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Interactive Storytelling - 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14-17, 2017, Proceedings (Paperback, 1st ed. 2017)
Nuno Nunes, Ian Oakley, Valentina Nisi
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R2,839
Discovery Miles 28 390
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 10th
International Conference on Interactive Digital Storytelling, ICIDS
2017, held in Funchal, Madeira, Portugal, in November 2017. The 16
revised full papers and 4 short papers presented were carefully
reviewed and selected from 65 submissions. The papers are organized
in topical sections on story design, location and generation,
history and learning, games, emotion and personality, posters and
demos.
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Made in Burkina (Paperback)
giovanni innella, Valentina Nisi, Franco Papeschi
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R1,555
Discovery Miles 15 550
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Ships in 10 - 15 working days
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Let's suppose that you are part of a design task force sent to a
very different context from the one you're familiar with. Let's
also suppose that you have less than two months to gather useful
information on the local cultural and social ground as part of
filling a gap created by the imminent deployment of new technology
in this context. What would you do? This book describes the
technique adopted by a team of the Madeira Interactive Technologies
Institute (M-ITI) in just such a situation. Giovanni Innella, in
collaboration with Franco Papeschi, and Valentina Nisi have reached
the North of Burkina Faso, a land where technological innovation is
about to lead to big changes in services and in society itself.
Convincing ourselves of the possibility of a copy-and-paste process
between our world and the red planet of Burkina Faso would probably
bring us to the misconception of the African country as a "backward
nation." Instead, developing Countries are places where simple and
advanced technologies are plugged in without following the Western
chronology. Therefore the same technologies can take on very
different connotations; technology and culture always mediate each
other, after all.
During the 1980s and 1990s, a considerable number of technology and
application trends were concerned with location transparency and
virtual spaces, overcoming the limitations of the physical space.
The first years of the succeeding decade has seen a different trend
in technology: the development and popular uptake of mobile media
and wireless networks technologies. Real space combined with
mobile, wireless, location-aware technology becomes a primary
platform for mobile media applications. Because of the difference
in the use of space between mobile technologies and their static
predecessors, new design principles are defining the poetic and the
potential for cultural and narrative augmentation of space. The
work described in this book contributes to the exploration of
mobile media identifying a specific kind of applications: Location
Aware Multimedia Stories (LAMS) and outlining aesthetic principles
and guidelines for mobile narrative production end evaluation.
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