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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Toulouse, France
EMAIL: Daniel.Echeverri@mail.muni.cz
ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Tangible Narrative: The Intersection Interactivity, and Narrative-A Design Case</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniel Echeverri</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Visual Computing-Faculty of Informatics, Masaryk University</institution>
          ,
          <addr-line>Brno</addr-line>
          ,
          <country country="CZ">Czech Republic</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Previous Work: Letters to José</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>This paper expands on previous work on tangible narratives. It briefly reviews the design case of Letters to José, from which stemmed a narrative architecture for tangible narratives and a typology that frames the qualities of tangible artifacts with narrative meaning. Based on this architecture and exemplified in the typology, the paper introduces The Non-myth of the Noble Red, a tangible narrative which expands upon the learnings gained from the design of Letters to José. This paper presents some of its technological considerations and discusses how it integrates Brechtian theatre concepts to explore alternative digital storytelling approaches.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Tangible Narratives</kwd>
        <kwd>interactive storytelling</kwd>
        <kwd>tangible interaction</kwd>
        <kwd>Brechtian theatre</kwd>
        <kwd>The Nonmyth of the Noble Red</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction: Tangible Narratives</title>
      <p>
        Tangible Narratives belong to a type of interactive media, commonly referred to as Interactive Digital
Narratives (IDN) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which integrate interactivity and narrative. While in existing literature, Tangible
Narratives are widely described as interfaces [
        <xref ref-type="bibr" rid="ref2 ref3">2,3</xref>
        ], platforms [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ], or environments [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], indisputably,
they are more than software. What distinguishes them from other manifestations of Tangible Interaction
is that they integrate narrative content with interfaces, objects, and a system environment [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. As a
narrative, they present a plot and feature a story world inhabited by characters and objects, while its
computational aspects discreetly serve to support the narrative experience [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ]. The field of Tangible
Interaction has contributed to the development of theoretical principles that can be applied to the study of
Tangible Narratives in tandem with other principles borrowed from narratology.
      </p>
      <p>This short paper expands on previous work on tangible narratives. It introduces the design case from
which stems a narrative architecture and a typology that aids in framing and designing tangible narratives.
Considering these concepts, the paper presents The Non-myth of the Noble Red. This tangible narrative
applies the concepts above while integrating aspects brought from the study of performative arts,
particularly Brechtian theatre, to find alternative ways of authoring tangible narratives.
1.1.</p>
      <p>
        The interface of an interactive digital narrative creates a space for active performance where both the
user and the computer have a role. The software provides a consistent illusion of the story's reality.
Creating human-computer experiences intends to construct imaginary worlds that can be extended,
amplified and enriched [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This statement is critically relevant to the authoring of tangible narratives.
Letters to José, a tangible interactive narrative, is a demonstrative case. In the form of three interactive,
physically unfolding storyworlds, the narrative presents the story of two brothers and the letters they
exchanged during the late 1940s. Every physical expression of Letters to José sought to “transport” [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
the person into the illusion of the story by representing its likeness. Each story world was comprised of
separate panels that were both the interface and the stage of the story. They were an interface because they
allowed the person to control how the narrative was presented (for instance, triggering sound after a
specific gesture). They were also a stage because they allowed the enactment of various narrative aspects.
Interactions like posing a cardboard puppet in a particular way allowed the person to assume the
character's narrative position by imitating multiple actions. This way, the story was not only told by a
narrator, but simultaneously read, played, observed, and performed by the user. The design of Letters to
José, and the subsequent study of this narrative [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], revealed multiple considerations for authoring tangible
interactive narratives [
        <xref ref-type="bibr" rid="ref11 ref12 ref7">7,11,12</xref>
        ]. Among them are an authoring architecture and a typology for what
Echeverri and Wei [
        <xref ref-type="bibr" rid="ref11 ref7">7,11</xref>
        ] framed as artifacts for storytelling, as discussed below.
1.2.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Narrative Architecture</title>
      <p>
        Based on the experience of designing and authoring Letters to José, as suggested in previous work
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], structuring a tangible digital narrative focuses on two primary levels: the content level and the
operations level. On the one hand, the content level, based on a non-linear narrative structure and
grounded on the hypertextual tradition, is composed of two sub-levels: the story content and the
exposition content sub-levels. The story content sub-level includes the major arcs—interconnected
chronological events that tell causality—and the secondary arcs—side sequences that provide different
layers of depth in the story. The exposition content sub-level, while it does not directly narrate events,
provides context to what is being narrated, generates expectations, formulates dilemmas, presents
choices, establishes a mood, or introduces new elements.
      </p>
      <p>On the other hand, the operations level refers to the non-narrative content that outlines the
procedures performed both by the system and the person. It supports the unfolding of the plot by
generating physical and cognitive affordances that tell the person how to navigate, the options available,
and the actions and possible outcomes caused by their actions through the manipulation of physical
artifacts with narrative meaning, or artifacts for storytelling.
1.3.</p>
      <p>Artifacts for Storytelling</p>
      <p>
        The concept of artifacts for storytelling departs from Kendall Walton’s objects of imaginings and the
make-believe theory of representation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. According to him, objects of imaginings are objects imagined
as something else, like a broom that children imagine to be a pony. In Letters to José, for instance, posing
a puppet, or opening a door, allowed people to imagine aspects of the narrative related to those actions
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Considering that these artifacts have a critical role beyond aesthetical expressions in a tangible
narrative, they can be described by three varying dynamic qualities and interaction methods [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] (Fig. 1):
      </p>
      <p>
        Diegesis [
        <xref ref-type="bibr" rid="ref14 ref15 ref8">8,14,15</xref>
        ] refers to whether the artifact and its representation exist in the space and time of
the narrative. It considers three values: diegetic, where the artefact and its representation are part of the
storyworld and are presented in the same way in the real world (e.g., a glove worn by the protagonist
of a story but also worn by the user), transdiegetic, where the artefact exists in the storyworld and
realworld, however, while represented differently, bridges both worlds (e.g., change of pace in the music
before a fight scene), and extra-diegetic, where the artefact exists in the space of the narrative system
but resides outside of the storyworld (e.g., a light switch).
      </p>
      <p>
        Embodiment [
        <xref ref-type="bibr" rid="ref16 ref17">16,17</xref>
        ] describes how close the action performed and the outcome of that action is.
This quality responds to different values conditioned by the actions made by the person. Its values are
full, where the artefact is both the means of performance and the space where the result of the
performance is manifested (e.g., a Rubik's cube). Coupled, where the result of the performance happens
very near to the artefact where the action was initiated (e.g., connecting two objects), and
nongraspable: where the artefact has a relationship with another detached artefact, away from the original
action (e.g., a buzzer that goes off when the player makes a mistake).
      </p>
      <p>
        Function [
        <xref ref-type="bibr" rid="ref18 ref8">8,18</xref>
        ] explains how the actions made through the artefact impact the story. These actions
guide the interactor into different paths in the narrative. This quality considers two values: ontological:
where actions lead the interactor into different paths and allow altering the plot. In contrast, the value of
exploratory describes actions that can change in the narrative's perspective or examine new relationships
in the narrative without changing the plot.
      </p>
      <p>
        While their qualities condition the way people interact with these artifacts, the embodied and
tangible methods used also play an essential role [
        <xref ref-type="bibr" rid="ref19">19–22</xref>
        ]. These methods can be space-directed, which
refers to how a person negotiates and navigates a space by manipulating an object (e.g., moving an
artefact from one point to another). Artifact-directed methods indicate how the person manipulates,
interacts, and creates relationships between one or more artifacts (e.g., tapping an artifact against
another). Lastly, body-directed methods relate to the person’s awareness of their bodies; it considers
their range of motion, senses, and other body-related skills.
      </p>
      <p>Artifacts have a crucial role in connecting the storyworld and the real world. The configurations of
these artifacts mediate between the narrative and the person conditioned by the relationships between
the space, the body, or other artifacts. Through these everchanging interconnections between values, an
artifact tells a story and supports the person’s imagination, fosters new motivations to identify and feel
empathetic to the story or the characters and feel rewarded about the experience.</p>
    </sec>
    <sec id="sec-3">
      <title>2. A Design Case: The Non-myth of the Noble Red</title>
      <p>Grounded on the learnings from the design of Letters to José, The Non-myth of the Noble Red expands
upon the architecture presented in the previous section [23]. Inspired by Paolo Uccello’s “St. George and
the Dragon” and U.A Fanthorpe’s poem “Not my best side” [24], the narrative borrows principles from
Bertolt Brecht’s Epic Theatre [25] as a way of exploring alternative approaches to the authoring of
interactive digital narratives. While the myth of St. George can be described as the formulaic fight between
good and evil, Fanthorpe’s poem critiques established gender and mythological roles. Informed by
Brecht’s Verfremdung effect, V-Effekt, also known as estrangement, distancing, or the alienation effect
[25], many representative aspects of the original story are questioned through interruptions and
inconsistencies, breaking the illusion of the story, and as encouraged by Brecht, facilitate reflection and
political action of the persons engaging with the story. For instance, the Dragon, St. George, and the
Maiden from the original story were abstracted in The Non-myth of the Noble Red to become the Villainous
Yellow, the Heroic Blue, and the Noble Red, each represented by a paper puppet and played/performed by
different users. As a form of distancing, the resulting characters are non-gendered beings that retain only
a few traits from the original myth [23].</p>
      <p>The Non-myth of the Noble Red plot is relatively simple: a community is under the threat of the
Villainous Yellow. They decide to offer a sacrifice to deal with its anger, so the Noble Red is eventually
sent to its lair. The Heroic Blue hears about this and decides it must do its part and save everyone. At this
point, the story breaks away from tradition and offers more questions than answers: Does the Noble Red
want to be saved? Can it save itself without help from the Heroic Blue? Does the Villainous Yellow
genuinely want to be a villain? Is the Heroic Blue indeed needed? Is the Noble Red really the weakest link
in the story? It is up to the users to answer these questions. The story presents three physical spaces where
each act unfolds: the first space is an individual but connected space where users interact with others; the
second space hints at the cave where the conflict happens; a collaborative space where the users work
together to defeat the villain (or not), and the third space, a shared one, is inhabited only by certain
characters depending on the outcome of the conflict.</p>
      <p>The Non-myth of the Noble Red places the confrontation from the original myth at the centre of the
experience, not as its starting point but as the arriving point of individual yet interconnected storylines.
From an architectural perspective, these storylines lead to conflict resolution in multiple ways
depending on the actions and decisions taken by each user during the first act (Figure 2). With the
resolution of the conflict, two users can follow a single path, take divergent paths, or arrive at no ending
at all. The major arcs describe each character's path until the conflict and subsequent resolution. The
secondary arc focuses on other supporting characters (i.e., the ruler and the helper) that facilitate the
arrival of the users to points where they diverge or converge, changing the conditions for the conflict.</p>
      <p>
        The paper puppets in The Non-myth of the Noble Red are worn in the user’s hand, like traditional
glove puppets [26], with mechanisms inspired by traditional Indonesian puppetry and Eastern European
marionettes but computationally enhanced (Figure 3). This way, it is possible for the puppets (and the
users) to interact with other puppets, spaces, and objects. Puppets, as interfaces, have positive cognitive
effects: they facilitate self-recognition [27], improve digital/physical interactions [28], strengthen the
sense of agency in the users, and make the storytelling process more expressive and dynamic [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>In the latest prototype of The Non-myth of the Noble Red, the puppets are tethered to the wrist of the
user for structural support and balance, where a Wi-fi enabled ESP32 microcontroller, and a LiPo
battery is housed and connected to sensors distributed across the puppet (Figure 3b). These sensors are
a PN532 NFC/RFID module, a TCS34725 RGB colour sensor, two capacitive sensors, and an MPU
6050 3-axis accelerometer and a 3-axis gyroscope sensor. Additionally, puppets can “talk” between
themselves and the physical spaces using a client/server architecture based on NodeRed and p5js.</p>
      <p>Considered as artifacts for storytelling, the puppets are transdiegetic artifacts, that can make ontological
changes to the plot based on decisions and actions performed by the user. Because of their diegetic nature,
the puppet can interact with objects and other puppets using artifact-directed methods such as tapping and
“touching”, thanks to the NFC reader placed in the puppet’s hand. By relying on space-directed methods,
the location of the puppet is tracked thanks to a matrix of capacitive surfaces laid on the space, along with
a series of coloured shapes placed over these surfaces. When one of the capacitive elements is triggered,
the colour sensor placed on the foot of a puppet, reads the colour it is standing on. If the colour matches the
one of the puppet, then the system assumes its location. This way, the puppet can “walk” and be tracked
when moving from one place to another (Figures 3c and 3d). While this solution is not precise—although
fine accuracy is not required—it removes the need for complex tracking hardware. Body-directed methods
are critically relevant because the puppet is controlled through hand movement. For instance, the user
mimics walking with the index and middle fingers as they are placed on the puppet's legs while it controls
the movement of the puppet’s hand through a rod connected to the user’s thumb (Figure 3a). With the MPU
6050 sensor placed in the puppet's body, the system can track movement to its left or right. Combining
these movements adds naturality and widens how the user interacts with different narrative aspects.</p>
      <p>However, while the puppet, in a certain way, requires the user to behave and act as the character, the
user is intentionally distanced by the way it performs through the puppet. For instance, the user does
not see her performance but the back of the puppet—although it can see at the performances of others.
In a Brechtian manner, all technological means are visible to the user but hidden to others, while certain
intentional limitations on how the puppet can move make certain movements uncomfortable or
challenging to perform. These limitations break the immersion and illusion of the narrative. Finally, the
two capacitive sensors on the microcontroller housing allow the user to make "a" or "b" choices. (Figure
3b) The text is authored to distance the user by presenting these choices not as if it was addressing the
character of the story but as someone who is consciously controlling a character.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Conclusions</title>
      <p>
        This short paper focused on a particular type of interactive media: Tangible Narratives. These
narratives combine aspects, principles, and concepts brought from the fields of Tangible Interaction and
the study of narratives. By briefly introducing previous research on a tangible narrative, namely Letters
to José, the author reviewed design considerations that guided the formulation of an authoring
architecture and a typology of tangible artifacts with narrative purpose—or artifacts for storytelling
[
        <xref ref-type="bibr" rid="ref12 ref7">7,12</xref>
        ]. Notably, this typology unifies concepts from tangible interaction and narratology.
      </p>
      <p>
        Based on this architecture and exemplified in the typology, the paper presented The Non-myth of the
Noble Red. This tangible narrative expands upon the learnings gained from the design of Letters to
José and integrates concepts from the study of performative art, particularly Brechtian theatre. This
pairing aims to look at performative arts as the source for new and divergent ways to design and author
interactive media, as suggested by other authors [
        <xref ref-type="bibr" rid="ref9">9,29–31</xref>
        ]. This approach places interest on the critical
discourse of the narrative and the exploration of alternative aesthetical approaches to storytelling. The
paper also discussed the technological considerations in the latest prototype of The Non-myth of the
Noble Red and related them to the artifacts for storytelling typology.
      </p>
      <p>While world-building in Letters to José was about representing a reality and interactions happened
according to that reality, in The Non-myth of the Noble Red, world-building is about hinting and
symbolizing a secondary world where people can perform through physical puppets but also observe
and reflect while others perform during short alienating pauses. In Letters to José, the purpose of
authoring the story was about allowing `people to enact Jesús's life. In contrast, in The Non-myth of the
Noble Red, authoring was about making visible, questioning, and challenging assumed gendered roles
inherited from prototypical western literature by providing ways to bend, break, or follow them.
Although there is still work ahead in developing a fully working version of The Non-myth of the Noble
Red, the author hopes that the considerations and the design cases discussed here can inform future
work in the design of tangible narratives.</p>
    </sec>
    <sec id="sec-5">
      <title>4. References</title>
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    </sec>
    <sec id="sec-6">
      <title>Annex: Complementing images from the ETIS’22 presentation</title>
    </sec>
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