The story as a directed way to communicate information from one person to several other persons tradition in human history. Stories originally are invented to give a social closure among people, to help them understand and manipulate their rough and undomesticated environments in the dawn of humankind. This has not changed until present times, still stories are involved to communicate information of several kinds, serious and humorous, vital or entertaining. The information is given aural or visual, instant or recorded, via a teller or by interaction (e.g. while gaming) on several media like TV, CD, Movies or Game Consoles, the Computer and Internet. Since the days of Aristotele, it is a common knowledge that stories should be structured in a way that people are enabled to engage and listen to or play with, as well as to understand the transferred information (e.g. the morals of a tale). The personal engagement of the audience into a story, the ‘thrill’ and ‘suspense’ people tell when listening to a story, is a good indicator to the immersion into a story and the quality of the story’s structure in regard to the perception of the stories content.Therefore, it is the audience of the story to finally decide if a story is adequately told or not. The single human as generator and teller of a story to a broad audience, nowadays, is typically replaced by a group of people or by a computer, generating a story, telling the story temporally delayed to an audience. The audience is enjoying the story temporal and spatial separated to the generator of the story, the teller of the story is not anymore a human (first hand), but some technical equipment. As the general stories of the present are told via books, radio, TV and movies, they tend to be of a linear type, without the audience possibility of interaction with the story teller or story generator, but with a predefined amount of drama, thrill and suspense. In close relation to stories, entertainment and games are an essential part of human history, for example as a appreciated break of the daily routine. Untill today, entertainment and games have used all available media: from storytelling and books to TV and computer. At all times entertainment and games were part of learning. They lend variety to the learning process and they support understanding and memorizing. New approaches try to establish these entertainment and gaming aspects in the work process to make it more pleasant and efficient. The computer, certainly used as a medium of (mass) communication, enables people to interactively manipulate stories once again. People can be supported to several aspects of story telling, e.g.:
- Assistance in telling a story by them self.
- Assistance to problem solving using stories.
- Assistance to human computer interaction using stories.
- Interactive telling of predefined stories.
- Interactive telling of instantly generated stories.
- Interactive acting of the audience as part of an emergent story.
- Interactive gaming with narrative aspects.
- Authoring of Systems meeting the specifications told above. The task
of storytelling within these systems is the generation of drama and suspense,
even though people can interact and therefore may give the story another
direction. As shown by ‘traditional’ linear storytelling, e.g. movies,
the generation of stories using massive media output is typically done
using heterogeneous teams of storytelling experts of several expertise.
The same holds for non linear storytelling – there is a need for interdisciplinary
approaches, comprising human sciences, art and design, and computer sciences
to explore how narration could be interactive and immersive at once. This
includes the research on a story’s dramatic structures as well as its explicit
verbalization, among others the scenic representation of stories, computer
generated actors, humanlike interaction possibilities and so on, using
highly interactive environments like virtual reality, augmented reality,
mixed reality, video and all other kind of interactive media. Therefore,
the conference TIDSE 2003 will bring together researchers, developers,
and practitioners working in the areas of art and design, human sciences,
computer sciences and related areas. It will cover a wide range of story
and entertainment related investigations, including authoring, user interfaces,
games, dramaturgy, and applications. Conference participators will get
a deep insight into innovative technologies of TIDSE, relevant for commerce
and industry. It will be a platform for communication and exchange of new
ideas to improve Game Industries, Interactive Entertainment, Information
Management, Web Technologies, Education&Training, Entertainment, Infotainment,
movie industry, industry with world wide depandances. The conference will
feature several informal get-together possibilities to give room for talks
and contacts, for example a conference diner, collaborative lunch at the
conference location, etc..