Spelling suggestions: "subject:"interactive storytelling"" "subject:"nteractive storytelling""
21 |
[en] A MODEL FOR STREAM-BASED INTERACTIVE STORYTELLING / [pt] UM MODELO PARA STORYTELLING INTERATIVO BASEADO EM STREAMING DE VIDEOMARCELO DE MELLO CAMANHO 13 January 2017 (has links)
[pt] Nesta tese é apresentada uma arquitetura altamente escalável para storytelling interativo em massa baseado em streams de vídeo. A arquitetura proposta pode suportar diferentes demandas para interatividade, geração e visualização de histórias em ambientes de televisão digital, que inclui set-top boxes de TV, tablets, smartphones e computadores. Nesta arquitetura, a mesma história se adapta ao aparelho do espectador em termos de renderização e processo de interface automaticamente. Também é apresentado um modelo para compartilhar histórias interativas em massa. Além disso, o sistema proposto preserva a coerência lógica da história que se desenrola enquanto a mantém interativa. / [en] In this thesis we present a highly scalable architecture for massive multi-user interactive storytelling systems based on video streams. The proposed architecture can support different demands for interactivity, generation, and visualization of stories in digital television environments, which include TV set-top boxes, tablets, smartphones, and computers. In this architecture, the same story adapts itself to the spectator s device in terms of rendering and interface processes automatically. Also a model for sharing massive interactive stories is presented. Moreover, the proposed system preserves the logical coherence of the story that unfolds while keeping it interactive.
|
22 |
Uma arquitetura de suporte a modelagem de simulações de treinamento baseada na arquitetura HLA (High Level Architecture)Rocha, Rafaela Vilela da 30 July 2009 (has links)
Made available in DSpace on 2016-06-02T19:05:46Z (GMT). No. of bitstreams: 1
3226.pdf: 6069687 bytes, checksum: 5d226daa93c8d5e313962b39c46b557e (MD5)
Previous issue date: 2009-07-30 / Universidade Federal de Sao Carlos / The use of virtual environments, created by the computer, provides the execution of training simulations in a safe environment to investigate human behaviour and response to dangerous situations. However, building generic virtual environment simulations is a challenge to be researched. At present, existing virtual environment simulations are focused on specific applications. They also have their supporting architecture tightly coupled to the application making extensions or modifications difficult and dependent on computing specialists. Thus, it is important that environments that ease the building of these simulations be created. This work aims to specify an architecture to support the development, implementation, management, control and analysis of collaborative virtual environments, in conformance with the High Level Architecture, a reference architecture for simulations interoperability and reuse. In this work, simulation construction is driven by non-linear, interactive storytelling and instantiated ontologies. The history and ontologies integration facilitates the creation of different simulations without the need for programmers. The goal of the collaborative virtual environment simulations to be created is training for emergency preparedness and response application domain. However, new application domains can be designed by integrating new ontologies. For the ontologies creation, norms for protection against fire and exercise protocols, in use at São Paulo State, were used along with expert advice by São Carlos fire fighters. An environment for the creation of simulations is being developed as part of this work, as well as the whole process of development and execution of a simulation using our proposed architecture. A use case (fire and explosion occurrence) was devised for simulation instantiation. As the main results of this work a novel architecture was devised for the creation of complex training simulations as well as seven ontologies in the emergency management domain. These can be used as powerful tools for the creation of training simulations for the emergency preparedness and response teams. / O uso de ambientes virtuais, criados pelo computador, permite a realização de simulações de treinamento em um ambiente seguro para investigar o comportamento e a resposta de humanos a situações de perigo. Porém, a construção de simulações de ambientes virtuais genéricos e independentes é um desafio a ser pesquisado. Atualmente, as simulações de ambientes virtuais existentes são focadas em aplicações específicas e têm arquitetura de suporte estreitamente ligada à aplicação somado ao fato que a sua extensão ou alteração depende da atuação de especialistas em computação. Assim, é importante que ambientes que facilitem a construção dessas simulações sejam construídos. O presente trabalho tem como objetivo especificar uma arquitetura de suporte ao desenvolvimento, execução, gerenciamento, controle e análise de simulações de ambientes virtuais colaborativos, em conformidade com a arquitetura de referência High Level Architecture, que visa a interoperabilidade e o reuso de simulações. Neste trabalho, a construção de simulações é orientada pela narração de uma história interativa não linear e instanciada a partir de ontologias. A integração de história e ontologias pode facilitar a criação de diferentes modelos de simulações de treinamento sem a necessidade de programadores. As simulações de ambientes virtuais colaborativos a serem criados visam, inicialmente, treinamento de equipes no domínio de preparação e resposta a emergências. Porém novos domínios de aplicação podem ser concebidos ao integrarem-se novas ontologias. Para elaboração das ontologias, foram utilizadas normas de proteção contra incêndio e protocolos para realização de exercícios simulados, vigentes no Estado de São Paulo, além do apoio de profissionais especialistas (Corpo de Bombeiros de São Carlos). Um ambiente de criação de simulações está sendo desenvolvido como parte deste trabalho, bem como todo o processo de desenvolvimento e execução de uma simulação utilizando a arquitetura proposta. Um caso de uso (ocorrências de incêndio e explosão) foi elaborado para instanciação da simulação. Como resultados principais deste trabalho foram criadas uma arquitetura inovadora para a construção de simulações complexas e sete ontologias no domínio de emergência, que poderão ser usadas como ferramentas poderosas na criação de simulações de treinamento de profissionais da área de gerenciamento de emergência.
|
23 |
Synthèse dynamique de superviseur pour l'exécution adaptative d'applications interactives / Dynamic synthesis of supervisor for interactive application adaptive executionRempulski, Nicolas 27 September 2013 (has links)
Cette thèse a pour objectif de proposer des solutions aux problématiques de la narration interactive. Nous souhaitons ainsi proposer une méthode de conception pour les auteurs, ainsi qu’une logique d’exécution utilisant ce modèle pour contrôler la construction d’un récit. Nous appliquons nos travaux au contexte des jeux vidéo, mais souhaitons adresser la narration interactive dans une dimension plus large. Nous abordons la narration interactive comme une déstructuration de la narration classique. Le processus de création du récit n’est ainsi plus à la seule charge de l’auteur, mais implique également le public. Au travers d’une revue de la narration classique, nous souhaitons donc, dans un premier temps, formaliser le récit et ses enjeux. Nous utilisons ensuite le concept d’œuvre en mouvement pour identifier les processus et acteurs mis en jeu dans la coproduction d’une œuvre, et ainsi définir les enjeux de nos travaux. Pour adresser ces problématiques, nous proposons un modèle de la narration interactive à base d’automates. Celui-ci permet un contrôle et une vérification des récits possibles, tant lors de la conception, que dynamiquement à l’exécution. Cependant ce formalisme peut être complexe à prendre en main pour des auteurs non-initiés. Ainsi, nous formulons un modèle de haut-niveau, basé sur les concepts de la narratologie, permettant à ces derniers de créer un modèle de narration interactive en manipulant des concepts qu’ils maitrisent. Ce modèle est alors converti vers notre modèle à base d’automates. Ce dernier sert alors de référent pour le contrôle dynamique de la narration interactive par un superviseur multi-agents. Celui-ci, par observation des évènements produits dans le jeu vidéo, est alors en mesure de contrôler le récit en cours de production pour garantir les critères de qualités spécifiés par l’auteur. Nous proposons une implémentation de notre approche sous la forme d’un framework, comprenant notamment des outils auteurs d’édition des modèles que nous définissons, mais également les algorithmes de supervision nécessaires à l’asservissement de l’univers virtuel du jeu vidéo. / This PhD thesis has for objective to propose solutions to interactive storytelling problems. We aim to propose a design method for the authors, as well as a logic of execution using this model to control the narrative unfolding. We apply our works in the video games context, but wish to address interactive storytelling in a wider dimension. We so approach the interactive story as a breakdown of the classic storytelling. Indeed, interactive storytelling creation process is not any more only under the author responsability, but also involves spectators. Through a review of the classic storytelling, we thus wish, at first, to formalize storytelling and its stakes. We use then the concept of ”œuvre en mouvement” to identify processes and actors involved in this creation process of a work, and thus to define the stakes in our research works. We propose an interactive storytelling mode base on automata. This one allows a controland a check on possible narratives, during design as well as dynamically while producing the story. However this formalism is complex to handle by authors. So, we formulate a top-level model, based on storytelling concepts, allowing authors to create an interactive story model using concepts they know. This model is then converted into our automaton based model. The latter serves then as referent for the dynamic control of the interactive storytelling, done by a supervisor multi-agents. This one, by observing produced events in the video game, is then able of controlling and guarantee the quality criteria specified by authors. We propose an implementation of our approach in a framework, including authoring tools to edite our models. We also implements automata check and supervision algorithms necessary to control video game virtual universe.
|
24 |
《貓與狗》—以網路媒介作品探索數位敘事中的選擇與命運 / “Cat and Dog”: The Creation and Study of Web-based Interactive Storytelling呂沛軒, Lu, Pei-Hsuan Unknown Date (has links)
我們的生活中充滿著選擇,尤其在數位科技與網路媒介的影響下,目前更是選擇超載的時代。利用網路進行互動時,當選擇越是超載,我們越是活在麻痺之中。因此,本創作的主旨在於突顯選擇之重要性,意圖喚起「選擇意識」。本創作之形式與內容皆來自對網路媒介特性之觀察,包括網路超連結的結構方式、即時通訊之動圖運用,以及網路圖像之可愛動物偏好,主題則基於最能反映選擇之重要性的人際關係議題,以此進行故事創作。
本創作分為兩大部分,第一部分模擬即時通訊和社群影像日記的介面,透過動圖與體驗者之互動選擇進行敘事。第二部分乃漫畫形式,在互動選擇之後,會有連環漫畫呈現,漫畫紀錄著各種選擇歷程,以此呼應命運是由自身選擇所決定,其不可回溯之特性也強調選擇之後的「命運」。本創作期望體驗者透過漫畫和互動動畫的結合,在觀察兩個媒介之異同時,從中獲得共感和趣味。 / Life has many options, as digital technology and network media rapidly booming, we are living in a world full of choice-making. We usually use Internet to interact with others, but we rarely notice which choice we make. Therefore, this creation and study aims to emphasize the importance of choice-making, and attempts to enhance people’s awareness of that. The form and content of this creation and study are made from observing the features of Internet, including hyperlinks in Internet, animated stickers in instant messaging and adorable images of animal in websites. Based on the importance of choice-making, the theme of this creation and study is interpersonal relationships, and named “Cat and Dog”.
There are two parts of “Cat and Dog”. In the first part, the players experience the story with the website which imitates the interface of instant messaging and blogging site, they will see the animated stickers and have to choose the options between two conversations. In the second part, after completing the interactive narrative of the part, the players will get a PDF file containing several pages of comics which records all the choices made by the players. The immobile, static, fixed pages highlight that destiny is decided by our choices. In addition, through the contrast between comics and animated stickers, the players may have fun in observing the similarity and difference between the two media.
|
25 |
Designing for a Multiple Screen Setup : Interactive Storytelling and Attention Guiding for a Perceivable and Engaging Experience of UTM ExploreBertzen, Charlotte, Basjuka, Jekaterina January 2022 (has links)
An interactive multiple screen visualisation might become an opportunity for engaging and illustrative presentations of scientific, complex, and abstract research. With multiple (interactive) monitors, storytelling and interfaces could bring engagement, immersion, and attraction to the audience. The challenge of designing for a multiple screen setup is that the amount of information can be overwhelming, causing the perception of it and engagement with it to decrease. This thesis explores approaches that could enhance the perception and engagement of the content for a multiple screen setup. The Research Through Design approach sets the structure for the entire thesis. It consists of methods for exploration, concepting, prototyping, and user testing. By following this research approach, three versions of a prototype were developed and tested which led to the results of this thesis. The overall nature of this research process was exploratory and the design decisions were applied during the activities. The main findings of this thesis regarding the multiple screen setup during the research process included three attention guiding approaches: black and white, blur, and pause, and according to the user test participants, the preferred approach was black and white. The second vital aspect of the research and testing were the five-act story arc and interactive storytelling structures. According to the data from user tests, interactivity helped to increase the engagement and perception of the exhibition piece.
|
26 |
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.
|
27 |
[en] STORY ENGINEERING: A STUDY OF THE AUTOMATIC STORY GENERATION AND TELLING / [pt] ENGENHARIA DE ESTÓRIAS: UM ESTUDO SOBRE A GERAÇÃO E NARRAÇÃO AUTOMÁTICA DE ESTÓRIASFABIO WANDERLEY GUERRA 29 May 2008 (has links)
[pt] Nesta dissertação é estudado o problema de geração e
narração de estórias, cuja relevância tem sido cada vez
mais reconhecida, principalmente em decorrência da
popularização de meios de comunicação interativos, tais como
a TV digital e os jogos digitais. O trabalho partiu de uma
revisão do estado da arte, destacando os principais modelos
para representação de estórias e as técnicas mais
utilizadas na criação de obras literárias. Foi proposto o
uso do termo engenharia de estórias para enfatizar que a
tarefa de geração e narração de estórias deve ser encarada
como um processo de engenharia. O problema fundamental foi
dividido em três subproblemas. O primeiro diz respeito a
como gerar as estórias, o segundo a como contá-las ao
público e o último é sobre como construir, armazenar e
consultar a base de conhecimento usada na engenharia de
estórias. Por fim, como estudo de caso, foi projetado e
programado um protótipo capaz de gerar e narrar estórias
automaticamente. A geração é efetuada por um planejador,
usando o algoritmo de Redes de Tarefas Hierárquicas. Para a
narração, é utilizado um gerador de textos em linguagem
natural. A base de conhecimento é armazenada na forma de
documentos XML tendo sido implementada uma ferramenta para
facilitar sua preparação. / [en] This dissertation investigates the problem of story telling
and generation, whose increasingly recognized relevance is
mostly due to the popularization of interactive media, such
as digital TV and video-games. The work initiates with
a state of the art survey, detailing the major story
representation models and the most used methods in literary
work production. The use of the term story
engineering was proposed to emphasize that story telling
and generation should be viewed as an engineering process.
The fundamental problem was divided into three subproblems.
The first one is how to generate stories, the second is how
to tell them to the public and the last is how to create,
store and query the knowledge base used for story
engineering. Finally, as a case study, a prototype capable
of automatically generating and telling stories was
designed and programmed. Generation is done by a planner,
using the Hierarchical Task Network algorithm. Storytelling
applies a natural language generation tool. The knowledge
base is stored under the form ofXMLdocuments, and a tool
was implemented to simplify their preparation.
|
28 |
The power of digital storytelling to influence human behaviourGrindle, 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.
|
29 |
TV digital interativa e hipermídia: jogos e narrativas interativas na TVi / Digital interactive TV and hypermedia: games and interactive narratives on iTVRibeiro, 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.
|
30 |
互動敘事中自動產生符合情境的攝影機規劃 / Context-aware camera planning for interactive storytelling陳嘉豪, Chan, Ka-Hou Unknown Date (has links)
在互動敘事(Interactive Storytelling)的應用中,適當的攝影機規劃能幫助我們呈現虛擬世界中所發生的故事。在本研究中,我們設計了一個可以讓使用者設計互動敘事的應用平台-IMStory。針對故事創作,我們提供了一個故事腳本的描述語言及其剖析器,當使用者撰寫好互動故事之後,系統便能夠根據故事情境內容及與使用者互動的結果產生出符合情境的自動攝影機規劃系統。在此系統中,我們建立了一個能夠讓攝影機理解故事腳本的關係模型,建立虛擬攝影機組態與「故事情境」間的對應關係,即時找出更能表達當時情境的拍攝方式與架設位置。最後,我們設計了一個場景劇本進行實驗,在實驗中,我們的系統能夠即時因應場景中角色物件的位置作出即時的攝影機規劃,並且能夠配合互動環境中改變的情境參數而使用適合的攝影模組,產生出符合攝影學法則且賦有敘事能力的鏡頭。透過我們的方法,希望能提供一個更加有敘事能力的互動敘事平台。 / In an 3D interactive storytelling system, virtual camera is the key for us to understand what happens in the virtual world. In this thesis, we have designed an intelligent camera planning system for interactive storytelling, in which story plots are influenced by the user’s actions. Since the story flow cannot be determined in advance, it is essential to utilize real-time camera control to express the story for given spatial relationships between characters and objects. A script language and its parser were designed for our storytelling system (IMStory) to describe events in the story as well as the contexts associated with the events to model the properties of a story for camera control. We have developed a camera planning system by mapping contexts parameters into appropriate camera control parameters. We have implemented the 3D interactive storytelling system and demonstrated its capabilities with several examples. The camera planning system is shown to perform in real time, and the generated shots are more expressive in establishing the relation between camera configurations and story context.
|
Page generated in 0.1238 seconds