HistoryStoryMachine was originally conceived as a way of illustrating gene expression in Second Life and consequently first named GenomeThing. It soon became clear, however, that it could be used to represent anything with a temporal dimension and could be viewed as an extension in that direction of Eloise Pasteur's spidergram tool. The story is written as a series of commands in a notecard placed in the controller. When the user selects a story the nodes are rezzed and connected sequentially by particle streams, much as in the spidergram. The StoryMachine can also chat explanatory text as the story unfolds.StoryMachine: all four node types are shown. Note the orange controller in the centre UseThe value of the StoryMachine probably lies more in giving students a tool to construct dynamic models rather than as a replacement for PowerPoint. However, it might play a useful role in summarising a complex topic, especially if space is at a premium. I certainly found it helpful in scoping some aspects of a proposed build. However, I can imagine other strategies that might ultimately be more effective (and varied) than StoryMachine. Its use also highlighted some ongoing issues, e.g. use of textured particles, ability to change the shape of the nodes and, indeed, to hide or shrink them.Known limitations
InstructionsThese are on a separate page.AvailabilityVersion 0.21 is available for the princely sum of L$0 from International Schools Island (by kind permission of shamblesguru Voom). It has the scripts demonstrated at SLEDcc2008.Issues, bugs and feature requestsSee separate page.Blog posts about StoryMachineBlogs: TidalBlog |
