A Robust Interactive Narrative Framework for Edutainment
Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applicati...
Ausführliche Beschreibung
Autor*in: |
Paracha, Samiullah [verfasserIn] Yoshie, Osamu [author] |
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E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2012 |
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Umfang: |
Online-Ressource |
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Reproduktion: |
IGI Global InfoSci Journals Archive 2000 - 2012 |
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Übergeordnetes Werk: |
In: International journal of interactive communication systems and technologies - Hershey, Pa : IGI Global, 2011, 2(2012), 1, Seite 18-35 |
Übergeordnetes Werk: |
volume:2 ; year:2012 ; number:1 ; pages:18-35 |
Links: |
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DOI / URN: |
10.4018/ijicst.2012010102 |
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NLEJ244475873 |
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520 | |a Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented | ||
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10.4018/ijicst.2012010102 doi (DE-627)NLEJ244475873 (VZGNL)10.4018/ijicst.2012010102 DE-627 ger DE-627 rakwb eng Paracha, Samiullah verfasserin aut A Robust Interactive Narrative Framework for Edutainment 2012 Online-Ressource nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented IGI Global InfoSci Journals Archive 2000 - 2012 Intelligent Virtual Agents Interactive Edutainment Systems Interactive Narrative Design Story Manager Agent Virtual Drama Yoshie, Osamu author aut In International journal of interactive communication systems and technologies Hershey, Pa : IGI Global, 2011 2(2012), 1, Seite 18-35 Online-Ressource (DE-627)NLEJ244419094 (DE-600)2703417-3 2155-4226 nnns volume:2 year:2012 number:1 pages:18-35 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102 X:IGIG Verlag Deutschlandweit zugänglich http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102&buylink=true text/html Abstract Deutschlandweit zugänglich ZDB-1-GIS GBV_NL_ARTICLE AR 2 2012 1 18-35 |
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10.4018/ijicst.2012010102 doi (DE-627)NLEJ244475873 (VZGNL)10.4018/ijicst.2012010102 DE-627 ger DE-627 rakwb eng Paracha, Samiullah verfasserin aut A Robust Interactive Narrative Framework for Edutainment 2012 Online-Ressource nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented IGI Global InfoSci Journals Archive 2000 - 2012 Intelligent Virtual Agents Interactive Edutainment Systems Interactive Narrative Design Story Manager Agent Virtual Drama Yoshie, Osamu author aut In International journal of interactive communication systems and technologies Hershey, Pa : IGI Global, 2011 2(2012), 1, Seite 18-35 Online-Ressource (DE-627)NLEJ244419094 (DE-600)2703417-3 2155-4226 nnns volume:2 year:2012 number:1 pages:18-35 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102 X:IGIG Verlag Deutschlandweit zugänglich http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102&buylink=true text/html Abstract Deutschlandweit zugänglich ZDB-1-GIS GBV_NL_ARTICLE AR 2 2012 1 18-35 |
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10.4018/ijicst.2012010102 doi (DE-627)NLEJ244475873 (VZGNL)10.4018/ijicst.2012010102 DE-627 ger DE-627 rakwb eng Paracha, Samiullah verfasserin aut A Robust Interactive Narrative Framework for Edutainment 2012 Online-Ressource nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented IGI Global InfoSci Journals Archive 2000 - 2012 Intelligent Virtual Agents Interactive Edutainment Systems Interactive Narrative Design Story Manager Agent Virtual Drama Yoshie, Osamu author aut In International journal of interactive communication systems and technologies Hershey, Pa : IGI Global, 2011 2(2012), 1, Seite 18-35 Online-Ressource (DE-627)NLEJ244419094 (DE-600)2703417-3 2155-4226 nnns volume:2 year:2012 number:1 pages:18-35 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102 X:IGIG Verlag Deutschlandweit zugänglich http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102&buylink=true text/html Abstract Deutschlandweit zugänglich ZDB-1-GIS GBV_NL_ARTICLE AR 2 2012 1 18-35 |
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10.4018/ijicst.2012010102 doi (DE-627)NLEJ244475873 (VZGNL)10.4018/ijicst.2012010102 DE-627 ger DE-627 rakwb eng Paracha, Samiullah verfasserin aut A Robust Interactive Narrative Framework for Edutainment 2012 Online-Ressource nicht spezifiziert zzz rdacontent nicht spezifiziert z rdamedia nicht spezifiziert zu rdacarrier Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented IGI Global InfoSci Journals Archive 2000 - 2012 Intelligent Virtual Agents Interactive Edutainment Systems Interactive Narrative Design Story Manager Agent Virtual Drama Yoshie, Osamu author aut In International journal of interactive communication systems and technologies Hershey, Pa : IGI Global, 2011 2(2012), 1, Seite 18-35 Online-Ressource (DE-627)NLEJ244419094 (DE-600)2703417-3 2155-4226 nnns volume:2 year:2012 number:1 pages:18-35 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102 X:IGIG Verlag Deutschlandweit zugänglich http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/ijicst.2012010102&buylink=true text/html Abstract Deutschlandweit zugänglich ZDB-1-GIS GBV_NL_ARTICLE AR 2 2012 1 18-35 |
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Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented |
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Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented |
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Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented |
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NLEJ244419094 |
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doi_str |
10.4018/ijicst.2012010102 |
up_date |
2024-07-06T08:01:34.529Z |
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