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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
This manual focuses on the initial phase of a (digital) publishing process. It offers methods to critically examine the narrative structures of content and explore alternative conceptions of a publication. By raising the question of how modular publishing can be used as a way to create, edit and structure content it tries to resist a monolithic story line, and embraces multiple perspectives.
A research theme examining story structure (linear, branching, and procedural), narrative design, and writing for video games.
The project virtually breaks down a large timber structure into pieces and simultaneously simulates and tests each piece in a different laboratory or facility. In this way, unique aspects of each facility can be used at the same time. The experiments take place in a synchronized way, which is a difficult task considering 4 countries (UK, Canada, Greece and the Netherlands) will work at the same time for testing one hypothetical timber structure. Geographically distributed hybrid testing blue sky research, timber structure testing including soil-structure-interactionHYSTERESIS project aims to use geographically distributed hybrid testing for providing experimental evidence for energy dissipation and SSI response of buildings composed of mass timber and CLT panels. The project outcomes will give a boost to the efforts of building multi-story timber structures in areas with wind and/or earthquake loading conditions. The particularities of the problem in hand and the need for testing in large scale while taking into account the SSI, dictate using a novel hybrid testing approach.
Companies in the leisure industry have to keep innovating. They can do so by partnering up with other businesses in the industry. Many studies have already been done into the structure of interorganisational collaborations.This research focuses on the process of such a collaboration. How does a collaboration process work? In particular: a collaboration process that involves organisations in the arts, culture, media and entertainment sectors wanting to innovate together by seeking new forms of storytelling and business innovation? What issues do they encounter, and how are they being tackled? How does their artistic or commercial background influence the collaborative process? By looking at micro-dynamics in the collaborative process, it is becoming clear how interorganisational collaboration proceeds.Partner: Tilburg University