Letteratura scientifica selezionata sul tema "Data storytelling"

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Articoli di riviste sul tema "Data storytelling"

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Heeg, Robert. "Data storytelling". Research World 2015, n. 53 (settembre 2015): 10–15. http://dx.doi.org/10.1002/rwm3.20255.

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King, Thomas. "Books: Effective Data Storytelling". Significance 17, n. 4 (29 luglio 2020): 43. http://dx.doi.org/10.1111/1740-9713.01429.

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Julianingsih, Denok, e Endang Krisnawati. "Efektivitas Video Digital Storytelling terhadap Hasil Belajar Siswa Kelas X Materi Trigonometri". Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang 4, n. 1 (20 gennaio 2020): 129. http://dx.doi.org/10.31331/medivesveteran.v4i1.975.

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Penelitian ini bertujuan untuk mengetahui: 1) perbedaan hasil belajar siswa yang diajar menggunakan video Digital Storytelling dengan siswa yang diajar tanpa menggunakan video Digital Storytelling, 2) efektivitas penggunaan video Digital Storytelling terhadap hasil belajar siswa. Penelitian ini dilakukan di SMA Muhammadiyah 4 pada siswa kelas X. Penelitian ini merupakan penelitian eksperimen dengan teknik probability sampling. Desain pada penelitian ini menggunakan model pretest - posttest control group design. Pengumpulan data dengan menggunakan soal pretest dan posttest menggunakan skor pretest dan skor posttest. Teknik analisa data yang digunakan menggunakan analisis deskriptif dan analisis inferensial. Hasil penelitian menunjukkan ada perbedaan rata-rata hasil belajar siswa yang diajar menggunakan video Digital Storytelling dengan siswa yang diajar tanpa menggunakan video Digital Storytelling. Perbedaan rata-rata hasil belajar antara post-test eksperimen dengan post-test kontrol dari hasil uji Independent Sample Test tersebut adalah 8.67778 sehingga media Digital Storytelling efektif digunakan dalam pembelajaran trigonometri. Penggunaan video Digital Storytellling terbukti efektif digunakan pada pembelajaran trigonometri karena berdasarkan hasil uji independent sample test menunjukkan dapat meningkatkan hasil belajar siswa. Kata kunci: media pembelajaran, video digital storytelling, hasil belajar. ABSTRACT This study aims to determine: 1) differences in student learning outcomes taught using Digital Storytelling videos and students taught without using Digital Storytelling videos, 2) the effectiveness of using Digital Storytelling videos on student learning outcomes. This research was conducted at Muhammadiyah 4 High School in class X students. This study was an experimental study with sampling using probability sampling techniques. The design in this study used a pretest - posttest control group design model. Data collection using pretest scores and posttest scores. The data analysis technique used is descriptive analysis and inferential analysis. The results showed there were differences in the average learning outcomes of students who were taught using Digital Storytelling videos with students who were taught without using Digital Storytelling videos. The difference in average learning outcomes is 8.67778 so that the Digital Storytelling media is effectively used in trigonometric learning. Keywords: learning media, digital video storytelling, learning outcomes.
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Boldosova, Valeriia, e Severi Luoto. "Storytelling, business analytics and big data interpretation". Management Research Review 43, n. 2 (23 agosto 2019): 204–22. http://dx.doi.org/10.1108/mrr-03-2019-0106.

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Purpose The purpose of this paper is to explore the role of storytelling in data interpretation, decision-making and individual-level adoption of business analytics (BA). Design/methodology/approach Existing theory is extended by introducing the concept of BA data-driven storytelling and by synthesizing insights from BA, storytelling, behavioral research, linguistics, psychology and neuroscience. Using theory-building methodology, a model with propositions is introduced to demonstrate the relationship between storytelling, data interpretation quality, decision-making quality, intention to use BA and actual BA use. Findings BA data-driven storytelling is a narrative sensemaking heuristic positively influencing human behavior towards BA use. Organizations deliberately disseminating BA data-driven stories can improve the quality of individual data interpretation and decision-making, resulting in increased individual utilization of BA on a daily basis. Research limitations/implications To acquire a deeper understanding of BA data-driven storytelling in behavioral operational research (BOR), future studies should test the theoretical model of this study and focus on exploring the complexity and diversity in individual attitudes toward BA. Practical implications This study provides practical guidance for business practitioners who struggle with interpreting vast amounts of complex data, making data-driven decisions and incorporating BA into daily operations. Originality/value This cross-disciplinary study develops existing BOR, storytelling and BA literature by showing how a novel BA data-driven storytelling approach can facilitate BA adoption in organizations.
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Neifer, Thomas, Dennis Lawo, Paul Bossauer, Margarita Esau e Anna-Maria Jerofejev. "Data Storytelling als kritischer Erfolgsfaktor von Data Science". HMD Praxis der Wirtschaftsinformatik 57, n. 5 (ottobre 2020): 1033–46. http://dx.doi.org/10.1365/s40702-020-00662-3.

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Holland, Kate, e Sora Park. "Making sense: data, publics and storytelling". Communication Research and Practice 6, n. 1 (2 gennaio 2020): 1–2. http://dx.doi.org/10.1080/22041451.2020.1734287.

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Ojo, Adegboyega, e Bahareh Heravi. "Patterns in Award Winning Data Storytelling". Digital Journalism 6, n. 6 (30 novembre 2017): 693–718. http://dx.doi.org/10.1080/21670811.2017.1403291.

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Mordvinova, Olga, e Sandra Nieves. "Dateninhalte besser begreifen mit Data Storytelling". Informatik Spektrum 42, n. 6 (15 novembre 2019): 419–28. http://dx.doi.org/10.1007/s00287-019-01221-x.

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Davey, Neil Gordon, e Grete Benjaminsen. "Telling Tales: Digital Storytelling as a Tool for Qualitative Data Interpretation and Communication". International Journal of Qualitative Methods 20 (1 gennaio 2021): 160940692110225. http://dx.doi.org/10.1177/16094069211022529.

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Academic journal articles often do not embody the rich accounts of long-term qualitative field work, while creative storytelling offers researchers an alternative way to reflect upon and communicate their findings. Digital storytelling is an emerging research methodology increasingly used to gather qualitative data but not so often to communicate results. As part of the ICT4COP research project, which investigates community policing and police-reform in post-conflict settings, we decided to try out digital storytelling to communicate some of the findings from the research. During the process, we observed that the digital storytelling methodology led researchers to approach their data differently. This article explores our adapted digital storytelling methodology. We draw similarities with ethnographic storytelling and highlight the digital storytelling methodology both as a means of dissemination, as well as an alternative approach to data interpretation for qualitative researchers.
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Daradkeh, Mohammad Kamel. "An Empirical Examination of the Relationship Between Data Storytelling Competency and Business Performance". Journal of Organizational and End User Computing 33, n. 5 (settembre 2021): 42–73. http://dx.doi.org/10.4018/joeuc.20210901.oa3.

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With the proliferation of big data and business analytics practices, data storytelling has gained increasing importance as an effective means for communicating analytical insights to the target audience to support decision-making and improve business performance. However, there is a limited empirical understanding of the relationship between data storytelling competency, decision-making quality, and business performance. Drawing on the resource-based view (RBV), this study develops and validates the concept of data storytelling competency as a multidimensional construct consisting of data quality, story quality, storytelling tool quality, storyteller skills, and storyteller domain knowledge. It also develops a mediation model to examine the relationship between data storytelling competency and business performance, and whether this relationship is mediated by decision-making quality. Based on an empirical analysis of data collected from business analytics practitioners, the results of this study reveal that the data storytelling competency is positively linked to business performance, which is partially mediated by decision-making quality. These results provide a theoretical basis for further investigation of possible antecedents and consequences of data storytelling competency. They also offer guidance for practitioners on how to leverage data storytelling capabilities in business analytics practices to improve decision-making and business performance.
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Tesi sul tema "Data storytelling"

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Furrier, Sean Alexander, e Sean Alexander Furrier. "Communicating Data: Data-Driven Storytelling". Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/624989.

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Data is more abundant than ever, yet its utility is diminished by a lack of understanding and difficulty in communicating insights. This thesis seeks to test the effectiveness of data-driven storytelling as a means to solve this disconnect. Research conducted includes reading previous literature on the subject, interviewing journalists and data practitioners as well as learning to use various software tools. This research focuses on communicating engaging stories by finding, cleaning, analyzing and visualizing data using R, Python, Excel, Tableau, Carto and other software tools. The result is a series of data-driven stories published in the Daily Wildcat on a variety of subjects including campus life, politics, and sports. The conclusion of the thesis finds that data-driven storytelling is an effective medium for communicating data and capitalizing on its potential utility. This conclusion is drawn from the fact that humans intuitively understand narrative and data insights parsed out in this familiar form are more easily understood than data presented in an abstract manner.
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Wahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.

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Rollspel kan ske i många olika former, och rollspelandet online erbjuder spelare en  mängd olika möjligheter för interakton och socialt samspel. Hur går rollspelet tll och  hur påverkar det spelarna som deltar? Den här studien tar upp hur rollspel i et  MMORPG kan gå tll, hur det kan användas i skapande utanför spelets gränser samt  hur de deltagande ser på sin egen medverkan i skapandet av en berätelse genom  rollspel. Undersökningen har gåt ut på at under en td delta i rollspel för at sedan  använda de intryck och händelser som sket inom spelets ramar för at skriva en text.  Därefer har rollspelare intervjuats angående en rad olika områden som berör  rollspel och hur de ser på det. Slutligen så sammanfatas spelarnas egna upplevelser  och de slutsatser som kan dras utfrån dessa kan användas som en grund inför  fortsata studier angående rollspel online.
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Cancino, Quispe Christopher Manuel, e Cubillas Ruth Silvana Carrasco. "Visualización de datos y data storytelling en la toma de decisiones". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/657587.

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La mayoría de las organizaciones toman decisiones a diario de manera intuitiva, pero solo el uso de los datos, visualización y data storytelling, les asegura una ventaja competitiva, ya que, al comprender el mensaje oculto de los datos, les genera valor agregado a las organizaciones. Por ello, el propósito de la investigación es contrastar las diversas posturas y valoración de los autores para responder a la interrogante central de este estudio: ¿cuáles son las principales posturas sobre el uso de la visualización de datos y el data storytelling en la toma de decisiones en las organizaciones? El método de investigación fue del tipo cualitativo que identificó los principales enfoques de distintos autores. El estudio se desprende de una nueva revolución industrial a la que están sometidos los tomadores de decisiones: la revolución digital, y quiénes no tengan la capacidad de decidir de forma ágil y efectiva perecerán; es decir, no importa cuán increíble sea su análisis o valiosa sea su información, no generará ningún cambio en las partes interesadas sino logran comprender lo que han hecho. Por ello, la visualización de datos y el data storytelling hace la gran diferencia en la toma de decisiones y accionar de forma oportuna.
Most organizations make daily decisions intuitively, but only the use of data, visualization and data storytelling, ensures them a competitive advantage, since, by understanding the hidden message of the data, it generates added value to the organizations. Therefore, the purpose of the research is to contrast the various positions and assessment of the authors to answer the central question of this study: what are the main positions on the use of data visualization and data storytelling in decision making in organizations? The research method is of the qualitative type that identified the main approaches of different authors. The study shows that decision makers are facing a new industrial revolution: the digital one, and those who do not have the ability to decide in an agile and effective way will perish; that is, no matter how incredible their analysis is or how valuable their information is, it does not generate any change in the stakeholders if they do not manage to understand what they have done. Therefore, data visualization and data storytelling make a big difference in making decisions and action in a timely manner.
Trabajo de Suficiencia Profesional
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Hossain, Mahmud Shahriar. "Exploratory Data Analysis using Clusters and Stories". Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/28085.

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Exploratory data analysis aims to study datasets through the use of iterative, investigative, and visual analytic algorithms. Due to the difficulty in managing and accessing the growing volume of unstructured data, exploratory analysis of datasets has become harder than ever and an interest to data mining researchers. In this dissertation, we study new algorithms for exploratory analysis of data collections using clusters and stories. Clustering brings together similar entities whereas stories connect dissimilar objects. The former helps organize datasets into regions of interest, and the latter explores latent information by connecting the dots between disjoint instances. This dissertation specifically focuses on five different research aspects to demonstrate the applicability and usefulness of clusters and stories as exploratory data analysis tools. In the area of clustering, we investigate whether clustering algorithms can be automatically "alternatized" and how they can be guided to obtain alternative results using flexible constraints as "scatter-gather" operations. We demonstrate the application of these ideas in many application domains, including studying the bat biosonar system and designing sustainable products. In the area of storytelling, we develop algorithms that can generate stories using distance, clique, and syntactic constraints. We explore the use of storytelling for studying document collections in the biomedical literature and intelligence analysis domain.
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Sanchi, Piero. "Gamification e Storytelling: stato dell’arte e casi di studio". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21580/.

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Il seguente elaborato tratta i temi della gamification e dello storytelling e analizza attraverso casi di studio l'attuale stato dell'arte in materia, ponendo l'accento su ciò che riguarda il mondo digitale e l'evoluzione di tali pratiche. Saranno spiegati il significato di queste tecniche, la loro trasformazione nel tempo e i principi psicologici che ne stanno alla base (concentrandosi sugli aspetti di Human Computer Interaction e psicologia comportamentale). Dopodiché saranno indicati e visti in dettaglio i principali meccanismi per attuare con successo strategie di gamification e storytelling, parlando nel primo caso di due dei framework più famosi (MDA e Octalysis) e nel secondo delle diverse categorie di storytelling, analizzandone i diversi scopi, tra cui quelli economici, ma anche educativi e sociali. Infine, saranno approfonditi alcuni casi di studio per ognuno dei temi trattati in precedenza, analizzati anche secondo i framework sopra citati e sottolineando i vantaggi derivati da una buona applicazione di gamification e storytelling.
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Yang, Binbin, e Miltiadis Zisiadis. "Transmedia marketing : strengthening multiplatform user participation through storytelling". Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90349.

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The term transmedia storytelling describes an interactive narrative that exists in multiple platforms. This phenomenon allows active audience participation as a part of the narrative creation process. Part of the prior research on transmedia focuses on how to create a transmedia narrative. However there is a dearth of literature examining the merit that transmedia narratives create in Marketing. In order to answer the research question “How can transmedia storytelling be used to create value in marketing?” we conducted a multiple case study research in which we examined four marketing campaigns to reveal the transmedia elements in them. Using the approach of qualitative content analysis we applied a structured method according which we collected and ­­analysed the data from these campaigns. Our findings suggest that creating audience participation through transmedia storytelling in marketing campaigns for movies, products and services can be beneficial. By using different media, platforms and stimulating user participation, concepts such as brand extension and brand awareness are introduced to the audience with an alternative way. The aim of this thesis is to illustrate several ways of how transmedia can be a valuable asset to a marketing campaign through storytelling.
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Laaksolahti, Jarmo. "Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling". Doctoral thesis, Kista : Department of Computer and Systems Sciences, Stockholm University (together with KTH), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-7325.

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Stenliden, Linnéa. "Visual Storytelling Interacting in School : Learning Conditions in the Social Science Classroom". Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106885.

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The aim of this compilation thesis is to understand how technology for visual storytelling can be shaped and used in relation to social science education in primary school, but also how social dimensions, technical and other matters create emerging learning conditions in such an educational setting. The visual storytelling technology introduced and used in the study is ‘the Statistics eXplorer platform, a geovisual analytics. The choice of theoretical perspectives to inform and guide the study is a socio-cultural view of human action, but also actor network theory is used to take account also of activities of technology and other matters. The study builds on three empirical materials that generate data from 16 social science teachers, and 126 students from five social science classrooms, in three Swedish primary schools. It contains field notes from the introduction of the technology; focusgroup interviews with teachers; think-aloud interviews with students and two kinds of video recordings from the classrooms (with an ordinary video camera and with software that capture activities at the computer screen, students’ activities and the audio as well). The analysis shows that the visual storytelling technology is shaped in relevant ways for social science teachers. The analysis also illustrates that the visual educational material are usable for primary school students in their social science education. They illustrate further how teachers, students, technology, information, tasks, data types, etc. together and in in close relation create highly complex learning conditions. The technology can therefore be seen as appropriate for the educational practice, but the complexity together with students’ apprehension of how to announce knowledge distribute severe problem spaces in the learning activities. The technology can therefore be assumed as a catalyst for educational change, but to achieve its potentials, reflections on didactic design and knowledge formation is requested to support the quality of students’ knowledge in relation to visual analysis.
Syftet i denna avhandling är, att förstå hur teknik för visual storytelling kan vara utformad och användas i relation till samhällsorienterande undervisning i grundskolan (årskurs 4 – 6), men också hur sociala dimensioner, tekniska och andra faktorer skapar villkor för lärande i ett sådant undervisningssammanhang. I studien introduceras datavisualiseringsteknik för visual storytelling: ‘the Statistics eXplorer platform’, ett geovisual analytics. Den teoretiska referensramen har sin grund i ett social konstruktionistiskt synsätt Ett socio-kulturellt perspektiv används för att analysera social aktivitet, men även aktörnätverks teori används för att analysera både sociala och materiella aktörer. Avhandlingen bygger på tre empiriska material som genereras med hjälp av 16 lärare i samhällsorienterande ämnen, och 126 elever tillhörande fem olika klassrum i tre olika svenska grundskolor. Materialet innehåller: fältanteckningar ifrån introduktion av tekniken, fokusgrupps-intervjuer med lärare, ‘tänka högt’-intervjuer med elever och två sorters videoinspelningar ifrån klassrum (dels med vanlig videokamera och dels med mjukvara som spelar in aktiviteter på datorskärmen och elevernas aktiviteter vid datorn, liksom ljudet). Analysen visar hur lärare, elever, teknik, information, uppgifter, data-typer, etc. tillsammans, i nära samarbete i de studerade klassrummen, skapar mycket komplexa villkor för lärande. De läraktiviteter som uppstår i klassrummen där teknik för visuell analys inkluderas, erbjuder elever support att: hantera stora datamängder, bli delaktiga i olika läraktiviteter och uppnå olika utbildningsmål, men även andra sorters elevrelaterade mål. Därför kan tekniken sägas vara relevant för denna sorts undervisning. Vidare visar analysen hur komplexiteten tillsammans med elevernas uppfattningar av hur kunskap skall visas, skapar påtagliga ‘problem spaces’ i läraktiviteterna. Lärandevillkoren kan därför förstås som en klassrumspraktik som inte fullt ut överensstämmer med den introducerade teknikens erbjudanden för visuell analys. Därför efterfrågas en förändrad syn på didaktisk design och elevers kunskapsformering, vilket blir betydelsefullt för kunskapens kvalitet i förhållande till visuell analys.
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Fornander, Linnea. "Impact of Facial Self-Similarity and Gender of a Storytelling Virtual Character". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264971.

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Technical advancements allow for embodied virtual agents to not only be increasingly human-like, but also to behave and look like particular individuals. As biases towards self-similarity have been found in human-human studies, it is of interest to explore to what extent this applies to virtual characters (VCs). This work set out to extend on previous research that has investigated the effects of facial self-similarity in VCs, and explore it in the context of empathic emotion. For this aim, a method for creating facially similar virtual characters was developed and a user study conducted where 13 participants were told autobiographical stories by a virtual character that either did or did not resemble them facially and/or in gender category. The participants' first impressions and emotional responses were measured. The results showed that even though similarity was not explicitly perceived, a bias might exist towards more positive impressions of self-similar characters, especially in terms of gender category. Regarding the emotional responses, the results did not allow for discovering any difference between conditions but pointed to some interesting differences in comparison to what was hypothesized. The immense ways in which the appearances of virtual characters can be altered provides possibilities to influence the interaction with them. However, although biases might exist on a general level, it is difficult to predict the human responses in individual cases. Virtual characters might make possible a more human-like interaction with technology, however, it might also mean that our reactions to them are influenced by more parameters and our relations to them become even more like those with other humans: complex.
Den tekniska utvecklingen möjliggör numera att virtuella agenter kan göras inte bara människolika, utan även lika specifika individer i hur de beter sig och ser ut. Då tidigare studier påvisat att människor ofta föredrar personer som i någon mån liknar dem själva, är det intressant att utforska i vilken utsträckning detta även gäller virtuella karaktärer. Detta arbete hade som mål att undersöka effekterna av visuella likheter mellan människor och virtuella karaktärer, med fokus på ansikten och genus och i en kontext där empati är betydande. En metod för att konstruera virtuella karaktärer som hade visuella likheter med specifika användare utvecklades, och en användarstudie med 13 deltagare genomfördes. I det konstruerade scenariot berättade en karaktär, som hade likheter med användaren antingen gällande ansiktets utseende och/eller genus, självbiografiska historier. Intrycket av karaktären och den emotionella responsen mättes. Resultaten visade att den visuella likheten inte uppfattades explicit. Dock fanns tendenser som pekar på att likheter framför allt när det gäller sociala kategorier som genus, kan ha en positiv påverkan på hur virtuella karaktärer uppfattas. Det gick inte att upptäcka några skillnader mellan betingelserna gällande den emotionella responsen, men resultaten påvisade intressanta avvikelser från de förväntade reaktionerna. Möjligheterna att designa och anpassa virtuella karaktärer till olika individer och situationer ökar, vilket kan utnyttjas för att försöka påverka hur människor förhåller sig till och interagerar med dem. Det är dock svårt att förutsäga hur människor kommer att reagera och relatera till en virtuell karaktär utifrån generella tendenser, vilket denna studie visar. Virtuella karaktärer kan möjliggöra en mer människolik interaktion med teknik, men det innebär också att många parametrar är inblandade och att relationerna med tekniken blir liksom relationerna mellan människor: komplexa.
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Tunru, Julian. "All the game world’s a stage: towards a model for asymmetric collaborative storytelling in persistent open world MMORPGs". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-241080.

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Despite being a highly profitable industry, very few MMORPGs have managed to find commercial success over the past decades. One commonly identified problem is their near-exclusive reliance on social interaction as a means of attracting and retaining a sustainable player base, and their failure to achieve the network effect required to establish that appeal. This research proposes a complementary approach that leverages emergent narrative in order to diminish the genre’s reliance on social interaction, specifically through the use of persistent player characters to believably populate the game world.
Trots att det är en mycket lönsam industri, har bara några få MMORPGs lyckats hitta kommersiell framgång under de senaste decennierna. Ett allmänt identifierat problem är deras nästintill uteslutande tillit till social interaktion för att locka till sig och behålla en varaktig spelarbas, och deras misslyckande att uppnå nätvärkseffekten som krävs för att skapa denna dragningskraft. Denna forskning föreslår ett kompletterande tillvägagångssätt som utnyttjar emergent narratives för att minska genrens beroende av social interaktion, specifikt genom att använda persistenta karaktärer för att trovärdigt befolka spelvärlden
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Libri sul tema "Data storytelling"

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Riche, Nathalie Henry, Christophe Hurter, Nicholas Diakopoulos e Sheelagh Carpendale, a cura di. Data-Driven Storytelling. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575.

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Miller, Carolyn Handler. Digital Storytelling. San Diego: Elsevier Science, 2008.

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Brice, Adam. Digital storytelling. Carlton South, Vic: Curriculum Corp., 2009.

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Brice, Adam. Digital storytelling. Carlton South, Vic: Curriculum Corp., 2009.

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Kapoor, Amit. What makes a data-story work?: A framework for effective visual data narratives. Ahmedabad: Indian Institute of Management, 2014.

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The creative process: A computer model of storytelling and creativity. Hillsdale, N.J: L. Erlbaum, 1994.

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

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Digital fictions: Storytelling in a material world. Stamford, Conn: Ablex Pub., 2000.

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

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Josh, Ritchie, e Crooks Ross, a cura di. Infographics: The power of visual storytelling. Hoboken, N.J: John Wiley & Sons, Inc., 2012.

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Più fonti

Capitoli di libri sul tema "Data storytelling"

1

Bielenia-Grajewska, Magdalena. "Digital Storytelling, Big Data Storytelling". In Encyclopedia of Big Data, 1–6. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-32001-4_21-1.

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Rose, Doug. "Avoiding Storytelling Pitfalls". In Data Science, 227–29. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2253-9_24.

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Veldhuis, Djuke. "Scientific Storytelling". In The Aesthetics of Scientific Data Representation, 79–92. New York: Routledge, 2017. | Series: Routledge advances in art and visual studies: Routledge, 2017. http://dx.doi.org/10.4324/9781315563411-8.

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Klaus, Lutz. "Storytelling beherrschen". In Data-Driven Marketing und der Erfolgsfaktor Mensch, 49–53. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-20821-9_7.

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Tversky, Barbara. "Storytelling in the Wild". In Data-Driven Storytelling, 17–57. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-2.

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Stolper, Charles D., Bongshin Lee, Nathalie Henry Riche e John Stasko. "Data-Driven Storytelling Techniques". In Data-Driven Storytelling, 85–105. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-4.

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Riche, Nathalie Henry, Christophe Hurter, Nicholas Diakopoulos e Sheelagh Carpendale. "Introduction". In Data-Driven Storytelling, 1–15. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-1.

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Diakopoulos, Nicholas. "Ethics in Data-Driven Visual Storytelling". In Data-Driven Storytelling, 233–48. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-10.

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Amini, Fereshteh, Matthew Brehmer, Gordon Bolduan, Christina Elmer e Benjamin Wiederkehr. "Evaluating Data-Driven Stories and Storytelling Tools *". In Data-Driven Storytelling, 249–86. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-11.

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Thudt, Alice, Jagoda Walny, Theresia Gschwandtner, Jason Dykes e John Stasko. "Exploration and Explanation in Data-Driven Storytelling". In Data-Driven Storytelling, 59–83. Boca Raton, Florida : Taylor & Francis/CRC Press, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315281575-3.

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Atti di convegni sul tema "Data storytelling"

1

Erete, Sheena, Emily Ryou, Geoff Smith, Khristina Marie Fassett e Sarah Duda. "Storytelling with Data". In CSCW '16: Computer Supported Cooperative Work and Social Computing. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2818048.2820068.

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Kuhn, Adrian, e Mirko Stocker. "CodeTimeline: Storytelling with versioning data". In 2012 34th International Conference on Software Engineering (ICSE 2012). IEEE, 2012. http://dx.doi.org/10.1109/icse.2012.6227086.

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Jain, Ramesh. "Storytelling with Big Multimedia Data". In the First International Workshop. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2661714.2661715.

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Ren, Donghao, Matthew Brehmer, Bongshin Lee, Tobias Hollerer e Eun Kyoung Choe. "ChartAccent: Annotation for data-driven storytelling". In 2017 IEEE Pacific Visualization Symposium (PacificVis). IEEE, 2017. http://dx.doi.org/10.1109/pacificvis.2017.8031599.

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Beheshti, Amin, Alireza Tabebordbar e Boualem Benatallah. "iStory: Intelligent Storytelling with Social Data". In WWW '20: The Web Conference 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3366424.3383553.

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Echeverria, Vanessa, Roberto Martinez-Maldonado, Roger Granda, Katherine Chiluiza, Cristina Conati e Simon Buckingham Shum. "Driving data storytelling from learning design". In LAK '18: International Conference on Learning Analytics and Knowledge. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170358.3170380.

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Wang, Zezhong, Harvey Dingwall e Benjamin Bach. "Teaching Data Visualization and Storytelling with Data Comic Workshops". In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3299043.

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Cao, Yiwei, Anna Hannemann, Ralf Klamma, Dejan Kovachev e Dominik Renzel. "Mobile Multimedia Management for Community-Aware Storytelling". In 2010 Eleventh International Conference on Mobile Data Management. IEEE, 2010. http://dx.doi.org/10.1109/mdm.2010.70.

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Labbé, Cyril, Claudia Roncancio e Damien Bras. "A Personal Storytelling about Your Favorite Data". In Proceedings of the 15th European Workshop on Natural Language Generation (ENLG). Stroudsburg, PA, USA: Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/w15-4727.

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Brolcháin, Niall Ó., Lukasz Porwol, Adegboyega Ojo, Tilman Wagner, Eva Tamara Lopez e Eric Karstens. "Extending Open Data Platforms with Storytelling Features". In dg.o '17: 18th Annual International Conference on Digital Government Research. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3085228.3085283.

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