نتایج جستجو برای: stories involve drama
تعداد نتایج: 110058 فیلتر نتایج به سال:
This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset...
The article aims to analyze various illustrations of court case stories about Song dynasty judge Bao Zheng (包拯, also named as Bao-gong 包公, Longtu 包龍圖, 999–1062), found in Qing woodblock editions the novel and popular prints nianhua, order determine how tales famous incorruptible have been transformed visual culture late imperial times. authors discovered several novels Judge Bao-gong, or Dragon...
A common approach to interactive narrative involves imbuing the computer with all of the potential story preauthored story experiences (e.g. as beats, plot points, planning operators, etc.). This has resulted in an accepted paradigm where stories are not created by or with the user; rather, the user is given piecemeal access to the story from the gatekeeper of story knowledge: the computer (e.g...
The acquisition of complex knowledge and competences raises difficult challenges for the supporting tools within the corporate environment, which digital storytelling presents a potential solution. Traditionally, a driving goal of digital storytelling is the generation of dramatic stories with human significance, but for learning purposes, the need for drama is complemented by the requirement o...
We define TTD-MDPs, a novel class of Markov decision processes where the traditional goal of an agent is changed from finding an optimal trajectory through a state space to realizing a specified distribution of trajectories through the space. After motivating this formulation, we show how to convert a traditional MDP into a TTD-MDP. We derive an algorithm for finding non-deterministic policies ...
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent st...
There are several types of interactive narrative systems that have been developed in recent years. Narrative based games and simulations contain stories and interactions that are designed by human authors. AI based intelligent story generation systems have algorithms that construct narratives automatically from domain descriptions and communicative goals provided by human authors. Drama managem...
There are many psychosocial aspects of chronic diseases, such as diabetes. Educational multimedia can support patients with chronic diseases and their families by communicating narratives based on social realism. The production of such socio-realistic interactive health dramas requires systematic methods, especially for the identification of significant stories. The aim of this study is to expl...
At the age of thirty-nine, Flannery O'Connor succumbed to her body's battle with itself. Stricken when she was twenty-five with Systemic Lupus Erythematosus, the autoimmune disorder that eventually took her life and that killed her father before her, O'Connor spent the last fourteen years of her life a dependent invalid in her mother's home. In this essay I will argue that O'Connor's struggle w...
Entertainment-education (EE) is a popular vehicle for behavior change communication (BCC) in many areas of public health, especially in the developing world where soap operas and other serial drama formats play a central role in encouraging people to avoid risky behavior. Yet BCC/EE developers have been largely unable to integrate behavioral theory and research systematically into storylines an...
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