Academic literature on the topic 'Digital interactive storytelling'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Digital interactive storytelling.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Digital interactive storytelling"

1

Smed, Jouni. "Interactive Storytelling." International Journal of Virtual Communities and Social Networking 6, no. 1 (2014): 22–34. http://dx.doi.org/10.4018/ijvcsn.2014010102.

Full text
Abstract:
Interactive digital storytelling (IDS) aims at generating dramatically compelling stories based on the user's input. During a quarter of a century of research, IDS has promised to change the way computer games and other interactive applications tell stories. This paper reviews the theory behind IDS as well as the current state of IDS research, and studies whether – and how – IDS can improve interactive applications in general and computer games in particular.
APA, Harvard, Vancouver, ISO, and other styles
2

김춘희, Kyu Jung Kim, and Jeehyun Yang. "The Interactive Recomposition based Digital storytelling in Interactive Animation." Korean Journal of Art and Media 12, no. 2 (2013): 111–21. http://dx.doi.org/10.36726/cammp.2013.12.2.111.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Khundam, Chaowanan. "Storytelling Platform for Interactive Digital Content in Virtual Museum." ECTI Transactions on Computer and Information Technology (ECTI-CIT) 15, no. 1 (2020): 34–49. http://dx.doi.org/10.37936/ecti-cit.2021151.239948.

Full text
Abstract:
Virtual Reality (VR) generates realistic visualization and sensation applied to various practises. Virtual Museum (VM) is a use case where VR may be applied to convince museum visitors to participate with a story told through digital content. Recently, immersive VR technologies are intensively developed providing a lot of devices which support interactive VM application. In a development of interactive VM, interaction is always depending on the selected device. Then content is tuned to fit specific device capacity; major development must be addressed again whenever the virtual environment is adapted to a new device. This paper proposed a storytelling platform to assist interactive content design which is device independent. Our framework provides high-level abstraction of story and interaction which is then translated to any low-level device. Storytelling model and interaction model are introduced to create a common language for story making. It works with a viewer, an asset manager, an event editor and a timeline to achieve virtual environments organization and interaction assignment. An example of interactive content design on our platform is presented to demonstrate the development process which can be applied to collaborative interactive content designing in the future work.
APA, Harvard, Vancouver, ISO, and other styles
4

Narawi, Nur Azima Alya, Hayati Abd Rahman, Nazrul Azha Mohamed Shaari, and Wan Ya Wan Hussin. "INTERACTIVE STORY GRAPH STRUCTURE FOR DIGITAL STORYTELLING." MALAYSIAN JOURNAL OF COMPUTING 5, no. 2 (2020): 619. http://dx.doi.org/10.24191/mjoc.v5i2.10364.

Full text
Abstract:
The flow of the storyline should be structured well and organized to make it understandable and complete. The most attractive and interesting storytelling nowadays is digital storytelling, as all the information and entertainment move into digital devices. To make digital storytelling more interactive and attractive, some interactive features, such as interactivity, iteration, and multi-option incorporated in the story structure. Nevertheless, the interactive features should be explained well in the story structure to ease the process of interpreting the interactive storyline. However, the existing story structure could not support those features. Therefore, the creation of a new story structure will help the process of interpreting an interactive storyline with those interactive features. This paper will demonstrate the new story structure that blends well with the interactive features by modifying the existing story structure approach. The flow of the storyline in a new story structure can be created by applying a few new symbols that match the storyline by following the guidelines on making a new story structure. The new story structure has been evaluated by 10 expert reviews with the aim to look at the acceptance and usability of the new story structure as part of the process to interpret the interactive storyline for digital storytelling. The results of the evaluation were tested using SPSS software with a value of 88.89% by analyzing the data from descriptive analysis and bar charts.
APA, Harvard, Vancouver, ISO, and other styles
5

Nack, Frank, and Annika Waern. "Mobile digital interactive storytelling—a winding path." New Review of Hypermedia and Multimedia 18, no. 1-2 (2012): 3–9. http://dx.doi.org/10.1080/13614568.2011.641418.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Flórez-Aristizábal, Leandro, Sandra Cano, César A. Collazos, Fernando Benavides, Fernando Moreira, and Habib M. Fardoun. "Digital transformation to support literacy teaching to deaf Children: From storytelling to digital interactive storytelling." Telematics and Informatics 38 (May 2019): 87–99. http://dx.doi.org/10.1016/j.tele.2018.09.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Paramitha, Anak Agung Istri Ita, Made Windu Antara Kesiman, and I. Ketut Resika Arthana. "Pengembangan “Digital Interactive Storyteller” Berbasis Android Untuk Tunanetra." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 3, no. 3 (2014): 142. http://dx.doi.org/10.23887/janapati.v3i3.9824.

Full text
Abstract:
Storytelling merupakan suatu kesenian yang dilakukan secara lisan dengan alat atau tanpa alat untuk menyampaikan sesuatu yang dapat berupa pesan, informasi ataupun cerita yang menghibur. Storytelling memiliki banyak manfaat dalam perkembangan anak, salah satunya adalah mengembangkan imajinasi anak. “Digital Interactive Storyteller” merupakan aplikasi storytelling dengan menggunakan perangkat Android yang ditujukan untuk pengguna tunanetra. Penelitian ini bertujuan untuk merancang dan mengimplementasikan rancangan aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra. Pengembangan aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra menggunakan siklus hidup pengembangan perangkat lunak SDLC (Software Development Life Cycle) dengan model waterfall atau model air terjun. Fitur utama dalam aplikasi ini adalah audio dongeng interaktif dengan menggunakan perangkat Android. Interaktif yang dimaksudkan adalah pengguna dapat memilih alur dongeng sendiri. Hasil dari penelitian ini yaitu perancangan dan implementasi dari aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra yang telah berhasil dilakukan. Perancangan dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Language). Diimplementasikan dalam bahasa pemrograman Java dengan menggunakan editor Eclipse dan plug-ins ADT (Android Development Tools). Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan.
APA, Harvard, Vancouver, ISO, and other styles
8

Grigsby, Yurimi, Carolyn Theard-Griggs, and Christopher Lilly. "(Re)Claiming Voices: Digital Storytelling and Second Language Learners." Acta Technologica Dubnicae 5, no. 1 (2015): 60–67. http://dx.doi.org/10.1515/atd-2015-0034.

Full text
Abstract:
AbstractWith almost five million English language learners in the United States, digital storytelling is increasingly being used in second language learning classrooms. As a teaching and learning strategy, digital storytelling can promote critical thinking, connect new content with prior knowledge, enhance memory, and foster confidence and motivation for learning. Digital stories possess unique narrative qualities that often center on identity negotiation and the ways culturally and linguistically diverse students make meaning out of their lives. Fostering hands-on, active learning, digital storytelling is an interactive way to include culturally and linguistically diverse students’ voices in a curriculum that may not easily represent them. Practical implementation of digital storytelling is included.
APA, Harvard, Vancouver, ISO, and other styles
9

Rizvic, Selma, Dusanka Boskovic, Vensada Okanovic, Sanda Sljivo, and Merima Zukic. "Interactive digital storytelling: bringing cultural heritage in a classroom." Journal of Computers in Education 6, no. 1 (2019): 143–66. http://dx.doi.org/10.1007/s40692-018-0128-7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Jung, Kwanghee, Vinh T. Nguyen, and Jaehoon Lee. "BlocklyXR: An Interactive Extended Reality Toolkit for Digital Storytelling." Applied Sciences 11, no. 3 (2021): 1073. http://dx.doi.org/10.3390/app11031073.

Full text
Abstract:
Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Digital interactive storytelling"

1

Lilja, Josefin. "Interactive digital storytelling and tangibility in cultural heritage museums." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22810.

Full text
Abstract:
This paper focuses on how a single installation can enhance personalization of the information in cultural heritage museums and enhance the overall experience using interactive digital storytelling and the ability to touch artefacts. Interaction design methods helped establish best practices centring on usability. In the process low- fidelity and mid-fidelity prototypes were created based on the field studies such as obeservations in exhibits and interviewing professionals in different museums. The conclusion could be made that artefact and the purpose of the exhibit as an whole does get more intense if one has the opportunity to touch and make it part of the visitors journey can be said.
APA, Harvard, Vancouver, ISO, and other styles
2

Cooper, Simon. "DISE : a game technology-based digital interactive storytelling framework." Thesis, Liverpool John Moores University, 2011. http://researchonline.ljmu.ac.uk/6101/.

Full text
Abstract:
This thesis details the design and implementation of an Interactive Storytelling Framework. Using software engineering methodology and framework development methods, we aim to design a full Interactive Storytelling system involving a story manager, a character engine, an action engine, a planner, a 3D game engine and a set of editors for story data, world environment modelling and real-time character animation. The framework is described in detail and specified to meet the requirement of bringing a more dynamic real-time interactive story experience to the medium of computer games. Its core concepts borrow from work done in the fields of narrative theory, software engineering, computer games technology, HCI, 3D character animation and artificial intelligence. The contributions of our research and the novelties lie in the data design of the story which allows a modular approach to building reusable resources such as actions, objects, animated characters and whole story 'levels'; a switchable story planner and re-planning system implementation, allowing many planners, heuristics and schedulers that are compatible with PDDL (the "Planning Domain Definition Language") to be easily integrated with minor changes to the main classes; a 3D game engine and framework for web launched or in browser deployment of the finished product; and a user friendly story and world/environment editor; so story authors do not need advanced knowledge of coding PDDL syntax, games programming or 3D modelling to design and author a basic story. As far as we know our Interactive Storytelling Framework is the only one to include a full 3D cross-platform game engine, procedural and manual modelling tools, a story -editor and customisable planner in one complete integrated solution. The finished interactive storytelling applications are presented as computer games designed to be a real-time 3D first person experience, with the player as a main story character in a world where every context filtered action displayed is executable and the player's choices make a difference to the outcome of the story, whilst still allowing the authors high level constraints to progress the narrative along their desired path(s).
APA, Harvard, Vancouver, ISO, and other styles
3

Grindle, Mark. "The power of digital storytelling to influence human behaviour." Thesis, University of Stirling, 2014. http://hdl.handle.net/1893/21800.

Full text
Abstract:
The aim of this multi-disciplinary research was to explore the power of digital, interactive or participatory storytelling to influence human behaviour in the context of public health. It addressed three related questions: RQ1: Does digital storytelling have the power to influence human behaviour? RQ2: If digital storytelling can influence human behaviour then how might it do so? RQ3: Is a ‘digital storytelling framework’ feasible as an approach to behaviour change? Four linked qualitative studies were conducted: a scoping review, in-depth interviews with 11 international ‘digital storytellers’, two case studies of ‘digital storytelling designed to influence human behaviour’ and six focus groups with 35 adolescent ‘digital story participants’. The research found that: RA1: Digital storytelling appears to influence human behaviour. RA2: Digital storytelling appears to influence by engaging at ever deepening emotional and non-conscious levels. Commerce appears to understand and embrace this power: But public health appears to rely on traditional uni-directional, non-participatory message led approaches and appeals to cognition. This presents threats and opportunities to public health. RA3: The proposed ‘digital storytelling framework’ is feasible and desirable as a behaviour change paradigm. The thesis concludes that Digital Storytelling appears to influence human behaviour. It appears to derive its power to influence by facilitating unprecedented depths of emotional engagement potentially en route to behaviour change. The current imbalance in how commerce and public health corral the power of digital storytelling suggests that the latter might embrace its potential; and tougher regulation might constrain how the former uses it to market harmful products. The proposed digital storytelling framework makes a valuable creative, analytical and critical contribution to both of these ends. Its core principles have informed the design of numerous story-led digital health interventions; and they now sit at the core of a counter-marketing campaign to reduce harmful effects of marketing on children’s health.
APA, Harvard, Vancouver, ISO, and other styles
4

Mavridis, George. "Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104993.

Full text
Abstract:
Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an online community where collaboration, co-creation, and knowledge distribution play an important role. Therefore, it can be studied under the scope of Digital Humanities as well. The theoretical framework of interactive storytelling and digital communication suggests that hyperlinks, page preview bottoms, or interactive catalogs are applied in Wikipedia's environment to help users absorb information and construct their narratives. The findings of this thesis offer practical insights on how Wikipedia's interactive storytelling tools empower users with the ability to develop their stories and become editors/authors and provide a foundation for further academic research on user experience and how to improve interactivity and digital communication in Wikipedia
APA, Harvard, Vancouver, ISO, and other styles
5

Spierling, Ulrike Martina. "'Implicit creation' : non-programmer conceptual models for authoring in interactive digital storytelling." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/1195.

Full text
Abstract:
Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work.
APA, Harvard, Vancouver, ISO, and other styles
6

Mott, Dana. "Developing Participant Investment within Digital Interactive Stories." Honors in the Major Thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/782.

Full text
Abstract:
This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf<br>B.S.<br>Bachelors<br>Arts and Sciences<br>Digital Media
APA, Harvard, Vancouver, ISO, and other styles
7

Barros, Leandro Motta. "Um modelo para prover consistência narrativa em Interactive Storytelling." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2235.

Full text
Abstract:
Made available in DSpace on 2015-03-05T13:58:26Z (GMT). No. of bitstreams: 0 Previous issue date: 23<br>Universidade do Vale do Rio dos Sinos<br>Interactive Storytelling (IS) é uma área de pesquisa que busca o desenvolvimento de técnicas que permitam a criação de sistemas computacionais interativos com ênfase em aspectos dramáticos e narrativos. Uma das abordagens utilizadas em pesquisas na área de IS consiste no uso de algoritmos de planejamento para definir a seqüência de eventos que compõe a história. Este trabalho se propõe a investigar técnicas que permitam avançar rum à solução de três problemas encontrados por trabalhos que seguem a abordagem baseada em planejamento: (i) a abordagem não é inerentemente consistente narrativamente; (ii) o usuário pode levar a história a situações sem saída, em que o algoritmo de planejamento é incapaz de encontrar uma solução para a história; e (iii) uma carga de trabalho muito grande é posta sobre o autor das histórias. Para enfrentar estes problemas, são apresentados três mecanismos que podem ser incluídos em modelos de IS baseados em planejamento: (i) uma técnica que permite fazer as histórias geradas pelo sis<br>Interactive Storytelling (IS) is a research area that aims the development of techniques allowing the creation of interactive systems with emphasis in dramatic and narrative aspects. One approach used in previous work in IS is the use of planning algorithms to define the sequence of events that compose the story. This work intends to investigate techniques that allow to advance towards the solution of three problems found in previous work based on the planning approach for IS: (i) this approach is not inherently narratively consistent; (ii) the user can bring the story to a dead end, in which the planning algorithm cannot find a solution to the story; and (iii) an excessively high workload is put on the stories authors. In order to challenge these problems, three mechanisms that can be added to planning-based IS systems are being proposed: (i) a technique that allows to make the system-generated stories follow a tension arc defined by the story author; (ii) a mechanism that strives to foresee and avoid dead e
APA, Harvard, Vancouver, ISO, and other styles
8

Goudoulakis, E. "DIEGESIS : a multi-agent Digital Interactive Storytelling framework using planning and re-planning techniques." Thesis, Liverpool John Moores University, 2014. http://researchonline.ljmu.ac.uk/4512/.

Full text
Abstract:
In recent years, the field of Digital Interactive Storytelling (DIS) has become very popular both in academic circles, as well as in the gaming industry, in which stories are becoming a unique selling point. Academic research on DIS focuses in the search for techniques that allow the creation of systems that can generate dynamically interesting stories which are not linear and can change dynamically at runtime as a consequence of a player’s actions, therefore leading to different story endings. To reach this goal, DIS systems usually employ Artificial Intelligence planning and re-planning algorithms as part of their solution. There is a lack of algorithms created specifically for DIS purposes since most DIS systems use generic algorithms, and they do not usually assess if and why a given algorithm is the best solution for their purposes. Additionally, there is no unified way (e.g. in the form of a selection of metrics) to evaluate such systems and algorithms. To address these issues and to provide new solutions to the DIS field, we performed a review of related DIS systems and algorithms, and based on the critical analysis of that work we designed and implemented a novel multi-agent DIS framework called DIEGESIS, which includes –among other novel aspects- two new DIS-focused planning and re-planning algorithms. To ensure that our framework and its algorithms have met the specifications we set, we created a large scale evaluation scenario which models the story of Troy, derived from Homer’s epic poem, “Iliad”, which we used to perform a number of evaluations based on metrics that we chose and we consider valuable for the DIS field. This collection of requirements and evaluations could be used in the future from other DIS systems as a unified test-bed for analysis and evaluation of such systems.
APA, Harvard, Vancouver, ISO, and other styles
9

Windhaber, Kevin. "How interactive storytelling in a digital role-playing game can improve the learnability of Japanese Kanji." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15746.

Full text
Abstract:
This work explores the possibility of Interactive Storytelling being able to mediate meanings of Chinese Characters used in the Japanese language, or kanji, and successful learning foundations of kanji. A great inspiration for this work was Dr. James Heisig and his series of books “Remembering the Kanji”. The advanced learning principles he proposed were used as a foundation to create an interactive storytelling experience prototype to test if students were able to pick up on said learning strategies and also meanings of kanji. Furthermore, to ensure didactical correctness of the software teachers of Japanese and Japanese studies were asked as well to participate in the test phase with the request for didactic feedback. The obtained results showed that learnability was improved, speaking for the future prospects of this project.
APA, Harvard, Vancouver, ISO, and other styles
10

Colás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems." Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.

Full text
Abstract:
Storytelling is one of the oldest models of cultural expression in human history. Thanks to the evolution of information technologies, the Web 2.0 paradigm has impacted in this field: some modern audiences actively participate in their favorite narrative worlds. We define Shared Narrative spaces as informative spaces concerning narratives created, developed and maintained through the collaboration of multiple authors. Our research aims to understand the perception of SNS using a HCI (human-computer interaction) lens, and to define the determinant factors affecting users’ interaction (exploration, comprehension and contribution) with them. We approach the issues of multiple authoring as an opportunity for collaboration through a storyline paradigm grounded on classic narratology, and use it to examine the users’ perception and exploration of SNS. We propose an analysis framework that suits the comparative analysis of narrative systems of very diverse nature, which allows us to study the interplay of fundamental HCI aspects. Finally, we lay out the bases of a general model to approach the design of a wide range of collaborative narrative systems.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Digital interactive storytelling"

1

Miller, Carolyn Handler. Digital Storytelling. Elsevier Science, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Brice, Adam. Digital storytelling. Curriculum Corp., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Brice, Adam. Digital storytelling. Curriculum Corp., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Göbel, Stefan, Rainer Malkewitz, and Ido Iurgel, eds. Technologies for Interactive Digital Storytelling and Entertainment. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11944577.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Göbel, Stefan, Ulrike Spierling, Anja Hoffmann, et al., eds. Technologies for Interactive Digital Storytelling and Entertainment. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/b98252.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Digital storytelling: A creator's guide to interactive entertainment. 2nd ed. Focal Press, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Miller, Carolyn Handler. Digital storytelling: A creator's guide to interactive entertainment. Elsevier/Focal Press, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

1951-, Aylett Ruth, ed. Interactive storytelling: Third Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Edinburgh, UK, November 1-3, 2010 : proceedings. Springer, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Ulrike, Spierling, and Szilas Nicolas, eds. Interactive storytelling: First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, Erfurt, Germany, November 26-29, 2008 : proceedings. Springer, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Joint International Conference on Interactive Digital Storytelling (1st 2008 Erfurt, Germany). Interactive storytelling: First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, Erfurt, Germany, November 26-29, 2008 : proceedings. Springer, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Digital interactive storytelling"

1

Morelli, Alysson K., Gabriel C. Chaves, and Tiago M. Belchior. "Digital Video and Interactivity." In Interactive Storytelling. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_39.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Goins, Elizabeth. "Structuring Digital Game Stories." In Interactive Storytelling. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_27.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Grandison, Tanis. "Folklore and Digital Media: Unpacking the Meaning of Place Through Digital Storytelling." In Interactive Storytelling. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_78.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Szilas, Nicolas, Thomas Boggini, and Paolo Petta. "Sharing Interactive Digital Storytelling Technologies." In Interactive Storytelling. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25289-1_52.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Daiute, Colette, and Robert O. Duncan. "Interactive Imagining in Interactive Digital Narrative." In Interactive Storytelling. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71027-3_26.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Spierling, Ulrike, Nicolas Szilas, Steve Hoffmann, and Urs Richle. "Workshop: Education in Interactive Digital Storytelling." In Interactive Storytelling. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_45.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ferri, Gabriele. "Touchscreen Poetry: Analyzing Gestural Digital Poems." In Interactive Storytelling. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27036-4_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Truesdale, John, Sandy Louchart, Neil Suttie, and Ruth Aylett. "Investigating Narrative Modelling for Digital Games." In Interactive Storytelling. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27036-4_38.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Koenitz, Hartmut. "Design Approaches for Interactive Digital Narrative." In Interactive Storytelling. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27036-4_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Koenitz, Hartmut. "Five Theses for Interactive Digital Narrative." In Interactive Storytelling. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12337-0_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Digital interactive storytelling"

1

Limberger, Ramon, Cesar Tadeu Pozzer, Bruno Feijo, and Edirlei Soares de Lima. "Supporting Characters in Interactive Storytelling." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.39.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Wichrowski, Marcin. "Teaching Digital Interactive Storytelling In Practice." In the 2014 Mulitmedia, Interaction, Design and Innovation International Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2643572.2643582.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

de Lima, Edirlei Soares, Felipe Joao Gheno, and Ana Viseu. "Sketch-Based Interaction for Planning-Based Interactive Storytelling." In 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2020. http://dx.doi.org/10.1109/sbgames51465.2020.00029.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Camanho, Marcelo de Melo, Angelo Ernani Maia Ciarlini, Antonio Luz Furtado, Bruno Feijó, and Cesar Tadeu Pozzer. "A Model for Interactive TV Storytelling." In 2009 VIII Brazilian Symposium on Games and Digital Entertainment. IEEE, 2009. http://dx.doi.org/10.1109/sbgames.2009.31.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sharaha, Islam, and Amal AL Dweik. "Digital Interactive Storytelling Approaches : A Systematic Review." In Third International Conference on Computer Science & Engineering. Academy & Industry Research Collaboration Center (AIRCC), 2016. http://dx.doi.org/10.5121/csit.2016.61002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Lima, Edirlei Soares de, Bruno Feijo, Simone Barbosa, et al. "Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Marchetti, Emanuela. "Micro Culture: Interactive Storytelling and Learning in the Museum." In 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012). IEEE, 2012. http://dx.doi.org/10.1109/digitel.2012.22.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Arndt, Sebastian, Veli-Pekka Räty, Wendy Ann Mansilla, Francisco Ibanez, Scott Davies, and Andrew Perkis. "Workshop on Interactive Digital Storytelling in Broadcasting Environment." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 2017. http://dx.doi.org/10.1145/3077548.3078628.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Cheong, Yun-Gyung, Kinam Park, Woo-Hyun Park, and Byung-Chull Bae. "A database-centric architecture for interactive storytelling." In FDG'17: International Conference on the Foundations of Digital Games 2017. ACM, 2017. http://dx.doi.org/10.1145/3102071.3106356.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Ling He and Xiaoqiang Hu. "The application of Digital Interactive Storytelling in Serious Games." In 2010 2nd International Conference on Networking and Digital Society (ICNDS). IEEE, 2010. http://dx.doi.org/10.1109/icnds.2010.5479136.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography