The Memory of a Tree; An Interactive Visual Storytelling Installation

Hyunjoo Oh



Over the centuries, people have combined fields, leading to the creation of new domains. For example, artists have used technology to widen the range of their medium to express ideas in new ways. Similarly, technology has leveraged art to expand its range of application. Both art and technology continue to inspire innovation in each other. A contemporary example of this process is evident in interactive art era; this article covers this topic focusing on tangible interface pieces. There have been many compelling demonstrations that involve tangible interaction to increase audience interests through their embodied interaction. However, most existing approaches are limited to engaging a user’s immediate, temporary experience with setting some context of the environment with story elements. This article presents an interactive installation that engages the audience, building an immersive environment based on the synergy between embodied interaction and storytelling in a more active and meaningful way. It is based on the belief that tangible interfaces have the potential to convey narratives more meaningfully based on physical interaction and human senses and fundamentally, aims to supply another potential of tangible interfaces to spark further discussion in this area.


Interactive Art; Tangible user interfaces; Interactive Narrative; Computer/Digital Art; Narrative models

Full Text:



Bianchi-Berthouze, N., Whan, W., & Patel, D. (2007). Does body movement engage you more in digital game play? And why? In A. Paiva, R. Prada, & R. Picard (Eds.), Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction (Vol. 4738, pp. 102–113). Springer-Verlag Berlin, Heidelberg. doi:10.1007/978-3-540-74889-2_10

Cavazza, M., Lugrin, J.-L., Pizzi, D., & Charles, F. (2007).

Madame bovary on the holodeck. Proceedings of the 15th international conference on Multimedia - MULTIMEDIA ’07 (p. 651). New York, New York, USA: ACM Press. doi:10.1145/1291233.1291387

Hornecker, E. (2011). The role of physicality in tangible and embodied interactions. Interactions, 18(2), 19. doi:10.1145/1925820.1925826

Klemmer, S. R., Hartmann, B., & Takayama, L. (2006). How bodies matter. Proceedings of the 6th ACM conference on Designing Interactive systems - DIS ’06 (p. 140). New York, New York, USA: ACM Press. doi:10.1145/1142405.1142429

Mazalek, A., & Davenport, G. (2003). A tangible platform for documenting experiences and sharing multimedia stories. Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence - ETP ’03 (p. 105). New York, New York, USA: ACM Press. doi:10.1145/982484.982505

Mazalek, A., Davenport, G., & Ishii, H. (2002). Tangible viewpoints: a physical approach to multimedia stories. Proceedings of the tenth ACM international conference on Multimedia, 153–160. doi:10.1145/641007.641037

Murray, J. H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press (p. 324). Free Press. Retrieved from com/dp/0262631873

Shaer, O. (2009). Tangible User Interfaces: Past, Present, and Future Directions. Foundations and Trends in Human–Computer Interaction, 3(1-2), 1–137. doi:10.1561/1100000026

Stocker, G., Sommerer, C., & Mignonneau, L. (Eds.). (2009). Christa Sommerer & Laurent Mignonneau: Interactive Art Research. New York: Springer Wien. doi:10.1007/978-3-211-99016-2



  • There are currently no refbacks.

Journal of Science and Technology of the Arts
Revista de Ciência e Tecnologia das Artes
ISSN: 1646-9798
e-ISSN: 2183-0088
Portuguese Catholic University | Porto


Esta revista científica é financiada por Fundos Nacionais através da FCT – Fundação para a Ciência e a Tecnologia

 Governo da República Portuguesa