Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Interval scripts: a design paradigm for story-based interactive systems
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Synthetic interviews: the art of creating a “dyad” between humans and machine-based characters
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia: Technologies for interactive movies
“It/I”: a theater play featuring an autonomous computer graphics character
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia: Technologies for interactive movies
ACM SIGGRAPH 99 Electronic art and animation catalog
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
Temporal Classification of Natural Gesture and Application to Video Coding
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
The Representation and Recognition of Human Movement Using Temporal Templates
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
Fast Lighting Independent Background Subtraction
VS '98 Proceedings of the 1998 IEEE Workshop on Visual Surveillance
Narrative guidance of interactivity
Narrative guidance of interactivity
Old tricks, new dogs: ethology and interactive creatures
Old tricks, new dogs: ethology and interactive creatures
Representation and recognition of action in interactive spaces
Representation and recognition of action in interactive spaces
The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment
Presence: Teleoperators and Virtual Environments
Going Back to School: Putting a Pervasive Environment into the Real World
Pervasive '02 Proceedings of the First International Conference on Pervasive Computing
"It/I": a theater play featuring an autonomous computer character
Presence: Teleoperators and Virtual Environments
Interval scripts: a programming paradigm for interactive environments and agents
Personal and Ubiquitous Computing
Tools for children to create physical interactive storyrooms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Wizard of Oz prototyping of computer vision based action games for children
Proceedings of the 2004 conference on Interaction design and children: building a community
A computer vision and hearing based user interface for a computer game for children
ERCIM'02 Proceedings of the User interfaces for all 7th international conference on Universal access: theoretical perspectives, practice, and experience
Computers in Human Behavior
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Most interactive stories, such as hypertext narratives and interactive movies achieve an interactive "feel" by allowing the user to choose among multiple story paths. In this paper we discuss physically interactive environments with narrative structure in which the ability to choose among multiple story lines is replaced with having users, first, interact with the story characters in small, local "windows" of the narrative and, second, actively engage their bodies in movement, In particular, we found that compelling interactive narrative story systems can be perceived as highly responsive, engaging, and interactive even when the overall story has a single-path structure, in what we call a "less-choice, more-responsiveness" approach to the design of story-based interactive environments. We have also observed that unencumbering, rich sensor technology can facilitate user immersion in the experience as the story progresses--users can act as they typically would without worrying about manipulating a computer interface. To support these arguments, the paper describes the physical setup, the interactive story, the technology, and the user experience of four projects developed at the MIT Media Laboratory: KidsRoom, It/I, Personal Aerobics Trainer, and Swamped!