Games for Health 2014 : Proceedings of the 4th conference on gaming and playful interaction in healthcare / / edited by Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Wiesbaden : , : Springer Fachmedien Wiesbaden : , : Imprint : Springer Vieweg, , 2014 |
Descrizione fisica | 1 online resource (161 p.) |
Disciplina |
004
005.437 302.23 374.0124 374.26 4019 502.85 |
Soggetto topico |
User interfaces (Computer systems)
Health informatics Education—Data processing Communication Sociology Literacy User Interfaces and Human Computer Interaction Health Informatics Computers and Education Media Research |
ISBN | 3-658-07141-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Preface; Organization; Table of Contents; "On call: antibiotics"- development and evaluation of a serious antimicrobial prescribing game for hospital care; 1 Introduction; 2 Objectives; 3 Materials and methods; 3.1 Clinical elements; 3.2 Gamification elements; 4 Evaluation; 4.1 Qualitative approaches; 4.2 Quantitative approaches; 4.3 In-game metrics; 5 Discussion; 6 Conclusions; 7 References; Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management; 1 Introduction; 2 Related Work; 3 Virtual Reality Design and Development for Mobius Floe
4 Future Work5 References; Gaming as a training tool to train cognitive skills in Emergency Medicine: how effective is it?; Background and objectives; Methods; Results; Conclusions; Games [4Therapy] Project: Let'sTalk!; Introduction; Why Games and Playful Interventions?; Safe Environment; Emotional Distance; Why Empathy and Motivation?; Games For Therapy; Step 1: Ethnographic Research; Step 2: Connecting to Existing Therapies; Step 3: Game Jamming; Step 4: Designing Ourselves; Step 5: Three Prototypes; Step 6 User Testing & Validation; Conclusion; References Tunnel Tail: A New Approach to Prevention1 Introduction; 2 Methods; 3 Design; 4 Participants; 5 Procedures; 6 Data Analysis; 6.1 Comparison of Pre- and Post-Gameplay Questions; 6.2 Comparison of Short- and Long-play Groups; 6.3 Evidence of Appeal; 7 Discussion; References; Game Design of a Health Game for Supporting the Compliance of Adolescents with Diabetes; 1 Requirements and Project Goals; 2 First Approach for Game Concept; 3 Theoretical foundation; 4 Data collection by expert interviews as basic for concept of the serious game; 5 Conceptual approaches; 5.1 Methodology of Game Development 5.2 Early concept prototypes6 Future Work; 7 References; The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games; 1 Introduction; 2 Theory; 2.1 Motivation; 2.2 Feedback and Motivation; 2.3 The Social Environment and Shared Feedback; 2.4 Structuring the Feedback; 3 Method and Procedure; 3.1 Participants; 3.2 Game and Procedure; 3.3 Measures; 4 Results; 4.1 Preliminary analyses; 4.2 Hypothesis testing; 5 Discussion; 6 Conclusion; References; Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments. 1 Intro/Background2 The 'Passive' Virtual Patient in Professional Medical Education; 3 Rapid Authoring and Real-time Management of Virtual Patients in a Virtual Clinical Environment; 4 The Benefits of Active Virtual Patient Management; 5 References; The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study; 1 Introduction; 2 Method; 3 Results; 3.1 Participants; 3.2 Acquaintance and Experiences; 3.3 Motivations and Barriers; 3.4 Game Play Preferences; 3.5 Determinants; 4 Discussion and Conclusion; References Tactical Forms: Classification of Applied Games for Game Design |
Record Nr. | UNINA-9910298994403321 |
Wiesbaden : , : Springer Fachmedien Wiesbaden : , : Imprint : Springer Vieweg, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Interactive storytelling : 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7-10, 2021, Proceedings / / Alex Mitchell, Mirjam Vosmeer |
Autore | Mitchell Alex |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (545 pages) |
Disciplina | 006.7 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Interactive multimedia
Artificial intelligence |
ISBN | 3-030-92300-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996464440603316 |
Mitchell Alex
![]() |
||
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Interactive storytelling : 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7-10, 2021, Proceedings / / Alex Mitchell, Mirjam Vosmeer |
Autore | Mitchell Alex |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (545 pages) |
Disciplina | 006.7 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Interactive multimedia
Artificial intelligence |
ISBN | 3-030-92300-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910512186803321 |
Mitchell Alex
![]() |
||
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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 |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (714 pages) |
Disciplina | 006.7 |
Collana | Lecture notes in computer science |
Soggetto topico | Interactive multimedia |
ISBN | 3-031-22298-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 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 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. |
Record Nr. | UNISA-996503472003316 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
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 |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (714 pages) |
Disciplina | 006.7 |
Collana | Lecture notes in computer science |
Soggetto topico | Interactive multimedia |
ISBN | 3-031-22298-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 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 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. |
Record Nr. | UNINA-9910633929203321 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|