4,942 research outputs found

    Digital Western Dreaming

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    Target BACRIM: Blurring fact and fiction to create an interactive documentary game

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    Target: BACRIM is an immersive and interactive documentary game that exposes the atrocities of Colombia’s paramilitary forces in one of its most violent regions. The producers combine both non - fiction and fiction to create a game that places the user at the heart of the story. Through this docufiction , which is anchored in augmented reality, the user or participant experiences danger first - hand. For the user, this violence is a game. For the people who live in this region, it is a reality. Target: BACRIM wants to blur tha t distinction. We therefore create a world, where fiction and non - fiction are interrelated, where genres merge and where individual disciplines escape the shackles of tradition to converge and create an interactive documentary that places user experience a t its cor

    Life editing: Third-party perspectives on lifelog content

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    Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog summaries from third-party perspectives. This storytelling initiative was implemented as a core component in a university media-editing course. We present promising results from a preliminary study conducted to evaluate the utility and potential of our approach in creatively interpreting a unique experiential dataset

    Further on Down the Digital Road: narrative design and reading pleasure in five New Media Writing Prize narratives.

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    A review, supported by reader responses, of five highly regarded interactive digital narratives.The five selected pieces have all been winners or shortlisted for the interactional new Media Writing Prize. This paper discusses whether developments in narrative design, around interface, use of media, and narrative structures, have enhanced reader satisfaction. Issues identified in earlier reader-response studies are found to be still present, but several aspects present less obstruction for readers. Some indications are noted: writers may be using more familiar interface design conventions, narrative structures are becoming less fractured and hyper-link dependent; multi-media are better integrated into the narrative design

    Digital Literacy Learning In Higher Education Through Digital Storytelling Approach

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    It is necessary to develop digital literacy skills with which students can communicate and express their ideas effectively using digital media. The educational sectors around the world are beginning to incorporate digital literacy into the curriculum. Digital storytelling, one of the possible classroom activities, is an approach which may help engage and motivate students to learn digital literacy skills. To investigate this approach, the present small-scale study employs the methods including interviewing and analysing the artefacts of three students selected from a purposive sample on a multimedia course. The findings indicate that the three students have improved in terms of three aspects of digital literacy skills, namely, digital competence, digital usage and digital transformation regardless of their prior knowledge and levels of digital literacy.postprin

    TropeTwist: Trope-based Narrative Structure Generation

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    Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing some goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, analyzing, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.Comment: submitted, 9 page
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