2011
DOI: 10.1007/978-3-642-23774-4_14
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Designing a Context-Aware Architecture for Emotionally Engaging Mobile Storytelling

Abstract: Abstract. This work illustrates the design of a context-aware software architecture supporting the narration of interactive stories for mobile users. The peculiarity of this work is the use of an extended set of context dimensions, including the surrounding environment and the user social network, for enhancing the engagement and the emotional impact on the users experiencing the story.

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Cited by 17 publications
(27 citation statements)
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“…There are many examples of locative fiction including The iLand of Madeira [8], San Servolo, travel into the memory of an island [20], and a collection of stories around Dublin [17].…”
Section: Introductionmentioning
confidence: 99%
“…There are many examples of locative fiction including The iLand of Madeira [8], San Servolo, travel into the memory of an island [20], and a collection of stories around Dublin [17].…”
Section: Introductionmentioning
confidence: 99%
“…However, the core principles of paper prototyping remained: that the authors were 1 Examples were HopStory [22], San Servolo [23], The Chawton House Project [26], Viking Ghost Hunt [20], and Riot! [8] able to construct the content and the associated rules and locations, but with minimal restrictions, to avoid preventing the authors from creating something we might not have anticipated.…”
Section: Methodsmentioning
confidence: 99%
“…as discussed previously [12]. Similarly "San Servolo, travel into the memory of an island" [23] is a location aware work of fiction set around an island based sanatorium. Pittarello's narrative framework for San Servolo is based on earlier work on machine readable models of narrative carried about by Carnielli [11], and focuses of the delivery of "situations" based on a variety of contextual checks.…”
Section: Location Aware Fictionmentioning
confidence: 96%
“…From the games sector works include 'Viking Ghost Hunt' [17] where players hunt down the ghosts of Dublin using an augmented reality system, or 'University of Death' [4] a hybrid reality system that requires its players to adopt specific roles and behaviours and utilise real world props and clues alongside digital information. In contrast, works of location aware fiction such as 'San Servolo, travel into the memory of an island' sometimes have more complex rules, based not just on location but other contextual factors such as weather and reader's history [21]. Location-based interactive fictions are comparable to 'Walking Sims', games where readers explore virtual spaces and interact with objects triggering narrative sequences, San Servolo even echoes the first popular example 'Dear Esther' which also takes place on an island [20].…”
Section: Location Aware Narrativementioning
confidence: 99%