19,841 research outputs found

    The StoryPlaces Authoring Tool: Pattern Centric Authoring

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    Building authoring environments for constraint-based inter- active narratives (sculptural hypertexts) is challenging, as dealing di- rectly with functions and variables is alien to many authors and requires them to think at a lower level than story structure. We propose an ap- proach that uses higher level constructs based on common structural patterns, which are then translated behind the scenes into a set of con- straints for a sculptural engine. We present the StoryPlaces authoring tool that applies this idea with the patterns of Locking and Phasing and allows for the creation of constraint-based locative hypertext ction. Our work shows how the poetics of interactive narratives can be used in the software design process to create more accessible authoring tools

    Tiree Tales: A Co-operative Inquiry into the Poetics of Location-Based Narratives

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    In a location-based story a reader's movement through physical space is translated into movement through narrative space, typically by presenting them with text fragments on a smart device triggered by location changes. Despite the increasing popularity of such systems their poetics are poorly understood, meaning limited guidance for authors, and few authoring tools. To explore these poetics we present a co-operative inquiry into the authoring of an interactive location-based narrative, `The Isle of Brine', set on the island of Tiree. Our inquiry reveals both pragmatic and aesthetic considerations driven by the locations themselves, that affect the design of both the Story (narrative structure) and Fabula (events within the story). These include the importance of paths, bottlenecks, and junctions as a physical manifestation of calligraphic patterns, the need for coherent narrative areas, and the requirement to use evocative places and to manage thematic and tonal discord between the landscape and the narrative

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ā€˜how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?ā€™ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brechtā€™s Epic Theatre and Boalā€™s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    FAVORing the part-time language teacher: the experience and impact of sharing open educational resources through a community-based repository

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    The resourcefulness of part-time language teachers is often overlooked,despite the large numbers of such staff teaching in language departments across higher education. Part-time teachers typically juggle life work commitments and experience far fewer opportunities for professional development than their full-time colleagues. They frequently work in relative isolation, yet carry out their teaching duties enthusiastically and conscientiously, striving to provide as rich a learning experience as possible for their students, often spending a considerable amount of time in lesson and resource preparation. The aim of the JISC-funded FAVOR (Find a Voice through Open Resources) Project was to bring more part-time teachers into the open content movement, drawing on their wealth of resourcefulness and offering them something back for all their, often unrecognised, hard work. This case study will describe one participating institutionā€™s experience on the FAVOR Project, including an initial investigation into its impact on the post project practices of part-time teachers. It will draw on a range of qualitative data gathered from individual and group meetings, teacher interviews, and reflective notes made by the institutional coordinator to present a picture of the experience from the part-time teachersā€™ perspectiv

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted
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