Browsing by Author "Ladeira, Ilda"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
- ItemOpen AccessImulating storyteller-audience interactions in digital storytelling: questions, exchange structures & story objects(2012) Ladeira, Ilda; Marsden, Gary; Green, LesleyThis work revolves around the design and evaluation of digital storytelling simulating real personal storytelling. Study One was an ethnography, of real storytellers, which revealed types of narratives, dynamism and interactivity in storytelling. This was used to design digital storytelling, which simulated the behaviours of real storytellers. Three design ideas, questions, exchange structures and story objects , were prototyped and evaluated in Studies Two, Three and Four. Study One took place over three months at the District Six Museum, Cape Town. We studied narratives from three guides about their Apartheid-era experiences. Discourse analyses showed the narratives: (a) were structured as clauses, each relating a story event or thought; (b) varied minimally across retellings; (c) incorporated storyteller-audience interactions (periodic questions) between clauses which matched teacher-student interactions described by Sinclair & Coulthard (1975); and, in exchange structures, guides periodically asked audiences questions; and (d) incorporated the museum exhibit and memory box objects. The digital storytelling design focused on: simulating questions and exchange structures; and story objects, allowing user-triggered narratives. We implemented a virtual environment containing two interactive storyteller agents, and several story objects. Study Two (n=101) manipulated the effect of questions and exchange structures on story experience. Study Three (n=69) manipulated the effect of story objects on story experience. Story experience was composed of: interest in the narrative context, enjoyment of and engagement in the storytelling, and the storytelling realism. These were measured with a questionnaire created for these studies; psychometric analysis showed it to be valid and reliable. Linear models showed questions increased interest (F =5.72, p =0.02) and engagement (F= 3.92, p =0.05) while exchange structures increased interest ( F =6, p =0.02), enjoyment ( F =4.14, p <0.04) and engagement ( F =10.53, p =0.002). Usage logs showed participants interacted readily with both while the agents could answer a mean of 35% of user questions. Story objects did not impact story experience. Study Two and Three's participants reported high story experience scores and predominantly positive qualitative feedback. In Study Four (n=93), the prototype was exhibited at District Six Museum for nine days. We observed visitor interaction, logged usage automatically and gathered voluntary feedback, which was largely positive. Visitors tended to engage passively with the prototype and linear models showed age was a predictor of the number of question ( F= 31.75, p <0.001) and exchange structure ( F =4.45, p <0.04) inputs. Additionally, multiple visitors would use the prototype simultaneously. We conclude that integrating different methodologies allowed us to simulate real storyteller-audience interactions and that the questions and exchange structure interactions we designed improved experiences of digital personal narratives. This design may be replicated by others seeking to similarly preserve the experience of personal storytelling.
- ItemOpen AccessStory experience in a virtual San storytelling environment : a cultural heritage application for children and young adults(2005) Ladeira, Ilda; Blake, Edwin HThis dissertation explores virtual storytelling for conveying cultural stories effectively. We set out to investigate: (1) the strengths and/or weaknesses of VR as a storytelling medium; (2) the use of a culturally familiar introductory VB to preface a VB presenting traditional storytelling; (3) the relationship between presence and story experience. We conducted two studies to pursue these aims. Our aims were stated in terms of effective story experience, in the realm of cultural heritage. This was conceptualised as a story experience where story comprehension, interest in the story's cultural context and story enjoyment were achieved, and where boredom and confusion in the story were low. This conceptualisation was empirically validated by our studies. Three storytelling scenarios were created to tell a traditional San story: text (T); a storytelling VB with no introductory VB (VR+NI); a storytelling VB with a hip-hop themed introductory VB (VR+I). These scenarios comprised our experimental conditions. Questionnaires, measuring interest in hip-hop and the story experience aspects identified above, were developed and psychometrically validated. Study 1 was conducted with a sample of 44 high-schoolleamers and Study 2 with 98 university students. Both studies used a between-subjects design. Study 2 was a refined version of Study 1, improving Study 1's questionnaires for use in Study 2 and considering two additional variables: attention to the story and perceived strangeness of the story. For our first aim, story experience in the text and VR storytelling scenarios were compared. In Study 1 and 2, comprehension was significantly higher in the T condition than in the two VR conditions combined and attention was higher in Study 2's T condition. Therefore, we conclude that text is better for achieving story comprehension. In Study 1, interest and enjoyment were significantly higher in the VR condition, while boredom was higher in the T condition. But, no significant differences between text and VR were noted for these variables in Study 2. Comparisons of the T and VR conditions across Study 1 and 2 showed a particularly poor story experience in Study 1's T group; we speculate that this was due to differences in Study 1 and 2's samples and procedures. Barring this, there were no interest, enjoyment or boredom differences between T and VR across Study 1 and 2. Thus, we conclude, conservatively, that text and VR are equally good in terms of interest enjoyment and boredom. Confusion was higher in Study 1's T condition, but this result was counter-intuitive since this condition had also shown higher comprehension. In contrast, Study 2's VR condition showed significantly higher confusion and lower strangeness. We conclude that Study 1's participants had reported strangeness rather than confusion and, while virtual storytelling resulted in more confusion, it also resulted in less perceived strangeness of the story. Presence and story experience in the VR+NI and VR+I storytelling scenarios were compared for our second aim. The introductory VB only had an effect for participants who showed a pre-existing interest in hip-hop. In Study 1's VR+I condition, hip-hop interest was a significant predictor of enjoyment. In Study 2's VR+I condition, those who identified hip-hop as a favourite music genre showed significantly higher presence than those who identified other genres as a favourite. This suggests that strongly themed introductory VB's do not benefit virtual storytelling, and that content familiarity and preference interact with VB content to influence virtual experiences. Regarding our third aim; we did not find strong evidence of a relationship between presence and story experience since presence only correlated significantly with interest in Study 1.