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Interactive Digital Storytelling has evolved as a prospering research topic banding together formerly disjointed disciplines stemming from the arts and humanities as well as computer science. It’s tied up with the notion of storytelling as an effective means for the communication of knowledge and social values since the existence of humankind. It also builds a bridge between current academic trends investigating and formalizing computer games, and developments towards the experience-based design of human-media interaction in general. In Darmstadt, a first national workshop on Digital Storytelling was organized by ZGDV e.V. in 2000, which at that time gave an impression about the breadth of...
"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...
Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it. Merging algorithmic and AI approaches with basic writing technique, the authors begin by providing a brief history of the field before moving on to practical step-by-step guides on techniques, models and software architectures. Examples and exercises are drawn from free-to-access, purpose-built software created by the authors as well as exemplary interactive storytelling work. Assuming the perspective of the storyteller and focusing on elements shared across different fields of professional communication, the book is designed to be a primer for digital communicators, irrespective of the medium they are working with. As such, the methods provided will be applicable across the spectrum of TV, film, videogames, web and mobile storytelling. Interactive Storytelling is recommended reading for professionals as well as advanced undergraduate and postgraduate students of interactive entertainment, multimedia design and production, and digital journalism.
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary s...
Advancing large interactive surfaces for use in the real world Jens Teichert, Marc Herrlich, BenjaminWalther-Franks, Lasse Schwarten, Sebastian Feige, Markus Krause, Rainer Malaka Effect of unconstrained walking plane with virtual environment on spatial learning Kanubhai K. Patel, Sanjay K. Vij PROSPETTIVE Management and Panchtantra Effects of the tutor and of the «recovery period» on exchange dynamics in the «forums» of an e-learning course Techno-pedagogy of creativity The future of Geisteswissenschaften between Germany and France Added value of teaching in a virtual world Street artists in a virtual space Digital storytelling to promote reading in secondary schools The Marconi Univers...
Il volume propone una ricognizione sul tema della drammaturgia alla luce dell'evoluzione dei linguaggi informatici e delle tecnologie digitali negli ultimi tre decenni. In particolare, il saggio analizza alcune nozioni chiave della scrittura drammatica e guida il lettore in un percorso tra la scrittura scenica multimediale e la drammaturgia delle procedure algoritmiche. La drammaturgia, intesa come arte di progettare e scrivere lo spettacolo, non è immune dai cambiamenti causati nel mondo della comunicazione dall'affermazione dei nuovi media digitali e interattivi. Il saggio individua i punti fondamentali di questa contaminazione, accompagnando gli elementi teorici con moltissimi esempi pratici.
Das Buch untersucht "Arbeitsvermögen" als zentrale Analysekategorie. Die konzeptuellen Aussagen und analytischen Kategorien werden anschließend auf neuere Phänomene informatisierter Arbeit (OpenSource, eService, etc.) angewendet.
Mit dem Einsatz Neuer Medien in der Arbeitswelt gehen nicht nur neue Formen der Betriebsstruktur und der Arbeitsorganisation einher, sondern werden Einzeltätigkeiten in vielfältiger Weise verändert. Stichworte dafür sind u.a. Call Center, Telearbeit, virtuelle Organisationen oder informatisierte Arbeit. Zu den aus aktuellen Prozessen erwachsenen Fragen nimmt der Band anhand empirischer Befunde aus unterschiedlichen Bereichen, durch die Darstellung verschiedener Gestaltungskonzepte sowie mit der Formulierung sozialwissenschaftlicher Perspektiven auf gesellschaftliche Auswirkungen umfassend Stellung. Im Mittelpunkt der Beiträge stehen dabei Chancen und Risiken neuartiger (und notwendiger) Freiräume der Arbeitenden.
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