Mads Haahr

Mads Haahr
Trinity College Dublin | TCD · School of Computer Science and Statistics

PhD, MSc, BSc

About

92
Publications
30,899
Reads
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2,515
Citations
Additional affiliations
January 2000 - present
Trinity College Dublin
Position
  • Professor (Associate)

Publications

Publications (92)
Article
Full-text available
When Bandersnatch (2018) was released on Netflix, interactive storytelling became accessible to a mainstream audience on a new scale. While this interactive film lets audiences make binary choices, the influence they have over the plot is limited, and at times the correlation between a choice and the resulting story is difficult to recognize. Altho...
Chapter
Self-identification is a key factor for the immersion of the VR interactive narrative player. Diegetic non-protagonist narrators, touched-up heterodiegetic narrations with internal focalization, and casting the player in a ‘virtual sidekick’ role are suggested by the literature to support self-identification. This paper analyses the use of second-p...
Conference Paper
Full-text available
With the launch and popularity of Bandersnatch (2018), interactive storytelling reached a mass audience in a different way to earlier works. However, as a narrative experience, Bandersnatch belongs to a particular class of Interactive Digital Narratives (IDNs): highly restrictive, nonlinear, branching structure films that offer limited agency and,...
Conference Paper
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We present Honey, I'm Home, a short 2D adventure game which makes use of the SPHINX framework for procedurally generating narrative puzzles. The player guides the protagonist, a journalist for a local newspaper, through four game areas, interacting with numerous characters and objects along the way. The player must solve puzzles to complete each ar...
Chapter
Data structures and recursive algorithms are challenging concepts to learn because they are abstract and difficult to relate to familiar knowledge. Many researchers suggest that digital serious games may be a good tool to facilitate the learning process of these topics. This article presents a review of currently available digital serious games for...
Conference Paper
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In this position paper, we present the preliminary experiences of an ambitious collaboration between Haunted Planet Studios and Museet Mosede Fort Danmark 1914-18 (see first sidebar) to develop a sophisticated site-specific augmented-reality game situated in a historical fort. Entitled Kampen om maden 1914-1918 (loosely translated, “the struggle fo...
Chapter
Full-text available
Narrative puzzles involve exploration, logical thinking and progressing a story. This paper presents a narrative design innovation in the form of a system for the procedural generation of such puzzles for use in story-rich games or games with large open worlds. The approach uses an extended type of context-free grammar as the basis for both the gen...
Article
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Procedural Content Generation (PCG) for games has existed since the 1980s and is becoming increasingly important for creating gameworlds, backstory and characters across many genres, in particular open-world games such as ${Minecraft (2011)}$ and ${No Man's Sky (2016)}$ . A particular challenge faced by such games is that the content and/or gam...
Book
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, s...
Article
Locative gaming dates back to the early 2000s, and with the success of Ingress (2012) and Pokémon GO (2016), locative games have now entered the mainstream in a very serious way. However, while the genre holds considerable promise for cultural heritage, it has yet to make a real impact for this purpose. A particular challenge is to reconcile the tw...
Conference Paper
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This half-day workshop is concerned with location-based AR games for cultural heritage. We explore location-based game mechanics and narrative structural techniques suitable for cultural heritage sites, as well as approaches to visuals and audio that can help create a feeling of immersion into the cultural content without losing a sense of presence...
Chapter
The first part of the book is concerned with the history of Interactive Digital Narrative (IDN). Its intention is to serve as a concise historical account of the development of IDN from its beginnings to recent works by means of representative and influential examples. The identification of distinct historical phases is problematic, given the many...
Chapter
Interactive Digital Narrative is an ever-growing field that encompasses a number of diverse practices, from avant-garde art to interactive documentaries , electronic literature, video game design, applications of artificial intelligence (AI) research and ubiquitous computing. To provide a context for understanding today's practices, in this introdu...
Chapter
The hybrid nature of interactive digital narratives-as narratives and procedural digital entities on software executed on computers-poses considerable challenges for analysis and categorisation. A further complication lies in the rapid evolvement of the underlying technologies for creation and dissemination as computing technology has developed dra...
Conference Paper
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Though sometimes placed in opposition to digital games with authored narratives, simulation games and their primarily emergent narratives do not necessarily lack emotional depth and complexity, and can engage players in intellectually and emotionally engaging narratives. Through the close analysis of Paradox Development Studio’s highly successful g...
Conference Paper
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This short work-in-progress paper reports on our ongoing efforts to build a suite of location-based augmented-reality games for a new type of engagement with cultural heritage. Rather than being strongly historical, our games are based on original as well as adapted literary content of particular relevance to the chosen sites. The paper reports on...
Conference Paper
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Ideology and its function in digital games has received considerable scholarly interest in the field of game studies, though only more recently has criticism interested itself with the ideological implications of game mechanics in conjunction with a game's representational content. Relying on an Althusserian definition of ideology, this paper build...
Book
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practi...
Chapter
Full-text available
Location-based games are games in which the players interact with the gameworld and other players by moving through a physical environment. The particular mechanics may differ significantly between titles and can involve exploration, capture, chase, collection and territorial conquest. For titles with a strong narrative focus, a storyworld is overl...
Conference Paper
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Aural feedback plays a crucial part in the field of interactive entertainment when delivering the desired experience to the audience, particularly in video games. It is, however, not yet fully explored in the industry,specifically in terms of interactivity of musical elements. In this paper, we present barelyMusician, an extensible adaptive music e...
Article
Full-text available
As the domain of Interactive Digital Narrative matures, it becomes increasingly important for researchers to understand the conceptual differences and underlying theories in the different approaches. This paper presents new theoretical perspectives on the fragmented theory and practice within the domain and proposes first steps towards a unified th...
Conference Paper
Full-text available
Categorizing Interactive Digital Narrative (IDN) works is challenging because artistic and technological approaches constantly evolve. At the same time, a range of theoretical approaches from neo-Aristotelian perspectives to applications of post-classical narratology have applied many markedly different analytical perspectives, making an overall co...
Data
This is a file with random numbers prepared by Mads Haahr which I use to generate some non-periodic coefficients. It was early available at www.random.org
Article
Full-text available
This workshop explores future research directions towards a better categorization and comparison of IDN works, with the objective of a more adequate understanding of this evolving field. In such a multidisciplinary area, an effort is necessary to establish a shared space across different analytical perspectives and practical approaches. As a comple...
Article
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In this paper, we present and describe the sound design and audio evaluation of Viking Ghost Hunt, a location-aware game based around important historical locations in Dublin, Ireland. We describe the novel approach taken in developing an engaging soundscape for location-aware games in mobile multimedia devices that highlight the importance of spat...
Conference Paper
Full-text available
The theoretical understanding of interactive digital narrative must evolve in order to accommodate recent trends and development in the practice of this constantly evolving form of human expression. This edition of our workshop series at ICIDS concentrates on artifacts produced or released in the last two years. In addition, it broadens the perspec...
Conference Paper
Full-text available
An important step towards a theoretical understanding of interactive digital narrative is a classification system for existing artifacts. Many artifacts in Interactive Digital Storytelling provide a challenge to taxonomies derived from literature or film. The lack of a thorough classification system is also a serious hindrance to theoretical work,...
Article
Most previous research on golf swing mechanics has focused on the driver club. The aim of this study was to identify the kinematic factors that contribute to greater hitting distance when using the 5 iron club. Three-dimensional marker coordinate data were collected (250 Hz) to calculate joint kinematics at eight key swing events, while a swing ana...
Article
Full-text available
In this paper we describe the sound design of a location based mobile phone game and investigate the role of spatialised audio and reverberation. Particular attention was given to the effect of audio on immersion and emotional engagement of participants. We present the sound design, implementation and evaluation of our working prototype, Viking Gho...
Conference Paper
Full-text available
Dramatic improvements in smartphones over the last few years have positioned them as a major platform for interactive media content. In addition to being much more portable than laptop computers, smartphones also support a sophisticated combination of GPS, sensors and communications interfaces that allow extracting context information related to t...
Article
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Service-oriented computing is becoming an increasingly popular paradigm for modelling and building distributed systems in open and heterogeneous environments. However, proposed service-oriented architectures are typically based on centralised components, such as service registries or service brokers, that introduce reliability, management, and perf...
Conference Paper
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As a new research domain matures, it becomes increasingly important for researchers to agree on a shared vocabulary. For researchers in Interactive Digital Storytelling, this is a particular challenge, because researchers come from many different domains and bring their own terminology with them. This workshop exposes and explores the differences i...
Article
This article is concerned with the challenges associated with supporting communication in disconnected MANETs with such a sparse population of nodes and so little (or no) fixed infrastructure that the network graph is rarely, if ever, connected. The networks considered are autonomous and do not depend on established infrastructure. The disconnected...
Conference Paper
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This paper is concerned with challenges and solutions related to the use of smartphones as a location-based mobile gaming (LBMG) platform. We present here a summary of our experiences from building a feature-rich story-driven LBMG for the Android platform. The game uses location, handset orientation and marker-less augmented reality to support its...
Conference Paper
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This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players' experience of engagement and immersion, which was evaluated through a qualitative...
Conference Paper
Full-text available
In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of pre...
Conference Paper
Full-text available
The workshop explores Narratology as applied to Interactive Digital Storytelling. It presents different strands in established Narratology and the foundations they are built on. Then it discusses different attempts to apply and reconcile Narratology with Interactive Digital Storytelling. The workshop is designed to expose these differences by apply...
Article
Full-text available
Message delivery in sparse mobile ad hoc networks (MANETs) is difficult due to the fact that the network graph is rarely (if ever) connected. A key challenge is to find a route that can provide good delivery performance and low end-to-end delay in a disconnected network graph where nodes may move freely. We cast this challenge as an information flo...
Conference Paper
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We propose an extension to the event-based programming model for sensor-driven ubiquitous computing applications. The extension consists of three abstractions: Multi-event handlers, event streams and execution policies. We believe that these additional abstractions simplify the task of writing applications in this domain. In this position paper we...
Conference Paper
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Earth tremors are a constant, intrinsic part of our planet's nature and a visceral experience when first encountered. Kosmoscope, a telematic art installation by Tim Redfern, marries two venerable technologies, the kaleidoscope and the seismograph, in order to immerse viewers within an abstract audiovisual representation of earth tremors. Kosmoscop...
Chapter
The area of computer-augmented sports is large and complex and spans several disciplines. This chapter presents a general-purpose taxonomy of computer-augmented sports systems, which is intended to assist researchers and designers working in this domain. Allowing systems to be classified with regard to form as well as function, the taxonomy is inte...
Conference Paper
Clustering involves arranging a P2P overlay network's topology so that peers having certain characteristics are grouped together as neighbors. Clustering can be used to organize a P2P overlay network so that requests are routed more efficiently. The peers lack of a global awareness of the overlay network's topology in a P2P network makes it difficu...
Conference Paper
Full-text available
Message delivery in sparse Mobile Ad hoc Networks (MANETs) is difficult due to the fact that the network graph is rarely (if ever) connected. A key challenge is to find a route that can provide good delivery performance and low end-to-end delay in a disconnected network graph where nodes may move freely. This paper presents a multidisciplinary solu...
Article
Full-text available
An abstract algorithm which is used to create network of hubs in peer to peer (P2P) overlay network is discussed. The P2P systems organize the peer computers in a virtual communication network called an overlay network. Overlay networks have self-organizing characteristics and they are established by P2P software without any human intervention. The...
Conference Paper
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Peer-to-peer (P2P) applications are extremely popular on the Internet because they allow users to share information in a decentralized manner. Internet users use file-sharing applications (e.g., BitTorrent, KaZaA) to share and exchange files and collaboration applications (e.g., Jabber, Groove) to exchange chat messages and work on shared documents...
Article
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In this paper, we present the Media Portrait of the Liberties (MPL), a hands-on investigation of a new, digi-tally mediated form of narrative experience that makes extensive use of mobile computing technology. An urban neighborhood is a physical embodiment of a community's memories and history. Location-aware mobile narrative systems have significa...
Conference Paper
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Searching and organization of peers are fundamental challenges in P2P networks. Unstructured networks, such as Gnutella, inefficiently use broadcast searches and random neighbors. Structured networks are similarly inefficient, as they generally rely on globally unique identifiers (GUIDs) which are assigned irrespective of content, which prevents fu...
Article
Ireland was subject to a considerable transformation towards the end of the 19th century and again at the end of the 20th century with the Celtic Tiger boom. The latter can be seen as a particularly fast-tracked phase of a longer transformation of Irish society from an agricultural/industrial society into an informational society. This paper traces...
Article
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There are a few key benefits of a case-based approach to spam filtering. First, the many different sub-types of spam suggest that a local leamer, such as Case-Based Reasoning (CBR) will perform well. Second, the lazy approach to learning in CBR allows for easy updating as new types of spam arrive. Third, the case-based approach to spam filtering al...
Article
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While the university has traditionally been our primary centre for the management of knowledge, a variety of factors are changing the processes associated with this function. This paper discusses the university's transition from industrial to information society by focusing on the four processes of knowledge advancement, transmission, preservation...
Article
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Java Remote Method Invocation (RMI), as a distributed object technology, has poor existing support for operation in wireless mobile computing environments. The use of RMI in a mobile environment poses a number of problems related to hardware mobility and the characteristics of wireless networks. This paper describes an implementation of an architec...
Conference Paper
Full-text available
Java Remote Method Invocation (RMI), as a distributed object technology, has poor existing support for operation in wireless mobile computing environments. The use of RMI in a mobile environment poses a number of problems related to hardware mobility and the characteristics of wireless networks.This paper describes an implementation of an architect...
Article
Full-text available
Event-based communications has been used successfully in many application domains, one of whichisvirtualenvironments. Events are a useful concept in this context because they embody the notion of something happening in an environment, be it real or virtual. We claim that the notion of events is not only a suitable communications paradigm to model p...
Article
This paper describes how this can be achieved, and emphasises the benefits of such an approach. The immediate future of peer-to-peer computing will uncover a new field of pervasive and vastly parallel computing
Article
this paper is designed to be generally applicable to P2P applications. At the time of writing, it is being deployed in a file sharing application for proof-of-concept purposes
Article
Our previous work in mobility support for CORBA applications resulted in the design and implementation of the Architecture for Location-Independent CORBA Environments (ALICE). The first version of ALICE enabled CORBA objects running on mobile devices to interact transparently with objects hosted by off-the-shelf CORBA implementations without relyin...
Article
Full-text available
Event-based communication is useful in many application domains, ranging from small, centralized applications to large, distributed systems. Many different event models have been developed to address the requirements of different application domains. One such model is the ECO model, which was designed to support, distributed virtual world applicati...