Author: Carolyn Handler MillerPublish On: 2019-11-04
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media.
Author: Carolyn Handler Miller
Publisher: CRC Press
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
This is the mantra of the Center for Digital Storytelling (CDS) in Berkeley California, which, since 1998 has worked with nearly 1,000 organizations around the world and trained more than 15,000 people in the art of digital storytelling.
Author: Joe Lambert
Listen deeply. Tell stories. This is the mantra of the Center for Digital Storytelling (CDS) in Berkeley California, which, since 1998 has worked with nearly 1,000 organizations around the world and trained more than 15,000 people in the art of digital storytelling. In this revised and updated edition of the CDS's popular guide to digital storytelling, co-founder Joe Lambert details the history and methods of digital storytelling practices. Using a "7 Steps" approach, Lambert helps storytellers identify the fundamentals of dynamic digital storytelling--from seeing the story, assembling it, and sharing it. As in the last edition, readers of the fourth edition will also find new explorations of the applications of digital storytelling and updated appendices that provide resources for budding digital storytellers, including information about past and present CDS-affiliated projects and place-based storytelling, a narrative-based approach to understanding experience and landscape. A companion website further brings the entire storytelling process to life. Over the years, the CDS's work has transformed the way that community activists, educators, health and human services agencies, business professionals, and artists think about story, media, culture, and the power of personal voice in creating change. For those who yearn to tell multimedia stories, Digital Storytelling is the place to begin.
Retrieved June 4 , 2007 , from http : / / www . itunes . com . Kyte . ... Digital storytelling ( electronic version ) . ... The YouTube effect : How a technology for
teenagers became a force for political and economic change ( electronic version
Author: Anne M. Fields
Publisher: Libraries Unltd Incorporated
Category: Language Arts & Disciplines
Learn the "how-tos" of creating digital stories, the challenges of building a digital storytelling program, and the benefits of creating partnerships across campus.
This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006.
Author: Stefan Göbel
Publisher: Springer Science & Business Media
This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.
When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics.
Author: Csenge Virág Zalka
Category: Social Science
When people hear the term “role-playing games,” they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players—people who come together to role-play through writing. They create stories by taking turns, describing events through their characters’ eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.
This book contains 11 chapters that are divided into two sections: Interactive Multimedia and Education and Interactive Multimedia and Medicine.
Author: Dragan Cvetković
Publisher: BoD – Books on Demand
Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. Interactive media are the means of communication in which the outputs depend on the inputs made by the user. This book contains 11 chapters that are divided into two sections: Interactive Multimedia and Education and Interactive Multimedia and Medicine. The authors of the chapters deal with different topics within these disciplines, such as the importance of cloud storage, development of play tools for children, use of gaming on multimedia devices designed for the elderly, development of a reading, writing, and spelling program based on Luria's theories, as well as development of mobile applications called BloodHero dedicated to the increase in blood donors, etc.
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts.
Author: Amy M. Green
Category: Games & Activities
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused “visual novel” genre is discussed as a form of interactive fiction.
Bringing Together Considerations of the Power of Personal Story and the Power
of Digital Expression ...... Engagement , Relevance , and Reflection in Adult
Education .... Expressed but Uninvestigated Positive Impact of Digital Storytelling
... 4 ...
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018.
Author: Rebecca Rouse
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
UK 349 4 . 237 Hosted by BBC Wales , the Capture Wales project is an online
database showcasing digital stories made in Wales : BBC Wales is working with digital storyteller Daniel Meadows from the Centre for Journalism Studies at
Author: Anne Fitzgerald
Category: Communication in science
This report examines the legal framework within which research data is generated, managed, disseminated and used. It provides an overview of the operation of copyright law, contract and confidentiality laws, as well as a range of legislation - privacy, public records and freedom of information legislation - that is of relevance to research data.
This book constitutes the refereed proceedings of the 8th InternationalConference on Interactive Digital Storytelling, ICIDS 2015, held in Copenhagen, Denmark, in November/December 2015.
Author: Henrik Schoenau-Fog
This book constitutes the refereed proceedings of the 8th InternationalConference on Interactive Digital Storytelling, ICIDS 2015, held in Copenhagen, Denmark, in November/December 2015. The 18 revised full papers and 13 short papers presented together with 9posters, 9 workshop descriptions, and 3 demonstration papers were carefully reviewed and selected from 80 submissions. The papers are organized in topical sections ontheoretical and design foundations, technical advances, analyses and evaluation systems, and current and future usage scenarios and applications.
The first book to marry manga technique with real-world digital practice.
Author: Steve Horton
Publisher: Taylor & Francis
Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka. You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created. See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com. And there's more! The companion CD includes trial version of Manga Studio EX along with high-resolution image files from the book. Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX. --Authors are expert professional manga-ka (creators), with credits such as TokyoPop's Star Trek: the Manga and Dyoz, Image Comics' Strongarm, and Grounded Angel on the web. --There is no other Manga book that melds high-end Manga storytelling theory and advice, with the tools for digital creation in Manga Studio. --In the book centerfold is a new manga short story: The Other Side of the Tracks, which shows at least one example from every technique described. This story will continue after publication as a webmanga. --Demo version of Manga Studio EX on CD (plus exclusive value-adds not found elsewhere) along with high-resolution image files from the book. --Smith Micro (makers of Manga Studio) will provide a coupon in the back of the book for $50 to $100 off the $220 Manga Studio EX software.
This book offers the first comprehensive examination of digital storytelling as an applied theatre practice.
Author: Megan Alrutz
Category: Performing Arts
Digital Storytelling, Applied Theatre, & Youth argues that theatre artists must re-imagine how and why they facilitate performance practices with young people. Rapid globalization and advances in media and technology continue to change the ways that people engage with and understand the world around them. Drawing on pedagogical, aesthetic, and theoretical threads of applied theatre and media practices, this book presents practitioners, scholars, and educators with innovative approaches to devising and performing digital stories. This book offers the first comprehensive examination of digital storytelling as an applied theatre practice. Alrutz explores how participatory and mediated performance practices can engage the wisdom and experience of youth; build knowledge about self, others and society; and invite dialogue and deliberation with audiences. In doing so, she theorizes digital storytelling as a site of possibility for critical and relational practices, feminist performance pedagogies, and alliance building with young people.
1 DIGITAL MEDIA AND STORYTELLING ........ .... 2 Introduction . ... 4 Ventures
and Corporations Explores Digital Media . ............ 5 Digital ... 12 Requirement for
Software Evaluation 12 Requirement for Linear Digital Narrative ...... 16 Technical
Indicate your level of familiarity, using the same scale of 1-4: 1= Below Basic--
you have no clue 2= Basic-- you can use ... 1 2 3 4 VHS/DVD players 1 2 3 4
Digital audio equip., e.g. MP3 players, digital voice recorders 1 2 3 4 Digital storytelling ...
Author: Natalie Bernasconi
Teacher collaborative leadership on behalf of access to technological literacy for English Language Learners.
4 units , Win ( Bailenson ) COMM 211 . ... Professional and social issues related
to the web as a case of new media deployment , as a story , as a research and
reporting tool , and as a ... Digital Video — Fundamentals of digital storytelling .
For quality Digital Storytelling sound recording , institutions should acquire a
quality USB microphone Training Workshops For Educators [ headphone ) and a
USB preamp ( Avid ... Final cut express ( Version 4 ) ( Computer software ) .
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016.
Author: Frank Nack
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication.
Author: Ruth Page
Publisher: U of Nebraska Press
Category: Literary Criticism
Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication. New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that have become increasingly prominent, new examples of experimental hypertext, and contemporary video games. The collection also explicitly draws connections between the development of narrative theory, technological innovation, and the use of narratives in particular social and cultural contexts. Finally, New Narratives focuses on how the tools provided by new technologies may be harnessed to provide new ways of both producing and theorizing narrative. Truly interdisciplinary, the book offers broad coverage of contemporary narrative theory, including frameworks that draw from classical and postclassical narratology, linguistics, and media studies.