit
rules for replacing terms with specific puzzle items—terms can be seen as boxes
with descriptions of what kind of puzzle item could be placed inside.
The terminals (puzzle items) are not directly used in the authoring of the
grammar rules; a designer only looks at linking terms (non-terminals) to other
terms. Internally, the puzzle generation system contains logic for determining
which non-terminals could be replaced with terminals from the item database.
The grammar is only valid if each input term can be matched to at least one
output term in a different rule, or at least one puzzle item. Designers should be
conscious of this when authoring the puzzle rules.
Terms have an item type and an optional list of properties. The item type
corresponds to the previously described isa property and can be specific (e.g.,
Procedural Generation of Narrative Puzzles 245

PineTree) or general (e.g., Plant). The more general the type, the more puzzle
items have the potential to be matched to a term. The special type Item can be
used for terms that are allowed to be replaced by any puzzle item.
The properties associated with a term are fundamentally the same as those
for a puzzle item. For a puzzle item to match a term it must be of the same type
or a sub-type as the term’s type, and it must include all properties of the term
(though it can have many more properties than those required by the term).
Besides inputs and outputs, each rule must also have an action, which can
be considered a terminal. This action is only used as part of the second purpose
of the rules, i.e., as game logic, and has no bearing on the puzzle generation.
The action is associated with the first input term, and as such, it is important to
consider the order of the input terms; for example in rule 2, the action ChopDown
should appear attached to the Tree term, rather than the Axe term.

2.4 The Puzzle Areas

Each puzzle area corresponds to a connected area in the game world and must
have an associated goal. The goal is used by the generator as the starting point
for generating a puzzle for that area. A designer can associate multiple possible
goals with each area in order to increase the possibility space of puzzles that can
be generated for that area. The format of an area goal is the same as that of a
single term in a rule of the grammar. Each goal specifies a type of puzzle item
that must be obtained, and an optional list of properties that must be fulfilled
for that item. The generator checks that the goal cannot be satisfied by any
intermediate items that are chosen as part of the puzzle, as this would result in
a player completing a puzzle prematurely.
Besides a goal, a puzzle area has a unique name, a list of connected areas,
and maximum puzzle depth. The maximum depth refers to the depth of the
tree structure representation of the puzzle that is created by the generator.
Puzzle areas can be predefined, or in the case of a procedurally generated game,
they could also be automatically defined at run-time based on environmental
attributes. The player’s current in-game area is tracked by the generator and
used to spawn puzzle items pick area appropriate rules.

2.5 Puzzle Generation

The puzzle generator works by recursively generating inputs for outputs using
the set of rules that make up the puzzle grammar. The rules are used in the
left to right direction as production rules and do not take into account the
by-product terms. Puzzle generation is done live, i.e., while the game is being
played, on the basis of currently accessible areas and items. At a high level
(between areas), generation is running forwards throughout the game, but at a
low level (within each area), generation runs backwards. This forward-backwards
combination ensures solvability, quality and lack of repetition for the generated
puzzles.
246 B. De Kegel and M. Haahr

At the start of the game, a puzzle is generated for the area that has been
designated as the start area. Finishing a puzzle for one area, (i.e., achieving
the area’s goal), causes all its connected areas to become unlocked, and triggers
the generation of puzzles for those newly available areas. This forwards part of
the algorithm can branch off into different tracks depending on the specified
connections between areas. The system maintains each of the available areas
independently, so multiple puzzles can be in progress at the same time. The
overall forward direction of the algorithm allows for scenarios in which an item
that is needed to solve a puzzle for one area must be retrieved from another
area.
When generating a puzzle for an area, the algorithm begins by finding a rule
with a left hand side term that matches the current area’s goal. The area goal is
analogous to the grammar’s start symbol. From that starting rule, the generator
continues trying to substitute right hand side terms for other terms until no
suitable rule can be found to perform such a substitution, or the area’s depth
limit is reached. At that point, the generator adds the puzzle item (terminal) that
matches the last term to the game world. The rules used for the substitutions
are recursively chained together into a tree structure that defines the entirety
of the created puzzle. The items spawned in the world correspond to the input
terms for the rules that make up the leaves of that tree.
An example of a generated puzzle is shown in Fig. 2, followed by the rules
that would be chained together to create that puzzle. In reality, it is the rules
that make up the nodes of the tree, rather than the terms, but the terms make
for a clearer representation of the structure. The narrative solution to this puzzle
is as follows: first the player must assemble a disguise out of glasses and a fake
moustache and set of a car alarm to distract the security guard; these events can
happen in either order. Then the player can steal the distracted security guard’s
badge, and proceed to unlock the safe with it. Finally, once the safe is unlocked,
the player can open it and access the gold (the goal of the puzzle).

Fig. 2. An example puzzle tree.

Gold Saf e ::= Open Saf e[locked : F alse] (4)


Saf e[locked : F alse] Badge ::= U nlock Saf e[locked : T rue] Badge (5)
Procedural Generation of Narrative Puzzles 247

Badge Security ::= Steal Security[distracted : T rue] Disguise (6)


Security[distracted : T rue] ::= T rigger CarAlarm Security[distracted : F alse]
(7)
Disguise ::= CreateDisguise Glasses F akeM oustache (8)

Matching Terms. Terms can be matched to other terms according to their


types and properties. The properties must be an exact match, but the type of
the output term can be the same or more general than the type of the input
term. For example, an input term of type Tree could be replaced by a rule with
an output term of type Tree or Plant but not by one of type PineTree.
Notably, the generation algorithm does not wait until it reaches a terminal
to pick a matching puzzle items for a term but rather attempts to find one as
early as possible. The reason is that this allows for the use of more specific rules,
widening the scope of possible puzzles. Terms become more specific as a result
of an associated puzzle item, and can then be matched to a wider variety of
output terms in other rules. For example, a rule with an input term with type
Tree, as in the previous example, might pick a PineTree item as the matching
puzzle item and change its type accordingly.
When an item replacement is found for a term, that item is passed up the
tree to previously visited rules, and attached to corresponding terms. In this
way, each term in each rule in the puzzle tree structure will have an associated
puzzle item when generation completes, for use during the solving of the puzzle.

Generation per Game Area. The game areas are modular but conscious of
their context. New puzzles are created on a per area basis, with the generation
algorithm taking into account all currently accessible areas, all items currently
in the world, and all items in the player’s inventory. The generator ensures that
puzzle items chosen for a term are accessible and appropriate, making use of the
items’ area and notSpawnable properties. Additionally, generation will terminate
upon reaching an intermediate puzzle item that already exists in the world to
prevent recreating a puzzle that the player has already solved, or creating a
puzzle that is trivial, because the player already has the goal item.

Fig. 3. A layout of how puzzles in different game areas can be interconnected.

Figure 3 shows how puzzles in each area can re-use items from previously
visited areas. For example, the goal for area 1 is re-used as one of the input
248 B. De Kegel and M. Haahr

items needed to acquire the goal for area 2, and one of the items from area 2
can be re-used as an input to a puzzle in area 3. Puzzles are generated per area
in a linear order for this example, e.g., the puzzles for area 2 are created after
the goal for area 1 has been achieved.
We do not make the assumption that the world is empty at the start—
existing objects in the scene can be included in the puzzles, if they are identified
as puzzle items. This is an important design choice for integrating puzzles into an
environment. Puzzle items could correspond to environmental features, such as
a lake, or large static structures, which are more easily placed in the game world
as part of scene design, allowing for freedom in the construction of the game
world. One reason for this choice is the potential use of this puzzle generator
in a game with a procedurally generated environment, such as Minecraft or No
Man’s Sky. In these games, the puzzle generator could run as a separate layer on
top of the existing generator and construct puzzles featuring already spawned
game objects, environmental features and NPCs.
The puzzle generator also tracks the depth of the tree that represents the
current puzzle, allowing for a designer specified puzzle length. The number of
actions needed to solve a puzzle is also determined by the breadth of the tree but
due to a low average branching factor (most rules will have one or two inputs),
depth influences the length of the solution sequence more than breadth.

2.6 Puzzle Solving

Next to puzzle generation, the grammar rules also provide the in-game logic
that allows a player to solve a generated puzzle. For this purpose the rules are
used from right to left; the inputs on the right hand side must be satisfied in
order to produce the output(s) on the left hand side. Inputs are satisfied when
they are co-located, which could be through use of an inventory system, and
have all of the required properties. When the inputs for a rule are satisfied,
the action to execute that rule is provided to the player. Only when the player
chooses that action is the rule actually executed, i.e., are its inputs replaced
by its outputs. While the generator only looked at the first (main) output, each
output is important in-game because they indicate which items should be created
and/or destroyed.

3 Conclusion

This paper presented a way of procedurally generating narrative puzzles that


builds onto what was achieved with the Puzzle-Dice system. The approach can
be integrated into existing games, given that the game designer defines puzzle
items, rules and game areas as they pertain to his/her game. The difficulty of
the puzzles is determined by the designer. As a preliminary evaluation, we have
developed a small proof-of-concept game in Unity using the narrative puzzle
generator. The game was made with free 3D assets and set in an environment
with two areas; a grass field, and a river bank. The areas contained game objects
Procedural Generation of Narrative Puzzles 249

designated as puzzle items, including trees, corn stalks and a well. On a given
playthrough, each of these may or may not be used in the puzzle (depending
on the puzzle created), but it is always possible to interact with the items. This
adds consistency to the world, and can throw the player off in terms of what
items he/she needs to complete the puzzles for an area. In future work, we plan
to create a bigger game and evaluate the approach through a user study.

References
1. Dart, I., Nelson, M.J.: Smart terrain causality chains for adventure-game puzzle
generation. In: 2012 IEEE Conference on Computational Intelligence and Games
(CIG), pp. 328–334. IEEE (2012)
2. De Kegel, B., Haahr, M.: Procedural puzzle generation: a survey. IEEE Trans.
Games (2019). https://ieeexplore.ieee.org/abstract/document/8718565
3. Fernández-Vara, C., Thomson, A.: Procedural generation of narrative puzzles in
adventure games: the puzzle-dice system. In: Proceedings of the Third Workshop
on Procedural Content Generation in Games, p. 12. ACM (2012)
4. van der Linden, R., Lopes, R., Bidarra, R.: Procedural generation of dungeons.
IEEE Trans. Comput. Intell. AI Games 6(1), 78–89 (2014)
JUNGLE: An Interactive Visual Platform
for Collaborative Creation
and Consumption of Nonlinear
Transmedia Stories

Mubasir Kapadia1(B) , Carlos Manuel Muniz1 , Samuel S. Sohn1 , Ye Pan2 ,


Sasha Schriber2 , Kenny Mitchell2,3 , and Markus Gross2,4
1
Rutgers University, Newark, USA
mubbasir.kapadia@rutgers.edu
2
Disney Research, Pittsburgh, USA
3
Edinburgh Napier University, Edinburgh, UK
4
ETH Zurich, Zürich, Switzerland

Abstract. JUNGLE is an interactive, visual platform for the collaborative


manipulation and consumption of nonlinear transmedia stories. Intu-
itive visual interfaces encourage JUNGLE users to explore vast libraries
of story worlds, expand existing stories, or conceive of entirely origi-
nal story worlds. JUNGLE stories utilize multiple media forms including
videos, images, and text, and accommodate branching narrative out-
comes. We extensively evaluate Jungle using a focused small-scale study
and free-form large-scale study with careful protection of study partic-
ipant privacy. In the small-scale study, users found JUNGLE’s features
to be versatile, engaging, and intuitive for discovering new content. In
the large-scale study, 354 subjects tested JUNGLE in a realistic 45-day
scenario. We find that users collaborated on story worlds incorporat-
ing various forms of media in multiple (on average two) possible story
paths. In particular, we find through initial observations that JUNGLE
can evoke creativity: traditionally passive consumers gradually transi-
tion into active content creators. Supplementary videos showcasing the
JUNGLE system and hypothetical example stories authored using JUN-
GLE independently hosted here and here.

Keywords: Storytelling · Story authoring · Nonlinear transmedia


stories

1 Introduction
As the patterns of consuming and creating story content evolve, stories are
increasingly generated by many authors working together to create rich, immer-
sive, often interactive, and engaging experiences that are told across multiple
media formats. Traditionally passive consumers are now dynamic prosumers,
who like to be actively engaged in influencing the outcome of narratives. Existing
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 250–266, 2019.
https://doi.org/10.1007/978-3-030-33894-7_26
JUNGLE 251

online platforms and communication systems provide isolated support for collab-
oration, nonlinearity, or transmedial stories. However, there exists no accessible
platform for collaborative authoring and consumption of nonlinear transmedia
stories.
There are four key requirements towards meeting this goal. (1) Exploration:
It should be intuitive to explore vast libraries of complex, nonlinear, transme-
dial stories in an effort to find new stories to consume and contribute to. (2)
Consumption: The system should facilitate the discourse of nonlinear and trans-
medial story content, with stories told using multiple media forms, and branch-
ing in different directions. (3) Collaborative Creation: It should be easy to add
new content (text, images, video, etc.) while working with others. (4) Seamless
Interfaces: A seamless transition between exploration, consumption, and cre-
ation should simplify the process of finding new stories to consume and identify-
ing points in the story to build upon, effectively empowering even traditionally
passive content consumers to become prosumers.

Fig. 1. Visual interfaces in JUNGLE: (a) A planet-based metaphor for exploring large
collections of story worlds. (b) Selecting a story planet allows the user to explore
stories (visualized as continents) in that particular story world. (c) A traditional list-
style interface for story exploration. (d) Interface for story consumption with left panel
visualizing the story graph. (e) User selects an alternate branch of the story to consume.
(f) Sketchboard interface for collaborative editing of story bits. (g) Story bits can be
easily integrated into existing story. (h) Resulting story. Camera images sourced from
Wikimedia under either Creative Commons license or from the Public Domain.

In this paper, we present JUNGLE, an interactive visual platform for the col-
laborative authoring and consumption of nonlinear, transmedia stories. JUNGLE
was iteratively designed to make exploration intuitive, collaboration on ideas
straightforward, addition to existing nonlinear and transmedial story content
easy, and transitions between exploration and consumption unobtrusive. We
introduce a general representation of a story which is visually encoded at differ-
ent levels of abstraction, each of which caters to a particular interaction task. We
explore the benefits and trade-offs of a traditional side-scrolling interface and a
planet-based metaphor for exploring stories among multiple story worlds. Stories
are consumed using a bi-directional scrolling interface with support for branch-
ing. A sketchboard interface is introduced to promote collaboration on individual
252 M. Kapadia et al.

media elements (story bits), which can then be integrated into a story to fork
it into new and exciting directions. In addition, we provide a comprehensive
evaluation with two studies: first, a small-scale study to focus on the usability
of JUNGLE and next, a large-scale study to demonstrate that long-term engage-
ment in this platform results in (a) collaborative efforts to produce new story
worlds, (b) a diverse assortment of linear and branching narratives told through
multimedia, and (c) a trend of users transitioning from consumers to prosumers.
The primary purpose of JUNGLE and study is to facilitate the collaborative
content ideation and creation process. The study scope has been for evaluation
of the JUNGLE system as a means of research on enhanced cooperative creation
tools, without intent of productization or commercial outcome. The concepts
of ownership, access rights, audience adaption, prosumer migration of franchise
cannon and wider prosumer media scenarios (e.g. video games) could potentially
be developed in the JUNGLE platform, however, these emerging and complex
topics are explicitly beyond the scope of this paper.

2 Related Work
Storytelling has been explored from a wide variety of perspectives (both aca-
demically and commercially) toward the development of platforms for collabo-
rative user-generation of interactive stories using different media. Storied Navi-
gation [26] provides an intuitive video editing interface to piece video clips from
a text annotated corpus to create compelling video stories. GameBridge [22]
presents a nonlinear transmedia story concept within the “Game Of Thrones”
story world that combines plot points from the TV show and books. Shwirtz
and colleagues [27] explore the impact of social media as a storytelling medium,
and its potential for innovative creators to push the boundaries and invent new
genres of content and means of connection with audiences. Sadauskas et al. [24]
present a prewriting support tool to prepare meaningful writing topics from
social media. Balabanović et al. [6] presents a physical interface for local photo
sharing, analogous to a conventional photo album, as well as recording of sto-
ries that can be sent to distant friends and relatives. The Graphic StoryWriter
(GSW) [30] enables users to create stories through the manipulation of graphic
objects in a simulated storybook, relying on a rule-based story engine to guide
story development and generate text. CANVAS [16] provides a visual storyboard
metaphor for authors to rapidly prototype and visualize 3D animated stories.
Interactive stories [12] strive to transform traditional passive experiences into
immersive, engaging experiences where the user can influence the outcome of the
narrative. Andrews et al. [5] presents an interactive branching comic for consum-
ing interactive digital narratives. More generally, interactivity is important for
exploring new content. Utilizing the Space-Time Continuum creates Adaptive
Storyworlds [25] that inspire a framework completely controlled and organized
while yet still available to free and open exploration. Mauro and Ardissono [21]
developed a co-occurrence graph for the exploration of complex information
spaces such as those managed by Geographical Information Systems. Games
JUNGLE 253

are also a popular medium of interactive storytelling with extensive research


in computational intelligence [15,23] to help authors create compelling freeform
interactive narratives. Non-linear choice driven narrative creation systems with
procedural generative methods are also emerging for story-centric video games
[14]. Lessel et al. [19] investigated how an interacting collaborative audience
could influence the course of action in gaming live-streams such as in “Twitch
Plays Pokemon”.
Some frameworks focus on collaboration. Storeys [11] is a graph-based visual-
ization tool for collaborative story writing that represents stories in a branching
tree of individual text sentences. Motif [18] uses storytelling patterns extracted
from expert-authored stories to guide novice users. Liu et al. [20] proposed a
hypermedia approach to collaborative storytelling activities in social media envi-
ronments to enable students to integrate the episodes of others to develop dif-
ferent branches of stories into a coherent story. Ensemble, [17] a collaborative
writing platform, presents an approach to guiding the diverse perspectives of a
creative crowd by using a leader with a high-level vision for a story that articu-
lates constraints. Basaraba proposes a framework to facilitate the collaborative
authorship of non-fiction interactive digital narratives [8]. StoryMINE [28] is a
platform for creating and consuming multiplayer interactive narrative experi-
ences, in which players experience different narratives. Capturing player inter-
actions in multi-player games [29] brings forth a Multi-Participant Interactive
Narrative Framework for games.
Among commercial platforms, Interlude [1] provides a web-platform for cre-
ating interactive video stories. Likewise, Storycanvas [2] facilitates the authoring
of interactive stories with a storyboarding tool, and Storyverse [3] hosts profes-
sionally created 3D interactive narratives. Existing online platforms and com-
munication systems provide isolated support for collaboration, nonlinearity, or
transmedial stories. JUNGLE aims to provide a unified solution for the collabora-
tive creation and consumption of nonlinear transmedia stories that is accessible
to everyone.

3 JUNGLE Platform
We describe the various capabilities of the JUNGLE platform and the theoretical
motivations that influenced them. The careful user studies described in later
sections explain the empirical motivations behind this research on data-driven
collaboration enhancement.

Story Representation. Stories created, explored, and consumed in JUNGLE


are nonlinear and transmedial; each story may be composed of a combination of
text, images, audio, video, and other media formats, and may branch in different
directions, depending on the viewer’s preference. Formally, a story is represented
as a directed acyclic graph. This ensures that it is not possible to experience
repetitions unless the story is specifically authored in that way. Each node in
the story is a story bit: a story atom which corresponds to a single scene in the
254 M. Kapadia et al.

progression of a story and is composed of text, image, audio, or video. JUNGLE


also supports story bits that are an image sequence, or a combination of text and
image (e.g., a panel in a comic). Entry and exit nodes indicate the beginning
and end of a story, though story graphs can contain multiple entry and exit
nodes. Edges represent plausible transitions between story bits. Branching nodes
contain multiple outgoing edges to split the story into different directions. A
path traversal from any entry node to any exit node represents one plausible
linear story. A story world is a collection of stories (multiple, disconnected story
graphs) that share a common theme.

Visual Story Metaphors. The


general representation of a story
described above is visually encoded
at different levels of abstraction and
presented to the user, catering to
particular interaction tasks: explo-
ration, consumption, or collabora- Fig. 2. Planet visualizations of different
tive creation. We explore the trade- hypothetical story worlds authored using
JUNGLE. (a) A simple linear story for Alice
offs between a traditional scrolling-
in Wonderland. (b) A branching story in
style exploration interface and a Leila. (c, d) A complex story world com-
planet-based metaphor for exploring prising many disconnected, nonlinear stories
stories among multiple story worlds. called Once Upon A Time.
Stories are consumed by scrolling in
a manner similar to current web-based consumption experiences, with the possi-
bility to move horizontally at decision points. A sketchboard (i.e., virtual white-
board) is proposed for users to collaborate on individual story bits, which can
be introduced into the story graph to branch the story into exciting new direc-
tions. Engaging users in rich collaborative interactive entertainment environ-
ments to facilitate narrative world creation is beginning to develop for video
games [4]. In addition to providing an interesting and engaging user experience,
for example, our planet visualization serves a few careful purposes in prosumer
collaborative creation. The use of spherical story graph layout provides a form
of focus+context graph visualization (similar to Du et al.’s iSphere [13]) whilst
remaining in 3D with familiar spatial reasoning, and the pictorial terraform-
ing style is aimed at enhancing recall of story forms among collaborators (after
observations of Borkin et al. [9]).

Story Exploration. Beyond the managed studies of this research we foresee,


JUNGLE could contain a plethora of user-generated and professionally curated
story worlds, each with a collection of nonlinear, transmedial stories. Navigation
and unique visualization systems tailored by task facilitate the exploration of
such a large, complex, and heterogeneous dataset. We first provide a traditional
flat approach that displays a list of available story worlds. Clicking on a specific
story world expands a drop-down menu with title cards for each available story
in that world. The user can then browse through the list of title cards by scrolling
JUNGLE 255

horizontally, as illustrated in Fig. 1(c). We then introduce a planet metaphor for


visualizing and exploring stories in JUNGLE. Each story world maps to a planet
in the JUNGLE story ecosystem, whose continents refer to disconnected story
graphs. Continents are overlaid with graphs to visualize the structures of the
corresponding stories. Their shapes are procedurally generated based on their
story graphs, but the relative size of a continent is decided based on its rank
within the story world (Fig. 2). Entry points to these continents are represented
by images projected out from the planet and grouped together according to
number of story bits shared.
Different visual attributes of the planet metaphor can be mapped to seman-
tics in the underlying stories. For example, story worlds can be ranked in a way
that determines their planets’ locations between the foreground and the back-
ground. Higher ranked planets are pulled towards the foreground, making them
appear large than planets in the background (Fig. 1(a)). There are several mea-
surements which users may find useful for this work’s purpose of enhanced collab-
orative creation processes, e.g., number of likes, user-creation activity, number
of branching story bits, longest path length, and total number of story bits. As
the JUNGLE story ecosystem evolves with new content and consumption patterns,
the planets dynamically adapt to meet the trends of the users and the continents
dynamically reshape themselves to match the structures of the stories. In future,
the visualizations could further support the user’s preferences, allowing them to
control personalized views of their preferred content.

Comparison. Although list-based visualization is pre-established and mini-


mal, there are a couple of limitations that do not suit JUNGLE’s usage. First, lists
effectively have one monotonic degree of freedom for navigating. A list ordered
by measured engagement takes more effort to find stories with lower activity,
which in turn may make active stories become increasingly active and there-
fore potentially isolate other stories. This discourages exploration of new and
unknown stories and story worlds. On the other hand, the planet-based visual-
ization does not share this potential limitation. The most popular story (that
a list would start at) is the first visible continent on the planet. From this ini-
tial view, the user is able to navigate with two and three unrestricted degrees
of freedom. Also, although the planet is initially focused on the continent with
highest activity measures, the other continents are not arranged by engagement
as they would be in a list. This facilitates the unbiased exploration of the story
ecosystem.
Another limitation of the list-based visualization is its inability to compare
elements. In the planet-based visualization, the relationship between a given
continent and every other continent can be embedded in its position. For a list
to encode the same information, each continent must explicitly store similar
continents, leading to redundancy. While the planet metaphor inherently takes
more effort to learn than the ubiquitous list representation (in part, due to its
novelty), it can potentially encourage more exploration and introduce users to
new stories that match preferences under their full control.
256 M. Kapadia et al.

Story Consumption Interface. The user selects a story to consume (or add
to) using one of the two exploration modalities described above. This transi-
tions the user to the consumption interface by default. A unique challenge is to
consume stories that contain a combination of media forms, and have multiple
branching points. To meet these requirements, the user is presented with two
visual representations of the story, as shown in Fig. 1(d). The left panel contains
a traditional story graph representation which provides a complete perspective
of the entire story structure at a glance. The main panel provides a full-size view
of each story bit. Scrolling vertically allows the user to proceed down the current
story path, consuming story bits (text, images, audio, or videos) in accordance
to the progression of the narrative. This is similar to current consumption inter-
faces which present users with linearly ordered media atoms. In order to support
non-linearity in the story structure, the user has the option to scroll horizontally
at any decision point in the story graph, where the user may choose to continue
along the current story path, or take the story in a new direction. While con-
suming stories, users may post comments associated with specific story bits for
other users to read.

Story Creation. A sketchboard,


akin to a virtual whiteboard, is pro-
vided for users to work together to
create story bits – transmedial atoms
of a story. The creation of a story
bit entails two simple steps. First, Fig. 3. A hypothetical story using JUNGLE set
the user may either upload media within a “Once Upon a Time” story world.
elements or directly type text, and This simple story contains media composed
then the user can drag the tile onto of text, images, and video, and has two possi-
the sketchboard. This serves as a ble outcomes (image source see acknowledge-
visual representation for that partic- ments).
ular story bit. Multiple users may
simultaneously access the same sketchboard and collaborate in real-time, either
through interaction with the story bits, such as adding comments, or by directly
communicating with other active users through a traditional chat interface.
When a user is editing a story bit in the sketchboard, it is locked, prevent-
ing others from simultaneously editing the same story bit. When a user edits a
story by adding or removing story bits, a new story branch is created in the story
graph, at the junction where the user diverges from the current story. This leaves
previously authored stories untouched and mitigates any conflicts and merging
issues from arising during story creation. Story bits created in the sketchboard
are integrated into a story through a preview version of the consumption inter-
face. Users can simply drag the selected story bit to the corresponding position in
the story, thereby creating a new node in the story graph, and possibly introduc-
ing a new branching point. Users can preview new content and rapidly iterate
JUNGLE 257

through a seamless and collaborative creation-consumption cycle. In cases of


alternative views among collaborators, a conflict of ideas can be remedied by
branching the story graph (and perhaps rejoining at a future story bit). This
particular use captures the potential of branching in stories, allowing for both
small-scale changes (e.g., in a single character’s actions) and large-scale change
(e.g., the theme of the narrative). A basic hypothetical story with single branch
is shown in Fig. 3.

4 Usability Analysis

We conducted a small-scale Table 1. User study questions.


structured user study to eval-
Q1 I found it difficult to locate a specific story
uate the usability of the dif- Q2 I enjoyed browsing through the story selection
ferent parts of JUNGLE, and Q3 It was easy to find new content to explore
the system as a whole. In Q4 It was easy to explore different paths of the same story
addition, we performed a Q5 It was easy to consume different types of media
Q6 It was difficult to branch into new continuations of the
comparative analysis of the same story
two interfaces. Q7 It was easy to create stories together with other users
Q8 It was difficult to add different types of media to a
Participants. 15 subjects story
were recruited as part of this Q9 It was easy to create stories with different
continuations
study (9 male, 6 female) aged
between 19 and 34 years (μ = 24.54, σ = 5.67). Subjects had computer profi-
ciency and were all novice users with no creative or artistic background.

Experiment Procedure and Task. Each subject was first given a brief intro-
duction to JUNGLE and then asked to perform the following tasks in sequence:
(a) Exploration task using Interface A, (b) Exploration task using Interface B,
(c) Consumption task, and (d) Creation task. The exploration task required the
user to find a specific story within a pre-existing collection of user-generated sto-
ries from a previously conducted large-scale study (see description below). The
two exploration interfaces (traditional flat interface and planet interface) were
randomly ordered for each user to mitigate the effect of learning over successive
exploration tasks. For each exploration task, the user was asked to find a differ-
ent story. Upon selecting a story, the consumption task required the user to use
the consumption interface to go through the story while viewing the different
transmedial story bits, and exploring the different branching options within the
same story. The creation task involved uploading an image to create a new story
bit using the sketchboard interface and creating a new branch by integrating
them into the story.
258 M. Kapadia et al.

After each task, the subject was Table 2. Results of SUS scores
asked to fill out the System Usability System x̄ x̃ σ
Exploration (List) 77 77.5 4.93
Study (SUS) questionnaire [10], which
Exploration (Planets) 74.83 75 5.71
is a standard measure to quantify the Consumption 73.17 75 7.29
usability of a system. The questionnaire Creation 70.67 75 9.33
also included a few additional questions JUNGLE 72.67 75 10.10
(see Table 1) to qualitatively analyze
the exploration, consumption, and creation aspects of JUNGLE. Questions were
on a 5 point Likert scale (Strongly Disagree, Disagree, Neutral, Agree, Strongly
Agree). Redundant questions were interspersed within the regular set of ques-
tions to ensure the responses from the users were valid and not randomly entered.
Upon the completion of all 4 tasks and their respective questionnaires, the user
completed the SUS form for the whole system. The study was concluded with a
short oral debrief, having a total duration of less than 60 min per subject.
Table 2 shows the average, median,
and standard deviation of the SUS
scores for: (a) exploration using tra-
ditional flat interface, (b) explo-
ration using planet interface, (c)
story consumption, and (d) story
creation. While SUS scores are par-
ticularly valuable to measure the rel-
ative improvement of the system’s
usability across versions, we can use
guidelines [7] (SUS > 70 is consid- Fig. 4. User study questionnaire results.
ered to be “Good”), coupled with Questions marked with a prime symbol had
the oral feedback from the users at their response results inverted for consis-
the end of the study, to deduce that tency (Q’ = 5–Q1).
the users were able to successfully
use all aspects of JUNGLE without hindrance and minimal supervision or training.
No significant discrepancy in SUS scores between the specific aspects of JUNGLE
was observed, alluding to the relative maturity of the interfaces.
Users were asked additional questions to qualitatively evaluate the various
aspects of the system and to compare the two exploration interfaces. The ques-
tions are provided in Table 1. Some of the questions expected negative responses,
and additional redundant questions were also included in the study for valida-
tion purposes. The aggregate statistics of the user’s responses are illustrated in
Fig. 4. According to the study, users find it easy to consume stories in JUNGLE
with different media types, and are able to use the interface to explore the differ-
ent branching points in a narrative. In addition, users find that the sketchboard
provides an intuitive interface for collaboration between users and integration of
new story bits into the story graph.
JUNGLE 259

List vs. Planet Interface for Story Exploration. We compare the list and
planet interface for exploring stories on three factors:
(a) Q1’: Ease of finding a spe- Table 3. Comparative analysis between List and
cific story, Planet Interface for exploring stories in JUNGLE. The
(b) Q2: Enjoyment in brows- response values of Q1 have been inverted in this
ing, analysis for consistency.
(c) Q3: Discovering new and Q List Planet t df p 95% CI
unknown story content (Table 1). μ σ μ σ LB UB

Paired t-tests were conducted Q1’ 4.47 0.74 3.00 1.0 4.56 25.85 0.0001 0.81 2.13
Q2 3.53 0.92 4.60 0.74 –3.52 26.78 0.002 –1.69 –0.44
to compare the list and planet
Q3 3.07 1.16 4.13 0.63 –3.11 21.77 0.005 –1.78 –0.36
interfaces for these three fac-
tors. The analysis results are
reported in Table 3, which shows a significant difference in the mean user
scores for all three factors: (a) Q1’: t(25.85) = 4.56, p = 0.0001. (b) Q2:
t(26.78) = −3.52, p = 0.002. (c) Q3: t(21.77) = −3.11, p = 0.005. The results
suggest that the users found the traditional list interface easier to use for finding
specific stories and the planet interface more engaging for browsing through a
large collection of stories or for discovering new, previously unseen story content.
This indicates the potential for both interfaces to accommodate different kinds
of exploration tasks, as well as creative styles.

5 User Studies
In addition to the small-scale study described above, JUNGLE has been rigor-
ously evaluated with 6 studies conducted over a period of 1.5 years, the results
of which have been used to iteratively design and improve the platform. We
briefly describe the results of the first set of studies, which has led to the current
evolution of the JUNGLE platform.

(a) (b)

Fig. 5. (a) Average user activities for clusters of story planets with unique media
signatures. (b) User activity trends.
260 M. Kapadia et al.

5.1 Preliminary Studies

Five preliminary studies were completed for the purposes of validating the poten-
tial of collaborative authoring of nonlinear transmedial stories and to explore
group dynamics during the creative process. In the 1st and 2nd studies, a physi-
cal one-day workshop was conducted where users (19 and 18, respectively) were
asked to either write a whole story or finish a story. Users were split into groups
and asked to work together to create the stories and their conclusions. They
were encouraged to produce drawings, recordings, and take any material they
liked from free resources on the Internet. Surveys from these workshop studies
always elicited positive feedback towards the collaborative environment and the
task. In the 3rd and 4th studies, individual user tests were conducted where
users (5 and 6, respectively) of different nationalities were asked to interact with
a preliminary version of the planet-based story exploration interface. Follow-
ing a short tutorial, users found the planet metaphor intuitive and found the
notion of branching stories intriguing. In the 5th study, a preliminary version
of JUNGLE with exploration, consumption, and creation capabilities was released
to 190 users from all over the world. Users were invited to browse through the
story worlds and continue developing the stories in any way that they wished
using images, text, audio, or video. Collaboration was not supported in this ver-
sion, and users could not interact with each other. 80 out of 190 users developed
stories, while all users explored and consumed content in JUNGLE.

5.2 Large-Scale User Study

The sixth study was conducted with 354 users, who were given free access to the
JUNGLE platform over a period of six weeks. Users ranged from 16 to 71 years
old (μ = 32, σ = 8.54). 62% of the users were female, 37.7% male, and 0.3%
identified as gender queer. They were asked to test the platform with no further
instructions.

User Engagement. Users spent an average of 71 min on the platform with the
top 30 users spending an average of 380 min on the platform. Users visited 11498
scenes and contributed 1228 comments, 243 likes, and 1021 story path ratings.

Media. There were 50 user-created story planets containing at least 1 story


(the other planets were disregarded in this analysis). These planets consisted of a
rich diversity of media with 439 text bits, 1033 images, 38 videos, 214 composite
story bits (a combination of image and text), and 43 sequence story bits (a
slide show of images). The media signatures (i.e., relative distributions of media
elements) for these planets are illustrated in Fig. 6a. We cluster the 50 story
worlds together into the following categories: (a) Text-centric (20), (b) Image-
centric (6), (c) Video-centric (2), (d) Composite-centric (8), and (e) Mixed (14).
Figure 5a provides the mean user activities for the different categories of story
planets. Multiple trends stand out from the various activities of users across the
JUNGLE 261

(a) (b)

Fig. 6. (a) Media signatures of some user-authored stories. (b) Histogram of relative
user activity.

planets in our research study’s findings. Exploration dominates the activities of


users across all planet archetypes, perhaps owing to the relative novelty of the
JUNGLE research prototype. Video-centric stories were measured among study
participants to have the largest consumption times, on average, but also elicit
maximum consumption from participants. Video-centric planets also recorded
the maximum communication between users. Figure 7 illustrates stories using
different combinations of media.

Story Structure. We analyze the structure of Table 4. Aggregate story


the story graphs that were created by the users graph metrics across all user-
in terms of number of story nodes N , connec- authored story planets. N :
tivity Nc (measured in terms of number of sub- number of nodes in a story
graphs where any two nodes in a subgraph were graph. Nc : number of con-
connected to each other through a path traver- nected subgraphs in a story
sal), and maximum degree dmax of a story node. graph. dmax : Maximum degree
The relevant statistics are reported in Table 4. of a story node.
The largest story, “Tales of Terror” had 38 nodes Metric N Nc dmax
Max 38 6 6
(made up of text and composite story bits). Sto- Min 2 1 1
ries had a calculated average maximum degree of Mean 9.78 2.06 2.38
Median 7.5 2 2
2.38, with the majority of stories having between
2 and 3 story paths, and the maximum degree
observed 6 story paths. We observe that a majority of the stories had some
degree of nonlinearity (dmax > 1), with nearly 10 of the 50 planets having more
than 8 decision points at various stages in the story. Figures 7 and 9 illustrate
the graph structure of some stories that were created by users in JUNGLE. The
structure of stories ranged from strictly linear experiences to complex branching
stories with multiple decision points. More complex graph-theoretic measures
may be used to glean additional insights into the structure of the stories created
among users, which is beyond the scope of this study.
262 M. Kapadia et al.

Fig. 7. Stories with different media signatures. Node color indicates the media type:
Composite (orange), Text (cyan), Image (magenta), Video (indigo), and Sequence (yel-
low). The story titles are as follows: (a) Art and the Unconscious, (b) Mystery of the
Lost Wallet, (c) Panic on Planet Parmeson, (d) Tempo Vola, (e) A Tale of Two Lovers,
(f) Leila’s Story, (g) Play with Food. (Color figure online)

User Activity. Within the scope of this study with careful attention to pri-
vacy, we temporarily logged the activity profiles of users according to activity
type (exploration, consumption, creation, or communication) that the users were
currently engaged in. The activity trends over the duration of the study are
illustrated in Fig. 5b. Following an initial surge in user activity, we see a steady
pattern of exploration, consumption, and creation across users, with periodic
spikes that might be attributed to new story initiatives by active users. Note
that no professional content was added by us for the duration of this study.
All content was user-generated for this hypothetical collaborative creation study
only, without any intent of formal production. A histogram of the relative user
activity for all users is provided in Fig. 6b. While a large percentage of the users
spend the majority of their time exploring and consuming content, a significant
number of active users communicate and collaborate with one another to create
new story content.

User Up-Conversion. We mea-


sure the creation to consumption
ratio of all users over the study dura-
tion, and observe its trend (Fig. 8).
As demonstrated by the results,
users show a marked increase in cre-
ating new story content with time
spent on the platform. This is indica-
tive of user up-conversion where tra-
ditionally passive users who are more
likely to consume content, begin to Fig. 8. Creation to consumption trend in
actively create new story content, user activity for the duration of study.
together with other users. This may in part be due to the seamless coupling
of the exploration, consumption, and creation interaction tasks in the platform.
JUNGLE offers the agency for users, who prefer to consume content, to actively
engage with other users and create new stories.
JUNGLE 263

Collaboration. JUNGLE allows users to work together on the same story by


contributing new story bits and commenting on existing stories, which influences
how the stories evolve over time. We use a simple measure of collaboration as
the number of users who contributed story bits to a story. The number of users
that worked together to create each story planet during this study ranged from
1 to 6 collaborators (μ = 1.476, σ = 1.145). 461 users worked on 65 planets
while there were 49 planets with only 1 author. Figure 9 illustrates a set of story
graphs, created by multiple users, where the node color denotes a specific user.
Different creation patterns are observed where users may work independently on
different branches of the same story graph, or collaborate to iteratively contribute
to the progression of the same story path. There are many factors that are
not considered in this study. For instance, multiple users can contribute to the
same story bit using the sketchboard interface. Additionally, an indirect form
of collaboration occurs where users may not explicitly add new content, but
influence the evolution of the story by commenting on existing stories.

6 Conclusion
JUNGLE is an interactive visual platform that allows both novice users as well
as creative professionals to collaboratively create and consume branching story
structures that take the form of various combinations of video, images, and text.
JUNGLE has been extensively evaluated in both controlled studies and large-scale
free-form experiments with hundreds of users over several weeks of activity. Our
analysis shows that JUNGLE delivers users the ability to create and consume
nonlinear, transmedial stories. In addition, we observe a marked increase in the
creation activities of users with time spent on the platform (the longest study
lasted 45 days), which is indicative of user up-conversion.
While the platform is now in a
mature state that has been tested
and refined across studies spanning 18
months, we will continue to improve
JUNGLE based on user feedback. For
example, story ownership and access
rights will be integrated and studied
Fig. 9. Different story graphs that were
for more perspective on the collabora-
authored by JUNGLE users. Node colors
tive creation process. Our latest results indicate the user who was responsible for
reveal that users prefer different inter- creating the story bit. (a) Tempo Vola, (b)
faces (a list-style interface vs. a planet Leila’s Story, (c) Tales of Terror, (d) Panic
metaphor) depending on the explo- on Planet Parmeson. (Color figure online)
ration task. For future versions of the
platform, we would like to consolidate both these interfaces for exploring stories
into a single, unified experience.
JUNGLE opens up several exciting avenues of future research in story telling
and the analysis of the creation and consumption activities of different user
groups. We are interested in studying how new stories can be recommended
264 M. Kapadia et al.

to users (both for creation and consumption), based on their past activities.
Our story representation makes it possible for existing stories to adapt dynami-
cally and be personalized based on the viewers preferences. In future, analysing
whether users from different age groups have similar or different preferences in
interaction UI, content creation, and consumption behaviors. Further analysis
into the media signatures of stories authored will provide insights into new genres
and story archetypes of JUNGLE.

Acknowledgements. Kapadia has been funded in part by NSF IIS-1703883 and


NSF S&AS-1723869. Many additional colleagues served in the development of this
study, including Max Grosse, Rebekkah Laeuchi, David Sinclair, Isa Simo, Mark Miller,
Soheyon Jeong, Adriano Galati, Maria Cabral, Barbara Solenthaler, Miquel Farre,
Samir Mahmalat, Roberto Sousa, Nam Wook Kim, Tanja Kaser, Ancona Marco, Alesia
Marra, Maggie Kosek, Maurizio Nitti, Klinger Severin, Anslem Grundhofer, Peter Kauf-
mann, Hanspeter Pfister, and Bob Sumner. We thank Wikimedia with images sourced
as either public domain or under creative common license with attribution. Photogra-
phers include Magnus Manske, Christian Madison, Ed Yourdon, Sardaka, Puram Yun,
and Pepe Robles.

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Felt: A Simple Story Sifter

Max Kreminski(B) , Melanie Dickinson, and Noah Wardrip-Fruin

UC Santa Cruz, Santa Cruz, CA 95064, USA


{mkremins,mldickin,nwardrip}@ucsc.edu

Abstract. Story sifting, also known as story recognition, has been iden-
tified as one of the major design challenges currently facing interactive
emergent narrative. However, despite continued interest in emergent nar-
rative approaches, there has been relatively little work in the area of
story sifting to date, leaving it unclear how a story sifting system might
best be implemented and what challenges are likely to be encountered
in the course of implementing such a system. In this paper, we present
Felt, a simple query language-based story sifter and rules-based simu-
lation engine that aims to serve as a first step toward answering these
questions. We describe Felt’s architecture, discuss several design case
studies of interactive emergent narrative experiences that make use of
Felt, reflect on what we have learned from working with Felt so far, and
suggest directions for future work in the story sifting domain.

Keywords: Emergent narrative · Story sifting · Content authoring

1 Introduction

The problem of story sifting involves the selection of events that constitute a
compelling story from a larger chronicle of events. Often this chronicle is gener-
ated through the computational simulation of a storyworld, whose output con-
sists of a profusion of events, many of which are relatively uninteresting as nar-
rative building blocks. The challenge, then, is to sift the wheat from the chaff,
identifying event sequences that seem to be of particular narrative interest or
significance and bringing them to the attention of a human player or interactor.
Ryan, who introduced the term “story sifting” [33]—as well as its predecessor,
story recognition 1 —has identified story sifting as one of four major challenges [34]
currently facing work in the domain of interactive emergent narrative. Emergent
narrative, which Ryan characterizes as the approach taken by many of both the
greatest successes and failures in the area of story generation, remains an area of
interest for interactive narrative design [20,22] and narrative generation [1,19]
communities. Despite this ongoing interest in emergent narrative approaches,
however, story sifting has received relatively little attention to date.

1
As distinct from the natural language understanding term “story recognition”, which
refers to the identification of embedded story content in natural language text.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 267–281, 2019.
https://doi.org/10.1007/978-3-030-33894-7_27
268 M. Kreminski et al.

There has also been a recent wave of interest in retellings [8,16,17]—the sto-
ries players tell based on their play experiences in interactive narrative games—
and in how design elements of games can facilitate and frustrate the player’s
creative process. From this perspective, story sifters could be viewed as mixed-
initiative creativity support tools [21] that help players narrativize their play
experiences by surfacing sites of potential narrative interest as they emerge.
One goal of the Bad News project [38] was to learn lessons about story
sifting needs that could be applied to the design of a computational system
that performs story sifting. Unfortunately, a computational story sifter that
incorporates the learnings from Bad News has yet to materialize. At the same
time, our own recent work has involved the design and development of several
interactive emergent narrative projects, and we have increasingly found ourselves
making use of approaches that resemble story sifting, especially in designing
interactive narrative systems that position the human interactor as a narrative
co-author. As a result, we have begun to develop a simple story sifter geared
primarily toward use in a mixed-initiative context—a system that assists players
in the process of narrativizing their play experiences by helping them locate sites
of potential narrative interest in a larger simulated storyworld.
Our system, Felt, implements a variation of one of the approaches to story
sifting discussed by Ryan, namely that involving the human specification of
interesting event sequences. In order to ensure that our human-specified event
sequences are generalizable, we implement them not as literal sequences that
must be matched exactly, but as sifting patterns: queries that seek out ordered
sets of events matching certain criteria, with the possibility that other events may
be interspersed between the events that are matched. In the remainder of this
paper, we discuss related work in story sifting and adjacent areas; elaborate on
the design of Felt; present three design case studies of in-development interactive
narrative projects that make use of Felt; and discuss what we have learned from
the design, development and application of Felt about story sifting in general.
Many of the design decisions that went into Felt are naı̈ve. This is by design:
at each turn, we attempted to do the simplest possible thing that had a reason-
able chance of realizing our design intent. It is our hope that Felt functions as
a computational caricature [40] of a query language-based story sifter, oversim-
plifying where necessary to ease development while still containing fully realized
versions of the key features that are needed for the system to serve as an effective
argument for the value of our approach.

2 Related Work

Ryan’s original paper introducing the term “story recognition” [34] provides a
partial list of existing systems that do something similar to story sifting, includ-
ing The Sims 2 [25], which recognizes sequences of events that match the early
steps of pre-authored “story trees” and nudges the simulation engine to promote
the completion of the story tree [4,29]. Also of note is the Playspecs [30] system,
which applies regular expressions to the analysis of game play traces. Samuel et
Felt: A Simple Story Sifter 269

al. have made some use of Playspecs in a narrative-focused context in Writing


Buddy [37] and in the analysis of Prom Week playtraces [36].
Several systems discussed in Ryan’s dissertation [33] also make use of story
sifting. Foremost among these is Sheldon County, a generative podcast set in a
listener-specific simulated American county. In Sheldon County, a sifter called
Sheldon operates over a chronicle produced by the Hennepin simulation engine
to recognize, extract and narrativize (in the form of podcast episodes) sequences
of events that match certain human-defined sifting patterns. These patterns are
defined as chunks of procedural Python code that search for candidate events and
then bind relevant aspects of these events (such as the perpetrator of a crime)
to pattern-specific variables. This approach is similar to the approach we use in
Felt. In Sheldon, however, authoring a sifting pattern requires knowledge of both
the Python programming language and the specific data structures used within
the Hennepin engine, and even simple pattern definitions are often lengthy due
to the verbosity of the procedural code used to implement them.
The “wizard console” in Bad News [38] provides an expert human interactor
(the “wizard”) with a view into the underlying simulation of a small American
town. Behind the scenes of the main performance, the wizard uses the console to
seek out narratively potent information about the state of the storyworld, and—
in real time—relays this information to a human actor who is performing as one
of the town’s simulated inhabitants. The wizard console is essentially a Python
interpreter that enables the wizard to examine the state of the simulation data
structures. As such, it provides little computational support for story sifting,
although the wizard may make use of a set of helper functions intended to make
common sifting tasks easier. The wizard console makes no attempt to realize
sifted stories as prose, leaving it largely up to the human actor to decide how to
leverage the information gathered through sifting, and—like Sheldon—requires
familiarity with both Python programming and the particulars of the underlying
Talk of the Town simulation engine [35] to use effectively.
Dwarf Grandpa [12], an extension to the Legends Viewer interface for brows-
ing Dwarf Fortress [3] world data, makes use of story sifting to extract and narra-
tivize the lives of certain notable characters from the game world. Dwarf Grandpa
performs story sifting exclusively in a backwards-looking manner, rather than
attempting to sift in real time as the simulation runs, and performs only fully
automatic sifting, without a human in the loop. Unlike many existing sifters,
Dwarf Grandpa also performs the natural language generation needed to auto-
matically present sifted stories as human-readable prose.
Caves of Qud ’s [11] biography generation system for notable historical char-
acters [13] also makes use of story sifting. Biographies are generated by selecting
a sequence of random actions for a character to perform, then running sifting
patterns over these random events to retroactively justify each action with an
in-world reason. Where no pre-existing reason for an action can be located, new
facts about the world are generated on the fly to produce a working rationaliza-
tion. Like Dwarf Grandpa, Qud ’s biography generator operates fully automati-
cally and realizes sifted stories as prose.
270 M. Kreminski et al.

Rules-based simulationist narrative generation systems often provide some


way for events to be directly dependent on or make direct reference to past
events, and therefore have some similarity to story sifting. Here we include sys-
tems such as Comme il Faut [27], the rules-based “social physics” system that
underlies the social simulation game Prom Week [26], and Versu [10]. In both
of these systems, characters may act in ways that are directly dependent on the
presence or absence of a set of past events that meet a set of specified criteria—
essentially a sifting pattern. This can arguably be viewed as a form of “internal
story sifting”: these systems recognize patterns of relevant past events, but only
for internal use, and without surfacing the fact that a given pattern was recog-
nized to the audience directly. In Ryan’s terms, these systems lack story support:
the presentation of system-recognized stories to an audience.
Prom Week in particular complicates this evaluation somewhat by presenting
players with a list of all of the “social facts” that contribute to a given character’s
evaluation of the present social situation. Social facts are often directly tied to
past events that have played out within the simulation. Arguably, the surfacing of
these relevant past events to the player could be considered to be a form of story
support, especially if the player is viewed as a co-author alongside the system
rather than a mere experiencer of a totally system-curated story. However, in
this case, narrativization of the sifted events does not occur within the system;
it occurs totally within the player’s head, if it occurs at all.
More generally, to describe an approach as making use of story sifting, it is
arguably necessary for the underlying plot generation technique to be one that
produces a profusion of events, including many mundane events about which the
audience does not necessarily care. Many approaches to story generation that
allow events to directly reference past events have some similarities to sifting-
based approaches, but aim to exclusively produce narratively interesting events
that are worthy of being surfaced to the audience. This includes many planning-
based techniques [31,43]. We recognize that these approaches may have much to
offer the developers of sifting-based systems, but we do not include them under
the label of “story sifting” here.

3 System Description

Felt is a query language-based story sifter coupled with a rules-based simulation


engine. Events that have transpired in the storyworld are stored in the database
as entities, and users of the system write queries—which we, following Ryan,
refer to as sifting patterns—to identify scenarios and sequences of past events
that might make for good narrative material. A sifting pattern is defined in
terms of a set of logic variables to bind—effectively “slots” or “roles” into which
certain database entities, such as events or characters, can be substituted—and
a set of relations between these logic variables, which constrain the values that
each variable is allowed to take. A sifting pattern could specify, for instance, that
eventA must be an instance of the betray event type; that eventA must have
taken place before eventB; that both events must have the same protagonist,
Felt: A Simple Story Sifter 271

a character char; and that char must have the impulsive trait. The system
will then consult the database and return a list of all possible combinations of
variable bindings for the pattern as a whole.
In designing a Felt storyworld, users combine sifting patterns with several
other features to define actions. The structure of actions is directly inspired
by the structure of rules in Ceptre [23], a linear logic programming language
for specifying interactive simulationist storyworlds. An action consists of a sift-
ing pattern; an optional weighting function that decides how likely it is that this
action should be performed, given a set of bindings for the logic variables defined
in the sifting pattern; and a function that constructs an event object representing
this action, which will be added to the database if this action is chosen to be
performed. A minimal event object contains an autogenerated timestamp, which
can be compared with the timestamps of other events to determine which hap-
pened first; a short string identifying its event type; and a template string into
which the values of bound logic variables are substituted to produce a human-
readable description of the event. It may also contain zero or more effects, which
describe any other updates that must be made to the database if this event is
accepted as part of the history of the storyworld, and possibly other properties
on a case-by-case basis, such as the ID of an earlier event that was a direct cause
of this event. Because actions are added to the database as events, Felt’s story
sifting features can be used to run sifting patterns over the history of everything
that the simulated characters have said and done (Fig. 1).

Fig. 1. A moderately complicated Felt sifting pattern that will match a sequence of
two betrayals perpetrated by the same impulsive character, with no other actions per-
petrated by the same character (but arbitrarily many other events) in between.

By convention, in the projects we describe here as case studies, actions come


in two flavors. Internal (or reflection) actions describe a character reflecting on
past events. These actions typically generate “intent tokens” or “motive tokens”,
which represent a character’s intent to act on a particular interpretation of these
events in the future. External actions describe a character acting on a previously
formed intent. These actions typically consume intent tokens and update the
state of the world in some outwardly visible way. This separation ensures that
intent tokens can be both produced and consumed in multiple different ways:
many possible actions that produce the same type of intent token can serve
as the motivation for many possible actions that all consume the same type of
intent token, opening up the space of possible cause/effect relationships between
272 M. Kreminski et al.

events. Additionally, in an emergent narrative system where actions are the


player’s primary window into what is happening in the simulated world, separate
reflection actions help make it clear to the player that sifting patterns are at
work behind the scenes, and that character behavior is meaningfully influenced
by the history of past simulation events—sometimes in complex or sophisticated
ways. This is one way in which we hope to address another of Ryan’s four
design challenges for interactive emergent narrative [34], namely that of story
support: once a storyful sequence of events has been recognized, how should this
be surfaced to the player? It also helps to ensure that we do not fall victim to the
Tale-Spin effect [42] by failing to surface the interesting technical capabilities of
our interactive narrative system to the player in a compelling way.
Internally, Felt uses the DataScript library [7] to store and query simulation
state, including the history of events that have transpired within the simulated
world. Felt sifting patterns translate directly into queries against a DataScript
database, and are written in a minimal query language that desugars to a subset
of Datalog, a simple logic programming language. DataScript provides facilities
for storing, updating, and querying state as a set of simple facts of the form [e a
v]; each fact represents an assertion that the database entity with integer ID e
has an attribute named a with value v. A DataScript database is an immutable
value: all operations that “update” the database in fact create a fresh copy of
the database with the desired modifications, leaving previously stored versions of
the database intact and unchanged. This property can be leveraged to snapshot
the complete Felt simulation state and run queries against these snapshots while
allowing the main copy of the simulation state to continue evolving, which we
have found helpful during debugging. It has also enabled us to implement several
features, described in Sect. 4.2, that rely on the ability to perform actions in a
speculative mode and easily undo them if they lead to unwanted consequences.
DataScript also provides several other useful features that assist with the
authoring of sifting patterns. not-join query clauses enable testing for the non-
existence of an entity that meets a certain set of criteria; this feature is fre-
quently used to specify sifting patterns in which two target events must not be
separated by any interceding events involving the same protagonist. Rules bun-
dle groups of query clauses that are commonly used together under a common
name; for instance, an (eventSequence ?eventA ?eventB) rule may simulta-
neously specify that both eventA and eventB refer to event entities and mandate
that eventA must precede eventB. Rules may also be recursive, allowing for the
implementation of a (causalRelationship ?eventA ?eventB) rule that will
match not just direct causes but also indirect causes (separated by one or more
intermediate stages of causation) of eventB.

4 Case Studies
4.1 Starfreighter
Starfreighter [14] is an in-progress procedural narrative game in which the player
captains a small starship in a procedurally generated galaxy, completing odd jobs
Felt: A Simple Story Sifter 273

to make a living while managing the needs of a small crew. The primary intent
of this game was to test whether parametrized storylets [18]—atomic units of
narrative content that, like Felt actions, are equipped with slots, preconditions,
and effects—could be used to produce compelling emergent story arcs for pro-
cedurally generated characters.
It was while working alongside the developers of this game that we began
to develop the earliest version of Felt. Like Felt, Starfreighter stores a chronicle
of past events (framed as a sequence of “memories” accessible to the characters
who participated in each event) and provides features for architecting storylets
that refer directly to sequences of past events that meet certain criteria. As
a result, Starfreighter storylets can contain instances of characters reflecting
on sequences of past events, such as the circumstances that led them to leave
their home planet or the evolution of their ongoing relationship with another
character. Whenever the player completes a storylet, Starfreighter evaluates the
sifting patterns of all other storylets to identify which ones it would currently
make sense to present to the player, then chooses from this pool via simple
weighted random selection—essentially using story sifting to implement a form
of what Short terms salience-based narrative [39].
The early version of Felt used in Starfreighter differs significantly from the
version we present in this paper. Most importantly, sifting patterns in this early
version of Felt were not authored in terms of a true query language, but in terms
of an ad-hoc collection of functions that retrieved entities from the game state
in specific predefined ways. One notable consequence of this design decision was
that, although storylets were equipped with sifting patterns that could bind a
set of logic variables to appropriate values, the system would make no attempt
to unify these variables with one another, meaning that there was no guarantee
of being able to find all of the possible instantiations of a sifting pattern at any
given time. Additionally, the authoring of new content became bottlenecked on
the development of new functions that enabled the authors of sifting patterns
to ask specific questions about the game state, forcing content authors to either
learn how to write these often-complicated functions themselves (requiring deep
knowledge of how the game state was structured) or else wait for the game’s lead
developer to implement the functions they had requested. Finally, because there
was no straightforward way to get all of the possible instantiations of a sifting
pattern in the context of the current game state, debugging was consistently
difficult; in particular, if a sifting pattern was repeatedly failing to match a set
of values for which it ought to succeed, the nondeterministic nature of sifting
pattern resolution made it difficult to determine why.
Due to these issues, development of Starfreighter was temporarily suspended,
with the intent to return to it in the future. Much of the existing Starfreighter
content is now being rewritten using a modern version of Felt, which has helped
to alleviate each of these issues.
274 M. Kreminski et al.

4.2 Cozy Mystery Construction Kit

Cozy Mystery Construction Kit (CMCK ) [15] is an in-progress AI-supported


collaborative storytelling play experience (inspired by collaborative storytelling
tabletop games like Microscope [32] and The Quiet Year [2]) in which two play-
ers collaborate with a computational system to write a mystery story about
a small cast of simulated characters. CMCK uses Felt as a simulation engine
for characters that sometimes perform actions autonomously and sometimes are
directed to perform certain specific actions by players. It also uses Felt to help
players locate and build on sites of narrative interest, such as a growing jeal-
ousy or resentment between two characters or a building conflict between two
values—for instance, comfort and survival.
Of the case studies presented here, CMCK is the most explicitly focused
on using story sifting to provide creativity support by recognizing emerging
story structures as they unfold and suggesting elaborations on emergent patterns
and themes. Several Felt features are especially useful in this context. Clear
separation of actions that produce and consume “intent tokens” or “motivation
tokens” enables players to ask the system questions about character motivation:
for instance, “Who had a motive to harm this character?”, or “What motives
might this character currently want to act on?” This can be particularly useful
when writing mystery stories. Because DataScript query evaluation is highly
optimized, many Felt sifting patterns can be run over the database at once to
provide players with a wide variety of suggestions as to what characters might
reasonably do next. Additionally, because sifting patterns provide explicit slots
for the characters and events they concern, CMCK can give players an interface
that lets them filter action suggestions by specifying the values of one or more
variables in advance. This enables players to (for instance) get a list of actions
that a particular character might currently want to perform, or a list of actions
that any character might want to perform in response to a particular past event.
Since the DataScript database in which Felt stores simulation state is an
immutable value, CMCK can allow players to perform actions in a speculative
mode, run queries against the updated database to decide whether they like the
effects of these actions, and easily roll back to a previous database state if they
do not. Immutability may also be leveraged to facilitate a sort of planning or
goal-directed search over actions: because Felt actions (like planning operators)
are defined in terms of preconditions and effects, search over Felt actions can be
used to locate speculative future worlds where some specified set of conditions
holds true. This can then be used to present users with an interface in which
they specify a scenario they would like to bring about in the storyworld, and the
system searches for a sequence of actions that might realize this scenario. The
developers of CMCK plan to implement this feature in the future.
Another potential Felt-enabled feature that may be implemented in CMCK
involves the automatic surfacing of “almost actions”: dramatic actions that are
almost possible, but currently invalid due to a small number of unmet precon-
ditions. This is directly inspired by the feature with the same name in Writing
Felt: A Simple Story Sifter 275

Buddy [37], and leverages Felt’s per-action weighting functions to judge how
dramatically significant a given action would be if performed.
CMCK is also notable for its use of story sifting to highlight character per-
sonality and subjectivity through sifting-driven reinterpretation of events. Each
CMCK character holds several randomly selected values drawn from a pool of
eight possible values, and these values are used in sifting patterns to influence
how characters will interpret certain event sequences. Consider, for instance, a
sequence of events in which a character forbids anyone from using the kitchen
until a crime that took place there has been thoroughly investigated. A char-
acter who values comfort above all else may evaluate this sequence of events
very differently than a character who values safety. Much as Terminal Time [24]
narratively spins historical events to cater to the audience’s ideological biases,
and Caves of Qud ’s biography generation system [13] retroactively decides how
to interpret the motivations behind a character’s randomly generated actions,
CMCK characters engage in retroactive interpretation of events through the
sifting of their own stories, one another’s stories, and the stories of the world
around them. Moreover, in CMCK, the differential interpretations that result
from this process of sifting serve as the main driver of character conflict. In this
sense, CMCK could be viewed as an instance of AI-based game design [9,41] in
which the AI process at the heart of the play experience is a story sifting engine.

4.3 Diarytown

Diarytown is an in-progress game in which players craft diary entries about


their real life and watch as the described experiences are creatively enacted,
extrapolated on, and respun through the lens of a simulated, personalized town.
It is currently in active development and prototyping alongside the most recent
version of Felt, and subject to design changes.
In the current version of the game, Felt is primarily used to recognize story
patterns in a player’s diary entries over time, allowing Diarytown to surface
to the player different possible interpretations of things that have happened
within their life. This underpins one of the project’s primary design goals, of
facilitating playful, generative reflection on one’s life. Whenever a story pattern is
recognized, Diarytown surfaces it to the player as a new scenery object within the
simulated town. The player can then interact with this scenery object to view the
recognized story, and can choose to edit the object’s appearance and placement,
or even to remove it from the town entirely if they reject the interpretation of
their life’s events that it represents. Multiple recognized story patterns that share
many of the same attributes (for instance, a common focal character) might
be collapsed over time into a single, larger scenery object, and these objects
may thus gradually take on the role of symbols of larger patterns within the
player’s life (for instance, a monument to the player’s ongoing relationship with
a particular friend).
Players craft diary entries by composing terms from a symbolic action library
consisting of actions, connectors, and modifiers designed to reflect common
276 M. Kreminski et al.

actions in a person’s everyday life. Some are optionally parametrized with char-
acter names, places, and other reference nouns, which the player defines during
play. The parametrized nature of Felt actions make it ideal for representing
elements of these complex diary entries as simulation actions.
Felt is also being used to simulate autonomous town activities and back-
ground characters that are partially conditioned on player-entered actions and
character definitions. This integration of player-defined and autonomous actions
allows us to playfully extrapolate on a player’s account of their daily life,
and leverage the expressive affordances of emergent narrative (which generally
requires a large number of events to sift through) even when there are relatively
few player diary entries.
In the context of the Diarytown project, Felt was introduced to four high-
school-aged research interns, three of whom had some prior programming expe-
rience (primarily in Java) and one of whom had none. At the end of a single
day of instruction, all four interns were able to author new actions (including
sifting patterns) on their own. Within a week, they had authored 85 new actions
without expert intervention.

5 Discussion
5.1 Authoring Sifting Patterns
When adopting an approach to interactive narrative that makes integral use
of story sifting, the design and development of sifting patterns becomes part
of the content authoring pipeline. As such, we made it one of our design goals
for Felt to make the authoring of sifting patterns as easy and approachable as
possible. As a result of this focus on approachability, we initially intended to
provide sifting pattern authors with a large library of preauthored functions for
accessing the database in certain specific ways, and thereby to avoid creating a
situation in which sifting pattern authors had to learn how to interact directly
with the complicated network of relationships between game entities.
In practice, however, we soon found that it was very difficult to anticipate in
advance the full range of questions that a sifting pattern author might want to be
able to ask about the game state. This made it near-impossible for us to create
an adequate library of preauthored functions. As a result, we found ourselves
turning instead toward the path of giving sifting pattern authors access to a
“real” query language. Query languages are designed for flexibility, enabling the
user to ask a wide variety of questions about the game state on an as-needed
basis—including questions that no one specifically anticipated ahead of time.
It may, at first glance, seem counterintuitive that authoring can be made more
approachable by presenting content authors with a query language they must
learn. However, as argued by Nardi [28] and evidenced by the widespread suc-
cess of the Tracery language [6] among users with little or no prior programming
experience, people are generally quite good at learning simple formal languages
when the language is tied to a task they want to perform. This is especially
the case when a gentle on-ramp to query authoring is available: novice content
Felt: A Simple Story Sifter 277

authors may start off using pre-composed sifting patterns without modification,


graduate to making slight modifications of these pre-composed patterns, and
eventually gain sufficient facility with the query language to author their own
sifting patterns from scratch. Our success with having high-school-aged research
interns on the Diarytown project write sifting patterns with little training sup-
ports the hypothesis that users can learn to write sifting patterns in a simple
query language fairly quickly when they are provided with a robust library of
examples to copy, paste, and modify.

5.2 Debugging Story Sifters


Another advantage of using a database with a full query language to store game
state is that it greatly simplifies the process of debugging, enabling developers
and content authors to write and run queries against the live database at any
point. This stands in sharp contrast to the debugging experience in Starfreighter,
where the opacity of the ad-hoc game state data structures made it difficult to
explore the game state when trying to track down the reason for a sifting pat-
tern’s failure or misbehavior—especially for content authors, who had particular
difficulty learning how different parts of the game state related to one another.
DataScript query evaluation is computationally inexpensive. This makes it
tractable to get a list of all sifting patterns that are currently succeeding, includ-
ing all possible sets of variable bindings that they could use, simply by running
all of the available sifting patterns against the database in quick succession. This
can significantly speed up debugging by making it visible at a glance whether
or not a particular instantiation of a sifting pattern is currently possible, saving
a substantial amount of time that a developer might otherwise have to spend
manually testing sifting patterns they are attempting to debug.
Moreover, the DataScript queries that underlie Felt sifting patterns are par-
titioned into distinct clauses, which can be evaluated against the database indi-
vidually or in subgroups as well as in the context of a complete query. We took
advantage of the structured nature of our sifting patterns to implement a debug-
ging helper function we refer to as whyNot. This function takes a sifting pattern
as an argument, and can optionally also be supplied with a partial set of vari-
able bindings for the pattern’s logic variables. It then tests each clause of the
sifting pattern in isolation, then each subgroup of clauses, until it identifies the
set of clauses that are currently causing the pattern to fail. This information can
then be reported to the pattern’s developer, potentially saving them the work
of manually stepping through the pattern line by line to identify why it is not
succeeding when it ought to be.

5.3 Coupling Sifting and Simulation


Felt is a sifting engine coupled with a simulation engine. Strictly speaking, it is
possible to make full use of Felt’s story sifting features without making any use
of its simulation engine. Sequences of events can be generated by an external
process and then added to the database in a Felt-compatible form, enabling
278 M. Kreminski et al.

the authoring of sifting patterns that operate over these externally generated
events. However, in practice, it is often desirable to make use of sifting patterns
within the definition of simulation actions, as this enables the straightforward
authoring of character actions that involve characters reflecting on, interpreting,
and responding to events that have transpired in the past. Therefore, in every
project to date that has made use of Felt’s story sifting features, Felt’s simulation
features have also been employed.

6 Conclusions and Future Work

One top priority for future work on Felt involves the design and development
of a more sophisticated domain-specific query language for story sifting, with
features that enable more concise expression of common concepts within sifting
patterns. Currently, complicated Felt sifting patterns can be quite long and
unwieldy. A more sophisticated query language could help ameliorate this, ideally
without adding so much additional complexity that content authoring becomes
bottlenecked on the development of expertise as a user of the query language.
Felt already makes extensive use of sifting patterns, but we have as of yet
made no attempt to implement what Ryan refers to as sifting heuristics: nonspe-
cific, high-level computational models of an event sequence’s storyfulness, which
may be used to guide a story sifting system to prefer some event sequences over
others. For this, we may be able to draw on general-purpose models of event
relatedness, including Indexter [5]: a computational model of event relatedness
based on event recall in human memory. Of the five major contributing factors
to perceived event relatedness that the Indexter model describes, many existing
Felt sifting patterns make use of at least three (namely searching for sequences
of events that share a common protagonist, causal relatedness, and common
intentionality), and Felt’s explicit modeling of causality and intentionality may
make it a good testbed for an Indexter-inspired set of sifting heuristics.
More generally, it is our hope that, by presenting this system, we will encour-
age the development of a wide variety of approaches to story sifting. The
query language-based approach we explore here is only one of many possible
approaches, and we have only presented a first step toward the realization of
our own preferred approach. We also hope that the existence of a “reference”
story sifter will inspire the design of new kinds of interactive narrative experi-
ences based on story sifting technology—particularly experiences that use sifting
to provide creativity support for the human interactor in a collaborative story-
telling context.

Acknowledgements. The authors would like to thank Megna Anand, Anish


Kashyap, Daniel Man, and Akhil Vemuri for their assistance in testing, debugging,
and authoring content for Felt and Diarytown.
Felt: A Simple Story Sifter 279

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Toolkit for the Creation
of a Drama Dataset

Vincenzo Lombardo1(B) , Rossana Damiano1 , and Antonio Pizzo2


1
CIRMA and Department of Informatics, University of Torino, Torino, Italy
{vincenzo.lombardo,rossana.damiano}@unito.it
2
CIRMA and Department of Humanities, University of Torino, Torino, Italy
antonio.pizzo@unito.it

Abstract. This paper presents a novel prototype service that concerns


the creation of a drama dataset. The approach relies on an ontological
representation of the dramatic qualities, the characterizing elements of a
drama that abstract from the linguistic or media expression. A toolkit for
the friendly encoding of the dramatic qualities overcomes the difficulties
of the formal representation.

Keywords: Ontology drammar · Dramatic qualities · Drama dataset

1 Introduction
In recent years, the massive availability of drama in digital form has triggered a
few projects that, on the one hand, aim at the annotation of metadata for the
dramatic texts for scholarly purposes, and, on the other hand, aim at exploiting
the knowledge about drama, in terms of characters’ personalities and events,
in further production deployments, such as, e.g., edutainment and fan–fiction.
These initiatives can be exemplified through, e.g., the OntoMedia and StoryS-
pace ontologies, respectively, and in the generic context of the digital humanities
by the Text Encoding Initiative1 . The OntoMedia ontology has been exploited
across different projects to annotate the narrative content of different media
objects (e.g., BBC series “Doctor Who” [1]). Major concepts are the notions of
character and event, respectively, and the order in which events are exposed in
media for cross-media comparison. In the field of cultural heritage dissemination,
the StorySpace ontology [2] supports museum curators in linking the content of
artworks through stories, with the ultimate goal of enabling the generation of
user tailored content retrieval [3]. More recently, as part of the more general effort
of constructing resources for the automation of language processing and genera-
tion, Elson has proposed a template based language for describing the narrative
content of text documents, with the goal of creating a corpus of annotated narra-
tive texts, called DramaBank [4]. DramaBank consists of 110 encodings, limited
to short stories, such as, e.g., Aesop’s fables. Multi-layer annotation of narratives
1
http://www.tei-c.org/index.xml, visited on 19 July 2019.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 282–289, 2019.
https://doi.org/10.1007/978-3-030-33894-7_28
Toolkit for the Creation of a Drama Dataset 283

is the goal of the Story Workbench tool [5], while minimal schemata are targeted
at grasping the regularities of written and oral narratives at the discourse level
[6].
These initiatives, rooted in narrative theories, tend to focus on the realiza-
tion of narratives though a specific medium, e.g., text, neglecting the universal
elements of dramatic narration that go behind the expressive characteristics of
each medium. Following the tenets of the Semantic Web paradigm, in previous
works, we have proposed the formal representation of the dramatic qualities in
the ontology Drammar [7] and we have argued on the notion of drama as a form
of intangible cultural heritage [8]. Dramatic qualities are those elements that are
necessary for the existence of a drama, avoiding references to style and artistic
issues; they can be retrieved in several drama analyses, e.g. [9–12] and have been
reported thoroughly in a wiki 2 . Preliminary releases of the Drammar ontology
have been validated and employed in a number of tasks: the illustration of the
dramatic qualities through schematic charts, for teaching and analysis purposes
[13], the implementation of emotional character models, for systems of auto-
matic storytelling [14], the encoding of Stanislavsky’s Action Analysis, useful
for supporting actor rehearsals and drama staging [15]. We have also designed
and implemented a web-based toolkit, named POP-ODE (POPulating Ontology
Drammar Encodings), for the task of metadata annotation of specific dramas,
through the creation of RDF (Resource Description Framework) graphs, aligned
with drama texts [16]. The individual graphs instantiate the general classes,
properties, and axioms of Drammar and are archived as OWL (Ontology Web
Language) files. These drama heritage items are abstractions from the specific
medium to safeguard the underlying dramatic qualities [17]. In this paper, we
present the POP-ODE toolkit and how it can be used for the creation of a drama
dataset.

2 Dramatic Qualities
The dramatic qualities abstract from the location, duration, form and func-
tion of a drama, which does not reduce to its discrete manifestations that are
documented in many different media (see [8], which applies the criteria in [18,
146–148] for drama as a form of intangible cultural heritage). Given a number
of dramatic qualities, a drama heritage item is an instantiation of the dramatic
qualities for a specific drama. The structure of drama is recursive; so, we can
identify the dramatic qualities for a whole drama as well as for some fragment
of a drama. We can say that a dramatic heritage item maps onto a delimited
fragment of a drama text or a whole drama text, and in particular the fragment
boundaries are defined through the persistence of some dramatic qualities.
We take, for example, the dramatic qualities on a fragment taken from the
“nunnery” scene in Shakespeare’s Hamlet. In this scene, situated in the Third
Act, Ophelia is sent to Hamlet by Polonius (her father) and Claudius (Hamlet’s
uncle, the king) to confirm the assumption that Hamlet’s madness is caused
2
https://www.di.unito.it/wikidrammar, visited on 19 July 2019.
284 V. Lombardo et al.

by his rejected love. According to the two conspirators, Ophelia should induce
him to talk about his inner feelings. At the same time, Hamlet tries to convince
Ophelia that the court is corrupted and that she should go to a nunnery. In the
middle of the scene, Hamlet puts Ophelia to a test to prove her honesty: guessing
(correctly) that the two conspirators are hidden behind the curtain, he asks the
girl to reveal where her father Polonius is. She decides to lie, by replying that
he is at home. Hamlet realizes from the answer that also Ophelia is corrupted
and consequently becomes very angry, realizing that there is no hope to redeem
the court. The climax incident in the scene consists of a question-answer pair:

– Hamlet: “Where is your father?”


– Ophelia: “At home, my Lord!”

This is a (very relevant) fragment: boundaries are decided through the detec-
tion of a specific goal pursuit, distinct from the goals pursued previously. Given
the classes and properties provided by the Drammar ontology [7], we have the
following dramatic qualities, displayed, for the sake of space, in a table format:
// hierarchical structure of scenes
- Scene (Level 0): Hamlet revenge on his father’s assassin
- Scene (Level 1): Hamlet madness for proving Claudius guilt
- Scene (Level 2): Polonius proves Hamlet madness for love
- Scene (Level 3): "nunnery scene"
- Unit (Position 7): Hamlet tests Ophelia for honesty

- Agents
- Hamlet
- Mental states
- values at stake: honesty
- beliefs: Polonius is in the room, Ophelia knows Polonius is in the room
- goals: prove Ophelia honesty
- emotions: Distress, Reproach, Anger
- Intentions // hierarchical
- plan: learn Ophelia honesty through question (NOT ACCOMPLISHED)
- action: saying ‘‘Where is your father?’’
- Ophelia
- Mental states
- values at stake: father’s authority, honesty
- beliefs: Polonius is in the room
- goals: respect father’s authority
- emotions: Disappointment, Joy, Shame
- Intentions // hierarchical
- plan: making Hamlet talk about feelings (NOT ACCOMPLISHED)
- plan: lying about Polonius in the room (ACCOMPLISHED)
- action: saying ‘‘At home, my lord.’’

- Conflicts:
- Goal/Plan conflict: Hamlet’s proof for honesty VS. Ophelia’s respect for father’s authority
- Value conflict: honesty VS. father’s authority

The agents are Hamlet and Ophelia. Agents are characterized by their mental
states and intentions they plan to undertake, respectively. Values at stake and
beliefs of the agents determine the formulation of goals. Actions are undertaken
through planning (sometimes, only hardwired reactions, such as, e.g., “lying”) to
achieve the goals. Planning is hierarchical, with long term plans (“making Hamlet
talk about feelings”) and short term plans (“learn Ophelia honesty through a
question”). Actions can be accomplished or not.
Toolkit for the Creation of a Drama Dataset 285

Conflicts, the core of Hegel’s drama analysis (collision between circumstances,


passions and characters), are between the opposing actions of Hamlet and Ophe-
lia as well as between the two values at stake of Ophelia. The conflicts at hand, as
well as success/failure of the actions, determine the emotions felt by the agents.
So, Hamlet feels Distress because his plan fails, feels Reproach because Ophelia
is putting at stake honesty (an important value for him), and Anger as a conse-
quence of both Distress and Reproach. Ophelia, though feeling Joy because she
achieved her goal to respect her father’s authority, is disappointed because her
hope to convince Hamlet to talk about his feelings failed and is ashamed because
she put at stake another value of hers, namely honesty.
Going formally, such dramatic qualities are described through semantic web
languages and technologies, which also support sharing and access. A drama
heritage item is an instantiated ontology, where the instances of the dramatic
qualities provided by some specific drama are classified according to the Dram-
mar classes (see below); the item is a digital object in the form of an OWL
file. The axioms of the Drammar ontology encode each drama quality through
a pattern of classes and properties, resorting to Artificial Intelligence theories
and models. Ontology Drammar is available at the url http://purl.org/drammar,
under the license Attribution 4.0 International (CC BY 4.0).

3 Toolkit POP-ODE

Since the use of ontology editors and reasoning tools is challenging for the schol-
ars in the humanities [19], we provide annotators with a friendly environment
that abstracts from the details of the ontology representation. The POP-ODE
toolkit realizes a pipeline and a system for the creation of encoded dramas. It
consists of a web-based interface, a series of intermediate modules, and a visual
tool; the details of the pipeline and the system can be found in [16].
Referring to Fig. 1, an annotator (left) works through a web-based interface to
fill a data base built according to the tenets of ontology Drammar, which encodes
the elements mentioned above, namely story units, agents, actions, intentions or
plans, goals, conflicts, values at stake (emotions are calculated automatically
from these data). Through the web-based interface (bottom left of the figure),
the annotator can select the text chunk for a unit from the .txt file, displayed on
the top left in white background (the selected text will appear on the right, in yel-
low). In our example, the annotator selects the excerpt above (Hamlet: “Where is
your father?”. Ophelia:“At home, my Lord”). The middle of the interface shows
the unit annotation (e.g., Unit 10 III 1); on the left and the right are the previ-
ous and the following units in the story timeline, respectively (in our example,
Unit 9 III 1 and Unit 11 III 1), with the values that are at stake or at balance
before and after the current unit. The lower part of the interface concerns the
agents’ intentions for this unit, and their possible accomplishments: from left to
right, the agent (e.g., Ophelia), her/his goal (e.g., “respect father’s authority”),
her/his plan for achieving it (e.g., “lie about her father”s position”), possible
conflicts (e.g., with Hamlet’s plan to learn about Ophelia’s honesty).
286 V. Lombardo et al.

Going back to the pipeline (upper part), the annotation introduced through
the interface, is encoded according to the Drammar ontology axioms (stored
in a conceptual model, an OWL file) through the mapper module DB2OWL,
which converts the data base tables into an Drammar Instantiated Ontology file
(OWL DIO file). Automated reasoning processes derive further knowledge from
the annotation (e.g., emotions felt by the agents). This file is later converted in
RDF format and made available via HTTP from a triple store. A further soft-
ware module, OWL2CHART, extracts the individuals and properties in a XML
Drammar Chart file, which is then visualized by the interactive chart module
[13], developed as a teaching device and an immediate validation of the produced
encoding. The interactive chart (lower right of the figure) includes a timeline of
the story units (middle part of the schema, black boxes), the hierarchical struc-
ture of scenes, each with its span on the units (upper part, grey boxes) agents’
individual tracks, where intentions are horizontally aligned with units (lower
part, colored boxes, colors identify agents – see headers on the leftmost col-
umn). Abandoned/failed plans are represented by incomplete arcs and marked
by a cross. Also, notice the hierarchical representation of the intentions of the
characters, with more complex intentions encompassing simpler intentions, the
simplest ones spanning only one unit. In the figure, complex intentions of Hamlet
and Ophelia alternate from left to right, to accumulate for the final conflict at
the far right of the scene.

Fig. 1. The PopODE annotation pipeline: the general method (upper row) and sample
thumbnails (lower row). (Color figure online)

4 The Prototype Dataset: Drammar Corpus

The purpose of the Drammar corpus is the encoding of dramas from classic
repertoires, used in theatre, cinema and media teaching programmes. The POP-
ODE toolkit is available for scholars and students to provide encodings. Here we
Toolkit for the Creation of a Drama Dataset 287

briefly sketch a few encodings carried out in the last couple of years, while the
toolkit was in development.
Students, about fifty per year, receive a focussed short training in formal
representation (generic approach to logic languages, the Drammar ontology rep-
resentation, the goals of the encoding); then, they are assigned either a unit
from a classical drama for encoding (short term project), or a whole scene for
segmentation and encoding (long term project). They fill the forms concern-
ing the unit and agents’ intentions; they also annotate conflicts over plans and
values at stake. Inter-annotator agreement is managed by a supervisor, who is
an expert in drama studies. The intervention of the supervisor is necessary to
understand whether some annotation is a paraphrase of another and whether the
two annotations can be reduced to one. A typical case that has occurred is the
segmentation of a scene into units: some students only find a single unit, other
students find several units, and sometimes with partial overlaps. The policy of
the supervisor has been to identify the minimal units, and build minimal scenes
from them. Although the task looks very challenging, students with many kinds
of backgrounds (psychology, media studies, philosophy, linguistics) were able to
perform the task. The tool has proven to be effective in inferring a number
of classes and relations of the ontology that are syntactically important for the
coherence of the representation but are cumbersome and error-prone for the task
of a manual (or semi-manual) annotator. For example, when an annotator states
that some unit follows another unit, the tool automatically creates an object
timeline in the encoding. We are going to make a vast and effective test of the
annotation tool over several student classes, together with questionnaires and
ethnographic observations, to evaluate the functioning of the tool and create a
large corpus for studies in the digital humanities.
Once uploaded into a triple store server, the annotations can be retrieved
via the specific RDF query language, SPARQL, through an apposite endpoint.
For example, to investigate the intentions of agent Polonius we can formulate a
SPARQL query, which returns all the plans that annotators have attributed to
Polonius (36):
SELECT ?agent ?plan
WHERE {?plan drammar:isIntendedBy drammar:Polonius}

Currenty the Drammar corpus3 is a collection of items that include a variety


of dramatic artworks across media, selected to demonstrate the validity of the
Drammar approach to encode the dramatic qualities. The corpus is composed by
whole drama samples (Hamlet from Shakespeare, Mother Courage from Brecht,
and L’Arialda from Testori), dramatic movie fragments (Ride of valkyries (heli-
copter attack) from Apocalypse now - Coppola, Are you talkin’ me?’ from Taxi
driver - Scorsese, Bullet time scene from Matrix - Wachowski, Trevi fountain
scene from La Dolce Vita - Fellini, Flat Block Marina scene from The Clockwork
Orange - Kubrick, “I’ve seen things ...” scene from Blade Runner - Scott, Russian
roulette from The deer hunter - Cimino, Sollozzo omicide from The Godfather -
3
Available at the url http://www.cirma.unito.it/drammar/corpus/drammar corpus.
zip.
288 V. Lombardo et al.

Coppola, dog VS. rabbit scene from The Snatch - Ritchie, “losing the other eye”
scene from Kill Bill - Vol. 2 - Tarantino), one musical drama fragment (mea-
sures 122–174 from Le nozze di Figaro - Mozart), a musical video clip (3-min
video Taylor Swift’s “You belong with me” - White), an animation short (2007
Oscar winner 2:30-min Oktapodi - Bocabeille, Chanioux, Delabarre, Marchand,
Marmier, Mokhberi).
The Drammar ontology encoding is able to address both the episodic nature
of the Brechtian epic narrative of the whole text of “Mother Courage” and
the dramatic climax of the two-character dialogue scene in the“Blade Runner”
movie, at different scales.

5 Conclusion

In this paper, we have presented a method, a pipeline, and a current dataset of


encoded dramas. The method relies upon the instantiation of a computational
ontology named Drammar on a drama or a fragment of it; the POP-ODE toolkit
implements a pipeline with a friendly interface that abstracts from the details
of the representation. The current dataset contains a number of dramas and
fragments of dramas, abstracting from their epoch, medium, and duration. Also,
we have seen how the dataset can be queried for information.
We are going to extend the corpus with the contributions of scholars and stu-
dents and make a vast and effective validation. Also we will extend the encoding
to trace different interpretations and to allow the comparisons over scholarly
theories. Finally, software tools should be designed and implemented to address
the wider area of studies beyond the digital humanities.

Acknowledgments. We thank Giacomo Albert and Carmi Terzulli for their contri-
bution to the development of the Drammar encoding and the POP-ODE toolkit.

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Villanelle: An Authoring Tool
for Autonomous Characters
in Interactive Fiction

Chris Martens(B) and Owais Iqbal

North Carolina State University, Raleigh, NC, USA


martens@csc.ncsu.edu, omiqbal@ncsu.edu
https://go.ncsu.edu/poem

Abstract. Our goal is to discover tool and language design principles


that enable powerful, usable autonomous character authorship for diverse
audiences of storytellers. This paper describes the Villanelle project,
an approach to interactive narrative authoring that supports seamless
integration of autonomous characters into choice-based storytelling. We
present our computational model based on behavior trees uniformly
for scripting agent interaction, user interaction, and narrative events;
our stand-alone authoring tool, which provides an integrated develop-
ment and testing environment for authoring with this model; and our
JavaScript API for web-based development, demonstrating the expres-
siveness and simplicity of our approach through two case studies.

1 Introduction
The rise in popularity of interactive narratives has led to the introduction of
authoring tools that aim to bridge the gap between two different skill-sets
required for creating an interactive narrative: narrative design (for authoring
the narrative, world and characters) and programming (for realizing the narra-
tive and the different mechanisms the author has in mind). Tools like Twine [11]
have gained wide user bases among underrepresented storytellers and game mak-
ers due to their usability without programming experience [5]. These tools allow
an author to quickly write and test the narrative ideas that they have in mind
without focusing the majority of their attention on implementation details.
Meanwhile, there is active and growing interest in creating procedural play
systems that promote player interest through worlds that continue to change and
grow without player intervention, yet respond to player input [27]. One way to
achieve this effect is through autonomous NPCs (non-player characters) who act
according to their own plans and goals and create emergent interactions among
themselves. The intelligent narrative research community has made significant
advances in storytelling with autonomous NPCs, including reactive systems such
as ABL [14] underlying the landmark interactive drama Facade [15], planning-
based systems that regenerate narrative arcs based on player decisions [1,22,23],
and the social practice systems encoded in CiF and Versu [4,17].
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 290–303, 2019.
https://doi.org/10.1007/978-3-030-33894-7_29
Villanelle: An Authoring Tool for Autonomous Characters 291

However, there is a significant gap between the potential expressiveness


afforded by autonomous characters in interactive narrative and the availabil-
ity of authoring tools that make these techniques approachable and usable in
the same way that Twine and Inform have made hypertext and parser-based
storytelling authorable. Current tools lie at different ends of the approachability-
expressiveness scale when it comes to intelligent character authoring, which is
to say that if a tool has the capability to encode a complex behavior for an
autonomous character, then it generally also has a steep learning curve.
This paper presents Villanelle, a framework and tool for authoring NPC
behavior in interactive narrative works, which aims to bridge this gap. Our goal
is to enable creators in the interactive fiction authoring community to incorpo-
rate autonomous NPCs into their work. Villanelle adopts behavior trees (BTs) as
a computational foundation for authoring character behaviors and player interac-
tions. Behavior trees have shown effective for scripting AI characters and proven
by wide adoption in AAA games [19] and game creation frameworks like Unity
3D and Unreal Engine. Behavior tree proponents cite how easy they are to create,
maintain, and scale, allowing designers to quickly be able to create the behavior
they want in autonomous characters without getting lost in minute implemen-
tation details. Designers can craft reusable subtrees of behavior to be used for
different characters or repeated multiple times in the same tree. Behavior trees
allow authors to focus on the overall agent behavior they want to achieve.
Villanelle uses behavior trees not only for scripting NPCs in interactive nar-
rative, but also for writing choice frames, game rules, and the outcomes of player
actions in the interactive narrative. This choice demonstrates our philosophy of
language minimalism, presenting a minimal basis of programming constructs
that, once learned, can be composed to fulfill a wide range of authoring needs.
We hypothesize that once an author grasps the basics of implementing a behav-
ior tree, they will be able to author new, experimental narrative experiences that
rely on believable and responsive virtual characters. In the long run, a success-
ful execution of this concept will offer a healthy balance of expressiveness and
approachability.
Our key contributions in this paper are as follows: (a) a reproducible descrip-
tion of how BTs can be used to author story characters and branching choice
structures in the context of text-based interactive fiction (Sect. 3); (b) a system
description of the Villanelle authoring tool (Sect. 4) and application program-
ming interface (API) (Sect. 5); (c) a demonstration of Villanelle’s capabilities
through two case studies, one using the stand-alone authoring tool (Sect. 4) and
one using the underlying API (Sect. 5).

2 Related Work

There is an extensive body of research on authoring tools for developing inter-


active narrative, across a wide variety of goals for the resulting narrative works.
Grow et al. [7] compare three tools specifically for authoring interactive virtual
agents: Bryson et al. BOD/POSH [2], Dias et al. FAtiMA [3], and Mateas and
292 C. Martens and O. Iqbal

Stern’s ABL [14]. These authoring tools were evaluated on an example referred
to as the “Lost Interpreter” scenario in which the player, as an armed soldier in
occupied territory, must show a photograph to locals in order to find their lost
interpreter. Green et al. [6] compare a broader range of contemporary author-
ing tools such as Twine, Inform, and Ren’Py, primarily for their user interface
affordances for learning, editing, and debugging. However, this work has not
evaluated tools in terms of their ability to express autonomous behavior, i.e.
actions taken by NPCs that are not in direct reaction to player actions. Vil-
lanelle’s adoption of BTs targets this mode of use in particular, and suggests the
need for a wider range of case study scenarios with which to evaluate interactive
narrative technology.
A number of other tools for interactive narrative authoring have been devel-
oped and described in academic literature, such as Scribe [18], IDTension [29],
Narratoria [30], and Mimmisbrunnur [28]. These tools place varying levels of
emphasis on NPC autonomy. Among these, Versu [4], CiF [17] (and its successor
Ensemble [25]), and the Spirit AI Character Engine demoed at AIIDE 2018 [24])
are probably the closest in their goals to Villanelle; however, all of these tools
have more of a focus on imparting characters with believable emotional and social
intelligence. In contrast, Villanelle is agnostic to the particular set of actions that
characters can carry out (whether they be related to mood changes, logistics like
moving between locations and manipulating items, or insulting or befriending
other characters) and is more concerned with the mechanics of authoring; i.e. on
evaluating BTs as a computational model for coordinating NPC behaviors.
Behavior trees have seen widespread adoption in the mainstream gaming
industry, particularly for NPC AI in real-time strategy and first-person shooter
games [9], and efforts have been made to make them easy for designers to author
through tools like BehaviorShop [8] and Unity3D’s Behavior Designer. In the IN
context more specifically, Kapadia et al. conducted an evaluation of behavior
trees for narrative authoring and user interaction [10], comparing them to a
story graph approach. This study was done using the Unity3D engine and an
existing story framework created by the authors. However, their user study found
that expert programmers still took multiple hours to develop a relatively mini-
mal example. Our approach to handling user interaction with BTs requires less
authoring overhead, and we anticipate that a similar example would take much
less time to author.

3 Villanelle’s Behavior Trees

The Villanelle project takes a “language-based” approach to authoring, which


means we distinguish between the computational model afforded to authors and
its implementation as an authoring tool, which included syntactic sugar and
integrated editing environment support. Villanelle’s computational model uses
behavior trees (BTs) to represent branching narrative structures as well as NPC
AI. We chose BTs based on their wide adoption in the games industry by design-
ers [9], who vouch for their ease of development as well as reusability for encoding
Villanelle: An Authoring Tool for Autonomous Characters 293

different characters with the same behavior. To minimize the learning curve, Vil-
lanelle chooses to implement only the minimal basic constructs of behavior trees:
sequencing, selection, conditions, and actions, using the formalism described in
previous work [13]. We recapitulate this formalism in this section.

Fig. 1. A diagram of the game loop architecture in Villanelle. Yellow nodes are authored
constructs, and blue nodes are run-time artifacts. The two edges labeled 0 represent
configuring the initial story world for the player using the authored user interaction
tree and initial state. Edge 1 indicates the player making a choice. Edge 2 propagates
this choice to the user interaction tree, which updates the world through edge 3. Edge 4
represents BTs for each agent collectively taking their “turns” and modifying the world
state. Finally, the to edges labeled 5 indicate rendering the updated world state to the
player, potentially offering different choices based on conditions in the user interaction
tree.(Color figure online)

Villanelle was designed for interactive fiction, which traditionally works in a


turn-based manner. Therefore, the actions and subsequent changes to the state of
the world occur over discrete time steps. Upon selection of an action to perform
by the player, Villanelle executes the behavior tree mapped to that action as
well as the next step of each behavior for each agent in the game (see Fig. 1).
Villanelle uses behavior trees (BTs) as its underlying computational model.
We next describe the specific BT constructs that make up this computational
model using the example in Fig. 2. The types of nodes that Villanelle uses are
primitive actions, which appear at the leaves of the tree, sequence and selector
nodes consisting of two or more children, and guards, which have a single child
node. Every node type is implemented as a function that returns a Status of
SUCCESS, FAILURE or a RUNNING upon execution, which sometimes depends on
the status returned by its children.

3.1 Primitive Actions

Action nodes are responsible for mutating the world state. Actions need to spec-
ify their preconditions and effects. A precondition is a function that will inspect
294 C. Martens and O. Iqbal

Fig. 2. An example behavior tree for an agent. Composite nodes are color-coded orange
and shaped as plus signs or arrows, condition guards are colored blue and diamond-
shaped, and primitive actions are purple rectangles (Color figure online)

certain variables in the world state and return a boolean value. If it is true, the
effects parameter gets executed and if it is false, the Tick returns a status of
FAILURE. Effects are responsible for all observable changes, including printing
text that the player will see or changing variables that other agents may react
to.
As an example, the following code specifies an action node with a precondi-
tion that checks whether a door is unlocked, and if it is, opens the door. This
code implements the condition and action seen in the middle-right of Fig. 2.
c o n d i t i o n : not doorLocked
e f f e c t s : doorOpen := t r u e

3.2 Composite and Guard Nodes


A ‘Composite’ is any node with two or more children. The two types of compos-
ites currently implemented in Villanelle are sequences and selectors. A sequence
node executes its children sequentially until one of them returns a FAILURE.
This node returns a SUCCESS on successful execution of all children. If a child
node is in the RUNNING status, this node will return a RUNNING status as
well. A selector node is the inverse of the sequence: it executes children sequen-
tially until one of them returns a SUCCESS and hence the name (it ‘selects’
a successful node from its children). The node fails if it doesn’t find a single
successful node. The case for when a child returns RUNNING is the same as for
the sequence node.
Finally, Villanelle also provides a Guard node, which allows the author to
couple a composite node with a precondition. If the precondition fails, this node
would fail else it would return whichever status the Composite node returns.
The following example represents a subtree of Fig. 2 and uses conditions,
sequences, and selectors in combination.
Villanelle: An Authoring Tool for Autonomous Characters 295

selector :
condition : humanSaid “hello”
sequence :
- print “‘HEL - LO , ’ says the robot .”
- atDoor := false
condition : not atDoor and not throughDoor
- atDoor := true

3.3 Agents

An agent is a structural entity that consists of a behavior tree and variables


specific to the agent. Variables are still written to the blackboard, but they are
scoped to the agent. Agents provide an easy to understand way to label behavior
trees, as the typical use case would be to attach a different behavior tree for each
major character in the narrative. It is not limited to only characters though, as
the author could also provide a behavior tree for major narrative events in the
game with a “Director” agent.

3.4 Player Interaction with the Agents and the World

Villanelle supports the use of BTs for specifying player interactions predicated
on the state of the world. The author does this by defining user interaction trees
that the framework runs after all the agent trees have run. See Fig. 3 for an
example. There are two authorable components of player interaction: what the
player sees, and the set of choices available to the player (coupled with their
effects). What the player sees may contain a description of the current scene and
the current state of some of the game’s variables. Player choices consist of a list
of actions the player can perform given the current state, as well as the effects
of each choice and the text description of the action having been carried out.

4 Standalone Authoring Tool

In prior work on usable authoring tools [18], researchers advocate for “one cen-
tralized tool in which [all] authoring functions take place.” Accordingly, we devel-
oped a standalone cross-platform desktop tool for writing and debugging inter-
active narrative works, available for download on the web.1 This tool includes
live visualization of all behavior trees created by the author and live rendering of
the game. Our goal is to allow authors to quickly prototype their ideas with the
built-in editor and play the game immediately after making their changes with-
out requiring additional steps. With live visualization of the trees, the authors
can graphically understand the structures that they are building and use the live
error reporting to help fix syntax and semantic issues instantly. If compilation

1
https://sites.google.com/a/ncsu.edu/villanelle/.
296 C. Martens and O. Iqbal

User Interaction:
- condition: botAtDoor
sequence:
- description: "There is a little robot here."
- user action:
action text: "Say hello"
effect tree:
effects:
- sayHello := true
- user action:
action text: "Wait"
effect tree:
effects:
- none := true

Fig. 3. This example presents the user with two possible choices, “Say hello” and
“Wait”, where the former is only active when the Robot agent is at the door. The
effects of saying hello set a variable that the Robot can respond to in its next turn.

Fig. 4. A screenshot of the Editor tab.

Fig. 5. A screenshot of the Play tab corresponding to the code in Fig. 4.


Villanelle: An Authoring Tool for Autonomous Characters 297

succeeds, the author can play their game in the tool and see the statuses of the
different nodes of the behavior trees as the game progresses. We implemented the
tool using the Electron framework for creating a cross-platform desktop applica-
tion, the JavaScript React framework to handle rendering the application, and
Palantir’s Blueprints for the user interface.

4.1 Case Study: Weird City Interloper (Port)

Every new feature in the standalone tool was tested by developing a playable
experience that uses it. We have created and tested several playable experiences
with the tool, two of which we highlight here to demonstrate practicality and
breadth. We will explain the features of the editor using a case study based
on Weird City Interloper, a text adventure game by C.E.J. Pacian released in
2014. On the Interactive Fiction Database, it has 32 ratings, averaging 4.5 star
reviews [21]. We chose to port this game to Villanelle to evaluate its usability
for developing a choice-based exploratory game centering around conversation
with NPCs. Each NPC’s dialogue interface is controlled by a separate behavior
tree; see Fig. 6 for an example.
The Villanelle editor has two tabs, Script and Play (see Figs. 4 and 5 for
screenshots). On every change to the Script input, the game is rendered imme-
diately in the Play tab. If there are any errors in the input, the compilation fails
and an error message is displayed instead. The rendered game has two compo-
nents: the text display and the player choices. The text display consists of the
title of the game and scene, the scene description as given by the user interaction
tree, and the effect text provided for any agent actions that run, if any. In the
choice input pane, we render each choice authored in the user interaction tree
as a button that will execute the associated behavior tree when clicked.

4.2 Editing Support

The script tab primarily consists of the editor, seen in Fig. 4. The editor was
realized using an open source embeddable code editor called Ace Editor. We
used the built-in language mode for YAML, the syntax upon which we developed
the Villanelle surface syntax. The Ace Editor also provides general features like
a powerful search/replace functionality (which has regular expression support),
highlighting other same tokens when one is highlighted and line numbers.
In a side panel next to the editor, a tree is rendered live with every change
the user makes to the YAML in the editor. This tree is also responsible for
highlighting the errors in the code structure if there are any. Every individual
node which has children is expandable and collapsible. The following is how the
different components are shown graphically (see Fig. 6).
298 C. Martens and O. Iqbal

Fig. 6. The behavior tree of an agent NPC, visualized.

4.3 Debugging Support


We use json-schema and ajv libraries to perform error checks. We also run the
condition and assignment expressions against the ANTLR4 grammar. Any errors
in these checks are reported in a bottom bar with a dot indicating failure. If the
error checks succeed, the bar turns green and includes a checkmark. Every change
to the YAML input in the editor causes the error checks to be run again.
If the input is an invalid YAML schema, i.e. it violates any of the general
YAML rules, the tree isn’t rendered and a message is shown.

Tree Visualization. Behavior trees for agent nodes are rendered under each
agent. The visual structure of the behavior trees matches node for node the
structure in the YAML input. However, the conditions in actions, sequence or
selectors are represented as individual nodes themselves, with the associated
behavior tree node rendered as a child. This was done to visually create a sense
of ‘gate-keeping’ the conditions provide in terms of their coupling with nodes of
a behavior tree.
The number of ticks an action node takes is displayed as a clock symbol on
the right hand side of the corresponding condition node (if the action has no
explicit condition node, a ‘true’ condition node is rendered).
Nodes which have errors with types or with the Villanelle YAML schema are
reported as red nodes and their children are not rendered. The error message is
displayed on hovering over the erroneous node.
All ancestors of the erroneous node are automatically expanded so the author
does not have to search on their own (Fig. 7).
Villanelle: An Authoring Tool for Autonomous Characters 299

Fig. 7. The condition expression is syntactically incorrect

Tree Execution Visualization. We support debugging by rendering the live


execution of behavior trees during gameplay. As the author plays through the
game, the tree nodes are highlighted based on how they were processed: green
means SUCCESS, red means FAILURE, and orange means RUNNING. Every
time the user takes an action, the statuses of the nodes change and the tree is
refreshed showing the changes, giving the author live feedback (Fig. 8).

Fig. 8. The different statuses for the nodes show up as you play the game

5 Application Programming Interface


To support development of web-based interactive narrative experiences, we
released an open-source web application programming interface (API) for Vil-
lanelle. This API gives authors the ability to create BTs, register initial world
states, and execute the world engine, by calling JavaScript functions. The main
game loop is called worldTick(), whose code is shown in Fig. 9.
While the stand-alone editor provides minimal language features, such as
variables that can hold strings, numbers, and boolean values, the API is more
flexible and intended for advanced users. It supports modularity, behaviors that
take parameters (as in [26]), and arbitrary data structures supported by Type-
Script (e.g. arrays and dictionaries).
300 C. Martens and O. Iqbal

export function worldTick() {


// Execute each agent’s behavior tree
for (var i = 0; i < agents.length; i++) {
var tree = agentTrees[agents[i]];
if (!isUndefined(tree)) {
setVariable("executingAgent", agents[i]);
execute(tree);
}
}
// Execute the user interaction tree
runUserInteractionTrees();
}

Fig. 9. Code for a function provided by the API to execute all behavior trees defined
by the author for agents and user interaction.

5.1 Case Study: Rime Royale (Original Game)

We showcase the expressiveness of Villanelle’s API through Rime Royale, an


original, browser-playable game developed by our lab. Rime Royale implements
a guildmaster roleplaying mechanic in which the player must assign NPCs with
various strengths to missions that can succeed or fail; (see a screenshot in
Fig. 10). Villanelle is used to implement the behavior of NPCs not assigned
to missions, which act autonomously according to their personalities and pref-
erences while other characters attempt the missions. Rime Royale was accepted

Fig. 10. A Screenshot of Rime Royale


Villanelle: An Authoring Tool for Autonomous Characters 301

for presentation in the AIIDE 2019 Playable Experience track [12], which shows
evidence of the strength of its gameplay.
Rime Royale was developed over the course of one Spring semester by two
undergraduate students, one responsible for art and narrative direction and one
responsible for AI and gameplay programming. Their success provides evidence
of Villanelle’s support for innovative forms of gameplay.

6 Conclusion and Future Work


In this paper we presented Villanelle, an API framework and a standalone tool
to use behavior trees not only to author character behaviors but every other
part of an interactive narrative experience as well. Although we have not yet
conducted a formal user evaluation, we have found through internal testing that
Villanelle enables painless development of a wide range of reusable behaviors for
autonomous characters. In future work, we would like to investigate scalability to
large groups of NPCs in a social simulation akin to Prom Week [16] and formally
compare Villanelle to other authoring tools using benchmarks in previous tool
evaluations [7,10].
Our long-term goal is to support current and future interactive fiction authors
in their creative goals, and we have begun a process of soliciting feedback from
this audience. Initial feedback suggests that a number of additional features
would be useful, some of which (like behavior parameterization and compos-
ite data structures) exist in the API but not the standalone tool. Other more
foundational features include an extension to the behavior tree language that
supports a stronger notion of reactivity through continuously monitored nodes
(as in Unity’s Behavior Designer implementation). We also plan to investigate
the feasibility and utility of behavior generation through planning: BTs lend
themselves very well to Hierarchical Task Network planning [20]. We could use
this technique to automatically compose trees using from the available trees cre-
ated by the author. Finally, in accordance with the evidence that debugging and
reasoning are key usability principles, we plan to investigate reasoning principles
for multi-agent systems authored with behavior trees. This includes debugging
support for stepping, jumping, and rewinding (to analyze unexpected NPC inter-
actions) as well as behavior model checking to validate (un)reachability of story
states.

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A Hierarchical Approach for Visual
Storytelling Using Image Description

Md. Sultan Al Nahian(B) , Tasmia Tasrin, Sagar Gandhi, Ryan Gaines,


and Brent Harrison

Department of Computer Science, University of Kentucky, Lexington, USA


{sa.nahian,tasmia.tasrin,sga267,ryan.gaines,brent.harrison}@uky.edu

Abstract. One of the primary challenges of visual storytelling is devel-


oping techniques that can maintain the context of the story over long
event sequences to generate human-like stories. In this paper, we pro-
pose a hierarchical deep learning architecture based on encoder-decoder
networks to address this problem. To better help our network maintain
this context while also generating long and diverse sentences, we incor-
porate natural language image descriptions along with the images them-
selves to generate each story sentence. We evaluate our system on the
Visual Storytelling (VIST) dataset [7] and show that our method outper-
forms state-of-the-art techniques on a suite of different automatic eval-
uation metrics. The empirical results from this evaluation demonstrate
the necessities of different components of our proposed architecture and
shows the effectiveness of the architecture for visual storytelling.

Keywords: Visual storytelling · Deep learning · Natural language


processing

1 Introduction

Computational storytelling is the task of automatically generating cohesive lan-


guage that describes a sequence of correlated events or actions. Prior work on
computational storytelling has mainly focused on plan-based approaches for gen-
erating narratives [21]. Planning based approaches often rely on complex domain
models that outline the rules of the world, the actors involved, and the actions
that each actor can take. This type of story generation, often called closed-world
storytelling, is able to generate coherent stories, but are restricted in the types
of stories they can generate by the domain model.
Recently there has been an increased interest in open-world story genera-
tion. Open-world story generation refers to generating stories about any domain
without prior knowledge engineering and planing [13]. With the increased effec-
tiveness and sophistication of deep learning techniques, deep neural networks,
such as sequence-to-sequence networks, have been shown to be effective in open-
world story generation. The primary advantage that these techniques have over

c Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 304–317, 2019.
https://doi.org/10.1007/978-3-030-33894-7_30
A Hierarchical Approach for Visual Storytelling Using Image Description 305

planning systems is that they do not require extensive domain modeling to be


effective. This makes them an effective tool for open-world story generation.
Visual storytelling is an extension to the computational storytelling problem
in which a system learns to generate coherent stories based on a sequence of
images. Visual storytelling is a more challenging problem because the sentences
need to be not only cohesive, but also need to consider both the local context
of images and the global context of whole image sequence. There have been
recent successes in generating natural language that is conditioned on images.
These successes are primary in tasks such as image captioning [8,10,18]. Visual
storytelling presents a different challenge from image captioning in that the
language generated is often more abstract, evaluative, and conversational [7]. In
addition, techniques need to identify and understand the relations among the
scenes of the images and describe them through logically ordered sentences. The
task also needs to consider the completeness of the story.
There have been successes in visual storytelling, however. Approaches utiliz-
ing deep learning have proven, overall, to be effective at this task [3,22]. Though
these approaches have achieved competitive results, the stories they produce are
often comprised of short sentences with repeated phrases. In some cases, the
generated sentences fail to tell a coherent story and in some cases they fail to
capture image contexts.
One of the primary challenges in both computational storytelling and
visual storytelling is determining how to maintain story context for long event
sequences. In this paper, we address this challenge with techniques inspired by
how humans usually form stories. To construct a story, a human needs to form
a plot for the story at first. In visual storytelling, this can be done by going
through all the images and extracting the key context from them to form the
premise of the story. After that, the sentences are made by going through the
images one by one. In order to ensure the coherency in the story, we need to
articulate the temporal dependencies among the events of the images. This can
be achieved by summarizing the events generated in the previous sentences and
considering the summary during making the current sentences of the story. For
instance, [16] use the sentence generated for the previous image to generate the
sentence for the current image. This approach can have a cascading error effect
in which errors can compound if the quality of the previously generated sen-
tences is bad. As a result, over time the context of the story can drift from the
original context.
To emphasize logical order among the generated sentences and to help our
network architecture better maintain context over time, we have passed image
descriptions into the network along with the images themselves. This helps to
minimize the effect of cascading error as mentioned above. The descriptions
are more specific and literal statements about the content of the images. The
intuition behind adding these descriptions is that they can aid the network in
understanding the context of the image and help the network to extract the flow
of the events from the subsequent images.
306 Md. S. A. Nahian et al.

To evaluate our system, we examine its performance on the Visual Sto-


rytelling (VIST) dataset using automatic evaluation metrics BLEU, CIDEr,
METEOR and, ROUGE L. Using these evaluation metrics, we have demon-
strated how well our proposed architecture can learn description and image con-
text and combine both of them to create human-like coherent visual narratives.
The major contributions of our work can be summarized as follows:
– An end-to-end hierarchical deep neural network to generate open story from
visual content.
– Exploration into the use of natural language image descriptions in visual
storytelling.
– An evaluation of our architecture on a large corpus of visual storytelling data
against state-of-the-art deep learning techniques.

2 Related Work
Research on computational story generation has been explored in two ways:
Closed-world story generation and open-world story generation. Closed-world
story generation typically involves the use of predefined domain models that
enable techniques such as planning to be used to generate the story. Open-world
story generation involves automatically learning a domain model and using it to
generate stories without the need for relearning or retraining the model [4].
Due to their ability to reason over sequences of textual input, sequence-to-
sequence networks are typically used to perform open-world story generation.
To better help these networks maintain context over long story sequences, many
researchers have chosen to make use of event representations that distill essential
information from natural language sentences [4,13,20]. These event representa-
tions make story generation easier in that the network only needs to focus on
generating essential information. In our work, we perform the more complex task
of reasoning over both story information as well as visual information. In addi-
tion, we do not make use of event representations, choosing instead to generate
full text sentences.
Visual narrative has been explored previously, primarily utilizing planning-
based approaches [2]. With the release of the first large-scale, publicly available
dataset for visual storytelling [7], approaches based on machine learning have
become more viable for the task. In [7], they propose a sequence-to-sequence
network to generate story from image sequence which has been being used as
a strong baseline for the visual storytelling task. [12] has proposed a visual
storytelling pipeline for task modules which can serve as a preliminary design
for building a creative visual storyteller. [16] has proposed a visual storytelling
system where previous sentence is used to generate current sentence. [9] and [19]
are the two winners from the VIST challenge in 2018. GLAC Net [9] generates
visual stories by combining global-local attention and provides coherency to the
stories by cascading the information of the previous sentence to the next sentence
serially. In [19], an adversarial reward learning scheme has been proposed by
enforcing a policy model and a reward model. One common limitation of these
A Hierarchical Approach for Visual Storytelling Using Image Description 307

approaches is that the models often generate short sentences and are prone to
repeating certain phrases in their story sentences. We believe that by utilizing
image descriptions we are bootstrapping the language learning process. This
enables our method to produce more diverse, human-like sentences that are
longer than the ones generated by previous approaches while still maintaining
coherence.

3 Methodology
In this work, we propose a hierarchical encoder-decoder architecture which we
call a Hierarchical Context-based Network (HCBNet) to generate coherent sto-
ries from a sequence of images. Figure 1 shows the overview of our architecture.
The network has two main components: 1. A hierarchical encoder network that
consists of two levels and 2. A sentence decoder network. The first level of the
hierarchical encoder, referred to as the Image Sequence Encoder (ISE), is used
to encode all the images of the sequence and create a single encoded vector of
the image sequence. In the next level, there is a composite encoder, referred to
as the Image-Description Encoder (IDE). It takes in two inputs: an image and
description of that image. The IDE consists of two encoders: an Image Encoder
that is used to encode the individual image and a Description Encoder that is
used to encode the description of the image in each time step. After each itera-
tion, the decoder network generates one sentence, word by word, of the story as
output. The initial state of the first time step of the Description Encoder comes
from the Image Sequence Encoder as shown by the grey arrow in Fig. 1. Each of
the components of our proposed architecture will be discussed further below.

Fig. 1. The proposed hierarchical context based network. Image Sequence Encoder
(ISE) takes all the images and encode them to create a vector. Image-Description
Encoder (IDE) is composed of two components: Description Encoder (DE) to encode
the description and Image Encoder (IE) to encode the image. In each iteration, the
sentence decoder (SD) generates a sentence, word by word, conditioned on the vectors
coming from DE and IE. In the figure, two iterations have been shown.
308 Md. S. A. Nahian et al.

Fig. 2. Detailed architecture of the encoder. ISE (represented by grey color) generates
sequence embedding vector which is used as the initial hidden vector of DE in the
first iteration of IDE. IDE produces two vectors: initial hidden vector and input of the
sentence decoder. Blue color represents the DE network and red color represents the
IE network. (Color figure online)

3.1 Hierarchical Encoder Network


As mentioned earlier, the Hierarchical Encoder of our architecture is com-
posed of two levels of encoder: the Image Sequence Encoder (ISE) and the
Image-Description Encoder (IDE). The IDE is, itself, composed of two differ-
ent encoders that are tasked with identifying different types of context in our
input. Figure 2 presents a detailed representation of the hierarchical encoder.

3.2 Image Sequence Encoder


This is the first encoder which is meant to help the network understand the
high-level context of the story based on the images that it has seen thus far. It
takes an image sequence as input and in each time step, uses a convolutional
neural network (CNN) to embed each individual image into a single vector. This
vector is passed to an additional fully connected (FC) layer and then to LSTM
network [6]. The output hidden state of the LSTM is forwarded to the LSTM
of the next iteration. For the CNN, we have used pretrained model. We have
experimented with pretrained VGG19 [15] and resnet152 [5] to extract features
from the images.
After the iteration has been finished for each of the images in the sequence,
we take the final hidden state of the LSTM unit and pass it to a FC layer. The
output vector of the FC layer, referred to as the sequence embedding vector,
represents the global context of the image sequence which works as the premise
of the story. This sequence embedding vector is used as the initial hidden vector
A Hierarchical Approach for Visual Storytelling Using Image Description 309

of the Description Encoder (shown in Fig. 2). Therefore the global context of
the story passes through the network through time. This helps the network to
better understand and maintain the theme of the story throughout the entire
sequence.

Image-Description Encoder. The Image-Description Encoder (IDE) takes an


image and corresponding description as input in each time step. In the first time
step, it takes the sequence embedding vector from the ISE as initial hidden state
as mentioned above. The IDE is a composite encoder with two modules: The
first is the Image Encoder (IE), which is used to extract the context vector from
an individual image. The second module is the Description Encoder (DE), which
is used to extract the context vector from the corresponding image description.

Image Encoder. This component is used to deduce the context of the current
image given additional information about the previous images in the sequence.
The current image is sent to a Convolutional Neural Network (CNN) pretrained
using the resnet152 model for feature extraction. The extracted image feature
vector is passed through to a FC layer and a recurrent neural network. Figure 2
outlines the overview of the encoder with red arrows. It shows that the LSTM
network takes a hidden state as input as well. This is the feature vector from
the Image Encoder of the previous time step. The LSTM of current time step
also generates a hidden state and an output vector. We pass the hidden state to
the Image Encoder of the next step and pass the output to an FC layer to form
the image embedding vector. The hidden states of Image Encoder propagate the
local image context from one time step to the next.

Description Encoder. The Description Encoder is used to extract information


about the current description and to reason over information contained in pre-
vious image descriptions. We use the image description to help maintain tempo-
ral dependencies between the sentences. Before passing the description into the
RNN (LSTM), we preprocess the description and pass it through to an embed-
ding layer. The final hidden state of the LSTM contains contextual information
about the image description. This can be thought of as theme type information
that is used to condition the output of our network. It is passed to the Descrip-
tion Encoder of the next iteration where it will be used as the initial state for the
LSTM (shown as the blue connection in Fig. 2). By doing this, we help ensure
that the context of the current sentence is passed to the next iteration.
The hidden state of the DE is also passed to a FC layer to form a vector
referred as the description embedding. The description embedding and image
embedding are concatenated and forwarded to the Sentence Decoder. The hidden
state of the DE is concatenated with the final hidden state of the decoder of
previous time step as well. A FC layer is applied on the concatenated vector
and forwarded to the decoder to form the initial hidden state of the Sentence
Decoder (SD). The relations are demonstrated in Eq. 1:

decod hids,0 = F C(concat(desc hids , decod hids−1,t )) (1)


310 Md. S. A. Nahian et al.

decod hids,t = decod hids,t−1 (2)


From the hidden state of the previous sentence decoder, the network receives
information about what has been generated before and the hidden state of the
description provides the theme of the current sentence. This information enables
the network to construct an image specific sentence while maintaining the flow
of the events across the sentences.

Fig. 3. Sentence Decoder

Sentence Decoder. The Sentence Decoder (SD) uses a LSTM to generate the
text of the visual narrative (seen in Fig. 3). This LSTM network uses the contexts
generated by the IDE to construct a story events word by word. In the beginning
of a sentence, the initial hidden state of the sentence decoder is formed by Eq. 1.
Then it propagates the hidden state of current time step to next time step of a
sequence (represented in Eq. 2). Input of the SD is formed by concatenating the
description embedding, image embedding, and word embedding of the previous
word (Eq. 4). This process is repeated in every word generation step of a sentence.
It works as “hard attention” on image and description context. From the image
embedding vector, the decoder gets information on the local features of the
current image, while the description embedding provides both the overall story
context and image specific context to the decoder.

desc embeds = F C(desc encoder hidden states ) (3)


sent decod inputs,w = concat(desc embeds , img embeds , word embeds,w−1 )
(4)

4 Experimental Setup

In this section, we give the details about our experimental methodology and the
implementation that we used for testing. First, we describe the dataset used in
the experiment followed by how we chose to preprocess the data. Then we will
discuss information about the network parameters used during testing. Finally,
We give an overview about the baseline architectures against which the proposed
architecture has been compared. Afterward, we discuss about the evaluation
metric and evaluation criteria.
A Hierarchical Approach for Visual Storytelling Using Image Description 311

4.1 Dataset
To evaluate our architectures, we have used the Visual Storytelling Dataset
(VIST) [7] which is a sequential vision-to-language dataset. This dataset con-
sists of image sequences and associated stories for each sequence. Each image
sequence consists of 5 images and, therefore, five story sentences. In addition to
this information, some images have an image description associated with them
which is referred as “Descriptions of images-in-isolation” in the VIST paper. In
this paper, we choose to use the term “image description” instead of “Descrip-
tions of images-in-isolation”. The dataset, in total, contains 40155 stories in the
training set, 4990 stories in the validation set and, 5055 stories in the test set. It
contains 154430 unique images in the training set, 21048 images in the validation
set and 30000 images in the testing set.
Recall that our approach makes use of image descriptions to help generate
narratives. Some images, however, do not have an associated description. Images
that did not have an associated description were discarded, as were any stories
that contained images that did not have an associated description. This process
has reduced the total number of training stories to 26905, validation stories to
3354 and, test stories to 3385.

4.2 Preprocessing
In the preprocessing step, we have corrected the misspellings from the image
descriptions and story texts. Stop words have been removed from the image
descriptions, but not from the story texts. To build the vocabulary, we have
taken all the words which have been appeared at least three times in the story
text, which results in a vocabulary of size 12985. Words that appear below this
threshold are replaced with a symbol representing an unknown word. We have
used pretrained resnet152 and VGG19 models to encode the images. As these
two models take input of size 224 × 224, we have resized all of the training,
validation and test images to the required size.

4.3 Experimented Architectures


We have evaluated our proposed method, HCBNet, against two of the state-of-
the-art architectures for visual storytelling: AREL [19] and GLAC Net [9]. We
have trained these two networks from scratch with the same dataset used to
train our proposed model. To evaluate the need for different aspects of HCBNet,
we also perform an ablation study. In this ablation study, we test four different
versions of HCBNet. They are:
– HCBNet: This is the standard HCBNet demonstrated in Fig. 1.
– HCBNet without previous sentence attention: In this version, the final
hidden state of an iteration of the sentence decoder is not used to form the
initial hidden state of the next iteration of the sentence decoder. The hidden
state of the description encoder is used as the initial hidden state of the sen-
tence decoder. The sentence decoder gets the context of the previous sentence
from the hidden state of the description encoder.
312 Md. S. A. Nahian et al.

– HCBNet without description attention: In this version, previous sen-


tence attention is used in the sentence decoder, but the description embedding
is not passed to form the input of the sentence decoder. Here, the sentence
decoder does not use attention on the image description during each step of
an iteration. It gets the description information from the hidden state of the
description encoder in the beginning of an iteration.
– HCBNet using VGG19: In all of our experiments, we have used pretrained
resnet152 as the CNN. Here, we have experimented the HCBNet with pre-
trained VGG19 model to check if there is any significant performance differ-
ence when using a different pretrained CNN.

4.4 Network Parameters


All of the networks in the experiment have been trained using same parameters.
The learning rate is 0.001 with learning rate decay 1e-5. The batch size is 36,
and the vocabulary size is 12985. The size of the LSTM units are 1024 which is
same for all of the versions of HCBNet. We have used a multilayer LSTM with 2
layers. To prevent the overfitting, we have used batch normalization and dropout
layers. Batch normalization has been applied on each FC layer that is followed
by an LSTM cell in both the ISE and IE module. Another batch normalization
has been used on the final output vector (FC layer) of the ISE module. We
have applied dropout at a rate of 0.5 on each LSTM cell as well as the output
vector of the LSTM cell of the SD. The training process is stopped when the
validation loss no longer improves for 5 consecutive epochs (25 to 32 epochs in
these experiments). We have used Adam optimizer to optimize the loss.

Table 1. Automatic evaluation metrics results from the experiments

BLEU-1 BLEU-2 BLEU-3 BLEU-4 CIDEr METEOR ROUGE L


AREL (baseline) 0.536 0.315 0.173 0.099 0.038 0.33 0.286
GLAC Net 0.568 0.321 0.171 0.091 0.041 0.329 0.264
(baseline)
HCBNet 0.593 0.348 0.191 0.105 0.051 0.34 0.274
HCBNet 0.598 0.338 0.180 0.097 0.057 0.332 0.271
(without prev.
sent. attention)
HCBNet 0.584 0.345 0.194 0.108 0.043 0.337 0.271
(without
description
attention)
HCBNet 0.591 0.34 0.186 0.104 0.051 0.334 0.269
(VGG19)

4.5 Evaluation Metrics


In order to evaluate our proposed architecture, we have used the following
automatic evaluation metrics: BLEU [14], METEOR [1], ROUGE L [11] and
A Hierarchical Approach for Visual Storytelling Using Image Description 313

CIDEr [17]. BLEU and METEOR are machine translation evaluation metrics
that are widely used to evaluate story generation systems. To use BLEU, one
must specify an n-gram size to measure. In this paper, we report results for 1-
grams, 2-grams, 3-grams, and 4-grams. ROUGE L is a recall based evaluation
metric primarily used for summarization evaluation. CIDEr is different from
translation metrics in that it is a consensus based evaluation metric. It is capa-
ble of capturing consensus and is, therefore, able to better to evaluate “human-
likeness” in the story than metrics such as BLEU, METEOR or ROUGE L.

5 Results and Discussion

We evaluate the performance of our proposed method HCBNet against the base-
line networks AREL and GLAC Net by using the automated evaluation metrics
BLEU, CIDEr, METEOR and ROUGE L. The scores are shown in the Table 1.
These results demonstrate that HCBNet outperforms the GLAC Net on all of the
metrics and AREL on all of the metrics except for ROUGE L. Though AREL
performs better than HCBNet in ROUGE L, inspection of the stories generated
by each network indicates that the quality of the stories generated by HCBNet
are higher than those generated by AREL.
It is important to note that these metrics on their own do not necessarily
indicate that our method produces interesting, or even coherent, stories. Recall
that we claimed earlier that the stories produced by GLAC Net and AREL often
suffer from having short sentences with repeated phrases. One of our hypothe-
ses in this paper is that utilizing image description information should enable
us to generate stories with longer and more diverse sentences. We perform an
analysis to provide some intuition on whether this is the case. Specifically, we
compare the average number of words per sentence and the number of unique
1, 2, 3, and 4-grams generated by each network. From Table 2, we can see that
the average number of words per sentence is highest for AREL among the three
networks. But number of unique 1-grams is only 357 for AREL, where HCBNet
has 1034 unique 1-grams. This behavior is consistent across all n-grams tested.
This provides support to our claim that these baselines tend to generate repeti-
tive phrases and provides support to our claim that HCBNet can produce more
diverse sentences. Interestingly enough, this also could explain why AREL per-
formed well on ROUGE L. ROUGE L is meant to measure a model’s recall on
a reference sentence, which is likely to be high if one produces short sentences.
As shown in the Table 1, the CIDEr score of HCBNet is higher than GLAC
Net and AREL. This indicates that our model has a greater ability to generate
“human-like” stories than compared to AREL and GLAC Net. It is also notable
that we see the greatest difference between our network and our baselines through
this metric. We feel that this, especially when combined with the results outlined
in Table 2, further indicate that our network produces stories that are more
diverse and, potentially, human-like while still maintaining story context.
As mentioned in Sect. 4.3, we have also experimented with three other ver-
sions of HCBNet to see the effectiveness of different components of the network.
314 Md. S. A. Nahian et al.

Table 2. Experiment results based on word properties

Avg. no. of Avg. no of 1-gram 2-gram 3-gram 4-gram


words per words per
story sent.
AREL 29.893 7.03 357 924 1526 1979
GLAC Net 29.826 5.996 837 2586 4069 4628
HCBNet 30.7 6.141 1034 3324 5292 5966

HCBNet without previous sentence attention gives higher score in CIDEr and
slightly better score in BLEU-1, but adding the same component into the net-
work significantly increases the score of other metrics. HCBNet without using
description attention performs poorly for CIDEr. Incorporating the description
embedding into the input of sentence decoder not only improves the score of
CIDEr remarkably but also METEOR, ROUGE L, BLEU-1 and BLEU-2 scores.
We believe that this indicates that the description attention helps the network
resist context drift and helps keep the story cohesive.

Table 3. Comparison of the stories among the networks

Preprocessed 1. suitcase stand near wall flower 2. man seat belt front boy back seat 3.
Descriptions boy stand front lowered black park truck 4. lone jumbo plane fly sky 5. old
woman child lay hotel room
Ground everybody ’s packed for the trip. kids are in the car and ready to go. we
Truth Story dropped the rental off and [male] got a picture next to the car. [male] asked
us if this was our plane. we spent the night in the hotel after a long day of
travel.
AREL i went to the bar yesterday. the kids were so happy to be there. we had a
great time at the park. the <UNK>was very good. after the party, we all
had a great time.
GLAC Net i went to the beach yesterday. there were a lot of people there. i had a great
time. it was a beautiful day. afterward we all got together for a group photo.
HCBNet the family went to a farm for their vacation. they got a little tired and took
pictures of each other. they were able to get a picture of a tractor. then they
saw a plane. after that, they took a break outside.

To provide a better understand and highlight the differences between the


stories generated by our network and by our baselines, we have provided some
illustrative examples of stories generated by each network. Table 3 shows a com-
parison between the story generated by our network and the baseline networks.
A Hierarchical Approach for Visual Storytelling Using Image Description 315

Table 4. Example stories generated by HCBNet

the family gathered for a special dinner. they had a lot of food and drinks. there was also
a lobster dish. [female] was happy to be there. she was so excited to see her friends.

the family went on a hike to the mountains. we saw a beautiful waterfall. it was a nice
day for a walk. he was very excited. after that we took a picture of him.

The first thing to note is that the stories generated by the baseline networks
are relatively vague and rely on general phrases about having a great time.
In addition, they often disregard the context that each image provides. If we
examine the story generated by HCBNet, we can see that our network correctly
interprets the theme of the story as “vacation”. The corresponding generated
sentence of image 3 is interesting, though. In the image, though the vehicle is a
truck, HCBNet describes it as a tractor. We believe this is because the network
correctly identifies a vehicle, but wants to remain consistent with the fact that
it says the family is visiting a farm in the first sentence. We feel that this type of
behavior shows our network is able to balance maintaining story context along
with maintaining image context. In the last sentence, though it believes the peo-
ple to be outside, it understands that people are taking a break. We have also
provided more examples of the stories that our network can generate in Table 4.
We feel that these results combined with the results achieved on our automatic
evaluation metrics provide significant evidence for our claim that HCBNet can
produce high quality visual narratives.

6 Conclusion and Future Work


In this paper, we introduce HCBNet, a hierarchical, context-based neural net-
work that incorporates image description data for performing visual storytelling.
In addition, we evaluate our approach using a variety of automatic evaluation
metrics and show that HCBNet outperforms two state-of-the-art baselines. Our
results indicate that our proposed architecture is able to learn the expected flow
of events conditioned on the input images and use this knowledge to produce a
cohesive story. As our future work, we plan to expand our evaluation to include
a human subjects study so that we can explore how humans perceive the stories
generated by our system.
316 Md. S. A. Nahian et al.

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A Knowledge Representation
for Planning-Based Story Generation
Applied to the Manual and Automatic
Encoding of Plot

Rushit Sanghrajka and R. Michael Young(B)

University of Utah, Salt Lake City, UT, USA


rush.sanghrajka@utah.edu, young@eae.utah.edu

Abstract. There have been a range of coding schemes to code story


structure. However, few of these coding schemes map directly to expres-
sive formal models of story that also characterize character beliefs or
the complexities that arise when mistaken beliefs lead to action failure.
We describe HeadCode, a coding scheme motivated by recent work in
plan-based story generation.

Keywords: Story generation · Coding schemes · Intentional planning

1 Introduction and Background

In stories, characters commonly attempt to perform actions that fail. Sequences


with action failure are designed in narratives specifically to prompt explana-
tory and anticipatory inferences on the part of story consumers. Because story
consumers act as problem-solvers [4], anticipating the progression of characters’
plans and their ultimate success or failure, the design feature of stories where
characters perform actions that fail are critical to the experience of a reader.
Thorne and Young [15,16], developed a knowledge representation, called
HeadSpace, that has been used in a generative context to produce story lines
that contain these anticipation-prompting elements. In this document, we iso-
late the knowledge representation (KR) that Thorne and Young developed and
describe a methodology for human analysts to employ the KR to encode charac-
ters’ intentional structures from sample narratives. We call the resulting coding
scheme and coding methodology HeadCode.
The motivation for this work comes from a necessity in the current domain:
to be able to seamlessly transpose between human-authored narratives and com-
putational narratives. There is an existing corpora of real world stories in various
media, and this work is intended to provide a capability for their translation into
a representation compatible for computational study.
A number of approaches involving narrative have sought to develop cod-
ing schemes for naturally occurring or artificial narratives. For example, work
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 318–322, 2019.
https://doi.org/10.1007/978-3-030-33894-7_31
A Knowledge Representation for Planning-Based Story Generation 319

by social scientists exploring interpersonal relationships and health have used


talk-aloud protocols to solicit insight into ill patients’ perspectives on their own
health [14], and coding schemes were developed to obtain structured knowledge
from subject-generated personal narratives.
There is narrative psychological research that explores how people represent
their lives through telling stories [10]. Narrative psychologists study people’s
personal stories in a range of contexts (e.g., [6–8,12,13]). These researchers typ-
ically use distinct coding schemes that address idiosyncratic questions specific
to each research project.
There have been approaches to encode narratives towards generating compu-
tational representations as well. Cardona Rivera and his collaborators [1] intro-
duce a computational model to capture information from narratives using the
event indexing situation model, a cognitive model of human narrative under-
standing [17]. Metafor is a system which attempts to create programming con-
structs for stories [9] and visualize stories as constructs of object-oriented pro-
grams. Harmon’s work on a narrative encoding framework is aimed at promot-
ing analysis and comparison of narratives with each other [5]. Elson and his
collaborators [2] also constructed a tool that supports an encoding process for
narratives to be used for acquiring world knowledge in a narrative generation
and understanding.
The HeadCode knowledge representation borrows and adapts many of its
formal definitions from the HeadSpace planning data structures. For use by
annotators, the HeadCode knowledge representation models the actions present
in a narrative sequence, the conditions in the world relevant to the actions’
success, the set of characters in the world capable of executing actions, and
the beliefs, desires and intentions of these characters over time. Formal defini-
tions for all the elements of a HeadSpace plan are provided by Thorne and
Young in their original paper [15]. We provide an informal characterization of
the HeadSpace elements that are relevant for HeadCode below. Readers
should refer to Thorne and Young’s work for the complete characterization.

2 Coding Cinematic Plotlines Using HeadCode


The coding process using HeadCode requires three passes through the cin-
ematic sequence. Each pass involves the annotator watching the sequence in
temporal order from start to finish. With each pass the annotator populates the
knowledge representation making reference to elements added in the preceding
passes. For brevity, in the remainder of this paper we refer to the human anno-
tator as Ann.

First Pass. During the first pass, Ann records the following aspects:
1. Characters. Ann adds unique character identifiers to a Character List just
when Ann sees an as yet unrecorded character perform an action that con-
tributes causally to the cinematic sequence. For example, a background char-
acter which is performing a random action in the background would not
320 R. Sanghrajka and R. M. Young

be added to the Character List unless at least one their actions contributes
causally to the plot sequence.
2. Objects. Ann adds a unique object identifier to an Object List just when Ann
sees an as-yet-unrecorded object that plays some role in an action, either in
the action’s preconditions or effects.
3. Locations. Ann adds a unique location identifier to a Locations List just when
Ann sees a distinct as yet unrecorded location where an action takes place.
4. Literals. Ann records a ground literal in the world in a Literals List just when
Ann sees a condition in the world that plays a role in a precondition to some
observed story action. Care must be taken that the literals recorded in the
Literals List are consistent in their semantics. That is, Ann should not create
two different literals in the Literals list denoting the same condition or its
negation. For instance, Ann should not record both (unloaded gun1) and
(not (loaded gun1)).
At the end of the first pass, Ann must check their list to ensure that the list
is consistent and has no duplicates. Ann can choose to remove certain elements
if they feel at the end of the sequence that they were not necessary for the plot,
or add more elements if they seem to have contributed to the plot. Then Ann
can move on to the second pass.

Second Pass. During the second pass, Ann re-watches the cinematic sequence,
observing the actions performed and their relationship to world states over time.
The second pass focuses on the following aspects:

1. Operators. Ann records an operator definition for an action in an Operators


List just when Ann observes an action being executed that is (a) of an as yet
unrecorded action type and (b) dependent upon or changes the state of some
literal in the Literals List.
2. World States. Ann creates a world state record that describes the state of the
world currently being viewed just when Ann observes an action occur in the
world that changes the truth value or character belief value of a literal in the
Literal List. This world state record is added to a World States List. A world
state record consists of the enumeration of truth values of the literals in the
Literal List for each character and the ground truth value for the world and
the identifier of the world state record that immediately precedes it in the
cinematic sequence.
3. Actions. Ann records a unique action identifier in an Actions List just when
Ann observes an action that is dependent upon on changes the state of some
literal in the Literals List. Part of this recording includes the operator of
the action as well as the specification of how elements from the Characters,
Objects and Locations Lists play roles in the action’s arguments. Finally, the
recording indicates which world state record occurs immediately prior to the
action.

Third Pass. In the third pass, Ann encodes aspects of the cinematic sequence
by building upon the information encoded using the first two passes. Specifi-
A Knowledge Representation for Planning-Based Story Generation 321

cally, Ann reasons about why characters perform those actions. This involves
the following type of annotation:

1. Intention Plans. As the cinematic progresses through each world state noted
in the World State List, Ann creates an intention record for each character.
The intention record lists Ann’s estimation of the character’s current goals
as well as a partial description of the plans that the character intends to pur-
sue to achieve those goals. Goals are drawn from the Literals List and plans
are composed of a partial order of actions instantiated from the Operators
List using literals, locations and characters from their respective lists as argu-
ments.

When creating a new intention record for a new world state, Ann modifies
the intention record for the preceding state by (a) updating any plans con-
taining the most recently executed action, to indicate that action’s successful
execution, (b) adding any plans and goals that Ann perceives result from a
character adopting a new set of intentions and (c) removing any plans and
associated goals that Ann perceives have just been abandoned by a character
due to the character’s changing beliefs.

3 Conclusion

Because the HeadCode coding language was designed based on the


HeadSpace planning data structures, there is a direct, one-to-one mapping
between story plans produced by the HeadSpace planner and the language ele-
ments of HeadCode that would be used to code a sample story produced by
the HeadSpace planner. In fact, the mapping is so direct that a straightforward
process can be followed that produces the mappings without human intervention.
Specifically, the mapping takes each element of a HeadSpace plan and produces
the identical element in HeadCode. It parallels much of the structure found in
the HeadSpace planning system, which itself extends the widely-used STRIPS
model of action [3]. Further, HeadCode provides a process by which output
from narrative planners can be automatically translated into coding model and
by which human annotators can create data from naturally occurring narratives
in the same format.

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ShowRunner: A Tool for Storyline
Execution/Visualization in 3D
Game Environments

Rushit Sanghrajka, R. Michael Young(B) , Brian Salisbury, and Eric W. Lang

University of Utah, Salt Lake City, Utah, USA


rush.sanghrajka@utah.edu, {young,salisbury}@eae.utah.edu,
ewlang@cs.utah.edu

Abstract. We introduce ShowRunner, a tool for visualizing story


world execution within a 3D game environment. ShowRunner takes
as input an abstract, declarative specification of a story script and a set
of mappings between terms in the story and data elements in the game
engine and executes the story’s actions, using virtual cameras to film and
present the action to a user. The implementation details on the working
of the tool, as well as instructions on how users with various design and
API constraints can utilize the tool are discussed in this paper.

Keywords: Story execution · Game environments · Cinematic


visualization of stories

1 Introduction
The domain of computational narrative is growing steadily, using algorithmic
approaches to construct plot and narrative. An important capability for systems
that synthesize stories is to be able to present the output of a story’s action
sequences to human users in some conventional narrative medium. We have
developed a tool called ShowRunner that allows story action sequences gener-
ated by external systems (e.g., narrative planners, screenwriting graphical user
interfaces, or human editors) to be automatically executed within a 3D virtual
world, creating a machinima-based visualization for the action sequence.
ShowRunner provides a specific story world built within a commercial 3D
game engine (i.e., Unity) and a means for reading in a story line and a mapping
used to translate from some external naming of story entities and the internal
game engine entities in the game engine’s data model. In this sense, ShowRun-
ner abstracts away the details of the game engine’s execution of story actions
and allows some exogenous system or a human author to specify the dynamics of
a story in a declarative language appropriate for the external model’s representa-
tional needs. Our intent in building ShowRunner is to increase the accessibility
of a 3D game engine as a resource for visualization for intelligent story genera-
tors, although the interface ShowRunner provides can be used by any external
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 323–327, 2019.
https://doi.org/10.1007/978-3-030-33894-7_32
324 R. Sanghrajka et al.

source capable of creating story specifications. Further, ShowRunner is exten-


sible, in that developers wishing to add new scenes, set elements, objects, actions
and animations can create and incorporate that content via Unity’s development
tools.
This paper details the design and functionality of the ShowRunner system,
and provides information about how ShowRunner can be used by researchers
in order to visualize story execution from a variety of input sources.

2 Related Work
A number of previous projects have developed the capability to execute story
lines within 3D game engines. Many of these explicitly provided a tight coupling
between an AI system generating the story and the game engine used to execute
the story line. Pollack and Ringuette’s Tileworld [8] was one of the first systems
to build a game-like environment for executing the output of experimental agent
architectures controlling agents in unpredictable and dynamic worlds. Laird [5]
created one of the initial systems to connect an external AI controller – the SOAR
Architecture [6] – to a commercial 3D game engine. Young developed a system,
Mimesis, which created virtual world narratives using a bipartite approach of
a story-world planner and discourse planner [14]. Cavazza and his collaborators
[1,2] also built a number of systems that were driven by AI planning systems
executing in game engines. Thuene et al. built the Virtual Storyteller system
[11], which is a framework for creating plot, narrative and presentation of the
narrative. Kapadia and his collaborators [4] developed a framework for author-
ing multi-agent environments with behaviors. Screenwriting software (e.g. [3,7]
allow for features like tracking character trajectories, conflict, emotions, and even
provide for previsualizations of stories.
ShowRunner expands the capabilities of related work by acting as a
test-bed where one could connect story input from a range of input sources:
human authored, computationally generated or computer-assisted. ShowRun-
ner hopes to provide one common environment for execution of these experi-
ences and provide one automated pipeline towards that end.

3 System Overview
ShowRunner provides a layer of abstraction over action execution in pre-
defined Unity game environments. These pre-defined game environments contain
a set of data structures and code that hold assets corresponding to the characters
and their action animations, objects, locations, and the code used to perform the
actions of the story world. Extending a ShowRunner level is discussed briefly
in Sect. 4.
ShowRunner takes as inputs three elements: a specification of the actions
in a story, a (possibly empty) specification of a custom starting state for the
story, and a data dictionary that maps descriptors in the start state and action
descriptions to corresponding descriptors in the Unity game environment. The
ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game 325

system first creates an internal database used to map the input story references
to game engine-internal objects. Next, it modifies the starting state of the story
world according to any customizations detailed in the input files. Finally, it
begins executing the actions enumerated in the story script, ensuring that each
one executes correctly. During execution, a camera system automatically films
the unfolding action, visualizing it for the user.
We have built and tested a Western cowboy-themed story world. We are
developing similarly instrumented story worlds for feudal Japan, medieval
Europe and a dungeon-focused fantasy world.
The ShowRunner system is built using C# and its code and art assets
exist within a collection of scenes within the Unity game engine [13]. The system
consists of a number of customizable, modular components, described in more
detail below.
Input and Output. ShowRunner input consists of two required elements
and one optional element:

1. A Story Script. A story script is a file containing a declarative representation


of the actions in a story along with ordering dependencies between those
actions.
2. A Mapping Definition. A mapping definition is a file containing associations
between the symbols used as identifiers in the story script (i.e., action types,
characters, locations and objects) and the unique IDs provided by ShowRun-
ner to the corresponding Unity GameObjects in the story world scene.
3. An optional Initial State Description. An initial state description is used to
specify any ground literals whose truth value is required to be different than
their truth values in the default start configuration of the story world’s scene.

Output from ShowRunner is a 3D visualization of the execution of the


actions in the story plan running within the virtual set of the story world. These
actions are filmed by virtual cameras pre-placed within the Unity scene. Dynamic
camera selection is managed automatically by Unity’s Cinemachine [12] camera
control system, which optimizes camera selection based on visibility of target
characters, user-defined weights, and other cinematic factors.
The Story World’s Scene. The process of executing stories runs entirely
within a Unity scene. The scene specifies the virtual world of the story, the art
and code assets for the entities in the story as well as the code to manage the
system’s behavior.
Each ShowRunner Unity scene contains the following elements:

1. The virtual set. This set includes the 3D space of the story world, including
buildings, exterior landscape and any objects in the story world that have no
dynamic state properties associated with them.
2. The world objects. World objects in ShowRunner are Unity GameObjects
that have a physical representation in the story world and are distinguished
from elements of the virtual set because characters can interact with them.
326 R. Sanghrajka et al.

3. The character models. In our current implementation, the characters are


human figures, but future implementations may extend our character model
set to include horses, fantastical beasts, or other entities with agency. These
are represented within the game engine as Unity GameObjects with specific
components.
4. The animations. Animations capture the movement of the elements of the 3D
models of characters or the dynamics of other animated objects.
5. The animlocations. Animlocations are specially designated Unity GameOb-
jects that are placed within the virtual set. Each animlocation is associated
with one or more animations and designates a physical location and orien-
tation that any character model performing the associated animation must
be placed in. These locator objects serve a role similar to location vectors
originally used by the Steve virtual agent [9].
6. The action classes. Action Classes are C# classes that define the processes for
running an individual story action in the story world. Each action class defines
a set of methods for checking that the action’s preconditions hold in the game
world state, performing the animations and game state changes that form the
body of the action, and confirming that the action has successfully established
its effects in-game. Action class methods are written as co-routines, allowing a
form of concurrent execution between actions that are not temporally ordered
with respect to one another.
7. The world’s virtual cameras. Virtual cameras are placed throughout the vir-
tual set and are accessed by the execution manager to provide the visualiza-
tion of the story world action as it unfolds.
8. The Execution Manager. The ShowRunner Execution Manager is the main
control point for the story’s execution in Unity. ShowRunner is, in effect,
a scheduler responsible for initiating actions for execution and tracking the
success/completion of the methods used by each action’s action class instance.

Execution Manager. The Execution Manager operates in two phases: Start Up


and Running. In the start-up phase, the Execution Manager reads in the input
files and first creates a MapDB database that translates from story entity refer-
ences to ShowRunner -internal object references. Next, it reviews the content
of the Initial State Revision file, making any modifications to the game world the
file specifies. Finally, it creates a directed acyclic graph (DAG), where each node
in the graph is one of the actions listed in the input script. Orderings between
nodes are created based on the partial ordering over story actions specified in
the script.
Once this execution DAG has been created, the Execution Manager switches
to Running Mode. The Execution Manager iterates in Running Mode by (a)
checking to see if the DAG is empty, in which case ShowRunner halts, and
(b) selecting the minimal elements in the DAG and constructing a method call
for each from the action specifics in the node and Unity method names and
GameObject references provided via look-up in the MapDB. This method is then
invoked with the identified parameters. As the code for each action terminates,
the code removes its corresponding node from the DAG.
ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game 327

4 Discussion
ShowRunner provides a useful level of abstraction away from the details of a
game engine’s coding and operation. ShowRunner is designed to support at
least two distinct use cases. One is its use essentially as an off-the-shelf story
visualization tool. In this use case, story scripts are built using references just to
ShowRunner ’s default virtual set, characters and actions. In a power user use
case, a user can create new actions by adding new action classes, animations, etc,
within the ShowRunner Unity project. The code for the system is available in
the project’s Gitlab repository [10].

References
1. Cavazza, M., Charles, F., Mead, S.J.: Character-based interactive storytelling.
IEEE Intell. Syst. 17(4), 17–24 (2002)
2. Cavazza, M., Lugrin, J.L., Pizzi, D., Charles, F.: Madame bovary on the holodeck:
immersive interactive storytelling. In: Proceedings of the 15th ACM International
Conference on Multimedia, pp. 651–660. ACM (2007)
3. Hollywood Camera Work: Causality story sequencer. https://www.
hollywoodcamerawork.com/causality.html
4. Kapadia, M., Singh, S., Reinman, G., Faloutsos, P.: A behavior-authoring frame-
work for multiactor simulations. IEEE Comput. Graph. Appl. 31(6), 45–55 (2011)
5. Laird, J.E.: It knows what you’re going to do: adding anticipation to a Quakebot.
In: Proceedings of the fifth International Conference on Autonomous Agents, pp.
385–392. ACM (2001)
6. Laird, J.E., Newell, A., Rosenbloom, P.S.: Soar: an architecture for general intel-
ligence. Artif. Intell. 33(1), 1–64 (1987)
7. Marti, M., et al.: Cardinal: computer assisted authoring of movie scripts. In: 23rd
International Conference on Intelligent User Interfaces, pp. 509–519. ACM (2018)
8. Pollack, M.E., Ringuette, M.: Introducing the tileworld: experimentally evaluating
agent architectures. AAAI 90, p183–189 (1990)
9. Rickel, J., Johnson, L.: Integrating pedagogical capabilities in a virtual environ-
ment agent. In: Proceedings of the First International Conference on Autonomous
Agents, pp. 30–38 (1997)
10. Sanghrajka, R., Young, R.M., Salisbury, B., Lang, E.W.: SHOWRUNNER GitLab
Repo. GitLab (2019). https://eae-git.eng.utah.edu/01221789/utahpia2
11. Theune, M., Faas, S., Nijholt, A., Heylen, D.: The virtual storyteller: story creation
by intelligent agents. In: Proceedings of the Technologies for Interactive Digital
Storytelling and Entertainment (TIDSE) Conference, vol. 204215 (2003)
12. Unity Technologies: Cinemachine. https://learn.unity.com/tutorial/cinemachine
13. Unity Technologies: Unity. https://unity3d.com
14. Young, R.M.: Story and discourse: a bipartite model of narrative generation in
virtual worlds. Interact. Stud. 8(2), 177–208 (2007)
Using VR to Simulate Interactable
AR Storytelling

Torbjörn Svensson(&)

University of Skövde, Skövde, Sweden


torbjorn.svensson@his.se

Abstract. This paper describes a system that simulates location based AR


storytelling in a VR environment and explores how VR simulation might be
used as a prototyping and user-testing tool. The system is currently developed
and used for testing possible future versions of local news distribution with AR
devices- However it can be used as a more general tool for testing what, where
and how to augment reality in other contexts.

Keywords: VR simulation of AR storytelling  Production pipeline 


Prototyping AR content  User testing

1 VR Simulation of Augmented Reality (AR) Storytelling


1.1 Seeing Things That Are Not There!
AR, as a technology, has been around for a number of decades, one of the early uses
being the aircraft manufacturer Boeings’ 1990s experiments using a head mounted
display for “revealing” hidden wiring and plumbing in an aircraft by adding a graphic
overlay on the airplanes inner panels [1]. Other early applications of AR technology
were driven by military research; for example trying to complement or substitute the
Head Up Displays in fighter planes with helmet-mounted displays [2]. In recent years,
and not least with the launch of Pokémon Go [3] in 2016, AR has entered many
smartphone users’ daily lives. Important to note about Pokémon Go however, is that
even though it is regularly referred to as an Augmented Reality game, usually it is
played with the AR feature (showing Pokémons as overlays on the camera view) turned
off because of its excessive energy consumption. A general definition of AR is pre-
sented by Bekele et al. [4]; Augmented Reality: aims at enhancing our perception and
understanding of the real world by superimposing virtual information on our view of
the real world. In their oft-cited study, further modified by others, Milgram and Kishino
offer a view of AR, as well as Mixed Reality (MR) and Virtual Reality (VR) as part of a
model along a linear spectrum of immersion drawing an interdependent relationship
between physical and virtual worlds [5]. Augmenting the real world also offers a
possibility to extend and re-locate our digital interactions, from the screen and out into
the world around us. In this paper I will suggest using a VR simulation of location
based AR storytelling as a pre-production and experimentation tool for production of
location-based AR interactions.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 328–332, 2019.
https://doi.org/10.1007/978-3-030-33894-7_33
Using VR to Simulate Interactable AR Storytelling 329

1.2 Adding VR Simulation to the Production of AR Storytelling Pipeline?


Game studios spend a lot of effort in creating a production sequence that has an
effective flow from ideation, via game design, production of the game assets trough to
user testing and quality assurance [11–13]. Also smaller independent developers often
have a well-functioning production pipeline. There are lessons to be learned from these
kinds of production processes applicable to the production of location-based interactive
storytelling, not least with a focus on user testing and an iterative development steps.
A simulation tool makes it easier to construct and test interactive location-based
storytelling in connection to a real life site, foremost in that one does not have to test
every iteration on location, as it can instead be done in the VR environment. This is of
course even more valuable if the location for the AR storytelling is remote and hard to
get to. Another benefit of using a simulation tool before implementation is being able to
test instances of AR storytelling regarding order, content and not least the geo-location
of augmented content with groups of users without having to bring equipment and test
subjects to the actual location. In this way user testing can be done in a controlled
environment with identical conditions between test groups/subjects. One benefit of
having the accurate geographic profile of a site right in ones ‘office’ is also that one can
test and decide how to route users and what can be seen from where on the proposed
location. The producers can discover what is the natural route to follow, for example,
and explore what ‘catches the user’s eye’ at different locations.
The validity of using VR to simulate AR interactions has found merit in experi-
ments by for example Ragan, et al., which were later successfully replicated by Lee,
et al. [14, 15].

2 System for VR Simulation of AR Storytelling

2.1 Simulation of Augmented Reality Local News


Originally the VR simulation of AR system that forms the basis of this paper was
intended for testing possible ways for presenting local news content to break free from
the small screens and limited affordances of handheld devices. In the news simulation,
the user move around in a simulated city by walking and using a teleportation system.
Users can then “enter into”, and interact with, news objects represented by pink
spheres. There are a few ways to interact within the news object sphere, where the
primary one is to leave a voice comment. By grabbing a virtual microphone, the user
activates a speech to text routine and adds a comment in the shape of a comic text
bubble. Besides commenting with voice, the user can react with four different emojis
(interchangeable to other symbols). The user is of course free to choose the order of
story-items to visit. The plans for the next iteration of the system include adding more
dynamic reactions to a user’s chosen path or time spent in certain story items, to further
personalize content. Version 1.0 of the system was evaluated by 8 Master’s level
students, which led to several key development steps in the current 2.0 version. Fea-
tures added are for example, a distant preview system that can be used to peek at a story
item and see the first lines of the story and how many comments it has gotten from a
distance, which is probably a very useful feature in real world location-based AR.
330 T. Svensson

Another advancement is the possibility to select content that seems especially inter-
esting in a list before entering the world. The selected story items are then given a
locator beam in the simulation, that guides the user toward the selected items.

Fig. 1. The fully interchangeable map layout of the virtual city used in the VR simulation of AR
news service. The story item sphere in the world, and the view from inside a sphere.

2.2 VR Simulation in Production of AR at Cultural Heritage Sites


One other possible use of a VR simulation of interactive AR storytelling is as a pre-
production tool for location-based storytelling at cultural heritage sites. Using AR
technology at cultural heritage sites is not a new phenomenon and several very tech-
nically advanced systems have been tested over time [6, 7]. Before the extensive spread
of smart-devices, using AR at heritage sites often entailed using some more or less
primitive HMDs (Head Mounted Displays) and customized tracking/positioning sys-
tem. With the introduction of smart devices it became far easier to handle AR content
as accelerometers, cameras for tracking and GPS system for geo-locating were already
built in to smart phone systems from the start. What is gained in the simplicity of
development with these devices is possibly lost, however, when it comes to immersion
and with a user’s interaction with virtual content. The smart devices also suffer from a
limited field of vision, as the screen sizes are relatively small and the devices are often
held at arms length distance from the eyes. Because the HMD see-through technology,
where one adds an information layer on the real world visible through the HMD visor
or display, is still in its early stages, most of the Cultural Heritage sites that uses AR are
doing so via hand held devices (HHD) [4]. In their survey of Augmented, Virtual and
Mixed Reality for Cultural Heritage, Bekele et al. categorize handheld AR through a
mobile device as at best semi-immersive [4]. To be truly immersive AR content will
Using VR to Simulate Interactable AR Storytelling 331

likely have to be presented in some kind of HMD device and thus stay in the user’s
field of vision. Today’s State of the Art HMDs for AR use have difficulty handling
brightly lit and highly dynamic environments. These kinds of limitations can also be
incorporated in the VR simulation, but in its current version it simulates an ideal future
version of a wearable AR device that can be used outdoors in bright lighting conditions
and that works well in dynamic environments such as in inner city traffic or crowded
museums/heritage sites. Considering that the technical level of AR in general and at
heritage sites in particular are still at relatively early stages, both the research on
augmentation independent of the techniques used and the more hands-on testing and
evaluation of AR systems looks promising enough to continue development work with
AR as a tool to encourage location-based and experiential storytelling for Cultural
Heritage sites [8–10]. An increased use of AR in this research suggests a simulation in
VR would find its place as a low-cost rapid prototyping tool where more specific and
nuanced ideas about what, how and where to augment reality can be tested.

2.3 Future Work and Research


Version 2.0 of the VR simulation of AR storytelling is just finished and will be used in
my dissertation work in the Level Up Project (see below) to study users’ reactions to a
possible AR-based local news service. To be able to better understand the production
process for AR in location-based AR application, and how the VR simulation of AR
storytelling system can fit in the production cycle, an overview of how the objective
production cycle has worked in a group of launched AR projects is valuable. Further, it
is interesting to compare those processes to how games or other technically intense
storytelling projects are being developed, not least to find out what, if any, role could
be played by VR simulations of AR.

Acknowledgements. The production of the VR simulation of AR is a joint effort of the Level


Up project which is focused on new ways to deliver local news to young readers, (funded by the
Ann-Marie and Gustaf Ander Foundation for Media Research) and the MTEC (Media, Tech-
nology and Culture) Research Group, led by Assoc. Prof. Lissa Holloway-Attaway, at the
Department for Game Development at the University of Skövde, Sweden. Programmers in the
project were Etienne Beroldy, Bastien Chupin and Damien Chevaleri, students of Polytech
Nantes, France, during their internships at University of Skövde.

References
1. Caudell, T.P., Mizell, D.W.: Augmented reality: an application of heads-up display
technology to manual manufacturing processes. In: Proceedings of the Twenty-Fifth Hawaii
International Conference on System Sciences. IEEE (1992)
2. Newman, R.L., Haworth, L.A.: Helmet-mounted display requirements: just another head-up
display (HUD) or a different animal altogether? In: SPIE’s International Symposium on
Optical Engineering and Photonics in Aerospace Sensing, SPIE, vol. 2218 (1994)
3. Niantic, Pokémon Go. Niantic. p. Game for mobile platforms that lets you capture and train
Pokémons (2016)
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4. Bekele, M.K., et al.: A survey of augmented, virtual, and mixed reality for cultural heritage.
J. Comput. Cult. Herit. (JOCCH) 11(2), 7 (2018)
5. Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf.
Syst. 77(12), 1321–1329 (1994)
6. Noh, Z., Sunar, M.S., Pan, Z.: A review on augmented reality for virtual heritage system.
Springer, Berlin (2009). https://doi.org/10.1007/978-3-642-03364-3_7
7. Angelopoulou, A., et al.: Mobile Augmented Reality for Cultural Heritage. In: Venkata-
subramanian, N., Getov, V., Steglich, S. (eds.) MOBILWARE 2011. LNICST, vol. 93,
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8. Manovich, L.: The poetics of augmented space. Vis. Commun. 5(2), 219–240 (2006)
9. Chang, K.-E., et al.: Development and behavioral pattern analysis of a mobile guide system
with augmented reality for painting appreciation instruction in an art museum. Comput.
Educ. 71, 185–197 (2014)
10. Clini, P., et al.: Augmented reality experience: from high-resolution acquisition to real time
augmented contents. Adv. Multimedia 2014, 18 (2014)
11. Chandler, H.M.: The Game Production Handbook. Jones & Bartlett Publishers, Burlington
(2009)
12. Zoeller, G.: Game development telemetry in production. In: Game Analytics, pp. 111–135.
Springer, London (2013). https://doi.org/10.1007/978-1-4471-4769-5_7
13. Dunlop, R.: Production Pipeline Fundamentals for Film and Games. Routledge, Abingdon
(2014)
14. Ragan, E., et al.: Simulation of augmented reality systems in purely virtual environments. In:
2009 IEEE Virtual Reality Conference VR 2009. IEEE (2009)
15. Lee, C., et al.: A replication study testing the validity of AR simulation in VR for controlled
experiments. In: 2009 8th IEEE International Symposium on Mixed and Augmented Reality
(ISMAR). IEEE (2009)
Firebolt: A System for Automated
Low-Level Cinematic Narrative
Realization

Brandon R. Thorne1 , David R. Winer2 , Camille Barot3 ,


and R. Michael Young2(B)
1
North Carolina State University, Raleigh, NC, USA
brthorne@ncsu.edu
2
University of Utah, Salt Lake City, UT, USA
drwiner@cs.utah.edu, young@eae.utah.edu
3
Raleigh, NC, USA
camille.barot@gmail.com

Abstract. Creation of machine generated cinematics currently requires


a significant amount of human author time or manually coding domain
operators such that they may be realized by a rendering system. We
present FireBolt, an automated cinematic realization system based on
a declarative knowledge representation that supports both human and
machine authoring of cinematics with reduced authorship and engineer-
ing task loads.

Keywords: Intelligent cinematography · Machinima · Tools and


systems

1 Introduction
Machinima is a burgeoning field within cinematography, expanding from in-game
replays to pre-rendered cinematics in recent years. To support their customers,
game studios and other software vendors have created increasingly expressive
tools for using game engine technology to orchestrate and render scenes. These
cinematic sequencers, such as Valve’s Source Filmmaker [19], offer a rich graph-
ical user interface for the construction of virtual scenes, coordination of the
actions of virtual actors, and control of virtual cameras used to film the scene.
Because all aspects of the production a cinematic – timing, animation, and
filming – require human specification and authoring, using these cinematic
sequencers is a labor intensive process, potentially requiring many hours of a
user’s time to be spent in the generation of a single minute of rendered cine-
matic.
One limitation of typical cinematic sequencers is a design that requires a user
to specify low-level details of all story action and camera shot specifications.
From a narrative theoretic perspective, a user must specify all aspects of both
story and discourse [6], where story consists of the events of a narrative and all
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 333–342, 2019.
https://doi.org/10.1007/978-3-030-33894-7_34
334 B. R. Thorne et al.

the settings, objects and characters involved in their occurrence, and discourse
consists of all medium-specific resources used to convey story elements to a
viewer. In the approach of conventional cinematic sequencers, story and discourse
are conflated, as the user must work to manage their own design in the filming
environment. Further, every aspect of story-world behavior must be provided
by hand. Similarly, every aspect of the shots that film the world must also be
specified by a human.
In contrast, we present a cinematic sequencer that provides an API and uses
a well-defined declarative approach to the specification of cinematic narrative
that allows systems to decouple the means of production of a sequence from
the realization of the sequence. We also design our API to support a range of
use cases, including (a) human-driven tools that support lower expertise lev-
els than other approaches, and (b) the potential for integration with intelligent
story and discourse generation tools, to support both automatic production and
mixed-initiative interaction. The work presented here is motivated by the lack
of declaratively driven realization/rendering engines. We wish to enable authors
to easily script story and camera sequences without writing custom code for the
rendering engine. A declarative representation that parses the story world and
setting from the plan of narration would benefit narrative systems with differ-
ent underlying structural representation of story, and enables reuse of authored
content.

2 Related Work

We will review four categories of research related to the work presented here.
First, there are narrative generation systems whose rendering capabilities are
tightly coupled to those of generation [11,15,17]. Though the thrust of these
works is on the determination of content and organization for cinematics, because
there was no suitable system available for rendering at the time these tools
were built, each employs custom code for rendering. Second, there is a class of
systems focusing on geometric camera placement [8]. There are a host of issues
addressed in this area of the literature from simple camera placement and target
acquisition [5] to computational application of compositional techniques [1]. Our
system incorporates simple and serviceable placement techniques in favor of real-
time rendering but allows for future extension into more intricate placement
algorithms. Third, there are a number of systems supporting cinematography-
friendly declarative representation (e.g., [3,7,13]). This declarative format will
benefit development of training tools for cinematography, allowing users to easily
employ visual techniques recommended by such studies as [18]. Experimental
design will benefit from a concisely expressive way to analyze existing films
which can then be recapitulated in a controlled manner for testing the effects of
film editing on comprehension. Finally, there are works which attempt to provide
computationally-amenable representations for narrative-based filmmaking such
as [14] and MSML [20], whose EventSync architecture we incorporate here.
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 335

3 The FireBolt System


The FireBolt System is a fully scriptable cinematic realization system for ren-
dering cinematic visualization in a virtual environment. The system receives
input data from a set of declarative representations specifying (1) available
actor/object models and animations, (2) a story consisting of actor/object posi-
tioning and animations to play at specific time points, and (3) a camera plan
consisting of camera shots described using cinematography-based properties and
actors/objects in the story.
FireBolt’s Cinematic Model is a declarative representation for specifying two
major narrative units for cinematic generation: actors and domain actions.

3.1 Actors
FireBolt distinguishes an actor, which is a role in a story, from a character model
which is a specific asset used to render the character, including the character’s
skeleton, mesh, textures, body motions, face, etc. The Cinematic Model is the
declarative specifications for the mappings between actor names and character
models.
An animation describes a file and a set of animation indices (i.e. temporal
offsets relative to the beginning of the clip that are notable time points in the
animation). When defining operations to perform in FireBolt when a particular
story action has occurred, multiple operations may be coordinated in time using
the animation indices. This coordination strategy is similar to that used in the
EventSync model in MovieScript Markup Language [20].
Definition 1 (Timepoint). A timepoint is a whole number corresponding to a
time in milliseconds.
Definition 2 (Animation Indices). An animation index is a tuple λ, ω
where λ is an index label and ω is a timepoint.
Definition 3 (Animation Clip). An animation is a tuple η, Λ where η is a
file containing an animation trace, and Λ is a set of animation indices.
Definition 4 (Animation Mapping). An animation mapping is a tuple ν, κ
where ν is a label and κ is an animation clip.
Definition 5 (Actor). An actor is a tuple n, h, ζ where n is an actor name
(used in the story), h is a character model, and ζ is a set of animation mappings.

Domain Operator. A domain operator is a template of behavior for driving


an actor in a virtual world in a time-sensitive manner. Domain actions are used
by the story to easily chunk the story into meaningful units, similar to STRIPS
style operators [12] but without commitments to preconditions and effects.
Each domain action consists of a set of parameters (e.g. variables for actors
and locations), a set of animations for an actor with relevant temporal offsets,
and a set of engine-based mechanics such as creating, deleting, rotating, and
translating objects/actors in the virtual world.
336 B. R. Thorne et al.

Definition 6 (Engine Action). An engine-action is a predicate with n-ary


terms describing a temporally indexed instruction for the virtual environment
engine. It is a tuple α, υ, ◦ where α is an actor, υ is an instruction for α and
◦ is an animation index specifying temporal parameters for υ.
Definition 7 (Animation Action). An animation-action is a tuple α, k, ◦
where α = n, h, ν, η, Λ is an actor, k ∈ ν is an animation clip label, and
◦ ∈ Λ is an animation index.
Definition 8 (Domain Action). A domain action is a tuple P, A, E where
P is a set of parameters, A is a set of animation-actions, and E is a set of
engine-actions.
Definition 9 (Cinematic Model). A cinematic model is a tuple C, A where
C is a set of characters and A is a set of domain actions.

4 Story
The declarative representation of story is expressed in Impulse [10], a formal
language for narrative. Impulse augments a STRIPS-style plan representation
[12] with the ability to reason over temporal intervals [2] and model a BDI agent
architecture [9].
The story is divided into actions that drive the actors and objects in a time-
sensitive manner. Though Impulse is capable of representing intervals of arbi-
trary types, FireBolt makes the restriction that interval endpoints be defined
in whole numbers. This allows FireBolt to make judgments about the implicit
relations of time intervals whose endpoint specifications are not identical. The
templates for these actions are described below.
Definition 10 (Story Action). A story action is a tuple D, V, τ  where D =
P, A, E is a domain operator, V is a set of values for parameters in P , and
τ = [s, e] is an interval bounded by two timepoints s, e such that s < e.
Definition 11 (Story Timeline). The story timeline is a function Ts : K → A
mapping timepoints in K to sets of actions containing the animation-actions and
engine-actions to initialize or update at the timepoint.
Definition 12 (Story Model). The story model is a tuple Ts , AS  where Ts
is a story timeline and AS is a set of story actions.

5 Camera Plan
The declarative representation of the camera shots adopts a novel
cinematography-friendly shot-description language, Oshmirto Shot Fragment
Language (OSFL), to specify an expressive but concise array of properties for a
shot. The Camera Model packages OSFL descriptions into the discourse struc-
ture by defining a total-ordering of shots and their durations, including what
story time they should film over.
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 337

5.1 Shot Representation

A single shot in cinematography is defined as the film from one cut to the
next [4]. However, the camera may take several movements at different times
throughout a shot. We wish to both enable a continuation of one movement as
well as the initiation of a different movement during a shot. To capture this,
we incorporate the notion of a shot fragment [7], a temporal interval of a shot
in which cinematographic properties are defined. No two shot fragments in the
same shot can be overlapping. FireBolt will attempt to film two consecutive shot
fragments defined within the same shot without moving the camera between the
end of the first and the beginning of the second. If there is only one shot fragment,
then that shot fragment constitutes an entire shot.

Algorithm 1. Parse Impulse in Story Model to Timeline TS


1: for each sA = D = P, A, E, V, τ = [s, e] do
2: for each timepoint i in Ts from s to e do
3: for each aa = α, k, λ, ω ∈ A do
4: if s + ω ≤ i < e then
5: Let Ts [i] = Ts [i] ∪ {aa }
6: end if
7: end for
8: for each ea = α, υ, λ, ω ∈ E do
9: if s + ω ≤ i < e then
10: Let Ts [i] = Ts [i] ∪ {ea }
11: end if
12: end for
13: end for
14: end for

5.2 Oshmirto Label Specifications

OSFL utilizes a number of label types to convey which of a set of enumerated


values each property of camera control is assigned in a given shot fragment. The
table below lists the values for each label type. The operationalization for each
label type is discussed subsequently.
Additionally, each actor/object in the virtual world, including the camera,
has a three dimensional vector corresponding to its position and a three dimen-
sional vector corresponding to its orientation. In some cases, we define the labels
in terms of coordinate axes for the sake of expedience. These definitions are
relative to a left-handed, y-up, three dimensional Cartesian coordinate system.
Camera Angle : Θ. A camera angle refers to the angle of inclination of
the camera on its x axis. Generally the camera is also translated along the y
axis relative to the subject in order to acquire the subject in frame. A medium
angle indicates that the camera is at the same height of the actor, with no tilt to
338 B. R. Thorne et al.

the camera. A high angle indicates a 30◦ downward angle of the camera oriented
towards the actor. A low angle indicates a 30◦ angle upward angle of the camera.
Framing : F. Each actor has a bounding volume about its location that
represents an upper bound on the volume occluded by that actor.

Definition 13 Bounding volume A bounding volume b is a polyhedron which


circumscribes an actor.

The framing of an actor indicates a range of acceptable proportions of the


height of the bounding volume, bh , to the height of the screen viewport, vh .
Direction : D. Direction indicates a range of positions about an actor within
which the camera must be placed. This range is based upon the orientation of
the actor about the y axis. We enumerate four such ranges: toward, left, right,
and away. In effect, the direction specifies the facing of the actor in viewport.
Movement : M. Whenever a change of camera attributes is required during
an exposure, a set of movements is used to describe that change. They are dolly
(translate the camera in the x-z plane), crane (translate the camera along the
y axis), pan (rotate the camera about the y axis), tilt (rotate the camera about
the x axis), and f ocus (set distance at which the camera should focus).
Directive : X . Each movement is associated with a directive, to either move
to a position, or to move with some actor that may be moving in the world. The
to directive indicates that the argument associated with the movement should
be treated as an absolute position or rotation value in world coordinates. For a
pan movement and a to directive, this means that the supplied argument is a
heading given by a number of degrees about the y axis. For a dolly movement
and a to directive, the supplied argument is treated as a position where the
camera should be at the end of the movement.
The with directive indicates that the argument associated with the movement
is an object with which the camera should maintain a static relationship. For a
pan movement using a with directive, the camera should rotate about the y axis
to keep the argument framed. For a dolly movement using a with directive, the
camera should translate on the x-z plane so that it maintains a fixed distance
to the given argument.
Focal Length : L Focal length is a measure of the optical power of a lens,
that is, the distance over which parallel light rays converge as they are brought
into focus within the lens. There are several effects of this natural phenomenon,
two of which we operationalize in FireBolt. First the focal length affects the
expansiveness of the view through the lens. We model this directly as the vertical
field of view angle (VFoV) on our virtual camera and use a table of equivalences
to relate vertical field of view to commonly available lens focal lengths. Second,
the focal length affects the rate at which objects not at the point of focus lose
the appearance of focus. This is closely related to aperture, and the calculations
are described below.
Aperture : A. Aperture refers to the space through which light enters the
camera, which affects both the circle of confusion, used to determine the depth
of field (DOF), and luminance of the image. We adopt the canonical f -number
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 339

aperture labels, but currently only support the DOF effects associated with
aperture.
Several optional specifications can be made about a shot fragment. These
specifications are formally defined, building up to a formal definition of a shot.
Definition 14 (Duration). A shot fragment duration is a timepoint specifying
the amount of story time over which to map the image captured by a virtual
camera to the viewport. It is a pair (s, e) where s, e are timepoints and s < e.
Definition 15 (Anchor). An anchor is a position derived from the location of
actor dictating an exact world position to place the camera.
Definition 16 (Angle). An angle is a tuple θ, α | θ ∈ Θ and α is an actor
Definition 17 (Direction). A direction is a tuple d, α | d ∈ D and α is an
actor
Definition 18 (Framing). A framing is a tuple f, α | f ∈ F and α is an
actor
Definition 19 (Static Specification). A static specification is a grouping of
properties defining the positioning of a camera, relative to subjects, at an unspec-
ified timepoint. It is a tuple c, β, ×, Υ  where c is an anchor, β is an angle, ×
is a direction, and Υ is a set of framings with unique actors.
The actor specifications in anchors, directions, and framings may all take
unique actors as arguments; however, no two framings can be made on the same
actor.
Definition 20 (Movement Specifications). A movement specification
defines an axis with which to translate or rotate the camera, a directive for the
movement’s target location, and a subject that specifies the target. It is a tuple
μ, x, α where μ ∈ M, x ∈ χ, and α is an actor.
Definition 21 (Depth of Field). A depth of field is a tuple a, α | a ∈ A and
α is an actor.
Definition 22 (Shot Fragment). A shot fragment is a tuple ψ, Φ, π, , Δ
where ψ is a static specification, Φ is a set of movement specifications, π is a
depth of field,  ∈ L is a focal length, and Δ is a duration.
Definition 23 (Shot). A shot is a tuple s, R, ℵ where s is a story time, R is
set of shot fragments, and ℵ is a bijection function ℵ : R → [1...n] ∈ N such that
n = |R|.
For r1 , r2 ∈ R, if ℵ(r1 ) = ℵ(r2 ) − 1, then r1 is filmed immediately before
fragment r2 .
Definition 24 (Camera Plan). A camera plan is a tuple S, Γ  where S is a
set of shots, and Γ is a bijection function Γ : S → [1...n] ∈ N such that n = |S|.
For s1 , s2 ∈ S if Γ (s1 ) = Γ (s2 ) − 1, then s1 is filmed immediately before s2 .
340 B. R. Thorne et al.

6 Execution
In keeping with the adopted bipartite view of narrative, execution of a set of
inputs in FireBolt is performed in two phases: sequencing story actions and film-
ing them. In narratological terms, the sequenced story actions form the story and
the filming creates a discourse. Algorithm 1 describes the process for sequencing
the story into a form that is executable in the virtual environment. Algorithm
2 describes the process for placing the camera in the virtual world relative to
the provided Oshmirto instructions and the story actions to which they relate.
The result is a real-time rendered visualization of the specified story through the
supplied camera view.
Algorithm 1 begins by iterating over all of the story actions sA . At each
timepoint i in the story timeline Ts which falls between the start and end times
τ = [s, e] of the story action, the animation and engine actions are appended to
the set of actions to be invoked at i. The inclusion of the animation and engine
actions for a given i is also dependent upon any animation index λ, ω that
may be associated with beginning that action s + ω ≤ i, meaning that if this
action with its “normal start time”, s, and its offset amount, ω, should already
have begun by timepoint i, then add the action to the actions that should be
executed at i (Ts [i] ∪ a).

Algorithm 2. FireBolt Oshmirto Execution Algorithm


1: for each s, R, ℵ in Γ (S) of Camera Plan S, Γ  do
2: Let δ = s
3: for each r = ψ, Φ, π, , Δ in ℵ(R) do
4: for each i in Ts from δ to δ+Δ do
5: for each a = α, , ◦ ∈ Ts [i] do update a
6: end for
7: if i = δ then execute ψ
8: else update all φ ∈ Φ
9: end if
10: end for
11: Let δ += Δ
12: Apply intra-shot transition rules
13: end for
14: Inter-shot transition rules
15: end for

In Algorithm 2 we iterate over each shot s, R, ℵ in the order given by Γ (S)
in the camera plan S, Γ . For each of the shots, we set the current story time
in the virtual world δ to the story time indicated for the beginning of the shot
filming. This causes the story world to be updated to the state effected by the
story actions of Ts [δ]. Then for each fragment r in the ordering of shot fragments
within the begun shot ℵ(R), step along the timeline Ts [i] from the current story
time δ until the end of the shot fragment duration δ + Δ is reached. Within each
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 341

step, update all the story actions within Ts [i], then if this is the first timepoint
wherein r is executed, realize the static constraints ψ described in r, otherwise
update the movements Φ in r. Once the shot fragment is completed i = δ + Δ,
we move δ to point at the beginning of the next shot fragment. At this point
we apply intra-shot transition rules, such as not allowing a new position to be
calculated for the camera. Once all the fragments in a given shot have been
executed, we move on to the next shot in Γ (S) and apply higher level, inter-shot
rules such as the 180◦ rule [16].

7 Summary and Potential Future Work


FireBolt is a declaratively-driven cinematic sequencer employing a bipartite
model of narrative to inform its execution. It is suitable for use as a render-
ing system for a range of machinima-producing enterprises from fully generative
narrative systems to direct human authorship. In these contexts, FireBolt sup-
ports real-time cinematic render performance using commodity hardware.

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Interactive Narrative Generation Using
Location and Genre Specific Context

Jon Womack and William Freeman(&)

Georgia Institute of Technology, Atlanta, GA 30332, USA


{jwomack30,freemanw7}@gatech.edu

Abstract. In this paper, we present a novel method of creating interactive


narratives. Location-based narrative sentences are mapped to their real-world
location using GPS. A corpus of genre-based sentences is aggregated to train a
neural network. New narratives are created by selecting a sentence from the
network’s “Sentence Space” that corresponds to contextual information from the
user’s physical location. Each narrative is explored using GPS location tracking
and WebGL based augmented reality in mobile web browsers.

Keywords: Augmented Reality  AR cloud  Machine learning  Locative


narrative  Sentence Space

1 Introduction

The pervasiveness of geolocation in mobile devices has led to a wealth of technologies


capable of associating interactive content with locations in the real world. Augmented
reality (AR) has emerged as a potential medium for presenting digital content. Inter-
active narrative applications are starting to explore AR’s effectiveness as narrative
medium experienced over multiple locations [1–3, 13, 16]. Most narrative AR appli-
cations are anchored to objects at one location or within one environment. Most AR
narratives are not read while moving between multiple locations. The concept of how a
distributed narrative works across multiple locations and the poetics of narratives which
rely on contextual data in the real world is an active area of research for digital
narratives [4, 7, 14]. We approach narrative generation from several perspectives which
relate to poetics in the form of genre and semantics as well as location-based context.
The literary theory supporting our approach is that narratives which occur across
space have a different structure than narratives tied to a singular location, which usually
require less context to anchor them to the real world [4–7]. We believe these narrative
structures most often resemble the traditional hero’s journey trope, but they may
contain other narrative structures and tropes. Second, because the narrative structure is
anchored to various locations it becomes difficult to ensure the content of the narrative
and the reader’s location context match each other. Our approach involves parsing
narrative nodes with location context and uses machine learning to compare those
nodes to a database of genre specific narratives. Words, phrases and sentences with
local context can be transposed to a genre specific equivalent. This location-
genre driven perspective on narratology allows us to isolate and address genre and

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 343–347, 2019.
https://doi.org/10.1007/978-3-030-33894-7_35
344 J. Womack and W. Freeman

location-based narrative structures independently. Given a large body of user generated


location content, genre specific narratives can be generated to contextually match a
dynamic narrative to multiple real-world locations.
Each narrative could be read by walking between the location nodes of the story
which are displayed in a browser using a mobile device’s GPS sensor. This database of
narrative nodes serves as a repository of prototypical location-based narratives. These
‘prototypes’ provide contextual meaning related to their locations as well as story arc
examples designed to be experienced over multiple locations. Once narratives exist in
the database for a given set of locations, they provide a sandbox of story elements
connected to their respective locations. From these elements we can parse for local
contextual data, and syntactic structures; each of these provides information for
remapping location sentences to genre sentences. We created a tool which uses context
from location-based story nodes and generates a genre specific narrative, both of which
are relevant to the user’s current location. We named the tool StoryRemapper (Fig. 1).

Fig. 1. Graphic illustrating the flow of data used by StoryRemapperto create new narratives.

2 StoryRemapper

2.1 StoryRemapper Overview


While there has been extensive research on creating interactive narratives with com-
puters, our story generation is dependent on location specific information mapped to
previously existing genre narratives [10–12]. These narratives could be stories written
Interactive Narrative Generation Using Location and Genre Specific Context 345

about specific locations like ‘Little Red Riding Hood’ and James Joyce’s ‘Ulysses’.
They could even come from alternative sources such as guided tours, heritage sites, or
other location-based content. The critical attribute for these narrative sources is that
their structure and content maps to some path through multiple real-world locations or
fictional scenes similar to the user’s current location. Once an archive of local infor-
mation is established, it is possible to generate narratives that are customized to a
reader’s location.
When a user walks to a real-world location, StoryRemapper finds the sentence
nearest to their current location, and parses it for keywords. Those keywords are then
used as inputs to a machine learning model that was trained to match keyword inputs
with genre specific sentence outputs. We use location information to search a latent
sentence space for the most relevant sentence.

2.2 The Sentence Space


A simple way of representing a sentence mathematically is by recording word fre-
quency [8]. For example, the phrase “To be or not to be” would be represented as: “to”:
2, “be”: 2, “not”: 1, “or”: 1. Each word having its own dimension. Every sentence with
different frequencies of words has a unique position in what we call the “Sentence
Space”. This reductionist model applied to language leaves out important information
contained in punctuation and the ordering of words. However, punctuation and
ordering could be included as extra dimensions. With word frequency, punctuation, and
word ordering represented in separate dimensions, most of the information in a sen-
tence is represented within the Sentence Space.
This model could be used to represent the set, S, of all possible sentences. How-
ever, such a set is too large to store and navigate easily. To reduce the size of our
Sentence Space, we include only sentences with unique meanings. The set S is vastly
greater than the set of sentences with unique meanings, S’. Additionally, removing
sentences from S can integrate theme, genre, and tone into generated stories [15]. We
choose sentences only from specific genres for narrative generation. Genres, like
locations, contain special context related to the narrative’s setting. By limiting the
subset of sentences to genre, we avoid training the machine learning model on sen-
tences that would not match a location’s context.
We trained separate neural networks for each genre. The purpose of separating the
neural networks was for each network to represent a subspace of the Sentence Space
containing sentences related to a specific genre. We trained these networks to associate
keywords with sentences. The sentences were sourced from narratives of the genre
associated with their respective network. Having a separate network for each genre
makes narrative generation genre specific, as the possible output sentences can only be
of the network’s genre. This type of reduction in training data imposes bias on the
networks output. This biased output can be considered a feature and a flaw depending
on the location it is mapped to.
346 J. Womack and W. Freeman

2.3 Passing Local Information


In order to start the process, a user’s location is determined by GPS. The GPS coor-
dinates are used to find a local sentence written about that location using a location
narrative authoring tool called StoryTracker. Our model parses the local sentence for
keywords. Parsing the keywords from the sentence closest to the user retains the local
context. The network’s output is a sentence which most closely matches the location-
based sentence’s Sentence Space. This output would contain genre information mat-
ched to local information. Different genres may have problems in how they remap to
the user’s location. However, if the genre location and user location context are ill
fitted, we can create functions which semantically filter narrative options for better
context matching.

3 Conclusions and Future Work

Our work on this problem illustrates that locations contain meaning which can be
translated into metadata. The mining and manipulation of this data can be a rich
playground for creative applications in the fields of interactive narrative and digital
media. In the near future, it may be possible to create an AR Cloud infrastructure of
digital metadata about locations worldwide. This cloud of information would enable
users to explore and experience the world through the lens of their own preferences and
interests. We believe the ability to construct narratives from location-based metadata
and remap the context of that data to new media is one possible application for this type
of infrastructure.
We break the work that can be done to improve the process down into the following
areas of improvement:
• Deriving sentence meaning from more than just keywords i.e. sentiment,
punctuation.
• Generating narratives from a sentence-event level model that considers past sen-
tences and previous story information at a higher level of abstraction [12].
• Adding reinforcement learning to neural networks to account for location context
that is not represented in the sentence space.
• Processing the images used in AR to gather more scene context using real-time
Semantic Segmentation models [9].

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Emotion-Based Story Event Clustering

Hye-Yeon Yu1 , Seohui Park2 , Yun-Gyung Cheong3 , Moon-Hyun Kim3 ,


and Byung-Chull Bae4(B)
1
Department of Electrical and Computer Engineering,
Sungkyunkwan University, Suwon, Korea
yu0529@skku.edu
2
Department of Applied Data Science, Sungkyunkwan University, Suwon, Korea
huidea95@skku.edu
3
College of Software, Sungkyunkwan University, Suwon, Korea
aimecca@skku.edu, mhkim@skku.edu
4
School of Games, Hongik University, Sejong, Korea
byuc@hongik.ac.kr

Abstract. In this paper we explore how events can be represented and


extracted from text stories, and describe the results from our simple
experiment on extracting and clustering events. We applied k-means
clustering algorithm and NLTK-VADER sentiment analyzer based on
Plutchik’s 8 basic emotion model. When compared with human raters,
some emotions show low accuracy while other emotion types, such as joy
and sadness, show relatively high accuracy using our method.

Keywords: Event representation · Event extraction · Event clustering

1 Introduction and Background


Text story comprehension requires various types of high-level intelligence, as the
reader needs to reconstruct a perceived story from a given text using a mental
model [17]. Characters and plots, in particular, are two key elements for story
comprehension which are often intertwined, constructing a series of (either major
or minor) events in the story. In this paper we posit that identification of events
and recognition of the relations among them are crucial in building a reader’s
mental model for story understanding.
While there are a number of ways for the representation of events extracted
from a text story, they can be roughly divided into two categories - tuple repre-
sentation and 5W (what, who, why, where, when) representation.
In the tuple event representations, core sentence components are extracted
from normalized sentences. In early studies, only subjects and verbs with the
description of the relationship (dependency) between the two were extracted.
This approach is simple and efficient, but has a disadvantage of having diffi-
culty in detecting the connections between multiple characters. To resolve this
problem, richer event representation is proposed containing more components
- such as V(s, o, p), where V: Verb, s: subject, o: object, and p: prepositional
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 348–353, 2019.
https://doi.org/10.1007/978-3-030-33894-7_36
Emotion-Based Story Event Clustering 349

[11]. With this proposed event representation, events between two characters can
be represented such as “call (Anthony, Laura, ∅)”, “help (Laura, Anthony, ∅)”,
describing the relevant information between the two characters. For this reason
V(s, o, p) is one of the most commonly used forms among other tuple event rep-
resentations. Furthermore, depending on the research directions, event tuples
can contain information other than the grammatical components. In Martin et
al. [8], for example, event is represented as V(s,o,p,g) which includes story genre
(g).
5W event representation, on the other hand, summarizes the information
about What, Who, Why, Where and When in a text story. This event extraction
method is applied more frequently to news data than a text story because 5W1H
is the usual structure of a news story [14].
In this paper we explore how events can be extracted and represented from
text stories, and present our method of clustering extracted events as a way of
abstraction with similar emotions.

2 Experiment
2.1 Dataset
There are a wide variety of text story corpora made available to the public
- ranging from movie plot summaries collected from Wikipedia [1] and movie
scene descriptions/dialogues collected from the IMSDB (Internet Movie Script
Database) [6,15] to ROCStories, a text story dataset collected from crowdsourc-
ing [10]. Each corpus has its own feature and can be used differently depending
on the research purpose: plot summaries dataset is helpful to identify high-level
abstract story structure relating to characters and events; scene descriptions and
dialogues from movie scripts are useful for extracting low-level/primitive actions
and conversations among characters.
Among the text story corpora, we utilized ROCStories dataset [10], which
is convenient at several practical levels - (1) each story consists of exactly 5
sentences; (2) each sentence in the story uses indirect speech without dialogues;
(3) each story maintains a coherent dramatic structure of beginning - “something
happens” - ending; (4) most events in the story can also occur in our everyday
life.

2.2 Event Modeling and Extraction


We employ 4-tuple event representation (v, es , eo , pp) based on the method by
Pichotta and Mooney [11], where v: verb, es : subject, eo : object, and pp: prepo-
sitional phrase. Here we simply define an event as a verb possibly being attached
with subjects, objects, or prepositional phrases.
Each story in ROCStories dataset consists of five sentences, where many
sentences have either compound or complex sentence structure that can have
multiple number of events. Thus we converted all compound and complex sen-
tences into multiple simple sentences based on the dependency information using
350 H.-Y. Yu et al.

Stanford CoreNLP [3]. In total, 397,200 events are extracted from 263,325 sen-
tences in ROCStories, where 6,419 events are classified based only on the verbs.
While converting verbs to events, stop words are excluded by using NLTK
stop word list. Excluding the verbs in the NLTK stopwords list (e.g., have, be,
do), several interesting verbs such as decide, want, love, and feel are included
in the top 20 verb list. Although some general verbs (e.g., get, take) need to be
classified further in detail by including matching propositions (e.g., get on/off,
take on/off), we did not consider it in this paper.

2.3 Emotion-Based Event Clustering

The ultimate goal of our work is to understand a text story by identifying


events using a formatted structure. However, event extraction based only on
verb extraction results in a large number of events. This requires abstraction
or clustering of the extracted events for text story understanding. While there
will be various ways of events abstraction or clustering, including narrative sum-
marization [7], this paper focuses on a way of emotion-based clustering, since
emotion is a key element for understanding narrative events.
We selected a relatively straightforward approach using NLTK-VADER sen-
timent analyzer to cluster the extracted events into eight basic emotion types
in Plutchik’s wheel of emotions model. The 8 basic emotions are trust, anger,
anticipation, disgust, joy, fear, sadness, and surprise [12]. Plutchik’s emotions
model is chosen over other emotion models (such as the basic emotion model
[4] or the circumplex model of emotion [13]) because it can easily extend the 8
basic emotions into 24 compound/complex emotions. For this paper, however,
we focused only on the 8 basic emotions. The output of NLTK-VADER sen-
timent analyzer shows a corresponding sentiment value to an input (an event
structure in this paper) with indication of polarity (positive, neutral, negative).
Utilizing the compound values in the return value, we first excluded events that
are identified as either neutral (neu: 1.0) or zero compound value (com: 0),
based on the method proposed in [2,16]. With the compound values returned
from NLTK-VADER sentiment analyzer, all the events with non-neutral senti-
ment value were clustered using a simple k-Means algorithm based on Weka [5].
Finally, we analyzed 138,216 events that are identified as emotional and listed
them according to Plutchik’s wheel of emotions model.
Figure 1 shows the distribution of emotions by cluster, where different colors
refer to different clusters classified into Plutchik’s 8 basic emotions. For example,
a total of 20,673 events are classified as cluster 0, where sadness is the represen-
tative emotion using the color yellow. Each cluster (0 to 7) has a representative
emotion - 0: Sadness, 1: Fear, 2: Anticipation, 3: Joy, 4: Surprise, 5: Disgust,
6: Joy, 7: Trust. Note that Joy emotion represents two clusters (cluster 3 and
cluster 6) and Anger emotion represents none. We assume that it is because
emotional events are not evenly distributed in the dataset. Among all emotional
events, events associated with Joy emotion occupy 30% and the events associated
with Anger emotion occupy just 2%.
Emotion-Based Story Event Clustering 351

To evaluate the results of the emotion clustering, a total of 40 sentences (5


sentences each for 8 emotion types) were randomly selected and assessed by 4
volunteer participants (2 females and 2 males). The participants were asked to
select one primary emotion among 10 choices (including neutral and other as an
open answer in addition to the 8 basic emotions). The agreement rate among
the human participants was evaluated by Fleiss’ kappa [9], where the kappa
score was as low as 0.36. Among the 8 basic emotions, trust is the most agreed
(kappa = .6581), while anticipation is the least agreed (kappa = .0056) emotion.
As the agreement among the 4 raters is low, it is hard to directly compare the
results of our proposed method with the results of the human raters. Among the
8 basic emotions, joy and sadness emotions are the most accurately represented
(60%); fear emotion is the least accurately represented (0%), under the naive
assumption that the emotion clustering is considered to be accurate as long as
at least one human rater agrees with the system. There would be several reasons
for this low accuracy. One reason would be that the NLTK-VADER sentiment
values are similar for several emotion pairs – e.g., joy (0.59) and trust (0.51),
sadness (−0.44) and fear(−0.49), anger (−0.57) and disgust (−0.6). There could
be many other reasons – such as possible inaccuracy during the event structure
conversion or failure of recognition of either compound nouns (e.g., hot dog) or
proper nouns (e.g., Star Wars).

Fig. 1. Distribution of emotions by clustering

3 Conclusion

In this paper we conducted a simple experiment on extracting and clus-


tering events from ROCStories text dataset. After converting sentences to
tuple-formatted events, we applied the NLTK-VADER sentiment analyzer and
k-means clustering algorithm to check whether similar events can be clus-
tered into emotional groups using the 8 basic emotions in Plutchik’s wheel of
352 H.-Y. Yu et al.

emotions model. However, there exist a variety of complex emotions in a nar-


rative - including love, jealousy, envy, remorse, etc. In further studies we plan
to explore the more complex emotions in Plutchik’s wheel of emotion model.
In addition, we also plan to utilize our results to generate stories with specific
emotions.

Acknowledgments. This work was supported by Institute for Information communi-


cations Technology Promotion (IITP) grant funded by the Korea government (MSIT)
(No. 2017-0-01772, Development of QA systems for Video Story Understanding to pass
the Video Turing Test) and Basic Science Research Program through the National
Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT
(2017R1A2B4010499). This research was also supported by MSIT (Ministry of Science
and ICT), Korea, under the ITRC (Information Technology Research Center) sup-
port program (IITP-2017-0-01642) supervised by the IITP (Institute for Information
communications Technology Promotion).

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Human Factors
Embodying Cognitive Processes
in Storytelling Interfaces for Children

Sarah Anne Brown1(B) , Sharon Lynn Chu1 , and Trystan Loustau2


1
University of Florida, Gainesville, FL 32611, USA
sarah.brown@ufl.edu
2
Florida State University, Tallahassee, FL 32306, USA

Abstract. This paper explores the effects of story creation interfaces for
children that embody different types of psychologically-grounded cogni-
tive approaches. Two versions of a story creation interface for children
were created: one leads the user to focus on a macro-level structure of
their story before furnishing scene details, while the other leads the user
to focus initially on individual scene details before moving on to deter-
mine the macro-level structure of the story. A study was conducted to
compare the use of the two types of story creation interfaces by children
between the ages of 7 and 12. Findings indicate that different cognitive
models can have differing effects on children’s storytelling. In our case,
a micro-first model resulted both in greater ease of use as measured by
flow and usability, and in richer stories produced.

Keywords: Digital storytelling interfaces · Cognitive structures ·


Children’s storytelling

1 Introduction

Our research investigates the design of digital storytelling interfaces for children,
and how these may be grounded in relevant psychological theories of how people
think and create meaning. We estimate that nearly a hundred storytelling inter-
faces for children have been proposed in the literature in the past two decades,
yet few applied principles from psychological literature about children’s story-
telling processes. However, most of them appear to follow at best, only general
design principles. Especially at the cusp of abstract thought development [19],
children are still learning to piece together their thoughts and ideas, and may
benefit from extra support as they go through the complex task of composing
a story. With the goal of deriving more specific theoretically-grounded design
implications for the design of storytelling interfaces for children, we developed
and evaluated two storytelling interfaces that embody two different cognitive
sensemaking models. Our research question was: Does a story creation interface

Supported by National Science Foundation Grant #1736225 To Enact, To Tell, To


Write: A Bridge to Expressive Writing through Digital Enactment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 357–363, 2019.
https://doi.org/10.1007/978-3-030-33894-7_37
358 S. A. Brown et al.

that embody a macro-first approach engage children in storytelling differently


from a story creation interface that embody a micro-first approach, and if so,
how?

2 Related Work
Many different design concepts have been investigated with regards to story-
telling interfaces for children in prior literature. Many apply and explore the
concept of Tangible User Interfaces (TUIs) (e.g., [1–3,5,6,8,9,12,15,18,20,25,
26,28–30,34–36]), the potential of incorporating children’s natural play processes
(e.g., [17,23,25,27,32,33]), or specific features such as playback (e.g., [30,32]).
A good number of storytelling systems are founded upon learning theories,
the most commonly cited one being constructionism (e.g., [2,4,9,12–14,18,24–
26,31,33,35]). While it is helpful to contextualize story creation as something
to be learned, such theories cannot adequately guide the design of children’s
storytelling interfaces. In order to fully understand how children tell and create
stories, researchers must turn to psychological theories.
In this work, we explored a model proposed by Kintsch [21] that distinguishes
two distinct structures of thinking. At the macro level, we process things globally,
looking at the overall discourse. At the micro level, the discourse is processed
locally, and parsed in individual, unique units. When applied to a process such
as story creation, one can think of the micro level as the details of a story.
Individual scenes, events, actions and descriptions of characters or environments
are all considered micro-level details. On the other hand, the macro level would
exist as the story’s overall structure and flow - the way in which those details
are sequenced and come together to form a complete story.

3 Interface Design
We created two different but comparable storytelling interfaces for children that
embodied two distinct models based on Kintsch’s levels of thinking. The two
models support children’s storytelling by manipulating the user’s focus to be on
either the macro-level of thinking or the micro-level of thinking first. In the model
that we call ‘macro-first’, the interface emphasizes planning a concrete structure
before proceeding to the story’s details. In the model that we call ‘micro-first’,
individual ideas/details are created before story structure is determined.

Base Story Creation System. The two interface variants were developed off of a
base storytelling system. The base storytelling system portrays story organiza-
tion as a timeline, consisting of units referred to as scenes. Three sections follow-
ing the basic narrative arc are delineated in the timeline: beginning, middle and
end (see Fig. 1). Details are added to story scenes through an enactment-based
method, whereby the user performs voice enactment using selected characters,
props and backgrounds (see Fig. 1). Story review is provided with a playback
screen, allowing the user to play their entire story at once completed.
Embodying Cognitive Processes in Storytelling Interfaces for Children 359

Fig. 1. Our interface time line (shown left) and enactment screen (shown right).

Interface Variants. We conceptualized the user engaging with the enactment


screen to determine the actual details of a scene as thinking at a micro level.
The user interacting with the story organization screen to manipulate/prepare
scenes on the timeline engages with macro level thinking. The two interface
models (macro-first and micro-first) were implemented by enforcing carefully-
designed constraints in each interface variant (see Table 1).

Table 1. Differences in interactions between the two interface variants

Interaction Macro-first model Micro-first model


Enacting a Scene Only after all scenes were prepared, and user Enforced after each scene was added
acknowledged they were done planning their
story
Editing a Scene’s Scene details can only be changed before the Scene details must be filled in after
Details user exits the planning stage adding a scene, and are locked after
a new scene is added
Moving or Deleting Scenes can only be moved around or deleted Scenes can be moved around or
Scenes before the user exits the planning stage deleted even after they have been
locked from content editing

4 Study Description
We conducted a between-subjects study with one independent variable: interface
model. Eleven participants have participated in the study so far, 6 girls and 5
boys, ages 7 to 12. Participants were recruited through university e-mail lists,
and the study took place in an on-campus lab space.
Our study protocol began with a video tutorial of the assigned interface,
followed by a baseline questionnaire and interview. Participants then practiced
using their assigned interface. A prompt was given, and participants had 45 min
to create a story with the interface. This was followed by asking the participants
to write out the story they had just created on paper. Finally, participants filled
in a post-questionnaire and were administered an interview during which the
interviewer went through the screen recording of them creating their story with
the assigned interface.
The measures gathered included intrinsic motivation for storytelling using
SIMS [16]); interface usability using an adapted version of the PSSUQ [22]);
engagement using the GEQ [7]). All measures used a 7-point likert scale.
360 S. A. Brown et al.

5 Data Analysis and Initial Results


From the interviews, the designs of our two interface variants appeared to suc-
cessfully lead children to think using a macro-first or micro-first approach dur-
ing storytelling. In the micro-first condition, we observed comments from par-
ticipants such as “...it helped me focus on one part...working on one scene at
a time really helps”, which implied they adapted well to the micro-level focus
intent of that interface model. Similarly, in the macro-first condition, statements
such as “I added a lot of slides at once and then figured out how many I would
need” or “...first I had to do my slots(scenes acted as’slots’ for characters, props,
and backgrounds), so I got each line(story section) to have a slot” also showed
adaptation to our presented mode of thinking, such that participants using that
interface focused on story structure first by adding multiple scenes at a time.
The largest differences in the questionnaire ratings were seen in the flow
sub-construct of the GEQ. The micro-first interface had a higher mean flow rat-
ing (M = 4.11, SD = 1.26) than the macro-first condition (M = 3.70, SD = 0.67).
Micro-first also scored higher in usability (M = 6.57, SD = 0.47) than the macro-
first interface (M = 5.67, SD = 1.51).
We analyzed the participants’ stories for story richness by counting how many
5Ws+1H’s (Who, What, When, Where, Why, How) were present in each story
[10]. Story richness scores were standardized by number of singular idea units
in the written story to account for its overall length. The micro-first interface
produced richer stories (M = 2.52, SD = 0.91) than the macro-first interface (M
= 2.48, SD = 0.61).

6 Conclusion

Our initial results suggest that while participants did tend to adapt to either
interface’s cognitive model through the use of the specific interface, the micro-
first model resulted in higher flow, usability, and richer stories. An explanation
could be that in the micro-first interface, the child’s focus was led to be on
individual story units first, and thus these units were richer than those in the
macro-first condition, as shown by our analysis. Though we can only draw lim-
ited conclusions about the effects of these two specific interfaces at this time, this
attests to the strong mediator role that interfaces can play in manipulating chil-
dren’s storytelling processes. Others have recognized that mediator role in prior
work (e.g., [11]) but our results provide direct evidence of it by comparing two
psychologically-grounded interfaces, and show promise for further investigation.
This exploratory study has begun a much needed investigation into the appli-
cation of psychological theory in digital interactive storytelling interfaces for chil-
dren. It is our hope that future work would expand on the theories that could be
applied to these interfaces, with the goal of prioritizing the support of a child’s
story creation process over individual features and interactivity concepts.
Embodying Cognitive Processes in Storytelling Interfaces for Children 361

Acknowledgements. This research was supported by NSF Grant #1736225 To


Enact, To Tell, To Write: A Bridge to Expressive Writing through Digital Enactment.
We also thank Lexi Mitchell for contributing to the design and development of the
interfaces.

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Towards a Gesture-Based Story
Authoring System: Design Implications
from Feature Analysis of Iconic Gestures
During Storytelling

Sarah Anne Brown1(B) , Sharon Lynn Chu1 , Francis Quek2 ,


Pomaikai Canaday3 , Qing Li4 , Trystan Loustau5 , Sindy Wu1 ,
and Lina Zhang2
1
University of Florida, Gainesville, FL 32611, USA
sarah.brown@ufl.edu
2
Texas A&M University, College Station, Uvalde, TX 77843, USA
3
Georgetown University, Washington DC 20057, USA
4
Santa Fe College, Gainesville, FL 32606, USA
5
Florida State University, Tallahassee, FL 32306, USA

Abstract. Current systems that use gestures to enable storytelling tend


to mostly rely on a pre-scripted set of gestures or the use of manipula-
tive gestures with respect to tangibles. Our research aims to inform the
design of gesture recognition systems for storytelling with implications
derived from a feature-based analysis of iconic gestures that occur during
naturalistic oral storytelling. We collected story retellings of a collection
of cartoon stimuli from 20 study participants, and a gesture analysis
was performed on videos of the story retellings focusing on iconic ges-
tures. Iconic gestures are a type of representational gesture that provides
information about objects such as their shape, location, or movement.
The form features of the iconic gestures were analyzed with respect to
the concepts that they portrayed. Patterns between the two were iden-
tified and used to create recommendations for patterns in gesture form
a system could be primed to recognize.

Keywords: Gesture analysis · Gesture-based storytelling systems ·


Iconic gestures · Machine learning · Human-computer interaction

1 Introduction
Today’s gesture recognition systems are limited in the kinds of applications they
can be applied to. When applied to storytelling, gesture systems have been
mostly limited to the use of gestures to provide commands to the system (e.g.,
[8]) or to manipulate tangible objects related to the story (e.g., [11]). Following
Research supported by National Science Foundation Grant #1736225 To Enact, To
Tell, To Write: A Bridge to Expressive Writing through Digital Enactment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 364–373, 2019.
https://doi.org/10.1007/978-3-030-33894-7_38
Towards a Gesture-Based Story Authoring System 365

Quek’s taxonomy [17], the former are semaphoric gestures that define sets of
pre-defined whole static or dynamic hand poses, and the latter are manipulative
uses of hand movement whose purpose is typically to generate a control sig-
nal. This paper is concerned with conversational gestures that are performed in
conjunction with speech. More specifically, we are interested in how gesture sys-
tems can be designed to support story authoring through the feature analysis of
free gestures produced in naturalistic conversational/storytelling contexts. Such
gestures are termed gesticulation: gestures that are constructed, typically unwit-
tingly, at the moment of speech [16]. Gesticulation is creatively produced, and is
normally impermeable to ‘whole gesture’ recognition techniques typically used
in machine learning approaches that recognize exact repeated performances. For
example, one does not always produce the stylized ‘turning steering wheel’ ges-
ture when one says the word ‘car’. Research has shown that gesticulation carry
their meaning in gestural aspects or features that carry the mental image of the
multimodal discourse utterance (e.g., [18]). With the availability of technologies
that can capture and detect the movements of the hand in relatively high fidelity
such as the Leap Motion and Kinect systems [14], there are increasing oppor-
tunities to enable the creation of story products (e.g., a comic) to be driven by
storytelling gesticulations and speech.
Our research in this paper addresses specifically iconic gestures, which pro-
vide representational information about objects, such as their shape, location, or
movement. This initial focus is because iconic gestures are critical to storytelling:
of the existing gesture types, iconic gestures are frequently used to aid in visual
depictions of concrete objects [16]. We conducted a study whereby 20 partici-
pants (including 3 pilot participants) were video recorded while retelling stories
from various cartoon stimuli. Our analysis involved a feature-based analysis of
iconic gestures extracted from these recordings.

2 Background and Related Work


2.1 Gesture-Based Storytelling Systems
The use of gestures in storytelling applications can be classified into three cat-
egories. In the first category, users are asked to perform certain gestures during
the consumption of stories so as to increase their engagement in the experience.
For example, in Kistler et al.’s work [8], players are asked to perform gestures
indicated on screen during quick time events (QTE) during their engagement
in the choose-your-own-adventure story ‘Sugarcane Island’. In the second cate-
gory, users use gestures to control a tangible object related to the story being
told or created. For instance, in Liang et al.’s Puppet Narrator system [10,11],
children use specific hand gestures to control a puppet avatar to perform basic
movements like ‘move right’ or ‘stretch’.
In the third category, users can perform free gestures to contribute to story-
telling scenarios. For example, Kistler et al. [7] conducted a study asking partic-
ipants explicitly to perform full-body gestures for a set of given in-game actions
(e.g., ask permission, approach supervisor, sit at a bar) in a story-based scenario.
366 S. A. Brown et al.

They performed an analysis of the participants’ full-body gestures using a high-


level scheme, coding for ‘form’, ‘gesture type’, and ‘(involved) body parts’. An
example of their results is that most participants gestured “talking to a super-
visor” using a metaphoric gesture, while an iconic gesture was mostly used to
indicate “sitting at a bar and waiting”. They subsequently built a recognizer for
the specific gestures identified in their study. Our study, in contrast, focuses on
gesticulations produced in naturalistic storytelling contexts.

2.2 Gesture Recognition Systems and Approaches

As outlined in Rautaray and Agrawal [20] and Al-Shamaylehk et al. [1], hand
gesture recognition, typically accomplished through machine learning algorithms
[21], consists of three steps - Detection: Detecting the hands and extracting
necessary features from them for recognition and/or tracking (tracking only
necessary when the application is dynamic in nature, as opposed to static ges-
ture recognition); Tracking: Maintaining detection of the hands from frame to
frame; and Recognition: The final interpretation of what the hands semanti-
cally express in the context of a given application.
The features typically used in gesture machine learning algorithms include
specific pixel values, whole three-dimensional hand models, or two-dimensional
hand shapes [20]. A main focus in the literature has been on the segmentation of
whole gestures for interpretation [4,6,12]. However, as can be observed during
natural discourse, gestures flow in and out of each other near seamlessly at times.
Our work looks at gesture features at a much lower level by using grounding from
psycholinguistic research [9,16] with a goal to inform the development of gesture
recognition systems for storytelling.
We note as well that few gesture recognition systems currently deal with
completely naturalistic settings. The closest application of gesture recognition
systems for natural, conversational gestures is to recognize sign language ges-
tures. In that case, the gestures can be argued to be conversational, but not
necessarily natural, as they stem from a predefined vocabulary.

2.3 The Semantics of Gestures and Their Features

While variations exist between different gesture taxonomies proposed in the lit-
erature [13,20], iconic gestures tend to be a common category across many of
them. As defined by McNeill, iconic gestures “bear a close formal relationship
to the semantic content of speech” [16], furnishing imagistic information about
their referents such as their shape, location, or movement. McNeill emphasizes
the need to interpret the meaning of an iconic gesture in combination with its
associated spoken utterance. An example of an iconic gesture is a speaker spread-
ing his hands out wide while describing a tree. In this case, the iconic gesture is
representing the width of the tree. As such, iconic gestures aid speech by depict-
ing a visual representation in the mind of the speaker from which both gesture
and speech proceeds.
Towards a Gesture-Based Story Authoring System 367

At this point, it is useful to note that the information provided by iconic


gestures may either be redundant (e.g., “she is really tall” [gesture with raised
hand with palm facing down indicating height]), or complementary (e.g., “he
went through the entrance” [gesture with two inward facing hands close together
signifying that the entrance is narrow]).
Kopp, Tepper, and Cassell [9] conducted a study that analyzed the features
of iconic gestures by detailing their shapes and spatial properties/relationships
(that they called image description features) and their morphologies or forms.
They hypothesized that there exists an observable relationship between the phys-
ical forms of an iconic gesture’s features and the image-describing meanings that
can be derived from them. Their research primarily resulted in the framework
with which they propose to continue their analysis, and a limited variety of
gestures their conversational agent can utilize in to providing users with direc-
tions. Thus, their gesture research was not done for storytelling. They studied
discourse in the context of direction-giving, with the intent of informing conver-
sational agents that could describe an environment or give travel directions to a
user.
A critical reason for why the analysis of gesture features is important to
inform gesture-based storytelling systems is that within a discourse, gesture fea-
tures tend to repeat themselves to convey similar meanings. Quek et al. [19]
called such recurrences catchments. A catchment is “recognized when gesture
features recur in two or more (not necessarily consecutive) gestures”. For exam-
ple, within a discourse session, a speaker may always perform a gesture of moving
the right hand, palm faced down, to indicate horizontal surfaces. Research on
the Catchment Feature Model has showed that addressing gestures as a whole
often limits gesture recognition to a set vocabulary [18]. However, Quek et al.
studied recurrent gesture features as they occur within individual speakers. We
hypothesize that it is possible to find gesture patterns across speakers if the
feature analysis is taken to a level that is abstracted enough.

3 Data Collection
The goal of our research was to find the commonalities between iconic gestures
that are produced during naturalistic storytelling in terms of form features and
the concepts they portray, such that design implications for gesture-based sto-
rytelling systems can be derived. We had a total of 17 adult participants in our
final study, 15 male and 2 female, between the ages of 18 and 34. Before the final
study, we also conducted a pilot study with 1 male and 2 female participants
within that same age range to test our protocol. Participant recruitment took
place both via e-mail and via an online recruitment system which offered course
credit to enrolled students.
Our study protocol was similar to that used in previous gesture studies by
McNeill [16]. After presenting participants with a cartoon stimulus, we asked
them to retell the story of the cartoon from start to finish to the researcher in
a conversational context. The researcher primarily remained as a listener. We
368 S. A. Brown et al.

video recorded the exchange from two angles - one close and one angled from
slightly farther away. Participants were not informed that we were looking at
gestures specifically, but rather that we were investigating how people tell stories
to prevent them from being self-aware of their gestures during the retelling tasks.
Our study stimuli consisted of a combination of short scenes and full short
films: 2 full cartoon shorts (a 5-minute Loony Tunes cartoon, Box Office Bunny
[22] produced by Warner Bros. Animation, a 8-minute short film titled Alike
produced by Pepe School Land [15]), and 5 cartoon scenes, each under a minute
in length, extracted from 2 additional shorts (Pixar’s La Luna [3] and Alarm,
produced by MESAI [5]). The cartoon shorts were selected for being non-abstract
in nature (having concrete objects and environments, even if they are fantastical
or stylized), and having a clear sequence of events. Each participant watched
and retold the same set of cartoons, enabling us to compare gestures across
participants. In total, including the pilot study, 37 retellings of full cartoon
shorts were collected, and 85 retellings of cartoon scenes.

4 Data Analysis
The analysis in this paper focuses on the retellings of only the Loony Tune’s short
Box Office Bunny [22]. The coding was done by 6 coders, who first underwent
basic training sessions in gesture analysis.

Extracting Iconic Gestures. Since the identification of iconic gestures can


sometimes be subjective, 2 to 3 coders were assigned to code the same retellings.
Coders were also asked to give a ‘confidence of iconicity’ score (on a scale of 1–5)
with each iconic gesture identified, as suggested by the coding scheme outlined
in McNeill [16]. Once an iconic gesture was identified, a gesture was coded as
describing an Object, Action, or Position (or some combination of the three, in
certain cases). After the lists of iconic gestures across all coders were synthesized,
a total of 161 iconic gestures were found across all the cartoon retellings. The
confidence scores were averaged for each gesture across its coders. This resulted
in 65 iconic gestures with confidence averages above the median (2.667). These
made up the final dataset that we used for further analysis.

Identifying Gesture Concepts. From the first round of analysis, 43 iconic


gesture instances were classified as referencing an Action, 15 an Object, 8 a
Position. A second round of analysis was done classifying the gesture referents:
Actions were divided into: Movement (32 gesture instances across 11 par-
ticipants): the movement of an object(s) or character(s) from one location to
another; Character Action (10 gesture instances across 6 participants): an action
performed by a character(s); and Object Action (1 gesture across 1 participant):
an action in relation to an object(s), e.g., bombs exploding.
Objects were divided into: Dimension (6 gestures across 4 participants):
defining the dimensions of an object, e.g., width or height; Explicit Shape (4
Towards a Gesture-Based Story Authoring System 369

gestures across 3 participants): describing the shape of an object; Followed by


Volume (3 gestures across 2 participants): defining the general volume in which
an object would exist. Ex - cupping hands around a loose area regardless of
object shape; and Implicit Shape (2 gestures across 2 participants): describing
an implied feature of the shape of an object through the gesture, e.g., forming
flat palms to imply the ground is flat.
Positions were divided into: Relative (7 gestures across 5 participants): posi-
tion of an object from an external perspective, in relation to another object, e.g.,
the movie theater was on top of Bugs Bunny’s home; and Internal (1 gestures
across 1 participants): position of an object from the perspective of oneself or a
character, e.g., pointing at the top of one’s head to show where Bugs Bunny’s
ears would be.

Coding Gesture Form Features. We used the coding scheme proposed by


Church and recommended by McNeill [16]. The scheme involves the coding of
hand shape, handedness, space in which the gesture was performed, view, and
motion direction, and meaning of the gesture (what the motion and the hands
represent). For coding hand shape, the proposed method was to match the shape
to an existing table of American Sign Language signs [2]. However, we found that
the iconic gestures aligned with only a limited number of signs in our dataset.
We thus reduced the coding scheme to three sets of form features: (i) Flat palms
and fingers; (ii) Curled fingers; and (iii) One or more Pointed fingers. Coding
of the other aspects of the gesture was relatively unchanged from the original
coding scheme.

5 Results
We considered only concepts that had a minimum of 4 gesture instances across
at least 4 participants in our results. Furthermore, we excluded entirely divergent
and entirely convergent gesture features since both provide little discriminatory
potential. The relevant results are shown in Fig. 1, and clear visual examples of
each analyzed concept can be found in Fig. 2.

Fig. 1. Results (%s reflect counts of each code within a given sub-concept)
370 S. A. Brown et al.

Fig. 2. Visual Examples of Concepts as Gestures (representative, but not directly


reflective of participant gestures)

6 Discussion and Design Implications

As described in our Background section, gestures echo or add to information pre-


sented in speech. From the uncovered gesture feature patterns, we discuss below
implications of how a gesture-based system can take advantage of storytellers’
gesticulations to adjust visual story output.
For gestures referencing Movement, motions of the hand always depicted
the imagined movement of the object referenced - these movements were split
into the two codes under the feature depicting what “Motion Represents” (see
Fig. 1). Within this feature, “Simple Motion” detailed movements of an object(s)
or character(s) from one location to another, and “Complex Motion” detailed
those that by comparison included a secondary motion, e.g., characters spinning
together when they collide in a cartoonish fashion, as oppose to one charac-
ter pursuing another with no further motions described. Thus, detecting hand
motions in a gesture-based storytelling system could hypothetically reliably help
to trace out objects’ movements.
Gestures representing Character Actions provide a unique challenge, as their
features appear to be highly tied to the specific actions being referenced, e.g.,
Bugs Bunny eating a carrot in our given cartoon represented all of gestures where
the “Hand(s) Represent” the hand(s) of the character, Bugs Bunny. We are
limited in a true analysis of this sub-concept, because the only two actions were
described with any regularity from the given cartoon was the aforementioned
Bugs Bunny eating a carrot, or the starring characters dancing on a gum-covered
carpet (4 of either, for a total of 8 of the 10 identified Character Actions).
However, much like Movement, there was a majority of hand motion directions
were uni-directional, and motions of the hand tended to represent the action
(comparable to the same feature, “Motion Represents” coded solely as different
types of movement in Movement).
Gestures representing Dimension was one of the most promising concepts
with distinguishable form features - the hands consistently (83.3% or above) rep-
resented two separate bounds of a given dimension (under the feature “Hand(s)
Represent”), moved in mirrored directions (under “Directions”) and, and with
the exception of one example, were always both flat (”Hand Shape(s)”). These
are set features a system could be built to detect so as to adjust a visualized
Towards a Gesture-Based Story Authoring System 371

object’s dimension (with the object being determined from speech), and is reli-
able in that the other concepts do not replicate this set of form features.
Finally, gestures for Relative Position consisted largely of uni-directional
motions (with larger percentages than in both Movement and Character Action),
paired with a flat hand shape. We are limited by our chosen stimulus, Box
Office Bunny [22], in that gestures produced for this sub-concept solely described
objects that existed above or on top of another object. A common example was
descriptions of the movie theater sitting upon Bugs Bunny’s home. It is hard to
say without a broader range of relative relationships, but it could be that other
potential relationships share the same commonalities in form features. In which
case, a system would look for a uni-directional motion paired with a flat hand to
determine a positional relationship between one object and another. And per-
haps, in the absence of a flat hand shape, the system could move on to explore
the possibility that a Movement or Character Action is being portrayed, as they
were the next concepts to have majorities in uni-directional hand motions, going
down by highest percentages within those concepts. Thus, what we are describ-
ing is a system going through potential concepts by the probability that the
detected form features match trends discovered through this analysis; filtering-
down through an emerging taxonomy to determine in the end, what concept is
likely being gestured, if any.

7 Conclusion
In this paper we presented an analysis of iconic gestures during naturalistic sto-
rytelling as investigated through specific concepts they portray and their form
features. We coded iconic gestures as extracted from retellings of a cartoon stimu-
lus, and our findings suggest that across gestured concepts, patterns can be found
for specific form features. Though certain sub-concepts from our initial overar-
ching concepts provided mixed results, there were notable patterns within the
sub-concepts of Dimension and Relative Position. Our results provide a starting
point to develop gesture-based systems that can recognize free gestures during
naturalistic storytelling to produce concrete story outputs such as a cartoon
animation or a comic.
As a limitation of our analysis, the sample size for each category of gesture
concepts are unequal because in naturalistic contexts, we had no control over
what content participants decided to include in their story retelling and what
the gestured about. Moreover, we were limited to just one cartoon stimulus in
the work presented. Many more storytelling gesture stimuli need to be analyzed.
372 S. A. Brown et al.

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16. McNeill, D.: Hand and Mind: What Gestures Reveal About Thought. University
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tion, vol. 54, pp. 288–292 (2004)
18. Quek, F.: The catchment feature model for multimodal language analysis. In: null,
p. 540. IEEE (2003)
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22. Van Citters, D.: Box office bunny (1991)
When Did I Lose Them? Using Process Mining
to Study User Engagement in Interactive
Digital Narratives

Sergio Estupiñán(&) and Nicolas Szilas

TECFA, FPSE, University of Geneva, 1211 Geneva 4, Switzerland


{Sergio.Estupinan,Nicolas.Szilas}@unige.ch

Abstract. This work aims at capitalizing advances in the field of Process


Mining applied to the domain of Interactive Digital Narratives (IDN), towards
the understanding of user engagement, particularly, spotting when and what
happened when engagement dropped. An online IDN system was adapted to
implement an engagement sampling protocol, probing 74 users for Continuation
Desire during runtime. The playtest dataset was coupled with the engagement
reports and analyzed using Process Mining. We identified a subset of User-
Initiated Actions associated with higher engagement trajectories, as well as
actionable feedback for improving the system. We consider Process Mining as
an asset for the evaluation of IDN systems and the characterization of the
Interactive Narrative Experience.

Keywords: Continuation Desire  Engagement  Process Mining  Interactive


Narrative Experience  User Research

1 Introduction

Interactive Digital Narrative (IDN) is a computer-based media that empowers users to


causally influence the course of the unfolding narrative events in a story world,
mediated by a storytelling engine [3, 4]. This intentional influence, known as effectance
[5], would allow users to experience interactive stories in a more personal and engaging
way as a result of their direct participation.
IDN systems generally rely on Drama Manager or equivalent subsystem(s) [6]
employing Artificial Intelligence techniques to balance user actions and author-defined
constraints. Such subsystems should be capable to provide users not only a coherent
but also an appealing Interactive Narrative Experience (INE)—the user experience
particular to IDN. Despite progress in the field, notably in narrative generation, the call
for more research in the systematic evaluation of IDN systems and the INE is still in
force [7]. We consider that the relatively novel discipline of Process Mining, whose
strength lies in the generation of actual models of human-computer interaction could be
an asset to the evaluation of IDN systems.
Process Mining could use playtesting datasets to automatically build Process Maps
that help cross-check the expected (or theoretical) capacities of a narrative engine with
real usage data, granted it is properly timestamped. Given the generative nature of IDN

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 374–378, 2019.
https://doi.org/10.1007/978-3-030-33894-7_39
When Did I Lose Them? Using Process Mining to Study User Engagement in IDN 375

systems and the multiplicity of created storylines, employing automatic analysis tools
could be particularly interesting to the field. In this article, we present an experimental
study focused on understanding the drops of user engagement, and briefly discussion
the potentialities of Process Mining for doing User Research of IDN systems.

1.1 When Did I Lose Them?


The ability to understand how users interact in actuality with a system poses challenges
and interests multiple stakeholders. ‘When did I lose them?’, the question that moti-
vates this article is twofold and aims at pinpointing what happened and when during the
interaction with an IDN system, that led users to a decrease in their level of engage-
ment. By spotting and studying these drops, designers could obtain actual contextual
feedback on how users interact with their systems and actionable insights.

2 Related Works

Continuation Desire [2] posits that even though engagement is a far-reaching term
often related to motivation, enjoyment, engrossment, etc., all the previous concepts
share a ‘volitional’ trait. Continuation Desire is understood as the determination, a
transversal indicator encompassing the Objectives, Activities, Achievements, and
Affect that drive the desire to continue making part of an interactive media experience.
To sample engagement at a given point, an intrusive protocol was proposed and
validated consisting of briefly pausing the execution of the experience a predefined
number of times, and asking users to quantify via a Likert scale, to which extent they
want to continue playing, why do they want to continue, and what they plan to do next
in the game. An elevated level of Continuation Desire could then be interpreted as an
indicator of the presence of engagement despite the existence of negative-valenced
emotions such as frustration and anger.
Process Mining bridges Business Process Management, a discipline that deals with
the modeling of the design space of business processes, (use cases and scenarios users
are confronted to), and Data Mining, a discipline that treats large datasets to find
patterns. Process Mining is a powerful analysis technique that goes beyond summative
metrics by allowing the discovering of processes and instantiating paths of execution
[1]. In Process Mining, we can distinguish Variants or unique sequences of activities,
instantiations of each Variant (called Cases), and visual representations of the dis-
covered processes (Process Maps).

3 Experimental Approach

A study was set up online using Prolific1, a scientific crowdsourcing platform. The
requirements for participating in the study were: (a) age between 18 and 40, (b) English
as native language or equivalent, (c) having completed at least secondary education.

1
Prolific. https://prolific.ac.
376 S. Estupiñán and N. Szilas

A payment of £1.50 was proposed in exchange for their 20-minutes participation. We


modified the existing IDN system Nothing for Dinner to sample for Continuation
Desire at three stages according to a dynamic triggering algorithm using a game-
coherent look-and-feel interface that we presented in [8].

3.1 Engagement Trajectories


We defined Engagement Trajectories as paths representing the fluctuation of the self-
reported level of Continuation Desire over time. We defined that user engagement at a
certain point could be one of three possible Likert-scale values: High (5, 6, 7), Neutral
(4), or Low (1, 2, 3). Three in-game interruptions provided us 27 possible Engagement
Trajectories, from which we selected five of our interest: Hooked (High, High, High):
Users under this trajectory experienced the highly-engaging path, Deflated (High,
High, Neutral) featuring a gentle drop towards neutral engagement during the last part,
Betrayed (High, High, Low) with a sharp drop in the engagement level towards the
end, Disappointed (High, Low, Low) a strong initial desire to continue followed
‘unattached’ during the second and third interruption, and Unattached (Low, Low,
Low), the opposite of ‘Hooked’.

3.2 Process Mining Analysis


Disco2, a Process Mining software, used the resulting dataset from merging data from
the narrative engine, the interruption manager, and the crowdsourcing service, as input
for generating the process maps and analysis of Variants. To do so, it was necessary to
do a mapping of the dataset to the corresponding process mining dimensions. Once the
data loaded, we selected the User-Initiated Actions by filtering by Resource Selector
containing Player as value, and we filtered per interruption and engagement values.
Disco employed discovery algorithms for detecting the variants and subjacent cases
that ran through it.

4 Results and Analysis

A total of 90 participants (50 males, 40 females) aged between 18 and 39 years old took
part in the study (M = 27.86, SD = 6.24). From this participant pool, we removed those
who did not go through one of the engagement trajectories, which resulted in a final
sample of 74 participants (82% of the pool), which for the most part belonged to the
Hooked (n = 40) and Unattached (n = 17) trajectories.
We used Disco to automatically identify Variants of User-Initiated Actions per
engagement trajectory. Variants are each of the paths of execution in a process, which
contains a certain number of Cases. Process Mining analysis on the traces was per-
formed based on segments corresponding to each of the three interruptions, allowing us
to ‘zoom in’ into the gameplay traces.

2
Disco. https://fluxicon.com/disco/.
When Did I Lose Them? Using Process Mining to Study User Engagement in IDN 377

We only found Variants for the Hooked and Unattached trajectories, which may be
explained since these two trajectories have most of the participants (n = 57). By
inspecting in detail each Variant segment, a series of interesting observations arise from
which we instantiate the following three: First, the User-Initiated Action Informs
Wish dinner_solution, which by design helps moving forward in the story, was
strongly present in the Interruption 1 of the Hooked trajectory but not in the Unat-
tached. Second, participants in the Unattached trajectory, for the most part, triggered
performative activities that did not involve any other character. Finally, not finding any
Variants in Hooked’s Interruption 3 puzzles us, since it indicates that there is no a
sequence of actions that could be linked to a High Engagement. Analyzing what
occurred during this interruption would require a different approach and/or additional
techniques.

5 Conclusion

The nature of the AI-based systems issued in the field of Interactive Digital Narratives
(IDN) affords a great multiplicity of story paths as a result of the direct intervention of
the users. Such a diversity poses problems in terms of analysis of the systems and the
Interactive Narrative Experience since not all the generated storylines might be inter-
esting and engaging to the user.
We were interested in discovering when and why the user engagement had dropped
during runtime in the Interactive Digital Narrative work “Nothing for Dinner” (NFD).
We set up a study in which we collected telemetry data and self-reports of engagement
of 74 participants during runtime, and then we employed Process Mining (PM) to
discover the models and paths of interaction in the light of a set of engagement
trajectories that we defined. To our knowledge, PM has not been used before for
analyzing IDN systems.
Process Mining proved to be a valuable technique to discover the diverse paths in
which users interact with the IDN system. Moreover, it was useful for spotting the
elements of a hooked narrative path (high engagement), which in the case of the tested
story seemed to be mostly linked to seeking the involvement of other characters in the
achievement of certain activities. These leads for improvement could be implemented
and further tested to validate if there is a diminishing in the number of users that exhibit
drops in their engagement.
We believe that Process Mining is a new and promising approach for the automatic
evaluation of different IDN systems and the advancement of the understanding of the
Interactive Narrative Experience. It can provide authors and designers with powerful
bird-eye analytic tools and insights on the actual interactions of the users with a
complex system.
Future work may include employing Process Mining to study raises in engagement,
narrative evaluation, as well as the influence of certain activities in the overall re-
playability, objective metrics [9], and the emotional dynamics over time using psy-
chophysiological measurements.
378 S. Estupiñán and N. Szilas

References
1. van der Aalst, W.M.P.: Process Mining. (2016). https://doi.org/10.1007/978-3-642-19345-3
2. Schoenau-Fog, H.: Hooked! – evaluating engagement as continuation desire in interactive
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Cambridge (1997)
4. Roth, C.: Experiencing Interactive Storytelling (2016)
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AISB 2009 Symposium AI Games, pp. 15–25 (2009)
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(2012)
8. Estupiñán, S., Andkjaer, K.I., Szilas, N.: Engagement in interactive digital storytelling:
sampling without spoiling. In: Clua, E., Roque, L., Lugmayr, A., Tuomi, P. (eds.) ICEC 2018.
LNCS, vol. 11112, pp. 248–253. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-
99426-0_25
9. Szilas, N., Ilea, I.: Objective metrics for interactive narrative. In: Mitchell, A., Fernández-
Vara, C., Thue, D. (eds.) ICIDS 2014. LNCS, vol. 8832, pp. 91–102. Springer, Cham (2014).
https://doi.org/10.1007/978-3-319-12337-0_9
Effects of Higher Interactivity
on the Interactive Narrative Experience:
An Experimental Study

Liudmyla Gapiuk, Sergio Estupiñán, and Nicolas Szilas(&)

TECFA, FPSE, University of Geneva, 1211 Genève 4, Switzerland


{Sergio.Estupinan,Nicolas.Szilas}@unige.ch

Abstract. This article reports a study with the purpose of analyzing the
Interactive Narrative Experience under different levels of interactivity: a “clas-
sic” Interactive Narrative constructed with a branching story structure, and a
“generative” Interactive Narrative built on a narrative engine that integrates
techniques of Artificial Intelligence. Three elements of the user experience,
namely control, curiosity, and frustration were compared and examined based
on the experiment with 30 participants who played one of two versions of the
narrative.

Keywords: Highly interactive storytelling  User experience  Interactive


Narrative Experience  Control  Curiosity  Frustration

1 Introduction

Interactive Storytelling changes the role of the user: from the observer, she becomes the
active player who can influence the course of the story through her interactions with the
system [1–3]. This is classically achieved by using a branching story structure [4, 5],
for which the author must write all scenarios, which inherently limits the number of
scenarios and the agency [1]. However, techniques based on Artificial Intelligence
(AI) make it possible to generate narrative events and create a story dynamically
according to user choices. The event in a generative narrative is calculated and created
by the program, considering the elements and constraints specified by the author. This
gives the user even more freedom of choice and the possibility to influence how the
story unfolds or ends. Such “Highly Interactive Narrative” contains at least one event
that in its occurrence (if and when it happens), its content and its formulation, is the
result of a calculation [3]. It includes works such as “Façade” [6, 7], “Crystal Island”
[8, 9] or “Nothing For Dinner” (NFD) [3, 10]. The latter, based on the IDension
narrative engine allows to generate a series of narrative events and to offer in average
23 possibilities of action each time the user had to interact [12].
Currently, despite the numerous discussions on agency and freedom in Interactive
Storytelling, there is a lack of research on the effective impact of this freedom of action
and interactivity on the Interactive Narrative Experience. Roth et al. [13] compared the
user experience in “Façade” with the adventure game “Fahrenheit” that is characterized
by the relatively low degree of user freedom. Results showed that dimensions of user

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https://doi.org/10.1007/978-3-030-33894-7_40
380 L. Gapiuk et al.

experience such as system usability, character believability, presence, and emotional


state were rated much higher in “Façade” than in “Fahrenheit”. They also compared
each of these interactive systems with their non-interactive counterpart—watching
someone play, and concluded that for “Fahrenheit”, the addition of interactivity does
not change many dimensions of the Interactive Narrative Experience while a strong
impact of interactivity on user experience was observed in “Façade” with more
favorable experience in the interactive condition. Despite these interesting finding, no
research has been conducted to determine how the different levels of interactivity
impact user experience within the same story world.
In this study, we aim at analyzing the effect of the higher level of interactivity on
the Interactive Narrative Experience by comparing two different versions of the same
story world with different degrees of interactivity. The first one, the Highly Interactive
version, integrates techniques from AI, while the second one, the ‘weakly’ interactive
version, is based on branching story structure, offering a low level of interaction. More
precisely, we examine the feeling of control, curiosity and frustration resulting from the
user’s emotional experience in the narrative. We hypothesized that these components
of the Interactive Narrative Experience would be particularly affected by the degree of
interactivity in the narrative.
Control
The feeling of control over the story word is one of the important elements that can
determine user engagement [4] and sense of presence [14]. But in a branching story
structure, this feeling is limited by the number of possible paths of story offered to users
[4]. Their experience in the narrative is likely to be homogeneous if they are prompted
to make the same choices over and over, which could lead the user with an impression
of loss of control over the story. We suppose that the freedom of interaction and strong
autonomy in the Highly Interactive version will offer the users a stronger perception of
control over their actions, compared to the weakly interactive version that does not
offer enough freedom of choice.
Curiosity
Inducing curiosity in the users is important to make the IS system interesting and
enjoyable to use [15]. The user can be “curious” about story progress, “What will
happen next?”, and the consequences of her decisions on interactive story, “What will
happen if I choose this option?”. Roth et al. [16] noted that when curiosity appears,
users experience a temporary uncertainty which lead to a particular physiological state,
enjoyable for most users. And when uncertainty is reduced, for example with the
discovery of the dénouement of the story, the user experiences positive and pleasant
emotions. For Roth et al. [16] such a repetition of increased and reduced curiosity
“create a chain of pleasant affective dynamics”. We estimate that in the Highly
Interactive version of narrative, the sense of curiosity will be more important than in the
weakly interactive version because more options could mean more possible outcomes,
and therefore more curiosity about these outcomes.
Frustration
Although frustration, for most people, is associated with a negative emotion, it could
also be a positive element in the Interactive Narrative Experience [17]. Nylund and
Landfors [18] made a distinction between bad and good frustration. According to them,
bad frustration is related to technical problems while good frustration is caused by the
Effects of Higher Interactivity on the Interactive Narrative Experience 381

emotional state in the game and which allows a deeper sense of immersion and
engagement. The authors consider that with a good frustration, a game can offer the
player a higher level of emotional engagement and she becomes thus more involved
and focused. In the frame of this study, the term “frustration” refers to good frustration.
In Façade, the user’s frustration towards the personality of characters was considered
as a positive element of the narrative which confirms character plausibility and player
engagement [6]. Allison et al. [19] found that players of DayZ considered the per-
manent death of their character as frustrating but also a necessary component to make
the game enjoyable. In Nothing For Dinner some users identified frustration as a
positive element of user experience [10]: By embodying the role of the protagonist the
user can feel the frustration that comes from the inability to change the family situation
despite effort in that sense, and from the difficulties of managing daily life with a person
who suffered a Traumatic Brain Injury.
Extending these examples, we hypothesize that the frustration resulting from the
user emotions in the game is not only a positive aspect of user experience but also can
be a fundamental characteristic of Interactive Narrative based on social context. In the
version using branching story structure, users would feel mainly empathy for the
characters, while in the highly interactive version, the emotions could be stronger
because the high degree of freedom to interact with the story characters allows the
player to simulate human relationships in a virtual world, and as a result to establish an
emotional connection with story characters. We assume thus that in the Highly Inter-
active version of the narrative, the feeling of frustration is higher than in the narrative
with a low level of interactivity.

2 Method

Two versions of the existing Interactive Narrative (IN) Nothing For Dinner (NFD),
were used with different levels of interactivity: a Highly Interactive version and a
weakly interactive version. These two versions are rendered in the form of a narrative
hypertext. The experiment was conducted with 30 participants with the objective to
compare the Interactive Narrative Experience in both versions. The independent
variable was the level of interactivity in the IN (high, low) and the dependent variables
were feelings of control, curiosity, and frustration.

2.1 Research Design


Both versions of the IN were written in French and based on the same story: the user
plays the role of Frank, a 16-year-old teenager whose father Paul suffered a Traumatic
Brain Injury and has problems with memory and behavior [10]. The IN shows the daily
difficulties of Frank and his family. The experience begins with a scenario where Paul
forgot to go shopping and Frank has to prepare something to eat for dinner because his
mother is away. The user reaches the end of the narrative when all the family members
(Paul—the father, Olivia—the grandmother, and Lili—the younger sister) are seated at
the table.
382 L. Gapiuk et al.

Fig. 1. (Left) Screenshot of the 3D version of NFD. (Right) Screenshot of the Highly Interactive
hypertext version of NFD.

Highly Interactive Hypertext Version: For this experiment, we adapted the 3D version
of NFD into a dynamic hypertext version. We removed all the 3D graphics and
interaction and we created a new user interface in hypertext form on top of the ID
tension narrative engine [11]. We thus used the same narrative engine as in the original
3D version. Figures 1 shows the difference between the 3D version and the highly
interactive hypertext version.
In the Highly Interactive hypertext version of NFD (Fig. 2), the characters and
objects of the narrative are presented in the form of an interactive row at the top of the
screen. The screen is divided into two parts: one part with character dialogues and the
other part with possible choices. The choice list is modified according to the character
with whom the player is currently interacting with and changes dynamically consid-
ering previous actions, as calculated by the Narrative Engine. The button “Next”
appears as the interaction progresses to show the continuation of the undertaken action
and moves forward in the story.

Fig. 2. Screenshot of the weakly interactive hypertext version of NFD

Weakly Interactive Hypertext Version: The weakly interactive hypertext version was
built in Twine1, a software that allows to create branching-based Interactive Narratives.
All narrative actions are presented sequentially: each event that occurs depends on the

1
https://twinery.org/.
Effects of Higher Interactivity on the Interactive Narrative Experience 383

previous choice. We have reduced the long list of choices proposed in the Highly
Interactive version by leaving in each scene only 1 to 3 essential choices to achieve the
objectives of the scenario and move forward in the story (see Fig. 2).

2.2 Participants
30 participants took part in this study, 16 males and 14 females aged between 18 and
40 years. French was their mother tongue, or they were bilingual, had no prior
knowledge on Traumatic Brain Injury and had never played NFD. They were randomly
assigned to one of the two experimental groups, one with the Highly Interactive ver-
sion, the other one with the Weakly Interactive version (15 participants per group).

2.3 Measures
Feeling of control was measured using the scale Control (Cronbach’s a = .80) pro-
posed in the Core Elements of the Gaming Experience Questionnaire (CEGEQ) [20].
6 statements were chosen and used to evaluate the feeling of control: “I was in control
of the game”, “I was able to see in the screen everything I needed during the game”, “I
felt what was happening in the game was my own doing”, “There was time when I was
doing nothing in the game”, “I knew how to manipulate the game to move forward”, “I
knew all the actions that could be performed in the game” on a 5-point Likert scale
from 1 (strongly disagree) to 5 (strongly agree).
Curiosity was measured using a curiosity evaluation questionnaire in serious games
(Cronbach’s a = .71) developed by Wouters et al. [21]. To make the questionnaire
relevant to our theme, “cancer” was replaced by “traumatic brain injury”. The ques-
tionnaire was composed of 6 items: “The game motivated me to learn more about
traumatic brain injury”, “I wanted to continue playing because I wanted to see more of
the game world”, “I was curious to the next event in the game”, “I sought explanations
for what I encountered in the game”, “Playing the game raised questions regard-
ing traumatic brain injury”, “I wanted to continue playing because I wanted to know
more about traumatic brain injury”. Participants were asked to rate these statements on
a 5-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).
Not having found an existing scale to measure frustration that results from the
user’s emotional experience, we established ourselves the items that could evaluate this
type of frustration. Five statements were therefore issued: “I lived with Frank the
difficulties of his daily life”, “I can understand why Frank gets angry because of his
father’s attitude”, “I felt Frank’s frustration when he was managing relationships with
his father”, “I was upset by Paul’s unpredictable reactions” and “I wanted to help Frank
but I felt powerless in the situation”. As for the two previous variables, participants
estimated these statements on a 5-point Likert scale from 1 (strongly disagree) to 5
(strongly agree). All questions were translated in French.

2.4 Procedure
The experimental procedure went on in two steps: first, the selection of participants and
second the participation to the experiment. In order to assess whether potential
384 L. Gapiuk et al.

participants fulfill the selection criteria (see Sect. 2.2 above), a questionnaire was sent
by e-mail. This e-mail also included the context of the research, the purpose of the
questionnaire and the unfolding of the future experiment. Then, the accepted persons
were contacted to come on-site for the study.
The experimental procedures were identical for both groups of participants except
the time of interaction with the narrative: 30 minutes for the highly interactive group
and 20 min for the weakly interactive group. This is due to the fact that the former
offers more possibilities of actions (23 in average vs 1–3), which requires more time for
selecting an action. The experiment took place in a quiet room with groups of two to
five participants. It started with a briefing after which participants were asked to sign a
consent form. Each participant had at their disposal the tutorial in paper form “How to
play” explaining elements of the IN’s interface and possible interactions in the game.
Immediately after playing, participants were asked to complete a computer-based
questionnaire to measure their feeling of control, curiosity, frustration. The question-
naire also included one open question: “How was your experience in this study?”. They
were also requested to fill out a computer-based questionnaire that included the 12
questions to analyze participants’ learning outcomes in both interactive versions of the
narrative. In this article, we do not tackle learning outcomes.
The whole duration of the experiment was 40 min for the highly interactive group
and 30 min for the weakly interactive group. At the end of the experiment, participants
received a remuneration of 10 Swiss Francs.

3 Results

A significance level of p = 0.05 was used for all statistical tests.


Table 1 presents the means and standard deviations obtained for the answers on a
five-point Likert scale to the questions related to the feeling of control, curiosity, and
frustration, in two experimental conditions. It indicates that in the weakly interactive
condition, the level of control and curiosity is higher than in the highly interactive
condition. The level of frustration is slightly higher in the highly interactive version.

Table 1. Descriptive statistics for all dependent variables in two experimental conditions
N Mean Std. Dev.
Control Highly interactive version 15 3.45 .55
Weakly interactive version 15 3.76 .90
Curiosity Highly interactive version 15 3.65 .72
Weakly interactive version 15 3.94 .91
Frustration Highly interactive version 15 3.82 .47
Weakly interactive version 15 3.61 .69

An ANOVA analysis was conducted to examine the effect of interactivity on


feeling of control, curiosity, and frustration.
Effects of Higher Interactivity on the Interactive Narrative Experience 385

Table 2. Effect of higher interactivity on all dependent variables (ANOVA)


Sum of squares df Mean square F Sig.
Control Between groups .73 1 .73 1.28 .27
Within groups 15.90 28 .57
Total 16.63 29
Curiosity Between groups .63 1 .63 .92 .35
Within groups 19.12 28 .68
Total 19.74 29
Frustration Between groups .34 1 .34 .98 .33
Within groups 9.79 28 .35
Total 10.13 29

Inferential statistics (Table 2) show that the effect of interactivity was not statisti-
cally significant on our 3 dependent variables: feeling of control F(1,28) = 1,28,
p = .27, curiosity F(1,28) = .92, p = .35 and frustration F(1,28) = .98, p = .33. Con-
trary to our hypothesis, the level of interactivity does not influence the user’s feeling of
control, curiosity, and frustration.

4 Analysis and Interpretation

The absence of effect of the degree of interactivity on the feeling of control (and even a
tendency towards an inverse effect) may be explained by the difficulties of interacting
with the system which offers too many choices. This surfaces in some answers to the
open question “How was your experience in this experiment?”: “Sometimes there were
too many options” and “It was difficult to interact correctly with characters without
getting lost in the different options.” Another interpretation could be that repetitive
choices presented in the Highly Interactive version decreased the sense of control.
Some participants who used this version noted that “Obsolete options should be
removed once they have already been made” and “Repetitive options give the
impression that you are in a loop and you lose the motivation to continue.” Also, two
participants who used the high interactive version noted “I enjoyed playing the game…
you feel like you have an influence on the unfolding of the story” and “Interesting and
enriching experience. My perception has really evolved with (this) simulation game
where we see the consequences of the actions.” These two participants effectively
scored 4 for the control scale, it might be plausible that they experienced a feeling of
agency [1]. Therefore, two phenomena may compensate each other: on the one hand,
more interactivity, therefore more choices, led to a feeling of getting lost in the space of
possibilities, thus a lack of control, while on the other hand, more interactivity was
appreciated as a gain in agency. Therefore, in order to fully benefit from the increase in
interactivity, it appears essential to also solve critical issues that are collateral with the
increase of choices: optimize the display of many choices from a usability point of
view, present enough new options in each turn, make sure that options that appear
repetitive would produce a distinctive effect on the story world.
386 L. Gapiuk et al.

As for curiosity, one interpretation of the non-significance of the results could be


related to the participants’ initial interest in the subject of the narrative. The scale that
was used was related to the domain of the story (Traumatic Brain Injury), while
participants had no special interest in the domain. Note also that one of the Highly
Interactive version users noted “I want to repeat this experience to know the other
possible situations.” It might be interesting to raise the question of how the higher
interactivity in IN can affect the desire to replay the game to discover other scenarios of
the story.
Regarding frustration, when the user plays the role of a teenager who must carry out
duties of his father which suffered TBI, it is so emotionally strong in itself, that this
caused a similar emotional state in the two versions and a similar level of frustration.
We consider that this feeling of frustration can be used by IN authors in the design
phase of narratives that attempt to make understand certain human relationships and
behavior.
Regarding participants’ answers to the open question, role adoption and immersion
in the story world were also relevant in combination with frustration. In the highly
interactive version, the participants mentioned: “(The) Experience made me feel frus-
trated when you can’t always help a person with this disorder”, “A beautiful experi-
ence that immersed me in the world of a person helping relative with TBI to provide for
his daily needs.” And in the weakly interactive version, they noted: “I felt helpless in
front of the situation, but I really felt what Frank (story’ protagonist) was feeling”, “I
lived this experience with a lot of compassion for Frank’s family.”
Based on the analysis of participants’ answers, interactivity seems to have impacted
enjoyment in the narrative. In the highly interactive version, two participants noted: “I
enjoyed playing the game, interactive things are always fun”, “I enjoyed the experi-
ence… It made me want to help Paul (person with TBI).” Previous research showed
that enjoyment in games was increased by interactivity [22, 23].
We consider it interesting that even the narrative with a low level of interactivity
can cause important immersion and emotional effects, including (positive) frustration.
This can be explained again by the strong emotional theme of NFD and it would be
useful to analyze what effect the level of interactivity will have on these dimensions in
a narrative not based on the social context. This result also suggests that creating
frustration by giving more choices is certainly more complex than only considering the
quantitative aspect of choice (number and frequency of choices). What these choices
are, how they affect or not the success of the player’s quest needs to be tackled in more
detail, both theoretically and practically.

5 Conclusion

In this study, we experimentally compared two different versions of the same Inter-
active Narrative, each featuring a different degree of interactivity, to analyze the effect
the higher interactivity on the Interactive Narrative Experience. The results indicated
that the level of interactivity did not impact the user’s feeling of control, curiosity, and
frustration. These results challenge the idea that generative interactive narrative is
necessary better than branching narrative. At the same time, this study provided hints
Effects of Higher Interactivity on the Interactive Narrative Experience 387

on dimensions of improvements of generative systems, mostly related to the ergo-


nomics of choices. It also suggests to build more relevant indicators than the number of
choices, to predict the feelings of control, curiosity and frustration, based on a deeper
analysis of the structure of choices in IN [24, 25].

References
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1007/978-3-030-04028-4_12
Towards a Quality Framework
for Immersive Media Experiences:
A Holistic Approach

Asim Hameed, Shafaq Irshad(B) , and Andrew Perkis

Department of Electronic Systems,


Faculty of Information Technology and Electrical Engineering,
Norwegian University of Science and Technology, Trondheim, Norway
{asim.hameed,shafaq.irshad,andrew.perkis}@ntnu.no

Abstract. Immersive Media Technologies have emerged as popular


media form. Their captivating nature makes them a powerful tool for
participation and storytelling in a variety of domains attracting multi-
disciplinary interest. Existing frameworks for user-perceived quality in
immersive media experiences are limited due to their exclusion of narra-
tive dimensions. This research expands upon the current system-centered
Quality of Experience framework by including Content Influence Factors
based on learnings from IDN. Hence proposing a conceptual framework
for measuring immersive media experiences, which comprise of four con-
structs: Form, Content, User, and Context. These components are inter-
related through their overlapping dimensions, which is discussed through
the course of this paper.

Keywords: Interactive Digital Narrative · Immersive Media


Experiences · Quality of Experience · Virtual reality

1 Introduction
Over the years, immersive technologies have become inherently interactive and
their dependence on narrative has gradually increased [7]. When the end user
experiences these technologies it results in Immersive Media Experiences (IME).
Underlying concepts and dimensions of IME have been developed from a tech-
nological perspective [10,12,21] however, quality measures are still rudimentary.
Current Quality of Experience (QoE) frameworks limit their definition of content
to its type (depth, texture, etc.) and reliability. Thereby, excluding the infor-
mation and experiences it delivers. In turn, also excluding any narrative-based
and/or task-based influences of the content on user-perceived quality. Hence,
we believe that assessing quality in Immersive Media Experiences can benefit
from the rich scholarship of Interactive Digital Narratives (IDN). It is not clear
which factors of an IME are responsible for a user’s emotion, involvement, and
degree of interest for user-perceived quality. However, immersive media is widely
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 389–394, 2019.
https://doi.org/10.1007/978-3-030-33894-7_41
390 A. Hameed et al.

Fig. 1. Quality framework for Immersive Media Experiences (IME)

understood from an experiential perspective as a user’s “sense of presence”. This


framework encapsulates physical, symbolic and psychological dimensions that
must be considered for user perceived quality inside IMEs. Given the richness
and complexity of emerging media environments, it is important to understand
the dynamism of these contemporary media forms before developing quality
frameworks. QoE measures are subject to a range of complex and strongly inter-
related factors that fall into three categories of Human, System and Context
Influence Factors (IFs) [13,18]. Despite their interest around user experience,
existing frameworks are predominantly system-centric. With our work we want
to focus on a human-centric paradigm by taking into account all those factors
that reflect on the user’s experience. For this, we accept the important of the
above mentioned influence factors for our framework but also include Content
Influence Factors for their role in overall user satisfaction, and QoE.

2 QoE Framework for Immersive Media Experiences


This research understands IME as a union of immersive, interactive and narra-
tive. This section discusses our quality framework (Fig. 1) in terms of its four
constructs: Form, Content, User, and Context, considering different dimensions
and variables.

2.1 Form
We consider form to be the foundation upon which the entirety of IME is built.
It comprises of a system-generated world that affords interaction to its users.
Appropriating from Steuer, we denote form by its vividness and interactivity.
One is the system’s ability “to produce a sensory rich mediated environment”,
and the latter is degree to which users can “influence the form or content of the
mediated environment” [26]. To achieve flow inside any system the experience
dimensions and quality dimensions needs to be measured.
Quality Framework for IME 391

1. Experience Dimension (Spatial Presence) is a sense of physical pres-


ence, specifically Spatial Presence, in the “immersive virtual environment” [26]
referred as Place Illusion [24]. Ryan [20] refers to it as a new dimension of Spatial
Immersion that comes from technology not narrative. System immersion is level
of immersion (high or low) directly experienced by the user [16,25].
2. Quality Dimension (Vividness) is the sensorial encapsulation of the
user is ensured by a distinct quality of technology, vividness [25,26]. It is the
“representational richness of a mediated environment ... that is, the way in which
an environment presents information to the senses” [26]. In this research, we
consider vividness (extent and fidelity of sensory information) as a user-perceived
quality of IVEs that depends on quantifiable system factors of tracking, latency,
display persistence, resolution, optics (fov), and spatial audio.
Interaction is derived when a user responds to the affordances (action possi-
bilities presented by digital elements, artifacts, and objects) inside a simulated
environment [5]. It is a stimulus-driven variable that depends upon the tech-
nological formation of the IVE and is quantified under three factors: speed of
interaction (system response time to user action), range of interactivity and
mapping (system ability to map user input to changes in IVE). The degree to
which the interactivity of an IVE, its controller, and feedback mechanisms match
the real world has an affect on user’s ability in applying natural navigation and
manipulation techniques in IVEs.

2.2 Content
We introduce content as a new influence factor in our quality framework for
IME. A user removed from their immediate context is immersed into a reality
represented by the medium, i.e. the broad category objects, actors and events.
We argue that an IVE with its inherent interactive qualities is a live box of action
possibilities produced by the system. Content, on the other hand, is its “mean-
ing”. It is the flow of events, inclusion of social elements, nature of task/activities
performed. The overall meaningfulness of the content determines various kinds
of presence [9,14,22]. Meaning, for the user, is derived from a combination of the
content and the context within which the content exists [6]. We divide content
into diegetic, non-diegetic, and aesthetic classes of information or experience.
For our holistic framework, we have discussed the dimensions of two content
factors in specific, i.e. narrative-based and task-based.
Narrative-Based: What storytellers achieved through expression, improvisa-
tion, theatrics, and exaggeration are now readily available to users as immersive
environments produced by computers. Ryan [20] calls it Spatial Immersion (in
her triad of spatial, temporal and emotional immersion). IVE is only a presenta-
tion context whereas its narrative context is the diegetic space of the story that
takes place within it [2]. These dimensions are symmetrical to the four narrative-
centric factors hypothesized by Rowe et al. [19]. These are narrative consistency
(believability), plot coherence (logical order), drama (setup-conflict-resolution),
and predictability (real-world authenticity). The result of which is a Plausibility
Illusion - an acknowledgement of the truth of the environment [24].
392 A. Hameed et al.

Task-Based: Flow arises when perceived challenges correspond to perceived


skills via experience of flow [4]. On the contrary, a mismatch between ability
and challenge can lead to feelings of frustration and displeasure. A task inside a
VE is determined by its nature and level of challenge (cognitive/motor). Addi-
tionally, tasks are also affected by context (e.g. temporal) and depend on the
kind of interaction they require, i.e. navigation, selection or manipulation. Task
performance improves when a user’s ability is matched by the usability of a
system. Another important factor is the introduction of aesthetic features (e.g.
interface graphics, gamification, etc.) to enhance user performance. It can be
hypothesized that tasks performed in IVEs influence the emotional state of the
users and is directly influenced by the user’s ability to use system [1,23,28].

2.3 User
User, or human, influence factors are deemed influential for the formation of
quality [3]. User characteristics, their learning ability and assumed agency play
a significant role in shaping the overall perceived quality of IME. Characteristics
are demographic attributes as well as perceptual, cognitive and motor abilities of
users [11]. Prior experiences of IVEs affect a willful suspension of disbelief as well
as allocation of attentional resources [11] in turn, affecting presence. Other works
[8,15,29] have identified the effects of age, gender, cultural background, and
emotional state on user-perceived quality. Due to their characteristic similarity
to the real-world, users have a higher chance of learning IVEs [17,27].

2.4 Context
Context factors are relevant situational properties that can be broken down
into physical, temporal, social, economic, task and technical characteristics [18].
They have considerable effect on the quality levels of any media experience. But
since fully immersive media (such as VR) occlude the real-world, we arrive at an
inside and an outside. Simulated contextual changes inside virtual environments
can affect user characteristics. IMEs are powerful because of the agency they
give the end user. They are not mere simulations but entirely new spaces of
signification as well. User do not just experience high-fidelity geometries with
real-time responsiveness but the meanings those interactions deliver. This is why
they require new inclusive measures for quality assessment. Hence, evaluating
all the dimensions discussed above can depict the overall QoE of IMEs.

3 Conclusion
This research paper presents a modified quality framework of IMEs. In addi-
tion to immersivity and interactivity, the framework draws from theories and
approaches in IDN to include narrativity as an important facet. The paper
presents a four constructs i.e. Form, Content, Context and User, that deter-
mine quality in IMEs. For its practical use, the framework emphasizes on the
Quality Framework for IME 393

importance of signification (the meaning delivered) aspects of these experiences


for the user. We believe that any user-perceived experience evaluation is incom-
plete without considering narrative-related and task-related dimensions inside
content.

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The Effects of Interactive Emotional
Priming on Storytelling:
An Exploratory Study

Nanjie Rao(B) , Sharon Lynn Chu , Randi Weitzen Faris ,


and Daniel Ospina

University of Florida, Gainesville, FL 32611, USA


raon@ufl.edu

Abstract. We propose that emotional priming may be an effective app-


roach to scaffold the creation of rich stories. There are relatively few
emotion-based approaches to support users to create, instead of con-
sume, rich stories. Emotional priming is the technique of using emotion-
related stimuli to affect human’s executive control and affective process-
ing. It has been researched mostly in terms of human’s behaviors and
decision making. We conducted a within-subjects study with 12 partici-
pants to investigate the effects of emotional priming induced through an
interactive application on storytelling quality. Two conditions of prim-
ing were compared to a baseline condition of no priming. In the first
condition, the application primes participants by having asking them
to perceive and recognize varying emotional stimuli (perception-based
priming). In the second condition, the application primes participants by
having them produce varying emotional facial expressions (production-
based priming). Analyses show that emotional priming resulted in richer
storytelling than no emotional priming, and that the production-based
emotional priming condition resulted in statistically richer stories being
told by participants. We discuss the possibility of integrating interactive
emotional priming into storytelling applications.

Keywords: Storytelling · Emotional priming · Facial recognition

1 Introduction
Emotions are central to the experience of engaging in storytelling, not just during
storytelling but also before and after engagement [19]. Products that can deliver
more emotionally rich story experiences are more fascinating because audiences
or consumers become emotionally attached to the artifacts [8,24]. There is quite
some research that use users’ emotions to enable computers to be effective sto-
rytelling agents, e.g., emotional storytelling robots can observe their listeners

Supported by National Science Foundation Grant #1736225 To Enact, To Tell, To


Write: A Bridge to Expressive Writing through Digital Enactment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 395–404, 2019.
https://doi.org/10.1007/978-3-030-33894-7_42
396 N. Rao et al.

and adapt their style in order to maximize their effectiveness [7], AI experience
managers can predict the player’s emotional response to a narrative event and
use such predictions to shape the narrative to keep the player on an author-
defined emotional curve [15]. Generally in previous work, storytellers’ emotions
have been used as input to modify features of the story plot, or as an element of
character models, e.g., to adjust story characters’ behaviors based on users’ emo-
tions recognized from linguistic expression [4], or changing the overall narrative
according to users’ captured emotions [18].
Surprisingly, we found fewer emotion-based approaches to support users to
create, instead of consume, rich stories. In this paper, we propose that emotional
priming may be an effective approach to scaffold the creation of rich stories. This
paper presents a within-subjects study that investigates the effects of emotional
priming, enabled through interactive means, on users’ storytelling ability, and
wraps up with a discussion of the design implications for interactive digital
storytelling support interfaces.

2 Background and Related Work


2.1 Emotions and Story Authoring Applications
Emotion plays a substantial role in guiding our behaviors and decision making
[16,25]. Many applications use various emotion-sensing technologies to analyze
users’ mental states and adjust system states accordingly. These often use facial
expressions as an index of affective arousal [10], or attempt to understand expres-
sions to determine adaptive activities [22]. For example in StoryFaces, the tool
invites children to capture their facial expressions and combine them with draw-
ings and animations to create dynamic stories [21].
Emotions have also been integrated in interactive story authoring applica-
tions using technologies besides facial recognition. SenToy [11], for instance, is
a doll-like tangible interface that allows the users to manipulate it in order to
express emotions while engaged in storytelling. Results showed that the emotions
that were expressed with SenToy generally aligned with the users’ self-report
of their emotions during storytelling after the creative process. In Cavazza et
al.’s work [4], the storytelling system allowed the user to participate in dialogue
with virtual actors without constraints on style or expressivity to create a story.
Advanced speech recognition was used to determine the user’s emotions. The
system mapped the recognized emotional categories to narrative situations and
virtual characters’ feelings, thereby driving the characters’ behaviors in the story.
In prior work such as the above and references [3,12,13,23], emotions were
captured and recognized during the process of storytelling in order to guide
storytelling in the final story output. This is conceptualized in Fig. 1.

2.2 Emotional Priming Theory


Inspired by emotional priming theory, we propose that instead of emotions acting
as a modifier of story output (in real-time or post-hoc), as shown in Fig. 1,
The Effects of Interactive Emotional Priming on Storytelling 397

Fig. 1. Role of emotions in existing story authoring applications

emotions may play a different role by framing the user in a more active state of
mind in preparation for storytelling. This allows the storytelling process itself
to be unhindered by the need for intensive monitoring (e.g., facial recognition
while the user is telling her story), with potentially similar benefits in terms of
more emotionally rich stories.
Emotional priming is the act of modifying someone’s behavior and actions
through subliminal stimuli. Essentially, subliminal emotional stimuli are used
to alter moods and therefore trigger a particular response [9,27], for example,
to affect affective judgments. Emotional priming is considered fundamental evi-
dence for unconscious perception and its strength is predicted by perceptual
awareness levels [17]. Specifically, valenced emotional concepts can be noncon-
sciously activated, remain inaccessible to conscious awareness, and still affect
behavior in an emotion-specific fashion [28]. fMRI studies suggest that emo-
tional priming effects trigger specific regions of the brain that handles emotions
[14].
Prior work on emotional priming typically prime participants for specific
moods (e.g., showing sad pictures to prime for sadness). In our work, we are
interested in priming participants for attention to emotions in general (i.e., not
specific emotions per se). Our proposed process is illustrated in Fig. 2, which can
be contrasted to the process in Fig. 1. Users are primed to be in an emotionally
attentive state before the act of storytelling or story creation. In the bulk of
literature on emotional priming, participants are primed by requiring them to
watch a series of emotionally-specific stimuli (e.g., pictures of happy moments).
We posited that emotional priming can also be achieved through the act of
producing and embodying emotions rather than simply perceiving them, thus
warranting interactive support systems.

Fig. 2. Proposed approach with emotional priming

3 System Description
To investigate the promise of our proposed approach of emotional priming, we
implemented a gamified emotional priming system that is similar to a typical
rhythm game like Guitar Hero. The system visually presents participants with
398 N. Rao et al.

stimuli that fall from the top of the screen to the bottom of the screen. The
participant needs to respond to the stimuli by the time the text reaches the
bottom of the screen (pink area in Fig. 3). Three variations of the system were
created for three study conditions: (1) emotional priming through emotion per-
ception: users perceive and recognize existing emotions; (2) emotional priming
through emotion production: users generate facial expressions matching specific
emotions; and (3) no emotional priming.
In the system for condition A, the stimuli consist of emojis (facial expressions)
and the response required from the participant is to press a key corresponding
to the specific emoji emotion (see Fig. 3 right). In the system for condition C,
the stimuli consist only of directional arrows, and the participant’s response is
to press the corresponding arrow key on the keyboard (see Fig. 3 left).

Fig. 3. Gamified interfaces used for each condition (Color figure online)

In the system for condition B, the stimuli consist of words indicating emo-
tional states (e.g., “happy”), and the participant’s required response is to pro-
duce the indicated facial expression (see Figs. 3 middle and 4). The system then
recognizes the participant’s facial expressions and maps it to an emotion. The
facial expression recognition component of our system used convolutional neural
networks to classify emotion/facial expressions based on the FER2013 dataset.
We achieved real-time detection using visual-based methods [1]. Four emotions
can be identified by the system: happy, angry, sad, and surprise.
In all the 3 system variations, points were awarded if the correct response
was given in time. The game component was designed as a Java Standalone
application, with graphics developed using AWT and Swing libraries. We also
developed a sub-component for components-communication, allowing the video-
game component to gather the user’s input through the system clipboard which
contained the recognized facial expression.
The Effects of Interactive Emotional Priming on Storytelling 399

Fig. 4. Emotional priming interface - researcher’s view

4 Study Description

Using the three system variations, we addressed the following research questions:
RQ1: Are there significant differences in storytelling quality after emotional
priming?
RQ2: Are there significant differences in storytelling quality after perception-
based emotional priming as opposed to production-based emotional priming?
The study was carried out in the lab, and used a within-subjects design
with emotional priming as the single independent variable (3 levels: perception-
based emotional priming; production-based emotional priming; no emotional
priming). We had a total of 12 study participants, 5 males, and 7 females. All
were university students. They were recruited through university listservs. They
were compensated with course credit. A participant participated in only one
study session during which he/she engaged in 3 conditions.
Two types of storytelling tasks were given to participants: (i) one prompted
by pictures, and (ii) the other prompted by a text phrase. For the picture-
prompted storytelling task, 6 paintings (Fig. 5) by the American artist Norman
Rockwell were used. These were selected for their potential emotional content
and because they were unlikely to be known by participants, thereby eliminating
preconceived biases about the paintings. For the text-prompted storytelling task,
the following phrases were used: “a child and an animal in the woods”; “an
adult and a child and a lake”; and “two children take a walk”. The phrases
were purposefully left to be ambiguous so that participants can have freedom to
create a story.
400 N. Rao et al.

Fig. 5. Two example images used in study

The order of study/interface conditions was counterbalanced across all par-


ticipants. We also randomized the story prompts given (within type of story
prompts) across study conditions. E.g., for the text-based prompts, some partic-
ipants received the phrase “two children take a walk” for the perception-based
emotional priming condition, while other received the same prompt for the no
emotional priming condition, etc.
For each study condition: (1) The participant used the designated system for
two minutes; (2) The participant was shown a first image selected randomly out
of the 6 paintings chosen for the study, and given 30 s to think up a story about
that picture; (3) The participant was asked to tell the story to the researcher
immediately after. Research has shown that priming effects tend to fade after
5 mins [2]; (4) Steps 2 and 3 were repeated with a second randomly selected
image from the set (excluding the images already presented to the participant
before); (5) The participant was given a randomly selected text prompt out of
the 3 text prompts, provided 30 s to think about a story relating to that prompt;
and (6) The participant was asked to tell that story.
In-between conditions, the participant was given a 3-minute break to reset
their state of mind. After all 3 conditions, the participant was asked to fill out
a questionnaire and underwent an interview about the overall experience. The
study took about an hour per participant. The full protocol can be found here:
https://drive.google.com/file/d/1FgzvrfWUX9hC0AbdxJcZJ-upMxaAy3YT.

5 Data Collection and Analysis


Participants were video recorded throughout all the three conditions. We tran-
scribed the stories that the participants told in each condition. To analyze the
quality of the stories, each story was first broken down into an ‘idea digest’ [20].
The idea digest deconstructs a story into individual units of thought or essence
of meaning, and has been used as a method of story analysis in previous sto-
rytelling research (e.g., [6]). The meaning deconstruction can even occur within
sentences. For example, a story sentence reading “She ate it and felt really spe-
cial and found out she could fly!” would be broken down into 3 ideas: “She ate
it”, “and felt really special”, “and found out she could fly!”.
The Effects of Interactive Emotional Priming on Storytelling 401

After an idea digest had been extracted for each story, it was coded for rich-
ness descriptors, which we operationalized as adjectives, nouns used as adjec-
tives, adverbs, and descriptive verbs. This generated a ‘story quality score’. A
similar process to generate a story quality score was used in Chu et al. [5]. We
standardized the value of the story quality scores in two ways: by word count
and by the total number of ideas identified in the story. Thus, even if a story was
significantly shorter than another, we could still comparatively gauge a sense of
its richness. Paired-samples t-tests were run on the story quality scores stan-
dardized by word count and standardized by the number of ideas to see if there
were statistically significant differences between the quality of the stories being
told after using different interfaces.

6 Results
Since each participant had 9 stories, 108 stories were collected in total for 12 par-
ticipants. ANOVA showed that means differed statistically significantly between
the quality of the stories being told after 3 levels of emotional priming stimuli
(when standardized by word count, F(2, 70) = 35.31, P < .001; when standard-
ized by the number of ideas, F(2, 70) = 45.66, P < .001). Post hoc tests using
the Bonferroni correction revealed that pairwise differences exist among all 3
comparisons for all 3 levels of emotional priming stimuli.
When standardized by word count, participants told richer stories
after production-based emotional priming (M = .11, SD = .036) as opposed
to perception-based emotional priming (M = .089, SD = .028); t(35) = 4.10,
p < .001. The difference was even larger between production-based emotional
priming and no emotional priming (M = .064, SD = .021); t(35) = 6.90, p < .001.
When standardized by the number of ideas, participants told richer stories
after production-based emotional priming (M = 1.25, SD = .40) as opposed to
perception-based emotional priming (M = .91, SD = .18); t(35) = 4.95, p < .001.
The difference was even larger between production-based emotional priming and
no emotional priming (M = .63, SD = .21); t(35) = 7.88, p<.001.
On average across the two standardization methods, the average
story quality score told after production-based emotional priming was
1.32 times higher than for perception-based priming, and 1.88 times

Fig. 6. The story quality scores standardized by the number of ideas


402 N. Rao et al.

higher than no emotional priming. An example scatter plot is shown in


Fig. 6. The full results can be found here: https://drive.google.com/open?
id=1XObOjdEkOfjGgHaUdTSpQ7mMbwYoAAZ6.

7 Discussion and Conclusion


Based on emotional priming theory, we proposed a new approach to support users
to create rich stories. In our study, emotional priming was achieved through a
gamified emotional priming system that prompts users to constantly produce
or perceive certain emotions. We found that emotional priming in general led
to participants creating statistically significantly richer stories as opposed to
no emotional priming (answering RQ1), and that production-based emotional
priming produces richer stories than perception-based priming (answering RQ2).
To the best of our knowledge, our study results are the first to show that
storytelling quality can be improved through subliminal emotional priming.
This warrants future research into how emotional priming can be integrated
into IDN authoring systems. Emotional priming can be a pre-activity before
storytelling to prepare storytellers for producing richer stories. A 2-minute emo-
tional priming process is neither exhausting nor time-consuming, and can be
fashioned in different ways. For the sake of clarity in the study procedures, we
utilized a gamified application separate from the storytelling process but other
means more integrated with the story authoring application can be envisioned.
In fact, in the interview at the end of our study, many participants told us that
the gamified experience was interesting and fun, and that they did not suspect
its connection with the storytelling activity.
Another of our findings is that producing the emotions are more powerful
than perceiving the emotions in terms of emotional priming. This result aligns
with previous perception research, specifically attention and multiple resource
theory [26]. The production-based emotional priming application demands more
cognitive resources than perception-based priming and thus has stronger prim-
ing effects. This suggests that interactive production-based emotional priming
which is validated by facial expression recognition may be a useful mechanism
to support rich story creation.
Some limitations of this work are that first, although 108 stories were ana-
lyzed in total, we had only 12 participants for this study. In the future, a larger
sample size is needed. Second, the stimuli used in the perception-based priming
application was different than in the production-based priming application. One
used emojis whereas the other used words. This was necessary for us to differ-
entiate the two types of emotional priming. And third, the storytelling activity
was rather short. Only 30 seconds were given to participants to create a story.
This was so that the study could be kept within a reasonable total duration
that would not tire out participants. A more complex storytelling activity can
be allowed in future research. Furthermore, future research should investigate
whether story creation through other means than oral storytelling (that we did
in our study) is affected by interactive emotional priming.
The Effects of Interactive Emotional Priming on Storytelling 403

This paper demonstrated the effects of applying emotional priming on the


creation of rich stories, and discussed possibilities for opening up a new avenue
for IDN research.

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Cognitive Training for Older Adults
with a Dialogue-Based, Robot-Facilitated
Storytelling System

Seiki Tokunaga(&), Katie Seaborn, Kazuhiro Tamura,


and Mihoko Otake-Matsuura(&)

Center for Advanced Intelligence Project (AIP), RIKEN, Nihonbashi 1-chome


Mitsui Building, 15th floor, 1-4-1 Nihonbashi, Chuo-ku, Tokyo 103-0027, Japan
{seiki.tokunaga,katie.seaborn,kazuhiro.tamura,
mihoko.otake}@riken.jp

Abstract. Early detection programs for mild cognitive impairment have


recently been developed. However, there is no standard method of daily training
to build resilience against cognitive decline. We propose a dialogue-based
method for healthy older adults. This involves collecting stories from older
adults to generate datasets of question-and-answer pairs for each story in a
dialogue format. We then provide these datasets through an interactive story-
telling experience facilitated by a robot. Here we report on and discuss initial
findings on the attitudes of elderly users towards the robot, the robot’s accuracy
as a facilitator, and the ability of elders to remember story information provided
by the robot.

Keywords: Cognitive Function  Storytelling  Dialogue system  Older adults

1 Introduction

In the wake of rapid and global societal aging, maintaining the quality of life (QoL) of
elderly people has become an important concern worldwide. Social isolation and
loneliness are major QoL problems affecting older adult populations. To stay mentally
and emotionally fit ensuring positive social interactions and communication in the daily
life of elders is key [1, 2]. Additionally, there appears to be a relationship between these
social activities and cognitive functions, suggesting that they have the potential to
prevent cognitive decline. For instance, research has found that communication with
others balances sympathetic nerve activity, leading to more emotional support [5]. Such
findings reveal the potential value of exploring the role of the social environment in
protecting against cognitive decline at an older age.
To ensure that the QoL in older adults is being maintained, knowing the status of
various cognitive functions and the rate of cognitive decline over time are of key

This research was partially supported by JSPS KAKENHI Grant Numbers JP19H01138.

© Springer Nature Switzerland AG 2019


R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 405–409, 2019.
https://doi.org/10.1007/978-3-030-33894-7_43
406 S. Tokunaga et al.

importance. So far, several testing methods, such as the Wechsler Memory Scale-
Revised (WMS-R) and the Japanese version of the Montreal Cognitive Assessment
(MoCA-J), have been successfully applied to understand the cognitive status of healthy
older adults. For instance, Suzuki et al. [6] were able to detect the presence of delayed
verbal memory through a randomized controlled trial. However, these testing methods
are designed for experimental settings and are thus difficult to use in daily life.
Moreover, such testing is aimed at assessing the current status at one moment in time;
because we would like to perform cognitive training in a proactive and sustainable way,
we may need a method that can be used easily on a daily basis by older adults and
caregivers.
To this end, we propose a dialogue-based system that aims to provide cognitive
training for healthy older adults on a daily basis. Our system consists of five steps. First,
we collect stories from older adults using voice records taken during participation in an
existing group conversation system [4]. We then generate a dataset of question-and-
answer (QA) pairs for each story in a dialogue format. We also create a storyteller
persona to further structure the experience of each story. The story datasets are then
provided in an interactive way through a storytelling and QA experience, which is
facilitated by an original robot that we developed (Bono-06). This robot takes on the
storyteller persona of each story. To evaluate the current datasets, user experience, and
feasibility of the dialogue system and robot-based facilitation, we conducted a user
study with 21 elderly participants. We report on the results of this evaluation here.

2 System Design

We describe each component of our dialogue-based, robot-facilitated storytelling


system in detail below, going step-by-step through the process of preparation and use,
with the case evaluated later in this paper (see Sect. 3.) as a representative example:
Step 1. Story Collection: We first collect stories from elderly participants using an
original conversation-based system introduced by Otake-Matsuura [4]. In this instance,
we collected 36 stories from two older adults whose stories caused other participants to
laugh the most, based on Kikuchi’s analysis of laughter responses for these stories [3].
The number of stories is designed to provide one story each day fora long-term
experiment situation. For instance, if three stories are provided per week, it will take
three months for all of the stories to be experienced. In this case, we chose one to
evaluate.
Step 2. Transformation of Original Stories: In this step, we anonymize the original
stories to protect the privacy of the storyteller. We also condense the content so as to
allow other listeners to understand the stories more easily. This is required because
sometimes too much detail, such as specific location names, can distract or confuse
those not familiar with the details. In general, we revise the length of each story to be
between 30 and 40 s long, in line with one of the tasks of the WMS-R [8]. Moreover,
the names of people are replaced with more generic words, e.g., Mr. Tanaka is con-
verted to he/him. The following sentences provide an example extracted from the story
Cognitive Training for Older Adults 407

we evaluated here: “About twenty years ago, I bought a tray at an overseas airfield.
I think it was about a hundred dollars. It’s not a big deal, but it’s lacquered…”
Step 3. Development of the Storyteller Persona: In this step, we develop a story-
teller persona to be used in the dialogue system by the robot facilitator. Because our
goal is to develop a dialogue system for daily use by older adult users, we decided that
the storyteller should have a personality and speak naturally. Moreover, after gener-
ating and reviewing the initial sets of QA pairs, we realized that a personality would be
useful for the content format and the storyteller. We thus developed a persona that was
based on the elderly people mentioned in Step 1. Specifically, a persona called BONO,
aged 70 years old, male, with the hobbies fishing, piano, healthy food, and golf.
Step 4. Generation of QA Pairs: Next, towards creating a daily system, we generate
pairs of questions and answers to be used in the interactive QA-type dialogue system
with the robot. In this case, we use done of the 36 stories that were collected to generate
a dataset. We then create a fixed number of QAs pairs using crowdsourcing via a
company. In this case, we used a local company to generate about 65 QA pairs.
Step 5. Transformation of Generated QA Pairs: Finally, we thoroughly check the
QA pairs for grammar, syntax (e.g., punctuation), and other formatting issues. We also
modify the story text for robot processing by replacing words written in logographic
Chinese characters with the phonetic alphabet equivalents for pronunciation accuracy.
For example: “What is attracts you to this plate?” with the answer being “I think the
best point is I can put something on it. I always use it in daily use. I also like the
appearance of it.”
Robot Facilitation and an Example Use Case: Figure 1 illustrates how the robot
(Bono-06) is integrated into the dialogue system through a general use case. The robot
has a microphone and a physical button for operation, designed with elderly users in
mind [7]. Once the user pushes the button on the robot, speech recognition starts (1).
The user then asks the robot a question, with their speech data transcribed via the tablet
and forwarded to the dialogue system (2.askToSystem). Next, the dialogue system
replies to the tablet with an answer and the confidence level for this answer (3.re-
plyFromSystem). Finally, the robot vocalizes the answer it receives from the dialogue
system. Its face turns yellow if the dialogue system has an answer to the question.

Fig. 1. Use case of the dialogue system integrated with the robot Bono-06 (Color figure online)
408 S. Tokunaga et al.

3 User Study

We conducted a user study that revealed the attitudes of older adults towards the robot,
their ability to remember the stories they experienced, and some technical difficulties
with the QA system and robot.1 21 healthy older adults (12 men, 9 women) aged 65
and above participated individually in one session with one human operator. We began
each session by explaining the user study and how to use the robot. First, Bono-06
relayed one story to the participant, and then the participant experienced a 3-minute QA
period. After this, the participant filled out an original self-report questionnaire (see
Table 1). Each item used a 5-point Likert scale. In items 1 to 3, we asked about the
robot’s appearance, such as size and facial expression. Items 4 to 6 (marked with a y
symbol) tested how much the participant remembered of the robot’s original story and
are relevant to cognitive function tests.

Table 1. Questionnaire about the story, robot, and QA task


Number Item of the questionnaire Score
(1) What do you think of the volume of the robot? 2.38
(2) What do you think of the size of the robot? 2.28
(3) What do you think of the facial expression of the robot? 2.33
(4)y Where did the robot buy the plate? 0.52
(5)y How much was the plate? 0.43
(6)y Where did the robot put the plate? 0.43

Questionnaire results are summarized in Table 1 under the “Score” column. Results
from items 1 to 3 suggest that the robot’s appearance was acceptable, with all scores
higher than the mean value. However, results from items 4 to 6 indicate that partici-
pants had difficulty remembering the story, with the rate of correct answers at about
50% or lower. Additionally, our observations and video analysis show that the system
often did not reply with a valid answer. Reasons include: speech recognition failure;
lack of QA pairs datasets; some of the answers including too much information (despite
our efforts to reduce detail); and the user’s answer not being in the form of a question.
We plan to correct these technical issues and smooth over the UX in the next version of
the system.

4 Conclusion

In this paper, we present a novel dialogue-based, robot-facilitated system that aims to


provide cognitive training for healthy older adults on a daily basis. To evaluate the
current datasets, UX, and feasibility of the dialogue system and robot facilitation, we

1
This study has been approved by the research ethics committee of RIKEN (No. W2018-058). Written
informed consent was obtained from participants.
Cognitive Training for Older Adults 409

conducted a user study with 21 elderly participants using one story crowdsourced from
elders. We confirmed that most participants could use the system with little difficulty
and that the appearance of the robot is acceptable. However, we found several technical
and design factors that lead to human error and poor UX in some cases. After improving
these, we plan to conduct a long-term randomized controlled experiment (RCT) to
confirm the effects on and experience of elders using our system on a daily basis.

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J. Korean Gerontol. Nurs. 20, 154–159 (2018)
5. Seeman, T.E., Lusignolo, T.M., Albert, M., Berkman, L.: Social relationships, social support,
and patterns of cognitive aging in healthy, high-functioning older adults: MacArthur studies
of successful aging. Health Psychol. 20, 243–255 (2001)
6. Suzuki, H., et al.: Cognitive intervention through a training program for picture book reading
in community-dwelling older adults: a randomized controlled trial. BMC Geriatr. 14(1), 122
(2014)
7. Tokunaga, S., Otake-Matsuura, M.: Development of Dialogue Robot Bono-06. The Robotics
Society of Japan (2019, to appear)
8. Wechsler, D.: Wechsler Memory Scale-Revised. Harcourt Brace Jovanovich, San Antonio
(1987). https://ci.nii.ac.jp/naid/10013355821/en/
Doctoral Consortium
Companionship Games: A Framework
for Emotionally Engaging and Empathetic
Interactive Characters

Alice Bowman(&)

Abertay University, Bell Street, Dundee DD1 1HG, UK


1704646@uad.ac.uk

Abstract. 1 in 2 people are diagnosed with cancer in their lifetime, and for
those living with cancer loneliness and isolation are significant problems. This
paper discusses the development of a virtual cancer support group, using the
support group format to offer a companionship game to breast cancer patients.
Seven characters populate this support group, designed as empathetic virtual
agents. Interviews and playtests will assess the effectiveness of the design
practice developed, and these learnings will be used to create a design frame-
work for emotionally engaging and empathetic interactive characters.

Keywords: Interactive Storytelling  Serious games  Cancer support 


Narrative design  Character design

1 Introduction

Most of us will be affected by cancer to some extent over the course of our lifetimes.
The lifetime risk of receiving a cancer diagnosis for people in the UK born after 1960
has risen to 1 in 2 according to Cancer Research UK [1]. Even those who are not
affected directly are likely to see friends or family diagnosed with cancer.
As the likelihood of diagnosis increases and the average lifespan of cancer patients
lengthens due to developing treatment options, we must also increase the soft services
offered to accommodate the growing population living with cancer. People live with
technology, smartphone ownership in the UK has risen to 78% [2], games and apps
have become a part of daily life for many people. Individuals living with cancer are
perhaps even more invested in this outlet - a smartphone or tablet could be a lifeline to
the outside world to someone who is bedridden, or a doorway into escapism for
someone suffering through chemotherapy. With this in mind, I am undertaking the
challenge of creating a game to offer additional support to cancer patients.
Specifically, I have chosen to design a virtual cancer support group for breast
cancer patients. Loneliness and isolation are significant problems for people living with
cancer [3], and when severe can be detrimental to patient prognosis. Accessing a
support group can be difficult for a range of reasons, and virtual cancer support group
would provide a supplement or replacement to patients who might not be able to access
these services.

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414 A. Bowman

This project is not the first to employ game design practice in an attempt to solve a
problem, or otherwise offer a service other than entertainment through the format of
games. Serious games are a genre made up of games that aim to engage their players
beyond fun or entertainment [6], and a sub-genre of serious games deal with topics
relating to healthcare and wellbeing. Some of these games have specifically addressed
issues around cancer - That Dragon Cancer [7] is a biographical game made by a
developer to depict his young child’s experience of terminal cancer and the impact on
his family. Beyond this, other games such as Re-Mission [8] and The Cancer Game [9]
allow players to play out actions of fighting cancer and destroying cancerous cells -
these games can be cathartic for players of any age, and can be used to help younger
patients frame the often traumatising treatment in positive terms. The area of com-
panionship games is less explored, but the greater context of serious games and the
topic of cancer in gaming provides some insight in the form of critical play with which
to prime this research.

2 Research Aims

Previous studies and literature indicate that players can develop meaningful attach-
ments to game characters and games themselves [4]. The driving question behind this
research is how can characters be designed to foster these emotions in the context of a
serious game? Previous papers have examined the potential for emotional authenticity
in virtual agents [5]. This research seeks to test the extent to which emotional
authenticity and feelings of empathy and companionship can be generated using
characters designed to be empathetic virtual agents.
The prototype developed for this project aims to use a fictional simulation of a
support group to provide companionship to breast cancer patients and alleviate lone-
liness. For patients who are unable to access support groups, the app will offer an
alternative that can provide some of the emotional support that patients can derive from
support groups. For patients who can access support groups, the app might be sup-
plementary allowing them to access emotional support when their group is not run-
ningor might also serve as a transitional tool for patients who are tentative about
accessing a group.
Ultimately this research will enable the development of a design framework
identifying the core qualities of the empathetic virtual agents required for compan-
ionship games, as well as defining what a companionship game is. This style of game
might be used in any scenario where a user group could benefit from emotional support
that empathetic virtual agents can provide. Additionally, it could be used to educate
users about the emotions and reality of living with cancer and might provide empathy
training.
Companionship Games 415

3 Methodology and Process

A preliminary literature review of comparable work and relevant research was carried
out at the start of this work to prime the early stages of planning this research. This
literature review acts as a foundation for the research being undertaken and has also
been used to build a case as to the value of the research and reasoning for the
hypothesis of players benefiting from emotional attachment with virtual characters.
A thematic analysis of patient forums and online communities of people living with
cancer was carried out. This was the first step in developing an awareness of the
experiences of cancer patients, and an understanding of what it can be like to live with
cancer. This knowledge has been important to the project as it has facilitated the
accurate representation of patients and their experiences, and was a good preparatory
step prior to carrying out further research with patients.
Following this early research, I began working on designs for a virtual support
group prototype, designing the game flow and some potential characters. This design
work was done in parallel to other continued streams of research and allowed me to
explore the project through practice and prototyping. This practice as research has been
the core of the project and has continued throughout the development of this work,
drawing on my background in game design and working within a framework of design
literature that discusses emotional bonds between players and characters.
A series of 1-1 interviews with breast cancer patients are currently being carried
out. These interviews are semi-structured, focusing on topics such as loneliness, iso-
lation and emotional wellbeing. These interviews are hosted by Dundee’s Maggie’s
Centre, the local branch of a UK-wide cancer charity. These interviews are being used
to inform the narrative and character design, enriching the stories with realistic detail
and ensuring that they are accurate representations of the patient experience. The
narrative and characters do not directly depict any of the individuals interviewed or
their experiences, but the qualitative data gathered has informed the design practice.
A co-design session with breast cancer patients will then be used to examine the
prototype and gather feedback that can be used to iterate on the game’s design and hone
the narrative and characters. Patients will be asked to list the topics they would be
likely to discuss at a support group, and will be asked about who they would most want
to discuss each topic with. The character designs will be broken into components (i.e.
individual personality traits, age, background, appearance) so participants can create
their own variations on characters. This session will be used to explore player pref-
erence in identifying companions and to better understand what makes a player
recognise a fictional character as an empathetic confidant.
Through this research, the prototype will be iterated on to account for design
learnings and insights that the character design framework provides as it develops. The
final prototype of the game will be playtested at breast cancer support groups in brief
half-hour play sessions to capture initial player reactions. A small sample of breast
cancer patients will be asked to participate in an extended study of engaging with the
game over a longer period of time and playing the content in full. This extended
playtest will be followed by individual interviews to gather feedback on the player’s
experience and feelings towards the game and characters.
416 A. Bowman

4 Prototype

The prototype is currently in development, and this practice is a key component of the
research being undertaken. It is being made in Unity using the Fungus plug-in, which
gives developers a series of flow-chart based scripts to direct dialogue and branching
narrative. Seven characters have been designed as fictional breast cancer patients to
populate the support group. The first iteration of these character designs has been based
on a combination of early research and practice-based experimentation ideating through
multiple concepts. These character designs will evolve as the research progresses and
provides more material to inform the design. At present, the characters have been
written to encourage a close and empathetic bond with the player, and their back-
grounds have been designed so as to represent an array of different types of patient.
At present the working framework (see Fig. 1) is built off of practice-based
research, a literature review of relevant work and the other types of research undertaken
so far, as discussed in the above section. This framework will likely evolve as the
research continues, the current iteration of the character designs have been developed
using the framework, and their dialogue, character arcs and interactions with the player
all reflect the impact of this framework. These aspects of the prototype can all be
iterated to accommodate changes to the framework based on new findings.

Fig. 1. The working framework for designing empathetic virtual agents in companionship
games

5 Next Steps

Patient interviews are still ongoing, and they will be followed by the co-design session,
and later playtesting of the prototype. The prototype is currently in development, with
the first iteration almost complete, and will continue to evolve to reflect the new
learnings uncovered by the ongoing research. In presenting this research to the ICIDS
Doctoral Consortium I would like to gather feedback specifically on the research
methods employed and the development of the character design framework. These two
components of the project both have a significant impact on the validity of the research
Companionship Games 417

being undertaken, and it will be crucial in the dissemination of this research that the
reasoning behind the methods and the output of the framework can be explained clearly
and compellingly.

References
1. Cancer Research UK: Cancer Statistics for the UK. https://www.cancerresearchuk.org/health-
professional/cancer-statistics-for-the-uk. Accessed 1 Aug 2019
2. Ofcom: Ofcom Communications Market Report 2018. https://www.ofcom.org.uk/__data/
assets/pdf_file/0022/117256/CMR-2018-narrative-report.pdf. Accessed 1 Aug 2019
3. Macmillan: Isolation among cancer patients (2013). https://www.macmillan.org.uk/documents/
aboutus/newsroom/isolated_cancer_patients_media_report.pdf. Accessed 1 Aug 2019
4. Mallon, B., Lynch, R.: Stimulating psychological attachments in narrative games: engaging
players with game characters. In: Simulation & Gaming (2014)
5. Turkle, S.: Authenticity in the age of digital companions. In: Interaction Studies - Social
Behaviour and Communication in Biological and Artificial Systems (2007)
6. Chen, S., Michael, D.: Serious Games: Games That Educate, Train and Inform. Course
Technology PTR, Boston (2005)
7. Numinous Games: That Dragon Cancer, Unity (2016)
8. Realtime Associates: Re-Mission, Hopelab (2006)
9. Oda, Y., Kristual, D.: The Cancer Game, Albright College (2014)
Towards Design Principles for Fashion
in Interactive Emergent Narrative

Kenneth Chen(B)

Drexel University, Philadelphia, PA 19104, USA


kc666@drexel.edu

Abstract. In this paper, we explore the concept of fashion and its


relevance to interactive emergent narrative. This relationship has been
understudied, despite fashion’s prevalence in other narrative mediums.
We discuss some of the potential ways in which fashion can enhance
or drive a narrative, and argue that it can help to solve the issue of
compositional representation.

Keywords: Fashion · Interactivity · Emergence · Narrative

1 Introduction

The field of interactive emergent narrative rallies around the concept of “Hamlet
on the Holodeck,” the dream of a story where the user can interact and watch
the world react accordingly [9]. However, a story generation algorithm naturally
lacks the artistic touch of a human author, and so many aspects of narrative
must be distilled into functions and logic that can be enacted by a nonhuman.
Such work has already been conducted on various areas such as timing [10],
analogies [16], and backstories [12]. In this paper, we will discuss the area of
fashion in interactive emergent narrative.
Fashion is a vital component of linear visual mediums of storytelling: it may
be called “character design” in video games or “costume design” in films. It is
comparatively unexplored in the field of interactive emergent narrative, seem-
ingly relegated to an afterthought. Two of the most influential projects in inter-
active emergent narrative, “Facade” [7] and “Prom Week” [8], use manually
authored character designs which deliver emergent narrative. What would it
mean for fashion to be a part of the generation process, and what could be
gained from such an undertaking?

2 Fashion as Story or Discourse


We can begin by looking for ways to categorize fashion in the overall experience
of a narrative experience, using Chatman’s framework of story and discourse

This is a U.S. government work and not under copyright protection


in the U.S.; foreign copyright protection may apply 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 418–421, 2019.
https://doi.org/10.1007/978-3-030-33894-7_45
Towards Design Principles for Fashion in Interactive Emergent Narrative 419

[2]. Story refers to elements that affect the content, whereas discourse refers to
elements that affect the way such content is told.
At first glance, it may seem that fashion falls squarely in the realm of dis-
course, following the logic that a character’s outfit does not significantly change
their role in the plot. An outfit may help the reader quickly understand a charac-
ter’s emotional state, such as a depressed character wearing black. The depressed
character could feasibly be wearing anything, but the designer/author chooses
to make them wear black in order to communicate this knowledge to the reader.
This approach is deeply explored by character design as a way for the author to
tell the reader how to feel about a character upon their first impression [15].
Chatman also makes a distinction between “kernels” and “satellites,” two
types of story events with varying levels of importance. A kernel is vitally impor-
tant to a story, but a satellite is a nonessential luxury. This is similar to the con-
cept of “hair complexity” explored by Tynan Sylvester, designer of “Rimworld”
[14]. He references the example of dwarves having randomized appearances in
“Dwarf Fortress,” which have no functional purpose but help players develop
a mental image of their characters. They may imagine a backstory to justify
this appearance, developing an emotional bond with the character. The act of
imagining draws upon the power of apophenia, the human tendency to make
connections that don’t exist.
However, there are also plenty of examples of fashion as a driving force behind
a narrative’s story. “Hamlet” itself provides such an example in scene 2.1, as
Ophelia confesses her shock at a late-night visit:
My lord, as I was sewing in my closet, Lord Hamlet, with his doublet
all unbraced; No hat upon his head; his stockings foul’d, Ungarter’d, and
down-gyved to his ancle; Pale as his shirt; his knees knocking each other;
And with a look so piteous in purport As if he had been loosed out of hell
To speak of horrors,–he comes before me.
This scene is a pivotal moment in recognizing not only Hamlet’s descent
into madness, but also the ways in which that descent affects the characters
around him. Imagine if “Hamlet” was not prewritten, but had all the freedom of
interactive emergent narrative that the Holodeck affords. If the user were able
to convince Hamlet to put on his clothes properly, this would drastically change
the rest of the story. Ophelia might have accepted his advances that night and
become his ally.
The tension between fashion as story or discourse becomes even more strained
when we look at “Middle Earth: Shadow of Mordor” (and its sequel, “Shadow
of War”) [11]. These are triple-A games that implement interactive emergent
narrative through the Nemesis System, which creates enemies that interact with
each other and the player over long periods of time [5]. Enemies remember their
past encounters and adapt accordingly, creating epic rivalries over the course of
the game. If you defeat an enemy by shooting him in the head with an arrow, he
may be wearing a helmet the next time you face him. His helmet is an element
of discourse (communicating the enemy’s defensive nature) which references an
element of story (the fact that you defeated this enemy with a headshot in the
420 K. Chen

past) which affects the current story (the player can no longer use headshots
against this enemy). This creates a complex interweaving between story and
discourse, past and present, and authored and generated content.
Stepping away from Chatman’s work, we can also see conceptualizations of
fashion as personal storytelling. In real life, fashion companies use branding to
create personal stories that consumers can opt-into, to join a story or build
their own [4]. This stretches the concept of “story” away from manual authoring
and towards personal expression and growth. Strangely enough, this reconcep-
tualization from the field of fashion branding also mirrors a reconceptualization
from the field of game design. Game designers have distinguished the differences
between an explicit story (manually authored by the writer) and a player story
(emergent experience from the user) [6]. Each of these approaches mirrors the
goal of interactive emergent narrative as a user-driven experience.

3 Purposes of Fashion in Interactive Emergent Narrative

We can see that fashion serves various purposes in various different mediums.
Which purposes are particularly relevant to interactive emergent narrative?
Where should future work focus its efforts? So far, we have looked at fashion
as first impressions, fashion as fuel for imagination, fashion as a driving force,
fashion as a reference to past events, and fashion as personal branding. How-
ever, there are many more applications: fashion for functional usage, fashion as
foreshadowing, or fashion as cultural identity.
Fashion can also be seen as an analogous effort to several other areas. For
example, fashion can be similar to environmental storytelling [3], where the envi-
ronment is just a single person. The classic example of environmental storytelling
might be walking into a room with bloodstains on the wall, and wondering what
happened there. Likewise, a character could have bloodstains on their clothes.
Procedural animation also explores visual presentation as a potential plot device
[1].
In interactive emergent narrative, fashion can be a component of how char-
acters express themselves and perceive the expressions of others. Characters in
stories (and people in real life) do not understand each other immediately, but
rather develop an understanding through implicit measurements such as body
language, facial expressions, and fashion. Ryan et al. issue the idea of “compo-
sitional representational strategies” as an open design challenge for interactive
emergent narrative, arguing that the field needs better ways to indicate abstract
concepts such as a character’s internal state [13]. It seems that fashion would be
a worthwhile approach.
Fashion in interactive emergent narrative is an unexplored area that could
potentially yield fruitful results. Some of our oldest stories, from Adam and Eve
covering themselves with leaves, explore the relationship between fashion and
the human experience. By studying fashion, we can bring interactive emergent
narrative to a greater level by improving the quality of character-to-character
behaviors.
Towards Design Principles for Fashion in Interactive Emergent Narrative 421

References
1. Cavazza, M., Charles, F., Mead, S.J.: AI-based animation for interactive sto-
rytelling. In: Proceedings Computer Animation 2001, Fourteenth Conference on
Computer Animation (Cat. No. 01TH8596), pp. 113–120. IEEE (2001)
2. Chatman, S.: Story and Discourse: Narrative Structure in Fiction and Film. Cornell
University Press (1978)
3. Fernández-Vara, C.: Game spaces speak volumes: indexical storytelling (2011)
4. Hancock, J.: Brand/Story: Cases and Explorations in Fashion Branding. Fairchild
Books (2016)
5. Hoge, C.: Helping players hate (or love) their nemesis. In: GDC (2018)
6. Lee, T.: Designing game narrative (2013). https://hitboxteam.com/designing-
game-narrative
7. Mateas, M., Stern, A.: Façade: an experiment in building a fully-realized interactive
drama. In: Game Developer’s Conference (2003)
8. McCoy, J., Treanor, M., Samuel, B., Waldrip-Fruin, N., Mateas, M.: Comme il
faut: a system for authoring playable social models. In: Proceedings of the Seventh
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
(2011)
9. Murray, J.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT
Press (1998)
10. Porteous, J., Teutenberg, J., Charles, F., Cavazza, M.: Controlling narrative time
in interactive storytelling. In: The 10th International Conference on Autonomous
Agents and Multiagent Systems, vol. 2, pp. 449–456, May 2011
11. Productions, M.: Middle earth: shadow of war (2017)
12. Rank, S., Petta, P.: Backstory authoring for affective agents. In: Oyarzun, D.,
Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) ICIDS 2012. LNCS,
vol. 7648, pp. 144–149. Springer, Heidelberg (2012). https://doi.org/10.1007/978-
3-642-34851-8 14
13. Ryan, J.O., Mateas, M., Wardrip-Fruin, N.: Open design challenges for interactive
emergent narrative. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute,
S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 14–26. Springer, Cham (2015). https://
doi.org/10.1007/978-3-319-27036-4 2
14. Sylvester, T.: The simulation dream, Blog (2013)
15. Tran, V.: Why fashion in (most) games sucks, and why you should care. In: GDC
(2019)
16. Zhu, J., Ontanon, S.: Shall i compare thee to another story? – an empirical study of
analogy-based story generation. IEEE Trans. Comput. Intell. AI Games 6, 216–227
(2014)
A Design Framework for Learning About
Representation in Video Games Through
Modification of Narrative and Gameplay

Kenton Taylor Howard(&)

University of Central Florida, Orlando, FL 32816, USA


khowar12@knights.ucf.edu

Abstract. In this paper, I provide an overview of a dissertation project that


examines gameplay modification as a method for exploring queer representation
in video games. First, I offer an overview of my research goals and the project
itself. I then provide a brief outline of the game that is a major component of my
dissertation. Next, I discuss the theoretical framework that informs the narrative
design of the game to highlight sources that are important to my approach.
Finally, I outline my current results, status, and the next steps I will take in the
project. The goal of my dissertation is to find out whether players can effectively
explore queer representation in video games by playing and modifying a game I
built in the Ink scripting language called Life in the Megapocalypse. Overall, I
argue that gameplay modification is an effective framework for exploring critical
concepts because it allows players to model solutions to issues like problematic
portrayals of queerness in gaming by implementing those solutions within the
game’s code.

Keywords: Games and Education  Queerness in Games  Game Modification

1 Research Goals and Brief Project Overview

While research on education and games is relatively common, there has been less work
that examines modification of games as a method for exploring critical concepts like
problems with queer representation in video games. This dissertation focuses on
expanding the field of research on learning and games by answering the following
research question:
RQ: Can players effectively explore queer representation in video games through
playing and modifying the video game I design, Life In The Megapocalypse?
I answer this question by providing a model for using video games to help players
learn about queer representation in games. This model takes the form of two projects
that inform one another: 1. a written portion that lays out a method for using modi-
fication of video games to explore queer representation in games and 2. an easily
modifiable web-based video game built in the Ink scripting language that provides a
framework that users can build upon through modification. This game, Life in the
Megapocalypse, is a choice-based interactive fiction game that features a narrative
focused on queer representation in a hostile setting. The game is designed for use as a

© Springer Nature Switzerland AG 2019


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A Design Framework for Learning About Representation in Video Games 423

general learning tool that could also be used in educational settings, especially in the
context of modification-based assignments in game design courses.
The main objectives of the two projects described above build upon and reinforce
one another: one goal is to create a written framework for educational game design
focused on using modification for learning about queer representation in video games,
and the other is to create a playable example of what a game based on that framework
might look like that others can easily modify. Overall, I argue that by carefully
designing the narrative and gameplay of a game, it is possibly to create an easily
modifiable video game that can be used as a method to explore critical concepts like
queer representation in video game culture. I suggest that video games are an effective
avenue for such an approach because they can create a variety of different narratives
through procedural content generation and because players can model critical responses
to issues like problems with queer representation in gaming through modification of a
video game.

2 Brief Outline of Game

Life in the Megapocalypse is an interactive fiction game developed in Ink, a free, open-
source scripting language developed by Inkle Studios to build choice-based stories. The
game depicts the lives of five different characters in a “megapocalypse” setting: a world
in which many of the common tropes in post-apocalyptic video games have all played
out, leaving few survivors. The team is mostly composed of queer characters who are
trying to reach a nearby refuge after the previous one they were living in fell, and the
player, an inhabitant of that safe haven, follows the team’s journey via text chat and
gives them advice about how to resolve the situations they encounter. The goal of the
game is for the player to help as many characters survive as possible and it is designed
to be short, replayable, and easily modifiable. This game design allows the player to
experience different narratives over the course of multiple playthroughs and to also
modify the game to fit their own interests.
Life in the Megapocalypse’s narrative approaches the characters and setting from a
critical perspective that focuses on problems with queer representation in video games.
The game aims to subvert many common stereotypes seen in mainstream games
through empowering portrayals of queer characters. As such, most of the player’s team
members are not the typical violence-prone straight males who are common in post-
apocalyptic stories and the game’s queer characters resolve situations through methods
that are not violent. Like much of post-apocalyptic fiction, however, there is a
hypermasculine, straight “savior” character on the team who solves his problems
through violence, though relying on his skills causes the player to lose the game as the
rest of the team quickly abandons him to fend for himself.
The goal of Life in the Megapocalypse is to provide a narrative and gameplay
framework that users can easily modify to explore queer representation in video games.
Since Ink is not difficult to learn and could be used in a variety of educational contexts,
I provide sample assignments in my dissertation focused on modifying the game that
are based on users with different skill levels. This design allows the game to be used as
a learning method in a variety of environments both in and out of the classroom.
424 K. T. Howard

3 Narrative Design

Life in the Megapocalypse relies on generating randomized story content to create an


overall narrative for each playthrough of the game, so I used a procedural narrative
framework to design it. Authors such as Bogost [1] suggest that many kinds of media
can be approached from systematic perspective that examines how media are composed
of discrete units of information. I expand upon that approach by designing Life in the
Megapocalypse so that the individual narratives of the game’s characters are con-
structed by systems that users can easily modify with the Inky editor. Modification of
the game is useful as a learning exercise because Squire [2] suggests that games are
“ideological worlds;” as such, modification allows players to directly change the ide-
ological world of the game. Life in the Megapocalypse also relies on procedural
rhetoric as a method of persuasion through systematically generated representation, a
notion developed by Bogost [3]. I suggest that modification of such representations is
an effective method of learning about the rule systems that govern portrayals of
queerness in video games. The ability of video games to create a procedurally gen-
erated narrative that presents different scenarios is key to my approach because that
ability can encourage a diversity of perspectives on issues like queer representation and
can also be used to suggest ways that players could modify the game’s systems.
Overall, I argue that procedural story generation in Life in the Megapocalypse
encourages players to explore solutions to in-game problems through the game’s queer
characters with the aim of placing a focus on narratives that are not told as often
through video games.
I also designed Life in the Megapocalypse from a critical perspective by relying on
sources that discuss critical game design. Costikyan [4] discusses a critical vocabulary
for game narrative and suggests that players will treat almost any decision in a game’s
story as a puzzle by trying to find the best solution to it. I considered this issue in the
design of my game narrative: in Life in the Megapocalypse, optimal solutions to in-
game problems involve anything other than the typical violence-prone approaches
usually found in post-apocalyptic video games. Squire [2] suggests a similar idea when
he argues that all games enable learning because they place a focus on problem-
solving: as such, my game design focuses on queer representation to help players
consider ways to solve problems with that kind of representation in video games. In
addition, Ryan [5] looks at game narratives in a design context to distinguish between
“narrative games” that focus primarily on gameplay and “playable stories” that mostly
rely on storytelling elements. In such terms, Life in the Megapocalypse might be
described as a playable story, since much of the focus is on story that emerges over the
course of a playthrough. The game also has clearly defined victory and loss states,
however, so it could be considered a narrative game as well. Exploring the tension
between these two kinds of games is useful in the context of Life in the Megapocalypse
because playing and beating it helps players learn about queer representation in games
but also focuses their attention on observing the evolution of a story about queer
characters in a hostile environment.
A Design Framework for Learning About Representation in Video Games 425

Finally, I used critical sources related to queer representation to inform the design
of Life in the Megapocalypse. The concept of queer game design was coined by Ruberg
[6] to describe game design practices that challenge the traditional ways of presenting
sexuality and queerness in video games. I employ queer game design in Life in the
Megapocalypse by primarily relying on LGBTQ characters and narratives in the game
itself. More importantly, my suggestions for modifying the game focus on both
changing elements related to the game’s queer narratives and on changing the game’s
mechanics, allowing players to queer the game’s story as well as the logic of the
game’s mechanics. I also rely on game design advice from sources such as Queerly
Represent Me [7], who provide a flowchart model to help answer common questions
that designers have about creating game narratives that focus on queer representation.
In particular, their advice that designers avoid stories of trauma and focus on
empowering portrayals of queerness informs the design of the narrative and gameplay
in Life in the Megapocalypse: the main focus of the narrative and gameplay is on
empowering the game’s queer characters. Furthermore, within the game’s code I
encourage players to explore those concepts by providing suggestions in code com-
ments for how a player might modify the game to change its portrayal of queerness.

4 Results, Status, and Next Steps

I have written a draft of my introductory chapter at this point, as well as a draft of my


game design focused chapter, which much of this content comes from. That chapter
also presents a game design document for the game I am building. It also contains a
short discussion of potential classroom applications for my approach and refers to some
sample assignments that I provide in the appendix of my dissertation. I have focused on
writing that chapter at the same time as I designed my game so that I could document
my design process as I went instead of trying to do so after the game was developed.
At this point in my research I have also built a prototype of the game described in
this document and submitted it to my dissertation committee for feedback. I am cur-
rently working on incorporating my committee’s feedback and designing the final
version of the game. The game should be fully developed by the time of this confer-
ence, and I plan on soliciting additional feedback on my narrative and game design at
the doctoral consortium. I will also make a prototype available on my website for my
doctoral consortium mentor.
While I do not plan to conduct a full-scale research study as part of this project, I
will conduct user testing next year that will help me demonstrate preliminary effec-
tiveness of my approach. This user testing will be conducted with game design students
and will use gameplay logging and interviews to find out what kinds of content people
create when modifying my game and why they created such content. I will solicit
feedback on the design of my user testing as part of my doctoral consortium
presentation.
426 K. T. Howard

References
1. Bogost, I.: Unit Operations: An Approach to Video Game Criticism. MIT Press, Boston
(2006)
2. Squire, K.: Video Games and Learning: Teaching and Participatory Culture in the Digital
Age. Teacher’s College Press, New York (2011)
3. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press,
Cambridge (2007)
4. Costikyan, G.: I have no words and i must design. In: International Proceedings on Computer
Games and Digital Cultures Conference, pp. 9–33, Tampere, Finland (2002)
5. Ryan, M.: From narrative games to playable stories: towards a poetics of interactive narrative.
Storyworlds: J. Narrative Stud. 1(1), 433–460 (2009)
6. Ruberg, B.: Video Games Have Always Been Queer. New York University Press, New York
(2019)
7. Queerly Represent Me: So, You’ve Decided You Want to Make a Diverse Game Now What?.
https://queerlyrepresent.me/resources/articles/making-diverse-games. Accessed 8 Jan 2019
Demonstrations
The Book of Endless History: Authorial
Use of GPT2 for Interactive Storytelling

John Austin(B)

A Stranger Gravity, San Francisco, CA 94107, USA


kleptine@gmail.com
http://astrangergravity.com

Abstract. We present The Book of Endless History, an infinite


Wikipedia of fantasy stories written in the style of Borges and Calvino,
exploring the use of structural conditioning on GPT2 to generate text
with explicit subjects and embedded web-links. Users are presented with
a Wikipedia-like interface, containing a short fantasy description of the
topic and containing embedded web-links to other related subjects. Users
may click on links to learn more about different topics, following an end-
less trail of generated pages. The GPT2 architecture is a text comple-
tion model – it has no explicit understanding of structure and it can be
a challenge to integrate it with authorial intent. Nevertheless, through
this work we show that it can be conditioned to learn to write about a
subject and additionally to generate the topology for an encyclopedia.
We refer to this technique as subject conditioning, or more generally,
structural conditioning.

Keywords: Structural conditioning · GPT2 · Interactive storytelling

1 Introduction
The GPT2 deep learning architecture, released in February 2019 [3], has made
massive strides in the fields of general text generation and analysis. GPT2 is text-
completion model, able to generate long-form, complex blocks of text given only a
sample prefix. Recently, news articles generated from the largest GPT2 models
were found to be at least as believable as equivalent human-written articles,
and in some cases, more believable [4]. Further, and of interest in the narrative
generation domain, the model architecture is able to recall information about
the dataset it is trained on. As the primary dataset was taken from a random
walk of Reddit, the model is able to generate stories about figures such as Luke
Skywalker, Hillary Clinton, Gandalf, and even pull in related concepts such as
The Shire without additional prompting.
A primary strength of GPT2 is the generality of the approach: the model
is trained simply to produce the most probable next word, given a sequence of
tokens. Because of this, GPT2 can even be formulated to perform non-generative
text analysis tasks such as question-answering, translation, and summarization.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 429–432, 2019.
https://doi.org/10.1007/978-3-030-33894-7_47
430 J. Austin

The trick is to formulate these tasks as text completion tasks, providing them in
“Question: Answer” format. Although the performance of GPT2 on these tasks
compared to other specialized approaches is not state of the art, the generality
of the system is staggering.
In the narrative generative domain, traditionally the properties of GPT2
are difficult to control. It generates incredibly realistic text, but because it is
primarily a text-completion system, it lacks any degree of authorship beyond
allowing the user to provide a prefix. Even when prompted with a clear prefix,
it can be challenging to compel the model to talk about the intended subject,
rather than completing valid but unrelated text.
With The Book of Endless History, we present an approach we refer to as
subject conditioning, or more generally structural conditioning, making use of
the unique non-generative flexibility noted above. By transforming a raw text
dataset of books into a “{subject}\n text” representation (see Approach), we
are able to condition the model to expect all text following a line containing the
“{subject}” syntax to discuss that subject. We use an off-the-shelf POS tagger
and Python to perform this transformation.
Additionally, we layer another structure into our generator: links out. By
surrounding all named entities in our dataset with square brackets, GPT2 learns
generally to place brackets around subjects. After training, all returned text
contains a variety of phrases and words ‘linked’ by GPT2 (see Fig. 2). In the
book, we show these as clickable web-links, which query the book recursively for
the linked page.
With the combination of these two techniques we are able to create an infinite
fantasy Wikipedia of sorts: one where every page is generated, and the topology
of the encyclopedia is generated as well. Clicking on a link within the encylopedia
takes a user to a generated page for that topic, and presents them with another
set of links to choose from. The result of a random walk through the pages of the
book is a bit like a deep-dream [2] experience, where the result of the generator
is fed back into the generator itself.

2 Approach

Our approach consists of two steps: link conditioning and subject conditioning.
To create a model that generates text with links, we first collect the complete
works of Jorge Luis Borges and Italo Calvino in text format and transform this
dataset using the off-the-shelf tool, SpaCy [1], to identify named entities and
surround them with square brackets. We fine-tune the 345 million parameter
version of GPT21 on this data2 . This results in a model that generates fairly

1
As of the writing of this paper, GPT2 comes in two sizes: 345m and 117m, both
distilled from an unreleased 1558M model trained by OpenAI. The 345 m model,
while slower and larger, is much more robust than the 117m.
2
The training took approximately 4–6 hours on an NVidia T4, provided for free by
Google Colab.
The Book of Endless History 431

interesting prose in the style of Borges and Calvino, and additionally one that
surrounds subjects within the text with brackets.
At this point we perform the subject transformation and training, but on a
much smaller selection of books, selected for their focus on short, descriptive sto-
ries: Invisible Cities, Book of Imaginary Beings, A Universal History of Infamy,
and Labyrinths. Again, we use SpaCy, selecting the first named entity in each
line, and inserting it in curly braces on a new line above.3 A sample of this final
transformation can be see in Fig. 1.
We take this two pronged approach, because while we would like to copy the
style of Borges and Calvino from their full body of works, many of their books
are first person stories. Performing the subject conditioning on the full collection
results in the model generating quite a bit of dialogue (which is undesirable for
an encyclopedia), because the primary place of named entities in these stories
occur in lines such as:
‘‘The next time I kill you’’, replied [Scharlach].
On the other hand, four books is not nearly enough data to create a com-
pelling and varied generator. The two-phase training allows us the best of both
worlds. By training first on a large corpus we get improved style and generality.
Then, by confining our subject conditioning to just the works that are written in
a non-fiction or third person style, we push the generator to generate non-fiction
as well.
A sample query on the final generated text can be seen below in Fig. 2

{Zora}
BEYOND SIX RIVERS and three mountain ranges rises [Zora], a city that ...

Fig. 1. A sample line of text in the final training dataset.

Query: {Einstein}
Completes: The most significant incident in Einstein’s life occurred on
a summer’s day in 1869. He was riding his bicycle along the
avenues of [Munich] when suddenly, in front of him, was a
figure which he could never forget. ...

Fig. 2. A sample result querying the book for “Einstein”.

The Book of Endless History is presented online4 in the format of an ency-


clopedia of the present day found by a hypothetical future society - one which
3
As you may notice, this causes our text to be double spaced, with subjects in
between real lines. However, GPT2 manages to learn to ignore this structure incred-
ibly quickly.
4
http://bookofendlesshistory.com.
432 J. Austin

ruminates on the nature of truth and history. As we move into an age where
false text becomes easier to create than the real, there is somewhat of a dark
irony to the nature of the book.

3 Conclusion
We hope that this project will inspire further research into the usage and autho-
rial control of GPT2 and other deep learning architectures for storytelling. While
GPT2 may lack in consistency and structure, it makes up for it in creativity and
prose. Correspondingly, structured approaches such as grammars and planners
can be powerful tools for authorship, but are limited in their ability to generate
eloquent text (or require unreasonable amounts of labor to do so). We believe
that there is an ideal hybrid system: one in which an author may generate the
high level structure with a planning system, and provide these ’structural hints’
to a deep learning model which fills in the textual discourse. While this project
applies this concept simplistically, we are eager to see similar results with more
provided structure and larger models. With the recent acceleration of research
on GPT2, we are excited to see the how the landscape of tools available to
interactive story generators transforms over the next few years.

References
1. Honnibal, M., Montani, I.: spaCy 2: natural language understanding with bloom
embeddings, convolutional neural networks and incremental parsing (2017, to
appear)
2. Mordvintsev, A., Olah, C., Tyka, M.: Inceptionism: going deeper into neural net-
works, Blog (2015). https://ai.googleblog.com/2015/06/inceptionism-going-deeper-
into-neural.html
3. Radford, A., Wu, J., Child, R., Luan, D., Amodei, D., Sutskever, I.: Language
models are unsupervised multitask learners. OpenAI (2019)
4. Zellers, R., et al.: Defending against neural fake news. CoRR abs/1905.12616 (2019).
http://arxiv.org/abs/1905.12616
Author Index

Austin, John 429 Haahr, Mads 241


Azad, Sasha 214 Hameed, Asim 389
Harrison, Brent 304
Bae, Byung-Chull 348 Harrison, Vrindavan 128
Barot, Camille 333 Hmelo-Silver, Cindy E. 86
Battad, Zev 120 House, Ryan 183
Bhide, Saylee 3 Howard, Kenton Taylor 68, 422
Boogaard, Iris 158 Hussmann, Heinrich 115
Bowman, Alice 413
Brown, Sarah Anne 357, 364 Iqbal, Owais 290
Bruni, Luis Emilio 178, 190 Irshad, Shafaq 389

Canaday, Pomaikai 364 Jørgensen, Niels Valentin 178


Carstensdottir, Elin 8
Cassell, Kara 173 Kapadia, Mubasir 250
Chen, Kenneth 418 Kim, Moon-Hyun 348
Cheong, Yun-Gyung 348 Kleinman, Erica 8
Chu, Sharon Lynn 357, 364, 395 Koenitz, Hartmut 22, 26, 158
Kolhoff, Lobke 73
Damiano, Rossana 282 Kreminski, Max 267
De Kegel, Barbara 241
Dickinson, Melanie 267 Lang, Eric W. 323
Donley, Rachel 68 Larsen, Bjarke Alexander 190, 204
Dubbelman, Teun 22 Lee, Seung Y. 86
Lester, James C. 86
Edwards, Jennifer 63 Li, Qing 364
Eladhari, Mirjam Palosaari 26 Lombardo, Vincenzo 282
Estupiñán, Sergio 374, 379 Loustau, Trystan 357, 364

Faris, Randi Weitzen 395 Martens, Chris 214, 290


Fisher, Joshua A. 63 Mitchell, Alex 148
Foulger, Melissa 63 Mitchell, Kenny 250
Freeman, William 343 Mott, Bradford W. 86
Mu, Chanjun 40
Gaines, Ryan 304 Muniz, Carlos Manuel 250
Gandhi, Sagar 304
Gapiuk, Liudmyla 379 Nack, Frank 73
Geigel, Joe 3 Nahian, Md. Sultan Al 304
Gjøl, Bjørn Anker 178 Neff, Michael 128
Glazewski, Krista D. 86
Goins, Elizabeth 3 Ospina, Daniel 395
Gross, Markus 250 Otake-Matsuura, Mihoko 405
434 Author Index

Pan, Ye 250 Striner, Alina 214


Park, Seohui 348 Suckling, Maurice 144
Perkis, Andrew 389 Svensson, Torbjörn 328
Pizzo, Antonio 282 Szilas, Nicolas 374, 379

Quek, Francis 364 Tamura, Kazuhiro 405


Tan, Kenneth 148
Rao, Nanjie 395 Tasrin, Tasmia 304
Reed, Lena 128 Taylor, Robert G. 86
Riley, Brian K. 128 Thorne, Brandon R. 333
Rivera-Villicana, Jessica 233 Tokunaga, Seiki 405
Roth, Christian 22, 101, 158
Rothe, Sylvia 115 van Enschot, Renske 158
Rouse, Rebecca 47 Velissaris, Nic 233
Rowe, Jonathan P. 86
Walker, Marilyn 128
Saleh, Asmalina 86 Wardrip-Fruin, Noah 267
Salisbury, Brian 323 White, Andrew 120
Sanghrajka, Rushit 318, 323 Winer, David R. 333
Schoenau-Fog, Henrik 190, 204 Womack, Jon 343
Schriber, Sasha 250 Wu, Sindy 364
Seaborn, Katie 405
Seif El-Nasr, Magy 8 Young, R. Michael 173, 318, 323, 333
Si, Mei 120 Yu, Hye-Yeon 348
Smith, Harrison Jesse 128
Sohn, Samuel S. 250 Zhang, Lina 364

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