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Interac(ve	
  Storytelling	
  




Derek	
  Woodgate	
  
Interac(ve	
  Storytelling	
  is	
  a	
  form	
  of	
  digital	
  
 entertainment	
  in	
  which	
  users	
  create	
  or	
  where	
  
users	
  can	
  influence	
  a	
  drama(c	
  storyline	
  through	
  
  ac(ons,	
  either	
  by	
  issuing	
  commands	
  to	
  the	
  
   story's	
  protagonist,	
  or	
  ac(ng	
  as	
  a	
  general	
  
 director	
  of	
  events	
  in	
  the	
  narra(ve.	
  Interac(ve	
  
 storytelling	
  is	
  a	
  medium	
  where	
  the	
  narra(ve,	
  
and	
  its	
  evolu(on,	
  can	
  be	
  influenced	
  in	
  real-­‐(me	
  
                             by	
  a	
  user.	
  
Redefining	
  meaning	
  and	
  context	
  

       Plot	
                     Engagement	
  
          	
                            	
  



                      Story	
  
                         	
  


   Storytelling	
                     User	
  
        	
                         interac3on	
  
                                               	
  
Drivers	
  and	
  influencers	
  
—  New	
  technologies	
  	
  
—  Design	
  skills	
  /	
  approaches	
  
—  Social	
  change	
  
—  Hybridiza(on	
  and	
  convergence	
  
—  Cogni(ve	
  and	
  the	
  behavioral	
  sciences	
  
—  User	
  interfaces	
  


                  The	
  user	
  is	
  the	
  story	
  
From	
  gaming	
  to	
  interac(ve	
  narra(ve	
  spaces	
  	
  
—  Non-­‐linear	
  –	
  post-­‐structuralist	
  
—  Abstract	
  –	
  nomadic	
  
—  Remix	
  lifestyles	
  
—  Transmedia	
  
—  Mixed	
  reality	
  
—  Collabora(ve	
  interplay	
  and	
  improvisa(on	
  
—  Extension	
  of	
  how	
  narratology	
  and	
  ludology	
  intersect	
  
From	
  programmable	
  movies	
  to	
  
simulated	
  reali(es	
  	
  
—  Interference	
  and	
  guidance	
  
—  Alterna(ve	
  plots	
  and	
  storylines	
  
—  Spa(al	
  transforma(on	
  
—  Programmable	
  environments	
  
—  Dialog	
  management	
  
—  Cogni(ve	
  feedback	
  and	
  explora(on	
  


          The	
  user	
  designer	
  
The	
  IS	
  designer	
  
—  Narra(ve	
  genera(on	
  engine/system	
  (including	
  inbuilt	
  constraint	
  
      selector	
  and	
  poten(al	
  for	
  different	
  POV)	
  
—    	
  Authoring	
  tools	
  	
  
—    3D	
  Computer	
  graphic	
  soXware/	
  3D	
  modelers	
  /	
  anima(on	
  	
  
—    camera	
  	
  
—    visual	
  rendering	
  system	
  
—    	
  interac(on	
  mechanism	
  between	
  mul(ple	
  agents,	
  etc	
  
—    	
  interac(ve	
  authoring	
  interface	
  /	
  hap(cs	
  
—    	
  representa(on	
  soXware/script	
  language	
  	
  
—    iden(fica(on	
  and	
  “registra(on”	
  system,	
  	
  
                                                                        The	
  never-­‐ending	
  
—    A.I.planner,	
  etc.	
  
                                                                                 list	
  
AI	
  and	
  machine	
  learning	
  
—  Human	
  computer	
  interac(on:	
  pro-­‐ac(ve	
  and	
  responsive	
  
    ac(ons	
  
—  Convergence	
  of	
  skills,	
  performance,	
  analysis	
  and	
  adjustment	
  –	
  
    improving	
  the	
  user	
  experience	
  
—  Pathfinding	
  and	
  planning	
  (incl.	
  non	
  player	
  characters)	
  
—  Natural	
  behavioral	
  language	
  for	
  story-­‐based	
  believable	
  agents	
  
—  Interac(ve	
  actors	
  
—  Affec(ve	
  compu(ng	
  
—  Social	
  engineering	
  of	
  characters	
  
—  Reinforcement	
  learning	
  
—  Resource	
  gathering	
  
Character	
  building	
  /	
  agents	
  
LA	
  Noir:	
  adding	
  emo(on	
  
                                      • Facial	
  emo(on	
  

                                      • Real-­‐world	
  
                                      actors	
  on	
  the	
  
                                      digital	
  stage	
  

                                      • Morality	
  
                                      systems	
  

                                      • Good	
  
                                      conversa(ons	
  
The	
  Watchman	
  _	
  synthe(c	
  
characters	
  
—  CG	
  moves	
  into	
  the	
  future	
  
—  Digitally-­‐replicated	
  actors	
  
  who'll	
  go	
  on	
  performing	
  long	
  
  aAer	
  the	
  actor	
  is	
  gone	
  
—  Rewri3ng	
  the	
  story	
  
—  Bringing	
  back	
  deceased	
  actors	
  
Avatar	
  –	
  super	
  imposing	
  actors	
  
—  Crea(ng	
  an	
  en(re	
  world	
  with	
  
   computer	
  graphics	
  and	
  then	
  
   directly	
  integra(ng	
  ac(ng	
  
   performances	
  

—  Japanese	
  Telexistence	
  surrogate	
  
   Antropomorphic	
  	
  	
  

—  Head	
  gear,	
  gloves	
  ,	
  vests	
  with	
  
   control	
  gear	
  
On-­‐set	
  mo(on	
  capture	
  
The	
  hologram,	
  the	
  performer,	
  the	
  
projec(on	
  
Touchable	
  holograms	
  
—  An	
  array	
  of	
  computer-­‐controlled	
  
    ultrasonic	
  wave	
  emiaers	
  with	
  
    fine	
  points	
  that	
  emit	
  pulses	
  of	
  
    air	
  that	
  feel	
  like	
  pressure	
  on	
  
    your	
  hand.	
  	
  
—  System	
  knows	
  where	
  your	
  hand	
  
    is	
  –	
  behavioral	
  feedback.	
  	
  
—  The	
  sensa(on	
  of	
  weight	
  and	
  
    texture.	
  
Interac(ng	
  with	
  holograms	
  
body>data>space	
  
 	
  
Next-­‐Genera3on	
  Synthe3c	
  Performers	
  	
  
  —  Introducing	
  levels	
  of	
  autonomy	
  into	
  the	
  synthe(c	
  
      performer	
  (such	
  as	
  eye	
  contact,	
  facial	
  and	
  gestural	
  
      movement,	
  and	
  lip	
  sync),	
  	
  
  —  enabling	
  more	
  flexible,	
  engaging,	
  and	
  directable	
  robot-­‐
      mediated	
  performance	
  on	
  the	
  set.	
  
  —  Second	
  Skin	
  is	
  a	
  project	
  to	
  build	
  a	
  wearable	
  fabric	
  that	
  
      supports	
  millimeter-­‐accurate	
  loca(on	
  and	
  bio-­‐parameter	
  
      tracking	
  at	
  thousands	
  of	
  points	
  on	
  the	
  body.	
  	
  
  —  Such	
  a	
  fabric	
  can	
  compute	
  and	
  predict	
  3-­‐D	
  
      representa(ons	
  of	
  human	
  ac(vity	
  and	
  use	
  the	
  
      informa(on	
  to	
  augment	
  human	
  performance.	
  	
  
Remote	
  interac(on	
  with	
  a	
  robot	
  
—  Robo(c	
  avatars	
  will	
  allow	
  humans	
  to	
  fully	
  
    experience	
  the	
  environment	
  of	
  other	
  
    worlds.	
  
—  	
  Through	
  the	
  eyes	
  of	
  robo(c	
  avatars	
  we	
  
    will	
  watch	
  the	
  sunrise	
  over	
  the	
  rusty,	
  red	
  
    crater	
  rims	
  without	
  having	
  to	
  "experience	
  
    suffoca(on,	
  the	
  icy	
  death	
  of	
  -­‐200	
  degrees	
  
    C	
  on	
  their	
  skin	
  or	
  the	
  s(ng	
  of	
  microscopic	
  
    dust	
  in	
  their	
  eyes.”	
  
Learning	
  the	
  character’s	
  soul	
  
   Revisi(ng	
  “Creatures”	
  and	
  
   Black	
  and	
  White”	
  –	
  the	
  
   interac(ve	
  storytelling	
  
   learning	
  versions.	
  
   	
  
   Game	
  characters	
  that	
  can	
  
   predict	
  the	
  behavior	
  of	
  
   players	
  
The	
  fantas3c	
  flying	
  books	
  of	
  	
  Mr.	
  Morris	
  Lessmore	
  
Interac(ve	
  for	
  the	
  ipad	
  version	
  
Interac(ve	
  Storytelling	
  in	
  music	
  videos	
  
—  Moonbot	
  Studios	
  and	
  The	
  
        Polyphonic	
  Spree	
  together	
  have	
  
        created	
  an	
  interac(ve,	
  character-­‐
        based	
  narra(ve	
  music	
  video.	
  	
  
	
  
        Features:	
  
        -­‐	
  Seamless	
  world	
  of	
  interac(on	
  
        -­‐	
  Touch	
  clouds,	
  plants	
  and	
  animals	
  to	
  life	
  
        -­‐	
  Evolving	
  visuals	
  that	
  change	
  with	
  the	
  music	
  
        -­‐	
  Follow	
  and	
  interact	
  with	
  a	
  creature	
  named	
  
        You-­‐Me	
  
        -­‐	
  Tilt	
  your	
  device	
  to	
  sway	
  You-­‐Me	
  as	
  he	
  falls	
  
        -­‐	
  Choose	
  between	
  the	
  Studio	
  or	
  Acous(c	
  
        song	
  tracks	
  
Context	
  based	
  interac(ve	
  storytelling	
  
Heavy	
  Rain	
  
—  Interac(ve	
  narra(ve	
  if	
  the	
  choices	
  we	
  can	
  make	
  are	
  
   merely	
  altering	
  specific	
  events	
  rather	
  than	
  the	
  actual	
  
   context.	
  Surely	
  the	
  whole	
  point	
  of	
  having	
  the	
  story	
  play	
  
   out	
  differently	
  depending	
  on	
  player	
  choices	
  is	
  to	
  add	
  
   replay	
  value.	
  
Programmable	
  movies	
  
—  Movies	
  that	
  change	
  with	
  context	
  (observer,	
  emo(ons,	
  
    place,	
  or	
  (me).	
  	
  
—  Long-­‐	
  Distance	
  Barcodes	
  work	
  to	
  make	
  both	
  cameras	
  and	
  
    the	
  world	
  more	
  intelligent,	
  by	
  allowing	
  users	
  to	
  piece	
  
    together	
  and	
  merge	
  separate	
  images	
  using	
  metadata	
  
    encoded	
  into	
  the	
  image.	
  	
  
—  This	
  work	
  will	
  allow	
  for	
  the	
  merging	
  of	
  mul(ple	
  
    viewpoints	
  to	
  create	
  richer	
  stories	
  from	
  varied	
  
    storytellers.	
  	
  
Sensing	
  Spaces	
  
§ 	
  Interac(ve	
  reconfigurable	
  spaces	
  

§ 	
  Integrated	
  visual,	
  virtual,	
  real	
  spaces	
  	
  
§ 	
  Use	
  of	
  robo(c	
  and	
  AI	
  s(mula(on	
  and	
  
simula(on	
  
§ 	
  Sensor	
  clusters	
  and	
  networks	
  to	
  drive	
  
performance	
  cues	
  and	
  audio-­‐visual	
  
interfaces	
  
	
  
	
  
Sensing	
  Spaces	
  
§ Gravity	
  to	
  create	
  performance	
  effects	
  
§ 	
  Wearable	
  compu(ng	
  to	
  create	
  performance	
  and	
  
effects	
  synchronicity	
  	
  
§ 	
  Narra(ve-­‐changing	
  sensors	
  using	
  audience	
  feedback	
  
§ 	
  Use	
  of	
  avatars	
  as	
  performer	
  interfaces	
  
Dynamic spatial interfaces

Interac(ve	
  installa(on	
  uses	
  
dynamic	
  spa3al	
  interfaces	
  
and	
  	
  a	
  human-­‐scale	
  display	
  
system	
  to	
  allow	
  visitors	
  to	
  
explore	
  the	
  photographic	
  
work	
  of	
  ar(st	
  Ta(ana	
  Parcero	
  
on	
  mul(ple	
  levels	
  of	
  their	
  
own	
  choosing.	
  	
  
Interac(ve	
  storytelling	
  in	
  
annotated	
  environments	
  
—  iRiS	
  (Immediate	
  Remote	
  
   Interac(on	
  System	
  

—  User	
  can	
  “paint”,	
  create	
  a	
  
   game	
  like	
  a	
  jigsaw	
  puzzle,	
  an	
  
   interac(ve	
  story	
  with	
  one	
  or	
  
   more	
  par(cipants	
  on	
  a	
  façade	
  
   from	
  a	
  mobile	
  device.	
  	
  

—  ANW	
  (ar(culated	
  Naturality	
  
   Web	
  and	
  computer	
  vision	
  
Interac(ve	
  human	
  body	
  museum	
  
•  Tac(le	
  interac(ve	
  museum	
  experience	
  
   that	
  takes	
  visitors	
  through	
  the	
  spaces	
  
   inside	
  their	
  own	
  bodies.	
  
•  At	
  the	
  museum	
  you	
  can	
  experience	
  hay	
  
   fever	
  from	
  inside	
  the	
  nose,	
  replete	
  with	
  
   a	
  rollicking	
  sneeze.	
  	
  
•  You	
  can	
  don	
  3D	
  glasses	
  and	
  watch	
  as	
  
   cartoon	
  sperm	
  fer(lize	
  an	
  egg.	
  You	
  can	
  
   bounce	
  your	
  way	
  across	
  a	
  rubber	
  
   tongue	
  as	
  you	
  navigate	
  taste	
  buds	
  and	
  
   hear	
  burps	
  welling	
  up	
  in	
  the	
  deep.	
  
 	
  	
  	
  Adding	
  affect	
  and	
  atmosphere	
  
   	
  
   —  Programmable	
  surfaces	
  and	
  addi(onal	
  displays	
  
   —  New	
  hap(cs,	
  with	
  gesture,	
  smell,	
  vibra(on	
  and	
  temperature	
  
          amplifica(on	
  
   —  Immersive	
  and	
  responsive	
  /	
  Reac(ve	
  video	
  and	
  portraits	
  
   —  Socially	
  aware	
  systems,	
  ambient	
  and	
  interac(on	
  enhancers	
  
          such	
  as:	
  causal	
  mappings	
  between	
  past	
  and	
  future	
  events	
  or	
  
          between	
  an	
  ac(on	
  and	
  its	
  reac(on	
  
   —  Programmed	
  atmospheres	
  and	
  aesthe(c	
  visual	
  effects	
  
 	
  	
  	
  	
  	
  Situa(on	
  awareness	
  	
  and	
  Behavioral	
  iden((es	
  
    	
  

    —  Ambient	
  detec(on	
  -­‐	
  tools	
  to	
  share	
  habits	
  	
  
    —  Annotated	
  environments	
  and	
  Distributed	
  Interac3ve	
  Video	
  
           Arrays	
  for	
  Event	
  Capture	
  and	
  Enhanced	
  Situa3onal	
  and	
  
           Interac3ve	
  Awareness	
  
    —  Human	
  dynamics	
  and	
  emo(on	
  modeling	
  -­‐	
  affec(ve	
  and	
  	
  
           cogni(ve	
  percep(on,	
  feedback	
  and	
  awareness	
  -­‐	
  modeling	
  
           social	
  interfacing	
  and	
  feedback	
  -­‐crea(ng	
  behavioral	
  iden((es	
  
You are the performance
-­‐ SpherAleas	
  device	
  –	
  mobile	
  device	
  
with	
  sensors	
  	
  that	
  create	
  sonorous	
  
shapes	
  

-­‐ The	
  Theater	
  of	
  the	
  Senses	
  -­‐	
  "Echo	
  of	
  
the	
  Shadow,”	
  Audience	
  par(cipa(on	
  
in	
  a	
  labyrinth	
  of	
  performances	
  

-­‐	
  Hidden	
  Worlds	
  of	
  Noise	
  and	
  Voice	
  
(voice	
  to	
  vision)	
  
Projec(ng	
  yourself	
  into	
  the	
  game	
  
—  Being	
  There	
  
	
  
—  This	
  projector-­‐based	
  approach	
  provides	
  a	
  way	
  to	
  visualize	
  
       re-­‐crea(ons	
  of	
  real	
  and	
  imaginary	
  sites	
  that	
  are	
  both	
  
       visually	
  and	
  spa(ally	
  realis(c.	
  
	
  
—  	
  Users	
  have	
  a	
  strong	
  sense	
  of	
  immersion	
  and	
  natural	
  
       interac(on	
  as	
  they	
  walk	
  around	
  a	
  virtual	
  site.	
  	
  
Cameras	
  
—  Computa(onal	
  Cinematography	
  and	
  Display:	
  	
  
—  	
  -­‐	
  future	
  cameras	
  for	
  able	
  to	
  share	
  visual	
  content,	
  and	
  
    crea(ng	
  4-­‐D	
  and	
  6-­‐D	
  displays	
  for	
  richer	
  collec(on	
  and	
  
    presenta(on	
  of	
  informa(on.	
  	
  
—  Video	
  of	
  the	
  future	
  (video	
  manipula(on,	
  video	
  coding,	
  
    3D,	
  and	
  perceptual	
  studies),	
  computa(onal	
  
    cinematography,	
  human	
  and	
  facial	
  anima(on,	
  and	
  
    capture	
  technologies.	
  
—  	
  Addi(onal	
  strengths	
  include	
  wireless	
  networking	
  and	
  
    computa(onal	
  materials	
  
Sensor	
  robots	
  
—  Capturing	
  3D	
  models	
  of	
  environments,	
  outdoor	
  and	
  
  indoor,	
  and	
  capturing	
  ac(vity	
  that	
  is	
  happening	
  in	
  
  environments,	
  using	
  cameras	
  mounted	
  on	
  mobile	
  robots.	
  
  A	
  new	
  mode	
  of	
  deploying	
  computer	
  vision	
  is	
  now	
  
  appearing	
  as	
  autonomous	
  robots	
  
Displays	
  
—  Interac(ve	
  /	
  HolographicTV	
  
—  No	
  border	
  screens	
  
—  Roll	
  out	
  portable	
  OLED	
  screens	
  
Morphable	
  movie	
  studios	
  
—  This	
  technology	
  allows	
  one	
  physical	
  space	
  to	
  
    represent	
  a	
  variety	
  of	
  things.	
  	
  
—  Projects	
  involve	
  techniques	
  to	
  augment	
  and	
  
    programmatically	
  change	
  the	
  appearance	
  of	
  
    physical	
  objects.	
  
—  The	
  physical	
  object	
  is	
  illuminated	
  with	
  a	
  data	
  (or	
  
    video	
  or	
  slide)	
  projector.	
  	
  
—  The	
  images	
  to	
  be	
  projected	
  are	
  computed	
  with	
  a	
  
    3-­‐D	
  graphics-­‐rendering	
  program.	
  This	
  allows	
  you	
  
    to	
  change	
  the	
  appearance	
  of	
  real	
  objects,	
  adding	
  
    special	
  effects	
  to	
  the	
  world	
  around	
  you.	
  	
  
Mobile	
  projec(on:	
  Electric	
  Poetry	
  
A	
  web	
  interface	
  for	
  construc(ng	
  poems	
  to	
  be	
  broadcast	
  in	
  
real-­‐(me	
  on	
  the	
  walls	
  of	
  London's	
  underground	
  sta(ons,	
  for	
  
London	
  Transport's	
  Plalorm	
  for	
  Art	
  
	
  
Similar	
  to	
  the	
  popular	
  f	
  ridge	
  game,	
  people	
  assemble	
  words	
  
into	
  poems	
  which	
  then	
  appear	
  in	
  public	
  or	
  commercial	
  spaces	
  
around	
  the	
  city	
  
	
  
Storyteller	
  
—  Storyteller:	
  Tools	
  and	
  technologies	
  developed	
  into	
  
  toolkits	
  for	
  children	
  to	
  empower	
  them	
  craX	
  their	
  own	
  
  compelling	
  stories	
  and	
  characters	
  to	
  foster	
  crea(vity	
  
  and	
  learning	
  goals.	
  	
  

—  Researchers	
  will	
  also	
  leverage	
  synthe(c	
  performer	
  
  technologies	
  to	
  create	
  compelling	
  robo(c	
  or	
  virtual	
  
  characters	
  that	
  serve	
  as	
  learning	
  companions	
  for	
  
  children	
  
Educa(on	
  
Interac(ve	
  storytelling	
  infancy	
  
—  Interac(ve	
  Storytelling	
  technologies	
  in	
  terms	
  of	
  performance	
  
    and	
  scalability	
  
—  To	
  make	
  the	
  next	
  genera(on	
  of	
  Interac(ve	
  Storytelling	
  
    technologies	
  more	
  accessible	
  
—  To	
  develop	
  a	
  more	
  integrated	
  approach	
  to	
  interac(ve	
  
    storytelling	
  technologies	
  
—  Methodologies	
  to	
  evaluate	
  interac(ve	
  storytelling	
  systems	
  as	
  
    well	
  as	
  the	
  media	
  experience	
  of	
  interac(ve	
  narra(ve	
  
Going	
  forward	
  
—  Performance	
  and	
  scalability	
  
—  Adap(ng	
  to	
  new	
  IS	
  and	
  user	
  desires	
  
—  Adap(ng	
  new	
  hybrids	
  of	
  converged	
  mix	
  media	
  and	
  
    technologies	
  
—  Pumng	
  the	
  human	
  in	
  the	
  landscape.	
  
—  There	
  are	
  roles	
  of	
  the	
  integra(on	
  of	
  IS	
  in	
  so	
  many	
  
    different	
  areas	
  –	
  think	
  beyond	
  gaming	
  and	
  film	
  


                        Past	
  –	
  Present	
  -­‐	
  Future	
  
Assassin	
  Creed	
  3	
  

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You.are the story - Derek Woodgate

  • 2. Interac(ve  Storytelling  is  a  form  of  digital   entertainment  in  which  users  create  or  where   users  can  influence  a  drama(c  storyline  through   ac(ons,  either  by  issuing  commands  to  the   story's  protagonist,  or  ac(ng  as  a  general   director  of  events  in  the  narra(ve.  Interac(ve   storytelling  is  a  medium  where  the  narra(ve,   and  its  evolu(on,  can  be  influenced  in  real-­‐(me   by  a  user.  
  • 3. Redefining  meaning  and  context   Plot   Engagement       Story     Storytelling   User     interac3on    
  • 4. Drivers  and  influencers   —  New  technologies     —  Design  skills  /  approaches   —  Social  change   —  Hybridiza(on  and  convergence   —  Cogni(ve  and  the  behavioral  sciences   —  User  interfaces   The  user  is  the  story  
  • 5. From  gaming  to  interac(ve  narra(ve  spaces     —  Non-­‐linear  –  post-­‐structuralist   —  Abstract  –  nomadic   —  Remix  lifestyles   —  Transmedia   —  Mixed  reality   —  Collabora(ve  interplay  and  improvisa(on   —  Extension  of  how  narratology  and  ludology  intersect  
  • 6. From  programmable  movies  to   simulated  reali(es     —  Interference  and  guidance   —  Alterna(ve  plots  and  storylines   —  Spa(al  transforma(on   —  Programmable  environments   —  Dialog  management   —  Cogni(ve  feedback  and  explora(on   The  user  designer  
  • 7. The  IS  designer   —  Narra(ve  genera(on  engine/system  (including  inbuilt  constraint   selector  and  poten(al  for  different  POV)   —   Authoring  tools     —  3D  Computer  graphic  soXware/  3D  modelers  /  anima(on     —  camera     —  visual  rendering  system   —   interac(on  mechanism  between  mul(ple  agents,  etc   —   interac(ve  authoring  interface  /  hap(cs   —   representa(on  soXware/script  language     —  iden(fica(on  and  “registra(on”  system,     The  never-­‐ending   —  A.I.planner,  etc.   list  
  • 8. AI  and  machine  learning   —  Human  computer  interac(on:  pro-­‐ac(ve  and  responsive   ac(ons   —  Convergence  of  skills,  performance,  analysis  and  adjustment  –   improving  the  user  experience   —  Pathfinding  and  planning  (incl.  non  player  characters)   —  Natural  behavioral  language  for  story-­‐based  believable  agents   —  Interac(ve  actors   —  Affec(ve  compu(ng   —  Social  engineering  of  characters   —  Reinforcement  learning   —  Resource  gathering  
  • 9.
  • 11. LA  Noir:  adding  emo(on   • Facial  emo(on   • Real-­‐world   actors  on  the   digital  stage   • Morality   systems   • Good   conversa(ons  
  • 12. The  Watchman  _  synthe(c   characters   —  CG  moves  into  the  future   —  Digitally-­‐replicated  actors   who'll  go  on  performing  long   aAer  the  actor  is  gone   —  Rewri3ng  the  story   —  Bringing  back  deceased  actors  
  • 13. Avatar  –  super  imposing  actors   —  Crea(ng  an  en(re  world  with   computer  graphics  and  then   directly  integra(ng  ac(ng   performances   —  Japanese  Telexistence  surrogate   Antropomorphic       —  Head  gear,  gloves  ,  vests  with   control  gear  
  • 15.
  • 16. The  hologram,  the  performer,  the   projec(on  
  • 17. Touchable  holograms   —  An  array  of  computer-­‐controlled   ultrasonic  wave  emiaers  with   fine  points  that  emit  pulses  of   air  that  feel  like  pressure  on   your  hand.     —  System  knows  where  your  hand   is  –  behavioral  feedback.     —  The  sensa(on  of  weight  and   texture.  
  • 20.     Next-­‐Genera3on  Synthe3c  Performers     —  Introducing  levels  of  autonomy  into  the  synthe(c   performer  (such  as  eye  contact,  facial  and  gestural   movement,  and  lip  sync),     —  enabling  more  flexible,  engaging,  and  directable  robot-­‐ mediated  performance  on  the  set.   —  Second  Skin  is  a  project  to  build  a  wearable  fabric  that   supports  millimeter-­‐accurate  loca(on  and  bio-­‐parameter   tracking  at  thousands  of  points  on  the  body.     —  Such  a  fabric  can  compute  and  predict  3-­‐D   representa(ons  of  human  ac(vity  and  use  the   informa(on  to  augment  human  performance.    
  • 21. Remote  interac(on  with  a  robot   —  Robo(c  avatars  will  allow  humans  to  fully   experience  the  environment  of  other   worlds.   —   Through  the  eyes  of  robo(c  avatars  we   will  watch  the  sunrise  over  the  rusty,  red   crater  rims  without  having  to  "experience   suffoca(on,  the  icy  death  of  -­‐200  degrees   C  on  their  skin  or  the  s(ng  of  microscopic   dust  in  their  eyes.”  
  • 22. Learning  the  character’s  soul   Revisi(ng  “Creatures”  and   Black  and  White”  –  the   interac(ve  storytelling   learning  versions.     Game  characters  that  can   predict  the  behavior  of   players  
  • 23. The  fantas3c  flying  books  of    Mr.  Morris  Lessmore  
  • 24. Interac(ve  for  the  ipad  version  
  • 25. Interac(ve  Storytelling  in  music  videos   —  Moonbot  Studios  and  The   Polyphonic  Spree  together  have   created  an  interac(ve,  character-­‐ based  narra(ve  music  video.       Features:   -­‐  Seamless  world  of  interac(on   -­‐  Touch  clouds,  plants  and  animals  to  life   -­‐  Evolving  visuals  that  change  with  the  music   -­‐  Follow  and  interact  with  a  creature  named   You-­‐Me   -­‐  Tilt  your  device  to  sway  You-­‐Me  as  he  falls   -­‐  Choose  between  the  Studio  or  Acous(c   song  tracks  
  • 26. Context  based  interac(ve  storytelling  
  • 27. Heavy  Rain   —  Interac(ve  narra(ve  if  the  choices  we  can  make  are   merely  altering  specific  events  rather  than  the  actual   context.  Surely  the  whole  point  of  having  the  story  play   out  differently  depending  on  player  choices  is  to  add   replay  value.  
  • 28. Programmable  movies   —  Movies  that  change  with  context  (observer,  emo(ons,   place,  or  (me).     —  Long-­‐  Distance  Barcodes  work  to  make  both  cameras  and   the  world  more  intelligent,  by  allowing  users  to  piece   together  and  merge  separate  images  using  metadata   encoded  into  the  image.     —  This  work  will  allow  for  the  merging  of  mul(ple   viewpoints  to  create  richer  stories  from  varied   storytellers.    
  • 29. Sensing  Spaces   §   Interac(ve  reconfigurable  spaces   §   Integrated  visual,  virtual,  real  spaces     §   Use  of  robo(c  and  AI  s(mula(on  and   simula(on   §   Sensor  clusters  and  networks  to  drive   performance  cues  and  audio-­‐visual   interfaces      
  • 30. Sensing  Spaces   § Gravity  to  create  performance  effects   §   Wearable  compu(ng  to  create  performance  and   effects  synchronicity     §   Narra(ve-­‐changing  sensors  using  audience  feedback   §   Use  of  avatars  as  performer  interfaces  
  • 31. Dynamic spatial interfaces Interac(ve  installa(on  uses   dynamic  spa3al  interfaces   and    a  human-­‐scale  display   system  to  allow  visitors  to   explore  the  photographic   work  of  ar(st  Ta(ana  Parcero   on  mul(ple  levels  of  their   own  choosing.    
  • 32. Interac(ve  storytelling  in   annotated  environments   —  iRiS  (Immediate  Remote   Interac(on  System   —  User  can  “paint”,  create  a   game  like  a  jigsaw  puzzle,  an   interac(ve  story  with  one  or   more  par(cipants  on  a  façade   from  a  mobile  device.     —  ANW  (ar(culated  Naturality   Web  and  computer  vision  
  • 33.
  • 34. Interac(ve  human  body  museum   •  Tac(le  interac(ve  museum  experience   that  takes  visitors  through  the  spaces   inside  their  own  bodies.   •  At  the  museum  you  can  experience  hay   fever  from  inside  the  nose,  replete  with   a  rollicking  sneeze.     •  You  can  don  3D  glasses  and  watch  as   cartoon  sperm  fer(lize  an  egg.  You  can   bounce  your  way  across  a  rubber   tongue  as  you  navigate  taste  buds  and   hear  burps  welling  up  in  the  deep.  
  • 35.        Adding  affect  and  atmosphere     —  Programmable  surfaces  and  addi(onal  displays   —  New  hap(cs,  with  gesture,  smell,  vibra(on  and  temperature   amplifica(on   —  Immersive  and  responsive  /  Reac(ve  video  and  portraits   —  Socially  aware  systems,  ambient  and  interac(on  enhancers   such  as:  causal  mappings  between  past  and  future  events  or   between  an  ac(on  and  its  reac(on   —  Programmed  atmospheres  and  aesthe(c  visual  effects  
  • 36.            Situa(on  awareness    and  Behavioral  iden((es     —  Ambient  detec(on  -­‐  tools  to  share  habits     —  Annotated  environments  and  Distributed  Interac3ve  Video   Arrays  for  Event  Capture  and  Enhanced  Situa3onal  and   Interac3ve  Awareness   —  Human  dynamics  and  emo(on  modeling  -­‐  affec(ve  and     cogni(ve  percep(on,  feedback  and  awareness  -­‐  modeling   social  interfacing  and  feedback  -­‐crea(ng  behavioral  iden((es  
  • 37. You are the performance -­‐ SpherAleas  device  –  mobile  device   with  sensors    that  create  sonorous   shapes   -­‐ The  Theater  of  the  Senses  -­‐  "Echo  of   the  Shadow,”  Audience  par(cipa(on   in  a  labyrinth  of  performances   -­‐  Hidden  Worlds  of  Noise  and  Voice   (voice  to  vision)  
  • 38. Projec(ng  yourself  into  the  game   —  Being  There     —  This  projector-­‐based  approach  provides  a  way  to  visualize   re-­‐crea(ons  of  real  and  imaginary  sites  that  are  both   visually  and  spa(ally  realis(c.     —   Users  have  a  strong  sense  of  immersion  and  natural   interac(on  as  they  walk  around  a  virtual  site.    
  • 39. Cameras   —  Computa(onal  Cinematography  and  Display:     —   -­‐  future  cameras  for  able  to  share  visual  content,  and   crea(ng  4-­‐D  and  6-­‐D  displays  for  richer  collec(on  and   presenta(on  of  informa(on.     —  Video  of  the  future  (video  manipula(on,  video  coding,   3D,  and  perceptual  studies),  computa(onal   cinematography,  human  and  facial  anima(on,  and   capture  technologies.   —   Addi(onal  strengths  include  wireless  networking  and   computa(onal  materials  
  • 40. Sensor  robots   —  Capturing  3D  models  of  environments,  outdoor  and   indoor,  and  capturing  ac(vity  that  is  happening  in   environments,  using  cameras  mounted  on  mobile  robots.   A  new  mode  of  deploying  computer  vision  is  now   appearing  as  autonomous  robots  
  • 41. Displays   —  Interac(ve  /  HolographicTV   —  No  border  screens   —  Roll  out  portable  OLED  screens  
  • 42. Morphable  movie  studios   —  This  technology  allows  one  physical  space  to   represent  a  variety  of  things.     —  Projects  involve  techniques  to  augment  and   programmatically  change  the  appearance  of   physical  objects.   —  The  physical  object  is  illuminated  with  a  data  (or   video  or  slide)  projector.     —  The  images  to  be  projected  are  computed  with  a   3-­‐D  graphics-­‐rendering  program.  This  allows  you   to  change  the  appearance  of  real  objects,  adding   special  effects  to  the  world  around  you.    
  • 43. Mobile  projec(on:  Electric  Poetry   A  web  interface  for  construc(ng  poems  to  be  broadcast  in   real-­‐(me  on  the  walls  of  London's  underground  sta(ons,  for   London  Transport's  Plalorm  for  Art     Similar  to  the  popular  f  ridge  game,  people  assemble  words   into  poems  which  then  appear  in  public  or  commercial  spaces   around  the  city    
  • 44. Storyteller   —  Storyteller:  Tools  and  technologies  developed  into   toolkits  for  children  to  empower  them  craX  their  own   compelling  stories  and  characters  to  foster  crea(vity   and  learning  goals.     —  Researchers  will  also  leverage  synthe(c  performer   technologies  to  create  compelling  robo(c  or  virtual   characters  that  serve  as  learning  companions  for   children  
  • 45.
  • 47. Interac(ve  storytelling  infancy   —  Interac(ve  Storytelling  technologies  in  terms  of  performance   and  scalability   —  To  make  the  next  genera(on  of  Interac(ve  Storytelling   technologies  more  accessible   —  To  develop  a  more  integrated  approach  to  interac(ve   storytelling  technologies   —  Methodologies  to  evaluate  interac(ve  storytelling  systems  as   well  as  the  media  experience  of  interac(ve  narra(ve  
  • 48. Going  forward   —  Performance  and  scalability   —  Adap(ng  to  new  IS  and  user  desires   —  Adap(ng  new  hybrids  of  converged  mix  media  and   technologies   —  Pumng  the  human  in  the  landscape.   —  There  are  roles  of  the  integra(on  of  IS  in  so  many   different  areas  –  think  beyond  gaming  and  film   Past  –  Present  -­‐  Future