Explore chapters and articles related to this topic
CHAPTER 18 Narrative and Interactivity in Computer Games
Published in Vorderer Peter, Bryant Jennings, Playing Video Games, 2012
Kwan Min Lee, Namkee Park, Seung-A Jin
The opposing view, however, proposes that interactivity and narrative can coexist and should be integrated in interactive media environments. This view has its root in the studies on interactive educational media, which tried to show how well-organized narratives in interactive media can enhance learning. Scholars like Laurel (1993), Murray (1997), Plowman (1996), and Wolf (2001) have developed this view. For example, in the early 1990s when computer and games were making inroads into the mass entertainment market, Laurel (1993) viewed interactive media as an extension of drama. In a similar fashion, Murray (1997) emphasized the effects of narratives in game situations. Plowman (1996) also suggested that interactivity does not have to lead to the absence of narratives because using familiar narrative conventions enables the players to feel “imaginary coherence” in playing interactive games. She claimed that interactive media with good narratives increase comprehension and enjoyment. Finally, Wolf (2001) argued that interactivity may work together with multiple lines of narratives. For him, interactivity provides a variety of narrative possibilities, because there is no single fixed or predetermined narrative in interactive media contexts. Players can shape the way in which a story line is constructed by freely interacting with environments and agents in a game. Through this procedure, “interactive narrative” is made possible. Wolf (2001) further argued that interactive narratives are becoming more widespread in interactive media and are beginning to provide new opportunities for the study of narratives.
Interactive Media Information Security Immersive Experience System Based on Virtual Reality Technology
Published in IETE Journal of Research, 2021
Virtual reality technology is to connect multiple users or multiple virtual reality environments distributed in different physical locations through the network, so that multiple users can participate in a shared virtual space at the same time, share information with other users through the network, communicate, learn, train, discuss, entertain, and even collaborate to complete a more complex product design or perform a difficult task drill to achieve the goal of collaborative work [10,11]. It has the characteristics of immersion, interactivity and imagination [12]. Interactive media refers to an interactive state where a platform can achieve information interaction between the audience and the media and the information interaction between the audience and the audience, that is, the information communication between people and the media can be realized [13]. Interactive media is generally based on a variety of technologies such as virtual reality technology and digital technology. Interactive media includes a wide range, such as computers, multimedia teaching platforms, video learning systems, and interactive teaching platforms [14].
I-Portrait: An Interactive Photograph System for Enhancing Social Presence
Published in International Journal of Human–Computer Interaction, 2019
In the past, letters and telephones were analog forms of interactive media. However, technological advancements have expanded the range of interactive media considerably – nowadays, we have video conferencing technology, games, and social media (Markus, 1990). Before going any further, it is vital to define what is meant by interaction, the interactivity of media, and interactive media as a whole. Here, interaction can be understood as “a cyclic process in which two actors alternately listen, think, and speak” (Crawford, 2002, p. 5), “a cycle of communication acts” (Hornbæk & Oulasvirta, 2017, p. 3), and “acting and being in situations of a material and social world” (Hornbæk & Oulasvirta, 2017, p. 5), invoking emotion (Brave & Nass, 2003). In the interaction situation, people convey their emotions (i.e., love, anger, fear) through touch (Hertenstein, Keltner, App, Bulleit, & Jaskolka, 2006), facial expression (Ekman, 1993), gesture (Friedman & Riggio, 1981), voice (Scherer, 1995). Interactivity, on the other hand, is used specifically in the context of human–computer interaction – it can be defined as “the extent to which users can participate in modifying the form and content of a mediated environment in real-time” (Steuer, 1992, p. 14) and can influence user experience variables such as social presence (Fortin & Dholakiab, 2005), satisfaction (Teo, Oh, Liu, & Wei, 2003), and preference (Chung & Zhao, 2004). Finally, interactive media can be defined as media that “allow users to control the sequence in which they access content” (Lopes, 2001, p.67) and “the digital media including combinations of electronic text, graphics, moving images, and sound, into a structured digital computerized environment that allows people to interact with the data for appropriate purpose” (England & Finney, 2011, p. 2).