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Sökning: WFRF:(Koenitz Hartmut)

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1.
  • Barbara, Jonathan, et al. (författare)
  • IDNs in Education : Skills for Future Generations
  • 2023
  • Ingår i: 16th International Conference on Interactive Digital Storytelling. - Cham : Springer Nature. ; , s. 57-72
  • Konferensbidrag (refereegranskat)abstract
    • Interactive Digital Narrative (IDN) literacy and authoring skills are being gained too late along a typical student’s educational journey and only by a niche subset of learners while such skills are crucial to consume modern day media communications reporting on complex phenomena from multiple perspectives. This paper acknowledges the impact of technology on teaching and learning methods as well as the current status of digital media in education and uses them to explain how IDN can be used to teach K-12 subjects with the aim of helping students attain IDN literacy skills. It also suggests ways to expand IDN literacy by adding authoring skills. The paper connects these overarching goals with current initiatives in establishing IDN literacy and authoring skills in the K-12 curriculum and presents short-, medium- and long-term objectives towards the above two aims.
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2.
  • Barbara, J., et al. (författare)
  • The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
  • 2021
  • Ingår i: Interactive Storytelling. - Cham : Springer. - 9783030922993 - 9783030923006 ; , s. 288-292
  • Konferensbidrag (refereegranskat)abstract
    • As IDNs are used to represent complex phenomena, we are bound to assess the ethical dimension of these representations in order to help IDN mature as a practice and a discipline. In this paper, we consider ethical aspects arising from applications of IDN in VR for Cultural Heritage experiences. Using a discussion of ethical aspects of cultural heritage and virtual reality as a foundation, and considering a range of IDN VR cultural heritage experiences, we derive a set of ethical questions for IDN design in general and for cultural heritage specifically as the basis for the development of standard ethics guidelines and help start a conversation on the topic in the community.
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3.
  • Barbara, Jonathan, et al. (författare)
  • The Sacra Infermeria — a focus group evaluation of an augmented reality cultural heritage experience
  • 2022
  • Ingår i: New Review of Hypermedia and Multimedia. - : Taylor & Francis. - 1361-4568 .- 1740-7842. ; 28:3-4, s. 143-171
  • Tidskriftsartikel (refereegranskat)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 at the end of the article. 
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4.
  • Bernstein, Mark, et al. (författare)
  • ICIDS2020 Panel : Building the Discipline of Interactive Digital Narratives
  • 2020
  • Ingår i: Interactive Storytelling. - Cham : Springer. - 9783030625153 - 9783030625160 ; , s. 3-11
  • Konferensbidrag (refereegranskat)abstract
    • Building our discipline has been an ongoing discussion since the early days of ICIDS. From earlier international joint efforts to integrate research from multiple fields of study to today’s endeavours by researchers to provide scholarly works of reference, the discussion on how to continue building Interactive Digital Narratives as a discipline with its own vocabulary, scope, evaluation and methods is far from over. This year, we have chosen to continue this discussion through a panel in order to explore what are the epistemological implications of the multiple disciplinary roots of our field, and what are the next steps we should take as a community.
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5.
  • Eladhari, Mirjam Palosaari, 1971-, et al. (författare)
  • Mind Stories : A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy
  • 2023
  • Ingår i: Interactive Storytelling. - Cham : Springer Nature. - 9783031476570 ; , s. 155-167, s. 155-167
  • Konferensbidrag (refereegranskat)abstract
    • Narrative has been central to psychoanalysis from its inception. What has been explored less is the relationship between psychotherapy and interactive narrative. In particular, narrative therapy is a well-established practice in psychotherapy which shares central concerns with interactive narrative research and practice. In this paper, we explore the foundational role of narrative in psychotherapy and consider its interactive aspect. Then, we identify the overlap between interactive narratives and narrative therapy, and identify interactive narrative works which use this potential for therapeutic purposes. We also describe a concrete implementation, the board game Mind Stories, and introduce the concept of interactive narrative therapy.
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6.
  • Koenitz, Hartmut, et al. (författare)
  • A shared vocabulary for IDN : INDCOR white paper 1
  • 2020
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • COST Action 18230 INDCOR (Interactive Narrative Design for Complexity Representations) is an interdisciplinary network of researchers and practitioners intended to further the use of interactive digital narratives (IDN1) to represent highly complex topics. IDN possess crucial advantages in this regard, but more knowledge is needed to realize these advantages in broad usage by media producers and the general public. The lack of a shared vocabulary is a crucial obstacle on the path to a generalized, accessible body of IDN knowledge. This white paper frames the situation from the perspective of INDCOR and describes the creation of an online encyclopedia as a means to overcome this issue. Two similar and successful projects (The Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy) serve as examples for this effort, showing how community-authored encyclopedias can provide high-quality content. The authors introduce a taxonomy based on an overarching analytical framework (SPP model) as the foundational element of the encyclopedia, and detail editorial procedures for the project, including a peer-review process, designed to assure high academic quality and relevance of encyclopedia entries. Also, a sample entry provides guidance for authors.
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7.
  • Koenitz, Hartmut, et al. (författare)
  • A Shared Vocabulary for Interactive Digital Narrative (IDN) : An Encyclopedia Project
  • 2021
  • Ingår i: Games and Narrative. - Cham : Springer. - 9783030815387 - 9783030815370 ; , s. 207-229
  • Bokkapitel (refereegranskat)abstract
    • The design and study of interactive digital narratives (IDN) is a multidisciplinary field. Scholars and practitioners concerned with the topic originate from fields such as literary studies, computer sciences, games studies, media studies, fine art, filmmaking. Consequently, they not only bring a wealth of productive perspectives to the table, but also differences in terminology. This fact alone can be a cause for confusion, yet it is further amplified by diverging meanings of the same term in different disciplinary contexts. In the field, there is a long-standing issue, we propose concrete steps towards the development of a shared vocabulary in the form of an online encyclopedia, taking inspiration from the Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy. This work is developed in the INDCOR EU COST action, a network currently encompassing more than 160 members from 37 countries.
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8.
  • Koenitz, Hartmut, et al. (författare)
  • Alternate realities in interactive digital narratives – understanding and improving design and prosocial effects through empirical methods
  • 2024
  • Ingår i: Multimedia tools and applications. - : Springer. - 1380-7501 .- 1573-7721. ; 83, s. 46757-46778
  • Tidskriftsartikel (refereegranskat)abstract
    • Interactive digital narratives (IDNs) create alternate realities using both fictional and non-fiction material. The interactive aspect of IDN turns audiences into participants and enables the exploration of alternative perspectives and actions within a single artifact. Such multifaceted representations make IDN a vehicle for representing complex issues, a crucial capability at a time when the limits of traditional narrative media to adequately represent complex issues such as climate change become apparent. Conversely, properly evaluated, generalized knowledge about how exactly IDNs engage and influence us and what this means for the design of such works is still scant and thus this topic needs scholarly attention. In this overview paper, we discuss the potential of IDN, but also the difficulties of realizing this potential in terms of design and of verifying the effectiveness through empirical research methods. The potential of IDN as dynamic, participatory, and encyclopedic artifacts can be clearly expressed, yet the same cannot be said when it comes to the design and especially the evaluation of intended prosocial effects, the topic this paper is focused on. We start by identifying the problem of IDN design resulting from a combination of the lack of generalized knowledge and formal professional training. Then, we discuss the challenge of measuring the effectiveness of IDN design for prosocial effects and report on several case studies. In this context, we discuss methodological issues and advocate for best practices. Finally, we consider future steps in addressing the continuing challenge of evaluating IDNs.
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9.
  • Koenitz, Hartmut, et al. (författare)
  • An Ethics Framework for Interactive Digital Narrative Authoring
  • 2022
  • Ingår i: The Authoring Problem. - Cham : Springer. - 9783031052132 - 9783031052149 ; , s. 335-351
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Interactive Digital Narrative (IDN) provides expressive opportunities that can be applied to many serious and non-fiction topics. Such applications, in particular, but also fictional IDN, have an ethicalEthics (ethical) dimension, an aspect in need of increased attention as IDN matures and is more widely deployed. In this chapter, we identify aspects of IDN ethicsEthics (ethical) with a particular concern for IDN authoring, taking into account earlier efforts in related areas, such as more generalized perspectivesPerspective on ethicsEthics (ethical) in computer sciences and considerations pertaining to video games. We use IDN for cultural heritage as a frame for discussing ethical aspects in IDN, since this application area is particularly prone to issues in this regard. Furthermore, we put a focus on VRVirtual Reality (VR), as a topic that most fully divorces audiences from the outside world during the IDN experience and thus poses particular ethicalEthics (ethical) challenges for authoring. Throughout the discussion, we identify questions that an IDN ethics framework needs to address. Then, we introduce such a framework with 12 rulesRules and briefly discuss their application. The IDN ethics framework is meant to be as a first edition, to be further developed by the community.
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10.
  • Koenitz, Hartmut, et al. (författare)
  • Approaches Towards Novel Phenomena : a Reflection on Issues in IDN Research, Teaching and Practice
  • 2022
  • Ingår i: Interactive Storytelling. - Cham : Springer. - 9783031222979 - 9783031222986 ; , s. 441-454
  • Konferensbidrag (refereegranskat)abstract
    • What happens when scholars approach novel phenomena such as Interactive Digital Narrative (IDN)? How can we be certain that theoretical frameworks, analytical approaches, and vocabulary are adequate,which means that they are able to fully describe the specific characteristics of the novel phenomena? The same goes for approaches in the practice - how can we be sure that the chosen design methods enable the use of the full expressive potential of a novel phenomena? Furthermore, we ask how we can critique and improve categories and approaches? We reflect on how theory and analytical approaches have been produced so far, identify issues with the current practice, consider alternatives and propose a number of measures to improve the situation. Amongst them are increased efforts on the meta-level in terms of theoretical development and reflective works which concern themselves with the further development of the field, iterative approaches towards theory and method, a more critical approach in education, multi-method analysis, and dynamic representations.
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