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No universo das histórias: oficinas de redação e criatividade; In the universe of stories: composition and creativity workshops

Botelho, Andrea Pacetta de Arruda
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 23/11/1998 Português
Relevância na Pesquisa
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Relata uma experiência pedagógica, dentro de uma abordagem psicológica, realizada em forma de oficinas, nas quais foram desenvolvidas atividades visando fornecer instrumentos para a escrita de histórias – entrevendo um objetivo mais amplo de promover uma construção de conhecimentos sobre a escrita em geral –, explorando principalmente o universo dos contos populares de magia. Seis crianças, com idade entre nove e onze anos, aproximadamente, freqüentaram 25 oficinas, compreendidas no decorrer de dois anos. Participaram de atividades tais como movimentar o corpo, consultar livros, ouvir histórias contadas e lidas, praticar técnicas de escrita criativa, fazer trabalhos plásticos etc. Analisa o processo principalmente segundo dois recortes temáticos: “desempenho na escrita” e “interesse”. Quanto ao primeiro, observa que todas as crianças apresentaram um bom desenvolvimento ao longo dos textos produzidos. Quanto ao segundo, apresenta dados indicadores de que o interesse por leitura e escrita em geral aumentou, e, em relação às atividades nas oficinas, observa que manteve-se alto na maior parte do tempo, tendo oscilado em alguns momentos. Com base nos referenciais teóricos de Jean Piaget e Donald W. Winnicott, faz um balanço de todas as atividades...

Interface, linguagem e fruição nas obras interativas - play smoking/no smoking e collabore

Taveira, Mauricio Candido
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Tese de Doutorado Formato: application/pdf
Publicado em 29/05/2009 Português
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Este trabalho realiza uma reflexao das obras interativas Play Smoking/No Smoking e Collabore; e traca, a partir destas, algumas consideracoes acerca de duas possiveis maneiras de se contar estorias interativas nos meios audiovisuais contemporaneos. Play Smoking/No Smoking e um DVD interativo que destaca a forma de narrar atraves de bifurcacoes e ao mesmo tempo a partir de multiplas escolhas. O interator nesta obra pode optar entre seguir o caminho sugerido pela trama ou navegar em pequenos ou em grandes saltos narrativos. Ja Collabore (do latim trabalhar juntos) e um blu ray interativo que propoe ao interator uma narrativa a partir de pontos de vistas. O interator tem alguns recursos que lhe permite eleger a forma de ver a cena. A interface da obra garante a ele a liberdade de escolher enquadramentos, angulacoes, e por conseguinte, o deslocamento do ponto de vista.; This work makes a study of interactives projects Play Smoking/No Smoking and Collabore and bring some considerations about two possible ways to tell interactive stories in contemporary audiovisual media. Play Smoking/No Smoking is a DVD that highlights the interactive way of narrating through bifurcations and at the same time from multiple choices. In this work the interator can choose between to follow the path suggested by the plot or navigate in small or large jumps narrative. In other way Collabore (from the Latin "working together) is an interactive blu ray which proposes to the interator from a narrative point of view. The interator has some resources that allows to choose how to view the scene. The interface of the work guarantees the freedom to choose frameworks...

Histórias de sala de aula nas rodas de professores de Química: potência para a formação acadêmico-profissional

Albuquerque, Fernanda Medeiros de
Fonte: Universidade Federal do Rio Grande Publicador: Universidade Federal do Rio Grande
Tipo: Tese de Doutorado
Português
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Este trabalho apresenta uma pesquisa sobre a formação acadêmico-profissional de licenciandos em Química da Universidade Federal do Rio Grande (FURG) que participaram do Programa de Incentivo à Docência (PIBID) nos anos de 2009 e 2010. A pesquisa foi desenvolvida com onze licenciandos formandos no curso ao final do PIBID e as informações analisadas foram histórias mensais escritas por estes participantes durante os dois anos do Programa. Alguns pressupostos orientaram a pesquisa: a formação acadêmico-profissional de sujeitos pesquisadores da sua prática em Rodas de Formação, a partir da qual, é possível o acolhimento de questionamentos, a partilha, a escuta, a construção e divulgação de novos argumentos; a escrita como modo de pensar, que por ser uma atividade interativa conta com a presença de interlocutores ativos para provocar o escrevente. Entendemos que quando os escreventes são licenciandos, tem-se na escrita a possibilidade de documentar a formação desses profissionais, conhecendo suas fragilidades e potencialidades. A análise das histórias escritas pelos participantes desta pesquisa, realizada mediante a Análise Textual Discursiva possibilitou a compreensão da contribuição das histórias na formação acadêmico-profissional de licenciandos de Química da FURG em Rodas de Formação. A tese defendida é que as histórias produzidas em Rodas de Formação contribuem para a formação acadêmico-profissional de licenciandos de Química. As histórias contêm conteúdos que podem sinalizar para a produção de currículo nos cursos de Licenciatura...

El desarrollo de las habilidades de alfabetización emergente en el contexto de la lectura de cuentos

Imbernón López, María Candelaria
Fonte: Universidad de Murcia Publicador: Universidad de Murcia
Tipo: Tese de Doutorado Formato: application/pdf
Português
Relevância na Pesquisa
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La finalidad de esta investigación ha sido el diseño, aplicación y evaluación de un programa de intervención, basado en la lectura interactiva de cuentos, para la enseñanza de las habilidades de comunicación asistida y de alfabetización emergente, dirigido a alumnos de educación infantil con graves trastornos motores y del habla. El programa implementado está fundamentado en los componentes de intervención en alfabetización: el contexto de aprendizaje, el contexto del lenguaje y el contexto de lo escrito (Smith, 2005), las propuestas de los cuentos para aprender (Musselwhite y King-DeBaun, 1997), así como en las estrategias de interacción dirigidas al profesorado. El estudio empírico ha consistido en un estudio evaluativo-cooperativo con tres casos, de distinto nivel comunicativo y lingüístico: preintencional, emergente y básico. En ellos se ha analizado el nivel de participación en la lectura de cuentos, las habilidades de alfabetización emergentes alcanzadas y las oportunidades de participación ofrecidas por el profesor. ABSTRAC The purpose of this research has been the design, implementation and evaluation of a program intervention, based on interactive stories, assisted communications and emerging literacy skills teaching reading to students children with severe motor disorders and speech. Implemented program is based on intervention in literacy components: learning context...

An agent-based architecture for generating interactive stories

Osborn, Brian A.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Formato: xviii, 166 p. : ill. (some col.) ; 28 cm.
Português
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Approved for public release, distribution is unlimited.; The Department of Defense relies on modeling and simulation for a variety of purposes, including joint exercise training, developing and evaluating doctrine and tactics, and studying weapon system effectiveness. Advances in technology have made the achievement of technically and visually accurate simulations possible, but little has been done to present realistic scenarios while supporting user interaction. This dissertation describes a multi-agent interactive simulation engine for generating interactive scenarios or stories. A general-purpose multi-agent system simulation architecture, called a Connector-based Multi-Agent System (CMAS) is developed and presented, along with a software agent communication and coordination mechanism. In this architecture, stories are generated through discovery as a by-product of agent interactions, rather than being fixed in advance. The ensuing story adapts to the user's interventions and is closely aligned to the goals of the agents. The multi-agent system design of the story engine has resulted in a data-driven simulation engine, which is domain independent and highly scalable. The story engine is fielded as the underlying simulation engine behind the U.S. Army's America's Army: Soldiers project. The instantiation of the story engine as it applies to Soldiers is presented. As a component of Soldiers...

Gênese, desenvolvimento e prospecções da animação interativa ambientada na internet; Genesis. development and prospects of interactive animation set in the internet

ROCHA, Cláudio Aleixo
Fonte: Universidade Federal de Goiás; BR; UFG; Mestrado em Cultura Visual; Processos e Sistemas Visuais, Educação e Visualidade Publicador: Universidade Federal de Goiás; BR; UFG; Mestrado em Cultura Visual; Processos e Sistemas Visuais, Educação e Visualidade
Tipo: Dissertação Formato: application/pdf
Português
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The various mechanisms of interactivity on the internet introduce new production opportunities and interaction with the digital image. Given this reality, this research aims to investigate, specifically in the field of art, how technological devices in the use of interactivity on the Internet are designed for interactive animations; describes, moreover, how the interactive features contribute to establish and strengthen different forms of experience by the visitor's participation in the exploration, creation, or expansion of the narrative of their own stories.; Os distintos mecanismos de interatividade presentes na Internet instauram novas possibilidades de produção e interação com a imagem digital. Diante desta realidade, a pesquisa propõe investigar, especificamente no campo da arte, como os dispositivos tecnológicos de interatividade inseridos na Internet se instalam na feitura de animações interativas. Descreve, ainda, como tais recursos interativos contribuem para o estabelecimento e fortalecimento de distintas formas de vivenciar experiências, através da participação do interator, na exploração, criação ou expansão da narrativa de suas histórias.

Sto(ry)chastics : a Bayesian network architecture for combined user modeling, sensor fusion, and computational storytelling for interactive spaces; Stochastics : a Bayesian network architecture for combined user modeling, sensor fusion, and computational storytelling for interactive spaces

Sparacino, Flavia, 1965-
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 220 p.; 30537720 bytes; 30537525 bytes; application/pdf; application/pdf
Português
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This thesis presents a mathematical framework for real-time sensor-driven stochastic modeling of story and user-story interaction, which I call sto(ry)chastics. Almost all sensor-driven interactive entertainment, art, and architecture installations today rely on one-to-one mappings between content and participant's actions to tell a story. These mappings chain small subsets of scripted content, and do not attempt to understand the public's intention or desires during interaction, and therefore are rigid, ad hoc, prone to error, and lack depth in communication of meaning and expressive power. Sto(ry)chastics uses graphical probabilistic modeling of story fragments and participant input, gathered from sensors, to tell a story to the user, as a function of people's estimated intentions and desires during interaction. Using a Bayesian network approach for combined modeling of users, sensors, and story, sto(ry)chastics, as opposed to traditional systems based on one- to-one mappings, is flexible, reconfigurable, adaptive, context-sensitive, robust, accessible, and able to explain its choices. To illustrate sto(ry)chastics, this thesis describes the museum wearable, which orchestrates an audiovisual narration as a function of the visitor's interests and physical path in the museum. The museum wearable is a lightweight and small computer that people carry inside a shoulder pack. It offers an audiovisual augmentation of the surrounding environment using a small eye-piece display attached to conventional headphones. The wearable prototype described in this document relies on a custom-designed; (cont.) long-range infrared location-identification sensor to gather information on where and how long the visitor stops in the museum galleries. It uses this information as input to...

Animating Touch

Evgenii Balandin; RICARDO CATALAN GONZALEZ
Fonte: Corporação de Fomento da Produção Publicador: Corporação de Fomento da Produção
Tipo: proyecto
Publicado em 09/04/2013 Português
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Creative Suite For the Touch Generation. Educational Set Of Mobile Apps For Children That Combines Creating Animations And Composing Music With Visual Programming To Create Interactive Stories Simulations And Even Simple Games On Tablets.; Creative Suite For the Touch Generation. Educational Set Of Mobile Apps For Children That Combines Creating Animations And Composing Music With Visual Programming To Create Interactive Stories Simulations And Even Simple Games On Tablets.; Creative Suite For the Touch Generation. Educational Set Of Mobile Apps For Children That Combines Creating Animations And Composing Music With Visual Programming To Create Interactive Stories Simulations And Even Simple Games On Tablets.; Corporación de Fomento de la Producción

SPANGLISH_STORIES

Terri Louise Anderson; HORACIO ALBERTO MELO TORRES
Fonte: Corporação de Fomento da Produção Publicador: Corporação de Fomento da Produção
Tipo: proyecto
Publicado em 27/10/2011 Português
Relevância na Pesquisa
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Spanglish Stories sits astride ecommerce early childhood education and language acquisition. It harnesses the convergence the perfect storm of technology language and education.Spanglish stories encompasses:Technological innovation: Our bespoke content customization engine is currently under development with international programming experts. This tool is the key to Spanglish Stories personalization making every child the star of his or her own story. Such an engine is common for text but no one has yet developed the concept to incorporate a library of images and audio to collate and output as .swf. Spanglish Stories will be the first.Innovation in education: Our 100% original stories are written specifically for specific language development in children, and I have an early childhood specialist working on bilingual language acquisition. Our books are new unique stories written for 1-7 year olds the perfect time for language acquisition. Spanglish Stories front-end under development is an ecommerce and VLE site. The customer selects a story and enters relevant child information name age favorite color pets - depending on the story. They pay online (paypal webpay) and receive the personalized ebook immediately - initially flash with phase II Apps other mobile solutions or POD. The output is a magical story in two languages with gentle animation and audio where the child is the star of hisher own book! Purchasers are invited to join our online community for offers interaction and updates. We are investigating targeted and approved product sponsorship through coupons...

Hyperstories: A Model to Specify and Design Interactive Educational Stories

Lumbreras, Mauricio; Sánchez, Jaime
Fonte: Universidade do Chile Publicador: Universidade do Chile
Tipo: Otro
Português
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Paper to be presented in the XVII International Conference of the Chilean Computer Science Society, November 13 - 15, 1997, Valparaíso, Chile.; We introduce a conceptual model for building interactive hypermedia literary stories. Hyperstories extend and plasticize the idea of «branching games» and the classic «choose your own adventure» stories. The model combines static and dynamic objects embedded in nested contexts to allow flexible navigation through virtual worlds. Hyperstories include the concept of object migration between nodes, underexplored in hypermedia environments. As a result, the model supports objects manipulated by the learner, autonomous objects, characters representing entities that behave independently from the user, and a clear separation between content and interface representation. We discuss different aspects involved in the implementation of hyperstories. Finally, we analyze some further trends and issues in this growing line of research

Desenvolvimento Profissional,Profissionalidade e Formação Continuada de Professores: possíveis contributos dos relatos autobiográficos profissionais; Mots clés: Développement professionnel des enseignants; Profession - nalité; Récits de vie et formation continue

Alcoforado, Luís; Faculdade de Psicologia e de Ciências da Educação, Coimbra
Fonte: Universidade Federal de Santa Maria Publicador: Universidade Federal de Santa Maria
Tipo: Artigo de Revista Científica Formato: application/pdf
Publicado em 15/01/2014 Português
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http://dx.doi.org/10.5902/1984644411343O debate sobre a contribuição das práticas de formação continuada para o desenvolvimento profissional e a construção da profissionalidade docente continua no centro dos debates atuais sobre educação. Ao longo deste artigo, e partindo de uma análise histórica e de um esclarecimento conceitual destas unidades de análise, procura-se trazer um olhar a partir das ciências da formação, problematizando a construção de uma proposta específica para a formação continuada dos professores, capaz de contribuir para uma ação transformadora ascendente, promotora de maior autonomia e responsabilidade, individual e coletiva. Debate-se igualmente a possibilidade dos relatos autobiográficos profissionais se poderem assumir como uma dessas práticas formativas, apontando-se algumas condições de desenvolvimento, nomeadamente as dimensões interativa, dialógica e emancipatória, para que seja possível cumprir esse objetivo; The debate about the contribution of continuing training practices - for the professional development and for the construction of tea - chers’professionality remains in the centre of the actual debate on education. Throughout this study, starting from a historical analysis and a conceptual clarification of these units of analysis...

The Game Master : A take on procedurally generated game storylines

Lopez Latorre, Maria
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: info:eu-repo/semantics/bachelorThesis; Text Formato: application/pdf
Publicado em 12/02/2015 Português
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As a collective, Mankind has always had a strong desire to obtain entertainment and create stories. From the beginning of our days to the point of technological advance of our era, leisure has adapted and grown to take advantage of the potential of whichever media was available. This is what made video games possible, and with their conception, Interactive Narrative, which allows us to take a role previously never experienced story telling, as spectators were never able to fully become a part of the lore of the story. Although this is a significant difference with traditional media, as soon as we allow our computer systems to be the conductor of our stories, to narrate them and modify them as we play, why can't we let them take care of making the story as well? In the course of this project we will explore the foundations of story generation and research how we could define creativity to a computer system. We will also consider what previous solutions have been implemented in the past and we will make a small, humble proposal of our own to attempt to answer one of the most complicated questions of this field: Can computer systems be creative?; El desig de l'ésser humà de obtenir entreteniment i crear històries ha estat amb nosaltres des dels principis del temps...

Genoma digital

Moreno,Isidro
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: Article; info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion Formato: application/pdf
Publicado em //2001 Português
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Utilizando la analogía del genoma humano, se reflexiona sobre la complejidad del genoma digital y sobre algunos aspectos que impiden una evolución más rápida y científica del mundo hipermedia. Animismo tecnológico, denominaciones inadecuadas, como páginas web, interfaces opacas..., invitan a una redefinición de los medios en soporte digital. La influencia del soporte sobre el medio viene dada por las nuevas posibilidades que ofrece, facilitando la materialización de hipotéticas paradojas, como la linealidad interactiva en la televisión digital. Hasta los cimientos del arte se remueven y redefinen. Revolución narrativa con unos atributos fundamentales (interactivo, multimedia, digital...) que permiten al clásico lector pasivo transmutarse en lectoautor, en coautor de los múltiples relatos hipermedia que propician las ya no tan nuevas tecnologías.; Using the human genome analogy, you can reflect about digital genome complexity, applying this reflections about some aspects that prevent you from a quick and scientific development of hypermedia world. Technological animism, inappropriate definition, such as Web pages, pull interfaces..., make you think of a redefinition of the digital media. The influence of the vehicle about medium is marked with the new possibilities that it offers...

Interactive animated storybook based on Korean folk tale

Lee, Hyung-Joo
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
37.632754%
The intended purpose of my project was to develop an interactive animated storybook for children based on a Korean folk tale. Unlike a traditional storybook, I created an interactive computer program for children with diverse interactive animations. I wanted to explore how multimedia design can be entertaining and educational simultaneously.

Storytelling of the Korean traditional dance "The Hahoe Mask" using interactive multimedia

Lee, Hee Jung
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado Formato: 3483673 bytes; application/pdf
Português
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The project, "Storytelling of Korean traditional dance 'The Hahoe mask'" is the cultural collection using interactive multimedia. It provides a way to keep our intangible properties and interpret Korean cultural performances to users who are interested in Korean culture. This thesis is developed in two categories: three stories and one game. The three stories are the Mudong Play, the Monk Play and the Yangban Play and the game is the Butcher's shooting game, referring to the Peakchong Play. This project has presented a way to keep Korean cultural resources in an entertaining and user-friendly way. Through this project, users can participate in storytelling as if facing with real cultural events and can be exposed to creative aspects, not only to develop valuable cultural experiences but to rediscover our hidden cultural values.

Psychographic factors and prospective students’ use of interactive features on admissions websites of institutes of higher education

Cheong, Nicholas
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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This study assessed the relationship between psychographic factors and the liking and use of interactive features. Prospective and freshman college students were surveyed regarding their activities, interests and opinions, and on their liking and use of interactive features on Websites of Institutes of Higher Education (IHEs). Price consciousness was related to the following: liking of Frequently Asked Questions and blogs; and to the use of tuition cost estimators, instant messaging with current students; and links to student run magazines, and student and alumni success stories. Active users of social media Websites did not differ significantly from non-users in their liking and use of computer-mediated communication features.

Museum of Formosan Aborigines

Cheng, Yuan-Feng
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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In the beginning, the purpose of this thesis was to explore the feasibility of creating a computer-based visual museum. I wanted to experiment with 3-D interactivity, such as how to set up the cursor movement in a 3-D world and how to use 3-D animation in interactive multimedia. I wanted to use Native Americans as the subject of this 3-D museum project. After I sent my thesis proposal to our department, I found my classmate's project was about Native Americans also. Therefore, I decided on another topic. In July 1995, 1 went back to Taiwan to visit my friends. I found that Sinorama magazine had a series of articles discussing Taiwan's indigenous culture. By this chance, I reviewed their culture from hunting to battle, agriculture to fishing; from weddings to funerals, worship to exorcism, prayers for good harvests to harvest celebrations; from leg ends to stories, myths to ethnic-origin tales, concepts of nature to the view of the world. Their culture was so exciting to me. I started to think about changing the subject of my thesis. I discussed the idea with my friends. All of them encouraged me to do this project and also helped me to do research. This thesis still focuses on the 3-D museum, which attempts to preserve the tribes' rich past and present it in an intuitive way. Interactive media is used to maintain the audience's attention while introducing them to a foreign society. The interactive program was created using numerous computer software packages...

Recreating East Asia creatures that exist in mythology as RPG fantasy characters

Kim, Woosang
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Today, MMORPG Games (massively multiplayer online role-playing games) are one of the most popular games in the PC online game genre because users can enjoy the game with other players. They can also choose their own characters and control the character`s avatar. Wide selection of characters available is one of the most important elements in the game. These characters have to be well-designed to draw the user`s attention. These characters, which appear in fantasy MMORPG (World of War craft), and their special features originate from Western myths and ancient stories. Likewise, East Asian has a long history with many myths and ancient stories. Creatures appear in these stories that have interesting features similar to Western creatures. After realizing the unique and interesting features of the creatures in East Asian myths, led to the idea of creating them as MMORPG characters For this project, Dokkebie (Pa-in Folk painting Research Institute) and Haetae, which are creatures that appear in Korea myths, were chosen because of their special and interesting elements that can be implemented as MMORPG characters. Dokkebie has a huge body, big canine teeth and a horn on the head in addition to similar features to humans. Haetae has the same form of a lion...

L’Dor VaDor: Remembering the Cleveland Jewish immigration experience

Feldman, Roxanne
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Jewish people heavily contributed to the growth and development of the city of Cleveland. Their impact extended from creating major businesses to influence in education and culture. Jewish immigration, an integral piece of Cleveland’s history, offers many memories that constitute an interactive, educational, and engaging exhibit. The goal of this interactive project is to inform users about what life was like as a Jewish immigrant or resident in Cleveland by sharing stories of individuals in the community and in my family. Through exploration of photographs, videos, and an interactive map, users will be able to identify noteworthy businesses, organizations, and people and follow the expansion of the Jewish community in the Cleveland area. Understanding how Jewish people have contributed to the growth of the city will allow visitors to gain an appreciation for the diversity and overall impact of Jews across the country.

A computational approach to eliciting and modeling stories with social interactions

Pino Gallardo, Sergio
Fonte: University of Delaware Publicador: University of Delaware
Tipo: Tese de Doutorado
Português
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Winbladh, Kristina; In this work, we explored a middle point between the common approach of sharing knowledge using oral narratives and the automatic approach of generation of narratives by computational tools. We describe a new model to capture the flow of events of a story and the changes in the social interactions between the characters as the story progresses. We present a description of the software implementation of the model. Also, we provide a discussion about the design and implementation of the computational tool used to capture stories with the proposed model. The main motivation of this work lies on the fact that each domain of knowledge has people with a wide range of experience and expertise in that domain. Also, within each domain people use narratives as an e ffective medium of transferring their knowledge. A crucial point is that individuals of a domain have the potential of making valuable contributions to the body of knowledge and that those contributions are often driven in a narrative fashion. In addition, as interactive entertainment continues its role as a pervasive element of today's culture, the potential of a meaningful experience through the use of narratives can only be achieved if there are tools that aid a wider audience in the creation of those narratives. The AI community has recognized the overwhelming task of authoring stories for interactive entertainment...