نتایج جستجو برای: narrative elements

تعداد نتایج: 312396  

“Godless words” , “inspired paradox” and as mystics phrase it “Shath” is a language creation of a mystic’s enchanted soul’s excitement and necessity. This mystic is a person whom is confronted with an illogical subject on one hand and on the other hand he has to use logical language which is a deficient tool for describing the illogical subject. Today’s fair audience – Regardless of Controversy...

Journal: :IEEE transactions on visualization and computer graphics 2014
Manuela Waldner Mathieu Le Muzic Matthias Bernhard Werner Purgathofer Ivan Viola

Focus+context techniques provide visual guidance in visualizations by giving strong visual prominence to elements of interest while the context is suppressed. However, finding a visual feature to enhance for the focus to pop out from its context in a large dynamic scene, while leading to minimal visual deformation and subjective disturbance, is challenging. This paper proposes Attractive Flicke...

2003
Shinya Kawakami Yoko Sato Masaki Nakagawa Bipin Indurkhya

We describe here our ongoing research on modeling conceptual and narrative structure of fairytales by a computer system. In this paper we focus on the variations of fairytales based on Cinderella from all around the world. We analyzed twenty-three Japanese texts of Cinderella tales and modeled their conceptual and narrative structures using the notions of composition elements and motifs. We the...

2012
Kensuke Oishi Yasunari Kurisawa Mami Kamada Itaru Fukuda Taisuke Akimoto Takashi Ogata

We explain the current version of a conceptual dictionary containing two hierarchies of verb concepts and noun concepts to be functioned in our narrative generation system. It is used for operating naturalness or validity of generated events and realizing or adjusting the intentional defamiliarization. Namely, this dictionary is a mechanism to be able to flexibly adjust a variety of generation ...

2016

This study investigated the oral personal narrative production in 60 Cantonesespeaking children between 6 and 9 years of age. Three language measures, namely Total Personal Narrative Score, Macrostructure Score and Microstructure, were derived from three personal narratives produced by each participant after listening to the sample stories. The participants also completed the Cantonese Grammar ...

2013
Andrea Bolioli Matteo Casu Maurizio Lana Renato Roda

We present the ongoing activities and the first results achieved in a research project concerning the understanding of narrative in the high school. Students and teachers experimented with new ways to learn linguistic and digital skills, by using a collaborative learning environment built around the novel I Promessi Sposi. We analyzed the literary text, extracting social networks of characters ...

2004
Stéphane Donikian Jean-Noël Portugal

This paper presents DraMachina, an authoring tool dedicated to authors of interactive fictions. An interactive fiction is an extension of classical narrative media as it supposes a direct implication of spectators during the story evolution. Writing such a story is much more complex than a classical one, and tools at the disposal of writers remain very limited compared to the evolution of techn...

2014
Oleg Sobchuk

The paper is dedicated to the phenomenon of accentuation on multiple narrative levels. Accentuation is a textual device that indicates the elements of narrative that have to be memorized by readers. It is different from the well known notion of foregrounding, as accentuation does not violate the norm, but, on the contrary, is in itself conventional. While foregrounding draws readers’ attention ...

2007
John Davis Peter Earl Nicola Giocoli Harro Maas Robert Sugden

This paper examines elements of the complex place/role/influence of psychology in the history of consumer choice theory. The paper reviews, and then challenges, the standard narrative that psychology was “in” consumer choice theory early in the neoclassical revolution, then strictly “out” during the ordinal and revealed preference revolutions, now (possibly) back in with recent developments in ...

2005
Jeffrey E. Brand Scott Knight

To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins’ 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå’s (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explica...

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