Spelling suggestions: "subject:"interactive storytelling"" "subject:"nteractive storytelling""
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Exploring Auditive Story Worlds : Design Sensitivities for Multi-linear Real Time, Mixed Reality, Interactive Storytelling Systems / Utforskande av auditiva berättelsevärldar : Designinsikter för interaktivt, multilinjärt historieberättande i blandad verklighet och realtidBlomkvist Rova, Ariel January 2020 (has links)
Like reading a book, stories told orally or acted out auditory invite subjective co-construction of narrative events through imagination. While an interesting characteristic, audio-based, fictive storytelling is not well explored in HCI. Eavesdropper is a prototype system for Mixed Reality Audionarrative, the stage being a miniature house and the actors residing in a spatialized, virtual, audio world. This work accounts for development and evaluation of some contextually unconventional, properties of one current iteration of the system, aimed at facilitating an exploratory mindset: sections of the narrative unfolding in parallel, controlled by parameters the user is only partially aware of. Through qualitative evaluation with users, I report on how these properties affected the way a story world was experienced, explored and interpreted. The findings, coupled with reflections on the design choices made, are then synthesized to a set of design sensitivities meant to inform and spur discussion and further inquiry into similar systems exploring audio as the primary mean for conveying narrative. / En historia som berättas muntligt, eller drama som ageras ut med rösten (t.ex. radioteater), låter lyssnaren subjektivt konstruera händelser som bilder i den egna fantasin. Det här är en intressant egenskap hos ljudbaserat berättande men inte särskilt utforskat inom Människa-datorinteraktion. Speciellt inte vad gäller fiktiva berättelser för ett underhållningssyfte. Eavesdropper är ett experimentellt, Mixed Reality-system där det dramatiska berättandet har sin hemvist i den virtuella sfären men kontrolleras genom positionering i det fysiska rummet. I den aktuella iterationen är den fysiska platsen ett fullt inrett modellhus i liten skala som agerar scen åt skådespelarnas röster. I den här uppsatsen beskriver jag utvecklings- och utvärderingsarbetet med den aktuella iterationen där särskilt fokus lagts på några berättartekniskt och designmässigt icke-konventionella egenskaper: Användaren uppmuntras att subjektivt utforska berättelsevärlden och dramats olika trådar löper parallellt i realtid utan synbar logik. Genom kvalitativa utvärderingsmetoder så undersöker jag hur dessa egenskaper påverkar hur användare upplever, utforskar och tolkar berättelsevärlden. Resultaten tillsammans med reflektion över designprocessen ligger slutligen till grund för en uppsättning mjuka riktlinjer vilka är menade att användas för att orientera framtida diskussioner om, eller experiment med, liknade system där ljudmedia är huvudsaklig bärare av dramatiskt berättande
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The Nemesis System: How games create storiesParosu, Ioana, Hage, Elin, Magnusson, Sofie January 2022 (has links)
This paper analyzes the Nemesis System in Middle Earth: Shadow of War (2017) developed by Monolith Productions and explores the system’s way of creating stories. For years, there has been a debate about whether or not stories belong in games, with supporters on all sides. There are different ways to provide stories in games and in this study, the focus has been on game mechanics, emergent narrative, and interactive storytelling. These three elements are all common ways of creating stories in games. Formal Analysis is the main method used in this paper. This specific method often pairs well with smaller systems of larger games rather than an entire game, as it examines specific elements closely and explains them in detail. The game was played one time by each author and the system’s behavior was documented to be able to examine it fully. This analysis aims to provide knowledge of how stories in games can be created, and it focuses specifically on how the Nemesis System manages to do so using mechanics, interactive storytelling, and emergent narrative.
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Interactive digital storytelling and tangibility in cultural heritage museumsLilja, Josefin January 2014 (has links)
This paper focuses on how a single installation can enhance personalization of the information in cultural heritage museums and enhance the overall experience using interactive digital storytelling and the ability to touch artefacts. Interaction design methods helped establish best practices centring on usability. In the process low- fidelity and mid-fidelity prototypes were created based on the field studies such as obeservations in exhibits and interviewing professionals in different museums. The conclusion could be made that artefact and the purpose of the exhibit as an whole does get more intense if one has the opportunity to touch and make it part of the visitors journey can be said.
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Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and ExperienceMavridis, George January 2021 (has links)
Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an online community where collaboration, co-creation, and knowledge distribution play an important role. Therefore, it can be studied under the scope of Digital Humanities as well. The theoretical framework of interactive storytelling and digital communication suggests that hyperlinks, page preview bottoms, or interactive catalogs are applied in Wikipedia's environment to help users absorb information and construct their narratives. The findings of this thesis offer practical insights on how Wikipedia's interactive storytelling tools empower users with the ability to develop their stories and become editors/authors and provide a foundation for further academic research on user experience and how to improve interactivity and digital communication in Wikipedia
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互動敘事中智慧型共同創作平台設計 / Design of an Intelligent Collaborative Authoring Platform for Interactive Storytelling梁芳綺, Liang, Fang Chi Unknown Date (has links)
近年來互動數位敘事(Interactive Digital Storytelling, IDS)的發展日漸被重視,有部分研究針對互動數位敘事開發故事腳本編輯工具,雖然這些編輯工具考慮了沒有互動數位敘事腳本編劇經驗的作者,但仍缺乏創作豐富度、工具易用性及共同創作功能。本研究目標為建立互動數位敘事之智慧型共同創作平台( Intelligent Collaborative Authoring Platform, iCAP ),透過將故事元素視覺化,故事內容設定參數化等,加上智慧型檢驗運算,讓故事編劇們能夠透過此平台編修互動故事腳本,並在舞台環境中呈現新的故事內容。我們以現有的互動數位敘事系統The Theater[1]為舞台呈現,透過iCAP整合其故事腳本及環境建置設定。我們建立了簡單易懂的操作介面、規劃故事腳本可修改範圍的限制、將故事動畫腳本設定參數化、建立的故事腳本的共同創作機制以及輔助創作的智慧型提示與結果運算,並設計一系列的任務式實驗以及評估問卷來評估系統,透過實驗結果驗證了本研究的智慧型共同創作平台的價值,能讓不同的腳本編劇在此平台上方便、快速的工作,而使得互動數位敘事之腳本編輯變得較簡易,修正演出效果時將更加有效率,故事內容也更豐富。 / Interactive Digital Storytelling (IDS) has become more popular these days. Some of the pre-vious researches about IDS have considered the design of story editor. Although they have designed the authoring tools for authors who may not have the editing experience of IDS sto-ries, they usually lack the features of enabling rich contents, easy-to-use, and collaboration among multiple users for IDS story editing. Our system, named iCAP, is an Intelligent Col-laborative Authoring Platform for IDS, using "The Theater" as the IDS animation platform. The iCAP system contains a graphical user interface for making the story editing process eas-ier and the storyline more readable. The iCAP system includes the collaborative features such as the settings of access rights, the parameterization of the scenario settings, the authoring logs of the collaborative process, and the intelligent error detecting tool that is used to detect the errors occurring in a story structure. We have conducted an experiment to verify the usa-bility and the collaborative features of iCAP. In addition, we have obtained feedbacks from the users about the advantages and disadvantages of iCAP and verified the value of the plat-form for IDS.
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UM MODELO DE DIRETOR DE PERSONAGENS FIGURANTES PARA SISTEMAS DE NARRATIVA INTERATIVA LOGTELL / A MINOR CHARACTERS DIRECTOR MODEL FOR INTERACTIVE STORYTELLING IN LOGTELLLimberger, Ramon Flôres 14 September 2011 (has links)
The goal of this dissertation is to create a supporting characters director model for
Interactive Storytelling, trying to enrich the drama of the generated stories . Supporting
characters also relates to the running time of Interactive Storytelling stories. A story with
only the major events is unlikely to have a long duration. When looking at films and novels,
there are a number of side events and supporting characters to increase the drama of the
story. In Interactive Storytelling systems nowadays supporting characters is a subject rarely
treated, and thus the stories cannot have a longer duration. In this dissertation it is defined a
supporting characters director to the Interactive Storytelling System Logtell, explaining in
detail the integration process and what steps that were taken to increase the drama and
realism in generated stories. / O objetivo desta dissertação é criar um modelo de Diretor para personagens figurantes
em Narrativa Interativa, buscando enriquecer a dramatização e aumentar o realismo das
estórias geradas. A atuação dos personagens figurantes se relaciona também ao tempo de
duração das estórias interativas. Uma estória apenas com eventos principais dificilmente terá
uma longa duração. Ao observar filmes e novelas, nota-se que existem uma série de eventos
secundários e personagens figurantes para aumentar a dramatização da estória. Nos sistemas
de Narrativa interativa, atualmente, personagens figurantes é um tema pouco explorado,
consequentemente, as estórias não conseguem ter um tempo de duração similares ao que
ocorrem em filmes e novelas. Nesta dissertação, é definido um diretor de personagens
figurantes para o sistema de Narrativa Interativa Logtell, detalhando os problemas e
facilidades para inserção dos personagens figurantes nos cenários das estórias, explicando os
passos e as soluções encontradas para aumentar o tempo de dramatização e realismo nas
estórias.
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[en] VIDEO BASED INTERACTIVE STORYTELLING / [pt] STORYTELLING INTERATIVO BASEADO EM VÍDEOEDIRLEI EVERSON SOARES DE LIMA 06 March 2015 (has links)
[pt] A geração de representações visuais envolventes para storytelling interativo é um dos desafios-chave para a evolução e popularização das narrativas interativas. Usualmente, sistemas de storytelling interativo utilizam computação gráfica para representar os mundos virtuais das histórias, o que facilita a geração dinâmica de conteúdos visuais. Embora animação tridimensional seja um poderoso meio para contar histórias, filmes com atores reais continuam atraindo mais atenção do público em geral. Além disso, apesar dos recentes progressos em renderização gráfica e da ampla aceitação de animação 3D em filmes, a qualidade visual do vídeo continua sendo muito superior aos gráficos gerados computacionalmente em tempo real. Na presente tese propomos uma nova abordagem para criar narrativas interativas mais envolventes, denominada Storytelling Interativo Baseado em Vídeo, onde os personagens e ambientes virtuais são substituídos por atores e cenários reais, sem perder a estrutura lógica da narrativa. Este trabalho apresenta um modelo geral para sistemas de storytelling interativo baseados em vídeo, incluindo os aspectos autorais das fases de produção e os aspectos técnicos dos algoritmos responsáveis pela geração em tempo real de narrativas interativas usando técnicas de composição de vídeo. / [en] The generation of engaging visual representations for interactive storytelling represents a key challenge for the evolution and popularization of interactive narratives. Usually, interactive storytelling systems adopt computer graphics to represent the virtual story worlds, which facilitates the dynamic generation of visual content. Although animation is a powerful storytelling medium, live-action films still attract more attention from the general public. In addition, despite the recent progress in graphics rendering and the wide-scale acceptance of 3D animation in films, the visual quality of video is still far superior to that of real-time generated computer graphics. In the present thesis, we propose a new approach to create more engaging interactive narratives, denominated Video-Based Interactive Storytelling, where characters and virtual environments are replaced by real actors and settings, without losing the logical structure of the narrative. This work presents a general model for interactive storytelling systems that are based on video, including the authorial aspects of the production phases, and the technical aspects of the algorithms responsible for the real-time generation of interactive narratives using video compositing techniques.
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Um modelo para prover consistência narrativa em Interactive StorytellingBarros, Leandro Motta 23 February 2007 (has links)
Made available in DSpace on 2015-03-05T13:58:26Z (GMT). No. of bitstreams: 0
Previous issue date: 23 / Universidade do Vale do Rio dos Sinos / Interactive Storytelling (IS) é uma área de pesquisa que busca o desenvolvimento de técnicas que permitam a criação de sistemas computacionais interativos com ênfase em aspectos dramáticos e narrativos. Uma das abordagens utilizadas em pesquisas na área de IS consiste no uso de algoritmos de planejamento para definir a seqüência de eventos que compõe a história. Este trabalho se propõe a investigar técnicas que permitam avançar rum à solução de três problemas encontrados por trabalhos que seguem a abordagem baseada em planejamento: (i) a abordagem não é inerentemente consistente narrativamente; (ii) o usuário pode levar a história a situações sem saída, em que o algoritmo de planejamento é incapaz de encontrar uma solução para a história; e (iii) uma carga de trabalho muito grande é posta sobre o autor das histórias. Para enfrentar estes problemas, são apresentados três mecanismos que podem ser incluídos em modelos de IS baseados em planejamento: (i) uma técnica que permite fazer as histórias geradas pelo sis / Interactive Storytelling (IS) is a research area that aims the development of techniques allowing the creation of interactive systems with emphasis in dramatic and narrative aspects. One approach used in previous work in IS is the use of planning algorithms to define the sequence of events that compose the story. This work intends to investigate techniques that allow to advance towards the solution of three problems found in previous work based on the planning approach for IS: (i) this approach is not inherently narratively consistent; (ii) the user can bring the story to a dead end, in which the planning algorithm cannot find a solution to the story; and (iii) an excessively high workload is put on the stories authors. In order to challenge these problems, three mechanisms that can be added to planning-based IS systems are being proposed: (i) a technique that allows to make the system-generated stories follow a tension arc defined by the story author; (ii) a mechanism that strives to foresee and avoid dead e
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PROLOGUE : Health Information SystemTomar, Shivanjali January 2013 (has links)
Prologue is a health information system developed for underserved communities in Bihar, India. It is aimed at helping people living in poverty and with low literacy to take the right steps to manage their and their family’s health. Bihar suffers from one of the worst healthcare records in the country. This is as much due to the lack of access to the right information as it is due to the economic condition of the region. The inaccessibility of information is aggravated by the complex social set up in these communities, for e.g. women aren’t allowed to leave their homes and community has the strongest influence on an individual’s decision making. To make sure that right information permeates even to the most inaccessible user groups, especially women and to uplift community’s awareness as a whole, two different communication channels were designed-an interactive radio show and a public installation.
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SEGMENTAÇÃO DE VÍDEOS PARA STORYTELLING INTERATIVO BASEADO EM VÍDEO / VIDEO SEGMENTATION FOR VIDEO-BASED INTERACTIVE STORYTELLINGSchetinger, Victor Chitolina 28 February 2013 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Video-based interactive storytelling has as its main goal the generation of interactive narratives,
allowing users to control the course of the story and using cinematographic compositions
to dramatize it. For this process to be possible, there is a need for large amounts of cinematographic
content in the form of filmed scenes. This content, on the other hand, has to be properly
pre-processed in order to be usable. This work proposes an approach for video segmentation
aimed for video-based interactive storytelling, using alpha matting to extract color and transparency
of video elements to be later recomposed for dramatization purposes. The developed
solution uses background subtraction and energy minimization techniques to automatically generate
trimaps. / O storytelling interativo baseado em vídeo tem como objetivo a geração de narrativas,
permitindo o controle de um usuário sobre o rumo da estória e utilizando composições cinematográficas
para dramatizá-la. Para que este processo seja possível, existe a necessidade de uma
grande quantidade de conteúdo cinematográfico na forma de filmagens. Este conteúdo, por sua
vez, precisa ser adequadamente pré-processado para permitir sua utilização adequada. Nesse
trabalho, uma abordagem para segmentação de vídeos para storytelling interativo baseado em
vídeo é proposta, utilizando alpha matting para extrair informações de cor e transparência de
elementos de vídeos para serem reutilizados em processos de dramatização. A solução desenvolvida
utiliza técnicas de subtração de fundo e minimização de energia para gerar trimaps de
forma automática.
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