1001 Electronic Story Nights: Interactivity and the Language of
Storytelling
Glorianna Davenport
This conference focuses on interactivity. I have worked with interactive
cinematic projects since 1980. In this talk, I will discuss some of my current
thinking about "the language of interactivity," and show you some of the recent
work we have been doing at the MIT Media Lab. I am not concerned that you
understand every detail about the inner workings of these pieces -- some of
them will be available out in the lobby later for your examination. In
discussing these examples, I will emphasize general features and concepts. If
any of you have burning questions during this "show and tell," wave your hand
around and I'll try to take the occasional question.
We're here to celebrate change and the new opportunities for expression
which are arising out of new, enabling technologies. As we witness the
evolution of these technologies, we see that is that they are moving us toward
systems which can learn. Several ancillary technologies are also especially
important, in that they measure and can manipulate user input. For example,
new sensor technology will help a system sense the presence and activities of
an audience without requiring them to actually handle an input device. One type
of sensor responds to the presence of the small electrical currents which
typically circulate through the human body. This type of input can provide a
feedback loop amongst an audience, story materials, and a sequencing or
storytelling engine.
In this slide we see
Associate Professor Pattie Maes, whose research focuses on computational
agents, sitting in the middle of a virtual space chatting with a dog. The dog,
Silas, is an autonomous agent; he has been programmed in 3D to exhibit high
level autonomous behaviour: Silas feels hungry, Silas searches for food; Silas
drinks some water, Silas needs to pee, identifies an upright architectural
feature, and takes a leak. We will revisit this creation of Ph.D. candidate
Bruce Blumberg later, in the context of a particular story.[1]
For the moment, we use this example of an interaction between the dog, the
virtual world, and Pattie to discuss a vision to which we must aspire when
discussing the "language of interactivity". Ron Evans, a native American
storyteller, clarifies this vision in a story he tells about the chief of an
African tribe and a missionary who visits with them from time to time. On one
such visit, the missionary brought along a television as a gift to the chief of
the tribe. When he arrived at the village, he presented the gift in a
ceremony which was accompanied with appropriate pomp and circumstance. The
gift generated great excitement in the village. Every night, the chief turned
on the television set and the whole village stood around it and watched the
stories that were coming out of the set. (We need not concern ourselves with
the source of electricity, and we can imagine that they were able to tune into
a transmission from a well-positioned satellite.) Several days later, the
missionary bid farewell to the chief and continued on his journey. Six months
later, the missionary returned to the village, where he discovered the
television set was nowhere to be seen. The people of the village no longer
gathered around the television each evening; instead, they gathered around
their tribal storyteller. The missionary, somewhat baffled and hurt, went to
visit the chief. With agitated voice and gesture, he asked the chief what had
become of the television. The chief calmly replied, "I listen to my
storyteller; he tells many stories." The missionary pressed the point, "But
the television set, it too has many stories." The chief nodded wisely and
responded, "Ah, but my storyteller knows me." [2]
Until the machine can understand story and synthesize new story elements,
effective personalization will require close attention on the part of the
story's author. To achieve personalized delivery, the human storyteller must
invent a fabric rich enough to accommodate many pathways through a particular
story space. These pathways reflect the personal interests and attention of
diverse audiences. As Michael [Hill] has already mentioned, publishers often
fear that the diversity of extensible storytelling greatly escalates the task
of production. Like many cinematic producers before them, these publishers may
trade-off timely completion against expressive invention.
Yesterday, John Collette hosted my visit to the Australian Film, Television
and Radio School -- I've heard about this school for many years, and found the
facilities quite remarkable! However, what I most appreciated was John's
enthusiasm concerning the new media. No chance for the old media to grow stale
with this level of energy! John dreams of bringing all kinds of computers into
the school. As we talked about digital production, John and I discussed his
reservations about building this new medium on top of an older,
well-established medium. Michael [Hill] has made reference to this as well.
Many years ago, I named my group Interactive Cinema. At the time, the low
bandwidth media -- text, still picture, and sound -- were being rapidly
assimilated into the computational language. My concern at that time, which
continues today, was how to bring this computational approach -- which enables
personalization -- into the high bandwidth arena of cinematic storytelling.
How do we work in this new medium, which seems so different? This medium is
participatory and democratic; as makers, we must respond to these attributes.
The medium supports distributed connectivity, which changes the demographics
and the very experience of audience. As John and I considered the topic for
today's discussion, I was inspired to reformulate the story which Steven
Hawking tells in the opening of A Brief History of Time. As Hawking
tells it:
A well-known scientist (some say it was Bertrand Russel) once gave a public
lecture on astronomy. He described how the earth orbits around the sun and
how the sun, in turn, orbits around the center of a vast collection of stars
called our galaxy. At the end of the lecture, a little old lady at the back of
the room got up and said: "What you have told us is rubbish. The world is
really a flat plate supported on the back of a giant tortoise." The scientist
gave a superior smile before replying, "What is the tortoise standing on?" "You
are very clever, young man, very clever," said the old lady. "But it's
turtles, turtles, turtles all the way down!" [3]
In response to John's anxiety about mixing the new and the old, I suggest a
that the old lady was not far off. As digital storytelling emerges, we will
discover that we are not dealing with galaxies of bits, but rather that we
stand on the shoulders of great storytellers through the ages, and that from
today forward it will be story, story, story all the way down!
Last year, this conference concerned itself with Narrative. I believe that
we must understand the premise of narrative before we can examine the "language
of interactivity." From an historical perspective, major advances in
civilization may be attributed to the need and desire of human beings to share
stories. Spoken language was perhaps the first, truly revolutionary advance of
civilization. To begin, any particular set of utterances must have been shared
with only a few people who were situated a single, very small geographic
location. Language flourished with the "glory that was Rome." By decree of the
Roman emperors, all inhabitants of conquered lands were required to adopt Latin
as their official language. As common language spread, travelers were able to
share stories which contained valuable news -- the location of a drought, war,
disease. The content of these stories enabled a limited capability for
prediction and was often critical to the survival of the audience. Today,
spoken language remains the most powerful force in securing and extending
community.
While spoken language helped build community, spoken communication lacked
durability and extensibility. Without a common language, how did the traveler
share his message with the community into which he had wandered? Some stories
were communicated by drawing on walls; other stories were shared by means of
pictorially expressive gestures combined with what was probably some unfamiliar
sound sets. Pictograms often lasted longer than the spoken word: generation
after generation could visit the rock cave and view the durable images, which
carried meaning served some special need. Slowly, pictorial signs were
codified into symbols. These symbols, eventually, were formalized into an
alphabet system. The abstraction of language provided a collection of signs
which could be recombined, according to rules of adjacency, into groups of
letters representing spoken words -- an interlinking of thought, vision, and
sound. With the invention of written language, verbal communication gained a
permanence and an interoperability. Written language enabled the poets,
priests, scribes, and others who acquired the facility to write down their
stories. Permanence insured an enabling access to myths and moral tales which
was not limited to generational or parochial continuities.
It took thousands of years for the written language to be embodied in a
mechanical device for the purpose of making many copies. Movable type was
first invented by the Chinese over one thousand years ago, but it was the
Europeans, not the Chinese, who applied the technology of movable type to the
printing press, allowing the printer's design of a written artifact to be
reproduced and distributed in lots of hundreds or thousands of copies.
Centuries later, the word processor placed the capability of the typesetter
onto the desktop of offices and homes.
A 19th-century invention, photography, introduced a new paradigm for
replication. In the case of the photograph, the image-making engine -- the
camera -- is itself a mechanical device. The human mind, eye, and body work
together to propose and capture the intended image. The photograph mirrors the
world, not as we perceive it, but as it has been composed, framed for
posterity. Our rereading of the image is governed by its composition, its
form, and the size of the display. Generally speaking, the size of the display
governs our immersion in the image.
The printing press changed the way in which the storyteller perceived her
audience. As soon as many copies could be printed, the idea of the "mass"
audience took hold. The press-owning entrepreneur had to grapple with the
notion of distribution channels. As the commercial enterprise of print grew,
the client of the press was often a commercial or political entity, rather than
an individual reader: advertising increasingly subsidized the cost of newspaper
printing, and soon, the expensive private newsletter soon gave way to the
"penny press," affordable to all. However, distribution of identical copies of
news on a daily basis required stylistic and formal coherence in the production
process. The invention of radio deepened the rift between authors and
audience. Whether equated to copies or to transmission, stories for the "mass"
audience required a distribution channel which was generally owned by someone
other than the person making the media content.
As the "mass media" of print, radio and television grew and took hold, the
telephone was an innovation which stood apart. Invented in the late 18th
century, it took 40 years for the telephone to become recognized as a household
technology. In its infancy, nobody believed how person-to-person conversations
over shorter or longer distances would revolutionize the world. The thrust of
a personalized medium appearing amidst the mass media will be truly understood
only in the future. For the moment, using ourselves as subjects, we
occasionally and unscientifically have discerned moments -- times of political
stress or in the creation of media idols -- when the worlds of mass media and
personal communication came into a profound (and profitable) symbiosis.
Interactivity brings pressure to bear on the channel. In order to make the
telephone efficient, switches had to be automated. Today, we must design into
our media objects a feedback-channel which can elicit and make use of signals
from the audience -- these signals from the audience will control the
"automated switches" of future storytelling systems to some extent. In the
case of early video-on-demand trials, the back-channel allowed each viewer to
request a particular movie from a fixed menu of choices. In this case, the
back-channel was minimal. The wider the bandwidth of the back-channel, and the
more distributed the system, the more the audience can contribute to the
program. Again, it was interesting to talk to John Collette yesterday,
because John does not believe that interactivity is about information. I can
buy that, because I believe that successful interactivity is really about
story. However, I believe, that this is an issue of semantics and emphasis.
Ultimately, interactivity engages us in the assembly and construction of story,
but in the process the information bits -- whether these are the program proper
or a trail of user activity -- are central to the endeavor.
Even as we are trying to understand it, the digital universe is changing.
Distinguishing information from story will become more and more difficult as
the lines between storage, program, content, medium, and interface become more
transparent. Take, for example, the problem of text and interactivity. Today,
a limited form of hypertext has taken off. The "hot link" brings us to more
information. Often, this results in our getting lost and forgetting why we
were reading to begin with. This raises two problems: one is the issue of
effective presentation, and the other is the problem of the memory trace
("Where have we been, where are we going, and who has been here before us?").
Text poses a difficult problem because there is no standard temporal dimension
to text. We are used to the page format, a 2-dimensional expanse of text;
however, reading large amounts of text on an electronic screen is not a
particularly pleasant experience. Over the years at the Media Laboratory, we
have dreamed of a flexible surface for electronic text, one that you could
carry with you in your back pocket, hold however you choose, and read at your
leisure. The goal of reusable, flexible digital "paper" has recently been
taken up by Joe Jacobson, a young physicist on the faculty of the Media
Laboratory [4]. Current
progress includes the invention of an ink substrate which supports a
heat-reversible process, where particles turn from black to white or white to
black at certain temperatures. We imagine a future in which you can stop at a
kiosk on your way to work and down-load the next section of the news onto your
own personal "super paper." This is the sort of radical project which
challenges many of our underlying assumptions about the electronic interface.
Before delving in to the relationship of story to interactivity, we need to
examine the notion of interactivity itself. What does interactivity really
mean? The fact that I can take my piece of "super paper" and recycle it, fill
it with news which is meaningful to me, poses a physical as well as an
electronic model of interactivity. At the physical level, I pull the sheet of
"super paper" from my back pocket; I introduce it to the system; I retrieve it
from the system; I hold it up and scan its contents. These interactions with
the object provide a practical method for achieving my goal, catching up with
this morning's news. However, interactive in this context also includes the
way in which electronic sub-systems interact: the information and the layout
can be affected by my personalized user profile. Once the paper can track our
eye movements, we can go even further in personalizing the selection of
material and its layout. In addition, in a networked electronic world, the
"super paper" can actively link together a larger society of audience,
networked communities which share observations with other people and with
programs.