TALLINN UNIVERSITY
ICIDS is the premier conference for researchers and practitioners concerned with studying digital interactive forms of narrative from a variety of perspectives, including theoretical, technological, and applied design lenses. The annual conference is an interdisciplinary gathering that combines technology-focused approaches with humanities-inspired theoretical inquiry, empirical research and artistic expression. This year is the 14th edition of the conference. ICIDS is the main academic conference of the Association for Research in Digital Interactive Narratives (ARDIN).
"Datafied stories: Linked data as a mode of narration"
"Of Magic, Witches and Neuroscience - Designing Games for Integrity and Personal Power"
"Immersion, beyond VR"
ON-SITE visitors in Tallinn University – The conference is required to check infection safety to ensure all attendees have been fully vaccinated or recovered from COVID-19. Please be aware of the obligation to present a certificate of vaccination status or certificate of recovering status.
09:00 – Doctoral Consortium
13:00 – Workshops Welcome
13:30 – Workshops
17:00 – Art Exhibition Opening
19:30 – Dinner
20:30 – Students Social Event
09:30 – Walking Tour of Tallinn (on-site only)
13:00 – Conference Welcome
13:30 – Paper Presentation 1
Max Kreminski and Michael Mateas | A Coauthorship-Centric History of Interactive Emergent Narrative |
Kirsty Dunlop | Emergent Gameplay, Emergent Essaying |
Jason Grinblat, Cat Manning and Max Kreminski | Emergent Narrative and Reparative Play |
14:30 – Coffee Break
15:00 – Paper Presentation 2
Kenny Chow | Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study |
Sarah Anne Brown and Sharon Lynn Chu | “You Write Your Own Story”: Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students |
Megan Mott, Bradford Mott, Jonathan Rowe, Elizabeth Ozer, Alison Giovanelli, Mark Berna, Marianne Pugatch, Kathleen Tebb, Carlos Penilla and James Lester | “What’s important to you, Max?”: The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change |
Nele Kadastik and Luis Emilio Bruni | A Transmedia Narrative Framework for Pediatric Hearing Counseling |
16:30 – Coffee Break
17:00 – Paper Presentation 3
Mijael R. Bueno Perez, Elmar Eisemann and Rafael Bidarra | A synset-based recommender method for mixed-initiative narrative world creation |
Colin Potts and Arnav Jhala | Narraport: Narrative-based Interactions and Report Generation with Large Datasets |
Luis Felipe Torres Meza and David Thue | The Applicability of Greimassian Semiotics to Meaningful Procedural Quest Generation |
Jovana Plavsic and Ilija Miskovic | Contextualization of Design Qualities in Interactive Story-Based Visualization Applied to Engineering |
18:30 – “Datafied stories: Linked data as a mode of narration” – Indrek Ibrus Keynote
This talk explores the possibility of building on the datafication of media production processes and general (meta)datafication of audiovisual culture and discusses how to develop novel ways to open up and tell familiar stories and take them further.
Indrek Ibrus is Professor of Media Innovation at Tallinn University’s (TLU) Baltic Film, Media and Arts School (BFM), Estonia. He also curates BFM’s doctoral programme. His research interests include media innovation, the evolution of cross-platform and ubiquitous web, evolution of contemporary metadata formats, the broader evolution of modern creative industries, and the implications of cultural heritage digitisation. He has published extensively on mobile media, media innovation/evolution, metadata, transmedia storytelling and cross-media production. He is a co-editor (together with Carlos A. Scolari) of Crossmedia Innovations (Peter Lang, 2012), editor of Emergence of Cross-Innovation Systems (Emerald, 2019) and co-author (with John Hartley and Maarja Ojamaa) of On the Digital Semiosphere (Bloomsbory, 2020). He is also a co-editor of the journals Baltic Screen Media Review and Cultural Science Journal.
20:30 – Online Poster Event
10:00 – Review Reflections (on-site only)
13:00 – Paper Presentation 4
Mariana Farias and Carlos Martinho | An Approach to Multiplayer Interactive Fiction |
Ben Samuel, Adam Summerville, James Ryan and Liz England | A Quantified Analysis of Bad News for Story Sifting Interfaces |
Max Kreminski and Michael Mateas | Toward Narrative Instruments |
Noam Knoller, Christian Roth and Dennis Haak | A Matrix to Describe Complexity in a Narrative Serious Training Game |
14:30 – Coffee Break
15:00 – Paper Presentation 5
Tsai-Yen Li and Wen-Xuan Wang | Using Wearable Devices to Participate in 3D Interactive Storytelling |
Niels Erik Raursø, Malte Elkær Rasmussen, Mikkel Kappel Persson, Tor Arnth Petersen, Kristinn Bragi Garðarsson and Henrik Schoenau-Fog | Lean-Back Machina: Attention-based Skippable Segments in Interactive Cinema |
Mirjam Vosmeer and Christian Roth | Exploring Narrative Novelties in VR |
Jonathan Barbara and Mads Haahr | Who am I that acts? The Use of Voice in Virtual Reality Interactive Narratives |
16:30 – Coffee Break
17:00 – Paper Presentation 6
Susana Gamito and Carlos Martinho | Highlight The Path Not Taken to Add Replay Value to Digital Storytelling Games |
Bjarke Alexander Larsen and Elin Carstensdottir | Wrestling with Destiny: Storytelling in Perennial Games |
Martin Martinelli and Justus Robertson | A Plan-Based Formal Model of Character Regret |
Ps Berge | Monster Power. Rebel Heart. Gay Sword. |
18:30 – “Of Magic, Witches and Neuroscience – Designing Games for Integrity and Personal Power” – Doris Rusch Keynote
This talk asks how we can create games that can help us identify our True North, develop intuition for how to live with integrity, and to step into our personal power. It presents a theoretical framework on existential transformative game design and illustrates its application by way of an interactive text adventure: “The Witch’s Way”. The theoretical framework developed together with Andy Phelps is informed by existential psychotherapy, archetypal psychology, myth and ritual studies. A new development in this work is the integration of neuroscience and neuroanatomy and the linking of existential themes to Jungian archetypes, and the four brain characters described by Jill Bolte Taylor. it’s going to be a wild ride, fun and hopefully inspiring!
Dr. Doris C. Rusch is a professor of game design with a special focus on Transformative Play at Uppsala University, Department of Game Design. She is the author of “Making Deep Games” and numerous journal papers and book chapters, has given conference presentations and keynotes at GDC, FDG, Meaningful Play, FROG, DiGRA and a variety of other well-known games conferences. She is the vision holder and lead designer of many award-winning games that deal with mental health issues and other salient aspects of the human condition, from depression to domestic violence. She is collaborating with Prof. Andy Phelps on the Existential Transformative Game Design Framework, a design framework to create games that contribute to a meaningful life and draws on existential psychotherapy, depth psychology as well as myth, ritual to create experiences with deep, psychological resonance, which can ignite change in a self-directed and uncoerced manner.
20:30 – ARDIN meeting
09:30 – Walking Tour of The KUMU Art Museum (on-site only)
13:00 – Paper Presentation 7
David Millard and Charlie Hargood | Hypertext as a Lens into Interactive Digital Narrative |
Hartmut Koenitz, Jonathan Barbara and Mirjam Eladhari | Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work |
Erik Blokland, Caroline Cullinan, Doreen Mulder, Willie Overman, Marin Visscher, Amir Zaidi, Mijael Ricardo Bueno Perez and Rafael Bidarra | Exploring multiple perspectives in citizenship education with a serious game |
Marta Ferreira, Nuno J. Nunes and Valentina Nisi | Interacting With Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling |
14:30 – Coffee Break
15:00 – Paper Presentation 8
Chris Martens | Inbox Games: Poetics and Authoring Support |
Andrew Gordon and Timothy Wang | Narrative Text Generation from Abductive Interpretations using Axiom-specific Templates |
Ektor Vrettakis, Akrivi Katifori and Yannis Ioannidis | Digital storytelling and social interaction in cultural heritage – an approach for sites with reduced connectivity |
Asim Hameed, Øyvind Sørdal Klungre, Andrew Perkis, Gøran Bolme and Andrew Brownridge | User Evaluation of a Storytelling Application Assisting Visitors in Protected Nature Areas |
16:30 – Coffee Break
17:00 – Paper Presentation 9
Colette Daiute, Dan Cox and John Murray | Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in Sherlock |
Joshua Fisher and Janíce Tisha Samuels | A Proposed Curriculum for an Introductory Course on Interactive Digital Narratives in Virtual Reality |
Andy Smith, Danielle Boulden, Bradford Mott, Aleata Hubbard Cheuoua, James Minogue, Kevin Oliver and Cathy Ringstaff | Supporting Interactive Storytelling with Block-Based Narrative Programming |
Daniel DeKerlegand, Ben Samuel and Mike Treanor | Pedagogical Challenges in Social Physics Authoring |
18:30 – “Immersion, beyond VR” – Sandra Gaudenzi Keynote
Isn’t it interesting that the word “immersion” has gained traction in the last 5 years with the emergence of the VR as a mass media proposition?
As if we were not constantly immersed in “physical reality”, as if linear stories were not immersive, as if our imagination was not the most immersive media ever invented?
The real problem with the recent VR buzz is that a lot is said about the technology but very little about its impact. Are we to re-connect or to dis-connect from our physical reality and human condition?
This talk will speak about digitally mediated immersion outside of VR, AR & MR.
It will use examples of expanded audio, locative narratives, serious games and immersive museums in order to challenge your notion of immersion. It will question “what do we actually want from immersion” and claim new possibilities in interactive storytelling.
Dr Sandra Gaudenzi consults, researches, lectures and writes about interactive, immersive and transmedia narratives. She is Course Leader at the University of Westminster of disLAB, the first UK MA to be totally dedicated to interactive storytelling.
She has played a leading role in the development of the DCRC’s i-Docs Symposia and website and is part of its research group, with whom she has co-edited and published the book “i-docs: the Evolving Practices of Interactive Documentary”.
She is a fellow at the Interactive Narrative Studio, Lodz Film School.
> Recent projects include Digital Me (2015) and Corona Haikus (2020).
> Follow her @ www.i-docs.org, www.interactivefactual.net and docubase.mit.edu
19:30 – Closing Awards and Ceremony
20:00 – Conference Dinner
The conference dinner takes place in Platz located at Roseni 7 in Tallinn.
Who am I that acts? The Use of Voice in Virtual Reality Interactive Narratives by Jonathan Barbara and Mads Haahr
A synset-based recommender method for mixed-initiative narrative world creation by Mijael R. Bueno Pérez, Elmar Eisemann and Rafael Bidarra
Pedagogical Challenges in Social Physics Authoring by Daniel DeKerlegand, Ben Samuel and Mike Treanor
An Approach to Multiplayer Interactive Fiction by Mariana Farias and Carlos Martinho
Highlight The Path Not Taken to Add Replay Value to Digital Storytelling Games by Susana Gamito and Carlos Martinho
Narrative Text Generation from Abductive Interpretations using Axiom-specific Templates by Andrew S. Gordon and Timothy S. Wang
Using Wearable Devices to Participate in 3D Interactive Storytelling by Tsai-Yen Li and Wen-Hsuan Wang
Inbox Games: Poetics and Authoring Support by Chris Martens and Robert J. Simmons
A Plan-Based Formal Model of Character Regret by Martin Martinelli and Justus Robertson
Narraport: Narrative-based Interactions and Report Generation with Large Datasets by Colin M. Potts and Arnav Jhala
Lean-Back Machina: Attention-based Skippable Segments in Interactive Cinema by Niels Erik Raursø, Malte Elkær Rasmussen, Mikkel Kappel Persson, Tor Arnth Petersen, Kristinn Bragi Garðarsson and Henrik Schoenau-Fog
A Quantified Analysis of Bad News for Story Sifting Interfaces by Ben Samuel, Adam Summerville, James Ryan and Liz England
Digital storytelling and social interaction in cultural heritage – an approach for sites with reduced connectivity by Ektor Vrettakis, Akrivi Katifori and Yannis Ioannidis
Monster Power. Rebel Heart. Gay Sword. Queer Structures and Narrative Possibility in PbtA Tabletop Roleplaying Games by PS Berge
Emergent Gameplay, Emergent Essaying by Kirsty Dunlop
Emergent Narrative and Reparative Play by Jason Grinblat, Cat Manning and Max Kreminski
A Coauthorship-Centric History of Interactive Emergent Narrative by Max Kreminski and Michael Mateas
Wrestling with Destiny: Storytelling in Perennial Games by Bjarke Alexander Larsen and Elin Carstensdottir
The Applicability of Greimassian Semiotics to Meaningful Procedural Quest Generation by Luis F. T. Meza and David Thue
Exploring multiple perspectives in citizenship education with a serious game by Erik Blokland, Caroline Cullinan, Doreen Mulder, Willie Overman, Marin Visscher, Amir Zaidi, Mijael R. Bueno Pérez and Rafael Bidarra
“You Write Your Own Story”: Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students by Sarah Anne Brown and Sharon Lynn Chu
Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study by Kenny K. N. Chow
User Evaluation of a Storytelling Application Assisting Visitors in Protected Nature Areas by Asim Hameed, Øyvind Sørdal Klungre, Andrew Perkis, Gøran Bolme and Andrew Brownridge
A Transmedia Narrative Framework for Pediatric Hearing Counseling by Nele Kadastik and Luis Emilio Bruni
“What’s important to you, Max?”: The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change by Megan Mott, Bradford Mott, Jonathan Rowe, Elizabeth Ozer, Alison Giovanelli, Mark Berna, Marianne Pugatch, Kathleen Tebb, Carlos Penilla and James Lester
Contextualization of Design Qualities in Interactive Story-Based Visualization Applied to Engineering by Jovana Plavšic and Ilija Miškovic
Supporting Interactive Storytelling with Block-Based Narrative Programming by Andy Smith, Danielle Boulden, Bradford Mott, Aleata Hubbard-Cheuoua, James Minogue, Kevin Oliver and Cathy Ringstaff
Exploring Narrative Novelties in VR by Mirjam Vosmeer
Interacting With Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling by Marta Ferreira, Nuno J. Nunes and Valentina Nisi
A Proposed Curriculum for an Introductory Course on Interactive Digital Narratives in Virtual Reality by Joshua A. Fisher and Janíce Tisha Samuels
The Complexity Analysis Matrix by Noam Knoller, Christian Roth and Dennis Haak
Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work by Hartmut Koenitz, Jonathan Barbara and Mirjam Palosaari Eladhari
Toward Narrative Instruments by Max Kreminski and Michael Mateas
Hypertext as a Lens into Interactive Digital Narrative by David E. Millard and Charlie Hargood
Workshops will be held on 7 December 2021. Workshops will be held using a hybrid format, with on-site participants at Tallinn University.
The goal of this full-day workshop is to explore the role of discomfort for transformative experiences in interactive narratives.
We will explore the discomforting potential of interactive narratives to support transformation and unpack how initially negative emotional responses may ultimately result in reflection, insight, and meaningful experience. The overall topic is delivered in a hybrid format through a series of presentations combined with examples, exercises and discussions.
Before the workshop, we ask attendees to submit a short abstract (500 words max.) outlining an example of a discomforting experience that they’ve either had with a game, or would like to design into a future game. Submit here
Designing interactive systems for the purpose of social good such as public health and climate action often involves tradeoffs in methods, policies, and costs, rather than discussions about purpose and narrative goals. However, public persuasion often fails when given in explicit forms like rules and regulation, but rather relies on implicit influences like storytelling and social narratives. To introduce collaborative design for public good purposes, we use a design fiction methodology to provoke storytelling based on fictional prompts. The participants will take turns negotiating a story that develops a message for a hypothetical objective. To test the collaboratively arrived story, they then prototype a digital system that embeds the narrative in its core use case, grounding the exercise in its everyday application. Participants learn to apply design fiction methods in concrete applications of designing for social good.
Education a new generation of professionals and scholars in Interactive Narrative is an important consideration for the nascent field. Paper prototyping plays an important role in the creation of interactive digital narratives (IDN). A structured prototyping approach can help improve the process of making IDNs. In particular, pre-made, specialized card designs can speed up the process considerably and also help in the transition to digital prototypes. In this workshop, we will continue the work from previous iterations to evolve structured methods, use pre-made cards in successive rounds of working towards a detailed prototype. In this iteration we will explore the addition of tangible building blocks to the prototyping arsenal. Participant’s feedback will also be used as a basis for future research.
Transfordance: The Decentering Effect of Transformative Affordances in Virtual Reality in The Hollow Reach by John T. Murray and Mark C. Marino
Blabbeur – An Accessible Text Generation Authoring System for Unity by Jonathan Lessard and Quinn Kybartas
Ressaca and Dispersão: experiments in non-linear cinema by Bruno Caldas Vianna
Tale: Defamiliarizing ludonarrative puzzles by Antonino Frazzitta and Charlie Hargood
Digital Narrative and Temporality by Serge Bouchardon and Erika Fülöp
Encouraging self-expression and debate in RecovR: a research-creation project to build a ludo-narrative model for a sustainable impact on cultural diversity and inclusivity by Hélène Sellier
VR for Diversity: Amelia’s Dream by Mirjam Vosmeer
Interviews towards designing support tools for TTRPG game masters by Devi Acharya, Michael Mateas and Noah Wardrip-Fruin
Creativity and Collaboration During COVID-19: Creating an Alternate Reality Game in the Face of a Pandemic Diego L. Faverio, Iulia V. Popescu and Matthew Mosher
Enhancing interactivity in Propp-based narrative generation by Luis Mienhardt and Marco Volpe
The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage by Jonathan Barbara, Hartmut Koenitz and Ágnes Karolina Bakk
The Magic of the In-Between: Mental Resilience through Interactive Narrative by Sarah Harmon, Hazel Gale and Elitsa Dermendzhiyska
Text, Retelling, and the Digital: Reimagining the Mahabharata through Interactive Games by Ritwik Kar, Garvita Jain, Muskan Aggarwal and Payel C. Mukherjee
A Preliminary Survey on Story Interestingness: Focusing on Cognitive and Emotional Interest by Byung-Chull Bae, Suji Jang, Youngjune Kim and Seyoung Park
Climate Influence: implicit game-based interactive storytelling for climate action purpose by Zijing Song, Yating Sun, Vincent Ruijters and Ray LC
Beats & Units Framework: A story-game integration framework for the ideation stage of narrative design of serious games by Nelson Zagalo, Ana Patrícia Oliveira and Pedro Cardoso
A Pilot Study on Analyzing Critical Retellings using Digital Humanities Tools by Tonguc Ibrahim Sezen and Digdem Sezen
The Doctoral Consortium is an opportunity for PhD students to present their research in areas related to topics of the ICIDS conference. The Consortium will provide expert feedback on students’ current research and guidance on future research directions. We will also discuss career development. The event is intended for students who have articulated a research proposal and can point to some initial results. The work should still be in progress and malleable enough to take advantage of the feedback.
7th Dec @ 20:30 - Students Social Event
Students are welcome to join the ICIDS Student Social, hosted by the ARDIN Graduate Research Committee. Come learn about the committee's plans to serve students in the field, watch some presentations to see the different kinds of dissertations students in our discipline are working on, and meet and play games with ICIDS student attendees!
8th Dec @ 09:30 - Walking Tour of Tallinn
Tallinn’s number one attraction is undoubtedly the UNESCO World Heritage-listed Old Town, with its medieval ambience and exceptionally well-preserved street network and city walls. Take your time and stroll along the narrow, cobbled streets, admire the centuries-old architecture, climb towers, and peek into mysterious courtyards and archways, some of which hide romantic cafés, cute shops, or secret gardens. A Student Volunteer will bring you there and back. Meet her at 9:30 at the Atrium of Tallinn University’s Astra Building. You will be back in time for lunch.
9th Dec @ 10:00 - Review Reflections
Organized by Mirjam Vosmeer and Lissa Holloway-Attaway
This focus group-like session is meant as an evaluation of ICIDS’ current reviewing procedure and will be held onsite. No screens, no cameras – just coffee and an amicable exchange of thoughts, impressions, and experiences.
9th Dec @ 20:30 - ARDIN Meeting
An opportunity to catch up on the progress the Association for Research into Digital Interactive Narrative has made over the past year and have your say in ARDIN's direction for the coming year.
10th Dec @ 9:30 - Walking Tour of The Kumu Art Museum
The Kumu Art Museum is an art museum in Tallinn, Estonia. It is one of the largest museums in Estonia and one of the largest art museums in Northern Europe. It is one of the five branches of the Art Museum of Estonia, housing its main offices. Kumu is an abbreviation of the Estonian “Kunstimuuseum”. A Student Volunteer will bring you there and back. Meet him at 9:30 at the Atrium of Tallinn University’s Astra Building. You will be back in time for lunch. At KUMU a museum educator will be your guide. You will need to buy an admission ticket on location (10 Euros).
10th Dec @ 20:30 - Conference Dinner
The conference dinner takes place in Platz (https://www.platz.ee/en/) located at Roseni 7 in Tallinn.
The refereed proceedings of ICIDS 2021 will be published as a volume in the Springer Lecture Notes in Computer Science (LNCS) “Interactive Storytelling” series. Free proceedings are available for free during this year’s conference. The published proceedings from previous conferences are available too but require a subscription.
ART EXHIBITION
As the world attempts to recover from a global pandemic, issues of disconnection and reconnection are at the forefront of many people’s mind. The horrors (and joys) of being disconnected from the wider world, and the anticipation (or anxiety) around reconnecting with family, loved ones and society at large.These concepts relate to interactive narratives not only in terms of theme, but also methodologies, structures and modalities. This exhibition encourages artists to explore Reconnection and/or Disconnection across disciplines, languages, cultures, technologies, and histories.
General Co-chairs:
Michael Mateas (UC Santa Cruz)
David Lamas (Tallinn University)
Program Co-chairs:
Alex Mitchell (National University of Singapore)
Mirjam Vosmeer (Amsterdam University of Applied Sciences)
Area Chairs:
Narrative Systems:
Ben Samuel (University of New Orleans)
Boyang “Albert” Li (Nanyang Technological University)
Interactive Narrative Theory:
Frank Nack (University of Amsterdam)
Ruth Aylett (Heriot-Watt University)
Interactive Narrative Impact and Applications:
Vincenzo Lombardo (Università degli Studi di Torino)
Cristina Sylla (University of Minho/ ITI/LARSyS)
The Interactive Narrative Discipline and Contemporary Practice:
Christian Roth (University of the Arts Utrecht)
Lissa Holloway-Attaway (University of Skövde)
Workshops Chair:
Mirjam Vosmeer (Amsterdam University of Applied Sciences)
Art Exhibition Co-curators/Co-editors:
Lynda Clark (InGAME, University of Dundee)
Raivo Kelomees (Estonian Academy of Arts)
Doctoral Consortium Co-chairs:
Sylvia Rothe
Hartmut Koenitz
Virtual Co-chairs:
María Cecilia Reyes
Joshua A Fisher (Columbia College Chicago)
Logistics Chair:
Annegret Kiivit (Tallinn University)
Useful information
The conference will be run as a hybrid event. The physical venue will be Tallinn University. The online version of the conference will be held in parallel, with every effort made to provide an equivalent experience for those attending physically and virtually.
For information on travelling to Estonia, please see: https://www.kriis.ee/en/travelling-estonia-foreigners. For information on current regulations in Estonia related to events, please see: https://www.kriis.ee/en/culture-and-entertainment; https://www.ecb.ee/covid-19-information-for-events-in-estonia/.
ON-SITE visitors in Tallinn University – The conference is required to check infection safety to ensure all attendees have been fully vaccinated or recovered from COVID-19. Please be aware of the obligation to present a certificate of vaccination status or certificate of recovering status.
Please be aware that all of this information may change, as the global pandemic is an evolving situation. The exact procedure will be confirmed and further details will be provided closer to the event.
@08:30 PM
Metropol Spa Hotel located at Roseni Street 13 @ 9:30 AM
Tallinn’s number one attraction is undoubtedly the UNESCO World Heritage-listed Old Town, with its medieval ambience and exceptionally well-preserved street network and city walls. Take your time and stroll along the narrow, cobbled streets, admire the centuries-old architecture, climb towers, and peek into mysterious courtyards and archways, some of which hide romantic cafés, cute shops, or secret gardens.
A professional guide will bring you there and back. Meet her at 9:30 at the Metropol Spa Hotel located at Roseni Street 13. You will be back in time for lunch.
@ 10:00 AM
Organized by Mirjam Vosmeer and Lissa Holloway-Attaway
This focus group-like session is meant as an evaluation of ICIDS’ current reviewing procedure and will be held onsite. No screens, no cameras – just coffee and an amicable exchange of thoughts, impressions, and experiences.
@08:30 PM
Session Chair: Hartmut Koenitz
An opportunity to catch up on the progress the Association for Research into Digital Interactive Narrative has made over the past year and have your say in ARDIN’s direction for the coming year.
@ 09:30 AM
The KUMU Art Museum is an art museum in Tallinn, Estonia. It is one of the largest museums in Estonia and one of the largest art museums in Northern Europe. It is one of the five branches of the Art Museum of Estonia, housing its main offices. Kumu is an abbreviation of the Estonian “Kunstimuuseum”.
A Student Volunteer will bring you there and back. Meet him at 9:30 at the Atrium of Tallinn University’s Astra Building. You will be back in time for lunch. At KUMU a museum educator will be your guide.
You will need to buy an admission ticket on location (10 Euros).
@08:30 PM
The conference dinner takes place in Platz located at Roseni 7 in Tallinn.
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