Pub Date : 2024-03-13DOI: 10.1080/13614568.2024.2328837
Romanus Aboh, Eyo Mensah, Idom Inyabri, Lucy Ushuple
This study investigates the language features deployed in the production and reproduction of gendered identities on social media with a particular focus on Facebook picture uploads. The data compri...
{"title":"My stunning angel: endearment terms as strategies of gender identity construction in Facebook picture uploads in Nigeria","authors":"Romanus Aboh, Eyo Mensah, Idom Inyabri, Lucy Ushuple","doi":"10.1080/13614568.2024.2328837","DOIUrl":"https://doi.org/10.1080/13614568.2024.2328837","url":null,"abstract":"This study investigates the language features deployed in the production and reproduction of gendered identities on social media with a particular focus on Facebook picture uploads. The data compri...","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"8 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2024-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140124319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-14DOI: 10.1080/13614568.2023.2258848
Jobson Joshwa
ABSTRACTThe discursive imaginings around reading and writing have undergone radical changes in recent decades. Hypertextuality is one such concept that came to inhabit the new topos of literariness. However, hypertextuality has been conceived as inextricably bound to digital technology, not accounting for the new iterations of intertextuality, non-linearity and multivocality offered by print proto hypertexts. Print proto-hypertexts have proven that it is possible to tinker with the narrative’s logical, spatial and temporal organisation with ingenuity and without being rendered incomprehensible. Milorad Pavić’s Dictionary of the Khazars (1984) is a brilliant example of a print hypertext. Self-reflective on its hypertextuality and corporeality, the novel, in a way, also actualised the post-structural conceptualisation of an “open” text that is not circumscribed by the medium. This article uses Barthesian conceptualisation of writerly and readerly texts to argue that the print hypertexts presaged and even surpassed the digital reimaginings of textuality.KEYWORDS: Hypertexttextualitywriterly textreaderly text Disclosure statementNo potential conflict of interest was reported by the author(s).
{"title":"Reading hypertextuality: a critical reading of <i>Dictionary of the Khazars</i> (1984)","authors":"Jobson Joshwa","doi":"10.1080/13614568.2023.2258848","DOIUrl":"https://doi.org/10.1080/13614568.2023.2258848","url":null,"abstract":"ABSTRACTThe discursive imaginings around reading and writing have undergone radical changes in recent decades. Hypertextuality is one such concept that came to inhabit the new topos of literariness. However, hypertextuality has been conceived as inextricably bound to digital technology, not accounting for the new iterations of intertextuality, non-linearity and multivocality offered by print proto hypertexts. Print proto-hypertexts have proven that it is possible to tinker with the narrative’s logical, spatial and temporal organisation with ingenuity and without being rendered incomprehensible. Milorad Pavić’s Dictionary of the Khazars (1984) is a brilliant example of a print hypertext. Self-reflective on its hypertextuality and corporeality, the novel, in a way, also actualised the post-structural conceptualisation of an “open” text that is not circumscribed by the medium. This article uses Barthesian conceptualisation of writerly and readerly texts to argue that the print hypertexts presaged and even surpassed the digital reimaginings of textuality.KEYWORDS: Hypertexttextualitywriterly textreaderly text Disclosure statementNo potential conflict of interest was reported by the author(s).","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"217 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134970119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-04-03DOI: 10.1080/13614568.2023.2246423
A. Alsswey, Malakeh. Z. Malak, F. El-Qirem
ABSTRACT During the COVID-19 pandemic, social media played an important role in disseminating information and procedures for dealing with this pandemic, however, there is a lack of studies investigating the perceptions of social media users concerning the regulations and measures issued by authorities to encounter and cope with the COVID-19 pandemic, which was exceptional at that time. Therefore, this study purposed to explore the perceptions of social media users about the regulations and instructions of the authorities’ measures in times of the COVID-19 pandemic in Jordan. A qualitative method including thematic analysis and content analysis was adopted to evaluate social media posts, which involved the text and images found in these posts during the period from March 2020 to June 2020. Three social media websites were included in the study, namely Facebook, Snapchat, and Twitter. Five themes were extracted from 317 posts, including COVID-19 is a bubble economy, COVID-19 is a political game, health-related information about COVID-19 and safety precautions, COVID-19 regulations influenced personal restrictions and freedom confiscation, and COVID-19 is a financial burden. Thus, this study may provide recommendations for policy-makers to develop campaigns and activities based on people’s perspectives and design the appropriate health and economic promotions and interventions.
{"title":"Perceptions of social media users to government regulations and measures during COVID-19 pandemic in Jordan: a qualitative study","authors":"A. Alsswey, Malakeh. Z. Malak, F. El-Qirem","doi":"10.1080/13614568.2023.2246423","DOIUrl":"https://doi.org/10.1080/13614568.2023.2246423","url":null,"abstract":"ABSTRACT During the COVID-19 pandemic, social media played an important role in disseminating information and procedures for dealing with this pandemic, however, there is a lack of studies investigating the perceptions of social media users concerning the regulations and measures issued by authorities to encounter and cope with the COVID-19 pandemic, which was exceptional at that time. Therefore, this study purposed to explore the perceptions of social media users about the regulations and instructions of the authorities’ measures in times of the COVID-19 pandemic in Jordan. A qualitative method including thematic analysis and content analysis was adopted to evaluate social media posts, which involved the text and images found in these posts during the period from March 2020 to June 2020. Three social media websites were included in the study, namely Facebook, Snapchat, and Twitter. Five themes were extracted from 317 posts, including COVID-19 is a bubble economy, COVID-19 is a political game, health-related information about COVID-19 and safety precautions, COVID-19 regulations influenced personal restrictions and freedom confiscation, and COVID-19 is a financial burden. Thus, this study may provide recommendations for policy-makers to develop campaigns and activities based on people’s perspectives and design the appropriate health and economic promotions and interventions.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"73 - 90"},"PeriodicalIF":1.2,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47228686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-04-03DOI: 10.1080/13614568.2023.2228249
S. F. Noorani
ABSTRACT Peer learning is the method of students learning with and from each other. However, it is not completely developed or studied in online and blended higher education. In this paper, an Educational Game Theory method called EGT-Moodle is proposed to establish a peer learning in an online-learning environment. This method is implemented in Moodle (an open-source learning management system) environment. The method is a quasi-experimental study with a post-test design consisting of the experimental and control groups. A total of 152 students of the Discrete Mathematics course in computer engineering constitute the experimental and control groups randomly at 76. The Mann–Whitney two-independent group is applied to compare the post-tests of the subject groups. The result indicates that there is a significant difference (U = 1319, p = .000) between post-tests for the experimental group compared to the control which indicates the positive effect of EGT-Moodle on learning enhancement.
同伴学习是学生相互学习的一种方法。然而,它并没有在在线和混合高等教育中得到完全的发展和研究。本文提出了一种名为EGT-Moodle的教育博弈论方法来建立在线学习环境中的同伴学习。该方法在Moodle(一个开源的学习管理系统)环境中实现。该方法为准实验研究,后测设计分为实验组和对照组。计算机工程离散数学课程的152名学生随机分为实验组和对照组,每组76人。采用曼-惠特尼双独立组来比较被试组的后测结果。结果表明,实验组与对照组的后测差异显著(U = 1319, p = .000),表明EGT-Moodle对学习增强有积极作用。
{"title":"EGT-Moodle: an educational game theoretic mechanism in Moodle to establish an efficient online peer-learning environment","authors":"S. F. Noorani","doi":"10.1080/13614568.2023.2228249","DOIUrl":"https://doi.org/10.1080/13614568.2023.2228249","url":null,"abstract":"ABSTRACT Peer learning is the method of students learning with and from each other. However, it is not completely developed or studied in online and blended higher education. In this paper, an Educational Game Theory method called EGT-Moodle is proposed to establish a peer learning in an online-learning environment. This method is implemented in Moodle (an open-source learning management system) environment. The method is a quasi-experimental study with a post-test design consisting of the experimental and control groups. A total of 152 students of the Discrete Mathematics course in computer engineering constitute the experimental and control groups randomly at 76. The Mann–Whitney two-independent group is applied to compare the post-tests of the subject groups. The result indicates that there is a significant difference (U = 1319, p = .000) between post-tests for the experimental group compared to the control which indicates the positive effect of EGT-Moodle on learning enhancement.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"91 - 113"},"PeriodicalIF":1.2,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47629354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-04-03DOI: 10.1080/13614568.2023.2248057
Parviz Safadel, David R. White, Atina Kia
ABSTRACT This pilot study examined the relationship between spatial self-efficacy and spatial ability in mentally rotating 3D objects while also considering the effects of gender and major. A sample of undergraduate and graduate students from a southwestern university was recruited, and their spatial self-efficacy and spatial ability were assessed using an adapted and improved spatial self-efficacy scale and a previously validated spatial ability scale. A linear regression analysis was conducted to investigate the relationship between spatial self-efficacy and spatial ability and to determine the effects of gender and major on this relationship. The results showed a significant positive relationship between spatial self-efficacy and spatial ability. However, when gender and major were considered, the individual predictors did not reach statistical significance. This study provides insights into the relationships between spatial self-efficacy, spatial ability, and the potential influences of gender and major in the context of mentally rotating 3D objects, utilising an adapted and improved spatial self-efficacy scale.
{"title":"Spatial self-efficacy and spatial ability: an analysis of their relationship","authors":"Parviz Safadel, David R. White, Atina Kia","doi":"10.1080/13614568.2023.2248057","DOIUrl":"https://doi.org/10.1080/13614568.2023.2248057","url":null,"abstract":"ABSTRACT This pilot study examined the relationship between spatial self-efficacy and spatial ability in mentally rotating 3D objects while also considering the effects of gender and major. A sample of undergraduate and graduate students from a southwestern university was recruited, and their spatial self-efficacy and spatial ability were assessed using an adapted and improved spatial self-efficacy scale and a previously validated spatial ability scale. A linear regression analysis was conducted to investigate the relationship between spatial self-efficacy and spatial ability and to determine the effects of gender and major on this relationship. The results showed a significant positive relationship between spatial self-efficacy and spatial ability. However, when gender and major were considered, the individual predictors did not reach statistical significance. This study provides insights into the relationships between spatial self-efficacy, spatial ability, and the potential influences of gender and major in the context of mentally rotating 3D objects, utilising an adapted and improved spatial self-efficacy scale.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"114 - 150"},"PeriodicalIF":1.2,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47466393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-02DOI: 10.1080/13614568.2023.2170474
Claus Atzenbeck, E. Herder, Daniel Roßner
ABSTRACT Recommender Systems are omnipresent in our digital life. Most notably, various media platforms guide us in selecting videos, but recommender systems are also used for more serious goals, such as news selection, political orientation and work decisions. As argued in this survey and position article, the paradigm of recommendation-based feeds has changed user behaviour from active decision making to rather passively following recommendations and accepting possibly suboptimal choices that are deemed “good enough”. We provide a historic overview of media selection, discuss assumptions and goals of recommender systems and identify their shortcomings, based on existing literature. Then, the perspective changes to hypertext as a paradigm for structuring information and active decision making. To illustrate the relevance and importance of active decision making, we present a use case in the field of TV or media selection and (as a proof of concept) carried over to another application domain: maintenance in industry. In the discussion section, we focus on categorising these actions on a spectrum of “system-1” (fast and automated) tasks and “system-2” (critical thinking) tasks. Further, we argue how users can profit from tools that combine active (spatial) structuring and categorising with automatic recommendations, for professional tasks as well as private, leisure activities.
{"title":"Breaking the routine: spatial hypertext concepts for active decision making in recommender systems","authors":"Claus Atzenbeck, E. Herder, Daniel Roßner","doi":"10.1080/13614568.2023.2170474","DOIUrl":"https://doi.org/10.1080/13614568.2023.2170474","url":null,"abstract":"ABSTRACT Recommender Systems are omnipresent in our digital life. Most notably, various media platforms guide us in selecting videos, but recommender systems are also used for more serious goals, such as news selection, political orientation and work decisions. As argued in this survey and position article, the paradigm of recommendation-based feeds has changed user behaviour from active decision making to rather passively following recommendations and accepting possibly suboptimal choices that are deemed “good enough”. We provide a historic overview of media selection, discuss assumptions and goals of recommender systems and identify their shortcomings, based on existing literature. Then, the perspective changes to hypertext as a paradigm for structuring information and active decision making. To illustrate the relevance and importance of active decision making, we present a use case in the field of TV or media selection and (as a proof of concept) carried over to another application domain: maintenance in industry. In the discussion section, we focus on categorising these actions on a spectrum of “system-1” (fast and automated) tasks and “system-2” (critical thinking) tasks. Further, we argue how users can profit from tools that combine active (spatial) structuring and categorising with automatic recommendations, for professional tasks as well as private, leisure activities.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"1 - 35"},"PeriodicalIF":1.2,"publicationDate":"2023-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46213051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-02DOI: 10.1080/13614568.2023.2175041
Iván Otero-González, J. Vázquez-Herrero
ABSTRACT The constant technological advances are transferred to the area of journalism with significant contributions to the production of innovative formats adapted to the multimedia, interactive and multiplatform scenario. Since interactive narrative journalism is one of the trends of digital journalism, it is necessary to approach the offer of services that facilitate the journalistic creation of dynamic and interactive journalistic contents. The main objective is to analyze web programs and applications for the creation and publication of interactive digital narratives. Based on the PRISMA systematic review methodology, a total of 15 programs and web applications were identified after reading 28 articles and examination of 54 webpages with value in interactive digital journalism. Five are open-source applications, which invite the community to continue developing improvements that make these tools innovative and adaptable to future changes. Our study reveals the highly valued functionalities, such as the capacity for data analysis and teamwork, among others that allow the integration of 360° multimedia, the management of the interaction map, the preview in different output formats, such as tablet or mobile. However, there is a lack of journalistic roles in these tools that let them coordinate and optimise the publication process to produce the final news.
{"title":"Open and commercial tools to generate a digital interactive story in journalism: systematic review and features analysis","authors":"Iván Otero-González, J. Vázquez-Herrero","doi":"10.1080/13614568.2023.2175041","DOIUrl":"https://doi.org/10.1080/13614568.2023.2175041","url":null,"abstract":"ABSTRACT The constant technological advances are transferred to the area of journalism with significant contributions to the production of innovative formats adapted to the multimedia, interactive and multiplatform scenario. Since interactive narrative journalism is one of the trends of digital journalism, it is necessary to approach the offer of services that facilitate the journalistic creation of dynamic and interactive journalistic contents. The main objective is to analyze web programs and applications for the creation and publication of interactive digital narratives. Based on the PRISMA systematic review methodology, a total of 15 programs and web applications were identified after reading 28 articles and examination of 54 webpages with value in interactive digital journalism. Five are open-source applications, which invite the community to continue developing improvements that make these tools innovative and adaptable to future changes. Our study reveals the highly valued functionalities, such as the capacity for data analysis and teamwork, among others that allow the integration of 360° multimedia, the management of the interaction map, the preview in different output formats, such as tablet or mobile. However, there is a lack of journalistic roles in these tools that let them coordinate and optimise the publication process to produce the final news.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"36 - 55"},"PeriodicalIF":1.2,"publicationDate":"2023-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48637184","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-02DOI: 10.1080/13614568.2023.2214516
Grzegorz Maziarczyk
ABSTRACT This article discusses the impact of the interplay between narrativity and database logic on the interactor’s engagement with interactive digital films. It explores their co-deployment in three recently released works—Late Shift, Black Mirror: Bandersnatch and Her Story—within a theoretical framework extending Hartmut Koenitz’s model of interactive digital narrative. Late Shift and Bandersnatch expose the interactor to relentless narrative progression, as he/she is to decide what action the protagonist should take at various junctures in the plot, culled from the database of multiple potential storylines. By contrast, in Her Story database becomes the surface structure the interactor gains access to: his/her task is to solve the case of a missing man by searching through fragmented video clips from police interviews with his wife. This dominance of database logic paradoxically enhances narrativity by provoking the interactor’s hermeneutic desire, while narrative agency Late Shift seemingly ascribes to him/her may attenuate his/her immersion due to its being limited to the choices presupposed within its database structure. Bandersnatch dodges this problem through self-reflexive, performative thematisation of illusory agency, which ties in with the disclosure of the tension between narrative and database as its organisational principle.
{"title":"“The road not taken”: an interactive film between narrative and database","authors":"Grzegorz Maziarczyk","doi":"10.1080/13614568.2023.2214516","DOIUrl":"https://doi.org/10.1080/13614568.2023.2214516","url":null,"abstract":"ABSTRACT\u0000 This article discusses the impact of the interplay between narrativity and database logic on the interactor’s engagement with interactive digital films. It explores their co-deployment in three recently released works—Late Shift, Black Mirror: Bandersnatch and Her Story—within a theoretical framework extending Hartmut Koenitz’s model of interactive digital narrative. Late Shift and Bandersnatch expose the interactor to relentless narrative progression, as he/she is to decide what action the protagonist should take at various junctures in the plot, culled from the database of multiple potential storylines. By contrast, in Her Story database becomes the surface structure the interactor gains access to: his/her task is to solve the case of a missing man by searching through fragmented video clips from police interviews with his wife. This dominance of database logic paradoxically enhances narrativity by provoking the interactor’s hermeneutic desire, while narrative agency Late Shift seemingly ascribes to him/her may attenuate his/her immersion due to its being limited to the choices presupposed within its database structure. Bandersnatch dodges this problem through self-reflexive, performative thematisation of illusory agency, which ties in with the disclosure of the tension between narrative and database as its organisational principle.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"29 1","pages":"56 - 71"},"PeriodicalIF":1.2,"publicationDate":"2023-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45002933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-10-02DOI: 10.1080/13614568.2022.2150325
Shafaq Irshad
ABSTRACT Interactive Digital Narratives (IDNs) have evolved as a medium to address complex societal challenges due to its integration in advance technologies such as VR. Recent research has shown that VR provides a suitable environment to implement IDNs allowing the end users to experience narratives in a systematic and participatory setting. However, research is needed to understand the perceived user experience of these narrative experiences. This research highlights the role of IDNs in VR designed for natural hazard risk mitigation and how it affects the perceived user experience. we present two case studies quantifying the user experience of an IDN-based emergency preparedness VR system for solving the complex issue of natural hazards. The results demonstrate how spatial presence, cognitive behaviour and engagement is positively influenced by incorporating IDNs in VR. The research is part of a project called World of Wild Waters (WoWW) and illustrates the importance of narrative representations in VREs showing that IDN can be considered an essential factor in shaping the positive experience of end-users.
交互式数字叙事(idn)已经发展成为一种解决复杂社会挑战的媒介,因为它与VR等先进技术相结合。最近的研究表明,VR为实现idn提供了一个合适的环境,允许最终用户在一个系统和参与性的环境中体验故事。然而,需要研究来理解这些叙事体验的感知用户体验。本研究强调了idn在为减轻自然灾害风险而设计的虚拟现实中的作用,以及它如何影响感知用户体验。我们提出了两个案例研究,量化了基于id的应急准备VR系统的用户体验,以解决复杂的自然灾害问题。结果表明,在虚拟现实中加入idn会对空间存在、认知行为和参与度产生积极影响。这项研究是名为“野生水域世界”(World of Wild Waters, WoWW)项目的一部分,它说明了VREs中叙事表现的重要性,表明IDN可以被认为是塑造最终用户积极体验的一个重要因素。
{"title":"Investigating the user experience of IDN based virtual reality environments for solving complex issues","authors":"Shafaq Irshad","doi":"10.1080/13614568.2022.2150325","DOIUrl":"https://doi.org/10.1080/13614568.2022.2150325","url":null,"abstract":"ABSTRACT Interactive Digital Narratives (IDNs) have evolved as a medium to address complex societal challenges due to its integration in advance technologies such as VR. Recent research has shown that VR provides a suitable environment to implement IDNs allowing the end users to experience narratives in a systematic and participatory setting. However, research is needed to understand the perceived user experience of these narrative experiences. This research highlights the role of IDNs in VR designed for natural hazard risk mitigation and how it affects the perceived user experience. we present two case studies quantifying the user experience of an IDN-based emergency preparedness VR system for solving the complex issue of natural hazards. The results demonstrate how spatial presence, cognitive behaviour and engagement is positively influenced by incorporating IDNs in VR. The research is part of a project called World of Wild Waters (WoWW) and illustrates the importance of narrative representations in VREs showing that IDN can be considered an essential factor in shaping the positive experience of end-users.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"173 - 195"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42655254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-10-02DOI: 10.1080/13614568.2023.2181503
H. Koenitz, Jonathan Barbara, M. Eladhari
ABSTRACT In this overview paper, we consider interactive digital narratives (IDN) as a means to represent and enable understanding of complex topics both at the public level (e.g. global warming, the COVID-19 pandemic, migration, or e-mobility) and at the personal level (trauma and other mental health issues, interpersonal relationships). We discuss scholarly, artistic, and non-fiction approaches to complexity, point out limitations of traditional media to represent complex issues, and describe the foundational advantages of IDN in this regard, using the SPP model as a conceptual lens. Then, we describe the problem space of IDN for complexity, and what aspects need further work in order to more fully realise the potential of IDN to represent complex topic in education and public communication.
{"title":"Interactive digital narrative (IDN)—new ways to represent complexity and facilitate digitally empowered citizens","authors":"H. Koenitz, Jonathan Barbara, M. Eladhari","doi":"10.1080/13614568.2023.2181503","DOIUrl":"https://doi.org/10.1080/13614568.2023.2181503","url":null,"abstract":"ABSTRACT In this overview paper, we consider interactive digital narratives (IDN) as a means to represent and enable understanding of complex topics both at the public level (e.g. global warming, the COVID-19 pandemic, migration, or e-mobility) and at the personal level (trauma and other mental health issues, interpersonal relationships). We discuss scholarly, artistic, and non-fiction approaches to complexity, point out limitations of traditional media to represent complex issues, and describe the foundational advantages of IDN in this regard, using the SPP model as a conceptual lens. Then, we describe the problem space of IDN for complexity, and what aspects need further work in order to more fully realise the potential of IDN to represent complex topic in education and public communication.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"76 - 96"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48768365","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}