I Have No Time for the Woods
A VR experience inspired by Robert Frost’s poems, exploring overwork and fleeting serenity. 
A VR experience inspired by Robert Frost’s poems, exploring overwork and fleeting serenity. 
An AI research assistant tailored to your community
Interactive scenarios to prepare citizens for emergency situations - in collaboration with the Estonian Civil Protection and Rescue Board.
CEUR Workshop Proceedings, 2019
Different have been the attempts to use Procedural Content Generation via Machine Learning in game development. Among the others, some researchers have tried to adapt a game, or some part...
CEUR Workshop Proceedings, 2018
User interfaces are substantial parts of the gamer’s experience, but they are not only showing useful information to the player. Indeed, they can also be used to transmit narrative elements,...
Proceedings of the ACM on Human-Computer Interaction, 2021
The application of complex systems theories to the study of narratives proved able to offer a high heuristic value for the analysis of movies [24,26], TV series [35,36], music [45]...
Joint Proceedings of 4th Workshop on Games-Human Interaction (GHItaly21) & 1st Workshop on Multi-party Interaction in eXtended Reality (MIXR), 2021
Ethical choices are a feature present in a number of video games that gives players the ability to test their ethical values. However, ethical choices are not always driven by...
Frontiers in Virtual Reality, 2022
Is our way of expressing meanings through digital interactive artifacts simple? How does our sensemaking work when we try to understand Interactive Digital Narratives? To answer these and other questions,...
New Review of Hypermedia and Multimedia, 2023
The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR)...
arXiv, 2023
This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1)....
Proceedings of the 2023 ACM Conference on Information Technology for Social Good, 2023
The narrative sense-making of video games relies on different sources of information. Among them is the multimodal system through which games are made sensorially perceivable, the sensorimotor experiences they afford...
Narrative Works, 2023
“Fairy tales begin with conflict because we all begin our lives with conflict,” famously states Jack Zipes. And yet, this statement does not always seem to apply to non-Western story...
Marvels & Tales, 2024
Bodies often play an important role in all sorts of fairy tales. Is this the case when fairy tales are reinterpreted in video games? And what can the embodied and...
arXiv, 2024
The nature of interaction within Interactive Digital Narrative (IDN) is inherently complex. This is due, in part, to the wide range of potential interaction modes through which IDNs can be...
University of Tartu Press, 2025
What makes video games such powerful narrative media? This research explores how the interplay between games and players creates rich, complex experiences. By examining the ways in which video games...
Interactive Storytelling, 2026
Interactive Digital Narratives (IDNs) have been long considered potential solutions to the issue of accessibly representing complex topics in a cognitively manageable way. This review article is aimed at investigating...
Routledge, 2025
This chapter examines the video game Lies of P (loosely based on Carlo Collodi’s Pinocchio) focusing on its depiction of the posthuman body. We argue that the game makes use...
Italian Studies, 2024