Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts
Abstract
:1. Introduction
2. Literature Review
2.1. Interactive Narrative
2.2. Tangible and Embodied Narrative Systems
2.3. Toward a Narrative Framework
3. Tangible and Embodied Narrative Framework (TENF)
3.1. Diegetic vs. Non-Diegetic
3.2. Internal vs. External
3.3. Ontological vs. Exploratory
3.4. Structure of the Tangible and Embodied Narrative Framework
4. The Pilot and Case Study Projects
4.1. Pilot Project: Mapping Place (2013–2014)
Evaluation of the Mapping Place
4.2. Case Study: Multi-Sensory Prayer Nuts (2014–2016)
4.2.1. Evaluation of the Multi-Sensory Prayer Nuts
Contextualize Artifacts
Make Personalized Connections
4.3. Conclusion to the Pilot and Case Study Projects
5. Discussion
5.1. Design Recommendations
5.1.1. Simulate Cultural Practices
5.1.2. Associate Visitors with Cultural Perspectives
5.1.3. Provide Simultaneous Digital Feedback
5.2. Limitations and Future Directions
5.3. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Type | Project Title | Physical Engagement | Narrative Role | Narrative Consequence |
---|---|---|---|---|
Non-museum Projects | Triangles | Triangle pieces represent characters, events, and setting | Interactor is a narrator overseeing the story | Story unfolds as the interactor stitches together the triangles |
Nintendo Wiimote | Interface enables gesturing as if one were immersed in the game world | Interactor is an actor in the game world | Appropriate game play can lead to winning or losing | |
Tangible Spatial Narratives | Tangible pawns represent characters in the story | Interactor is a focalizer to examine the story | Moving around the pawns shows different parts of the story | |
NOOT | Physical tags record different parts of a conversation | Interactor is a creator to record the story | The playback device plays the audio recordings when triggered | |
Museum Projects | Interaction to view Plankton Populations | Physical ring on an interactive tabletop functions as a magnifying glass | Interactor is an external focalizer | Moving around the physical ring shows the plankton populations |
Lunch Counter Simulation | Physical bar table and stools reenact a historic event for interactors to be immersed in | Interactor is a focalizer in the actual scene | Audio from the sit-in event is played without any interactivity | |
Youtopia | Tangible objects on an interactive tabletop enable manipulation of the story | Interactor is a creator of a virtual city | Interactors develop a city in diverse ways that are sustainable | |
The Hague and the Atlantic Wall exhibit | Tangible objects represent different perspectives to engage in the historic event | Interactor is a focalizer to examine the story | Moving around the objects shows different parts of the story |
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Chu, J.H.; Mazalek, A. Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts. Multimodal Technol. Interact. 2019, 3, 1. https://doi.org/10.3390/mti3010001
Chu JH, Mazalek A. Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts. Multimodal Technologies and Interaction. 2019; 3(1):1. https://doi.org/10.3390/mti3010001
Chicago/Turabian StyleChu, Jean Ho, and Ali Mazalek. 2019. "Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts" Multimodal Technologies and Interaction 3, no. 1: 1. https://doi.org/10.3390/mti3010001
APA StyleChu, J. H., & Mazalek, A. (2019). Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts. Multimodal Technologies and Interaction, 3(1), 1. https://doi.org/10.3390/mti3010001