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Props: 3D-game-like mediator for improvisational storytelling q Paula Alavesa, Timo Ojala , Daniele Zanni Urban Computing and Cultures Group, Department of Computer Science and Engineering, P.O. Box 4500, FI-90014 University of Oulu, Finland article info Article history: Received 16 April 2014 Revised 3 September 2014 Accepted 10 October 2014 Available online 30 October 2014 Keywords: Storytelling Storytelling support system Improvisational theatre Fictional narrative abstract This paper introduces Props, a 3D-game-like system for mediating collaborative and improvisational sto- rytelling. Props combines a virtual 3D stage and the surrounding physical world into a hybrid space for storytelling. Prop master sets the stage for a story that is narrated by a narrator by speaking or acting. The iterative and collaborative process of staging, narrating and acting goes on until the players agree that the story has been told. We evaluated Props by hosting several storytelling events where Props was played by audiences from different age groups. As the theoretical framework in the analysis of the storytelling events we use an extension of the Church–Murray aesthetics of virtual environments. The data shows that the interaction from props and prop masters to narrators dominates storytelling, and that the par- ticipants generally enjoyed playing Props. Ó 2014 Elsevier B.V. All rights reserved. 1. Introduction Storytelling is a way of conveying a message with speech, sounds, movement or imagery. It is an inherent form of communi- cation and entertainment, an ancient tradition. A story box is an age-old concept of an item that contains a collection of images and features to remind people of a story and to give them visual focus when the story is told. Related traditions are present in many cultures such as kamishibai in Japan and kavat in India [1,2]. Mod- ern environments especially designed for storytelling are diverse. Restricted areas like story rooms, mats and boxes combining digi- tal material and physical objects have been created to complement and enhance especially children’s storytelling [3,4]. In digital inter- active storytelling computers, projectors and screens are used to create immersive environments to present stories that may be branching but are nevertheless predetermined [5,6]. A particular form of storytelling is improvisational theatre where actors and audiences create a story from cues originating from their reciprocal interaction. Improvisational theatre is an inherently creative and playful way of telling a story. While there are already many games to aid improvisational storytelling, not that many of them make use of digital media or game technology [5,7–9]. In this paper we present Props, a 3D-game-like system for mediating collaborative and improvisational storytelling. As a platform for storytelling, Props first creates a virtual 3D scene depicting a performance stage that is modelled in detail after a real-world performance stage at downtown Oulu, Finland. The vir- tual stage is presented to the audience in a suitable manner, for example on a laptop’s screen, as a large-scale projection or in a computer assisted virtual environment (CAVE). Together with the surrounding real world, the virtual stage establishes a hybrid space for collaborative storytelling. A prop master sets the stage for a story with a computer, by selecting from an inventory of virtual 3D assets a background, a scene and various objects and effects, i.e. virtual props placed on the virtual stage. The props serve as cues to a narrator who narrates the story by speaking or acting. The iterative and collaborative process of staging, narrating and acting goes on until the players agree that the story has been told. In its simplest form Props can be played by two people, a prop master and a narrator, with a laptop. However, we have targeted Props to larger audiences so that the virtual 3D stage is projected onto a large flat surface or on the multiple walls of a CAVE, and the members of the audience dynamically take different roles dur- ing storytelling. To explore the narrative potential of Props, we conducted three field trials involving eight separate storytelling events where Props was played by audiences from different age groups. As a theoretical framework in the analysis of the storytell- ing events we employ an extended model of the Church-Murray aesthetics of virtual environments (VEs) [10], adding enjoyment as a fifth dimension to the original four dimensions of agency, nar- rative potential, transformation, and presence and co-presence. http://dx.doi.org/10.1016/j.entcom.2014.10.003 1875-9521/Ó 2014 Elsevier B.V. All rights reserved. q This paper has been recommended for acceptance by Christos Gatzidis, Ph.D. Corresponding author at: University of Oulu, Department of Computer Science and Engineering, P.O. Box 4500, FI-90014 University of Oulu, Finland. Tel.: +358 40 5676646; fax: +358 8 5532612. E-mail addresses: [email protected].fi (P. Alavesa), [email protected].fi (T. Ojala), [email protected].fi (D. Zanni). Entertainment Computing 5 (2014) 381–390 Contents lists available at ScienceDirect Entertainment Computing journal homepage: ees.elsevier.com/entcom

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Page 1: Props: 3D-game-like mediator for improvisational storytellingubicomp.oulu.fi/files/ec14.pdf · Introduction Storytelling is a way of conveying a message with speech, sounds, ... There

Entertainment Computing 5 (2014) 381–390

Contents lists available at ScienceDirect

Entertainment Computing

journal homepage: ees .e lsevier .com/entcom

Props: 3D-game-like mediator for improvisational storytelling q

http://dx.doi.org/10.1016/j.entcom.2014.10.0031875-9521/� 2014 Elsevier B.V. All rights reserved.

q This paper has been recommended for acceptance by Christos Gatzidis, Ph.D.⇑ Corresponding author at: University of Oulu, Department of Computer Science

and Engineering, P.O. Box 4500, FI-90014 University of Oulu, Finland. Tel.: +358 405676646; fax: +358 8 5532612.

E-mail addresses: [email protected] (P. Alavesa), [email protected] (T.Ojala), [email protected] (D. Zanni).

Paula Alavesa, Timo Ojala ⇑, Daniele ZanniUrban Computing and Cultures Group, Department of Computer Science and Engineering, P.O. Box 4500, FI-90014 University of Oulu, Finland

a r t i c l e i n f o a b s t r a c t

Article history:Received 16 April 2014Revised 3 September 2014Accepted 10 October 2014Available online 30 October 2014

Keywords:StorytellingStorytelling support systemImprovisational theatreFictional narrative

This paper introduces Props, a 3D-game-like system for mediating collaborative and improvisational sto-rytelling. Props combines a virtual 3D stage and the surrounding physical world into a hybrid space forstorytelling. Prop master sets the stage for a story that is narrated by a narrator by speaking or acting. Theiterative and collaborative process of staging, narrating and acting goes on until the players agree that thestory has been told. We evaluated Props by hosting several storytelling events where Props was played byaudiences from different age groups. As the theoretical framework in the analysis of the storytellingevents we use an extension of the Church–Murray aesthetics of virtual environments. The data showsthat the interaction from props and prop masters to narrators dominates storytelling, and that the par-ticipants generally enjoyed playing Props.

� 2014 Elsevier B.V. All rights reserved.

1. Introduction

Storytelling is a way of conveying a message with speech,sounds, movement or imagery. It is an inherent form of communi-cation and entertainment, an ancient tradition. A story box is anage-old concept of an item that contains a collection of imagesand features to remind people of a story and to give them visualfocus when the story is told. Related traditions are present in manycultures such as kamishibai in Japan and kavat in India [1,2]. Mod-ern environments especially designed for storytelling are diverse.Restricted areas like story rooms, mats and boxes combining digi-tal material and physical objects have been created to complementand enhance especially children’s storytelling [3,4]. In digital inter-active storytelling computers, projectors and screens are used tocreate immersive environments to present stories that may bebranching but are nevertheless predetermined [5,6]. A particularform of storytelling is improvisational theatre where actors andaudiences create a story from cues originating from their reciprocalinteraction. Improvisational theatre is an inherently creative andplayful way of telling a story. While there are already many gamesto aid improvisational storytelling, not that many of them makeuse of digital media or game technology [5,7–9].

In this paper we present Props, a 3D-game-like system formediating collaborative and improvisational storytelling. As aplatform for storytelling, Props first creates a virtual 3D scenedepicting a performance stage that is modelled in detail after areal-world performance stage at downtown Oulu, Finland. The vir-tual stage is presented to the audience in a suitable manner, forexample on a laptop’s screen, as a large-scale projection or in acomputer assisted virtual environment (CAVE). Together with thesurrounding real world, the virtual stage establishes a hybrid spacefor collaborative storytelling. A prop master sets the stage for astory with a computer, by selecting from an inventory of virtual3D assets a background, a scene and various objects and effects,i.e. virtual props placed on the virtual stage. The props serve ascues to a narrator who narrates the story by speaking or acting.The iterative and collaborative process of staging, narrating andacting goes on until the players agree that the story has been told.In its simplest form Props can be played by two people, a propmaster and a narrator, with a laptop. However, we have targetedProps to larger audiences so that the virtual 3D stage is projectedonto a large flat surface or on the multiple walls of a CAVE, andthe members of the audience dynamically take different roles dur-ing storytelling. To explore the narrative potential of Props, weconducted three field trials involving eight separate storytellingevents where Props was played by audiences from different agegroups. As a theoretical framework in the analysis of the storytell-ing events we employ an extended model of the Church-Murrayaesthetics of virtual environments (VEs) [10], adding enjoymentas a fifth dimension to the original four dimensions of agency, nar-rative potential, transformation, and presence and co-presence.

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The remainder of the paper is structured as follows. We firstreview related work on digital interactive storytelling systems inSection 2. The design and technical implementation of Props anda pilot study conducted with children are presented in Section 3.The theoretical framework of the study is introduced in Section 4with illustrative observations from the pilot study. Section 5 out-lines research methods, the field trials and the materials collectedfrom the storytelling events. Section 6 presents the analysis andresults, first for each field trial and then for selected dimensionsof the theoretical framework. Section 7 discusses our findingsand Section 8 concludes the paper.

2. Related work

Storytelling aids in creative processes, coincides with children’sliteracy development, cements social bonds and provides insightson silent knowledge in social situations on small scale or in bigorganizations [3,11–14]. Storytelling systems for fictional storytell-ing are mainly targeted at children; hence much of the research onthem has been conducted in collaboration with child audiences[3,4,15]. There is an inherent agreement that storytelling is also apart of adults’ communication, though. Collaborative fictional sto-rytelling is used with adolescent and adults to create social inter-ventions [11–13] and in play and narrative therapy. Yet there islittle research on expanding storytelling systems to audiences out-side child demographic [16].

As stories are evolving into digital and visual form, so are thesites where they are told changing. Digital interactive storytelling(DIS) systems are designed to support static story content althoughthey have slight differences in how much the participants canaffect the authoring process [17,18]. DIS systems are not to be con-fused with storytelling support systems that are designed to com-plement freeform storytelling. They often rely on either staticimages that can be very suggestive [13] or at the opposite end ofspectrum are too generic to inspire [19]. When storytelling supportsystems are designed for inspired improvised storytelling and act-ing, some amount of suggestion must come from the game content.Then again, the content should not be too static to prevent the sto-rytellers from having freedom with the storyline or force them toignore the suggestions of the storytelling system and other partic-ipants. Traditionally, immersive environments for digital storytell-ing have been demanding to set up, and they are constrained todisplaying a specific setting with a specific branching interactivestoryline. Freeform portable storytelling support environmentssuch as Narratarium recognizes words in stories and projectsaccordingly light and colours to the storytelling site. Even moreportable is Pico Tales that combines pico projectors and mobilephones into a storytelling system that has been deployed in ruralIndia [6,18–19,20].

Stages, real or virtual, are locations where one expects to see adisplay. When a 3D virtual model of a city is combined with a sto-rytelling system, a stage that has a representation in both realitiesseems like an obvious choice. Many storytelling systems, interac-tive digital dramas, augmented reality displays or performancesthat mix virtual and real life performances are in fact located onstages [21,22]. Augmented reality and mixed reality games aresub-genres of pervasive games. Pervasive games are expandedout of their usual context either spatially, temporally or socially.Expansion is the defining term for pervasive games and many per-vasive games are in fact expanded versions of traditional arcade orboard games expanded spatially to be city wide [23–25]. Props wasinitially designed as a pervasive storytelling game with the expan-sion of storytelling event in mind. Improvisation in music hasalready been expanded spatially to enable remote collaborationin improvised performance [26]. Similarly, interactive theatre has

been expanded to have actors at different locations act and playtogether in a virtual environment [27]. Props is presented in thispaper in the form of a mixed reality experience that has more incommon with storytelling support systems and sandbox gamesdue to the freedom the participants have in creating their own nar-ratives [28].

3. Props

3.1. Design

Stories are elemental in most games, but most games are notjust about telling a story like Props. The initial motivation for Propswas to create a pervasive storytelling game for an upcoming 3Dvirtual model of the City of Oulu in northern Finland. The basic ideaof the game is to mediate collaborative fictional storytelling and toexpand the storytelling event into hybrid environments. AlthoughProps stage spans two realities, the virtual stage in the 3D virtualmodel of the city and the real stage, the actual physical stage usedin the game play does not have to be tied to any specific location.The real-world stage houses the players who can adopt differentroles during the game play. Narrators tell the story, prop mastersset the stage and audience enjoys the play.

There is no obvious competition in Props, unless one accountsthe dynamics between the prop master and the narrator as somesort of battle of minds. There is no declared winner or winners atthe end, but everyone gets the same reward, the story that theyhave created in collaboration. Some forms of games are similar inthis regard, sandbox games or simulations like Sims or MicrosoftFlight Simulator and performance games like Guitar Hero or Sing-Star. The lack of competition and too much stress can support cre-ativity [29].

One could argue that having paper cut-outs as props could givethe participants the same experience with less effort. When thevirtual 3D scene is visualized on a screen, the output is always aflat surface. However, repositioning multiple props on the stagebrings out depth perspective which is further enhanced by ani-mated objects and effects, creating the illusion of extension ofspace into the stage. Monocular cues to depth perception, i.e. thosethat can be perceived with just one eye or from a flat surface, aremore dominating in creating the illusion of depth than binocular[30].

3.2. Technical implementation

Props is implemented as a 3D scene atop the realXtend opensource game engine for building collaborative 3D virtualworlds [31]. The 3D scene is modelled after a real-world perfor-mance stage located at downtown Oulu, Finland, and its surround-ings (Fig. 1). The 3D scene is viewed with dedicated viewersoftware called Meshmoon Rocket that is available for Windowsand Mac OS [32]. The 3D scene can be hosted either locally on aPC or in the public Internet on a Meshmoon server [33] which isa commercial instantiation of the realXtend server. If so, then alsoremote participants can connect via the Internet to the Props sceneto view and potentially modify the configuration of the scene. A PCequipped with the Meshmoon Rocket software is needed touse the Props. The 3D scene is visualized in a suitable manner,on the PC’s display, on a separate screen, as a projection, or in aCAVE.

The user interface of Props includes a menu for selecting back-grounds, scenes, objects and effects from the 3D asset inventory,i.e. props that are placed on the 3D stage (Fig. 1). The prop mastercan move, add and delete props with keyboard commands, eitherindividually or in groups. The menu also includes a random button

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Fig. 1. A screenshot of Props, where several objects are placed on the virtual stage. Main menu of the game can be seen on the right.

P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390 383

that places a background, a scene and one random item to thestage, to instantly nudge the story into a new direction and toinspire improvisation. The asset inventory can be modified offlineso that newly created assets are loaded into Props upon the nextlaunch. The asset inventory has been expanded during the studybased on the feedback from the participants in the storytellingevents who have requested new objects and effects. The currentProps inventory (Fig. 2) has three backgrounds, nine scenes and38 prop items. Most of the props are animated. The three alternatebackgrounds depict sky at night, dusk and day. The scenes includesettings like space, forest and room, to name a few. A static proplike a car becomes animated if it is selected and moved from oneside of the stage to the other. The selection of props also includesweather effects like snowflakes falling from the sky which is anexample of a particle effect with no tangible mesh. To enable

Fig. 2. Examples of Props asset inventory: (a) background depicting sky at dusk; (b) winteand hearts are particle effects.

moving around and removing all props added to the stage, theyare also represented as selectable icons (Fig. 2(d)).

3.3. Pilot study with children

We illustrate how Props mediates storytelling with a pilot studyconducted with children [34]. It was arranged in a 15-min timeslotat the very end of children’s storytelling hour during the 2013 OuluImprovisational Theatre Festival. The event was arranged in collab-oration with the Unique Unicorn performance group that conductsimprovisational theatre targeted at both children and adults. Sevenmembers of the group were present and four of them took activelypart in the event, three acting in front of the screen on which theProps 3D scene was projected and one as a narrator at the side witha clear view to the stage (Fig. 3(a)). The audience included four

r scene combined with night sky; (c) cow and UFO are individual props; (d) snowfall

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Fig. 3. Pilot study: (a) narrator and actor; (b) children playing as prop masters and following in audience; (c) outline of the stage setting.

384 P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390

adults and five children of which two got to play the game as propmasters (Fig. 3(b)). Material gathered included field notes andquestionnaires returned by three members of the performancegroup.

Insight into the narrative potential of Props is provided by thefollowing transcript of the storytelling event:

‘‘Children were very fond of easy options and the ‘‘Random’’button hence the starting scene was a sunny beach and a cow.One of the performers became a mermaid who was whisked awayto a city scene by the ‘‘Random’’ button, swiftly named as ‘‘timevortex’’ by the narrator. The skin of the mermaid began to dryand crackle. She hoped for a change in the weather. Prop masterheard her wishes and was able to conjure snow fall from the propselection. Snowflakes melted into drops of water on the lower armof the mermaid who was caught in a time vortex and travelledthrough a forest into a room scene. The prop master was changedwithout much disturbance to the storytelling. In the room therewas a snowman. . . (this amused the children in the audience great-ly). . . and an elephant. It was noticeable from the children in theaudience that they were exhilarated of the fact that they reactedto the elephant before the performers and the storyteller noticedit. Mermaid got whisked away back to the beach where other per-formers were already waiting her, acting as concerned parents,welcoming their daughter home with open arms. Our tiny propmaster had just gotten the hang of it and whisked the end sceneinto the room. Narrator acknowledged this by noting: ‘‘They livedhappily ever after in the snowman’s pad’’’’.

The performers were in favour of mixing Props type technologyand game into a storytelling event, but were not willing to do soduring every story hour. Two out of three performers returningthe questionnaire agreed that Props had a positive effect on thestory hour: ‘‘It was great fun to improvise in front of a changing scene,but the best part was the enthusiasm of the children as they got toaffect how the story went’’. The performers’ acceptance of Props instorytelling has since been confirmed by our continued collabora-tion with the Unique Unicorn group.

4. Theory

As the theoretical framework in our study we extend theChurch-Murray aesthetics (dubbed ‘model’ from now on) of VirtualEnvironments (VE) proposed by Fencott [10] as a combination ofMurray’s aesthetics of interactive digital media [35] and Church’sabstract formal design tools for computer games [36]. The originalmodel spans the four dimensions of agency, narrative potential,transformation, and presence and co-presence, which are briefly

introduced below with illustrative observations from the pilotstudy.

Although the original model was introduced in the context ofanalysing a computer role playing game and applied to interactivedigital storytelling (DIS) [37], we find it suitable for analysingProps, a hybrid storytelling environment incorporating virtualand physical realms. The two main differences between storytell-ing systems like Props and conventional DIS are (1) the level ofindependence the participants have in authoring the stories, and(2) the relative proportions of real life and VE in constructing thehybrid space where storytelling is set. The shared characteristicsof agency, narrative potential, transformation, and presence andco-presence, can equally be found in PC games, in DIS and in col-laborative storytelling mediated by Props.

Agency refers to the sense of feeling in control that is composedof intention (the formulation of goals and plans of actions) and per-ceivable consequence (perceiving the environment to change as aresult of intentions put into practice). In the pilot study with thechildren the narrator and the prop masters were obviously playersin the game, but many of the story’s characters such as the mer-maid, the elephant and the concerned parents were portrayed bythe actors on the stage. The agency of the children manifestednot only in their ability to change the stage (where they preferredeasy choices such as the random button), but also in their capabil-ity to affect the narrator and the behaviour of the actors by reactingto changes in the scene.

Narrative potential corresponds to the accumulation of mean-ingful experience as a direct result of agency. Narrative potentialallows users to construct their own suitable narratives, thus arisingfrom agency but not being determined by it. Some simplify narra-tive potential as the resulting narrative. In this paper we refer tonarrative potential but evaluate it from the stories recorded duringProps game play. In the pilot study the 15-min story had a begin-ning, clear structure in between and a likely end, demonstratingmeaningful narrative.

Transformation refers to the capability of the environment togive players new temporary skills, powers and forms. In a com-puter game this could be the ability to become a hero or a villainin a story, for example. The pilot study illustrates how acting andbecoming a character, e.g. being inspired to become a mermaidbecause the story is set on a beach scene, is a display of transfor-mation. A storytelling system differs from a computer game in thatthe transformation relies more on the imagination of the partici-pants than it does on the narrative. Furthermore, the narrativecan change as a direct result of transformation.

Presence and co-presence correspond to the participants’ sensa-tion of not only being in the hybrid environment but also being

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Fig. 4. A diagram of characteristics of VEs by Church–Murray aesthetics of VEs andtheir relation to each other with an added dimension of enjoyment.

P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390 385

present there with others. In the pilot study this manifested as theperformers’ well-rehearsed way of observing and reacting to eachother’s cues and the props. Furthermore, the children jointlyreacted to changes in the scene e.g. the appearance of the elephant,where after the narrator glanced at the screen and declared: ‘‘. . .

and an elephant.’’Finally, inspired by Fencott’s allusion that his model is not nec-

essarily definitive and factors depending on what applicationdomain it is applied on can be quite different, we extend the origi-nal model by adding enjoyment as a fifth dimension. The main pur-pose of this is to use enjoyment together with narrative to assessthe success of Props in mediating storytelling. Adding enjoymentas a separate entity also connects narrative potential and the otherthree dimensions of VEs (Fig. 4). During the pilot study childrenchuckled and laughed as a direct consequence of displays of theiragency and presence and co-presence.

5. Methods and materials

5.1. Research methods

Methodologically, our explorative and investigative study didnot depart with any particular strictly defined hypothesis to be(dis)proven. Instead, we evaluated Props by conducting three fieldtrials involving seven storytelling events with different audiencesin real world settings and collected rich field data including obser-vations, interviews, questionnaires, photos and video recordings.From the resulting largely qualitative data we seek to identifythe distinct features of Props that make contributions on the fivedimensions of the theoretical framework, particularly in terms ofagency, narrative potential and enjoyment.

Fig. 5. Field trial 1: adolescent playing Props wit

In terms of agency, our main goal was to understand howProps mediates storytelling and if it was in fact used in a waythat affected the stories. We explored agency by observing thesignificant poses and the changes in the direction of interactionbetween the roles that the players took during storytelling.

The narrative potential of Props is assessed by analysing thecontent of the told stories. One of the simplest forms of contentanalysis of narrative is explicit analysis, where words or phrasesand their frequencies are picked from text [38]. Content or wordclouds are more commonly used to visualize data in qualitativeresearch. Although they are most suitable exploratory tools for rec-ognizing trends from big data sets [39], word clouds can also givesome insights into small data sets such as our stories, especiallywhen they complement knowledge gained by other means [40].The use of factual stories is already established in sociology andanthropology. Fictional stories can been used to validate deduc-tions made of interaction, particularly when a story is constructedin collaboration [14,41].

The level of perceived enjoyment of the participants can beassessed from involvement, presence and emotional cues like col-lective laughter. Both objective and subjective measurements canbe combined to assess the enjoyment of an event, acknowledgingthat their results may differ [42].

5.2. Field trials

In the following we briefly report the setup, participants andresearch material of the three field trials. Reflecting the explorativecharacter of our study, the trials evolved with respect to theirsetup, execution and collection of research data. Also, Props assetinventory was expanded between field trials based on the feedbackfrom the participants.

5.2.1. Field trial 1: adolescents in conference room with projectordisplay

Field trial 1 was arranged during the Science Day of the Univer-sity of Oulu where research conducted at the university is annuallyshowcased to visiting upper elementary and highschool studentsin the form of demonstrations and presentations. Props was setup in a conference room with a projector display (Fig. 5). Three50-min storytelling events with groups of adolescents of 14–16 years in age were hosted. However, one of the events was socrowded that video recording failed; therefore it is excluded fromthe video analysis. The remaining two events had 20 participantsin total. Both events started with a brief introduction of the Propsand warm up play before the actual game play.

h a projection display in a conference room.

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386 P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390

Emphasis was on improvisational play and acting, and guidanceto the art of improvisation was provided by one member of theUnique Unicorn group. The large number of participants allowedthem to play all three roles: narrators, actors and prop masters.Roles were changed between stories, so that everyone got a chanceto try out all three roles. Research data was collected in the form ofvideo recordings, questionnaires and story transcripts.

5.2.2. Field trial 2: adolescents in CAVEField trial 2 was otherwise similar to field trial 1, but this time

Props was set up in a CAVE (Fig. 6). Three 50-min storytellingevents were conducted under the guidance of two members ofthe Unique Unicorn group. Again, research data was collected inthe form of video recordings, questionnaires and story transcripts.However, video recording failed in one too crowded event, thusvideo analysis includes the 17 participants of the other two events.

5.2.3. Field trial 3: adults in CAVEField trial 3 was also set up in a CAVE (Fig. 7). Two storytelling

events were held under the guidance of a member of the UniqueUnicorn group. The first event had four adults and the secondevent three adults as participants. Attending four men and threewomen were at an average age of 36 years. They sat on pillows ina story circle throughout the 50-min event that also included abrief introduction of Props and a warm up improvisational playincluding posing and acting. One participant played the propmaster and the remaining participants narrated the stories in

Fig. 6. Field trial 2: adolescen

Fig. 7. Field trial 3: adults

turns. The main form of narrative was spoken. Research datawas gathered in the form of video recordings, questionnairesand story transcripts.

5.3. Materials

Table 1 summarizes the setup and materials of the three fieldtrials. While the storytelling events had different target audiencesand slightly differing settings, their overarching dimension wasthat storytelling was mediated by Props under the guidance of sea-soned performers, i.e. the members of the Unique Unicorn groupwho have established a routine in conducting improvisation work-shops. To add accuracy and transparency to the descriptions andupcoming interpretations of the settings, the notable differencesbetween the three field trials are reported in Table 2.

6. Analysis and results

We first briefly analyse the field trials, highlighting selectedfindings relevant to the theoretical model. Then we look at threeselected dimensions of the model, i.e. agency, narrative potentialand enjoyment, in the light of data from multiple field trials.

6.1. Field trials 1 and 2: adolescent in conference room and CAVE

Although spoken narrative was not abundant in the storytellingevents with adolescents, some of the scenes played were witty. For

t playing Props in CAVE.

playing Props in CAVE.

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Table 1Summary of the field trials.

Field trial

1 2 3

Target audience Adolescent Adolescent AdultsSet up Conference room + projector CAVE CAVENumber of events 3 3 2Duration of event (minutes) 50 50 50Participants 1 Performer 2 Performers 1 Performer

20 Adolescent* 17 Adolescent* 7 AdultsResearch material Video, questionnaire, story transcripts Video, questionnaire, story transcripts Video, questionnaire, story transcriptsMain narrators Participants Participants ParticipantsMain form of narrative Acting Acting Spoken

* Field trials 1 and 2 had 88 participants in total thus questionnaire data for adolescent includes 88 respondents. However, in video analysis we have only 20 and 17participants, respectively, from the events that were not too crowded for video recording to succeed.

Table 2Some notable differences between the field trials.

Field trial 1:adolescents ina room

Field trial 2:adolescentsin CAVE

Field trial3: adults inCAVE

Music during warm up Yes No NoGuide frequently used the

word Storytelling todescribe what was done

No Yes Yes

Guide had a commandingrole during the event

Yes No Yes

Guide repeatedly encouragedthe participants to takebigger poses

Yes No No

Role of spoken narrative wassignificant

No Yes Yes

Long pauses between scenes Yes No NoParticipants seemed

preoccupied with otherthings

No Yes No

Table 3The frequencies of particular poses and positions in field trials 1 and 2.

Location Stretching Crouchingor sitting

Lyingdown

Participants Pose/participant

Conferenceroom

8 33 3 182 0.24

CAVE 28 18 3 108 0.45

P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390 387

example, a boy was instructed to take a pose in front of a scenedepicting a beach. He posed as if he was about to dive. The scenechanged into a meadow and the guide asked the boy if he wasplanning to dive into the grass. He replied ‘‘I’m not diving. I’m therainbow’’, in response to the rainbow prop that had just appearedon the virtual stage. The adolescents’ acting was imaginative.When an apple tree burned down in a story, one of the participat-ing boys laid down on the floor to act a pile of ashes. Props enticedtheir transformation from plain humans to trees, bunnies, weatherphenomenon, gravestones and whatever items were suggested bythe stories.

Especially in the CAVE the adolescents used the whole physicalspace available. Without exception, their stories began with adescription of what was on the Props stage at that moment. Whenthe initial setting was comprised of a day sky, a city scene and amoon the story began: ‘‘Once upon a time there was a silent city.What was weird was that in the middle of a day the moon wasshining’’.

As one comparative metric for agency between the two settings,we analysed from the video recordings how the adolescents posi-tioned themselves in the space against the backdrop of the virtualstage (Table 3). Crouching, sitting, lying down or stretching one’shands above shoulder level were considered the ‘‘big poses’’ thatwere coded. Only the leading poses were taken into account, i.e.any follow-up poses taken to mimic the leading pose wereexcluded. The number of participants corresponds to the totalnumber of people that were at the stage area during warm up playbefore each storytelling event. We see that on average adolescentstook almost twice as many big poses in the CAVE than in the con-ference room.

6.2. Presence and co-presence during field trial 3: adults in CAVE

The guide performer took the responsibility of starting eachstory in the adults’ storytelling and the ends were announced witha common agreement. The main form of narrative was spoken asparticipants sat on pillows during the event. The first story wastold from the perspective of a bunny, the prop that got everybody’sattention when it first appeared on the virtual stage. The secondstory was a first person tale of a holiday trip to Egypt and themoon. A quote from the conversation after the second story: ‘‘Therewere nice moments of insight there. Like all of a sudden there was arocket available in the Bazaar and we were on a trip to the moon’’,‘‘You can find anything in the bazaar!’’, ‘‘But the story worked andwe accepted everything into it no matter how weird’’.

The adults’ sense of presence of the story and storytelling envi-ronment and the co-presence of other participants was assessedwith a number of statements in the questionnaires. From theirresponses in Table 4 we can see that most of them felt like theywere a part of a story or a play and that they did acknowledge eachother’s presence.

6.3. Agency during all three field trials

As one manifestation of agency, we counted from the videorecordings of the field trials how often the story being told wasaffected by the interaction between particular roles and the Propsstage. Table 5 shows the observed occurrences for most frequentinteractions. We see that the Prop master ? Narrator interactionhad most influence on storytelling. The potential of Prop mas-ter ? Props stage was constrained by the limited selection of Propsinventory. The stories contained many items that were not avail-able in the Props inventory, e.g. hind-leg and grid iron.

At first glance this simple analysis may seem like stating theobvious. However, it emphasizes that there can be multiple sepa-rate channels of influence for the participants during improvisedstorytelling with Props. These channels also reflect the possibilities

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Table 4The adults’ responses to statements on presence and co-presence on 7-point Likert-scale (1 = completely disagree . . . 7 = completely agree).

Statement Participant ID

1 2 3 4 5 6 7

Presence I was part of a story or a play 7 7 3 7 6 6 6When the event ended I felt like I returned to reality 7 6 1 6 5 2 4When I saw the stage I felt like I stepped into a scene 7 3 2 5 5 2 5At times I thought I heard sounds from the game 7 3 2 3 4 1 3

Co-presence I was an outsider during the event 3 3 2 1 2 1 3Other participants affected my behaviour 5 6 7 3 6 7 4I was aware of the presence of others during the event 6 3 7 6 5 7 6

Table 5Observed occurrences of interactions that affected storyline.

Field trial 1: adolescent + Conference room Field trial 2: adolescent + CAVE Field trial 3: adults + CAVE

Net duration of storytelling 1 min 10 s 10 min 50 s 20 minNarrator ? Props stage 0 5 8Prop master ? Props stage ? Narrator 9 18 17Prop master ? Props stage 3 6 9

Table 6The number of times different roles were taken.

Role Field trials 1 & 2: adolescents Field trial 3: adults

Yes No Yes No

Prop master 68 9 6 1Actor 77 0 6 1Narrator 36 37 7 0

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to expand the storytelling event from having everyone situated inthe same space to remote virtual participation that has beenplanned for Props in the future.

As another manifestation of agency, Table 6 shows the frequen-cies of different roles that the participants reported to have taken inthe questionnaires. The adolescent were less eager to play as narra-tors, possibly due to the social pressure of a public performance.

6.4. Narrative potential during all three field trials

To explore the narrative potential of Props, we transcribed andtranslated each story into English. Most stories came from field tri-als 2 and 3 held in CAVE, where spoken narrative was prevalent.Although word clouds are only a crude representation of such short

Fig. 8. Word cloud of selected stories, the adults’ stor

stories and tell nothing of the actual story line, they do reveal theoccurrences of Props items that are encircled in Fig. 8. Only nounswere taken into account and words with at least two occurrencesper story were included in the word clouds. Separate stories areshown as their own clouds.

The stories had some observable differences that enlighten thenarrative potential on those trials. There were more structured sto-ries told in trials 2 and 3 in CAVE. Spoken narrative was more pre-valent during those trials as well (Table 2).

6.5. Enjoyment during all three field trials

The participants’ perceived enjoyment of the storytelling eventswas assessed from the questionnaire data. Table 7 shows the distri-bution of the adolescents’ responses to the statement ‘‘I enjoyedthe event and would like to try this again’’. Both adolescents’ andadults’ perceived enjoyment was at the upper end of the scale.Adolescents found storytelling in CAVE a more enjoyable experi-ence than in the conference room. We see that CAVE was moreconducive environment for enjoyable storytelling than the confer-ence room (See Table 8).

We also assessed the participants’ enjoyment of the events fromthe video recordings by interpreting laughter by at least two par-ticipants as an emotional cue suggesting enjoyment. The time used

ies on top and the adolescents’ stories at bottom.

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Table 7Adolescents’ perceived enjoyment of the storytelling events.

Field trial 1 (disagree) 2 3 4 5 (agree)

Field trial 1: adolescent + conference room 3 (8%) 5 (13%) 8 (21%) 12 (31%) 11 (28%)Field trial 2: adolescent + CAVE 0 (0%) 2 (5%) 3 (8%) 18 (45%) 17 (43%)

Table 8Adults’ perceived enjoyment of the storytelling event.

‘‘I enjoyed the event and would like to try this again’’ 7 6 4 5 7 2 5

Table 9Observed enjoyment.

Field trial Observed enjoyment(laughter/ min)

Field trial 1: adolescent + conference room –Field trial 2: adolescent + CAVE 1.5Field trial 3: adults + CAVE 1.1

P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390 389

for introducing Props and warm up play were excluded. Therewere not enough stories told in the conference room to make avalid assessment for this. The data from both CAVE field trials inTable 9 alludes that the adolescent enjoyed the event more.

7. Discussion

Our data shows clearly that the interaction from props and propmasters to narrators dominated storytelling, making this directionof influence the main channel of agency. However, allowing theparticipants to rotate through different roles evens out their rela-tive overall storytelling potential and enhances the meaningful-ness of their experience. The predefined and fairly smallinventory of props obviously both constrained and steered narra-tive in particular directions. However, the narrators came up withinnovative ways to combine and re-appropriate the props to givethem new significance. We observed that the narrators wereequally likely to ignore and take into account the changes in theProps scene. Narrators have great freedom in telling their stories;they can ignore the cues given by prop masters or morph theirmeaning to suit their own agenda; and they can introduce newimaginary characters. For example, the little red riding hood wasused in a warm up story during one early test session, but animportant element was missing from inventory, the wolf. Theinventory does have, however, a walrus that was swiftly re-appro-priated to serve as a wolf, having fitting credibility to the notion of‘‘What big teeth you have’’. Adolescent narrators took the propmasters’ cues to their heart. Their stories, while otherwise imagi-native, often started with a description of the Props scene, followedby a story that contained almost all the prop masters’ suggestions.Adult narrators’ stories started similarly, but they seemed to bemore independent of props inventory.

The familiarity of the participants with the inventory and inter-face of Props was a significant factor in the interaction betweenprop masters and narrators. In the pilot study the childrenfavoured easy options such as the random button that the adoles-cent used seldom and the adults barely at all. Although the adultprop masters were not familiar with the Props inventory, apartfrom the glimpses they got during the warm up play, they werestill able to contribute to the storytelling, something that can befurther enhanced by improving the user interface (UI) of Props.To quote one of the participants: ‘‘Yes, the user interface is niftyand small, but to react fast one should be able to open all the prop

windows at the same time and see all the items there with one glance’’.One obvious improvement to the UI is to make it easier and fasterfor the prop masters to react and modify the scene.

Our data suggests that setting does have an effect on enjoymentand therefore on the meaningfulness of the participants’ experi-ence. There was a notable difference on how the adolescentsassessed their enjoyment at the two locations. Guidance did notseem to be the reason for this. In the conference room the guideinstructed the participants to take bigger poses and sit down morefrequently than the guides in the CAVE. Furthermore, acknowledg-ing that there is a link between action and the sense of presence[43], one might speculate that the heightened enjoyment of theevent resulted from the CAVE providing a more immersive setting.This in turn improved the stories, i.e. added to the narrative poten-tial of Props. Still, most participants in all trials, even the adoles-cent playing Props in the conference room, reported that theyenjoyed the storytelling event.

Nevertheless, in the future we seek to create even more immer-sive settings by adding stereo or 3D audio to the Props inventory[44]. Further, we will allow remote participation in storytelling.In field trial 3 the game scene was hosted on a cloud server thusit would have already been possible to have remote participantsto follow the game scene from their PCs. This opens up interestingresearch directions for studying how the spatial and virtual dis-tance between players affects the social dimensions of collabora-tive storytelling.

We assessed Props with the Church-Murray aesthetics of VEs.The main difference to the environments assessed with the modelpreviously is the high level of independence that the participantshave in constructing the narrative, i.e. the authoriality of theagency they have. Our exploration into the form and direction ofthe agency provided by Props remained undeniably shallow, butpoints to an interesting direction for future research. Upcoming tri-als with Props should shed further light on what aesthetic plea-sures and forms of agency are particular for mediatedcollaborative storytelling in hybrid spaces.

8. Conclusion

Our study shows that immersive setting, guidance and theavailable inventory of visual elements have significance to the nar-rative potential and the enjoyment of participants in storytellingevents mediated by a hybrid storytelling system like Props. Theirsignificance was limited, though, and they only slightly affectedthe enjoyment that the participants got from collaborative story-telling. The agency displayed by different age groups during impro-vised storytelling varied. The younger participants seemed toprefer easier choices and fast shifts in the resulting narrative.Yet, the same storytelling system was able to cater for also olderparticipants in an enjoyable manner that resulted in a meaningfulnarrative.

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390 P. Alavesa et al. / Entertainment Computing 5 (2014) 381–390

Acknowledgements

The authors would like to thank L. Annola, T. Taipaleenmäki andX. Hu for contributing to the design and implementation of theProps prototype and the Unique Unicorn performance group forparticipating in the field trials. The authors gratefully acknowledgethe support of the INTERREG IVA Nord program, the Academy ofFinland, the ERDF, the City of Oulu, and the UBI (UrBan Interac-tions) consortium.

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