Description
As part of the international ICIDS (International Conference on Interactive Digital Storytelling) conference, I had two distinct research papers approved that explore the boundaries of interactive digital narrative. One paper investigates how existential philosophy can be translated into virtual reality mechanics, while the other introduces a model for using artificial intelligence to augment storytelling in organizational decision-making.
First Paper: Not at Home
The first paper examines Not At Home, a virtual reality project inspired by a close reading of Martin Heidegger's existential philosophy. Rather than offering traditional explanations in the field of philosophy, that may not resonate so well with younger generation, the work uses a method of metaphorical extrusion to turn complex philosophical texts into the VR world. Players navigate an in-between space where basic posture, movement, and silence determine whether an overwhelming fall dissolves into panic or resolves into clarity. While I was not the developer of the game, my contributions lay in research, testing, UI/UX guidelines, and video creation. The game will be demonstrated in person in Bangkok, Thailand in December. The trailer video can be found at this link: https://youtu.be/yCUU-3l512Q?si=g9V-zDj3W7OPs4Bj.
Second Paper: Story Exchange Engines
The second paper, titled Story Exchange Engines, presents a framework that combines established storytelling methodologies with generative AI to support organizational decision-making. Traditional narrative methods struggle with strict time and scale limitations, while standard automated tools often strip away human intuition and responsibility. The proposed model establishes a dialogue where human subjects retain full control, while the system assists with form, facilitation, and scaling. This model is explored through design fiction and speculative design.