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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
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Planification et modèle graphique pour la génération dynamique de scénarios en environnements virtuels / Planning and graphical models for the dynamic generation of scenarios in virtual environment

Lacaze-Labadie, Rémi 30 April 2019 (has links)
Nos travaux s’inscrivent dans le cadre de la formation à la gestion de crise en environnements virtuels. La scénarisation joue un rôle essentiel pour l’apprentissage humain en environnement virtuel. Cela permet à la fois de proposer et d’orchestrer des situations d’apprentissage personnalisées et également d’amener l’apprenant vers des scénarios pertinents et formateurs. Les travaux présentés dans cette thèse s’intéressent à la génération dynamique de scénarios et à leur exécution en environnements virtuels. Pour cette scénarisation, nous visons un ensemble d’objectifs qui sont souvent contradictoires : la liberté d’action de l’utilisateur, la génération de scénarios variés et fidèles à l’intention de l’auteur, le contrôle scénaristique et la résilience du système de scénarisation. Les différentes approches de la narration interactive favorisent plus ou moins certains de ces objectifs mais il est difficile de tous les concilier, et c’est là l’enjeu de nos travaux. En plus de ces objectifs, nous cherchons également à faciliter la modélisation du contenu scénaristique qui est encore de nos jours un réel enjeu lorsqu’il s’agit de scénariser des environnements complexes comme celui de la gestion de crise. Nous proposons une approche émergente dont le scénario vécu par l’apprenant va émerger des interactions entre l’apprenant, les personnages virtuels et notre système de scénarisation MENTA. MENTA est chargé du contrôle scénaristique en proposant un ensemble d’ajustements (sur la simulation) répondant à des objectifs scénaristiques choisis par le formateur (p. ex., faire travailler certaines compétences en particulier). Ces ajustements prennent la forme d’un scénario prescrit qui est généré par MENTA via un moteur de planification que nous avons couplé avec des cartes cognitives floues au travers d’un macro-opérateur FRAG. Un FRAG permet de modéliser des fragments de scénarios sous la forme de séquence d’actions/événements scriptés. L’originalité de notre approche repose sur un couplage fort entre planification et modèles graphiques qui permet de conserver les propriétés d’exploration et de puissance générative d’un moteur de planification (ce qui favorise la variabilité et la résilience du système), tout en facilitant la modélisation du contenu scénaristique ainsi que l’intention de l’auteur au travers de morceaux de scénario qui vont être scriptés par l’auteur et réutilisés dans la planification. Nous avons travaillé sur un exemple applicatif concret de scénarios portant sur la gestion d’un afflux massif de blessés, puis nous avons implémenté MENTA et généré des scénarios relatifs à cet exemple. Enfin, nous avons testé et analysé les performances de notre système. / Our work is related to the training of crisis management in virtual environments. The specification of possible unfoldings of events in a simulation is essential for human learning in a virtual environment. This allows both to propose and orchestrate personalized learning situations and also to bring the learner toward relevant and educative scenarios. The work presented in this thesis focuses on the dynamic generation of scenarios and their execution in a virtual environment. For that, we aim at a set of objectives that are often contradictory : the freedom of action of the user, the generation of various scenarios that respect the authorial intent, the narrative control and the capacity of the system to adapt to deviations fromthe learner. The different approaches of interactive storytelling tackle more or less some of these objectives, but it is difficult to satisfy them all, and this is the challenge of our work. In addition to these objectives, we also aim at facilitating the modeling of the narrative content, which is still a real issue today when it comes to model complex environments such as the ones related to crisis management. We propose an emergent approachwhere the scenario experienced by the learner will emerge fromthe interactions between the learner, the virtual characters and our narrative system MENTA. MENTA is in charge of the narrative control by proposing a set of adjustments (over the simulation) that satisfies narrative objectives chosen by the trainer (e. g., a list of specific skills). These adjustments take the form of a prescribed scenario that is generated by MENTA via a planning engine that we have coupled with fuzzy cognitive maps through a macro-operator FRAG. A FRAG is used to model FRAGment of scenario in the form of scripted sequences of actions/events. The originality of our approach relies on a strong coupling between planning and graphical models which preserves the exploration capability and the generative power of a planning engine (which contributes to the generation of various and adaptable scenarios), while facilitating the modeling of narrative content as well as the authorial intent thanks to fragments of scenario that are scripted by the author and used during the planning process. We have worked on a concrete application example of scenarios dealing with the management of a massive influx of victims. Then, we have implemented MENTA and generated scenarios related to this example. Finally, we have tested and analyzed the performance of our system.
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打破第四道牆: 以敘事理論為基礎之個人化3D互動敘事創作系統 / Breaking Into the Fourth Wall: Generating Personalized Interactive Narratives for 3D Drama Environments

吳蕙盈, Wu, Hui Yin Unknown Date (has links)
互動敘事為敘事創作開啟了許多新的可能性,不論是在各種多媒體敘事創作平台上或是提供更擬真、更深刻的說故事體驗,是傳統敘事所無法提供的。透過日新月異的傳播工具,要在各種平台上創作出這類多媒體互動敘事,對於各種敘事創作者來說是一項相當大的挑戰,也引發了許多相關議題的探討:要如何開發出好用的創作工具,不但是可以降低創作技術門檻,同時也提升創造力。如何設計出一個創作模型是能夠讓故事建構者(包含原創作者、中介創作者、體驗者等本系統目標使用者)對於故事內容、結構以及像長度、複雜度、主軸、文類等故事特性有更多的控制權。 為了探討這議題,本研究提出一個多媒體敘事創作以及互動敘事腳本產生的框架,結合 3D 戲劇平台建立一個具有創作環境,以故事建構者設定的條件與敘事理論為基礎的故事篩選與腳本產生機制,及3D虛擬模擬環境的互動敘事系統。在創作與故事產生方面,故事建構者可以針對各種條件的篩選(像是故事主軸、長度、敘事架構、時間順序等等)由同一組故事片段產生各種敘事上的可能性。本研究設計一個演算法,有效重組既有的故事片段以產生符合作者所有條件設定的互動敘事腳本。 這種機制的另一個特色就是所產生的互動敘事腳本與敘事平台是獨立的,不受到特定平台的技術門檻、創作格式所侷限。為展現此腳本產生系統在各種敘事表現形式上的彈性,在本研究的系統實作中,可以同時產生故事的文字形式並在3D敘事系統 The Theater 上以即時的動畫、攝影機規劃與簡易互動呈現結果。最後,此研究設計一個質化前導實驗,以了解使用者面對具互動、動畫與個人化的敘事內容時,會有甚麼看法與反應。 此次研究的貢獻為設計一個建構在3D虛擬環境上的互動敘事創作的架構,並提供適當的故事腳本產生機制,讓創作者的故事片段擁有重複利用價值。此外,透過故事內容的篩選過程,我們能提供故事建構者在故事結構與內容上有高度的控制,讓產生出來的敘事腳本符合故事建構者所設定的條件、具有良好的敘事理論基礎,並即時在3D虛擬環境中以角色動畫演出。以這次建立互動敘事平台的經驗以及於使用者測試中所得到的回饋,本研究也對於敘事創作介面與輔助工具提供一些設計原則,並提出一些互動敘事系統未來可再延展的議題。 / Interactive storytelling opens a world of possibilities for narrative creation on multimedia platforms, allowing a more compelling and immersive experience compared to traditional narratives. With the emergence of new storytelling technologies, the authoring of such narratives in complex virtual environments becomes an issue critical in the domain of multimedia storytelling platforms: How can we reduce the authoring effort as well as enhance creativity for interactive narratives? How can we design a flexible framework to allow creators of the story (including authors and experiencers at various stages of the interactive story) to have control over the story content and structure based on characteristics such as length, complexity, plot line, and genre? In order to address these issues, we propose the design of an interactive storytelling platform with models for authoring, story generating based on narrative theory and constraints set by story creators, and simulation in virtual environments. In the platform the creators of the story can specify characteristics (such as plot, length, narrative structure, time sequence, and etc.) on story fragments in order to generate variations of interactive stories. An algorithm we devise will filter and recombine story fragments from these characteristics, generating a high-level interactive script that satisfies all authorial and structural constraints. This mechanism provides sufficient abstraction from the technical implementation in that it is platform independent, and can be highly expressive in various forms of discourse. To implement the results of the story generation and demonstrate the abstraction from the virtual environment, we simulate the generated interactive narrative both in text form and in the 3D animation environment of The Theater. The Theater platform is complete with autonomous character animation, simple interaction methods, and automatic camera planning. Finally, we carry out a qualitative pilot study to understand how users would perceive and react to the animated, interactive, and personalized narrative content. Through this implementation, our contributions are to design a flexible framework for authoring interactive narratives for 3D environments, and also provide story generating tools that allow easy reuse and recombining of existing story fragments. Moreover, the filtering and selection process provides high-level control over the story content and structure, thus enforcing the authorial control as well as ensuring the generated stories have a basis in narrative theory. From the experience of implementing this platform and feedback obtained from the user experiment, we hope to suggest design principles for authoring tools and interfaces of interactive narratives.
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Un modèle narratif pour les jeux vidéo émergents / A narrative model for emergent videogames

Chauvin, Simon 27 November 2019 (has links)
Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre narration et interaction par le biais de l'étude des rôles de la narration dans les jeux vidéo. Puis, dans un deuxième temps, nous identifions les propriétés qui caractérisent les jeux vidéo émergents afin d'exposer les enjeux narratifs de ce type d'expérience de jeu. Dans un troisième temps, nous détaillons notre proposition d'un modèle narratif adapté aux jeux vidéo émergents ainsi que l'architecture logiciel permettant au joueur de transformer le récit en temps réel. Finalement, nous présentons deux expérimentations visant à vérifier nos hypothèses et à évaluer notre modèle narratif. / This thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames.
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<b>Designing a Narrative Driven Serious Game for Learning Bengali</b>

Koushiki Pohit (18422274) 22 April 2024 (has links)
<p dir="ltr">Use of serious games and gamified applications for language learning have increased substantially over the past decade. They are an effective way to supplement language learning. These applications utilize a range of language learning methods such as grammar-translation, audio-lingual and task-based learning in combination. Task-based language learning particularly suits the typical gameplay elements of narratives and quests. Thus, this study aims to develop a serious game for learning Bengali, world’s 7th most spoken language. The literature in this area indicates that hubshaped quest landscape design is found to be most effective for game-based learning environments. So, the study implements a branching, hubshaped narrative for learning Bengali language.</p><p dir="ltr">This application also implemented a hidden object mechanism for vocabulary acquisition instead of traditional grammar-translation methods used in other language learning software. The prototype was assessed from user feedback in a qualitative manner across four broad heuristic categories comprising of learning, tutorials, engagement and cultural elements. In the process, the study sought to understand whether cultural context-based interventions in the narrative improve learner motivation.</p><p dir="ltr">The results show a positive impact of cultural elements on the learners’ motivation to progress. Further, the hidden object mechanism was received as a satisfactory method to learn foreign vocabulary. This form of interactive, narrative based educational application has the potential to supplement traditional lessons for foreign language acquisition.</p>
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Digitální vyprávění s důrazem na interaktivní narativ / Digital Storytelling with the Emphasis on Interactie Narrative

Connelly Kohutová, Radka January 2019 (has links)
New media have become an essential element of our everyday lives. They are also a platform for digital art. Through them, readers can encounter so-called 'electronic literature' as a developing cultural form, allowing to some extent, the the mutual influencing of media and genres. Firstly, all electronic literature needs to be consistently differentiated from electronic books, similarly the conversion of classical, analogue works into a digital form. This thesis deals with the definition of this specific area of literature, its reflection, including its historical anchoring. This work is necessarily based on an interdisciplinary approach, it draws on concepts from literary theory, however electronic literature cannot be viewed through its paradigms alone, as traditional definition frameworks and concepts cannot be fully applied in the new media environment. There is also emphasis upon media studies' theory, specifically studies of new media. Concurrently, the work deals with a specific form of narrative, the so- called 'interactive narrative', which is not found solely in the works of electronic literature, but it also has a wide scope. The final section presents the results of the author's research focused on readers' response to selected works of electronic literature with an interactive...
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Tornando-se pai: narrativas de casais gr?vidos sobre a transi??o para a paternidade / Becoming a father: pregnant couples narratives on the transition to fatherhood

Moraes, Cleber Jos? Al? de 21 February 2017 (has links)
Submitted by SBI Biblioteca Digital (sbi.bibliotecadigital@puc-campinas.edu.br) on 2017-04-07T17:59:10Z No. of bitstreams: 1 CLEBER JOS? AL? DE MORAES.pdf: 1935163 bytes, checksum: b0b051a2693d436c37e59d827fac106b (MD5) / Made available in DSpace on 2017-04-07T17:59:10Z (GMT). No. of bitstreams: 1 CLEBER JOS? AL? DE MORAES.pdf: 1935163 bytes, checksum: b0b051a2693d436c37e59d827fac106b (MD5) Previous issue date: 2017-02-21 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / The notions of paternity and maternity undergo sharp transformations in contemporary society. The transition to fatherhood reveals itself as a period of significant changes in man, which alter his perception of himself and the world in a profound way. This paper investigates the experience of transition to fatherhood in first time fathers. Semi-structured interviews were carried out with each of the six couples participating in this study, in three different moments: at the end of pregnancy, in the first month after childbirth and at six months of the baby's life. In the first interview, the Interactive Narrative was used as a dialogical resource, which consists of a fictitious story, previously developed by the researcher, which presents the subject to be investigated, but which is interrupted at some point in the plot, allowing participants to finalize the story as they wish. The interview records were made by the researcher after the end of each one, and later transformed into transferential narratives. The material produced on the transition to fatherhood was discussed in the light of psychoanalytic thinking and contemporary authors with scientific production on this subject, and the argument arises that parental care can be exercised by both men and women, who are available in a healthy way to an active adaptation to the baby's needs. As the final product of the reflexive process, it presents the proposal to extend the Winnicottian concept of primary maternal concern to primary parental concern. / As no??es de paternidade e maternidade passam por transforma??es acentuadas na sociedade contempor?nea. A transi??o para a paternidade se revela como um per?odo de expressivas mudan?as no homem, que alteram sua percep??o de si mesmo e do mundo de maneira profunda. Este trabalho investiga a experi?ncia de transi??o para a paternidade em homens que se tornam pais pela primeira vez. Foram realizadas entrevistas semiestruturadas junto a cada um dos seis casais participantes desta pesquisa, em tr?s momentos distintos: ao final da gravidez, no primeiro m?s ap?s o parto e aos seis meses de vida do beb?. Na primeira entrevista, utilizou-se como recurso dial?gico a Narrativa Interativa, que consiste em uma hist?ria fict?cia, desenvolvida previamente pelo pesquisador, que apresenta o tema a ser investigado, mas que se interrompe em algum momento da trama, permitindo que os participantes finalizem a hist?ria como desejarem. Os registros das entrevistas foram realizados pelo pesquisador ap?s o t?rmino de cada uma delas, e posteriormente transformados em narrativas transferenciais. O material produzido sobre a transi??o para a paternidade foi discutido ? luz do pensamento psicanal?tico e de autores contempor?neos com produ??o cient?fica nesta tem?tica, emergindo o argumento de que o cuidado parental pode ser exercido tanto por homens quanto por mulheres, que se disponham de maneira saud?vel a uma adapta??o ativa ?s necessidades do beb?. Como produto final do processo reflexivo, apresenta a proposta da amplia??o do conceito winnicottiano de preocupa??o materna prim?ria para preocupa??o parental prim?ria.
37

The power of digital storytelling to influence human behaviour

Grindle, Mark January 2014 (has links)
The aim of this multi-disciplinary research was to explore the power of digital, interactive or participatory storytelling to influence human behaviour in the context of public health. It addressed three related questions: RQ1: Does digital storytelling have the power to influence human behaviour? RQ2: If digital storytelling can influence human behaviour then how might it do so? RQ3: Is a ‘digital storytelling framework’ feasible as an approach to behaviour change? Four linked qualitative studies were conducted: a scoping review, in-depth interviews with 11 international ‘digital storytellers’, two case studies of ‘digital storytelling designed to influence human behaviour’ and six focus groups with 35 adolescent ‘digital story participants’. The research found that: RA1: Digital storytelling appears to influence human behaviour. RA2: Digital storytelling appears to influence by engaging at ever deepening emotional and non-conscious levels. Commerce appears to understand and embrace this power: But public health appears to rely on traditional uni-directional, non-participatory message led approaches and appeals to cognition. This presents threats and opportunities to public health. RA3: The proposed ‘digital storytelling framework’ is feasible and desirable as a behaviour change paradigm. The thesis concludes that Digital Storytelling appears to influence human behaviour. It appears to derive its power to influence by facilitating unprecedented depths of emotional engagement potentially en route to behaviour change. The current imbalance in how commerce and public health corral the power of digital storytelling suggests that the latter might embrace its potential; and tougher regulation might constrain how the former uses it to market harmful products. The proposed digital storytelling framework makes a valuable creative, analytical and critical contribution to both of these ends. Its core principles have informed the design of numerous story-led digital health interventions; and they now sit at the core of a counter-marketing campaign to reduce harmful effects of marketing on children’s health.
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TV digital interativa e hipermídia: jogos e narrativas interativas na TVi / Digital interactive TV and hypermedia: games and interactive narratives on iTV

Ribeiro, João Henrique Ranhel 19 December 2005 (has links)
Made available in DSpace on 2016-04-26T18:14:39Z (GMT). No. of bitstreams: 1 TV Digital, jogos e narrativas interativas na TVi - Joao Ranhel.pdf: 1240500 bytes, checksum: 4f42fe7170e002d6b0ade972220e94fb (MD5) Previous issue date: 2005-12-19 / This thesis exposes a survey of new theories, researches and new approaches in the areas of narratology and ludology. It also exposes investigations on feasibility of using the knowledge acquired in such areas in developing new interactive contents for Digital Interactive TV (iTV). Initially the text shows an objective description of technical and operational aspects of the iTV. In the sequence, the narratologists and ludologists propositions are discussed. Narratology is a line of thought that studies the possibilities of interactive dramas a narrative structure in which the user can immerse as a character that he/she plays in first-person. Ludology is a line of thought that studies computer games virtual environments and worlds where the user can simulate, explore, face challenges, etc. The present research tries to survey the most relevant theoretical approaches and propositions from both areas narratology and ludology. Based on such propositions and theories we evaluate the possibility of introducing interactive dramas, new forms of games and new interactive programs in the iTV environment. / A presente pesquisa expõe um levantamento sobre recentes teorias, pesquisas e abordagens nas áreas da narratologia e da ludologia. Baseado nas propostas e teorias mais relevantes de ambas as áreas, analisa-se as possibilidades de introdução de narrativas interativas, de novas formas de jogos e de novos aplicativos televisuais na TV Digital Interativa (TVi). Na primeira parte, uma descrição objetiva sobre os aspectos técnicos e operacionais da TVi é apresentada. Na seqüência são mostradas as propostas narratológicas. Narratologia é uma linha de pensamento que estuda a criação de dramas interativos estruturas narrativas nas quais o usuário pode imergir para vivenciar um papel em primeira-pessoa. Na terceira parte da pesquisa as propostas ludológicas são abordadas. Ludologia é uma linha de pensamento que estuda os jogos computacionais estruturas de mundos virtuais nos quais o usuário pode simular situações, explorar mundos, enfrentar desafios, etc. Dessa forma, o presente trabalho busca outras formas interativas de expressão no novo meio que surge, a TVi.
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La narrativa dentro del webdoc para la reconstrucción de la memoria: Desapariciones forzadas en Latinoamérica / The narrative within the webdoc as a reconstructor of memory: Enforced disappearances in Latin America

Martinez Borja, Lupe Corazón 28 June 2021 (has links)
Solicitud de embargo por publicación en revista indexada. / La exposición de problemáticas sociales como las desapariciones forzadas es necesaria para la historia de la sociedad. El documental interactivo es una nueva propuesta digital para la creación de espacios para la reconstrucción de una memoria social. En el presente trabajo se analizará la construcción de la narrativa interactiva dentro del documental web para la reconstrucción de la memoria de problemáticas sociales como las desapariciones forzadas. Por tal motivo, se emplea un análisis de contenido del webdoc Forensic Landscapes para identificar su composición narrativa en la construcción de nuevos espacios para la experiencia del usuario. El documental interactivo genera un sentir compartido entre el usuario y la interfaz debido a los recursos como la hipertextualidad, base de datos, elementos narrativos, modalidades de representación y la interactividad. Con ello se adhiere la inmersión, una nueva forma de exponer una temática social en 360 grados la cual recrea una experiencia sensorial dentro de un universo imaginario. A través del relato, se reconstruye la memoria de los agentes involucrados en las desapariciones forzadas en América Latina. / The exposure of social problems, such as enforced disappearances, it´s necessary for the history of society. The interactive documentary is a new digital proposal for creation of spaces, in order to make a reconstruction of a social memory. In this paper, the construction of the interactive narrative within the web documentary, it means the reconstruction memory from social problems such as enforced disappearances will be analyzed. For this reason, a content analysis of the Forensic Landscapes webdoc allows to identify its narrative composition in the construction of new spaces for user experience. The interactive documentary generates a shared feeling between the user and the interface due to resources, such as hypertextuality, databases, narrative elements, representation modalities and interactivity. The adheres immersion, it´s a new way of exposing a social theme in 360 degrees which recreates a sensory experience within an imaginary universe. Through the story, the memory of the agents involved in forced disappearances in Latin America is reconstructed. / Tesis
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Interaktivní film a jeho stavební prvky / Interactive cinematography and its main elements

Matoušek, Petr January 2021 (has links)
Interactive cinema is a relatively unexplored area of film and new media studies. This thesis summarizes the theories and models which relate to interactivity, interactive narrative and interactive cinema that have been developed so far, and defines the main elements which the interactive cinema consists of. It sets this area in the context of new media and their properties, such as interactivity and convergence. It also briefly deals with interactive cinema from the historical perspective. The thesis explains the basic methods of narrative and visual analysis, especially in the context of interactive cinema. These findings are then used in the analysis of three films with a nonlinear narrative structure using viewers interaction. These movies are set into the models and theories that were introduced in the first part of this thesis. Finally, the films are compared and confronted with the author's hypothesis, which is based on the relatively negative public acceptance of interactive cinema.

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