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以互動式故事雛形法為基礎之服務意象體驗 / Interactive Story Prototyping to Service Imagery劉榮鎮, Liu, Jung Chen Unknown Date (has links)
隨著科技的快速變化,企業為了生存,除了產品,也應在服務上進行革命。服務創新成為每個企業都希望擁有的能力,然而,想像和現實是有差距的,大多數的企業因為環境因素而缺乏資源,但仍不得不去進行服務創新,這樣強求的結果通常是失敗的。本研究欲開發一個互動的雛型工具,提前建立服務創新雛形,幫助企業避免投資風險。但由於服務是無形的,所以這項工具想利用故事的方式闡述服務。對於企業需要的獨特的服務或產品,我們利用服務意象的主要概念,在故事中進行表達。在這項研究中,意象代表的是企業對其服務或產品的態度,目的是,企業可以測試自己的意象,並通過互動式雛型建置的過程中,令企業獲得新的服務創新靈感。 / Along the fast changes in technology, business should revolute not only products but also services to survive. Service innovation becomes a popular competence that every business wants to have. However, there are the gap between intentions and results. Most of business are lack of resources but forced to do service innovation because of environment factors. The result usually is a failure. This research wants to develop an interactive prototyping tool to help business avoid the risk of investing on innovation by creating their service prototypes in advance. A service is always intangible and this prototyping tool would elaborate the prototype contents in a storytelling way. For business needing unique services or products, we adopt service image as the main concept in constructing the story prototype. In this research, an image represents the attitude of business toward its services or products. The goal of this research is that business can test its image and get new inspiration through the interactive prototyping process.
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Evelyn Offscreen: An Application Of Interactive Performance Methodsin Alternate Reality GamingBorglund, Dawn 01 January 2010 (has links)
For my thesis project for the Masters of Fine Art in Film and Digital Media, I designed and produced Evelyn Offscreen, an alternate reality game (ARG) that was facilitated by interactive performance. The goal was to create an interactive experience that allowed several players to collaboratively create story across numerous media within the field of alternate reality gaming. The approach used in Evelyn Offscreen was intended to provide a degree of creative freedom to the players that has not been demonstrated in other ARG experiences and to use digital media to capture information about the relative effectiveness of the different techniques that were employed. During the month of October 2009, Evelyn Offscreen invited players to participate in an overarching story as characters. The game existed simultaneously through several media platforms such as Ning, twitter, and blogger as well as scenes located in Central Florida where players could embody their character in a real world setting. The results revealed insights into techniques for massive collaboration of story and player reactions to this hybrid form of alternate reality gaming and interactive performance.
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[en] DESIGN AND CONTEMPORARY TECHNOLOGIES APPLIED TO CREATE DIGITAL NARRATIVE FOR HEARING-IMPAIRED AND LISTENER CHILDREN / [pt] DESIGN E AS TECNOLOGIAS CONTEMPORÂNEAS NA CRIAÇÃO DE NARRATIVAS DIGITAIS PARA CRIANÇAS SURDAS E OUVINTESANA TEREZA PINTO DE SEQUEIROS CORREIA 27 December 2018 (has links)
[pt] A presente tese tem por objetivo geral fornecer à luz de metodologias de Design em Situações de Ensino-Aprendizagem, o uso de recursos inclusivos para o desenvolvimento de narrativas digitais bilíngues para crianças surdas, de forma participativa. Aborda questões históricas acerca do oralismo e gestualismo, como a aquisição da linguagem na mais tenra idade é fundamental para o desenvolvimento cognitivo infantil e as dificuldades encontradas no ensino simultâneo da Língua Brasileira de Sinais, a LIBRAS e do português escrito. Apresenta uma reflexão sobre como a tecnologia pode ser usada como mediadora para a aprendizagem de conteúdos socioculturais, assim como o desenvolvimento de habilidades sensório-motoras e cognitivas no processo de crescimento da criança. Desenvolve-se como um estudo de caso com a criação de uma história interativa digital bilíngue, concebida e desenvolvida pela equipe do Laboratório Interdisciplinar Design/Educação, do Departamento de Artes e Design, da PUC-Rio (LIDE | DAD | PUC-Rio), contemplada pela Chamada Universal 14/2013 - CNPq, que tem as etapas para a sua construção descritas. Ao final, disponibiliza orientações para a construção de narrativas interativas digitais com os objetivos acima descritos, a fim de fomentar o campo do Design em Parceria com a Educação, ampliando o alcance de projetos desta natureza para este público. / [en] The goal of this research is to provide, based on methodologies of Design in Teaching-Learning Situations, the use of inclusive resources for the development of bilingual digital narratives for hearing-impaired children, in a participatory way. It will address historical questions about oralism and gesturalism, how the acquisition of language at an early age is fundamental for children s cognitive development and the difficulties to simultaneous teaching of the Brazilian Sign Language, LIBRAS and written Portuguese. It presents a reflection about how the technology can be used as mediator for the learning of socio-cultural contents, as well as the development of sensory-motor and cognitive abilities in the process of the child s growth. And we will design a bilingual digital interactive story, conceived and developed by the team of the Interdisciplinary Design / Education Laboratory, Department of Arts and Design, PUC-Rio (LIDE | DAD | PUC-Rio), contemplated by the Universal Call 14/2013 - CNPq, and the steps will described. At the end, it provides guidelines for the construction of interactive digital narratives with the objectives described above, in order to foster the field of Design in Partnership with Education, expanding the reach of projects of this nature for this public.
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Sequência de ensino-aprendizagem em torno das histórias em quadrinhos a luz das interações discursivas e do engajamento dos alunosSantos, Jucilene Santana 22 March 2018 (has links)
The present research seeks to analyze the types of discursive interactions and the engagement of students presented along a teaching-learning sequence (TLS) of chemistry, planned around an interactive story in comic in conjunction with the three pedagogical moments. The TLS was applied in a class from the first grade of the High School of Application College (CODAP) of the Federal University of Sergipe (UFS). The written data, as well as the classes recorded in video, were submitted to analysis using categories of the analytical tool proposed by Mortimer and Scott (2002, 2003), as well as the analysis of the types of questions of the students through the categories of Candela (1999). We focus on the interaction patterns, the students 'engagement in the proposed activities, the types of students' questions during the application of the TLS around an interactive story in comic, considering them as fundamental elements of the teaching-learning process, according to with a sociocultural perspective of education. The research is justified considering the importance of investments in the understanding of the potential of didactic resources in the teaching of sciences that favor the interactions that develop in the social plan of the classroom. The results indicate that the TLS around an interactive story in comic favored the discursive interactions and the students' engagement with the theme proposed by the teacher in the classroom. / A presente pesquisa busca analisar os tipos de interações discursivas, e o engajamento dos alunos ao longo de uma Sequência de Ensino-Aprendizagem (SEA) de química, planejada em torno de uma HQ interativa em conjunto com os três momentos pedagógicos. A SEA foi aplicada em uma turma da primeira série do Ensino Médio do Colégio Aplicação (CODAP) da Universidade Federal de Sergipe (UFS). Os dados escritos, bem como as aulas registradas em vídeo foram submetidos à análise por meio de categorias da ferramenta analítica proposta por Mortimer e Scott (2003), assim como a análise dos tipos de perguntas dos estudantes através das categorias de Candela (1999). Focalizamos, na análise, os padrões de interação, engajamento dos alunos nas atividades propostas, os tipos de perguntas dos alunos durante a aplicação da SEA em torno de uma HQ interativa, considerando-os como elementos fundamentais do processo de ensino-aprendizagem, de acordo com uma perspectiva sociocultural de educação. A pesquisa justifica-se considerando-se a importância de investimentos na compreensão do potencial de recursos didáticos no ensino de ciências que favoreçam as interações que se desenvolvem no plano social da sala de aula. Os resultados apontam que a SEA em torno de uma HQ interativa favoreceu as interações discursivas e o engajamento dos alunos diante da temática proposta pela professora em sala de aula. / São Cristóvão, SE
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Interaktivní knihy pro děti - výzkum informačního chování / Interactive books for children - information behavior researchAdamcová, Klára January 2018 (has links)
The thesis deals with the problematics of interactive books and their influence on the education of preschool children, which is in the Czech Republic still one of the unexplored areas. The aim of the thesis is to compare the paper books with the interactive books in terms of their impact on the child's learning and to see if interactivity influences the better memorization of information than interaction with the kindergarten teacher and also if the children are able to work with the interactive book. There are two hypotheses H1: A child of pre-school age working with an interactive book can remember less information than a child listening to a narrative from a classical book, and H2: A pre-school child who working with an interactive book will remember better the visual rendering of the content. The examined group was composed of preschool children from two differently different kindergartens. For the research, the method of participated target group observation was used when working with interactive books, supplemented by interviews with nursery teachers who participated in the research. The development of the pre-school child's cognitive functions and the development of its interaction with the technologies is briefly described in the theoretical part one. The technologies and their role in the...
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