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دانلود کتاب Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II (Lecture Notes in Computer Science)

دانلود کتاب داستان پردازی تعاملی: شانزدهمین کنفرانس بین المللی داستان پردازی دیجیتال تعاملی ، ICIDS 2023 ، کوبه ، ژاپن ، 11 تا 15 نوامبر ، 2023 ، مجموعه مقالات ، قسمت دوم (یادداشت های سخنرانی در علوم کامپیوتر)

Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II (Lecture Notes in Computer Science)

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Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II (Lecture Notes in Computer Science)

ویرایش:  
نویسندگان:   
سری:  
ISBN (شابک) : 3031476573, 9783031476570 
ناشر: Springer 
سال نشر: 2023 
تعداد صفحات: 336
[331] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 42 Mb 

قیمت کتاب (تومان) : 84,000



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در صورت تبدیل فایل کتاب Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II (Lecture Notes in Computer Science) 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 تا 15 نوامبر ، 2023 ، مجموعه مقالات ، قسمت دوم (یادداشت های سخنرانی در علوم کامپیوتر) 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.


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فهرست مطالب

Preface
ARDIN, The Association for Research in Interactive Digital Narratives
Organization
Contents – Part II
Contents – Part I
Applications and Case Studies
Bury Me, My Love: The Boundary Between Reality and Fiction in IDNs for Smartphone
	1 Introduction
	2 Bury Me, My Love: Crossing Borders
	3 The Reader's Real Time
	4 An Indicator of Smartphone Use
	5 Fictions and Ethical Issues
	References
Traversing Boundaries When Translating a Literary IDN into Several Languages: A Case Study
	1 Introduction
	2 A Case Study: Déprise/Loss of Grasp
		2.1 General Aspects of the Digital Narrative
		2.2 The Interview Process
	3 Different Forms of Collaboration
		3.1 Between Text and Code
		3.2 The Translator’s Digital Literacy and Familiarity with Digital Works
		3.3 The Visible and the Invisible
	4 Translating the Specific Dimensions of Digital Literature
		4.1 From Flash to JavaScript
		4.2 Semiotic Forms and Gestures
		4.3 Sound and Meaning
	5 Future Trajectories
		5.1 The Role of Indirect Translation
		5.2 The Cultural Dimension
		5.3 The Digital: A Reinvented Memory
	6 Conclusion
	References
The Ethical Colonizer? Grand Strategy Games, Colonization, and New Ways of Engaging Moral Choices
	1 Introduction
	2 Playing as Belgium
	3 What Ethical Dilemmas Does the Player Engage with as Belgium?
	4 Playing as Cambodia (Aka Hard Mode)
	5 The Privilege of Choice: Discussion and Conclusion
	References
Gaming the System: Case Study in Investigative Journalism and Playful Interactive Narrative Design to Explain Systemic Bias in Immigration Policy
	1 Introduction
	2 Playful Interactive Design Process
	3 Implementation
	4 Reception
	5 Conclusion
	References
Fostering Interdisciplinary Learning for Elementary Students Through Developing Interactive Digital Stories
	1 Introduction
	2 Related Work
	3 The InfuseCS Learning Environment
		3.1 Science Explorer
		3.2 Narrative Designer
	4 Pilot Study
	5 Results
	6 Discussion and Limitations
	7 Conclusion and Future Work
	References
Merging Archaeological Site Recreation and Museum Exhibition
	1 Introduction
	2 Related Work
	3 System Design for Ongoing Archaeological Project
	4 The Virtual Reality Application
		4.1 Traversing Boundaries and Borders
		4.2 The BeA-ViR Virtual Reality Environment
		4.3 Implementation of the VR Application
		4.4 Preliminary Evaluation
	5 Conclusions
	References
Teaching Interactive Digital Narrative Through Found Photography
	1 Introduction
	2 The Difficulties of Teaching IDN to Humanities Students
	3 Leading by Example: Teaching IDN Through Found Photography
		3.1 Leading by Example
		3.2 Student Work and Implications
		3.3 Post-assessment Questionnaire
		3.4 Pain Points and Room for Improvement
	4 Conclusion
	References
Late Breaking Works
Figure of Speech Detection and Generation as a Service in IDN Authoring Support
	1 Introduction
	2 Related Work
		2.1 Interactive Digital Narrative (IDN) Authoring
		2.2 Figurative Language
		2.3 Machine Learning and Figurative Language
	3 Approach
	4 Data Allocation
		4.1 Creating Annotations for the Data-Set
		4.2 The Use of Existing Data-Sets
		4.3 Final Data-Set
	5 Modelling
		5.1 Bidirectional Language Model
		5.2 Autoregressive Language Model
	6 Authoring Service
	7 Validation
		7.1 Language Model Validation
		7.2 Service Validation
	8 Discussion
	9 Conclusion and Future Work
	References
ChatGPT as a Narrative Structure Interpreter
	1 Introduction
	2 Background
	3 TropeTwist and ChatGPT
		3.1 TropeTwist
		3.2 ChatGPT
	4 Process and Methodology
	5 ChatGPT as Interpreter
		5.1 Limitations
	6 Conclusion and Future Work
	References
Curatorial Challenges of Exhibiting VR IDN’s in Film Festival Formats
	1 About Curating for Film Festivals
		1.1 Introduction
		1.2 VR as an Artistic Medium
		1.3 Media Historical Traces and Parallels
	2 Installing the VR and the Body
		2.1 Sense of Embodiment
	3 Challenges of Curating and Exhibiting Artistic and Narrative VR Works
		3.1 Maintaining the Sense of Immersion, Both for Cinematic VR and Interactive VR
	4 Conclusions
	References
What Really Happened Here?
	1 Introduction
	2 Uncertainty in History
		2.1 Dealing with Uncertainty
	3 Critical Historiography
		3.1 Quasi-Tangible Cultural Heritage Model
	4 VR as a Medium of Critical Historiography
	5 Case Study: The Book of Distance
	6 Conclusion
	References
A Theory-of-mind Game for the Early Detection of Frontotemporal Dementia
	1 Introduction
	2 Related Work
		2.1 Theory of Mind
		2.2 Theory of Mind in Games
		2.3 Serious Games for Diagnosing Neurodegenerative Disorders
	3 Game Design
		3.1 Game Loop
		3.2 Story
		3.3 Core Game Mechanics
		3.4 Scores
	4 Conclusion
	References
Towards Procedural Generation of Narrative Puzzles for Open World Games
	1 Introduction
	2 Related Work
	3 SPHINX 1
	4 SPHINX 2
		4.1 Puzzle Database
		4.2 Puzzle Generation
		4.3 New Properties
		4.4 Summary
	5 Design Considerations
	6 Conclusion and Further Work
	References
Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy
	1 Introduction
		1.1 Narrative and Therapy
		1.2 Interactive Narrative and Therapy
	2 Mind Stories Game
		2.1 Setup Phase
		2.2 Play Phase
		2.3 Reflection Phase
		2.4 Design Background and Motivations
	3 Interactive Narrative Therapy
	4 Conclusion
	References
Empathic Experiences of Visual Conditions with Virtual Reality
	1 Introduction
	2 Virtual Storytelling for Empathy Generation
	3 Methodology
	4 User Study
		4.1 Participants
		4.2 Immersive Virtual Environment
		4.3 Apparatus
		4.4 Procedure
	5 Results
		5.1 Cognitive and Affective Empathy
		5.2 Number of Missed Gift Boxes
		5.3 Identification of CVD-Related Problems
	6 Discussion
	7 Conclusion
	References
The Chronicles of ChatGPT: Generating and Evaluating Visual Novel Narratives on Climate Change Through ChatGPT
	1 Introduction
	2 Related Work
		2.1 G4C, Storytelling, and VN
		2.2 LLMs in Games
	3 Methods
		3.1 Story Generation with ChatGPT
		3.2 Story Evaluation with ChatGPT
	4 Results and Discussions
	5 Conclusions
	References
A Crossmedia Storytelling Platform to Empower Vulnerable Groups for IT Security
	1 Introduction
	2 Crossmedia Storytelling
		2.1 Concept
		2.2 Next Generation Hypermedia Novels
		2.3 Content Considerations for Elderly People
		2.4 Non-digital Storytelling Components
	References
Introducing the Comic Automaton: Interaction Design Options for an Interactive Comic for Higher Education
	1 Introduction
	2 Related Work
	3 Insight into the Comic Automaton
	4 Open Interaction Design Questions
	5 Methods
	6 Technology
	7 Conclusion and Future Work
	References
Sentiment Analysis of a Text Story Dataset Collected Using Illustration Cards
	1 Introduction
	2 Dataset
		2.1 Story Illustration Cards
		2.2 Text Story Collection
		2.3 Matching Words for Illustration Cards
	3 Sentiment Patterns
	4 Discussion
	5 Conclusion
	References
Analyzing Audience Comments: Improving Interactive Narrative with ChatGPT
	1 Introduction
	2 Related Work
	3 Method
	4 Experiment
	5 Results
	6 Conclusions and Future Work
	References
Integrating Storytelling and Making: A Case Study in Elementary School
	1 Introduction and Related Works
		1.1 Storytelling and Storymaking
		1.2 Design Thinking in Maker Education
		1.3 The Emergence of Deep Learning Through Making
	2 Method
		2.1 Participants and Context
		2.2 Daily Activities
		2.3 Analysis
	3 Findings and Themes
		3.1 Theme 1: Persistence Through Challenges
		3.2 Theme 2: Making Connections to Real Life
		3.3 Theme 3: Storytelling as a Tool for Understanding
		3.4 Theme 4: Preference for Hands-on Learning
		3.5 Theme 5: Understanding Energy Conversions
	4 Discussion and Conclusion
	References
Designing a Language Model-Based Authoring Tool Prototype for Interactive Storytelling
	1 Introduction
	2 Related Work
	3 Design
		3.1 User Interface
	4 Story Generation Using a Language Model
		4.1 ChatGPT API Setup
		4.2 Story Examples and Evaluation by ChatGPT
	5 Conclusion
	References
Alice Dali MR: A Mixed Reality Interactive Narrative Experience
	1 Introduction
	2 Alice Dali MR: Design and Experience
	3 Where and How Alice Dali MR Could Be Used: Intergenerational Play as a Family Experience (App) and Concert with Visuals MR (Music Industry)
	4 Related Work on Interactivity and Storytelling in Mixed Reality: Future Directions
	5 Conclusion
	References
Exploring the Union Between Procedural Narrative and Procedural Content Generation
	1 Introduction
	2 Related Work
	3 Emergent Story World Generation
	4 Conclusion
	References
A Design-Oriented Framework for Interactive Digital Narrative in Virtual Reality - Focus on Branching Narrative and Agency
	1 Introduction
	2 Related Work
	3 Conceptual Background
		3.1 Concepts Related to Interactive Digital Narrative
		3.2 Concepts Related to Virtual Reality
	4 Analysis Approach
	5 Framework and Discussion
		5.1 The Interactor
		5.2 Actions
		5.3 Decisions
		5.4 Feedback and Acknowledgment
		5.5 VR Features
		5.6 Accessibility
	6 Challenges and Future Work
	References
What Is Waiting for Us at the End? Inherent Biases of Game Story Endings in Large Language Models
	1 Introduction
	2 Related Work
		2.1 Prompt Engineering
		2.2 LLMs and Risks
	3 Methods
		3.1 Game Story Generation
		3.2 Game Story Classification
	4 Results and Discussions
	5 Conclusions
	References
Breaking Bad: Unraveling Influences and Risks of User Inputs to ChatGPT for Game Story Generation
	1 Introduction
	2 Related Work
		2.1 Risks and Ethical Concerns of LLMs
		2.2 Adversarial Prompting
	3 Methods
		3.1 Positive and Negative Word Lists
		3.2 Story Generation and Classification
		3.3 Prompt Injection
	4 Results, Issues, and Solutions
	5 Conclusions
	References
Playing Story Creation Games with Large Language Models: Experiments with GPT-3.5
	1 Introduction
	2 Related Work
	3 Prompt Engineering
	4 Designing a Tell Tale Card Game Web Application
	5 User Evaluation
	6 Results
	7 Conclusions
	References
Traversing Language, the Author, and the Word in Amira Hanafi’s a Dictionary of the Revolution
	References
Author Index




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