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ویرایش:
نویسندگان: Lissa Holloway-Attaway (editor). John T. Murray (editor)
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
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.
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