{"id":191367,"date":"2017-05-06T03:26:23","date_gmt":"2017-05-06T07:26:23","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/the-future-is-in-interactive-storytelling-bloomington-pantagraph\/"},"modified":"2017-05-06T03:26:23","modified_gmt":"2017-05-06T07:26:23","slug":"the-future-is-in-interactive-storytelling-bloomington-pantagraph","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/rationalism\/the-future-is-in-interactive-storytelling-bloomington-pantagraph\/","title":{"rendered":"The future is in interactive storytelling &#8211; Bloomington Pantagraph"},"content":{"rendered":"<p><p>      What is out there for the player who wants to explore on his      or her own in rich universes like the ones created by Marvel?      Not much. Not yet. But the future of media is coming.    <\/p>\n<p>      As longtime experimenters and scholars in interactive      narrative who are now building a new academic      discipline we call computational media, we are working      to create new forms of interactive storytelling, strongly      shaped by the choices of the audience. People want to      explore, through play, themes like those in Marvels stories,      about creating family, valuing diversity and living      responsibly.    <\/p>\n<p>      These experiences will need compelling computer-generated      characters, not the husks that now speak to us from      smartphones and home assistants. And theyll need virtual      environments that are more than just simulated space       environments that feel alive, responsive and emotionally      meaningful.    <\/p>\n<p>      This next generation of media  which will be a foundation      for art, learning, self-expression and even health      maintenance  requires a deeply interdisciplinary approach.      Instead of engineer-built tools wielded by artists, we must      merge art and science, storytelling and software, to create      groundbreaking, technology-enabled experiences deeply      connected to human culture.    <\/p>\n<p>      In search of interactivity    <\/p>\n<p>      In contrast, programs like Tale-Spin      have       elaborate technical processes behind the scenes that      audiences never see. The audience sees only the effects, like      selfish characters telling lies. The result is the opposite      of the Eliza effect: Rather than simple processes that the      audience initially assumes are complex, we get complex      processes that the audience experiences as simple.    <\/p>\n<p>      Connecting technology with meaning    <\/p>\n<p>      No one discipline has all the answers for building      meaningfully interactive experiences about topics more subtle      than city planning  such as what we believe, whom we love      and how we live in the world. Engineering cant teach us how      to come up with a meaningful story, nor understand if it      connects with audiences. But the arts dont have methods for      developing the new technologies needed to create a rich      experience.    <\/p>\n<p>      Todays most prominent examples of interactive storytelling      tend to lean toward one approach or the other. Despite being      visually compelling, with powerful soundtracks, neither indie      titles like Firewatch nor      blockbusters such as Mass Effect: Andromeda      have many significant ways for a player to actually influence      their worlds.    <\/p>\n<p>      Both independently and together, weve been developing deeper      interactive storytelling experiences for nearly two decades.      Terminal Time, an      interactive documentary generator first shown in 1999, asks      the audience several questions about their views of      historical issues. Based on the responses (measured as the      volume of clapping for each choice), it       custom-creates a story of the last millennium that      matches, and increasingly exaggerates, those particular      ideas.    <\/p>\n<p>      For example, to an audience who supported anti-religious      rationalism, it might begin presenting distant events that      match their biases  such as the Catholic Churchs      17th-century execution of philosopher Giordano Bruno. But      later it might show more recent, less comfortable events       like the Chinese communist (rationalist) invasion and      occupation of (religious) Tibet in the 1950s.    <\/p>\n<p>            The results are thought-provoking, because the team      creating it  including one of us (Michael), documentarian      Steffi Domike and media artist Paul Vanouse  combined deep      technical knowledge with clear artistic goals and an      understanding of the ways events are selected, connected and      portrayed in ideologically biased documentaries.    <\/p>\n<p>      Faade, released in 2005      by Michael and fellow artist-technologist Andrew Stern,      represented a further extension: the first fully realized      interactive drama. A person playing the experience visits the      apartment of a couple whose marriage is on the verge of      collapse. A player can say whatever she wants to the      characters, move around the apartment freely, and even hug      and kiss either or both of the hosts. It provides an      opportunity to improvise along with the characters, and take      the conversation in many possible directions, ranging from      angry breakups to attempts at resolution.    <\/p>\n<p>      Faade also lets players interact creatively with the      experience as a whole, choosing, for example, to play by      asking questions a therapist might use  or by saying only      lines Darth Vader says in the Star Wars movies. Many people      have played as different characters and shared videos of the      results of their collaboration with the interactive      experience. Some of       these videos have been viewed millions of times.    <\/p>\n<p>      Bringing art and engineering together    <\/p>\n<p>      Today, we work with colleagues across campus to offer      undergrad degrees in games and playable media with arts and            engineering emphases, as well as graduate education for      developing games and       interactive experiences.    <\/p>\n<p>      We found that its players feel       much more responsibility for what happens than in      pre-scripted games. It can be disquieting. As       game reviewer Craig Pearson put it  after destroying the      romantic relationship of his perceived rival, then attempting      to peel away his remaining friendships, only to realize this      wasnt necessary  Next time Ill be looking at more upbeat      solutions, because the alternative, frankly, is hating      myself.    <\/p>\n<p>      Three other students, James Ryan, Ben Samuel and Adam      Summerville, created Bad News, which generates      a new small midwestern town for each player  including      developing the town, the businesses, the families in      residence, their interactions and even the inherited physical      traits of townspeople  and then kills one character. The      player must notify the dead characters next of kin. In this      experience, the player communicates      with a human actor trained in improvisation, exploring      possibilities beyond the capabilities of todays software      dialogue systems.    <\/p>\n<p>      Kate Compton, another student, created Tracery, a system      that makes storytelling frameworks       easy to create. Authors can fill in blanks in structure,      detail, plot development and character traits. Professionals      have used the system: Award-winning developer Dietrich      Squinkifer made the uncomfortable one-button conversation      game Interruption Junction.      Tracery has let newcomers get involved, too, as with the      Cheap Bots Done Quick!      platform. It is the system behind around 4,000 bots active on      Twitter, including ones relating the adventures of a lost      self-driving Tesla, parodying the headlines of      Boomersplaining thinkpieces, offering self-care      reminders and generating pastel landscapes.    <\/p>\n<p>      Many more projects are just beginning. For instance, were      starting to develop an artificial intelligence system that      can understand things usually only humans can  like the            meanings underlying a games rules and what a game feels      like when played. This will allow us to more easily explore      what the audience will think and feel in new interactive      experiences.    <\/p>\n<p>      Theres much more to do, as we and others work to invent the      next generation of computational media. But as in a Marvel      movie, wed bet on those who are facing the challenges,      rather than the skeptics who assume the challenges cant be      overcome.    <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.pantagraph.com\/opinion\/columnists\/the-future-is-in-interactive-storytelling\/article_ff7fd530-2183-5c2d-a025-2ae69ecedee0.html\" title=\"The future is in interactive storytelling - Bloomington Pantagraph\">The future is in interactive storytelling - Bloomington Pantagraph<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> What is out there for the player who wants to explore on his or her own in rich universes like the ones created by Marvel?  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/rationalism\/the-future-is-in-interactive-storytelling-bloomington-pantagraph\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187714],"tags":[],"class_list":["post-191367","post","type-post","status-publish","format-standard","hentry","category-rationalism"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191367"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=191367"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191367\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=191367"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=191367"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=191367"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}