18,049 research outputs found

    Narrative Generation in Entertainment: Using Artificial Intelligence Planning

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    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’

    What's Going on in Community Media

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    What's Going On in Community Media shines a spotlight on media practices that increase citizen participation in media production, governance, and policy. The report summarizes the findings of a nationwide scan of effective and emerging community media practices conducted by the Benton Foundation in collaboration with the Community Media and Technology Program of the University of Massachusetts, Boston. The scan includes an analysis of trends and emerging practices; comparative research; an online survey of community media practitioners; one-on-one interviews with practitioners, funders and policy makers; and the information gleaned from a series of roundtable discussions with community media practitioners in Boston, Chicago, Minneapolis/St. Paul, and Portland, Oregon

    Gender and computer programming: teaching and learning strategies designed to increase the engagement of girls

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    The purpose of this research was to examine why so many girls decided to stop studying computer programming when they transition from middle school to senior school. This thesis examined ability and gender attitudes towards computer programming in middle school students at an International school in South Korea. In this study, 194 students in Year 8 and Year 9 in single-sex classes were taught Python and HTML5/CSS using a variety of teaching and learning strategies including tutorials, problem-based learning, tasks that included visual design, game-based learning, and storytelling. At the year-end, participants were given a computer programming assessment, with girls, relative to boys, demonstrating significantly greater computer programming ability. There was no difference between genders in the mostable programmers. Student opinions were gathered from questionnaires and group interviews. Findings showed that there was a gender difference in preferred learning strategies, with girls enjoying computer programming incorporating visual design, storytelling, and problem-based projects more than the boys. Further, there was no significant gender difference in enjoyment, confidence, or anxiety after a year of programming using the various teaching and learning strategies. Boys and girls did not differ in their reasons for choosing to study a subject from the following list (parents’ opinions; friends’ opinions; teachers’ opinions; useful life skills; lesson enjoyment; career/university skills; role models). The biggest influencing factor for both genders was lesson enjoyment and the opinion of friends was the least influential factor. The findings indicated that if computer programming is taught using the preferred teaching and learning strategies more girls are likely to choose to continue studying computer programming. In this study, the number of Year 9 girls choosing to continue studying computer programming increased from 5 girls in the first year (13% of the total) to 17 girls (38% of the total)

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Interactive Narrative in Virtual Reality

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    Interactive fiction is a literary genre that is rapidly gaining popularity. In this genre, readers are able to explicitly take actions in order to guide the course of the story. With the recent popularity of narrative focused games, we propose to design and develop an interactive narrative tool for content creators. In this extended abstract, we show how we leverage this interactive medium to present a tool for interactive storytelling in virtual reality. Using a simple markup language, content creators and researchers are now able to create interactive narratives in a virtual reality environment. We further discuss the potential future directions for a virtual reality storytelling engine
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