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ویرایش:
نویسندگان: Lissa Holloway-Attaway (editor). John T. Murray (editor)
سری:
ISBN (شابک) : 3031476549, 9783031476549
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 556
[546]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 50 Mb
در صورت تبدیل فایل کتاب Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, ... I (Lecture Notes in Computer Science, 14383) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب داستان پردازی تعاملی: شانزدهمین کنفرانس بین المللی داستان پردازی دیجیتال تعاملی ، ICIDS 2023 ، کوبه ، ژاپن ، 11-15 نوامبر ، 2023 ، ... من (یادداشت های سخنرانی در علوم کامپیوتر ، 14383) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface ARDIN, The Association for Research in Interactive Digital Narratives Organization Contents – Part I Contents – Part II Theory, History and Foundations Interpretation as Play: A Cognitive Psychological Model of Inference and Situation Model Construction 1 Interpretation as Play and Cognitive Psychology 2 Reviewing and Comparing Discourse Comprehension Theories 2.1 Summarising and Integrating Theories of Discourse Comprehension 2.2 Summary Model of Inference and Situation Model Construction 3 Assessing the Relevance of the Model and Theories 3.1 Method 3.2 Results 3.3 Discussion 3.4 Limitations 4 Relevance of Discourse Comprehension Theories to Game/IDN Design 5 Conclusion and Future Work References When Has Theory Ever Failed Us? - Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design 1 Introduction 2 What Is Theory? 3 What Is a Failure of Theory? 4 A Test Case for Theory: Façade 4.1 The Context of Façade's Creation 4.2 The Use of Theory During Creation: From the Poetics to Interactive Drama 4.3 How Do Others Conceptualize Façade? 4.4 Façade as a Video Game 4.5 Façade as Hypertext Fiction 5 A Specific Approach: The SPP Model 6 Discussion 6.1 Preventing Theoretical Failure 7 Conclusion References A Refinement-Based Narrative Model for Escape Games 1 Introduction 2 Interactive Narratives Across Media 3 Narrative and Space 4 Escape Game Narratives 5 Refinement in Escape Game Narratives 5.1 Setting Refinement 5.2 Player Narrative Refinement 6 The Future of Escape Game Narratives 7 Future Work References Social and Cultural Contexts IDNs in Education: Skills for Future Generations 1 Introduction 1.1 Aims 2 Related Research 2.1 Teaching with Technology 2.2 Teaching about IDN 2.3 Current Status of Digital Media in Education 3 Examples of IDNs in K-12 Education and Communities 4 Next Steps for IDN in K-12 Education 4.1 Objectives 4.2 Short-term Objectives 4.3 Medium-term Objectives 4.4 Long-term Objectives 5 Conclusion References Centering the Human: Digital Humanism and the Practice of Using Generative AI in the Authoring of Interactive Digital Narratives 1 Introduction 1.1 GenAI as an IDN Authoring Tools 2 The Digital Humanist Perspective 3 The Digital Humanist Interactive Storyteller 3.1 Elevating Organic Creativity 3.2 Protecting Human Agency: Augment Instead of Substitute 3.3 Obligations: Transparency and Trust 3.4 GenAI as the Divine, the Muse, and Other False Narratives 4 Counter Arguments to a Digital Humanist Approach to GenAI’s use in IDN Authoring 4.1 IDN has Always been a Digital Humanist Endeavor 4.2 Digital Humanism is a Luddite Approach to AI in IDN 4.3 AI Supplementation of Creativity 5 Moving Forward with Digital Humanism, GenAI, and Interactive Digital Narrative 6 Final Thoughts References Digital Storytelling by Women in Tech Communities 1 Introduction 2 Theoretical Contributions 3 Related Work 4 Method 5 São Paulo WiMLDS: Focus Group in a Case Study 6 Preliminary Results 7 Conclusions References VR Storytelling to Prime Uncertainty Avoidance 1 Introduction 2 Background and Related Work 2.1 Storytelling 2.2 Stories for Priming Cultural Values 2.3 VR Storytelling Priming Cultural Values 2.4 Research Aim 3 Experiment 3.1 Designing the VR Storytelling 3.2 Participants 3.3 Procedure 3.4 Measurements 4 Results 4.1 The Effectiveness of Priming UA Values by VR Storytelling 4.2 User Experience in Immersive Virtual Environments 5 Discussion 6 Limitations 7 Conclusion and Future Work References Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins 1 Introduction 2 Related Work 2.1 Space, Place, and Storytelling 2.2 AR Storytelling and Heritage 2.3 AI, KG and Storytelling Tools 2.4 Summary 3 MEMEX Storytelling Tool 3.1 Overview of the Tool 3.2 Basic Interactions, Story Writing, and Viewing 3.3 Connectedness Thread Embodied in the Tool 3.4 Bringing Connected Storytelling into Augmented Reality 4 Study 4.1 Results 5 Conclusions, Limitations and Future Work References Decolonizing IDN Pedagogy From and with Global South: A Cross-Cultural Case Study 1 Introduction 2 Motivation, Context, and Theoretical Framing 2.1 Decolonizing Media 2.2 Analyzing IDNs - SPP Model and Decolonial Thinking 3 Working Together Across the Globe - A Cross-Cultural Workshop 3.1 Setup 3.2 Selected IDNs 3.3 Analyzing IDNs From a Decolonial Standpoint 3.4 Surveys 4 Results 4.1 Students’ IDN Analysis 4.2 Initial Results of the Pre- and Post-Survey 4.3 Pre- and Post-Survey on Media Representation 5 Discussion 6 Conclusions and Future Work 7 Positionality of the Authors References Fighting Against Hate Speech: A Case for Harnessing Interactive Digital Counter-Narratives 1 Introduction 2 Context, Motivation and Conceptual Background 3 Counter-Narratives and Counter-Speech 3.1 Definitions 3.2 Counternarratives in IDN 4 Case Studies of IDNs Against Hate Speech 4.1 Counter-Speech: #Brasileirasnaosecalam #Brazilianswomendonotstayquiet 4.2 No More Haters 5 Final Remarks References VR for Diversity. The Seven Lives of a Research Project 1 Introduction 1.1 Interaction in VR 2 The Seven Lives 2.1 The First Life: Narrative Novelties 2.2 The Second Life: Amelia’s Dream 2.3 The Third Life: The LHBTIQ+ Museum in VR 2.4 The Fourth Life: Final Fantasy 7 Remake 2.5 The Fifth Life: Amstelpark VR 2.6 The Sixth Life: Decolonialization 2.7 The Seventh Life: Amelia Flies on 3 Discussion and Conclusions References Tools and Systems Awash: Prospective Story Sifting Intervention for Emergent Narrative 1 Introduction 2 Background 2.1 Intervention and Emergent Aesthetics 2.2 Curation and Story Sifting 2.3 Narrative Completeness 3 Design and Implementation of Awash 3.1 The Storyworld and Game 3.2 The Agents 3.3 The Narrative Appraiser 3.4 The Drama Manager 4 Evaluation 4.1 Methodology 4.2 Results and Analysis 4.3 Artificiality 4.4 Vastness and Uniqueness 4.5 Drama 5 Discussion 5.1 Improving Narrative Completeness 5.2 Preserving the Aesthetics of EN 6 Conclusions References Prompt Engineering for Narrative Choice Generation 1 Introduction 1.1 Motivation 1.2 Contribution 2 Background 2.1 Text Generation with Large Language Models 2.2 LLMs as Co-creative Partners in Interactive Media Development 3 Method 3.1 Research Questions 3.2 Models 3.3 Dataset 3.4 Prompt Formats 3.5 Annotation Procedure 4 Results 4.1 Identified Response Failures 4.2 Task Performance 5 Discussion 5.1 Limitations 5.2 Lessons for Future Work 5.3 Conclusion 6 Appendix References The Narralive Unity Plug-In: Towards Bridging the Gap Between Intuitive Branching Narrative Design and Advanced Visual Novel Development 1 Introduction 2 Related Work 3 The Narralive Unity Plug-In 4 Evaluation 4.1 Evaluation Process 5 Results 6 Conclusions and Future Steps References Interactive Narrative Design Discovering IDN Authoring Strategies: Novices Anchor Choice Design Through Character Development with Player Feedback 1 Introduction 2 Research on Poetics in IDN Genres 2.1 Character Poetics 2.2 Choice Poetics 3 Methodology 3.1 Database and Analyses 3.2 IDN Elements 3.3 Player Experience Reflection Analysis 3.4 IDN Tree Structure Metric 3.5 Case Studies 4 Results 4.1 Novice IDN Designers Took up Narrative and Digital Devices 4.2 Character Rich Design Learning Strategy 4.3 Characters Developed Over Time 4.4 From Character Enactments to Character Relations 4.5 Choice Poetics 4.6 Player Reflections Come into Play 5 Case Studies Showing Diverse Player Engagement Strategies 5.1 “The Encounter,” Mediated by Player Character, Socioemotional Choices, and Peer Player Affirmation 5.2 Emotional Engagement of Player Looking in, then Invited 6 Discussion and Implications References On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games 1 Introduction 2 Narrative Puzzles 3 Navigation Aids 4 Case Studies from Open World Games 4.1 Elden Ring 4.2 Assassin's Creed: Valhalla 4.3 The Witcher 3: Wild Hunt 5 Interactions Between Narrative Puzzles and Navigation Aids in the Case Studies 5.1 Intricacy 5.2 Expansiveness 6 Design Implications 7 Conclusions and Future Work References Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions 1 Introduction 2 Cosmic Horror Conventions from Literature 3 Challenges for Cosmic Horror in Gaming 3.1 Agency 3.2 Opponents Can Be Defeated 3.3 Winning is Possible 3.4 Knowledge is Good 3.5 (Prolonged) Survival of the Playable Character 3.6 Euclidean Space: A World that Makes Sense 4 Conclusion References Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds 1 Introduction 1.1 Theoretical and Design Overview 1.2 Introducing Sisters: An Affective IDN Experience to Explore Complex Family Dynamics from a ‘Safe’ Distance 1.3 IDN Design and Affective New Material Reflections and Influences 2 Electroacoustic Music, Spectromorphology, and a New Material Design Model 3 Designing Sisters: Engaging Audio Affect and Creating Material Phenomena 4 Final Reflections References Bookwander: From Printed Fiction to Virtual Reality—Four Design Approaches for Enhanced VR Reading Experiences 1 Introduction 2 Related Work 2.1 Attitudes and Preferences Towards Reading 2.2 VR as an Immersive Narrative Medium 2.3 The Challenges and Opportunities of Reading in VR 3 Design of Bookwander 3.1 Bookwander: Four Design Approaches 4 User Study: The Pilot 4.1 Summary of Findings 5 Discussion 6 Conclusion References Story-Without-End: A Narrative Structure for Open-World Cinematic VR 1 Deleuze as a VR Theorist 2 A Deleuzian Approach to Cinematic VR 2.1 Story-World 2.2 A Narrative Theory for Cinematic VR 2.3 Perception Theory 2.4 The Conditions of Narrative Engagement in Cinematic VR 3 The Principles of an Open-World Cinema 4 Story-Without-End 5 Déjà Vu Project 6 Conclusion References Integrating Narrative Design into the World Economic Forum's Transformation Maps for Enhanced Complexity Comprehension 1 Introduction 1.1 Complex Problems 1.2 Interactive Digital Narratives (IDNs) and Cybernetic Approaches for Complex Systems 1.3 IDNs and Learning Approaches for Complex Problems 1.4 Transformation Maps 1.5 Addressing the Narrative Deficit: Enhancing Meaning Making for Interactors 2 Methods 2.1 Objective 2.2 Agenda 2.3 Participants 3 Workshop Results 3.1 User-Interface (UI) and User Experience (UX) 3.2 Content 3.3 Understanding 4 Discussion 4.1 Future Work 4.2 Limitations 5 Conclusion References Full-Motion Video as Parameterized Replay Stories: Emerging Design Patterns from the Timeline Authoring Platform 1 Introduction and Background 2 Authoring Meaningful Repetition: Design Lessons from Timeline 2.1 The Timeline Authoring System 2.2 Design Challenges for FMV Authors 2.3 Parallelism 2.4 Reframing Agency 3 FMV Through the Lens of IDN 3.1 Distinguishing Event-Driven and Branching Design Patterns 3.2 Expanding the Product 3.3 Pushing into Narrativity 4 Conclusion References Measuring Narrative Engagement in Interactive Cinematic VR Experiences 1 Introduction 2 Research Design 2.1 Project Creation 2.2 Evaluation Protocol 2.3 Data Treatment 3 Results 3.1 Presentation of Quantitative Data 3.2 Presentation of Qualitative Data 4 Analysis 4.1 Self-reporting Analysis 4.2 Observational Analysis 5 Conclusion 5.1 Summary of Research Data 5.2 Limitations 5.3 Recommendations References From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-Based Interactive Story 1 Introduction 2 Related Work 2.1 Development and Shifts of Mental Model 2.2 (Un)certainty as a Source of Motivation When Interacting with AI? 3 Methodology 3.1 Materials 3.2 Participants 3.3 Protocol 3.4 Analysis 4 Results 4.1 Changing Understanding of How the System Generates Content 4.2 Perception of Being “in a Storyworld” that the System Understands 4.3 Changing Interpretations of Narrative Closure 4.4 Shifting Objectives Due to Changing Understanding of the System 4.5 Gaming the System After Motivation to Replay is Lost 5 Discussion 5.1 Development and Shift of Mental Model in LLM-Based Interactive Stories 5.2 Potential Reasons for Players’ Loss of Motivation in Repeat Engagement 5.3 Choice of Actions Shifts with Shifting Understanding of the System 6 Conclusion References A Board Game Hootopia: Biodiversity Education Through Tangible and Interactive Narrative 1 Introduction 2 Related Work 2.1 Biodiversity Education and Habitat Loss 2.2 Biodiversity Education Game and Tangible Narrative 2.3 Balancing Storytelling and Gameplay 3 Designing Hootopia 3.1 Narrative 3.2 Digital Interaction 4 Game Testing and Player Feedback 5 Conclusion References Virtual Worlds, Performance, Games and Play As If They Were Here: The Impact of Volumetric Video on Presence in Immersive Augmented Reality Storytelling 1 Introduction 2 Related Work 3 Volumetric Video in an Interactive Immersive Story 4 Evaluating Immersive AR Experiences 5 Evaluation 5.1 Evaluation Design 5.2 Results 6 Discussion 6.1 Outcome 6.2 Limitations 7 Conclusion References Traversing Space in The Under Presents (2019), a VR Game 1 Introduction 2 Narrative Structures in The Under Presents 3 Space and Embodied Experience 4 Conclusion References “It’s About What We Take with Us and What We Leave Behind”: Investigating the Transformative Potential of Pervasive Games with Various Stakeholders 1 Introduction 2 Background 2.1 Serious Pervasive Games 2.2 Emergent Narratives in Pervasive Play 2.3 Transformative Play 3 What We Take With Us Overview 3.1 Mechanics 3.2 Narrative 3.3 Game Structure 3.4 Deployment 4 Research Methodology 5 Results 5.1 Designer: Alex 5.2 Developer: Emily 5.3 ARG Player: Chris 5.4 Room Player: Oscar 5.5 Workshop Participant: Sally 6 Discussion 6.1 Designer: Pervasive Games’ Emergent Properties 6.2 Developer: Games as Transformation Catalysts 6.3 ARG Player: Community Support Can Transform Solitary Experiences 6.4 Room Player: The Transforming Role of the Fundamental Physical Spaces in Pervasive Play Experiences 6.5 Workshop Participant: Transforming Conceptions of Game Experiences 7 Conclusion and Implications References Communal Ritual Play: Repetition and Interpretation of Game Narratives Across Communities 1 Introduction 2 Related Work 2.1 Replay and Rewind 2.2 Performance 2.3 Myth and Ritual 3 Narrative Design Patterns for Communal Ritual Play 3.1 Incomplete Information 3.2 Not Helping the Player 3.3 Building for Player Expression 4 Conclusion References Bridging the Gap Between the Physical and the Virtual in Tabletop Role Playing Games: Exploring Immersive VR Tabletops 1 Introduction 2 Related Work 2.1 TTRPG Key Characteristics and Player Motivations 2.2 Virtual Tabletops and Digital Tools for TTRPG 3 The VR Tabletop Application Prototype 4 Study Objectives and Methodology 5 Results 5.1 Sociality, Communication and Collaboration 5.2 Immersion and Shared Imagination 5.3 Creativity and Story Execution 6 Discussion and Conclusions References Circulation and Narrative in a Virtual Environment 1 Introduction 2 Circulation and Narrative 3 Circulation in Virtual Environments 4 Case 4.1 Analysis 5 Discussion 6 Conclusion References Detecting Player Preference Shifts in an Experience Managed Environment 1 Introduction 2 Background and Related Works 2.1 Experience Management and Player Modeling 2.2 Novelty and Outlier Detection 3 Methods 3.1 Environment and Player Model 3.2 Shift Detection 4 Experiments 4.1 Agents 4.2 Scenarios 5 Results and Discussion 5.1 Scenario Differences 5.2 Agent and Method Differences 6 Conclusion References Author Index