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Who Am I That Acts PDF
Who Am I That Acts PDF
that acts?
The Use of Voice in
Virtual Reality
Interactive Narratives
1TrinityCollege Dublin
2Saint Martin’s Institute of Higher Education
Overview Who
speaks?
• Voice in Narratives
• “Who speaks” in Virtual Reality
• Case Studies Who am I
• “Who am I that acts?” - Self-identification that speaks?
Who am I
that acts?
Voice in Narratives
Who speaks?
VOICE
Narrator Narratees
Genettian Narration
Diegetic first person Non-diegetic third person
Homodiegetic Narration Heterodiegetic Narration
• Autodiegetic narrator • Heterodiegetic narrator
• Protagonist • Non-diegetic character
• Homodiegetic narrator
• Non-protagonist
Ambiguity in Narrator’s identification
Voice and Perspective
Perspective
• Who sees?
Voice
• Who speaks?
Non-focalisation Genettian Perspective
Who sees?
Internal focalisation
External focalisation
• Challenges to immersion
• Non-focalised owner (knows too much!)
• Non-diegetic owner (reminds me I’m not really here!)
• Heightened immersion
• Diegetic voice with external focalisation
Self-Identification
Who speaks?
Who address me?
Excerpts from CYOA book titled Journey Under The Sea by R.A. Montgomery (1977)
CYOA books evolved...
DelConte’s Narratee identities
• Narratee as The Narrator VR player’s interaction embedded
• = protagonist into diegetic agency
• ≠ protagonist
• Narratee as the Protagonist of the Story
LudoNarrative Dissonance between
• With a third party narrator player agency and author’s story
• Narratee as an Onlooker in a protagonist’s story
• Narrated by protagonist
• Narrated by third party VR players acting as sidekicks (Larsen)
Completing side quests
Without modifying central narrative
Case Studies
The viewer as
a non-protagonist
non-narrating
Character
Different
self-identification
through
different
use of 2nd-person
voice
The Last Goodbye (2017)
• the player accompanies survivor
on a visit to the Majdanek
concentration camp through a
drone-mounted 360 camera
• On-screen and off-screen
persona narrating his memories
The Last Goodbye (2017)
• Never addresses the player with
an absolute ‘you’
• Breaks fourth wall by looking at
camera
• No interactions with the objects
• Swayze-effect
• Camera drone’s shadow
The final scene...