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Full-Text Articles in Art and Design
Falproject, Mohsen Hazrati
Falproject, Mohsen Hazrati
Electronic Literature Organization Conference 2020
"A fāl or Bibliomancy is good or bad, the profit or the loss whose occurrence is predicted by hearing a word or a voice, seeing the movement or the expression, opening or reading a book, or observing a specific motif or image." Mohammad Vojdani
FAL Project is a VR-AR Prediction Machine based on an Old Iranian Bibliomancy tradition.
This project is about generating a virtual environment of a prediction using unlimited online data based on the Persian Mysticism and tradition into a VR artwork. As there are so many people who get matched results based on their niyats(Intent of prediction) …
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Electronic Literature Organization Conference 2020
Why Are We Like This? (WAWLT) is a playful, co-creative, AI-augmented, improvisational storytelling game in which one or more players explore and influence an ongoing simulation which they then glean for narrative material. It uses the recently developed simulation technology of story sifting (the recognition of microstories in a chronicle of simulation events), via the Felt library, to afford a new kind of playful, social, and creative writing experience. In this paper, we discuss our primary design goals: (1) using computation and interaction design to support casual player creativity, and (2) foregrounding character subjectivity as a driver for …
The Borders Between Linear Narrative And Interactive Forms, Eric S. Miller
The Borders Between Linear Narrative And Interactive Forms, Eric S. Miller
Electronic Literature Organization Conference 2020
This paper traces the boundaries between linear narrative forms and interactive forms. The paper starts with a glossary of relevant terms and then attempts to untangle issues that tie these forms together and separate them. It attempts to answer questions such as:
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Where are there major overlaps between these forms?
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What are the specific affordances of interactive forms?
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What are the specific affordances of linear forms?
The paper draws from multiple sources, such as Computers as Theatre by Brenda Laurel, Narrative as Virtual Reality by Marie-Laure Ryan and Half-Real by Jesper Juul. Agency is the core attribute of interaction, though …
Designing For Truth In Counterfactual Games, Mark Sample
Designing For Truth In Counterfactual Games, Mark Sample
Electronic Literature Organization Conference 2020
This paper brings together two distinct and seemingly irreconcilable threads: first, the place of interactive narratives and games within the broader context of documentary media; and second, the value of counterfactual narrative as a documentary form. I will weave these two threads using my own counterfactual documentary game as the guide. Currently under development in Twine, the game is rooted in archival research about the past yet is about a version of the past that didn’t happen. The game asks the following counterfactual question: what if gene editing technology like CRISPR had been invented in the 1920s and 1930s, the …
Getting Down In The Muds: A Ludological Perspective On Arguers, Michael A. Yong-Set
Getting Down In The Muds: A Ludological Perspective On Arguers, Michael A. Yong-Set
OSSA Conference Archive
Dan Cohen (2018) and Michael Gilbert (1997) have variously emphasized the need for argumentation theorists to pay attention to ‘arguers’ and not just ‘arguments.’ Following Yong-Set (2016), this paper will suggest that ‘games’ can be leveraged to enrich an understanding of the ‘person’ aspect of argumentation.
Ludology is the academic and critical study of games qua games, especially in terms of system design, player experience and the socio-cultural dynamics of gaming. By drawing upon and extending the lessons learned from ludologist Bartle’s (1996, 2012) analysis of the relation between player-types and games that successfully implement Multi-User-Dungeons (MUDs), I argue that …