Simplified functional layout of vperf :
A tight and on-going community of virtual personas (avatars)
will be invited to our performance set of 3D spaces. There they will interact
with these 3D sets which will have active objects, links to web pages, sounds
and other spaces and avatars including class members as role players (actors or
narrative facilitators). This
constitutes the virtual performance area. There will also be an invited
physical audience observing the virtual performance via web pages, projected
views of the performance and with the physical side of the role players and the
“back stage staff.

The performance has many technical elements that can be used
to convey the narrative and performance.
Spaces
Link and Active Objects
Community (Interactors)
Role Players
Physical Audience & Space
Story mechanisms
Spaces (3D sets and there associated links)
Set the mood
-
Background sound
- Look
& Feel
-
Object design
-
Color
-
Lighting
-
Textures
Create staging areas
- Where
people interact
- Scale
effects interaction
Active Objects
- Links to
Spaces, or web pages
- Audio
play in range
Navigation
- Paths
Web pages links (passive – must be clicked on to initiate)
- Convey
informational details
-
History, memory, mythology
-
Added detail
-
Left messages
-
Future predictions
Object Sound (active – fires when an avatar is in range)
- Same as web links (but computational
expensive and linear)
-
But more subtler and environmental
- Sound and
Music
-
Mood, pacing, subtle clues, …
- Voice
-
An object character
-
A message from a character
Other spaces
- Doors to
parts of the same scene
- Doors to
other spaces
- Effect
pacing, navigation and role players
Role Players (Class avatars in vperf space)
Avatar form
Persona & identity (filled in)
A back story (a web page click-able via the avatar)
A script or role to play
- Real
character
- Give
clues
- Push
narrative
Community (Traveler community members who are interactors)
True interactors of the narrative
- The live
of our narrative
- Will
interact with each other that is the story
- Will pass
clues and story elements on to each other
The invitation – we use the invite as a narrative element
- Email –
different invites create narrative conflict
- Web page
Confederates
-Community members who work with us
False confederates – ‘’ but with a false narrative for
conflict
Known histories
Narrative needs to be at there level
- As
interactors they must “get” the story
Reuse ( i.e. rocky horror)
- Can our vperf be reused by the
community
Note: a client = 1 person in world via a networked computer
Large projected view of performance space
- More than
one view/projector?
- From the
view of a role player ( reuse of client)
- Or camera
operator (a separate client)
Role players
- Each
needs a client
- Audience
should see and give suggestion to them (via guide)
Cameraman
- Non-role
player in performance who gets best footage for projected view
Posters/ Wall hangings
- To help
audience with story
Festive atmosphere
- Food,
wine, costumes, props
Narrative style
- For
audience and interactors, best is story has many small moments that a big one,
…ambient
Onion (Dual level unfolding story)
- Simple
surface level events
- Deeper
level meaning for those who unfold it
Theme
- An archetypal theme that the
I-narrative is placed in
- Best to pick a known genre that
grounds the otherwise interactive experience
Entertaining to the casual interactor or viewer (surface of
story onion)
Reveals deeper meaningful for those who fully immerse in the
story
On a level that the community (interactors) can relate too
Narratives Types
- Maze
- Journey
- Discovery
- Goal-oriented