software to have. Some thought that the detection of
body movement would be a good idea, while others
thought that the software could provide inbuilt sound
effects and music. Some expected the role-playing
software to have voice changing functions.
5 CONCLUSIONS
In this paper, we have discussed the role of emotions
in storytelling using the role-playing software,
FaceRig. We argue that emotions could have positive
impacts on both the audience and the storytellers. As
audience members, the participants found that
emotions made them have a better experience of
storytelling and be more engaged in the plot. As
storytellers, they felt relaxed and engaged in the
storytelling process. Moreover, as teammates, they
enjoyed the collaborating processes through FaceRig
and found that teammates’ emotions would influence
the way they told stories, and they might come up
with new ideas or improvise due to this interactive
collaboration process. Finally, as software users, most
of the participants found FaceRig easy to use and
provided some suggestions for the features that could
be included. Those suggestions could be a reference
for the role-playing software developers.
There are some limitations in the study which can
be improved in the future study. The participants of
this study played the role as the storytellers and story
listener. They might be more familiar with the
software and the storytelling processes. These might
have some impacts on the results. The researcher
might recruit more participants as simple audience in
future study. Furthermore, every participant used the
same software to tell story in the same designing and
storytelling process in the current study. It is possible
that the researcher conducts a comparison between
the FaceRig role-playing software and other
storytelling approach without emotions and role-
playing in future study.
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