Scope

Definitions

Information, in its most restricted technical sense, is a sequence of symbols that can be interpreted as a message. Information can be recorded as signs, or transmitted as signals. Information is any kind of event that affects the state of a dynamic system that can interpret the information.

Information is often composed in form of narratives/stories. Storytelling is the conveying of events in words, and images, often by improvisation or embellishment and is a means for sharing and interpreting experiences. A narrative (or story) is any account of connected events, presented to a reader or listener in a sequence of written or spoken words, or in a sequence of (moving) pictures.

Digital storytelling refers to a short form of digital media production that allows everyday people to share aspects of their life story. “Media” may include the digital equivalent of film techniques (full-motion video with sound), animation, stills, audio only, or any of the other forms of non-physical media (material that exists only as electronic files as opposed to actual paintings or photographs on paper, sounds stored on tape or disc, movies stored on film) which individuals can use to tell a story or present an idea.

The term “digital storytelling” can also cover a range of digital narratives (web-based stories, interactive stories, hypertexts, and narrative computer games); It is sometimes used to refer to film-making in general, and as of late, it has been used to describe advertising and promotion efforts by commercial and non-profit enterprises.

It is mainly used in education (pdf) in a broad sense, journalism, business, health and social services, entertainment and museums.

A podcast is a type of digital media consisting of an episodic series of audio radio, video, PDF, or ePub files subscribed to and downloaded through web syndication or streamed online to a computer or mobile device. The word is a neologism derived from “broadcast” and “pod” from the success of the iPod, as audio podcasts are often listened to on portable media players.

Interactive Storytelling [IS] is a form of digital entertainment in which users create or influence a dramatic storyline through actions, either by issuing commands to the story’s protagonist, or acting as a general director of events in the narrative. Interactive storytelling is a medium where the narrative, and its evolution, can be influenced in real-time by a user.[1]

Interactive Narrative Design combines ludology, narratology and game design to form interactive entertainment development methodologies.

Interactive Narrative Design focuses on creating meaningful participatory story experiences with interactive systems. The aim is to transport the player through play into the videogame (dataspace) using their visual and auditory senses. When interactive narrative design is successful, the VUP (viewer/user/player) believes that they are experiencing a story

Narrative is found in all forms of human creativity and art, including speech, writing, songs, film, television, video games, photography, theatre, and visual arts such as painting (with the modern art movements refusing the narrative in favour of the abstract and conceptual) that describes a sequence of events.

Narrative can be composed using several technologies and nowadays these technologies converge into Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) as the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies. Transmedia storytelling is the embodiment of the constructivist approach to learning, incorporating all the hallmarks of social play structures. Sensorimotor (touching, moving, shaking, etc.), pretend play (acting out roles), Constructive (building, designing) and Games with rules (cognition changes from me to we) work together to create unique learning opportunities.

References: Definitions and links (unless otherwise indicated as “site” or “pdf”) are copied and edited from English Language Wikipedia as of 1st September 2013. Titles could be further explored through indicated links.

Research

Design issues

Knowledge Visualization: Knowledge_visualisation.ppt

Mindmapping – VUE: in VUE directory

Case-studies

Diigo links: “narratives” + “case”

T@T lab case-studies:

  • Triantafilou, S., Pixton, J., Kallenbach, K., Kalas, I., Turcsanyi-Szabo, M., Pintelas, P., Nikolova, I. (1997). MATCh: a Multimedia Authoring environmenT for Children (an INCO-Copernicus European Community Program), in Proceedings of the Sixth European Logo Conference, pp. 80-84. John von Neumann Computer Society, Budapest, Hungary – also published at http://comlogo.web.elte.hu/team/match/
  • Turcsányi-Szabó, M., Attila Paksi, (2007). Logo practice: from “turtling” to interactivity, pp?? (ed.) Kalas, I., EuroLogo 2007 – 40 Years of Influence on Education, Proceedings of the 11th European Logo Conference, Comenius University Bratislava, Slovakia. Also http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.97.1490
    (see PP-Turcsanyi-Szabo.pdf)

Ivan Kalas, (2010) Recognizing the potential of ICT in early childhood education – Analytical survey, UNESCO Institute for Information Technologies in Education, 2010 IITE/INS/AS/2010/01

Dip Story editor

E.G.

KCKS’2010

Happy new year prezi

Taipei 101

Visit to Japan

Two days in London – Impressions:

ELTE Ensemble

First Snow

ELTE IK buildings

TATE Modern