设计可信和引人入胜的场景

S. Paracha, M.T.A. Khan, A. Mehmood, Y. Osamu
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引用次数: 5

摘要

最近在虚拟学习环境领域的研究揭示了儿童如何在设计过程中做出积极的贡献。漫画板是一种参与式的设计方法,它涉及到使用漫画书和图画来为孩子们创造可信的、引人入胜的场景。研究人员可以通过利用漫画中已知的情节格式、互动风格和角色,从孩子们那里获得想法。这篇论文描述了与儿童的合作,使研究人员能够捕捉到儿童讲述的关于日本学校(即Ijime)持续扩散的暴力行为的故事和经历。这种合作产生的设计含义有助于生成和评估由智能虚拟代理填充的虚拟教育娱乐环境的场景,以探索Ijime问题。目标是为以用户为中心的设计生成这些叙述的漫画式摘要,在技术过程中发出儿童的声音。这项技术帮助调查人员检查故事日志;收集与人物性格和情感特征有关的信息;了解他们在叙事中的作用和重要性,选择互动叙事环境的关键寓言。
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Design implications for believable & engaging scenarios
The recent researches in the realm of virtual learning environments have revealed how children can positively contribute in the design process. Comicboarding is a participatory designed method that involves the use of comic books and drawings to produce believable and engaging scenarios with children. Researchers can elicit ideas from children by leveraging known plot formats, interaction styles and characters in comics. The paper describes collaboration with children that enabled researchers to capture the stories and experiences children tell about persistently proliferating violent behaviour in the Japanese schools namely Ijime. This collaboration resulted in the design implications that helped in generating and appraising scenarios for a virtual edutainment environment populated by intelligent virtual agents for exploring the problem of Ijime. The objective was to generate comic-type summaries of these narratives for user-centered design that vocalizes children's voice in the technology process. The technique helped the investigators in examining story logs; gathering information related to personality and emotional characteristics of the characters; understanding their actions and importance in the narrative and selecting the key fabula for interactive narrative environment.
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