Now showing items 1-6 of 6

    • Beckett in VR: Exploring Narrative Using Free-Viewpoint Video 

      Johnson, Nicholas; O'Dwyer, Neill; Smolic, Aljosa; Pagés, Rafael; Ondrej, Jan; Monaghan, David; Bates, Enda; Amplianitis, Konstantinos (2018)
      This poster describes a reinterpretation of Samuel Beckett’s theatrical text Playfor virtual reality (VR). It is an aesthetic reflection on practice that follows up an a technical project description submittedto ISMAR 2017 ...
    • Site-specific augmented reality gaming for cultural engagement: experience and reflection 

      Haahr, Mads; Wiil, Pernille Henriette; Buus, Henriette (Open University of Catalunya, 2019)
      In this position paper, we present the preliminary experiences of an ambitious collaboration between Haunted Planet Studios and Museet Mosede Fort Danmark 1914-18 (see first sidebar) to develop a sophisticated site-specific ...
    • Supporting Student Engagement through Explorable Visual Narratives 

      Conlan, Owen (2018)
      This paper introduces VisEN, a novel visual narrative framework that has been shown to facilitate, support, and enhance student engagement in an adaptive Online Learning Environment (OLE). VisEN provides explorable visual ...
    • Towards Procedural Generation of Narrative Puzzles for Adventure Games 

      Haahr, Mads; De Kegel, Barbara (Springer, 2019)
      Narrative puzzles involve exploration, logical thinking and progressing a story. This paper presents a narrative design innovation in the form of a system for the procedural generation of such puzzles for use in story-rich ...
    • Towards Procedural Generation of Narrative Puzzles for Open World Games 

      Haahr, Mads (Springer Verlag, 2023)
      Story Puzzle Heuristics for Interactive Narrative eXperiences (SPHINX) was developed as a system for generating narrative puzzles in adventure games. While SPHINX is capable of generating narrative puzzles for narrative ...
    • Who am I that Acts? The Use of Voice in Virtual Reality Narratives 

      Haahr, Mads; Barbara, Jonathan (Springer, 2021)
      Self-identification is a key factor for the immersion of the VR interactive narrative player. Diegetic non-protagonist narrators, touched-up heterodiegetic narrations with internal focalization, and casting the player in ...