Glutinous 发表于 2025-3-25 03:30:24
Digital Storytelling by Women in Tech Communities verified that the use of narratives and storytelling strategies in digital environments can become an important catalyst for the achievements of these collectives. This case study, inserted in a context of digital ethnography in online platforms and interviews carried out in this community for twoironic 发表于 2025-3-25 08:16:15
Discovering IDN Authoring Strategies: Novices Anchor Choice Design Through Character Development witnovice authoring strategies. Four strands of analysis (narrative elements, choice poetics, player reflection, and Twine tree structure) offer a complementary picture of the IDN design learning process. Findings of our analysis show that, over time, student designers developed characters with increasopalescence 发表于 2025-3-25 12:23:09
http://reply.papertrans.cn/48/4706/470554/470554_23.pngVICT 发表于 2025-3-25 18:48:46
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Conference proceedings 2023elling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. . The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works.. .The papers focus on topics suchinclusive 发表于 2025-3-26 00:20:01
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VR for Diversity. The Seven Lives of a Research Projecten as the theme for the narratives that were to be created for this the research project. The paper describes a number of different projects that all evolved around this theme and concludes by presenting insights on the impact of interactive VR.Anecdote 发表于 2025-3-26 08:47:17
Prompt Engineering for Narrative Choice Generationht affect narrative choice generation by open-source LLMs. The results provide a first step toward understanding effective prompt engineering for future human-AI collaborative development of interactive narratives.智力高 发表于 2025-3-26 15:50:47
http://reply.papertrans.cn/48/4706/470554/470554_29.png吝啬性 发表于 2025-3-26 18:06:47
Conference proceedings 2023as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works..