A General Theory of Dramatic Structure for Interactive 3D...
Transcript of A General Theory of Dramatic Structure for Interactive 3D...
A General Theory of Dramatic Structure
for Interactive 3D Environments
Tamiko Thiel
http://mission.base.com/tamiko/
Where we’ve been so far
Traditional narrative theory
Create drama by building tensions between characters.
Audience engagement comes through identification with characters
What I will talk about
Focus on:
Interactive realtime 3D virtual environments
Primary drama user <-> virtual environment
Use full potential first person POV
• Creating drama with or without characters
Where I came from (1991)
Non-narrative art videos
How to move user emotionally without narrative structure?
Looked to music theory: How can I create emotional response in user with sequence of abstract elements?
First 3D VR work: Starbright World (1994-’97)
• Networked multi-user virtual playspace • Seriously ill children/avatars
Beyond Manzanar (1997-2000)
Subject: WW2 internment camps in USA
“Cartooniness” of realtime 3D characters didn’t fit with subject matter
Design decision: create dramatic structure without use of mediating characters
Two forms of first person viewpoint:
Traditional narrative media:
First person narrative viewpoint
Interactive media:
First person experiential viewpoint
First person narrative viewpoint
• The author is telling the audience a story via a narrator
Audience has no agency
Audience engagement happens through identification with narrator or other characters in story
First person experiential viewpoint
Designer creates framework of experiences for the user.
User = Audience = Main Character = Silent Narrator
“I am experiencing something myself “
User has agency – story doesn’t happen without her engagement.
First person experiential viewpoint
Real life examples:
Scripted real life participatory experiences
Rituals/ceremonies (weddings)
Guided tours
Interactivity: Focus on the user
“Character development” should happenin user.
i.e. designer choreographs emotional journey the user should go through while experiencing the piece.
Interactivity: Focus on the user
3rd person POV is special case of 1st p. POV
i.e. “the world” includes my avatar
Experience of avatar NOT important
Experience of user while manipulating avatar IS important (e.g. Laura Croft)
Dramatic interest in games:
Interactive by definition
Audience = User
User follows rules to achieve goal
User investment of time, effort creates engagement
Who is left out if interactivity == games?
Non-gamers who:
hate to lose or hate competition
don’t value investing time into learning rules, solving puzzles
But also:
Situations with limited time ( gallery, museum, public space, websurfer)
Who is left out if interactivity == games?
We need to develop interactive structures with fewer rules to reach a wider audience.
Focus more on process / experience rather than learning rules/achieving goals
What I was looking for:
General theory of dramatic structure applicable to all media
“Abstracted” to understand how emotion is provoked in humans as response to aesthetic experience
-> independent of medium
Emotion and Meaning in Music (Meyer, 1952)
Psychological theory of emotional affect:
Emotion is aroused when a tendency to respond to a stimulus is arrested/inhibited
e.g. smoker reaches for cigarettes, but pack is empty.
Conscious or unconscious tendency to respond creates “expectation.”
Arresting that tendency creates emotion
Emotion and Meaning in Music (Meyer, 1952)
In music (or any time-based art form)
Music works within defined tradition or structure:e.g. medieval Western, classical Western, Jazz, Rai, US Rock, etc
Within a given structure rules & conventions define (for example): what is perceived as “happy,” “sad,” etc. “allowable/expected” transitions
Emotion and Meaning in Music (Meyer, 1952)
Within a given structurecomposers provoke emotional responses by:
setting up listeners expectations, then
playing with their expectations: surprising, frustrating, rewarding, etc.
Emotion and Meaning in Music (Meyer, 1952)
Examples:
Repetition creates expectation (and desire) for change and completion
Doubtful / ambiguous stimulus (significance, function, outcome unclear)creates desire for clarity
-> we believe in purposefulness and integrity of the artist.
Emotion and Meaning in Music (Meyer, 1952)
But manner of clarification not predictable:
Expectation creates state of suspense Suspense is ignorance of future course of
events, … which creates doubt and uncertainty, … which is perceived as a lack of control, … which creates apprehension and “fear”
-> even if there is no specific object causing this fear.
Emotion and Meaning in Music (Meyer, 1952)
Any stimulus must be progressively intensified over time
Effectiveness diminishes as we become used to the stimulus.
Without change in stimulus, expectation of relief (or some sort of change) diminishes
-> i.e. we lose interest and disengage
Musical form vis a vis narrative form
Conversation with Betsy Marvit, composer
Introduction / opening sets general mood (i.e. expectations)
Introducing main theme is like introducing ‘main character’
Musical form vis a vis narrative form
Secondary theme = new and different charactero What is their relationship?o How do they cause each other to develop?
i.e. creates anticipation
Resolution of dissonance/conflict between themes is like resolution of story
Consequences for interactive media
Designer composes choreography for story
Leads user through sequence of dramatic moods, experiences
-> like composer composing a symphony
Allow user to have agency -> emotional responsibility for their actions and outcomes
Consequences for interactive visual media
Ideally using life-sized image:
Engage kinesthetic sense, sense of scale
Body’s perceptual mechanisms respond as if images, events are real
People, Paths, and Purposes, Philip Thiel
Emotional effect of
space
sequences of spaces on the user
-> from first person experiential perspective
People, Paths, and Purposes, Philip Thiel
Narrative descriptions of sequential experiences:
Fictional: Lady Chatterly
“Tour guide:” entrance to Forbidden City
Architects: Breuer, Johnson(how their buildings are to be experienced)
People, Paths, and Purposes, Philip Thiel
“Scores” in various media:
Ingmar Bergman: imagined rhythms, moods, atmosphere, tensions, sequences, tones, scents.
Music, dance: to be interpreted by performer for an audience.
Storyboards, “tension graphs” in animation and film (Manvell, Millerson)
Order, explicitness of space
Emotional affect depends on situation:
comforting orclaustrophobic
freedom orlonliness
exhilaration or vertigo
Vietnam Veterans Memorial (WaDC, Maya Lin)
Rising action (development):
Descend into V Names, height of wall
increases, enclose you
Climax: Apex - height of our
involvement in Vietnam Names, wall 10’ high.
Vietnam Veterans Memorial (WaDC, Maya Lin)
Falling action (denouement): Deaths, height of wall reduces
How does our theory fit in here?
Spatial, metaphorical experience
Not character-based i.e.NOT interaction between two soldiers.
First person experiential viewpoint: focuses on effect of space on your emotions.
How does it engage us?
Yes, there are characters: other visitors add to emotionality of the environment, searching for names, leaving offerings
But main effect is on user:
Interactive - visitors must physically engage with the piece and descend into the ‘V’
Addresses our sense of scale, enclosure
Beyond Manzanar: Interactive 3D VR Installation (2000)
December 2000, World premiere at Tokyo Metropolitan Museum of Photography
Collaboration with Zara Houshmand, Iranian Americantheater director, writer, VR producer at Worlds, Inc.
Interactive 3D as dramatic experience, dramatic medium
Beyond Manzanar: Interactive 3D VR Installation (2000)
The piece interweaves:
Historical internment ofJapanese-Americans
Example: Manzanar, California, WW2
Iranian-American fears of similar treatment.
Example: Iranian Hostage Crisis, 1979-’80
Background: Manzanar Internment Camp, WWII
First of over 10 internment camps - all 120,000 Japanese Americans on West Coast Manzanar landscape as poetic connection - striking similarity to landscape of Iran
Work in progress: “Wraith”
Interactive 3D ‘spirit’ that lures you into the swamp
Seductive and friendly or irritable and angry, depending on your actions and presence
Projected completion: End of 2004
Schedule exhibition: “Brides of Frankenstein” San Jose Museum of Art, 2005
Work in progress: “The Travels of Mariko Hōrō”
Mariko Hōrō: ‘Reverse Marco Polo’ Seeking “Isle of the Blest”
in the Western Seas. Constructs exotic
Occident as 3D Hōrō-Grammu”
Research phase: Summer 2003,
Kyoto Art Center, Japan
Namban-bunka: (16th –19th century) images of the West through Japanese eyes –> Mariko’s perspective
Mariko’s documents: map of Venice
- Original from ~1150 AD
- -> Map that Marco Polo would have had
- Depicts only churches, no residential buildings
Work in Planning:“Dividing Lines: ReConstructing the Berlin Wall”
Collaboration with Berlin architect Teresa Reuter
2004: Planning, research and grant writing phase
2005: Production phase
2006: Projected completion
“Dividing Lines: ReConstructing the Berlin Wall”
Newlyweds in West Berlin wave to the bride’s family in East Berlin
“Dividing Lines: ReConstructing the Berlin Wall”
JFK at theBrandenburger Gate,West Berlin, 1963
“Ich bin ein Berliner”
“Dividing Lines: ReConstructing the Berlin Wall”
Standard map for East Germans
West Berlin shown as empty space.
“Dividing Lines: ReConstructing the Berlin Wall”
Successful escape attempt in the Bernauerstrasse, 1961
Border guards try to prevent 77 year old woman from jumping into West Berlin.
“Dividing Lines: ReConstructing the Berlin Wall”
Peter Fechter,18 years old.
Shot and left to bleed to death just before the westernmost Wall, 1962.
Estimated deaths on the West Berlin border: 152 to 254 persons
Estimated total deaths fleeing from East Germany: 421 to 957 persons