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Telling stories in conversations is intricately interwoven with the interactive and local functions of story telling. Telling stories demands a certain kind of context and in itself establishes a particular interactive reality. Thus, narration is a specific kind of verbal interaction, governed by contextualizing devices, genre-specific cooperative regularities and corresponding verbal features. It plays an important role in institutional as well as in private modes of communication. The volume focuses on narration as a contextualized and contextualizing activity, which allocates specific structural tasks to the participants in the narrative process (narrator, co-narrator, listener). Thus, the research questions are oriented towards story telling under a functional and interactive perspective. The contributions analyze recordings of authentic narrations in different functions using different kinds of qualitative reconstructive methods. The data come from everyday as well as institutional settings and the languages covered are English, German, Greek, Hungarian, and Italian.
Our understanding of the concept of narrative has undergone a significant transformation over time, particularly today as new communication technologies are developed and popularized. As new narrative genres are born and old ones undergo great change by the minute, a thorough understanding can shed light on which storytelling elements work best in what format. That deep understanding can then help build strong, satisfying stories. The Handbook of Research on Narrative Interactions is an essential publication that examines the relationships between types of narratives in a shifting and widening scope of storytelling forms. While highlighting a wide range of topics including contemporary culture, advertising, and transmedia storytelling, this book is ideally designed for media professionals, content creators, advertisers, entrepreneurs, researchers, academicians, and students.
The 'narrative turn' in the humanities, which expanded the study of narrative to various disciplines, has found a correlate in the 'medial turn' in narratology. Long restricted to language-based literary fiction, narratology has found new life in the recognition that storytelling can take place in a variety of media, and often combines signs belonging to different semiotic categories: visual, auditory, linguistic and perhaps even tactile. The essays gathered in this volume apply the newly gained awareness of the expressive power of media to particular texts, demonstrating the productivity of a medium-aware analysis. Through the examination of a wide variety of different media, ranging from widely studied, such as literature and film, to new, neglected, or non-standard ones, such as graphic novels, photography, television, musicals, computer games and advertising, they address some of the most fundamental questions raised by the medial turn in narratology: how can narrative meaning be created in media other than language; how do different types of signs collaborate with each other in so-called 'multi-modal works', and what new forms of narrativity are made possible by the emergence of digital media.
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Hyper narrative interactive cinema refers to the possibility for users or “interactors” to shift at different points in an evolving film narrative to other film narrative trajectories. Such works have resulted so far in interactor distraction rather than sustained engagement. Contrary to post-modern textual and cognitive presumptions, film immersion and computer game theories, this study uses dual coding theory, cognitive load theory, and constructivist narrative film theory to claim that interactive hyper-narrative distraction results from cognitive and behavioral multi-tasking, which lead to split attention problems that cannot be cognitively handled. Focus is upon split attention resulting from the non-critical use of de-centered and non-cohering hyper-narrative and audio-visual formations, and from interaction. For hyper-narrative interactive cinema to sustain deep engagement, multi-tasking split attention problems inhering in such computer-based works have to be managed, and – most importantly - made to enhance rather than reduce engagement. This book outlines some viable solutions to construct deep cognitive-emotional engagement of interactors with hyper-narrative interactive cinema.
This book constitutes the refereed proceedings of the 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011. The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops descriptions. The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, virtual characters and agents, story generation and drama managment, narratives in digital games, evaluation and user experience reports, tools for interactive storytelling.
Narrative – State of the Art which was originally published as a Special Issue of Narrative Inquiry 16:1 (2006) is edited by Michael Bamberg and contains 24 chapters (with a brief introduction by the editor) that look back and take stock of developments in narrative theorizing and empirical work with narratives. The attempt has been made to bring together researchers from different disciplines, with very different concerns, and have them express their conceptions of the current state of the art from their perspectives. Looking back and taking stock, this volume further attempts to begin to deliver answers to the questions (i) What was it that made the original turn to narrative so successful? (ii) What has been accomplished over the last 40 years of narrative inquiry? (iii) What are the future directions for narrative inquiry? The contributions to this volume are deliberately kept short so that the readers can browse through them and get a feel about the diversity of current narrative theorizing and emerging new trends in narrative research. It is the ultimate aim of this edited volume to stir up discussions and dialogue among narrative researchers across these disciplines and to widen and open up the territory of narrative inquiry to new and innovative work.
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.