The Digital  
Storytelling Project  

    

ABOUT THE PROJECT

Introduction and Contextualization

Life is, truly, the grand narrative.  Some theorists believe humans are born with stories living inside us and that we develop language for the purpose of being able to tell those stories. Imagine a group of people sitting around an evening campfire – the atmosphere is rich with mood and tone – and while around that fire, storytelling will naturally emerge.  Stories enable children and adults to understand and make meaning in their lives [1].  Storytellers tell tales of life past, present, and future – “story is the richest heritage of human civilizations” [2].

Storytelling has emerged from the grande oral tradition into “modern day” platforms represented in books, dance, music, theatre, movies, etc.  With the advent of the Internet/World Wide Web and new technologies to support storytelling, narrativity in the “virtual campfire” has been transformed into a more dynamic and powerful system of communication with sound, music, visuals, and interactivity.  Story preserves, perpetuates, and transforms culture and is finding new applications in education, corporations, industry, and entertainment – in settings in which people interact or seek to “escape”.  Some call it virtual storytelling others call it digital storytelling; whatever it is called, it is an emerging frontier with compelling possibilities.  Narratives can be captured, modified, displayed, indexed, retrieved, and transformed for new uses and applications for enjoyment, work, and research. 

Objectives of the Digital Storytelling Project

The University of North Digital Storytelling Project has been in development for over one year and has seven objectives: 

1         To develop the University of North Digital Storytelling Project and make all of its components 100% useable, searchable, and retrievable via the Internet/World Wide Web.

2         To develop the Digital Storytelling Gallery (DSG) to collect, preserve, and make accessible in digital recordings of live storytelling performance events and the transcripts of the performance narratives for informational, entertainment, and research purposes.

3         To develop standards for the preservation of digital recordings of live storytelling performance events and their related transcripts.

4         To develop standards for the development of metadata pertaining to digital recordings of live storytelling performances and their related transcripts.

5         To develop a new technology – an XML generator – to automate the development of metadata for live storytelling performance event recordings and their related transcripts.

6         To develop a new technology – an automated lexical indexer for extended metadata – to extract from storytelling performance narrative transcripts concepts specific to a storytelling ontology. This will use statistical and inferential methods to construct a lattice of storytelling classes to automate the development of classification schemes and deep content analysis (taletypes, motifs, themes, story structures, etc.). 

7         To develop a new technology – the VISTA Project: Virtual Interactive Story Telling Agents, an artificial intelligence-based talking character system – to support interactive question-answering in an online Web-based chat platform between visitors and VISTA, the storytelling agent, about the content of stories (the narrative content and structures) for stories in the DSG Collection.

The Collection of Stories

Professional and amateur digital storytelling performances have been recorded in studio and in live settings to develop the Digital Storytelling Project as well as to support the online teaching of storytelling [3] to over 150 students per year in a Web-based graduate-level course. The nature of teaching storytelling as an art form and technique for communication has been proven to work very well in the Web-based environment. WebCT, a proprietary software product, serves as the home base for the computer supported cooperative work necessary to effectively teach this content online. This platform offers course content modules, asynchronous threaded discussion forums, synchronous online chats, email, and high-level interactivity.  Storytelling is a performance-based learning experience and the use of digital storytelling technologies (digital voice recording software and digital video) is of critical importance.  Professional storytellers are recorded in studio as exemplars for excellence in storytelling and these performances, which are donated to the project, are linked within 13 modules classified by themes. These storytelling performances and their story content are similarly analyzed in module discussions and in online synchronous chats with the professionals as “guest artists in residence”.  As well, each student in the storytelling class submits three digital storytelling performances (both audio and video), which are streamed to play over the Web for performance analysis and critique via teacher and peer review, as well as to analyze the story content.  Students may voluntarily donate their performances to the project as well.  Currently, approximately 400 performances are part of the Digital Storytelling Project.

Virtual or digital storytelling results in the development of information access and retrieval systems. Information systems form from the convergence of artifacts and are useful in their preservation [4]. Consider that many of the most prominent professional storytellers in the world are aging and because the nature of their performance work is ephemeral and not replicable, artifacts of world culture are being lost. In other types of work settings, corporate memory and organizational knowledge is being similarly lost or not exploited for its optimal use. Using virtually reality technologies for storytelling has been shown to "bring to life" the collaborative computer-centered work environments necessary to sustain and make thrive the work of distributed teams, groups or academic classes working in virtual environments [5]. Developers approach this in a number of ways through new technologies [6], applications [7], authoring tools [8], virtual characters [9], and models for narrative construction [10]. The core constructs of these developments are stories, techniques to share stories, and methods to make meaning of them for purposes to support work. 

The Digital Storytelling Gallery and the VISTA Project are developed to address the issues involved in capturing live communication (storytelling performances) in digital forms, establishing methodologies to collect and preserve this digital matter and their related narrative transcripts, developing metadata standards to make the digital and transcribed matter indexable and retrievable, developing Web-based platforms to distribute the digital communication (performances), and developing new tools to make the performances and the narratives that emerge from them more interactive and educationally beneficial. A streaming media server is used to support the 400+ digitally recorded storytelling performances that are being made retrievable via an XML database, which is part of the Digital Storytelling Project Architecture.

References

[1]  B. Bettleheim.. The Uses of Enchantment. New York: Alfred A. Knopf, 1976.
[2]  O. Balet, G. Subsol, P. Torget.  Preface.  Virtual Storytelling: Using Virtual Reality Technologies for Storytelling.
Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001.

[3]  E. Figa. SLIS5440 STORYTELLING. University of North Texas, 2002. Available at http://courses.unt.edu/efiga/FACULTYPAGE/SLIS5440SyllabusInformationPage.htm
[4]  S. Cisler.
Preserving and stimulating oral tradition using the Internet. http://www.ifla.org/IV/ifla65/65sc2-e.htm
[5]  O. Balet, G. Subsol, P. Torget.  Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001. 
[6]  O. Balet, P. Kafno, F. Jordan, T. Polichroniadis.  The VISIONS Project. Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001.
[7]  M. Rousseau. The Interplay between Form, Story and History: The Use of Narrative in Cultural and Educational Virtual Reality. Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001.
[8]  M. Zancanaro, A. Cappelletti, C. Signorino. Interactive Storytelling: People, Stories, and Games.  Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001. 
[9]  M. Cavassa, F. Charles, S.  Mead.   Characters in Search of an Author: A-I Based Virtual Storytelling. Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001. 

[10]  C. Fencott. Virtual Storytelling as Narrative Potential: Towards and Ecology of Narrative.  Proceedings of the International Conference on Virtual Storytelling, Avignon, France, September 2001.

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