Nonlinear Stories in Traditional Media
The first set of examples I'm working on is a list of movies and books that have nonlinear plots. I'm not necessarily talking about interactive stories here; instead, I want to know about any story that presents itself in a non-chronological order of some kind. For instance, the plot in Memento is shown in reverse order, and events are told by various narrators in Hero.
In addition to the actual example, it would be great to hear your thoughts on how the creators have explained the use of a nonlinear plot in the context of their stories, or what technique they used to present it. In Memento, the backwards plot fits in with the brain damage of the main character, and in Hero the technique is the use of different framing devices (in this case, an unreliable narrator).
This list is going to be used in thinking about nonlinear narrative in games. I will let you know more closer to the end of the term.
Less Successful Augmented Reality Projects
Do you know of an augmented reality project from academia or industry that seemed really good but never really caught on to be a big success? Or a project that wasn't actually very good in the first place? This includes projects that have been important in terms of the technology they have moved forward, but that didn't seem to have a lasting use to real people, as well as commercial flops.
I'm going to be using these examples in a discussion of how less successful augmented reality projects could be improved. It's related to my work on using cognitive theories to uncover the value of AR. The current version of our paper is probably going to a journal or magazine, and I am very much looking forward to sharing it with you all - hopefully soon!