Interactive Digital Storytelling (IDS) is concerned with the creation of a new media art form
that allows real-time interaction with a developing narratives. IDS is important learning,
training, testing and entertainment tool. This paper makes a systematic review that compares
several approaches used in (IDs) in terms of user interaction type, degree of interaction
importance, classification of approaches types, and comparing approaches in terms of some
performance factors.
This document summarizes and analyzes a selection of cartoons dealing with gender equality from 2011-2014. It begins by providing background on cartoons as multimodal texts that combine verbal and non-verbal elements. It then discusses Relevance Theory as a framework for analyzing how cartoonists encode meanings and readers decode them. Specifically, it looks at how gender roles are portrayed in cartoons and some common visual metaphors used, like the cross, key, dart, equals sign, and scales. The analysis then examines eight cartoons from the corpus in more detail based on Relevance Theory and the visual metaphors they employ to convey critical messages about gender equality in a humorous way.
Although there is a large body of literature on research into colour in human-computer
interaction, the overwhelming majority of the literature emphasises the cognition by computer
users. However, colour is also important in this interaction when users manually type data into
a computer. This paper investigates the effect of colour combinations on manual data typing. To
this end, three experiments were conducted where the subjects were requested to read several
texts with different colour combinations and re-type them in the same screen. Typing accuracy
and speed is measured as the dependent variable across different colour combinations. Three
experiments were conducted as such. In the first experiment, display and input windows were
close to each other and in the second one they were located in the opposite ends of the screen.
The third experiment was a subset of the first one with reversed foreground and background
colours. It was found that different colour combinations had varying effects on data typing
performance and proximity of the display and input windows was not a significant factor for
typing accuracy in a 17-inch screen. The effect of reversing the foreground and background
colours was inconclusive with the colour combinations used.
1. The document discusses theories around computer-mediated communication (CMC) and how it compares to face-to-face communication. CMC has advantages like reducing status hierarchies but lacks nonverbal cues.
2. Media richness theory states that face-to-face is the "richest" medium due to simultaneous cues, while CMC is leaner. However, modern technologies can compensate for some limitations.
3. The document concludes that planners need a comprehensive understanding of human barriers to using CMC, as well as its advantages and limitations, to effectively use virtual tools for collaborative planning.
If you could design a teacher, what choices would you make? Answers from the...George Veletsianos
1) The document discusses research on designing pedagogical agents, which are virtual characters used in digital learning environments to achieve educational goals like motivation, engagement, and scaffolding learning.
2) Key considerations in designing agents include their messages, characteristics, and interactions with users. Effective agents maintain balanced communication, use congruent verbal/nonverbal messages, and have expressions appropriate for their content area.
3) The researcher presents a framework for pedagogical agent design and discusses findings on how learner interactions with agents change over time.
This document provides an overview of different narrative design languages that could be used to analyze tabletop role-playing games (RPGs) and translate RPG design principles to digital interactive narratives. It discusses Joseph Campbell's monomyth framework, Vladimir Propp's morphology of folktales, the P.I.N.G. model that plots narratives on axes of passive-interactive and narrative-game, and Harmut Koenitz's three-axis language focusing on agency, dramatic agency, and narrative complexity. The document determines that Koenitz's language is the most suitable for this research as it provides a simplified structure to analyze the wide variety of styles within RPGs and compare their design to digital interactive narratives.
An ontology for semantic modelling of virtual worldijaia
This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
1. The document discusses experiential learning in 3D multi-user virtual environments (MUVEs) such as Second Life. It describes how MUVEs allow simultaneous participation, interaction, avatar representation, and collaboration between users.
2. The model of learning in a MUVE involves identity construction, a sense of presence, and geographically independent collaboration. Educational activities include tutorials, exhibits, role plays, and more.
3. MUVEs can represent many discipline areas and instructional design must consider the subject matter and pedagogical approach. Design principles include clear objectives, ongoing assessment, and prioritizing student needs. Constructivism is a key learning theory for MUVEs.
This document summarizes and analyzes a selection of cartoons dealing with gender equality from 2011-2014. It begins by providing background on cartoons as multimodal texts that combine verbal and non-verbal elements. It then discusses Relevance Theory as a framework for analyzing how cartoonists encode meanings and readers decode them. Specifically, it looks at how gender roles are portrayed in cartoons and some common visual metaphors used, like the cross, key, dart, equals sign, and scales. The analysis then examines eight cartoons from the corpus in more detail based on Relevance Theory and the visual metaphors they employ to convey critical messages about gender equality in a humorous way.
Although there is a large body of literature on research into colour in human-computer
interaction, the overwhelming majority of the literature emphasises the cognition by computer
users. However, colour is also important in this interaction when users manually type data into
a computer. This paper investigates the effect of colour combinations on manual data typing. To
this end, three experiments were conducted where the subjects were requested to read several
texts with different colour combinations and re-type them in the same screen. Typing accuracy
and speed is measured as the dependent variable across different colour combinations. Three
experiments were conducted as such. In the first experiment, display and input windows were
close to each other and in the second one they were located in the opposite ends of the screen.
The third experiment was a subset of the first one with reversed foreground and background
colours. It was found that different colour combinations had varying effects on data typing
performance and proximity of the display and input windows was not a significant factor for
typing accuracy in a 17-inch screen. The effect of reversing the foreground and background
colours was inconclusive with the colour combinations used.
1. The document discusses theories around computer-mediated communication (CMC) and how it compares to face-to-face communication. CMC has advantages like reducing status hierarchies but lacks nonverbal cues.
2. Media richness theory states that face-to-face is the "richest" medium due to simultaneous cues, while CMC is leaner. However, modern technologies can compensate for some limitations.
3. The document concludes that planners need a comprehensive understanding of human barriers to using CMC, as well as its advantages and limitations, to effectively use virtual tools for collaborative planning.
If you could design a teacher, what choices would you make? Answers from the...George Veletsianos
1) The document discusses research on designing pedagogical agents, which are virtual characters used in digital learning environments to achieve educational goals like motivation, engagement, and scaffolding learning.
2) Key considerations in designing agents include their messages, characteristics, and interactions with users. Effective agents maintain balanced communication, use congruent verbal/nonverbal messages, and have expressions appropriate for their content area.
3) The researcher presents a framework for pedagogical agent design and discusses findings on how learner interactions with agents change over time.
This document provides an overview of different narrative design languages that could be used to analyze tabletop role-playing games (RPGs) and translate RPG design principles to digital interactive narratives. It discusses Joseph Campbell's monomyth framework, Vladimir Propp's morphology of folktales, the P.I.N.G. model that plots narratives on axes of passive-interactive and narrative-game, and Harmut Koenitz's three-axis language focusing on agency, dramatic agency, and narrative complexity. The document determines that Koenitz's language is the most suitable for this research as it provides a simplified structure to analyze the wide variety of styles within RPGs and compare their design to digital interactive narratives.
An ontology for semantic modelling of virtual worldijaia
This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
1. The document discusses experiential learning in 3D multi-user virtual environments (MUVEs) such as Second Life. It describes how MUVEs allow simultaneous participation, interaction, avatar representation, and collaboration between users.
2. The model of learning in a MUVE involves identity construction, a sense of presence, and geographically independent collaboration. Educational activities include tutorials, exhibits, role plays, and more.
3. MUVEs can represent many discipline areas and instructional design must consider the subject matter and pedagogical approach. Design principles include clear objectives, ongoing assessment, and prioritizing student needs. Constructivism is a key learning theory for MUVEs.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
Mashup: Digital media and drama conventionseDavidCameron
This chapter considers how some popular dramatic conventions can accommodate contemporary and emerging digital media forms. Increasingly, the media forms regarded as ‘everyday’ are based on digital technology and networks that have moved from computers in academic and government settings into a range of devices for domestic and personal use. Digital media are everywhere, “taken up by diverse populations and non-institutionalized practices, including the peer activities of youth” (Ito et al., 2008, p. vii).
As its starting point this chapter takes the widely used conventions and techniques for structuring drama outlined in the books Structuring drama work (Neelands & Goode, 2000) and Beginning drama 11-14 (Neelands, 2004). Many of the drama conventions discussed in those books make use of, or are modeled upon cultural uses of, common media forms. In some cases the digital media forms suggested here are presented simply as being a more contemporary form to substitute directly, for example making use of an email message rather than a letter or facsimile. In other cases, the media forms suggested can be considered as a means by which the drama activity itself can be conducted, for example making use of a discussion forum as the means by which participants can engage in a drama activity beyond being physically present in the same space.
As with the drama conventions, the digital media forms and possible applications here are presented as a selection of elements and ideas that individuals and practitioners can adopt and adapt in whatever ways are appropriate to them. They are presented here as a means of thinking about the possible advantages of mixing established drama forms with new technologies.
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D. (2009). Mashup: Digital media and drama conventions. In M. Anderson, J. Carroll & D. Cameron (Eds.), Drama education with digital technology (pp. 52 - 66). London: Continuum.
2014. Dialogic Voices Of Writers And Readers In Traveller Forums Through Inte...Tracy Hill
This document analyzes the dialogic voices of writers and readers in travel forums through interpersonal markers. It explores travel forums as a web genre where writers pose questions and readers respond, exchanging roles. The research analyzes a corpus of 180 travel forum threads from TripAdvisor using a framework of writer stance and reader engagement encoded in interpersonal markers. Findings suggest these markers characterize the genre by enabling persuasion, evaluation, and solidarity.
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
1. The document discusses theories around computer-mediated communication (CMC) and how it compares to face-to-face communication. CMC has advantages like reducing status hierarchies but lacks nonverbal cues.
2. Media richness theory states that face-to-face is the "richest" form of communication due to simultaneous cues, while CMC is leaner. However, CMC technologies can also create efficiencies compared to face-to-face.
3. For planning, a comprehensive understanding of human barriers and advantages/limitations of both CMC and face-to-face communication can help planners meet collaborative goals in an increasingly globalized society.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
ACM NordiCHI 2012: Exploring the Design of Hybrid Interfaces for Jens Grubert
Jens Grubert recently presented "Exploring the Design of Hybrid Interfaces for Augmented Posters in Public Spaces" at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark.
Abstract:
The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
IRJET- CARES (Computerized Avatar for Rhetorical & Emotional Supervision)IRJET Journal
This document proposes the CARES (Computerized Avatar for Rhetorical and Emotional Supervision) framework. CARES aims to generate a 3D photo-realistic voice-enabled avatar that can express sentiments and emotions to act as a personal assistant. The avatar would use integrated aural and visual capabilities to provide emotional support to users. It would allow users to interact with virtual versions of deceased family members to stay connected. The framework builds upon prior work on avatar development, speech synthesis, and synchronizing facial animation with speech. It also incorporates techniques for modeling facial morphology and generating emotional transitions between different states.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This document discusses multimodal instruction and its benefits for supporting English language acquisition in testing subgroups. It defines multimodality as using multiple modes of communication beyond just language, including visuals, sounds, gestures, and spaces. The document outlines several core concepts of multimodality like modes, semiotic resources, and inter-semiotic relations. It then discusses how tools like Glogster can support multimodal instruction by allowing students to create virtual posters combining text, images, audio, and video. The document concludes by presenting sample student test score data and recommending that research continue into the effectiveness of multimodal tools like Glogs.
1. Life-like characters are computer-generated virtual agents that can take on roles like presenters, actors, or teammates through embodied conversational behavior and expression of emotion.
2. Several technologies have been developed for authoring life-like characters, including platforms that handle speech synchronization, gesture coordination, and expression of personality.
3. Life-like characters show promise for improving human-computer interaction and are being applied in educational software, games, and virtual worlds.
This document provides an overview of design languages and their use in different domains such as music, architecture, and chemistry. It discusses the challenges of designing for learning and reviews research on learning design languages. Different types of design languages are described along with their purposes. The origins of the Open Learning Design methodology are also summarized as providing a framework for using design languages and visual representations to support the design of effective learning interventions.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Conceptualizing Opportunities and Challenges Relevant to the Inclusion of Hum...Selcen Ozturkcan
Ozturkcan, S., and Merdin-Uygur, E., "Conceptualizing Opportunities and Challenges Relevant to the Inclusion of Humanoid Service Robots in the Context of COVID-19," 5th International Conference on Human Interaction and Emerging Technologies (IHIET 2021), August 27-29, 2021, Paris, France.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
ANALYSIS OF LAND SURFACE DEFORMATION GRADIENT BY DINSAR cscpconf
The progressive development of Synthetic Aperture Radar (SAR) systems diversify the exploitation of the generated images by these systems in different applications of geoscience. Detection and monitoring surface deformations, procreated by various phenomena had benefited from this evolution and had been realized by interferometry (InSAR) and differential interferometry (DInSAR) techniques. Nevertheless, spatial and temporal decorrelations of the interferometric couples used, limit strongly the precision of analysis results by these techniques. In this context, we propose, in this work, a methodological approach of surface deformation detection and analysis by differential interferograms to show the limits of this technique according to noise quality and level. The detectability model is generated from the deformation signatures, by simulating a linear fault merged to the images couples of ERS1 / ERS2 sensors acquired in a region of the Algerian south.
4D AUTOMATIC LIP-READING FOR SPEAKER'S FACE IDENTIFCATIONcscpconf
A novel based a trajectory-guided, concatenating approach for synthesizing high-quality image real sample renders video is proposed . The lips reading automated is seeking for modeled the closest real image sample sequence preserve in the library under the data video to the HMM predicted trajectory. The object trajectory is modeled obtained by projecting the face patterns into an KDA feature space is estimated. The approach for speaker's face identification by using synthesise the identity surface of a subject face from a small sample of patterns which sparsely each the view sphere. An KDA algorithm use to the Lip-reading image is discrimination, after that work consisted of in the low dimensional for the fundamental lip features vector is reduced by using the 2D-DCT.The mouth of the set area dimensionality is ordered by a normally reduction base on the PCA to obtain the Eigen lips approach, their proposed approach by[33]. The subjective performance results of the cost function under the automatic lips reading modeled , which wasn’t illustrate the superior performance of the
method.
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us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
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This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
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As with the drama conventions, the digital media forms and possible applications here are presented as a selection of elements and ideas that individuals and practitioners can adopt and adapt in whatever ways are appropriate to them. They are presented here as a means of thinking about the possible advantages of mixing established drama forms with new technologies.
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D. (2009). Mashup: Digital media and drama conventions. In M. Anderson, J. Carroll & D. Cameron (Eds.), Drama education with digital technology (pp. 52 - 66). London: Continuum.
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1. The document discusses theories around computer-mediated communication (CMC) and how it compares to face-to-face communication. CMC has advantages like reducing status hierarchies but lacks nonverbal cues.
2. Media richness theory states that face-to-face is the "richest" form of communication due to simultaneous cues, while CMC is leaner. However, CMC technologies can also create efficiencies compared to face-to-face.
3. For planning, a comprehensive understanding of human barriers and advantages/limitations of both CMC and face-to-face communication can help planners meet collaborative goals in an increasingly globalized society.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
ACM NordiCHI 2012: Exploring the Design of Hybrid Interfaces for Jens Grubert
Jens Grubert recently presented "Exploring the Design of Hybrid Interfaces for Augmented Posters in Public Spaces" at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark.
Abstract:
The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
IRJET- CARES (Computerized Avatar for Rhetorical & Emotional Supervision)IRJET Journal
This document proposes the CARES (Computerized Avatar for Rhetorical and Emotional Supervision) framework. CARES aims to generate a 3D photo-realistic voice-enabled avatar that can express sentiments and emotions to act as a personal assistant. The avatar would use integrated aural and visual capabilities to provide emotional support to users. It would allow users to interact with virtual versions of deceased family members to stay connected. The framework builds upon prior work on avatar development, speech synthesis, and synchronizing facial animation with speech. It also incorporates techniques for modeling facial morphology and generating emotional transitions between different states.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This document discusses multimodal instruction and its benefits for supporting English language acquisition in testing subgroups. It defines multimodality as using multiple modes of communication beyond just language, including visuals, sounds, gestures, and spaces. The document outlines several core concepts of multimodality like modes, semiotic resources, and inter-semiotic relations. It then discusses how tools like Glogster can support multimodal instruction by allowing students to create virtual posters combining text, images, audio, and video. The document concludes by presenting sample student test score data and recommending that research continue into the effectiveness of multimodal tools like Glogs.
1. Life-like characters are computer-generated virtual agents that can take on roles like presenters, actors, or teammates through embodied conversational behavior and expression of emotion.
2. Several technologies have been developed for authoring life-like characters, including platforms that handle speech synchronization, gesture coordination, and expression of personality.
3. Life-like characters show promise for improving human-computer interaction and are being applied in educational software, games, and virtual worlds.
This document provides an overview of design languages and their use in different domains such as music, architecture, and chemistry. It discusses the challenges of designing for learning and reviews research on learning design languages. Different types of design languages are described along with their purposes. The origins of the Open Learning Design methodology are also summarized as providing a framework for using design languages and visual representations to support the design of effective learning interventions.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Conceptualizing Opportunities and Challenges Relevant to the Inclusion of Hum...Selcen Ozturkcan
Ozturkcan, S., and Merdin-Uygur, E., "Conceptualizing Opportunities and Challenges Relevant to the Inclusion of Humanoid Service Robots in the Context of COVID-19," 5th International Conference on Human Interaction and Emerging Technologies (IHIET 2021), August 27-29, 2021, Paris, France.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
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In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
2. 22 Computer Science & Information Technology (CS & IT)
script-based or a character-based. The second level is the narrative, which is a representation of
the plot from a particular point of view. The third level is the presentation, which is a realization
of the story in a particular medium [Mariat et al, 2002]. Good story line should adhere of
Fraytiys triangle [Jeroen, 2012].
(a) (b)
Figure 1: (a) Standard Fraytiys triangle. (b) Another form of Fraytiys triangle.
As shown in figure 1, rising action describes the events that occur and actions that are undertaken
previous to the story’s climax. The climax features the highest peak in dramatic tension.
Thereafter, there is a falling action. Lastly, denouement addresses the resolution of the conflict
and the final release of tension.
As [Edrilei, 2014], the story telling systems can follow three basic approaches: plot-based,
character-based and hybrid approach.
The rest of the paper is organized as follows: the next section introduced the literature review. A
discussion of storytelling approaches in terms of types, user interactivity types, approaches tools,
implementation and testing, and performance factors are presented next. In the final section, the
conclusion and future work is introduced.
2. RELATED WORK
Several researchers interested in the interactive storytelling field. Some of them considered the
interactive storytelling as a good entertainment tool as [Edirlie, 2014]. This is accomplished by
allowing the user easily to interact with the system through the "paper and pencil" approach.
Other researchers used interactive stories as an educational tool, such as [Nuri, 2013]. They
proposed StoryTech, which is a smart storytelling toy that features a virtual space and a real
space. [Raidle, 2007] proposed an approach that combines believable agents and intelligent
scenario direction. This was used for social and cultural training, which consider the use of the
storytelling techniques as a training tool. [M. Seif Al-Nasr, 2013] made questioner on narrative
interactive to determine the user background in interactive storytelling. The user interpretations,
emotions and behavioral response to Façade are analyzed. Where Façade, which is one of the
most well-known interactive storytelling systems, depends on the drama manager that manages
the narrative progression. It does so by trying to module the narrative so that it corresponds to a
desired story arc such as the one of Freytag’s triangle
Marc Gavazza and others described the planning techniques to control autonomous characters in
order to make interaction with virtual character [M Gavvzza et al, 2005].
3. Computer Science & Information Technology (CS & IT) 23
Rafael Perez described a computer model for plot generation based on emotion and tension
between characters, implemented using MEXICA which is a computer model of a cognitive
account of creative writing purposed by Rafael Perez in 2001 [P.Y Perez, 2007].
Edirilie Soares presented paper and pencil approach as a storytelling system that is based on
augmented reality and used SVM to recognize the user sketches [Edirlie et al, 2014].
Nuri Kara introduced StoryTech, which is a smart storytelling toy that features a virtual space
that includes computer based graphics and characters, and a real space, which includes plush
toys, background cards, and a communication interfaces based on mixed reality [Nuri et al,
2013].
Mariet et al used agent techniques to produce a virtual storyteller, where the storyline created by
the action of characters is guided by director agent. Yundong et al used agent technology to
present DIRACT, which is an approach to create characters that do not make a difference
between director or actors' characters [Yundong et al, 2010], [Mariat et al, 2002].
3. DISCUSSION
The following section discusses the different digital story telling approaches.
3.1. Interactive Storytelling Approaches Types.
As shown in table 1, the digital story telling approaches are classified into three types: Character-
based approaches, Plot-based approaches and Hybrid approaches.
Table.1 interactive storytelling approaches.
Author Approach Title Storytelling
approach type
Application
based app
[Yundong et al, 2010] DIRACT Character-based Real-time
[Edirlie et al, 2014] Paper and pencil Hybrid approach Real-time
[Polbo et al, 2005] CBR Plot Generation Character-based Natural language
recognition
[P.Y Perez, 2007] MEXICA Character-based Natural language
recognition
[Nuri et al, 2013] StoryTech Plot-based Real-time
The approaches were classified based on the story derivative way. In the Character- based
approaches, the story development depends on character decision. The main disadvantage of this
system is that it is less adhere of Fraytyis triangle. In Plot-based approach, the characters have no
autonomy and they are less consistence in the scene since the characters are often
4. 24 Computer Science & Information Technology (CS & IT)
interchangeable. The Hybrid approaches are used to bridge the gap between the plot-based
approach and character-based approach.
3.2 User Interactivity Types
As [Linssen, 2012] Interactivity means having at least some control over the narratives. From this
definition, we can say that interactivity has different degrees. As shown in the table 2, the user
interaction types are divided into three levels or degrees: limited, medium and high. By limited
interaction, we mean that the user influences little parts in the story or storytelling level. Where in
medium interaction, the user influences a whole level of the storytelling. High interaction means
that the user can influence all the story levels or parts.
The user interaction in most approaches compared in table 2 is limited or low in the approaches
that are used or meant by speech recognition. This is due to the difficulties in the recognitions of
different languages and child's speech. Where the interaction is high in real time approaches, such
as: [Edirlie et al, 2014],[Yundong et al, 2010] and [Nuri et al, 2013].
Table 2. Comparison between interactive storytelling approaches in terms of user interaction.
Author Approach title User interaction type Degree of
importance
[Y.- G
Cheongh et
al ,2008]
Framework for authoring
interactive narrative
Participants (Speech) Limited
Author (authoring tool) Medium
[Han YU et
al, 2008]
Goal-oriented system Character creation (as
agents)
Medium
[M Riadle et
al, 2003]
Automated Scenario Director Speech to be changed Limited
[M Gavazza
et al, 2004]
Interacting with Virtual
Characters
Physical interaction Speech Medium
[M Gavazza
et al, 2005]
Dialogue Generation in
Character-based Interactive
Storytelling
(Future work) Embodying
the user as one of virtual
characters
High
[Edirlie et al,
2014]
Paper and pencil Drawing on paper High: real-time
[M.O Raidle
et al, 2007]
Interactive narrative system As one of virtual characters High
5. Computer Science & Information Technology (CS & IT) 25
3.3 Tools Classification
The interactive storytelling approach can benefit user in many ways. The interactive storytelling
used techniques can be classified as a tool of authoring, education, entertainment, and training.
The classified techniques can be further classified into several story level influences, as shown in
table. 3.
Table 3. Comparison between interactive storytelling approaches in term of technique used and how to
benefit the user.
Author The approach used Used technique Tool Story level
influence
[Y.- G
Cheongh et
al ,2008]
Framework for
authoring interactive
narrative
Branching graphs
and AI planning
Authoring
(Storyline)
Storyline
(Script-based)
[Han YU
et al, 2008]
Goal-oriented
system
Multi agent system Authoring(Character
creation)
Presentation
[P.Y Perez,
2007]
MEXICA Give the initial state Limited
[C.B
Callaway,
2002]
Narrative prose generation Give the story request Limited
[Nuri et al,
2013]
StoryTech Put objects on the receive
panel
High: real-time
[U Spierling,
2002]
Setting the scene Give the story requests Limited
[David et al,
2009]
Learning to Influence
Emotional Responses
Answering some given
question to drive the
narrative
Limited
[Yundong et
al, 2010]
DIRACT As a director virtual
character (agent)
High: real-time
[Mariat et al,
2002]
Virtual story teller Create characters and give
priority
Medium
[Polbo et al,
2005]
Plot generation based on
CBR
Query for a new story from
old others
Medium
6. 26 Computer Science & Information Technology (CS & IT)
[Edirlie et
al, 2014]
Paper and pencil Augmented reality,
svm
Entertainment tool Presentation
[Nuri et al,
2013]
RFID interactive
panel
Mixed reality Entertaining,
educational and
measuring tool
Presentation
[David et
al, 2009]
Influence emotional
responses
YouTube video
And pre-authoring
text
Tool to derive
narrative by player
(one time)
Narrative
[Yundong
et al, 2010]
DIRACT Multi agent system
(inheritance)
Authoring
(character creation)
Presentation
[Mariat et
al, 2002]
Virtual story teller Multi agent system
(intelligent agent)
Authoring
(automatic story
line)
Storyline
(Character-
based)
[M.O
Raidle et
al, 2007]
Believable agents Combine narrative
control, believable
character agents
and drama manager
Authoring and
training tool
Storyline
(Character-
based)
[Polbo et
al, 2005]
Plot generation
based on CBR
Case-Based
Reasoning CBR,
Natural Language
Generation NLG
Authoring tool Storyline
(Character-
based)
As shown in table 3, the interactive storytelling techniques can be used as a very good authoring
tool and can help the user with low experience in authoring to create their own stories such as
those used in [Yundong et al, 2010], [M.O Raidle et al, 2007] and [Mariat et al, 2002]. From
table 3, you can notice that most of interactive storytelling authoring tool approaches are using
agent techniques; that is the behavioral and emotional agent designed to serve the storytelling
attracting the users and giving them more chances and abilities to produce a good story. On the
other hand, the approaches that used a simple way to interact at most real-time approaches are
considered as a good entertainment tool.
3.4. Interactive storytelling approaches implementation and testing.
Some of the approaches used or suggested to make interactive storytelling are implemented and
tested. Others were either implemented or just tested. As shown in table 4.
7. Computer Science & Information Technology (CS & IT) 27
Table 4. Implemented and tested approaches.
Author Approach title Implemented Tested
[Edirlie et al,
2014]
Paper and Pencil Yes Yes (for effectiveness and
satisfaction)
[Han YU et al,
2008]
Goal-oriented system Yes Yes (usability)
[Polbo et al,
2005]
Plot generation based
on CBR
No No
[P.Y Perez,
2007]
MEXICA Yes Yes (interestingness, novelty,
predictability)
[Yundong et al,
2010]
DIRACT No Technical test (usability)
[Edirlie et al, 2014] mentioned that their approach was implemented and tested by questionnaire
contains 54 questions derived from the IRIS evaluation Toolkit, and the participants were high
school students. Where [P.Y Perez, 2007], made a questionnaire using a story developed in
MEXICA and MINSTREL in order to compare MEXICA and MINSTREL in terms of
interestingness, novelty and predictability.[Yundong et al, 2010] made a case study to evaluate
the approach usability.
3.5 Comparison of performance factors.
Table 5, summarized the surveyed approaches according to the performance factors: speed,
accuracy, usability and reuse. Speed means the time needed to respond to user interaction.
Accuracy is the ability to satisfy user purpose. Usability means the easiest to use the approach.
Reuse is the ability of the use of elements from old stories to create a new story.
Table 5: comparison between approach in term of speed, accuracy and user interface
Author Approach title Speed Accuracy Usability Reuse
[Edirlie et
al, 2014]
Paper and pencil Good (one
interaction
per minute)
83%
because of
some
limitations
in
recognition
algorithm
Satisfaction user
interface because
of the easy way to
interact with the
system
No
8. 28 Computer Science & Information Technology (CS & IT)
[P.Y Perez, 2004], made a comparison between MEXICA and MINSTREL, where those two
approaches were the most farmhouse at that time. He mentioned that the stories produced by
MEXICA were more interesting, but some time they were poorly written. As we can see in the
table, paper and pencil approach seems to be good in usability. However, for the accuracy, there
were some limitations because of recognition algorithm, or some time in user sketches.
Approaches in [Polbo et al, 2005] and [Yundong et al, 2010] was not implemented, but it was
mentioned that these approaches allowing the reuse by their construction.
4. CONCLUSION
Storytelling is the oldest way to communicate, learn, entertain and share experiences and
thoughts among people. Furthermore, it is an effective way to reflect the feeling and people social
background. Interactive Digital Storytelling (IDS) is the way to share stories over the world.
There are many approaches used in IDS. They are classified into three basic groups: character-
base, plot-based and hybrid approach, depending on the way that they follow to build the story.
There are several approaches in terms of user interaction types and tools; where it is found that
the most important are: low, medium, and high levels. Some of the approaches were
implemented and tested, while others were not. The paper compares different approaches in terms
of accuracy, speed, reuse, and user satisfaction.
As a conclusion, we can conclude that the real time approaches were the best for entertainment;
because of the high interaction with it. Where the most appropriate approach for authoring and
training are better to be implemented using agent technology. In terms of usability, the
approaches with friendly user interface, had the better satisfaction.
[P.Y
Perez,
2004]
MEXICA ---- More than
MINSTREL
------ Yes
MINSTREL ----- Less than
MEXICA
------- Yes
[Han YU
et al,
2008]
Goal-oriented ----- Good Friendly user
interface saves
development time
and cost
No
[Polbo et
al, 2005]
CBR plot
generation
Not
implemented
Not
implemented
Not implemented Yes
[Yundong
et al,
2010]
DIRACT Not
implemented
Not
implemented
Ease to use Yes
9. Computer Science & Information Technology (CS & IT) 29
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