A session on the value of storytelling in both text based and visual digital games, and their value to libraries & library users.
Screenshots from games and development tools remain the copyright of their respective owners.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VRAugmentedWorldExpo
A talk from the Design Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VR, Incorporating the Interplay of Story, Games and Free-play in Virtual Worlds
Virtual Reality is a mature 50-year media technology still searching for its unique voice in advancing the human experience. Tapping diverse industry practices from entertainment, training, scientific and medical practice, Virtuality requires a unique range of performance and expression. By engaging the full bandwidth of human experience, immersive media integrates the mind, body and emotions into defining the future of individual performance. This session shares how the real world integration of Virtual Reality is scaffolding a common language of VR from the expertise of all disciplines. From training elite athletes to engaging the wonder of a child, VR becomes a convergence of all forms of media and tapping into a primitive human connection we have for storytelling, game mastery and free-play inquiry. Attendees will learn how to tap into the intuitive interplay of story play and game to provide a framework of how to orchestrate collaborative teams to systematically innovate diverse VR applications.
http://AugmentedWorldExpo.com
It discusses about the storytelling. It give tips on how to tell a story. The benefits of the telling story is also discussed. IT helps you on how to select a story according to the the age of your listeners.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VRAugmentedWorldExpo
A talk from the Design Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VR, Incorporating the Interplay of Story, Games and Free-play in Virtual Worlds
Virtual Reality is a mature 50-year media technology still searching for its unique voice in advancing the human experience. Tapping diverse industry practices from entertainment, training, scientific and medical practice, Virtuality requires a unique range of performance and expression. By engaging the full bandwidth of human experience, immersive media integrates the mind, body and emotions into defining the future of individual performance. This session shares how the real world integration of Virtual Reality is scaffolding a common language of VR from the expertise of all disciplines. From training elite athletes to engaging the wonder of a child, VR becomes a convergence of all forms of media and tapping into a primitive human connection we have for storytelling, game mastery and free-play inquiry. Attendees will learn how to tap into the intuitive interplay of story play and game to provide a framework of how to orchestrate collaborative teams to systematically innovate diverse VR applications.
http://AugmentedWorldExpo.com
It discusses about the storytelling. It give tips on how to tell a story. The benefits of the telling story is also discussed. IT helps you on how to select a story according to the the age of your listeners.
This is a story about I created the setting for my Fantasy Fiction Novels. Preparing a fantasy world for game creation, novels, or even movies may use my processes. Anyone may employ this Powerpoint presentation.
This talk will explore how games play an integral part in today's crossmedia landscape. More and more, fictional worlds are being created with multiple points of entry that provide fans as little or as much access and agency as they want into the stories found in these worlds. Specific examples will be discussed in order to highlight the role that video games play in the overall experiences, as well as to illustrate how game design serves as an overarching trope through which fans are encouraged to explore the various media in order to fully experience the fictional world.
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
Tiny Swipers is a transmedia project consisting of an app (game), a drawing/painting kit and an album that features entertaining games to boost the imagination and creativity thanks to series of tools to help kids create stories, tales and legends.
It’s never too early to start thinking about next summer! When designing your programming for the 2020 theme, “Imagine Your Story,” remember to look up at the night sky for inspiration. Join the STAR Net team and Luke Kralik, Organizational Coordinator for CSLP, to learn all about this year’s theme and exciting, hands-on STEAM activities that will help you bring it to life at your library. We’ll discuss programming ideas, useful resources, and tips for engaging your community!
Your Catalogue Wants To Go Out & Play (Internet Librarian International 2013)Gary Green
Presentation given at Internet Librarian International 2013, focusing on tools Surrey Libraries have used to creatively promote library resources beyond the catalogue and corporate website.
This is a story about I created the setting for my Fantasy Fiction Novels. Preparing a fantasy world for game creation, novels, or even movies may use my processes. Anyone may employ this Powerpoint presentation.
This talk will explore how games play an integral part in today's crossmedia landscape. More and more, fictional worlds are being created with multiple points of entry that provide fans as little or as much access and agency as they want into the stories found in these worlds. Specific examples will be discussed in order to highlight the role that video games play in the overall experiences, as well as to illustrate how game design serves as an overarching trope through which fans are encouraged to explore the various media in order to fully experience the fictional world.
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
Tiny Swipers is a transmedia project consisting of an app (game), a drawing/painting kit and an album that features entertaining games to boost the imagination and creativity thanks to series of tools to help kids create stories, tales and legends.
It’s never too early to start thinking about next summer! When designing your programming for the 2020 theme, “Imagine Your Story,” remember to look up at the night sky for inspiration. Join the STAR Net team and Luke Kralik, Organizational Coordinator for CSLP, to learn all about this year’s theme and exciting, hands-on STEAM activities that will help you bring it to life at your library. We’ll discuss programming ideas, useful resources, and tips for engaging your community!
Your Catalogue Wants To Go Out & Play (Internet Librarian International 2013)Gary Green
Presentation given at Internet Librarian International 2013, focusing on tools Surrey Libraries have used to creatively promote library resources beyond the catalogue and corporate website.
The Library A to Z: crowd-sourced advocacyGary Green
About the Library A to Z advocacy project, which was funded via a Kickstarter in 2014.
This presentation was given at the CILIP Cymru Wales 2015 Library & Information Conference.
Interactive Fiction and Game Design Using Inform7Douglas Kiang
Designing a good game involves sketching and storyboarding, storytelling and testing. Inform7 is a free tool that allows kids to create text-based adventure games using a programming language that is easy to learn and understand. Discover how we used Inform7 with fourth graders and high schoolers, implementing a game design framework modeled after the real world, to engage them in a rich design process that promoted deep learning and understanding.
PAX presentation - The Playful Library: Games, Libraries, and Sharing Geek Cu...Philip Minchin
Slideshow from the panel at Penny Arcade Expo (PAX) Australia, Sunday 3:30 pm in the Skippy Theatre.
Title: The Playful Library: Games, Libraries, and Sharing Geek Culture.
Organiser: Philip Minchin, Euchronic Games - games & interactivity consultant specialising in advice to libraries.
Panellists:
Leonee Derr, Youth Services Librarian, Melbourne Library Service;
Burke Standen, Admin & Facilities Officer, Melbourne Library Service;
Kim Tairi, Acting Director, Information Resources Group, Swinburne University of Technology;
Hamish Curry, Education Manager - Learning Services, State Library of Victoria.
Discussion of the many ways that libraries are incorporating games into their collections, programs, and facilities, what more they could (and should) be doing in future, and what the possibilities are for getting your game on in the library in the near-to-medium term.
INDIAN MYTHOLOGY COMICS & VISUAL MAGIC OF COMICS by ILAXI PATEL
A Presentation Talk AT CHILDREN’S CORNER
‘RANG RANG VADALIYA’,
AMDAVAD NATIONAL BOOK
FAIR 2015 ON 6TH May, 4-5.30 p.m.
CONVENTION HALL,
AHMEDABAD
In association to :
AHMEDABAD MUNICIPAL CORPORATION
Playdius unveils its line-up for the Gamescom 2018.
Featuring:
- Dungeon of Naheulbeuk - Amulet of Chaos
- Edge Of Eternity
- Old School Musicall
- AWAY
- Hover
- Chroniric
- Spitkiss
- STAY
Contact us for Media Meetings Booking.
Poster anglais du jeu à réalité alternée (ARG) : des joueurs à la Bibliothèq...Guillemette Trognot
Ce poster présente l'expérience de jeu en réalité alternée réalisée à la BMC en 2013 dans le cadre d'une réflexion menée sur comment communiquer autrement avec les étudiants. Il s'agit de la version anglaise. Il existe également en version française qui sera présentée à l'IFLA 2014
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Chapter 3 - Islamic Banking Products and Services.pptx
#CityMash - ideas for storytelling through interactive fiction / digital games
1. Storytelling / interactive
fiction / games
Gary Green –Surrey Library Service
Twitter: @ggnewed
#CityMash, City University London (13th June 2015)
2. Storytelling / interactive fiction / games
• Aim - discuss & share ideas about:
• Interactive fiction / using computer games for storytelling
• Their value to libraries & library users
• Games with storytelling as a core thread
• Storytelling in games doesn’t necessarily have to be
focused on text alone
• Free tools for creating games with strong
storytelling/narrative thread in them… without being a
programmer
• 3 game competitions with an Alice in Wonderland theme
3. Storytelling / interactive fiction / games
• I.F. & computer games used to tell a story:
• Turns passive reading experience into
an active one
• Choose your own adventure… sort of
• You direct the progress of the story
• Can be focused just on text, but not
only
• I.F. aren’t necessarily games, but serve
to tell a story
‘Get Lamp’ Documentary
4. Screenshot taken from text adventure ‘Colour of Magic’ by Delta 4. The
game is played by entering text to direct progress of the story. For example,
in this section, the player might type in “Go Hubward” or “Go Turnwise” to
move to a new location in the game world.
5. ‘Spent’ is an interesting example of a game using a storytelling method to
highlight issues around poverty. This type of game could be regarded as similar
to the Human Library concept. It appears on the Games for Change site, which
features games containing social awareness themes.
6. This is an example of a free tool called Quest, that anyone can download and use to
create their own interactive fiction or text adventure games. The screenshot is taken
from the game ‘Whitefield Academy of Witchcraft’.
7. Storytelling / interactive fiction / games
• Value to libraries & library users:
• Represent traditional stories &
curate them in new ways
• Encourage users to discover
new ways of storytelling
• Use storytelling to encourage
development of IT skills
• Use beyond fictional storytelling
– human library concept Empire Strikes Back
themed Donkey
Kong created with
Donkey Me
8. This screenshot is taken from ‘Dys4ia’ and
focuses on the real-life experiences of Anna
Anthropy. It’s an interesting example of creating
a narrative game with limited focus on text and
also storytelling in games going beyond fiction.
In Anna’s own words: “dys4ia is the story of the
last six months of my life: when i made the
decision to start hormone replacement therapy
and began taking estrogen. i wanted to catalog
all the frustrations of the experience and maybe
create an ‘it gets better’ for other trans women.
when i started working on the game, though, i
didn’t know whether it did get better.”
9. ‘The Tell tale heartbeatz’ by Daniel Mullins won the 2015 Public domain game jam. It’s
based on a section of text from an Edgar Allan Poe story. It highlights that text based
stories can be interpreted in new ways, whilst still keeping to the original idea behind
the story. In this case this is a rhythm based game focusing on the main character’s
goal to “rid myself of the old man… but time was running out.”
10. Storytelling / interactive fiction / games
• Interactive Fiction Database - directory of published I.F. works,
inc some based on:
• J.R.R. Tolkien’s Middle Earth
• Other book characters, including Sherlock Holmes, Alice in
Wonderland, Hitch Hikers Guide to the Galaxy, Spider-Man
• Film, TV and Radio tie-ins, including Dallas, Rambo and The
Archers BBC radio programme
• Star Wars
• Jaws!
11. Never Alone is an example of using storytelling in a visual form to share the
experiences of a different culture in a game. The developers say: “We paired
world class game makers with Alaska Native storytellers and elders to create a
game which delves deeply into the traditional lore of the Iñupiat people to
present an experience like no other. “
12. Storytelling / interactive fiction / games
• Free tools for creating interactive fiction & text based games/stories
• Inform 7
• Twine
• Quest
• Choice of games
• Inklewriter
• Free tools for creating other games
• GDevApp
• Stencyl
• Sploder
• GameSalad
• Construct 2
13. Fallen London http://fallenlondon.storynexus.com is set in a fictional London
in what seems like a pseudo Victorian period. It combines text stories with
visuals, interaction between players and users can also create their own
stories using the StoryNexus software.
14. Storytelling / interactive fiction / games
• Alice in Wonderland 150th anniversary game competition/jams:
• A jam is a game creation competition usually run over
defined time period & with specific theme
• Off The Map (open to higher education students) – organised
by Game City/British Library
• Alice game jam (for Pocket Code users) – December 2015 *
• Alice Jam 150 #AliceJam150 (open to all) – End of June
2105 *
* Why not get involved? (Go on, you know you want to)
15. Storytelling / interactive fiction / games
Links mentioned & other useful ones:
http://bit.ly/citymashstory
16. Ideas raised in discussion during the session
• Text based games encourages development of literacy, reading, creation and
creative writing skills.
• How does it impact on digital literacy skills?
• Games with varied characters & story backgrounds encourages understanding of
diverse cultures & people.
• There could be a good opportunity to develop collaborative physical game-
making communities in libraries, with a focus on storytelling & games.
• Sometimes text in games is skipped to get to the ‘fun stuff’, but those coming to a
text based game knowing that it’s text based are happy to read.
• It enables knowledge sharing – through the subject of the game (e.g. human
library, Never alone etc.) & also knowledge of how to create games.
• How can digital storytelling be connected to physical activities too? Maybe via
creative Makerspace sessions?