Overview
Typical of my experience of computers, the main problems
that I have encountered in trying to work through the ideas
for this project have been technical. I have spent a lot of
time attempting to get technologies working. This is
inevitably ‘hidden’ time which prevented me from getting as
far as I would have liked.
The task that I set myself was too complex, the initial
planning not as clear as it might have been. I might have
spent more time sorting problems theoretically, letting go
of the technical challenges, spending more time on the
ideas, and less on the acquiring of skills.
This said, I have a working prototype that has been tested,
and it worked very pleasingly, I have a clear direction in
which I can take this project, I have overcome a number of
technical challenges on route, and I have done a lot of
learning myself.
The prototype itself suffers from an imbalance, leaning
greatly to the method at the expense of content. This is
perhaps simply a time issue. To get the model working and
tested was a priority. I do wonder however if the project
as a whole can work on anything more than a superficial
level. But neither am I sure that this matters.
My aim was to produce a fun device that would make students
take time over the writing of original scripts for animated
storybooks. Given the two successful lessons when students
have used the working prototype, I fell that this aim has
been achieved.
A secondary aim was to develop the structures for
communicating with students via web technology. This aim
too has been achieved.
Although though the prototype project itself I have not
pursued the ideas of spacial montage to the extent that I
had planned, I feel that I have opened up a rich set of
possibilities for future research. My research into both
folk tale structure and silhouette have been relatively
shallow as I have concentrated on the technical
construction of the piece. Neither have I had time to
pursue the possibilities presented by the random creation
of stories, using blocks of text as raw material. There is
a great deal of surrealistic potential both in the random
juxtaposition of text, and in the far from random patterns
that might be created to match blocks of text or fragments
of imagery into database driven conglomerates.
The premise of the project itself, the story teller’s
apprentice, started with a flaw. I based the process on
Christopher Vogler’s 12 stages of the Hero’s journey,
rather than Vladimir Propp’s 31 functions. Even the 12
stages are too complex for the students that I am aiming
the project at, without a great deal of further explanation
and exploration. But the main fault is that the prototype
remains very linear, with each of the stages in a set
order. Both Propp’s functions and Vogler’s stages need not
be sequential, and are not all present in every tale. So
the structure that I have chosen acts as a skeleton around
which the students are hanging their own creativity rather
than a serious device for teaching the concepts of fairy
tale structure.
I discovered a project in some ways similar to the ideas
that I had in mind - the
‘digital propp’ which is some ways shows
what I was not attempting to do. This site is designed as a
tool for the creators themselves to study the ideas of
Propp, and the content is very carefully engineered to
achieve the end result. With my project the structure is to
an extent incidental to the aim of generating original work
from students. Although I have not given time to populating
my creation with traditional tales, I was in fact surprised
at how well the few examples that I have entered fitted
Vogler’s stages. Some of the stages where more difficult
than others, some shoe horning was needed. If I where to
use the device to study structure, it would get students to
do this populating of the database.
Technical
With time I am sure that I could find better technical
solutions than those that I pursued. Runtime Revolution,
Flash, HTML, PHP and MySQL, all may have been better than
my Filemaker Pro and web portal solution. I was not
expecting to follow the web 2.0 route to the extent that I
did.
An initial stumbling block was the constrain that Filemaker
places on their software, which can only be accessed over
the web by five consecutive users unless one buys and runs
a server version. I spent the best part of a week
attempting and failing to run a trial version of this. A
work round was to hire server space, which I have done.
Currently the web based experiment is running on this. with
time I would pursue the web based solution, as this would
give me a much better chance of creating an enduring and
stable solution.
In subscribing to and making use of the on line avatar and
AI engine, my choices were limited. But to have created
this independently would not have been possible given
constraints of time and technical skill.
The AI engine would need a great deal more programming in
order to answer questions with more apparent intelligence.
With time I could collect and respond to the questions that
my students are asking the avatar. As with the rest of the
content, I have concentrated on getting the structure up
and running, exploring but not yet exploiting the potential
that has been created.
The use of an on line drawing programme and screen capture
software is very unsatisfactory, although I include it as
an indicator of the way I would like the project to
develop. I am hoping that I can develop and customise the
creation and saving of images to go along with the text
that students are writing.
The direction that I have taken has been dictated to an
extent by technical constraints. I was very keen to get a
prototype working in the classroom, so that I could begin
to evaluate the work that I have done. This testing process
is vital to the development of the project.
Appraisal
I might have developed either the ‘trompe-l'œil’ of a
virtual book, with all the problems inherent in maintaining
this illusion both on screen, and on multiple platforms
over the web. Or I might have developed more of a screen
based design. The latter has potential for the development
of this project, although as the project is aimed at 13
year old’s, the book interface is understood and enjoyed.
The story teller himself did not really work as well as I
would have liked. He is difficult to understand. I might
have pre-recorded a human voice for him, but chose to
retain the continuity of the text to speech engine though
to the AI version of the avatar. I could perhaps have made
him less human.
Given time I would have extended the potential of the text
to speech function of the avatar to read back the work that
the students were typing in.
My original ‘santa’ experiment created some interesting
feedback on the way in which people react to avatars.
Masahiro Mori's theory of the ‘Uncanny Valley’ is perhaps
relevant, although the effect that I was aiming at was far
from human. The reaction is perhaps relevant to the whole
concept of creating a cohesive mimetic though elements of
both design and content. In attempting to create the piece
in the form of a virtual book, I was setting myself a hard
task. By then including an avatar the task became more
difficult to achieve.
Conclusion
There is still a great deal of work that I could do to
improve and extend the ideas that this project has
generated, and much that I can do to learn and implement
the technical solutions to the problems that I have set
myself. I did not get on to the drawing tools that I had
planned to create. This will be my next step. The web is a
particularly frustrating tool to make use of, with the
restriction of basic fonts, with elements displaying
differently depending on a myriad of variables beyond
control. I feel a little bit like Mickey Mouse in Fantasia.
But despite a rather ill defined structure, to an extent
the story teller’s apprentice achieved it’s aim in that the
students to whom I presented it were fully engaged and
produced some wonderfully creative stories. Several of them
even came back in the lunch break after the lesson to
continue with their work. And I have learned about the
practicalities and possibilities of getting database
technology on line.
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