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Storytelling and conversation to improve the fun factor in software applications

Braun, Norbert
Blythe, Mark A. (ed.) (2003):
Storytelling and conversation to improve the fun factor in software applications.
In: Human-computer interaction series ; 3, In: Funology : from usability to enjoyment, pp. 233-242, Dordrecht, Kluwer, ISBN 1-4020-1252-7,
[Book Section]

Abstract

In this chapter, we describe the general structure of an approach to the design of enjoyable storytelling applications and describe its usage with a project example. First, we give an overview (with a view on related work) of our two level approach, using storytelling (as one level) and conversation (as a second level) to provide a dramatic experience for the user. The two levels are separate modules, usable at their own. Used together, they build the basis of dramatic conversational interactions between users and virtual characters - the story level to provide ageneral dramatic structure, the conversation level to provide a human-like interaction metaphor to the story. Then we give a project example: We used the approach to prototype a ghost story within an augmented reality environment on the caste of Heidelberg, Germany. The example explains how the two levels, the storytelling level (to automatically provide a dramatic structure), and the conversation level (to let the user experience the several sub-pieces of a interactive drama in a conversational way) are used to involve the user into a dramatic story. The story itself is played by virtual characters (ghosts). These characters interact with the user in a conversational way (by talking, gesturing, mimics) and play a story, interactive alterable by the user. As our basic goal is fun for the user, we start with an explanation of our two level approach and its relation to user's enjoyment.

Item Type: Book Section
Erschienen: 2003
Editors: Blythe, Mark A.
Creators: Braun, Norbert
Title: Storytelling and conversation to improve the fun factor in software applications
Language: English
Abstract:

In this chapter, we describe the general structure of an approach to the design of enjoyable storytelling applications and describe its usage with a project example. First, we give an overview (with a view on related work) of our two level approach, using storytelling (as one level) and conversation (as a second level) to provide a dramatic experience for the user. The two levels are separate modules, usable at their own. Used together, they build the basis of dramatic conversational interactions between users and virtual characters - the story level to provide ageneral dramatic structure, the conversation level to provide a human-like interaction metaphor to the story. Then we give a project example: We used the approach to prototype a ghost story within an augmented reality environment on the caste of Heidelberg, Germany. The example explains how the two levels, the storytelling level (to automatically provide a dramatic structure), and the conversation level (to let the user experience the several sub-pieces of a interactive drama in a conversational way) are used to involve the user into a dramatic story. The story itself is played by virtual characters (ghosts). These characters interact with the user in a conversational way (by talking, gesturing, mimics) and play a story, interactive alterable by the user. As our basic goal is fun for the user, we start with an explanation of our two level approach and its relation to user's enjoyment.

Title of Book: Funology : from usability to enjoyment
Series Name: Human-computer interaction series ; 3
Place of Publication: Dordrecht
Publisher: Kluwer
ISBN: 1-4020-1252-7
Uncontrolled Keywords: Interactive storytelling, Interactive narrations, Funology, Human-computer interaction (HCI)
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 20 Nov 2008 08:15
License: [undefiniert]
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