SIAT EMIIE (Engage Me In Interactive Experiences) Lab
With Dr. Magy Seif El Nasr and Jim Bizzocchi
I'm currently undertaking my PhD research within the SIAT EMIIE Lab.
Download my current CV
Tangible Ubiquitous Narrative Environment (TUNE)
PhD Research Project with Karen Tanenbaum
TUNE is a story, a space, and a game. It investigates questions of interactive narrative, user modeling for informal learning, adaptivity, and tangible and embodied interaction. In TUNE, the participant is invited to assume a role in an interactive story through the exploration of a physical space that has been imbued with narrative possibilities through the use of ubiquitous and ambient computing. As the participant explores the environment, the environment becomes aware of the participant and adapts the experience in response to her interactions and decisions. TUNE uses a combination of tangible devices and tracking technologies to afford a diverse range of natural and transparent interaction possibilities, gathering data about the participant from explicit choices made within the space and from patterns of interaction that emerge over time.
TUNE’s primary valence of narrative adaptation is rooted in the notion of genre; a number of possible stories co-exist within the space, each in a distinct narrative style. The different stories told are tied together by the shared artifacts present in the space. While some artifacts may be strongly associated with one specific story, others have the possibility for a multitude of meanings spread throughout the different genres. As the participant explores the environment, the genre of the story she uncovers changes in response to her actions.
Creativity Assistive Tools for Games (CAT Games)
with Jim Bizzocchi, Steve Dipaola, and Ron Wakkary.
CATGames (Creativity Assistive Tools for Games) is a multi-university research network supported by the Canadian Heritage - New Media Research Networks Fund. CATGames research teams are creating innovative, leading-edge technology tools for game production that support Canada 's burgeoning interactive games industry by accelerating the creative process, and expanding and enriching content environments and platforms. CATGames is focused on creativity tools that enhance interactive games and entertainment for a wide variety of platforms, including the Internet, consoles, mobile devices, and high definition (HD) home video display. New authoring tools and new processes will better support the creative development of interactive games and digital entertainment. The network is developing tools to increase and diversify Canadian content and storytelling in a variety of game genres and interactive platforms.
My own research with this project is an investigation of the relationship between narrative, play, and embodiment in the new wave of nontraditional interfaces.
Related Publications:
Believability, Adaptivity and Performativity: Three Lenses for the Analysis of Interactive Stories
MA Thesis
In this thesis I present a methodology for performing analyses of Interactive Narrative experiences, and use this technique both to explicate a particular game—The Elder Scrolls IV: Oblivion—and to demonstrate the utility of approaching the game via three different analytical perspectives. This methodology is a form of close reading, a technique which was developed in literary theory for the explication of narrative experiences, with roots in earlier epistemological practices such as theological exegesis and hermeneutics. I have focused this thesis on examining and clarifying a technique for reading and explicating these experiences. Interactive Narratives are problematic due to their indeterminate nature and often unwieldy scope; in this thesis I propose a solution to these two problems. My solution takes the form of a series of constrained readings, which I argue allows me to productively explicate specific aspects of my play experiences. By using the notion of analytical lenses to filter my playings, I hope to simultaneously overcome issues of indeterminacy by narrowing the focus of my playing to observations of specific phenomena within the game, and also address issues of scope by reducing the undifferentiated experience of the game to a series of more readily assimilated sub-experiences. I believe that the method demonstrated within this thesis has utility for theorists of Interactive Narrative and Games, and I contend that the lenses presented herein provide three good examples of possible “constrained close readings”.