Kevin Brooks, Ph.D.
My academic research evolved over the years into the area new media.
I wanted to synthesize a dream out
of fragments of memory, pieces of beliefs, sections of personal
mythology and theology, and parts of me which I delight in discovering
anew. It represents a period of my life during which I irreversibly
changed, evolved, improved and deteriorated - all at the same
time. But such is the life of a storyteller.
As an undergraduate and masters student I studied traditional linear written
and cinematic narrative. The bulk of my doctoral work focused on non-linear
narrative and evolved into what I eventually referred
to as metalinear story systems. My major research project,
entitled Agent
Stories, is a story design and presentation environment
for metalinear, multiple point-of-view cinematic stories. A metalinear narrative
is a collection of small related story pieces designed to be arranged in many
different ways, to
tell many different linear stories from different points of view, with the aid
of
a story
engine which sequences the story pieces. Thus, a metalinear story is not
one story, but a a collection – a community of stories designed to be recombined
from
different
points of view. The
Agent
Stories
research
endeavored
to
find
new
ways
in
which computational processes can assist in the development and presentation
of stories
and how user input can feed into these processes. Designed
for the writer interested in building stories of multi-variant
cinematic playout, the Agent Stories tool promoted the structuring
and rewriting of metalinear narratives before and as they are
realized in video and audio. My dissertation entitled Metalinear
Cinematic Narrative: Theory, Process, and Tool, was completed
in May of 1999.
I wrote a paper on the project called Do Agent Stories Use
Rocking Chairs: The Theory and Implementation of One Model for
Computational Narrative (pdf). It is published in the proceedings for ACM
Multimedia '96 and won best student paper.

Behind the Scenes of Agent Stories
For those interested, at one time I was developing this system
using an object oriented icon based visual
programming language called Prograph
CPX. Some people called this type of programming "icons
on strings" - though pejorative, it also seems appropriate. I called
it cool. Instead of spending a lot of words explaining the pros and
cons of Prograph, I'll simply say that
it is most unfortunate that
the
company
that developed
Prograph
went down the tubes. Somewhere out there I hope there is still a visual
programming community in which Prograph's ideas will live
on and evolve.
Being ever the revolutionary and interested more in telling
stories of culture and insight than spinning my wheels becoming a C++
or Java programmer, I switched to yet another software development
system
on the margins
of computer science.
mTropolis, which was first developed by mFactory and later bought out by Quark
(not a good thing and mFactory should have seen it coming)
was a cross platform object oriented multimedia authoring tool.
mTropolis was easier than C++ and in many ways better than Director.
It wasn't as strictly visual as Prograph, but was visual enough to really appeal
to visual thinkers and artistic programmers like myself. After owning it for
less than a year, Quark killed Prograph. For more information on visual
programming languages, see the Journal
of Visual Languages and Computing.
I've written a related paper about the Agent Stories project,
reframed in the context of visual languages. The paper is framed
around the notion that Agent Stories is not just developed with
a visual programming language, but it also addresses the issue
of using visual representation for designing story. That paper,
called Programming Narrative (pdf), was published in the proceedings
from Visual Languages
'97.