STORRE Collection: Electronic copies of Communications, Media and Culture conference papers and proceedings.Electronic copies of Communications, Media and Culture conference papers and proceedings.http://hdl.handle.net/1893/34822024-03-24T10:18:54Z2024-03-24T10:18:54ZTeaching Interactive Digital Narrative Through Found PhotographyMcKeown, ConorMacDonald, Elliehttp://hdl.handle.net/1893/354202023-10-01T00:00:30ZTitle: Teaching Interactive Digital Narrative Through Found Photography
Author(s): McKeown, Conor; MacDonald, Ellie
Abstract: One challenge teaching the creation of interactive digital narratives to humanities students is engaging with programming/scripting. For students without any familiarity of code, even simple(r) tools (game engines) like Twine and Unity can present major challenges. Fortunately, it has been suggested that found objects can enhance the classroom experience of learning in unfamiliar ways: found objects allow students to anchor their new experiences to the everyday. This paper recounts the experience of creating a class – called ‘Introduction to Digital Storytelling’ – with the aim of giving students freedom to create interactive digital narratives through game engines while grounding their experience in the theory and practice of ‘found photography’. We present the background and findings gathered after the course’s first year. We believe found objects and Found Photography in particular, have the potential to ease some of the challenges of STEM skill acquisition, enabling students’ digital creative practices.Interaction Design for Audiences: A Proposition for Building Resilience and Recovery for COVID-safe Independent CinemasZioga, PolinaVélez-Serna, Maria Ahttp://hdl.handle.net/1893/336622022-03-29T00:04:39Z2022-01-01T00:00:00ZTitle: Interaction Design for Audiences: A Proposition for Building Resilience and Recovery for COVID-safe Independent Cinemas
Author(s): Zioga, Polina; Vélez-Serna, Maria A
Editor(s): Tsitsou, Lito; Rana, Helen; Wessels, Bridgette
Abstract: As in the broader cultural sector, COVID-19 has created unprecedented challenges for cinema exhibitors in the UK and worldwide. Venues have been forced to close for months, operate with substantial uncertainty, or re-open with reduced capacity. Still, their position remains precarious and the challenges to the sustainability of the sector are ongoing: changing restrictions and associated increased costs, reduction in production and distribution pipelines. The British Film Institute highlighted that the pandemic poses an existential threat, especially to independent exhibitors and those operating in remote or deprived areas. Thus, COVID-19 has also highlighted existing inequalities, the digital divide, and the need to expand the audiences’ diversity. Meanwhile, in sectoral events, panels have reflected on how exhibitors and audiences have become more accustomed to accessing media experiences online, and how this new digital literacy will support cinemas’ efforts to attract cinemagoers in their reopening. Prior to COVID-19, the use of interaction design for new cinematic experiences had attracted the interest of festivals, filmmakers and researchers. In this position paper, we argue that interaction design and technologies can help independent cinemas to engage and galvanise new audiences to patronise COVID-safe venues. From low-end online platforms to high-end immersive experiences, new technologies are transforming connectivity across society, and have the potential to support access for D/deaf, neurodivergent, and disabled audiences, but adoption by exhibitors is so far limited. We outline the research needs and priorities in this field. These include identifying facilitators and obstacles to industry adoption of interactive forms, and mapping experiences and attitudes across the sector. Together with directions for immediate practical solutions, it is crucial to gather critical data for future research use, in order to pave the way for long-term solutions and design innovation, so that the sector can build resilience, recover and reach underserved audiences.2022-01-01T00:00:00ZScriptwriting for Interactive Crime Films: The Case of ScapegoatClarke, AshtonZioga, Polinahttp://hdl.handle.net/1893/336542022-04-26T00:04:08Z2022-01-01T00:00:00ZTitle: Scriptwriting for Interactive Crime Films: The Case of Scapegoat
Author(s): Clarke, Ashton; Zioga, Polina
Abstract: In recent years, the increasing number of interactive films being released, has highlighted the need for further development of methods and criteria that can guide the earlier stages of development, such as the scriptwriting process. Following the framework of interactive storytelling as a spectrum, it is acknowledged that writing a script for an interactive narrative that involves branching path options for navigating through the story, or multiple endings, is becoming more common and presents its own challenges. In this context, this paper examines established criteria used for assessing narrative quality and examines currently available software for interactive scriptwriting, identifying their affordances and limitations. Accordingly, we present Scapegoat, a short interactive crime drama, based on the model of British homicide investigations, and with the objective to investigate in practice the application of the criteria for narrative quality, together with the processes and elements of scriptwriting that can lead to a strong engaging story. We propose an approach that can efficiently incorporate crucial information of the interaction design, it can be effectively communicated to the crew and cast and used throughout the production lifecycle of the film. We highlight the crucial role of the on-set script supervisor for ensuring the interaction design is not compromised, and continuity is retained. We also discuss recommendations for further developments, including the importance of engaging the crew and cast early in the development process, together with future work into the requirements of interactive commissioners for television and film, and the need for standarisation in the industry.2022-01-01T00:00:00ZDigital Participation, Surveillance, and Agency: Insights into the Role of Digital Literacy to Manage RiskBuchanan, StevenHusain, ZamZamhttp://hdl.handle.net/1893/334802022-05-05T00:06:17Z2022-01-01T00:00:00ZTitle: Digital Participation, Surveillance, and Agency: Insights into the Role of Digital Literacy to Manage Risk
Author(s): Buchanan, Steven; Husain, ZamZam
Editor(s): Kurbanoğlu, Serap; Špiranec, Sonja; Ünal, Yurdagül; Boustany, Joumana; Kos, Denis
Abstract: This paper contributes to our understanding of digital inequalities, and the empowering role of digital literacy. We report on a study examining the social media related information behaviours of Muslim women within a Muslim nation that provides insights into the role of digital literacy to circumvent sociocultural boundaries and manage risk. Social media provides our participants with an important source of everyday information, and important medium for social connection and personal expression; however, our participants use of social media is closely monitored and controlled by family, and in particular, by husbands and/or male relatives. Carefully managed privacy settings and pseudonym accounts are used to circumvent boundaries and move between social and information worlds, but not without risk of social transgression. Findings contribute to our conceptual understanding of digital literacy including social, moral, and intellectual aspects.2022-01-01T00:00:00Z