digital story

Description (in English)

Why Are We Like This? (WAWLT) is an AI-augmented digital story construction and collaborative, improvisational writing game in which two players write a story in a pastiche of the cozy mystery genre, with support from a simulation-based AI system that operationalizes character subjectivity.

WAWLT explores how computation can enable new forms of playful, social creative writing practice. By running, querying, and updating an underlying storyworld simulation, the AI system provides players with inspiration and keeps the story moving forward, even when the players are unsure what should happen next. Players collaboratively select author goals they would like to work towards throughout the story, and select actions for characters to perform, either from a set suggested by the system or by querying the action possibility space in a custom story sifting interface. The suggested actions are continually reassessed (using simulation rules) based on what each character might want to do next, prioritizing actions that could fulfill the current author goals. Whenever players select an action to be performed in the storyworld, its effects are realized in the simulation, and a generated action description is appended to a textual transcript recounting the story so far, which players freely edit as the story develops.

The system uses the newly developed technology of story sifting - the extraction of narratively potent sequences of events from the chronicle of all the events that have taken place within a simulation. Sifting is used by players to guide the story, and used to implement character subjectivity.

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Description (in English)

Breathe is a ghost story. It is a ghost story about a young woman, Flo, who likes to talk to ghosts. Or maybe it’s the ghosts who like to talk to her.

Full of psychological suspense and haunting interruptions, Breathe is a story for anyone who wants to know what it’s like to read a personalised book and feel a chill when they see their digital world and their real world combine.

Intimate and uncanny, Breathe will leave you checking over your shoulder and looking at your phone and your room in a way you never have before.

 

(Source: Taken from the about page)

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Description (in English)

The narrative of this digital story is filled with information and siding. By liking information from different fields, scientific or personal, 'Fuora Grenen' illustrates new blind spots in the micro-macro-cosmic perspective.

Description (in original language)

Denne digitale fortellingens forgreninger gror frem som fra en væskefylt plante, fylt med opplysninger og sidespor. Ved å likestille informasjon fra ulike felt, vitenskaplige eller personlige, belyser 'Fuora Grenen' nye dødvinkler i det mikro-makro-kosmiske perspektiv. (nrk.no)

 

Description in original language
Description (in English)

The Forever Club is an ensemble web comedy using a mash-up of videos, texts, interactive elements, animations, audio, memes, and visual remnants of social media.

(Source: http://thenewriver.us/the-forever-club/)

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Technical notes

A parallel component of the project is the companion website. TheForeverClub.com provides synopses and links to the episodes; biographies of the actors; idiosyncratic notes from the Director about the project (including a number of interactive features); a “FanFeed” for audience comments; and a contact page. This website complements the episodes and offers a fictional backstory to the episodic action and the project’s history.

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Description (in English)

The subject of this interactive story is the tragedy of the chinese migrant workers who died in Morecambe Bay, in Feb 2004. There are many separate and interconnected strands to this story: the experience of the workers who drowned, the bosses exploiting their cheap work, the reactions and feelings of the local people, the families in China and their reactions, and the media/ political reactions and economics behind the story. These strands are parallel narratives through the story. Each one is small view of the bigger picture, giving a different perspective. Users choose path through the separate strands, so that they can affect, choose or change the plot. The intended result is that each user experiences the story in a different way, and gains a unique perspective of the story.

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Description (in English)

"The Madeleine Effect" is a digital story project, an artistic look at ways to incorporate a creative text based story in the linear format and language styling of a novel into the game world. I believe that when a primarily text-based fiction story is created in a visual narrative medium, it can be utilized to prompt the user to act as a character. The user therefore may be guided to perform through a narrative. I am interested in looking at interactive fiction from the perspective of a writer aiming to invite meaningful interaction leading towards playful behaviors, or acting, on the part of the player. "The Madeleine Effect" is a fiction story that is experienced through both digital and print media. The story interface aims to be interactive through the player's performance, which is demonstrated by inputting text into the story while playing a defined role. The interactivity in this project is focused at this time so as to more easily observe the ideas I am exploring. My hope is that this project will spur thought and conversation about ideas for increased interactivity and a more intelligent technical structure.

(Source: Author's description, 2008 ELO Conference)