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“The road not taken”: an interactive film between narrative and database 《未走的路》:一部叙事与数据的互动电影
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-01-02 DOI: 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.
本文讨论了叙事性和数据库逻辑之间的相互作用对交互者参与交互式数字电影的影响。在扩展Hartmut Koenitz的交互式数字叙事模型的理论框架内,在最近发布的三部作品《夜班》、《黑镜:Bandersnatch和她的故事》中探讨了他们的共同部署。《Late Shift》和《Bandersnatch》将互动者暴露在无情的叙事进程中,因为他/她要决定主角在情节的不同节点应该采取什么行动,从多个潜在故事情节的数据库中挑选出来。相比之下,在《她的故事》中,数据库成为了互动者可以访问的表层结构:他/她的任务是通过搜索警方采访他妻子的碎片视频片段来解决一个失踪男子的案件。这种数据库逻辑的主导地位通过激发交互者的解释性欲望而矛盾地增强了叙述性,而《Late Shift》看似归于他/她的叙事代理可能会削弱他/她的沉浸感,因为它被限制在其数据库结构中预设的选择中。Bandersnatch通过自我反思、对虚幻代理的表演主题化来回避这个问题,这与叙事和数据库之间的紧张关系的披露联系在一起,作为其组织原则。
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引用次数: 0
Investigating the user experience of IDN based virtual reality environments for solving complex issues 研究基于IDN的虚拟现实环境的用户体验,以解决复杂问题
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 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。
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引用次数: 1
Interactive digital narrative (IDN)—new ways to represent complexity and facilitate digitally empowered citizens 交互式数字叙事(IDN)——表现复杂性和促进数字化公民的新方式
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 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.
在这篇综述性论文中,我们将交互式数字叙事(IDN)视为一种表达和理解公共层面(例如全球变暖、COVID-19大流行、移民或电子交通)和个人层面(创伤和其他心理健康问题、人际关系)复杂主题的手段。我们讨论了学术、艺术和非虚构的复杂性方法,指出传统媒体在表达复杂问题方面的局限性,并以SPP模型为概念透镜,描述了IDN在这方面的基本优势。然后,我们描述了IDN在复杂性方面的问题空间,以及为了更充分地发挥IDN在教育和公共传播中代表复杂主题的潜力,需要进一步开展哪些方面的工作。
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引用次数: 0
The Sacra Infermeria—a focus group evaluation of an augmented reality cultural heritage experience Sacra inmeria -焦点小组对增强现实文化遗产体验的评估
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 10.1080/13614568.2022.2150324
Jonathan Barbara, Mattia Bellini, Péter Kristóf Makai, D. Sampatakou, Shafaq Irshad, H. Koenitz
ABSTRACT The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics.
长久以来,对历史的数字化呈现一直是博物馆诠释文化遗产的重要工具。最近增强现实(AR)的使用增加了各种方法来向现有的人工制品添加动态信息。当不确定性进一步使所代表的历史复杂化时,挑战就更大了。本文对马耳他瓦莱塔Sacra inmeria博物馆的AR装置进行了批判性分析。在描述了装置的AR配置之后,我们提出了一个由交互数字叙事(IDN)领域的11名研究人员组成的多学科焦点小组进行的专题分析,从三个角度进行分析:AR体验的技术实现、历史准确性、游戏化和以社交媒体为中心的设计的影响,以及对历史不确定性产生的复杂性的表现。根据多学科焦点小组的结果,我们提供了一系列建议和启发。
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引用次数: 1
Applications of complex narratives 复杂叙事的应用
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 10.1080/13614568.2022.2150323
A. Perkis, K. Taveter
ABSTRACT This paper aims at providing an overview on IDNs that address complex issues to gain a better understanding what design decisions have been taken in those prototypes and applications and then to make the resulting knowledge available to practitioners for the representation of complex topics. In our work, complexity refers to a significant societal challenge or current complex phenomenon, such as global warming, globalisation, crime, colonialisation, and so forth. Complexity in this context has been defined as a problem that characterises the behaviour of a system whose components interact in multiple ways and that allows various ways of interpretation and validation of such interactions. The paper corresponds closely to the work undertaken by the COST action INDCOR, especially WG1: Design and development.
本文旨在概述解决复杂问题的idn,以便更好地理解在这些原型和应用程序中采取了哪些设计决策,然后使由此产生的知识可供从业者用于表示复杂主题。在我们的工作中,复杂性指的是一个重大的社会挑战或当前的复杂现象,如全球变暖、全球化、犯罪、殖民化等等。在这种情况下,复杂性被定义为一个系统的行为特征问题,该系统的组件以多种方式相互作用,并且允许以各种方式解释和验证这种相互作用。该文件与成本行动INDCOR开展的工作密切相关,特别是WG1:设计和开发。
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引用次数: 3
Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds 制造新冠肺炎的联系:为非凡的新材料世界设计活跃的跨学科声音叙事
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 10.1080/13614568.2023.2175917
Lissa Holloway-Attaway, Jamie Fawcus
ABSTRACT In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.
摘要在这篇文章中,我们回顾了我们在2020年开发的交互式跨历史和跨拨号的基于网络的数字叙事音频体验PATTER(n)INGS:Apt 3B,2020的设计和实现。这部作品是一款身临其境的音频应用程序,它专注于新冠肺炎大流行期间复杂的物质生活条件。从PATTER(n)INGS及其复杂的材料音频和叙事设计中汲取灵感,我们提出了一个模型,用于创建类似的基于声音的交互式数字叙事的内容和交付。我们提出的模型主要关注设计这种基于声音的作品的创造性过程。为了构建我们的分析模型,即新材料/光谱形态设计模型(或NM/SM设计模型),我们借鉴了批判后人道主义、女权主义新唯物主义和非人类叙事的理论影响,这些理论批评了稳定的主体性概念,这些概念是符号意义形成的权力和权威的场所。我们将这些观点与电声音乐作品记谱的基础理论研究以及使声音、声音制作、空间感知、心理声学现象和听力实践的概念复杂化的音频实验相结合。总之,这个理论/组成框架提供了一种独特的方法来考虑如何将声波代理作为核心现象来维持和最大化,以创造反认知的世界和故事。
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引用次数: 0
Interactive digital narrative (IDN)—a complexity case 交互式数字叙事(IDN)——一个复杂的案例
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-10-02 DOI: 10.1080/13614568.2023.2173385
F. Nack
ABSTRACT This article introduces the NRHM special issue on Interactive Digital Narrative (IDN) and Complexity. It first shortly describes the field of IDN and why developments with respect to content, content and interaction focus on complexity issues. It finishes with a short outline of the five papers that form the body of the special issue.
摘要本文介绍了NRHM关于交互式数字叙事(IDN)和复杂性的特刊。它首先简要描述了IDN领域,以及为什么内容、内容和交互方面的发展侧重于复杂性问题。最后简要介绍了构成特刊正文的五篇论文。
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引用次数: 1
Hyperlinks and media visibility on Twitter in political events in Spain: new patterns in the digital information ecology 西班牙政治事件中推特上的超链接和媒体可见性:数字信息生态的新模式
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2075942
Andreu Casero-Ripollés, J. Micó-Sanz
ABSTRACT Digital environment involves numerous transformations for the media system. One of them is the process that is reconfiguring the traditional media visibility parameters from mass communication era. To study it, we use, taking an innovative approach, hyperlinks as proxy to the media visibility. Our goal is to find out the destination of the hyperlinks aimed at the media in the context of the political conversation on Twitter generated around an event of public relevance: the negotiations on the formation of the Spanish Government. The methodology is based on machine learning in a big data sample of 127.3 million tweets. This will allow us to make new contributions to how media is restructuring its social visibility as a result of integrating into the digital. The results indicate the prominence of pure players and social media platforms in the linking practices of users. By contrast, legacy media places in a secondary position. Also, geopolitical context plays a key role in conditioning the use of hyperlinks by Twitter users. Finally, our data reveal that the media have a limited capacity to determine the hyperlink network.
摘要数字环境涉及到媒体系统的众多变革。其中之一就是从大众传播时代重新配置传统媒体可见性参数的过程。为了研究它,我们采用了一种创新的方法,使用超链接作为媒体可见性的代理。我们的目标是在推特上围绕一个与公众相关的事件——西班牙政府组建谈判——进行的政治对话中,找出针对媒体的超链接的目的地。该方法基于1.273亿条推文的大数据样本中的机器学习。这将使我们能够为媒体如何因融入数字而重组其社会知名度做出新的贡献。研究结果表明,纯玩家和社交媒体平台在用户链接实践中的突出地位。相比之下,传统媒体处于次要地位。此外,地缘政治背景在制约推特用户使用超链接方面发挥着关键作用。最后,我们的数据表明,媒体确定超链接网络的能力有限。
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引用次数: 4
Examining the use of text and video resources during web-search based learning—a new methodological approach 研究基于网络搜索的学习中文本和视频资源的使用——一种新的方法论方法
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2099583
Georg Pardi, Daniel Hienert, Yvonne Kammerer
ABSTRACT The present paper introduces a new methodological approach to capture and analyse the processing and use of text, images, and video content during web-search based learning on the free web. We asked 108 university students to search the web to learn about a natural science topic while recording their eye movements and navigation behaviour. Then, we used the ‘reading protocol’ software to automatically map participants’ fixations to text, images, and video content that they had fixated upon on any information resource retrieved. Moreover, we retraced words from participants’ post-search essays to words encountered in fixated text or in transcripts of viewed videos, in order to calculate the degree of overlap. Our results showed that the participants directed their attention significantly longer to text than to video or image resources. Nevertheless, multiple video resources were visited by the great majority of students, underlining the importance of videos in web-search based learning. Regarding the origin of learned concepts, more words included in the post-search essay could be retraced to fixated text than to words contained in transcripts of viewed videos. To conclude, we were able to retrace large parts of students’ acquired knowledge to retrieved information resources with our approach.
本文介绍了一种新的方法来捕获和分析在基于自由网络的网络搜索学习过程中文本、图像和视频内容的处理和使用。我们要求108名大学生在网上搜索自然科学主题,同时记录他们的眼球运动和导航行为。然后,我们使用“阅读协议”软件自动将参与者的注视映射到他们在检索到的任何信息资源上所注视的文本、图像和视频内容。此外,我们将参与者搜索后的文章中的单词回溯到固定文本或观看视频的文本中遇到的单词,以计算重叠程度。我们的研究结果表明,参与者将注意力集中在文本上的时间明显长于视频或图像资源。然而,绝大多数学生访问了多种视频资源,强调了视频在基于网络搜索的学习中的重要性。关于学习概念的来源,搜索后的文章中包含的单词可以追溯到固定文本,而不是观看视频的文本中包含的单词。总之,通过我们的方法,我们能够追溯学生获得的大部分知识,以检索信息资源。
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引用次数: 2
Text- and author-dependent moral foundations classification 依赖文本和作者的道德基础分类
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2092655
A. Lan, Ivandré Paraboni
ABSTRACT Moral Foundations Theory (MFT) has attracted a great deal of attention in Natural Language Processing (NLP) and social media analysis, including both applications that attempt to infer moral values inference from text, or otherwise use moral foundations information to perform another downstream task. In this work, we address the issue of moral foundations inference from text data according to two perspectives, hereby called text- and author-dependent classification, by presenting a number of experiments to compare traditional text classifiers with more recent approaches based on pre-trained language models in both English and Portuguese languages. Results suggest that moral foundations classification relies heavily on lexical information, and that different models may be more suitable to each task, and leave a number of opportunities for further research in the field.
摘要道德基础理论(MFT)在自然语言处理(NLP)和社交媒体分析中引起了极大的关注,包括试图从文本中推断道德价值的应用,或以其他方式利用道德基础信息执行另一项下游任务的应用。在这项工作中,我们从两个角度来解决从文本数据中推断道德基础的问题,这两个角度被称为文本和作者依赖分类,通过进行大量实验,将传统的文本分类器与基于英语和葡萄牙语预训练语言模型的最新方法进行比较。结果表明,道德基础分类在很大程度上依赖于词汇信息,不同的模型可能更适合每项任务,并为该领域的进一步研究留下了许多机会。
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引用次数: 3
期刊
New Review of Hypermedia and Multimedia
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