"The Long Walk" From Linear Film to Interactive Narrative

Keshav Prasad, K. Briët, Obiageli Odimegwu, Olivia Connolly, Diego Gonzalez, A. Gordon
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引用次数: 2

Abstract

Advances in hardware and software for virtual reality and 360-degree video afford new opportunities for immersive digital storytelling, but also pose new challenges as players seek an increased sense of meaningful agency in fictional story-worlds. In this paper, we explore the interaction designs afforded by voice-controlled interactive narratives, where players speak their intended actions when prompted at choice points in branching storylines. We describe seven interaction design patterns that balance the player's need for meaningful agency with an author's goal to present an intended storyline. We argue that these structural designs are orthogonal to the content of a story, such that any particular story may be effectively restructured to use different patterns. By way of demonstration, we describe our efforts to remix and restructure a 360-degree film entitled "The Long Walk", transforming it from a largely linear narrative with minimal interactivity into a voice-controlled interactive narrative with meaningful player agency.
从线性电影到互动叙事的“漫漫长路”
虚拟现实和360度视频的硬件和软件的进步为沉浸式数字故事叙述提供了新的机会,但也带来了新的挑战,因为玩家在虚拟故事世界中寻求更有意义的代理感。在本文中,我们将探讨由语音控制的互动叙述所提供的交互设计,即当玩家在分支故事情节的选择点受到提示时说出他们的预期行动。我们描述了七种交互设计模式,它们平衡了玩家对有意义代理的需求和作者呈现预期故事情节的目标。我们认为这些结构设计与故事的内容是正交的,因此任何特定的故事都可以有效地重组为使用不同的模式。通过演示,我们描述了我们重新混合和重组名为“The Long Walk”的360度电影的努力,将其从具有最小交互性的大部分线性叙事转变为具有有意义的玩家代理的语音控制互动叙事。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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