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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Yarncraft: Location Aware Narratives in Virtual Space</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tom Blount</string-name>
          <email>tb12g09@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jonathan Scott</string-name>
          <email>js3g10@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David E. Millard</string-name>
          <email>dem@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Web and Internet Science</institution>
          ,
          <addr-line>Electronics and Computer, Science</addr-line>
          ,
          <institution>University of Southampton</institution>
          ,
          <addr-line>Southampton</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Location-aware narratives are a form of hypertext in which the path of the narrative is determined by the reader's physical location. In this paper we adapt an existing model of location-aware sculptural hypertext to make it suitable for navigating in virtual space, and create an extension to an existing virtual world to demonstrate how hyper-narratives written in this framework may be consumed in both physical and virtual space. We demonstrate the unique potential of virtual spaces by not only adapting the narrative to match the reader's location, but by adapting the reader's location to match the narrative. In doing so, we lay the groundwork for an experiment into whether the immersive effects of location-aware hypernarratives can be heightened by leveraging the inherent benefits of virtual worlds.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;narrative</kwd>
        <kwd>location-aware</kwd>
        <kwd>virtual spaces</kwd>
        <kwd>virtual worlds</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>2. BACKGROUND</title>
      <p>
        Hypertextual narratives are digital narratives that do not
necessarily need to be read in a constrained order and may branch in
multiple places, allowing for many different tellings and re-tellings. A
location-aware hypertextual narrative can detect the reader’s
position in space (through, for example, their mobile phone’s GPS),
allowing an author to guide a user around a specific set of locations
with which they tell their story. Linking a narrative to the reader’s
physical location can provide readers with a more immersive
experience [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Location-aware narratives have been developed to
aid education and learning by providing an engaging link between
practice and theory [
        <xref ref-type="bibr" rid="ref1 ref12">1, 12</xref>
        ], to create interactive games [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] and
simply to tell stories about a particular location [
        <xref ref-type="bibr" rid="ref11 ref5">5, 11</xref>
        ].
Virtual worlds are computer-simulated environments in which users
can interact with one another and the environment itself [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] for a
variety of purposes, from meeting and socialising with other users [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
to learning and education tools [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], to business applications such
as providing a new means of tele-conferencing [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Virtual social
worlds have also been used in the context of presenting an
innovative way of telling narratives, particularly in games [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], many of
which can be considered as hypernarratives themselves.
Millard et al. have proposed a model of sculptural hypertext,
suitable for location-aware narratives, that links existing theory with
observable structures of hypertext, and opens the possibility of
moving towards a standardised format for viewers and authoring tools
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This model consists of three structures — canyons, deltas
and plains — that can be combined to represent all possible
patterns of location-aware narrative. These three structures are built
up of atomic “cards”, using different combinations of constraints
and links between them. In canyons, they form a linear sequence
with transitions from one page to another; in deltas they form a
branching sequence in which each page can link to multiple pages;
and in plains they remain “floating” unconnected, and can be
accessed in any order the reader chooses. Constraints (such as being
read in a particular order, being read at a particular time, or being
read in a particular location) can be imposed on these structures to
build more complex structures.
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. YARNCRAFT</title>
      <p>Yarncraft is an attempt to leverage Millard et al.’s location-aware
model of sculptural hypertext and in particular to adapt the
framework of the GeoYarn client they developed to allow arbitrary
narratives to be traversed in either physical or virtual space.
For our example, we tailor one of the stories marked up in their
framework for use in a physical space around the city of
Southampton to be used instead in Minecraft1, a creative sandbox virtual
world that allows players to explore a stylised, procedurally-generated
environment, build structures and artwork, and interact with friendly
and hostile non-player characters (NPCs).</p>
      <p>This was a two-stage process: firstly, tailoring the framework to be
suitable for virtual locations in general (and particularly for use
within Minecraft) and secondly, developing a Minecraft mod (a
modification to the base game) to read the framework and present
the narrative to the user.</p>
      <p>Our modifications to the framework primarily concerned four
areas: the level of abstraction available when defining locations, the
composition of complex location definitions, the ability to handle
concepts and locations described in a story that may be undefined
in a particular virtual world, and the ability for stories to trigger
events which modify the conditions of the virtual world.</p>
    </sec>
    <sec id="sec-3">
      <title>3.1 Abstract location information</title>
      <p>Millard et al.’s framework allows for two types of locations to be
used: precise locations, that map to specific areas defined by
polygons of latitude and longitude points; and abstract locations that are
defined by strings such as “Big Ben”, or concepts such as “quiet”,
“green” or “crowded”.</p>
      <p>Due to the fact that precise locations cannot be generalised across
physical and/or virtual worlds (aside from exceptional cases) our
proposal primarily concerns additions to abstract location types.</p>
    </sec>
    <sec id="sec-4">
      <title>3.2 Undefined locations</title>
      <p>One issue faced by location-aware narratives, both physical and
virtual, is the possibility that there may be no appropriate locations in
the nearby vicinity. For example, part of the story may be set in a
factory, but the user may struggle to access this if they are
traversing the narrative in a national park. Virtual spaces face this same
problem, but a further step removed: the very concept of a factory
may not even exist in a particular virtual world. While this can be
mitigated in part by allowing authors to specify suitable worlds for
the consumption of their narrative, a truly generalisable framework
must provide mechanisms for handling this issue.</p>
      <p>Similarly, when designing a location-aware hypertext for a fixed
device or set of devices, assumptions can be made about the
available hardware and sensors (for example, that a hypertext designed
to be consumed on a mobile phone will be provided with GPS
coordinates). However location-aware narratives in virtual worlds have
access to many more potential information sources at higher levels
of accuracy, without the requirement of (additional) sensory
hardware. For example, weather data, light level, noise level, as well as
more abstract or esoteric information such as the emotional state of
nearby people, or the number of spiders within 100m. When
designing for a much wider range of devices, platforms and worlds,
with a wide range of capabilities and features, it is important to be
able to provide the intended experience using alternative sensors
when the preferred sensor is unavailable.</p>
      <p>In our modification of the GeoYarn format, locations are stored as
an ordered list of objects. Each location in the list is one
possible match for the location required by the given page. A client
should attempt to match the earliest listed location that they have
the appropriate sensors for. This mechanism allows authors to
define several “fallback” locations that steadily become more general.
For example, in the example shown in 3, the page would ideally
take place near Big Ben2, though for physical locations outside of
Westminster any clock tower would suffice, and for virtual worlds
which have no clock tower, or locations that have no concept of a
clock tower, any building would suffice.</p>
      <p>This mechanism can ensure that stories are consumable on a large
range of devices. However, this can still fail, either because
fallbacks have not been defined or because they are still too specific
for a particular client to interpret (for example, if a client attempts
to interpret a story designed for a very specific world).
When these failures occur, and clients are unable to attempt to
match any of the possible locations, the user should be presented
with a map whereby they can define a location that best
approximates the query.</p>
    </sec>
    <sec id="sec-5">
      <title>3.3 Combined locations</title>
      <p>As well as allowing authors to define fallback locations, our
additions to the GeoYarn format allow for the use of “AndLocation”,
“OrLocation” and “NotLocation”. These operators allow for the
composition of simple locations to create more specificity, without
2The Great Bell of the clock in Elizabeth Tower, Westminster
"type": "AndLocation",
"location1": [
{
]
requiring each client to provide the full definitions of these
locations.</p>
      <p>The location in 4 defines a noisy, indoor area. Without the use
of AndLocation, this would require each client to provide a tag
representing this type of location.</p>
      <p>Note also that the locations defined as part of AndLocation,
OrLocation, and NotLocation are also defined using arrays, and
exhibit the same fallback behaviour as other location arrays. In this
case, it would be pragmatic to specify fallbacks for systems that do
not support the "noisy" or "indoors" tags.</p>
    </sec>
    <sec id="sec-6">
      <title>3.4 Events</title>
      <p>Location-aware narratives based in the physical world allow the
story to be adapted to the user’s location either through branching
the story as the user moves through space, or by modifying the
tone of a page to suit the user’s current location. However, with a
virtual world, the world itself can also be adapted as the narrative
progresses. This can be done to shape the general aesthetic and
environment of the virtual world to be in keeping with the narrative
(as a whole, or at a specific point in time); for example, altering
the weather or light levels. This can also be leveraged if the
author wishes to trigger specific events during the course of the story.
In Figure 5 the player is instructed to go to a place where people
gather. Due to the state of mind of the protagonist of the story, it
appears deserted at first. But, when the player arrives in Figure 6, a
crowd of friendly NPC villagers appear around them.</p>
      <p>If this story is to be played in the physical world, then these events
would not execute and so they should be used to optionally strengthen
or demonstrate the content of the story, rather than as a replacement
for it.
]</p>
    </sec>
    <sec id="sec-7">
      <title>3.5 Client</title>
      <p>Our modification to Minecraft acts as the client for reading the
narrative framework, and allows for a relatively simple presentation of
the stories to the user: when they start the story they receive a short
hint of where they can find accessible pages. When they arrive,
they receive another message with the text of that page, and more
hints to the location of additional pages. A more complex future
implementation could add extra functionality such as a means to
browse through already collected pages, the ability to switch
stories within a particular world, or the ability to save their progress.
However, the key challenge of creating the client is appropriately
interpreting the location tags and events in a way that matches the
aesthetic of the story to that of the virtual world.</p>
    </sec>
    <sec id="sec-8">
      <title>4. CONCLUSIONS</title>
      <p>In this paper we adapt an existing model of location-aware
sculptural hypertext to allow narratives to be traversed in arbitrary space,
physical or virtual, allowing users to choose the location and
environment that suits them.</p>
      <p>The key to successfully generalising this framework will be to
ensure and maintain a fine balance between abstracting the
framework enough that it can be freely applied to other virtual spaces (as
well as the physical world), and still allowing authors to specify
locations with enough accuracy that their stories still benefit from
being location-aware. The ability to manipulate the reader’s
environment in such a drastic fashion - altering the weather, time of day,
and even physical laws - is a particularly unique ability of virtual
worlds. However, while this can lead to a more tailored (and
potentially immersive) experience, the greater and more specific the
degree of control exerted over the virtual world, the less abstract
the framework becomes. A solution to this is to have a library of
standardised vocabulary of tags that all compatible clients must
adhere to. While it would be infeasible to provide a comprehensive
list of all possible locations or events that an author might require, a
limited (but broad) sub-set may be useful as a guaranteed fallback.
While the initial barrier to entry for authors trying to develop stories
for as-yet unsupported platforms is high (as each virtual world
requires a specifically written client to read the story framework and
present the narrative), once a client is developed it can be reused for
multiple individual stories. Further technical work in this area will
be to develop additional clients for alternative virtual spaces and
demonstrate how a single story can be read across different worlds,
and an authoring tool that includes the means to fully utilise the
functionality of virtual spaces.</p>
      <p>An interesting avenue for future research in this area is to
investigate how readers experience immersion in a virtual world that
they feel “at home” in (such as a Minecraft world that they have
spent time and effort building in) when compared to a virtual world
they have no previous attachment to, and to familiar and unfamiliar
physical locations. Further areas of future work include
conducting studies to determine how comfortable authors are when writing
narratives for multiple worlds, and how users choose to consume
them.</p>
      <p>While this is an early proof of concept, we hope that the additions
made here provide further incentive for people to develop
locationaware hypernarratives in new and innovative ways.</p>
    </sec>
  </body>
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