19,731 research outputs found
Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach
An increasing number of museums and cultural institutions
around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical
museum visit may last a few minutes and visitors might only visit
once, the personalization processes need to be quick and efficient,
ensuring the engagement of the visitor. In this paper we
investigate the use of indirect profiling methods through a visitor
quiz, in order to provide the visitor with specific museum content.
Building on our experience of a first study aimed at the design,
implementation and user testing of a short quiz version at the
Acropolis Museum, a second parallel study was devised. This
paper introduces this research, which collected and analyzed data
from two environments: the Acropolis Museum and social media
(i.e. Facebook). Key profiling issues are identified, results are
presented, and guidelines towards a generalized approach for the
profiling needs of cultural institutions are discussed
Narrative Generation in Entertainment: Using Artificial Intelligence Planning
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 âAI softwareâ 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 âsoap operasâ
Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums
Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach
Player agency in interactive narrative: audience, actor & author
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, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â 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 Brechtâs Epic Theatre and Boalâs 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
Understanding consumersâ ethical decision-making process : assessment of antecedents and consequences of consumerâs explicit and implicit perception and behavior towards ethical consumption
Soziale und ökologische Anliegen erfahren bei allen Austauschprozessen eine immer höhere Relevanz. Auch beim Konsum achten immer mehr Menschen auf die ökologische und soziale VertrĂ€glichkeit der konsumierten Produkte und Marken und wollen mit ihren Konsumentscheidungen ein Zeichen gegen unethisches Handeln setzen. Dadurch bietet der Konsum heutzutage ein Mittel, mit dem Konsumenten ihre ethischen Vorstellungen vertreten und reprĂ€sentieren können. WĂ€hrend Konsumenten jedoch in einigen Handlungsbereichen bewusst entsprechend ihren ethischen Vorstellungen nach handeln, geraten in anderen Handlungsbereichen die selbigen ethischen GrundsĂ€tze in den Hintergrund und erfahren kaum oder teilweise keine Relevanz bei der Konsumentscheidung. Daher stellt sich die Frage, ob es den ethischen Konsumenten ĂŒberhaupt gibt. Zahlreiche Unternehmen passen sich den ethischen GrundsĂ€tzen und Vorstellungen der Konsumenten an und versuchen Ihre Angebote an diese Vorstellungen auszurichten. Da scheinbar allein die ausgesprochenen ethischen Vorstellungen der Konsumenten kein ausreichendes Merkmal sind, um entsprechende Handlungen zu tĂ€tigen, ist ein ausgeprĂ€gteres VerstĂ€ndnis ethischer Konsumentscheidungen und ihrer Determinanten erforderlich. Diesem Ziel widmet sich die vorliegende Dissertation.
Im ersten Modul, welches aus drei Forschungsartikeln besteht, werden zunĂ€chst Treiber und Folgen des ethischen Konsums identifiziert und Ihre Beziehung zueinander diskutiert. Hierbei werden insbesondere psychographische Merkmale der Konsumenten erörtert, sowie produkt-, marken- und kontextabhĂ€ngige Faktoren adressiert. Zudem wird hier ein Bezug zwischen dem Luxuskonsum und dem ethischen Konsum hergestellt. Das zweite Modul besteht aus insgesamt zwei ForschungsbeitrĂ€gen und setzt sich mit der Förderung nachhaltigen Konsums auseinander. Hierbei wird insbesondere auf die Gestaltung von KommunikationsmaĂnahmen und KanĂ€len eingegangen, wobei das Offline- sowie das Online-Umfeld einbezogen wird. Letzteres in Form eines Online Shops fĂŒr fair gehandelten Kaffee. Da Menschen Informationen ĂŒber explizite und implizite Prozesse verarbeiten und Entscheidungen oftmals unbewusst getroffen werden, werden Methoden der neuroökonomischen Forschung in Modul 2 integriert, um eben diese unbewussten Prozesse zu erfassen und so die ganzheitliche Wirkung der MaĂnahmen erfassen zu können.
Die Ergebnisse der verschiedenen Forschungsartikel veranschaulichen die VielfĂ€ltigkeit der Faktoren, denen ethische Konsumhandlungen unterliegen. SĂ€mtliche Treiber mĂŒssen, je nach Anwendungskontext, in die ErklĂ€rung des ethischen Konsumentenverhaltens einbezogen werden. Die Erkenntnisse liefern fĂŒr kommerzielle sowie nicht-kommerzielle Unternehmen (Non-Profit-Organisationen) wertvolle praktische Implikationen, um ihre Zielgruppe besser zu verstehen und um ihre Produkte und KommunikationsmaĂnahmen effizient gestalten und wirksam umzusetzen zu können. FĂŒr zukĂŒnftige Forschungsrichtungen liefert die Dissertation mehrere potenzielle AnsĂ€tze. Besonders zu verfolgen sind jene, die eine ganzheitlichere ErklĂ€rung ethischen Konsums anstreben und mögliche Barrieren auf Seiten der Konsumenten adressieren. Hierbei kann die Einbindung modernen Methoden der Neuroökonomie einen erheblichen Beitrag zur ErklĂ€rung des Entscheidungsprozesses bieten
Narrative support for young game designersâ writing
Creating narrative-based computer games is a complex and challenging task. Narrative Threads is a suite of software tools designed to aid young people (aged 11-15) in creating their own narrative-based games as a writing development activity. A participatory design process highlighted the areas where additional support was required, and informed the iterative design of Narrative Threads. The tools are implemented as a plugin to a commercial game creation toolset, and constitute character and object design tools, a branching narrative diagramming tool and an augmented story map view. In this paper, we provide an overview of the design of the tools and describe an evaluation carried out with 14 children over a four-day workshop. The study examined tool usage patterns, and compared games created with Narrative Threads to those created using the standard toolset. The results suggest a number of ways in which dynamic external representations of story elements can support writing activities in narrative-based game creation. Young designers using Narrative Threads wrote more character dialogue, made stronger links between the conversations they wrote and wider game events, and designed more complex characters, compared to those using the standard toolset. In addition to showing how Narrative Threads can support young games designers, the results have broader implications for anyone looking to support storytelling and writing through game creation activities and tools
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