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Record Nr. |
UNISA996503472003316 |
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Titolo |
Interactive storytelling : 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4-7, 2022, proceedings / / Mirjam Vosmeer, Lissa Holloway-Attaway, editors |
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Pubbl/distr/stampa |
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Cham, Switzerland : , : Springer, , [2022] |
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©2022 |
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ISBN |
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Descrizione fisica |
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1 online resource (714 pages) |
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Collana |
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Lecture notes in computer science ; ; Volume 13762 |
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Disciplina |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Intro -- Preface -- ARDIN, The Association for Research in Interactive Digital Narratives -- Organization -- Contents -- Applications and Case Studies -- Using Storytelling to Teach Children Biodiversity -- 1 Introduction -- 2 Technological Approaches to Biodiversity Education -- 3 Goal and Hypotheses -- 4 Research Methods -- 4.1 Sample -- 4.2 Procedure -- 4.3 Application -- 4.4 Tailor Information and Species Replay -- 4.5 Measures -- 5 Data Analysis -- 6 Results -- 6.1 H1 - Storytelling -- 6.2 H2 - Agent Embodiment -- 6.3 H3 - Biodiversity Familiarity -- 6.4 H4 - Previous Experience -- 6.5 Pre and Post-questionnaires -- 6.6 Children's Assessment of the Virtual Agent (Robot and Narrator) -- 6.7 Correlations -- 7 Discussion -- 8 Conclusion -- References -- Button Portraits: Embodying Queer History with Interactive Wearable Artifacts -- 1 Introduction -- 2 Related Work -- 2.1 Tangible Narrative and Embodiment -- 2.2 Historical Artifacts and Tangible Narrative -- 2.3 Queer Interactive Narrative and Archives -- 3 Methods -- 3.1 Design Research Methods -- 3.2 Queer Methods -- 4 Narrative and Artifact Design -- 4.1 Engaging the Archive -- 4.2 The Artifacts and Oral Histories -- 4.3 Designing the Experience -- 5 Discussion and Implications: Queering Tangible Narrative -- 5.1 Beyond Narrative Binaries -- 5.2 Beyond Narrative: Queering, Contextualizing, and Embodying the Experience -- 5.3 Queer Methods |
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for Queer Archives -- 5.4 Limitations and Future Work -- 6 Conclusion -- References -- Interactive Digital Storytelling in Cultural Heritage: The Transformative Role of Agency -- 1 Introduction -- 2 Background -- 2.1 Interactivity and Agency -- 2.2 Evaluating IDN Experiences -- 2.3 Agency and Transformative Learning -- 3 Research Objectives and Method -- 3.1 Research Questions and Study Design -- 3.2 Questionnaire -- 3.3 The IDN Experience. |
3.4 Participants -- 4 Analysis and Results -- 4.1 RQ1: IDN and Visitor Experience -- 4.2 RQ2: The Effect of User Perceived Agency on Immersion and Transformation -- 5 Discussion and Conclusions -- References -- Interactive Cartographic Storytelling with Complex Spatio-Temporal Structures and Social Connections -- 1 Introduction -- 2 Related Work -- 3 1906 Atlanta Race Massacre and Its Legacy -- 4 Interactive Narrative Design -- 4.1 Google Earth -- 4.2 Locations -- 4.3 Time -- 4.4 Characters and Their Legacies -- 5 Conclusion and Future Work -- References -- Carambola: Enforcing Relationships Between Values in Value-Sensitive Agent Design -- 1 Introduction -- 2 Theoretical Background -- 3 Related Work -- 4 Game Design -- 4.1 Action Design -- 4.2 Advisor Design -- 5 Future Work -- 5.1 Evaluation of the Character Model -- 5.2 Extending the Character Model -- 5.3 Refining the User Interface -- References -- A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument -- 1 Introduction -- 2 System Description -- 2.1 Storytelling Goals Tracker -- 2.2 Action Suggestion Generator -- 3 Interaction Examples -- 4 Conclusion -- References -- Social and Cultural Contexts -- Teaching Literary Interactive Digital Narratives in Secondary Education: A French Study -- 1 Theoretical Background -- 1.1 The Stakes Involved in the Teaching of Digital Literature -- 1.2 Digital Literature -- 1.3 Teaching Digital Works: The State of the Art -- 1.4 Introducing a New Object for Study into the Classroom: Defining a Pedagogical Process -- 2 Presentation of Our Research -- 2.1 A Design-Oriented Research Group -- 2.2 Presentation of the Sequences: Works Selected and Levels -- 2.3 Presentation of Data and Research Questions -- 3 Analysis -- 3.1 The Introduction of Digital Works -- 3.2 What is Taught Through the Reading of Digital Works?. |
3.3 Text Analysis: Questions Around the Choice of Pedagogical Methods and Progressivity in Pupils' Appropriation of the Text -- 3.4 The Writing Practices Developed in the Sequences -- References -- Communication Features Facilitating Appreciation of Cultural Heritage Values for IDN -- 1 Introduction -- 2 Importance of Values in Cultural Heritage Conservation and Communication -- 3 Analysis of Case Studies -- 4 Identifying the Communication Features Facilitating Appreciation of CH Values -- 5 Conclusion -- References -- Writing with (Digital) Scissors: Designing a Text Editing Tool for Assisted Storytelling Using Crowd-Generated Content -- 1 Introduction -- 2 Related Work -- 3 Co-design Workshop on Assisted Storytelling -- 3.1 Method -- 3.2 Participants -- 3.3 Analysis -- 4 Diffractive Reflections on the Participants Storytelling Process -- 4.1 Participant 1 (P1) -- 4.2 Participant 2 (P2) -- 4.3 Participant 3 (P3) -- 4.4 Participant 4 (P4) -- 4.5 Participant 5 (P5) -- 4.6 Findings -- 5 Design and Implementation -- 6 Conclusion and Future Work -- References -- Planner Systems for Historical Justice? A Case Study of a People's History of Lebanon -- 1 Historical Justice in Digital Media Projects -- 2 Early Influential Projects -- 3 We Are History: A People's History of Lebanon -- 3.1 Description -- 3.2 Context of Conversations About History in Lebanon -- 3.3 Description of Planner System -- 3.4 Discussion of Planner System in Relation to Historical Justice -- 4 A Theory of Dialogue Aesthetics -- 5 Conclusion -- References -- Embodied Locative |
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Storytelling of African American Histories -- 1 Introduction -- 1.1 Problem Area: History of the Site -- 1.2 Related Work -- 1.3 Approach -- 1.4 Cultural Probe -- 2 Oakland Project Design -- 2.1 Locative Narrative Design -- 2.2 Designing the Dress -- 2.3 Designing the Props and Narrative Integration -- 3 Evaluation. |
3.1 Study Design -- 3.2 Study Results -- 3.3 Discussion -- 4 Outlook -- References -- Towards a Decolonial Framework for IDN -- 1 Introduction -- 2 Decolonial Thinking Workshop -- 3 Applying Decolonial Thinking in IDN Design: Use Cases -- 3.1 Case 1. Living Colors: A Game About Afro-Identity -- 3.2 Case 2. When the Rivers Were Trails -- 3.3 Case 3. Holy Fire -- 4 Towards a Decolonial Framework -- 4.1 Researchers Positionality/Self Disclosure Statement -- 5 Conclusion -- References -- Applying Black Feminist Technopractice in Digital Storytelling at Cultural Sites -- 1 Introduction -- 2 Black Feminist Technopractice -- 3 Historic Research -- 4 Agency -- 4.1 Cultural Shifts Impact on Agency -- 5 Conclusion -- References -- Interactive Narrative Design -- Dramatic Situations for Emergent Narrative System Authorship -- 1 Authoring Heuristics for Emergent Narrative Systems -- 2 Dramatic Situations for Emergent Narrative -- 2.1 Sequence-Independent/Sequence-Productive -- 2.2 Character-Independent/Character-Productive -- 2.3 Tellable and Eventful -- 3 Implementation and Documentation Methodology -- 4 Emergent Stories -- 4.1 Valentel Lanuit, Rowdy Drunkard and Master Manipulator -- 4.2 Ocith Leverre, Who Could not Live up to His MOTHEr's Reputation -- 4.3 Noëlalis Froidmerde, She Who Lives by the Sword… -- 5 Discussion -- 6 Conclusion -- References -- "It's Fun not to Know": The Role of Uncertainty in Text-Based Online Collaborative Storytelling -- 1 Introduction -- 2 Related Work -- 2.1 Improvisation and Coordination -- 2.2 Computer-Mediated Collaborative Storytelling -- 3 Research Problem -- 4 Method -- 4.1 Materials -- 4.2 Protocol -- 4.3 Data Collection and Analysis -- 5 Results -- 5.1 Implicit Coordination Without the Backchannel -- 5.2 Use of the Backchannel for Coordination -- 5.3 Varying Degrees of Cognitive Consensus -- 6 Discussion -- 7 Conclusion. |
References -- What Inspires Retellings - A Study of the Game Genshin Impact -- 1 Introduction -- 2 Background -- 2.1 Retellings and Fandom -- 2.2 Fanwork Popularity Across Different Games -- 2.3 Genshin Impact -- 3 The Study -- 3.1 The Questionnaire -- 3.2 Results from Questionnaire -- 3.3 The Interviews -- 3.4 Ethical Aspects -- 3.5 Making Sense of What Was Said in the Interviews -- 4 Discussion -- 5 Conclusion -- References -- Supporting Spatial Thinking in Augmented Reality Narrative: A Field Study -- 1 Introduction -- 2 Background -- 2.1 Spatial Analysis -- 2.2 Locative Media Tools -- 2.3 Spatial Analysis and AR/VR -- 3 Story CreatAR Workflow and Features -- 3.1 Workflow -- 3.2 Features -- 4 Methodology -- 4.1 Population -- 4.2 Study Design -- 4.3 Data Collection and Analysis -- 5 Results -- 5.1 Events -- 5.2 Space and Placement -- 6 Discussion -- 6.1 Spatial Analysis Insights -- 6.2 Limitations -- 7 Conclusion -- References -- Select the Unexpected: A Statistical Heuristic for Story Sifting -- 1 Introduction -- 2 Background -- 2.1 Story Sifting -- 2.2 Toward Sifting Heuristics -- 3 Pattern-Based Story Sifting -- 4 Our Heuristic: Prefer Matches with Unusual Properties -- 5 Evaluation -- 5.1 Comparison with Random Baseline -- 5.2 Cherry-Picked Successes -- 5.3 Generalizing Arson-Revenge -- 6 Discussion -- 6.1 Considerations for Sifting Heuristic Design -- 6.2 Limitations and Future Work -- 7 Conclusion -- References -- An Investigation on the Usability of Socio-cultural Features for the Authoring Support During the Development of Interactive Discourse Environments (IDE) -- 1 Introduction -- 2 Related |
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Work -- 2.1 Agency -- 2.2 Belief Systems -- 2.3 Discourse Psychology -- 2.4 Authoring and Tools -- 3 Approach -- 3.1 Prototype -- 3.2 Experiment Structure -- 4 Results -- 4.1 Participant Demographics -- 4.2 Data Analysis Methods. |
4.3 General Analysis. |
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