INTERACTION
Different ways to interact:
- Touch
- Verbally
- Sensory
- Sound

Definition:
- Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect. In computers it is the dialogue that occurs between a human being and a computer program.

- Interaction is NOT Interpretation
- Interaction offers the audience choice!
- It places the audience in relation to information
- One of the most fundamental human processes
- According to Andy Cameron "Interactivity means the ability to intervene in a meaningful way with the representation itself"

However the Human-Computer interaction includes three basic principles of interactivity:
1. INPUT & OUTPUT:
If there is input then the result should be an output, and output should result in input.This creates a cycle.
2. INSIDE & OUTSIDE:
Inside is based on what the user already knows. Outside is based on what the user is experiencing.
3. OPEN & CLOSED:
Whether the output has a number of possibilities or a single one, there are a number of ways in which human-computer interaction may be carried out.
NARRATIVE
- Narrative is a spoken or written account of connected event eg. a story
- Narrative has rules and there are different ways to interact.

"It should contain both actor and a narrator, it also should contain three distinct levels consisting of the text, the story and the fabula, and its ‘contents’ should be ‘a series of connected events caused or experienced by actors’’ . (Mieke Bal 1885) in Lev Manovich ‘The language of new media’ 2001 p227.
He explains that in a narrative there must be different people. He also states that within a narrative you must include different components.
Traditional representation of narrative are 'perfective' no matter hat you do with them and where you enter them they are complete.

There are two ways of storytelling:
- Communication
- Framework

Two matters of Storytelling:
- Narrative/Telling
- Dramatic/Showing

The shift from Narrative to Interactivity involves a shift from perfective to imperfective. Narrative has two endings either optimistic or pesemistic. Neither is sustainable. Narrative has rules and there are different ways to interact.

In a Linear Narrative:
- You have to sit back an be an observer to the participants
- Time is set and fixed within a linear narrative
- Things that happened in the past is fixed (nothing we can do about it)
- You can have control over the future
- Tense relates to the time of the situation
DIGITAL COMMUNICATION
There are two types of digital communication:

1. PRINT:
Print is static, fixed and linear and unidirectional communication. Book never responds, it is one way communication where tracks will never cross. Book is also perceived as to being authoritative, unchangeable, transparent, unselfconscious.
2. DIGITAL:
Digital environment is opposite to unchangeable print- it is MALLEABLE, which means that you can change it and it is malleable as well as accessible/

Digital Media offers us way to enter this 'imperfect aspect'.


RYAN ENN HUGHES '360 PROJECT'
The 360 Project” is an exploration into the crossroads of photography and motion pictures. It is a study of peak dance movements, captured simultaneously by 48 cameras aligned in a circle.
There are two components to “The 360 Project” – “Ballet 360” features ballerinas from Canada’s National Ballet School, “Krump 360” features dancers from Northbuck Krump. The two styles of dance represent polemic perspectives in both technique and origin – one is beauty, the other beast.
The resulting images resemble a type of digital statue – a frozen, peak moment, embodying the essence of each dance form in 360 degrees.
THE ILLUSION OF INTERACTIVITY
By Andy Cameron
This is a video by Chris Crawford were he talks about interactivity. He also says that interaction is like conversation. This is how human computer interacts.
He also explains that interactive storytelling cannot include the “Creative Option” things that the player can do that the author had not anticipated.
Interactive fiction is certainly interactive, and it’s fictional in the sense of being made up, but it’s certainly not storytelling. Some practitioners of the field write eloquently of the glorious narrative possibilities, but the actual creations remain elaborate puzzles.
INTERACTION IN GAMES
An example of an interactive game is 'Call Of Duty'. Which is one of the biggest selling games worldwide. It has 3 different sections. The first section is were the user has to go up to certain levels and doesnt require internet. In each level the user is taken into different places. The second section is called 'Death Match' were the user has to play online and can compete with different users from anywhere around the world. The more the user plays the higher their level gets which enable them to unlock new weapons were they can change the colour, remove or add text etc. Section 3 is called 'Zombie' were 4 people have to take part which can be played online or without internet.

A game has winners and losers and has different outcomes but mainly depends on them game.
This videos uses images to tell a story. It explores links between imagination & computation.
Games have winners and losers plays do not (Lalande 1928) in Gonzalo Frasca 'Ludology meets Naratology' 1999.

Games are both object and process; they cant be read as texts or listened to as music, they must be played. Playing is integral, not coincidental like the appreciative reader or listener. The creative involvement is a necessary ingredient in the uses of game. (Aarseth 2001) in Gonzalo Frasca 'Play the Message' 2007.
One form of collaboration would be interactivity. This “refers to the possibility of an audience actively participating in the control of an artwork or representation”. An example of interactivity is graphic design for the internet. The concept of Facebook is entirely based on interaction. It encourages people to design their own pages, upload their own pictures and write statuses. We are the ones who control text and content on our page. This dilutes authorship and supports his idea that the reader is the creator. In his essay, ‘The Illusion of Interactivity’ Andy Cameron states “interactivity means the ability to intervene in a meaningful way within the representation itself, not to read it differently. Thus interactivity in music would mean the ability to change the sound, interactivity in painting to change colours, or make marks, interactivity in film the ability to change the way movie comes out and so on."
HOME
Marios character was created by Shigeru Miyamoto in 1981. Mario is known as a short, pudgy, Italian plumber who resides in the Mushroom Kingdom. He repeatedly rescues Princess Peach from the turtle-like villain Bowser and stops his numerous plans to destroy him and take over the kingdom. Mario also has other enemies and rivals, including Donkey Kong and Wario. Since 1995, he has been voiced by Charles Martinet.

As Nintendo's mascot, Mario is said by many to be the most famous character in video game history. Mario games, as a whole, have sold more than 210 million units, making the Mario franchise the best-selling video game franchise of all time. Outside of the Super Mario platform series, he has appeared in video games of other genres, including the Mario Kart racing series, sports games, such as the Mario Tennis and Mario Golf series, role-playing video games such as Paper Mario and Super Mario RPG, and educational games, such as Mario Is Missing! and Mario's Time Machine. He has inspired television shows, film, comics and a line of licensed merchandise.