interactive storytelling
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2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


2021 ◽  
pp. 53-61
Author(s):  
Keith Park

2021 ◽  
Vol 6 (2) ◽  
pp. 41-50
Author(s):  
Sri Supeni ◽  
Ilham Dhony Pribadi

The aim of this research was to see the improvement of the EFL learners’ speaking ability  through the implementation of  Storytelling Strategy using pictures. This research was also directed to explore the beneficial of collaborative learning for students of Al Maulidiyah Orphanage in Jatiasih Bekasi. The subject consisted of 15 of EFL learners. A Classroom Action Research in two cycles had been conducted within 2 meetings for every cycle. The meetings were focused on the interactivity and communicative ability among learners. The research result showed that the learners’ fulfillment of the storytelling task improved from 40% or 66.7%. It also showed that the learners’ ability in speaking performance improved. The highest improvement was seen from fluency indicator that is from 26.7% to 46.7%. While for the other two indicators namely pronunciation and vocabulary move upward a little. In conclusion, the implementation of Interactive Storytelling Strategy increased the EFL learners’ fulfillment of the storytelling task and their speaking ability


2021 ◽  
Author(s):  
Zezhong Wang ◽  
Hugo Romat ◽  
Fanny Chevalier ◽  
Nathalie Henry Riche ◽  
Dave Murray-Rust ◽  
...  

This paper investigates how to make data comics interactive. Data comics are an effective and versatile means for visual communication, leveraging the power of sequential narration and combined textual and visual content, while providing an overview of the storyline through panels assembled in expressive layouts. While a powerful static storytelling medium that works well on paper support, adding interactivity to data comics can enable non-linear storytelling, personalization, levels of details, explanations, and potentially enriched user experiences. This paper introduces a set of operations tailored to support data comics narrative goals that go beyond the traditional linear, immutable storyline curated by a story author. The goals and operations include adding and removing panels into pre-defined layouts to support branching, change of perspective, or access to detail-on-demand, as well as providing and modifying data, and interacting with data representation, to support personalization and reader-defined data focus. We propose a lightweight specification language, COMICSCRIPT, for designers to add such interactivity to static comics. To assess the viability of our authoring process, we recruited six professional illustrators, designers and data comics enthusiasts and asked them to craft an interactive comic, allowing us to understand authoring workflow and potential of our approach. We present examples of interactive comics in a gallery. This initial step towards understanding the design space of interactive comics can inform the design of creation tools and experiences for interactive storytelling.


2021 ◽  
pp. 143-153
Author(s):  
Sami Hyrynsalmi ◽  
Kai K. Kimppa ◽  
Jouni Smed

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