WorldWideScience

Sample records for reality interactive storytelling

  1. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  2. Emotion-driven interactive storytelling

    OpenAIRE

    Zhao, Huiwen

    2012-01-01

    Interactive storytelling has attracted plenty of research interest in recent years. Most current interactive storytelling systems follow a goal-oriented approach to story representation, i.e. the user is engaged with the story through fulfilling a number of goals rather than empathising with the characters and experiencing anenriched emotional experience (Pizzi and Cavazza 2007). This fails to satisfy potential users who are oriented to traditional media, such as movies (Louchart et al. 2008)...

  3. The effect of interactive digital storytelling gamification on microbiology classroom interactions

    OpenAIRE

    Molnar, Andreea

    2018-01-01

    In this research, we study the use of interactive digital storytelling in teaching microbiology. More specifically, we carried out an exploratory study assessing the effect of using the gamification of an interactive digital storytelling on classroom dynamics and students’ interaction. The results show that the presence of gamification led to an increase in classroom discussions and in students’ engagement with the learning objectives taught by the interactive digital storytelling.

  4. Interactive Storytelling

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Reng, Lars

    2015-01-01

    This book constitutes the refereed proceedings of the 8th International Conference 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 9 posters, 9 workshop descriptions, an...

  5. Wildcard: A wearable virtual reality storytelling tool for children with intellectual developmental disability.

    Science.gov (United States)

    Gelsomini, Mirko; Garzotto, Franca; Montesano, Daniele; Occhiuto, Daniele

    2016-08-01

    Our research aims at supporting existing therapies for children with intellectual and developmental disorders (IDD). The personal and social autonomy is the desired end state to be achieved to enable a smooth integration in the real world. We developed and tested a framework for storytelling and learning activities that exploits an immersive virtual reality viewer to interact with target users. We co-designed our system with experts from the medical sector, identifying features that allow patients to stay focused on exercises to perform. Our approach triggers a learning process for a seamless assimilation of common behavioral skills useful in every day's life. This paper highlights the technologic challenges in healthcare and discusses cutting-edge interaction paradigms.

  6. Interactive Storytelling: Opportunities for Online Course Design

    Science.gov (United States)

    Baldwin, Sally; Ching, Yu-Hui

    2017-01-01

    Compelling interactive stories can be used to get and keep learners' interest in online courses. Interactive storytelling presents information in a manner that involves learners by allowing them to connect with the content. Incorporating interactive storytelling into online education offers the potential to increase student interest and knowledge…

  7. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  8. Virtual reality (HMD and Interaction from the Perspective of Narrative Construction and Communication: Taxonomic Proposal

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio Tamayo

    2016-07-01

    Full Text Available Virtual reality is a term popularised by some authors since the eighties and the nineties, in order to define features for immersive environments generated artificially by digital means. Immersive processes in virtual environments have dramatically changed since early experiences in this area, such as Sensorama (1962, flight simulators (in the sixties or Aspen Movie Map Experiment (1978. Those changes offer new possibilities in communication and storytelling domains. This work does a systematic literature review about those phenomena, approaching also the emergence of interdisciplinary fields such as interaction design or user experience. The study aims also to configure a taxonomic classification of components in the domain of storytelling for the use of virtual reality technologies, trying to generate models which help to complement the current ones. This taxonomy is a qualitative milestone for studying interactive dimensions between technology, person and environment.

  9. Improving the EFL Learners' Speaking Ability through Interactive Storytelling

    Science.gov (United States)

    Marzuki; Prayogo, Johannes Ananto; Wahyudi, Arwijati

    2016-01-01

    This present research was aimed to improve the EFL learners' speaking ability and their classroom activities through the implementation of Interactive Storytelling Strategy. Therefore, this study was directed to explore the beneficial of Interactive Storytelling that closely related to the EFL learners' everyday activities at their home and…

  10. Meta matters in interactive storytelling and serious gaming (a play on worlds)

    NARCIS (Netherlands)

    Linssen, Johannes Maria

    2017-01-01

    In this dissertation, I investigate the use of storytelling techniques in the domains of interactive storytelling and serious gaming. The field of interactive storytelling attempts to create and analyse systems that allow users to influence the plots of stories. Serious games provide experiences not

  11. Digital storytelling a creator's guide to interactive entertainment

    CERN Document Server

    Miller, Carolyn Handler

    2014-01-01

    Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the user interact with the story and letting the user enter the story and shape it themselves.This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: educat...

  12. The IRIS network of excellence : Integrating research in interactive storytelling

    NARCIS (Netherlands)

    Cavazza, Marc; Donikian, Stéphane; Christie, Marc; Spierling, Ulrike; Szilas, Nicolas; Vorderer, Peter; Hartmann, Tilo; Klimmt, Christoph; André, Elisabeth; Champagnat, Ronan; Petta, Paolo; Olivier, Patrick

    2008-01-01

    Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a

  13. A Mobile Mixed-Reality Environment for Children's Storytelling Using a Handheld Projector and a Robot

    Science.gov (United States)

    Sugimoto, Masanori

    2011-01-01

    This paper describes a system called GENTORO that uses a robot and a handheld projector for supporting children's storytelling activities. GENTORO differs from many existing systems in that children can make a robot play their own story in a physical space augmented by mixed-reality technologies. Pilot studies have been conducted to clarify the…

  14. Technology-enhanced storytelling stimulating parent–child interaction and preschool children's vocabulary knowledge

    NARCIS (Netherlands)

    Teepe, R.C.; Molenaar, I.; Verhoeven, L.

    2016-01-01

    Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent–child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a

  15. Technology-enhanced storytelling stimulating parent-child interaction and preschool children's vocabulary knowledge

    NARCIS (Netherlands)

    Teepe, R.C.; Molenaar, I.; Verhoeven, L.T.W.

    2017-01-01

    Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent-child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a

  16. Storytelling in Interactive 3D Geographic Visualization Systems

    Directory of Open Access Journals (Sweden)

    Matthias Thöny

    2018-03-01

    Full Text Available The objective of interactive geographic maps is to provide geographic information to a large audience in a captivating and intuitive way. Storytelling helps to create exciting experiences and to explain complex or otherwise hidden relationships of geospatial data. Furthermore, interactive 3D applications offer a wide range of attractive elements for advanced visual story creation and offer the possibility to convey the same story in many different ways. In this paper, we discuss and analyze storytelling techniques in 3D geographic visualizations so that authors and developers working with geospatial data can use these techniques to conceptualize their visualization and interaction design. Finally, we outline two examples which apply the given concepts.

  17. Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach

    OpenAIRE

    Spierling, Ulrike

    2005-01-01

    1 Introduction In this contribution, Interactive Digital Storytelling is viewed as a hybrid form of game design and cinematic storytelling for the understanding and making of future learning and entertainment applications. The paper shall present formal design models that provide a conceptual bridge between both traditional linear narrative techniques as well as agent-based emergent conversations with virtual characters. In summary, a theoretical classification of thinking models for authors ...

  18. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  19. Technology-Enhanced Storytelling Stimulating Parent-Child Interaction and Preschool Children's Vocabulary Knowledge

    Science.gov (United States)

    Teepe, R. C.; Molenaar, I.; Verhoeven, L.

    2017-01-01

    Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent-child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a story structure and real-time visual, auditory and…

  20. Storytelling in serious games

    DEFF Research Database (Denmark)

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

    This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling...... is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes concluding with open storytelling challenges and opportunities in serious games development and recommending further literature on the subject....

  1. Real story interaction: The role of global agency in interactive storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.

    2012-01-01

    Interactive Storytelling (IS) is a promising new entertainment technology synthesizing pre-authored narrative with dynamic user interaction. Research on user experiences in IS is sparse. The current experiment tested whether different player expectations regarding the impact of their actions yield

  2. Bringing Together Interactive Digital Storytelling with Tangible Interaction : Challenges and Opportunities

    NARCIS (Netherlands)

    Catala, Alejandro; Theune, Mariët; Sylla, Cristina; Ribeiro, Pedro; Nunes, Nuno; Oakley, Ian; Nisi, Valentina

    2017-01-01

    This workshop aims to explore challenges and potential opportunities in bringing interactive digital storytelling into the realm of tangible and embodied interaction. To this end, experts from both fields are invited to present and discuss their ideas. Besides fostering discussion and potential

  3. Improving the EFL Learners’ Speaking Ability through Interactive Storytelling

    Directory of Open Access Journals (Sweden)

    Marzuki Marzuki

    2016-06-01

    Full Text Available This present research was aimed to improve the EFL learners’ speaking ability and their classroom activities through the implementation of Interactive Storytelling Strategy. Therefore, this study was directed to explore the beneficial of Interactive Storytelling that closely related to the EFL learners’ everyday activities at their home and school. The subject consisted of 22 of Junior High of Indonesian EFL learners. A Classroom Action Research in two cycles had been conducted within 6 meetings for every cycle. The meetings were focused on the interactivity and communicative ability among learners. The research result showed that the learners’ speaking ability improved from 17 or 72,27% passed in Cycle 1 to 22 or 100% passed the criteria of success in Cycle 2. It also showed that their classroom activities improved from 8 or 36,36% who were very active (VA and 14 or 63,64% who were active (A to 18 or 81,82% were very active (VA and 4 or 18,18% were active (A. In conclusion, the implementation of Interactive Storytelling Strategy increased the EFL learners’ speaking ability and their classroom activities.

  4. Exploring multimodal robotic interaction through storytelling for aphasics

    NARCIS (Netherlands)

    Mubin, O.; Al Mahmud, A.; Abuelma'atti, O.; England, D.

    2008-01-01

    In this poster, we propose the design of a multimodal robotic interaction mechanism that is intended to be used by Aphasics for storytelling. Through limited physical interaction, mild to moderate aphasic people can interact with a robot that may help them to be more active in their day to day

  5. A Tabletop Board Game Interface for Multi-User Interaction with a Storytelling System

    NARCIS (Netherlands)

    Alofs, T.; Theune, Mariet; Swartjes, I.M.T.; Camurri, A.; Costa, C.

    2011-01-01

    The Interactive Storyteller is an interactive storytelling system with a multi-user tabletop interface. Our goal was to design a generic framework combining emergent narrative, where stories emerge from the actions of autonomous intelligent agents, with the social aspects of traditional board games.

  6. Acting, playing, or talking about the story: an annotation scheme for communication during interactive digital storytelling

    NARCIS (Netherlands)

    Theune, Mariet; Linssen, Johannes Maria; Alofs, Thijs

    2013-01-01

    In this paper we investigate the communication of children playing with an interactive digital storytelling system. What users say during their interaction with a digital storytelling system can tell us much about how they relate to the characters and how engrossed they are in the storytelling

  7. Spatiotemporal Aspects of Engagement during Dialogic Storytelling Child–Robot Interaction

    Directory of Open Access Journals (Sweden)

    Scott Heath

    2017-06-01

    Full Text Available The success of robotic agents in close proximity of humans depends on their capacity to engage in social interactions and maintain these interactions over periods of time that are suitable for learning. A critical requirement is the ability to modify the behavior of the robot contingently to the attentional and social cues signaled by the human. A benchmark challenge for an engaging social robot is that of storytelling. In this paper, we present an exploratory study to investigate dialogic storytelling—storytelling with contingent responses—using a child-friendly robot. The aim of the study was to develop an engaging storytelling robot and to develop metrics for evaluating engagement. Ten children listened to an illustrated story told by a social robot during a science fair. The responses of the robot were adapted during the interaction based on the children’s engagement and touches of the pictures displayed by the robot on a tablet embedded in its torso. During the interaction the robot responded contingently to the child, but only when the robot invited the child to interact. We describe the robot architecture used to implement dialogic storytelling and evaluate the quality of human–robot interaction based on temporal (patterns of touch, touch duration and spatial (motions in the space surrounding the robot metrics. We introduce a novel visualization that emphasizes the temporal dynamics of the interaction and analyze the motions of the children in the space surrounding the robot. The study demonstrates that the interaction through invited contingent responses succeeded in engaging children, although the robot missed some opportunities for contingent interaction and the children had to adapt to the task. We conclude that (i the consideration of both temporal and spatial attributes is fundamental for establishing metrics to estimate levels of engagement in real-time, (ii metrics for engagement are sensitive to both the group and

  8. Innovation in preregistration midwifery education: Web based interactive storytelling learning.

    OpenAIRE

    Scamell, M.; Hanley, T.

    2017-01-01

    BACKGROUND: through a critical description of the implementation of a web based interactive storytelling learning activity introduced into an undergraduate, preregistration midwifery education programme, this paper will explore how low-cost, low-fidelity online storytelling, designed using Moodle, can be used to enhance students' understanding of compassion and empathy in practice.\\ud \\ud SAMPLE: cross sectional sample of first year undergraduate Midwifery students (n111)\\ud \\ud METHOD: drawi...

  9. Innovation in preregistration midwifery education: Web based interactive storytelling learning.

    Science.gov (United States)

    Scamell, Mandie; Hanley, Thomas

    2017-07-01

    through a critical description of the implementation of a web based interactive storytelling learning activity introduced into an undergraduate, preregistration midwifery education programme, this paper will explore how low-cost, low-fidelity online storytelling, designed using Moodle, can be used to enhance students' understanding of compassion and empathy in practice. cross sectional sample of first year undergraduate Midwifery students (n111) METHOD: drawing from both research and audit data collected in an Higher Education Institution in London England, the paper presents the case for using web based technology to create a sustainable model for midwifery education. initial results indicate that it is both the low cost and positive student evaluations of web based interactive storytelling, which make this approach to preregistration midwifery education which suggests that this approach has significant potential for learning and teaching in midwifery education in diverse settings around the world. Or how about: global relevance? . Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. Tales of resistance and other emancipatory functions of storytelling.

    Science.gov (United States)

    Grassley, Jane S; Nelms, Tommie P

    2009-11-01

    Tales of resistance and other emancipatory functions of storytelling. This paper is the report of a study to explore how the process of storytelling might facilitate women's emancipatory knowing, using examples from women's breastfeeding stories. Storytelling, as an interactive process, can give women a way to explain pivotal life events, justify choices, examine reality and find meaning in experiences. Emancipatory functions of storytelling have been identified as contextual grounding, bonding with others, validating and affirming experiences, venting and catharsis, resisting oppression and educating others. Secondary data analysis was conducted in 2008 on breastfeeding stories originally gathered from 13 women from 2002 to 2004 for a feminist hermeneutic study of maternal breastfeeding confidence. The stories were re-examined through the lens of the emancipatory functions of storytelling. Illustrations of contextual grounding, validating and affirming experiences, venting and catharsis and acts of resistance were found in the breastfeeding stories and presented as exemplars of emancipatory knowing. Women revealed the difficulties they encountered breastfeeding, transforming these experiences as they discovered their meaning. They described collisions that occurred when personal, familial, healthcare professionals' or cultural expectations differed from their experience. The stories suggested possible liberation from old ideologies about breastfeeding as women redefined the difficulties they encountered. Storytelling has potential as a simple, yet profound, and powerful emancipatory intervention which nurses can use to help women in their care make sense of and transform experiences of health and illness. Storytelling may have global implications for nursing practice and research.

  11. Utilizing Traditional Storytelling to Promote Wellness in American Indian Communities

    Science.gov (United States)

    HODGE, FELICIA SCHANCHE; PASQUA, ANNA; MARQUEZ, CAROL A.; GEISHIRT-CANTRELL, BETTY

    2011-01-01

    Utilizing storytelling to transmit educational messages is a traditional pedagogical method practiced by many American Indian tribes. American Indian stories are effective because they present essential ideas and values in a simple, entertaining form. Different story characters show positive and negative behaviors. The stories illustrate consequences of behaviors and invite listeners to come to their own conclusions after personal reflection. Because stories have been passed down through tribal communities for generations, listeners also have the opportunity to reconnect and identify with past tribal realities. This article reports on a research intervention that is unique in promoting health and wellness through the use of storytelling. The project utilized stories to help motivate tribal members to once more adopt healthy, traditional lifestyles and practices. The authors present and discuss the stories selected, techniques used in their telling, the preparation and setting for the storytelling, and the involvement and interaction of the group. PMID:11776018

  12. Argumentation in mathematics: mediation by means of digital interactive storytelling

    Directory of Open Access Journals (Sweden)

    Giovannina Albano

    2016-04-01

    Full Text Available This work is framed in a wider research aimed at outlining an online interactive platform model organizing mathematical learning activities based on a Vygotskian approach. This paper reports on a pilot study concerning a first implementation of a mathematical Learning Activity, as part of an interactive digital storytelling in mathematics, aiming at developing students’ argumentative competences. We present the outcomes of the protocols’ analysis and discuss them with respect two main points: the production of arguments for supporting of the solution to a question and the different functioning of the device according to the student’s attitude with respect to the story and the team work. L’argomentazione in matematica: la mediazione attraverso il digital interactive storytellingQuesto lavoro è inserito in una ricerca più ampia volta a realizzare un modello di piattaforma interattiva online che implementi Learning Activity in matematica basate su un approccio vygotskiano. Questo articolo riporta uno studio pilota riguardante una prima implementazione di un task matematico, come parte di un digital storytelling interattivo in matematica, che mira a sviluppare competenze argomentative negli studenti. Presentiamo i risultati delle analisi dei protocolli e li discutiamo rispetto a due punti principali: sviluppo nella produzione di argomentazioni a supporto della risoluzione ad un quesito e diverso funzionamento del dispositivo a seconda dell’atteggiamento dello studente rispetto alla storia e al lavoro di gruppo.

  13. The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience

    Science.gov (United States)

    Roth, Christian; Vorderer, Peter; Klimmt, Christoph

    A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from 'old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.

  14. Stimulating parent-child interaction through storytelling activities of a family literacy program

    NARCIS (Netherlands)

    Teepe, R.C.; Molenaar, I.; Oostdam, R.J.; Verhoeven, L.T.W.

    2017-01-01

    Preschool vocabulary knowledge develops mainly informally via parent-child interaction. Family literacy programs (FLP’s) aim to promote children's vocabulary by supporting parent-child interaction quantity and quality. In addition to traditional storytelling activities that are part of FLP's

  15. Interactional convergence in conversational storytelling: when reported speech is a cue of alignment and/or affiliation.

    Science.gov (United States)

    Guardiola, Mathilde; Bertrand, Roxane

    2013-01-01

    This paper investigates how and when interactional convergence is established by participants in conversation. We analyze sequences of storytelling using an original method that combines Conversation Analysis and a corpus-based approach. In storytelling, the participant in the position of "listener" is expected to produce either generic or specific responses adapted to the storyteller's narrative. The listener's behavior produced within the current activity is a cue of his/her interactional alignment. We show here that the listener can produce a specific type of (aligned) response, which we term a reported speech utterance in echo. The participant who is not telling the story is nonetheless able to animate the characters, while reversing the usual asymmetric roles of storyteller and listener. The use of this device is a way for the listener to display his/her stance toward the events told by the storyteller. If the listener's stance is congruent with that of the storyteller, this reveals a high degree of affiliation between the participants. We present seventeen excerpts from a collection of 94 instances of Echo Reported Speech (ERS) which we examined using the concepts of alignment and affiliation in order to show how different kinds of convergent sequences are constructed. We demonstrate that this phenomenon is mainly used by the listener to align and affiliate with the storyteller by means of reformulative, enumerative, or overbidding ERS. We also show that in affiliative sequences, reported speech can be used by the listener in a humorous way in order to temporarily disalign. This disalignment constitutes a potential starting point for an oblique sequence, which, if accepted and continued by the storyteller, gives rise to a highly convergent sequence.

  16. A Discussion of Interactive Storytelling Techniques for Use in a Serious Game

    NARCIS (Netherlands)

    Linssen, Johannes Maria

    2012-01-01

    This report addresses a collection of interactive storytelling systems to provide an overview of state-of-the-art methods of narrative management and of enabling social interaction between users and virtual agents. This is done to inform the construction of a social cues and training demonstrator (a

  17. User Study of a New Smart Toy for Children's Storytelling

    Science.gov (United States)

    Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat

    2014-01-01

    This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.

  18. The experience of Interactive Storytelling: Comparing „Fahrenheit“ with „Facade“.

    NARCIS (Netherlands)

    Roth, C.; Klimmt, C.; Vermeulen, I.E.; Vorderer, P.A.

    2011-01-01

    At the intersection of multimedia, artificial intelligence, and gaming technology, new visions of future entertainment media arise that approximate the "Holodeck" ® idea of interactive storytelling. We report exploratory experiments on the user experience in a 'classic', foundational application of

  19. Storytelling in dementia: embodiment as a resource.

    Science.gov (United States)

    Hydén, Lars-Christer

    2013-05-01

    In narrative research about persons with dementia, much research focuses on individual storytellers and their stories often stressing the discursive or textual aspects of stories. As persons with Alzheimer's disease generally have difficulties in telling stories according to often implicit narrative norms, they may appear to be less competent and agentive than what is actually the case. In the article, I argue for a change of focus from the textual aspects of narratives and the story as a product, to a focus on performative aspects and the embodied aspects of storytelling. A focus on the storytelling activity implies a change from the individual storyteller to the interaction with other participants in the storytelling situation. Drawing on two particular cases of storytelling, I stress the collaborative and embodied aspects of storytelling and argue that embodiment is less an individual expressive phenomenon than it is an interactive resource.

  20. Interactional convergence in conversational storytelling: when reported speech is a cue of alignment and/or affiliation

    Directory of Open Access Journals (Sweden)

    Mathilde eGuardiola

    2013-10-01

    Full Text Available This paper investigates how and when interactional convergence is established by participants in conversation. We analyze sequences of storytelling using an original method which combines Conversation Analysis and a corpus-based approach. In storytelling, the participant in the position of listener is expected to produce either generic or specific responses adapted to the storyteller’s narrative. The listener’s behavior produced within the current activity, is a cue of his or her interactional alignment. We show here that the listener can produce a specific type of (aligned response which we term a reported speech utterance in echo. The participant who is not telling the story is nonetheless able to animate the characters, while reversing the usual asymmetric roles of storyteller and listener. The use of this device is a way for the listener to display a stance toward the events told by the storyteller. If the listener’s stance is congruent with that of the storyteller, this reveals a high degree of affiliation between the participants. We present seventeen extracts from a collection of 94 instances of echo reported speech which we examined using the concepts of alignment and affiliation in order to show how different kinds of convergent sequences are constructed. We demonstrate that this phenomenon is mainly used by the listener in order to align and affiliate with the storyteller by means of reformulative or overbidding Echo Reported Speech. We also show that in affiliative sequences, reported speech can be used by the listener in a humorous way in order to temporarily disalign. This disalignment constitutes a potential starting point for an oblique sequence, which, if accepted and continued by the storyteller, gives rise to a highly convergent sequence.

  1. Better Learning of Chinese Idioms through Storytelling: Current Trend of Multimedia Storytelling

    Science.gov (United States)

    Li, Ee Hui; Hew, Soon Hin

    2017-01-01

    Storytelling plays a vital role to impart a nation's tradition, cultural beliefs and history to future generation. It is frequently used for the purpose of sharing or exchanging information as it enables the messages to be conveyed to the audience easily. Storytelling acts as a tool of human social interaction and is commonly used in education for…

  2. History, Dreams and Reality: Storytelling Programs in Malaysia.

    Science.gov (United States)

    Saad, Mohd Sharif Mohd

    Storytelling, a powerful means of providing children and adults with life-enhancing mental images, has been a tradition practiced by most cultures throughout the world. Passed on from one generation to another, the stories freed the imagination and stretched the capacity for such feelings of joy, sorrow, sympathy, and hope. The stories usually…

  3. Exploring the Use of Interactive Digital Storytelling Video: Promoting Student Engagement and Learning in a University Hybrid Course

    Science.gov (United States)

    Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.

    2016-01-01

    This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…

  4. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.; Pizzi, D.; Lugrin, J-L.; Cavazza, M.

    2012-01-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual

  5. Experiencing 3D interactions in virtual reality and augmented reality

    NARCIS (Netherlands)

    Martens, J.B.; Qi, W.; Aliakseyeu, D.; Kok, A.J.F.; Liere, van R.; Hoven, van den E.; Ijsselsteijn, W.; Kortuem, G.; Laerhoven, van K.; McClelland, I.; Perik, E.; Romero, N.; Ruyter, de B.

    2004-01-01

    We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical

  6. Making Learning Active with Interactive Whiteboards, Podcasts, and Digital Storytelling in ELL Classrooms

    Science.gov (United States)

    Hur, Jung Won; Suh, Suhyun

    2012-01-01

    The purpose of this study was to examine effective ways to integrate an interactive whiteboard, podcast, and digital storytelling for language proficiency development in English language learners. Researchers integrated these three technologies into a 60-hour intensive summer English program and investigated their impacts on student vocabulary…

  7. Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education

    Science.gov (United States)

    Atwood-Blaine, Dana; Huffman, Douglas

    2017-01-01

    This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…

  8. Storytelling for Fluency and Flair: A Performance-Based Approach

    Science.gov (United States)

    Campbell, Terry; Hlusek, Michelle

    2015-01-01

    In the classroom experiences described in this article, grade three students were introduced to storytelling through the interactive read aloud of a mentor text and a storytelling demonstration, followed by daily collaborative activities involving listening, speaking, reading, and writing, culminating in dramatic storytelling performances. The…

  9. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  10. Language, Literacy, Literature: Using Storytelling in the Languages Classroom

    Science.gov (United States)

    Morgan, Anne-Marie

    2011-01-01

    Stories and storytelling have been used for millennia to entertain, challenge and educate. As a shared form of language interaction, storytelling has engaged communities in developing and perpetuating common understandings of both language and culture, as critical foundations to harmonious societies. Stories and storytelling provide a rich source…

  11. HoloR: Interactive Mixed-Reality Rooms

    OpenAIRE

    Schwede, Carsten; Hermann, Thomas

    2015-01-01

    Existing virtual reality technologies only cover certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to fade between different parts of the mixed-reality spectrum. By using web-technologies...

  12. A Narrative Criticism of Lifestyle Reality Programs

    Directory of Open Access Journals (Sweden)

    Travis Loof

    2015-07-01

    Full Text Available This article seeks to understand and explain the relationship between lifestyle reality television programs and consumers. Specifically, this article outlines this relationship from a critical narrative perspective by interrogating two common story structures within lifestyle reality programming. By analyzing these narratives, conclusions are drawn about the role of story in consumer behavior. Additionally, this article argues that through the combination of the rhetorical situation of the housing collapse and narrative storytelling, consumers are taught how to perceive and interact when considering the purchase of a house. Finally, this article synthesizes Social Cognitive theory (Bandura, 1986 in conjunction with Narrative theory (Fisher, 1984 to explore how rhetorical criticism can use social science to better understand lived, mediated, experience.

  13. The "Living" Case: Structuring Storytelling to Increase Student Interest, Interaction, and Learning

    Science.gov (United States)

    Fawcett, Stanley E; Fawcett, Amydee M.

    2011-01-01

    Storytelling has always been a powerful form of teaching and continues to be a compelling way to build and communicate theory. Storytelling brings learning to life, helping students grasp the intricacies and nuances of today's challenging decision-making environment. One form of classroom storytelling involves the use of guest speakers. Carefully…

  14. Creating a Storytelling Classroom for a Storytelling World

    Science.gov (United States)

    Jones, Robert E.

    2012-01-01

    This article explores the value of storytelling in English language learning. Strong emphasis is placed on the role that stories of personal experience play in human interaction and how these natural conversations foster a better language learning experience. The author outlines a four-step approach to help students develop conversational skills…

  15. Storytelling

    DEFF Research Database (Denmark)

    Hansen, Heidi

    2015-01-01

    Dette kapitel introducerer til storytelling som kommunikationsdisciplin. Der præsenteres dels en teoretisk forståelse af, hvordan mennesket tænker i og skaber mening gennem historier, dels en række praktiske værktøjer til arbejdet med storytelling.......Dette kapitel introducerer til storytelling som kommunikationsdisciplin. Der præsenteres dels en teoretisk forståelse af, hvordan mennesket tænker i og skaber mening gennem historier, dels en række praktiske værktøjer til arbejdet med storytelling....

  16. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    OpenAIRE

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.; Pizzi, D.; Lugrin, J-L.; Cavazza, M.

    2012-01-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subjec...

  17. Digital storytelling: New opportunities for humanities scholarship and pedagogy

    Directory of Open Access Journals (Sweden)

    John F. Barber

    2016-12-01

    Full Text Available At first thought, combining storytelling, digital tools, and humanities seems improbable. For example, digital storytelling is characterized by interactivity, nonlinearity, flexible outcomes, user participation, even co-creation. Such affordances may be disruptive to traditional humanities scholars accustomed to working alone, with physical objects, and following established theoretical guidelines. However, they may be quite appealing to those seeking new opportunities for cross-disciplinary, iterative approaches to practice-based humanities scholarship and pedagogy. This essay defines digital storytelling as a combination of storytelling techniques, digital affordances, and humanities foci, describes several forms of digital storytelling, outlines frameworks and outcomes associated with their use, and promotes digital storytelling as providing new opportunities for humanities scholarship and teaching, especially with regard to critical thinking, communication, digital literacy, and civic engagement.

  18. From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

    Science.gov (United States)

    Delmas, Guylain; Champagnat, Ronan; Augeraud, Michel

    Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.

  19. Towards a Postcolonial-storytelling Theory of Management and Organization

    DEFF Research Database (Denmark)

    Jørgensen, Kenneth Mølbjerg; Strand, Anete Mikkala Camille; Boje, David

    2013-01-01

    A contribution to management philosophy is made here by the development of a postcolonial-storytelling theory, created by drawing together parallel developments in quantum physics and tribal peoples’ storytelling. We argue that these developments resituate the hegemonic relationship of discursive...... representationalism over material storytelling practices. Implications are two-fold. First, this dissolves inherent dualisms presumed in the concept of interaction among entities like actor–structure, subject–object and discursive–nondiscursive in favour of a profound ontology of entanglement and intra......-action of materiality and discourse, where storytelling is a domain of this discourse. Second, postcolonial phenomena are understood as results of entangled genealogies in which plural voices are present. This implies an understanding and awareness of the intra-action of imperial narratives and material storytelling...

  20. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

    Full Text Available Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles. The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.

  1. The Memory of a Tree; An Interactive Visual Storytelling Installation

    Directory of Open Access Journals (Sweden)

    Hyunjoo Oh

    2012-12-01

    Full Text Available Over the centuries, people have combined fields, leading to the creation of new domains. For example, artists have used technology to widen the range of their medium to express ideas in new ways. Similarly, technology has leveraged art to expand its range of application. Both art and technology continue to inspire innovation in each other. A contemporary example of this process is evident in interactive art era; this article covers this topic focusing on tangible interface pieces. There have been many compelling demonstrations that involve tangible interaction to increase audience interests through their embodied interaction. However, most existing approaches are limited to engaging a user’s immediate, temporary experience with setting some context of the environment with story elements. This article presents an interactive installation that engages the audience, building an immersive environment based on the synergy between embodied interaction and storytelling in a more active and meaningful way. It is based on the belief that tangible interfaces have the potential to convey narratives more meaningfully based on physical interaction and human senses and fundamentally, aims to supply another potential of tangible interfaces to spark further discussion in this area.

  2. DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives

    Science.gov (United States)

    Kuka, Daniela; Elias, Oliver; Martins, Ronald; Lindinger, Christopher; Pramböck, Andreas; Jalsovec, Andreas; Maresch, Pascal; Hörtner, Horst; Brandl, Peter

    DEEP SPACE is a large-scale platform for interactive, stereoscopic and high resolution content. The spatial and the system design of DEEP SPACE are facing constraints of CAVETM-like systems in respect to multi-user interactive storytelling. To be used as research platform and as public exhibition space for many people, DEEP SPACE is capable to process interactive, stereoscopic applications on two projection walls with a size of 16 by 9 meters and a resolution of four times 1080p (4K) each. The processed applications are ranging from Virtual Reality (VR)-environments to 3D-movies to computationally intensive 2D-productions. In this paper, we are describing DEEP SPACE as an experimental VR platform for multi-user interactive storytelling. We are focusing on the system design relevant for the platform, including the integration of the Apple iPod Touch technology as VR control, and a special case study that is demonstrating the research efforts in the field of multi-user interactive storytelling. The described case study, entitled "Papyrate's Island", provides a prototypical scenario of how physical drawings may impact on digital narratives. In this special case, DEEP SPACE helps us to explore the hypothesis that drawing, a primordial human creative skill, gives us access to entirely new creative possibilities in the domain of interactive storytelling.

  3. Using Stories to Reframe the Social Construction of Reality: A Trio of Activities

    Science.gov (United States)

    Morgan, Sandra; Dennehy, Robert F.

    2004-01-01

    This article first presents the theoretical grounding for both storytelling and the social construction of reality. A sequence of classroom-tested tools for combining stories with reality construction is then described. Two tools for framing reality are offered: One is an actual frame that students take out of the classroom to frame a scene in…

  4. Interaction in Storytelling in Japanese Conversations: An Analysis of Story Recipients' Questions

    Science.gov (United States)

    Koike, Chisato

    2009-01-01

    This study investigates how "unknowing" story recipients (C. Goodwin, 1979) use different types of questions in order to actively participate in storytelling and collaboratively construct a story when a storyteller is relaying his or her past experience, by examining grammar, intonation, gaze, body movements, and sequence organization in Japanese…

  5. (ReClaiming Voices: Digital Storytelling and Second Language Learners

    Directory of Open Access Journals (Sweden)

    Grigsby Yurimi

    2015-06-01

    Full Text Available With almost five million English language learners in the United States, digital storytelling is increasingly being used in second language learning classrooms. As a teaching and learning strategy, digital storytelling can promote critical thinking, connect new content with prior knowledge, enhance memory, and foster confidence and motivation for learning. Digital stories possess unique narrative qualities that often center on identity negotiation and the ways culturally and linguistically diverse students make meaning out of their lives. Fostering hands-on, active learning, digital storytelling is an interactive way to include culturally and linguistically diverse students’ voices in a curriculum that may not easily represent them. Practical implementation of digital storytelling is included.

  6. The anthropology of storytelling and the storytelling of anthropology

    Directory of Open Access Journals (Sweden)

    Rodolfo Maggio

    2014-12-01

    Full Text Available These research notes concern what anthropologists currently do, and can do, with stories. Although pleas for narrative have become increasingly widespread in contemporary anthropology, an anthropologist of storytelling cannot but recognise that all anthropological production is to a certain extent a story. A question ensues: what kind of story is an ethnography? These research notes propose an answer by providing, first, a working definition of story tailored to this specific purpose. Secondly, they propound a brief illustration of the three main thematic interests of the anthropology of storytelling: the relational dynamics between the people involved in the storytelling situation; the content of the story, and the storytelling techniques. Thirdly, these aspects are examined in order to claim that an anthropology of storytelling among contemporary anthropologists is a necessary condition to respond concretely to the above-mentioned plea for narrative.

  7. The power of social media storytelling in destination branding.

    OpenAIRE

    Lund, Niels Frederik; Cohen, S.A.; Scarles, C.

    2017-01-01

    A large part of the global population is now connected in online social networks in social media where they share experiences and stories and consequently influence each other’s perceptions and buying behaviour. This poses a distinct challenge for destination management organisations, who must cope with a new reality where destination brands are increasingly the product of people’s shared tourism experiences and storytelling in social networks, rather than marketing strategies. This article s...

  8. An Interactive Virtual Reality System for On-Orbit Servicing

    OpenAIRE

    Sagardia, Mikel; Hertkorn, Katharina; Hulin, Thomas; Wolff, Robin; Hummel, Johannes; Dodiya, Janki; Gerndt, Andreas

    2013-01-01

    The growth of space debris is becoming a serious problem. There is an urgent need for mitigation measures based on maintenance, repair and de-orbiting technologies. Our video presents a virtual reality framework in which robotic maintenance tasks of satellites can be simulated interactively. The two key components of this framework are a realistic virtual reality simulation and an immersive interaction device. The peculiarity of the virtual reality simulation is the combi...

  9. Geohazards storytelling between reality and representation

    Science.gov (United States)

    Musacchio, Gemma; Candela, Andrea; Canel, Samanta; Roi, Cinzia

    2015-04-01

    Ethics towards geohazards might start at early age and it might radicate on narratives occuring in the media, as disfuctional ideas and perception are passed from school or society to children. In this paper we study the representations and imaginaries of natural hazards as they are in the media and how they are passed on chidren and laypeople. The investigation is led on an experimental basis on primary schools in Northern Italy (Varese province), where data concerning school education are collected. The approach is that of the storytelling that allow evaluation of children perception of hazard and risk. Narratives (news, rhetorics, images and pictures, symbols, metaphores and interpretations) that mass media and education generally used in order to explain and represent geohazards (earthquakes, volcanoes, hydrogeological instability, climate change and so on) are also analysed. They are responsible for certain individual and collective perceptions, indeed. The research has attempted to analyze how imaginaries and common "wrong" ideas can influence environmental education and public communication of natural hazards. A better understanding of feelings (fears and hopes), and all cultural behaviours included in the social construction of collective narratives and representations of environmental emergencies could be useful in order to re-orient education and communication strategies on the basis of more targeted and participatory approaches.

  10. The lived experience of violence: using storytelling as a teaching tool with middle school students.

    Science.gov (United States)

    Werle, Gretchen D

    2004-04-01

    This qualitative study explored 8th-grade students' responses to hearing stories about the lived experience of violence. A convenience sample of 13 students attending health education classes at a public middle school was used. After hearing each story, students answered a series of questions using the process of free writing. Free writing is a technique that allows students to explore their thoughts and reactions while promoting critical thinking. Student free writing samples were analyzed using a process of constant comparison. Three themes emerged from the data: (a) students gain insights into the realities of violence through hearing these stories, (b) students respond on an emotional level to both the stories and the storytellers, and (c) students respond positively to and are engaged by these stories. The findings lend support to the use of storytelling in teaching youth about violence. School nurses can develop and implement violence prevention education programs using the storytelling model, seek grant and community support for such programs, and conduct further research into the use of the storytelling model.

  11. Storytelling in Marketing Tourism Products

    OpenAIRE

    Ferraro, Adam

    2016-01-01

    Storytelling is an integral part of our daily lives that has existed far beyond docu-mented history. Currently, storytelling is predominately used through digital media and has never been easier to reach the masses. This is an important tool for marketers who want to utilize the benefits of storytelling. The aim of the research was to examine storytelling in detail, how storytelling is used as a marketing tool and why it is effective. The research focused on the use of storytelling in tourism...

  12. Transmedia marketing : strengthening multiplatform user participation through storytelling

    OpenAIRE

    Yang, Binbin; Zisiadis, Miltiadis

    2014-01-01

    The term transmedia storytelling describes an interactive narrative that exists in multiple platforms. This phenomenon allows active audience participation as a part of the narrative creation process. Part of the prior research on transmedia focuses on how to create a transmedia narrative. However there is a dearth of literature examining the merit that transmedia narratives create in Marketing. In order to answer the research question “How can transmedia storytelling be used to create value ...

  13. Interactive voxel graphics in virtual reality

    Science.gov (United States)

    Brody, Bill; Chappell, Glenn G.; Hartman, Chris

    2002-06-01

    Interactive voxel graphics in virtual reality poses significant research challenges in terms of interface, file I/O, and real-time algorithms. Voxel graphics is not so new, as it is the focus of a good deal of scientific visualization. Interactive voxel creation and manipulation is a more innovative concept. Scientists are understandably reluctant to manipulate data. They collect or model data. A scientific analogy to interactive graphics is the generation of initial conditions for some model. It is used as a method to test those models. We, however, are in the business of creating new data in the form of graphical imagery. In our endeavor, science is a tool and not an end. Nevertheless, there is a whole class of interactions and associated data generation scenarios that are natural to our way of working and that are also appropriate to scientific inquiry. Annotation by sketching or painting to point to and distinguish interesting and important information is very significant for science as well as art. Annotation in 3D is difficult without a good 3D interface. Interactive graphics in virtual reality is an appropriate approach to this problem.

  14. It's Story Time!: Exploring the Potential of Multimodality in Oral Storytelling to Support Children's Vocabulary Learning

    Science.gov (United States)

    Lwin, Soe Marlar

    2016-01-01

    Although many studies have been done on the benefits of parent/teacher-child interactions during shared storybook reading or read'aloud sessions, very few have examined the potential of professional storytellers' oral discourse to support children's vocabulary learning. In those storytelling sessions conducted by professional storytellers, the…

  15. Storytelling in EFL Classes

    Directory of Open Access Journals (Sweden)

    Emine Bala

    2015-12-01

    Full Text Available Storytelling is one of the oldest ways of education and oral tradition that is continuously being used to transfer the previous nation‘s cultures, tradition and customs. It constructs a bridge between the new and the old. Storytelling in EFL classes usually provides a meaningful context, interesting atmosphere and is used as a tool to highly motivate students. Although it seems to be mostly based on speaking, it is used to promote other skills such as writing, reading, and listening. Storytelling is mainly regarded to be grounded on imitation and repetition; nevertheless many creative activities can be implemented in the classroom since this method directs learners to use their imaginations. This study discusses the importance of storytelling as a teaching method, and it outlines the advantages of storytelling in EFL classes.

  16. Graphic Storytelling

    Science.gov (United States)

    Thompson, John

    2009-01-01

    Graphic storytelling is a medium that allows students to make and share stories, while developing their art communication skills. American comics today are more varied in genre, approach, and audience than ever before. When considering the impact of Japanese manga on the youth, graphic storytelling emerges as a powerful player in pop culture. In…

  17. Storytelling for Ordinary, Practical Purposes (Walter Benjamin's "The Storyteller")

    Science.gov (United States)

    Pereira, Íris Susana Pires; Doecke, Brenton

    2016-01-01

    This essay explores the role that storytelling can play in teachers' learning. Walter Benjamin's "The Storyteller" provides a theoretical framework that enables us to highlight the complexity of the professional learning of teachers when they share stories about their everyday lives. We develop our argument by presenting two instances of…

  18. The effect of digital storytelling in improving the third graders' writing skills

    Directory of Open Access Journals (Sweden)

    Ahmet Yamaç

    2016-09-01

    Full Text Available The aim of this action research was to investigate the effects of digital storytelling in improving the writing skills of third grade students enrolled in rural primary schools. The writing performances of the students were measured before and after the teaching procedures of digital storytelling. Then, the process of narrative writing with digital storytelling was profoundly and carefully explored through observation and field notes, interviews, audio and video records, student diaries and documents, and student products. The results indicated that digital storytelling enhanced students’ ideas, organization, word choice, sentence fluency, and conventions in terms of writing quality. Similarly, the digital storytelling improved story elements and word counts in stories. In terms of the quality of students’ digital stories, the results demonstrated a steady progress in the elements of digital stories, and the technology literacy and competency of students throughout the process. Besides, the digital storytelling modified the process of narrative writing, and emerged as a beneficial tool to overcome the digital divide by developing students’ new literacy perception, competency, and skills. The digital storytelling also created learning community by improving interactions among students in the classroom, and increased their motivation to write.

  19. The Effect of Digital Storytelling in Improving the Third Graders' Writing Skills

    Directory of Open Access Journals (Sweden)

    Ahmet YAMAÇ

    2016-09-01

    Full Text Available The aim of this action research was to investigate the effects of digital storytelling in improving the writing skills of third grade students enrolled in rural primary schools. The writing performances of the students were measured before and after the teaching procedures of digital storytelling. Then, the process of narrative writing with digital storytelling was profoundly and carefully explored through observation and field notes, interviews, audio and video records, student diaries and documents, and student products. The results indicated that digital storytelling enhanced students’ ideas, organization, word choice, sentence fluency, and conventions in terms of writing quality. Similarly, the digital storytelling improved story elements and word counts in stories. In terms of the quality of students’ digital stories, the results demonstrated a steady progress in the elements of digital stories, and the technology literacy and competency of students throughout the process. Besides, the digital storytelling modified the process of narrative writing, and emerged as a beneficial tool to overcome the digital divide by developing students’ new literacy perception, competency, and skills. The digital storytelling also created learning community by improving interactions among students in the classroom, and increased their motivation to write.

  20. The Process of Remembering with the Forgotten Australians: Digital Storytelling and Marginalized Groups

    OpenAIRE

    Hancox, Donna

    2012-01-01

    Digital storytelling projects have proliferated in Australia since the early 2000s, and have been theorized as a means to disseminate the stories and voices of “ordinary” people. In this paper I examine through the case study of a 2009 digital storytelling project between the Australasian Centre for Interactive Design and a group identifying as Forgotten Australian whether digital storytelling in its predominant workshop-based format is able to meet the needs of profoundly marginalized and tr...

  1. The Process Of Remembering With The Forgotten Australians: Digital Storytelling And Marginalized Groups

    Directory of Open Access Journals (Sweden)

    Donna Hancox

    2012-01-01

    Full Text Available Digital storytelling projects have proliferated in Australia since the early 2000s, and have been theorized as a means to disseminate the stories and voices of “ordinary” people. In this paper I examine through the case study of a 2009 digital storytelling project between the Australasian Centre for Interactive Design and a group identifying as Forgotten Australian whether digital storytelling in its predominant workshop-based format is able to meet the needs of profoundly marginalized and traumatized individuals and groups. For digital storytelling to be of use to marginalized groups as a means of communication or reflection a significant re-examination of the current approaches to its format, and its function needs to undertaken. This paper posits new ways of utilizing digital storytelling when dealing with trauma narratives.

  2. Storytelling and Visualization: An Extended Survey

    Directory of Open Access Journals (Sweden)

    Chao Tong

    2018-03-01

    Full Text Available Throughout history, storytelling has been an effective way of conveying information and knowledge. In the field of visualization, storytelling is rapidly gaining momentum and evolving cutting-edge techniques that enhance understanding. Many communities have commented on the importance of storytelling in data visualization. Storytellers tend to be integrating complex visualizations into their narratives in growing numbers. In this paper, we present a survey of storytelling literature in visualization and present an overview of the common and important elements in storytelling visualization. We also describe the challenges in this field as well as a novel classification of the literature on storytelling in visualization. Our classification scheme highlights the open and unsolved problems in this field as well as the more mature storytelling sub-fields. The benefits offer a concise overview and a starting point into this rapidly evolving research trend and provide a deeper understanding of this topic.

  3. Storytelling and Visualization: An Extended Survey

    OpenAIRE

    Chao Tong; Richard Roberts; Rita Borgo; Sean Walton; Robert S. Laramee; Kodzo Wegba; Aidong Lu; Yun Wang; Huamin Qu; Qiong Luo; Xiaojuan Ma

    2018-01-01

    Throughout history, storytelling has been an effective way of conveying information and knowledge. In the field of visualization, storytelling is rapidly gaining momentum and evolving cutting-edge techniques that enhance understanding. Many communities have commented on the importance of storytelling in data visualization. Storytellers tend to be integrating complex visualizations into their narratives in growing numbers. In this paper, we present a survey of storytelling literature in visual...

  4. A discourse on organizational storytelling

    DEFF Research Database (Denmark)

    Nymark, Søren R.

    This dissertation is concerned with organizational storytelling. It focuses on both formal and informal stories' role and function in the organization. It provides a framework for working with storytelling in organizations. Storytelling is seen as an important part of valuebased management...

  5. Controlled interaction: strategies for using virtual reality to study perception.

    Science.gov (United States)

    Durgin, Frank H; Li, Zhi

    2010-05-01

    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.

  6. Storytelling: An Integral Facet in Organizations

    Directory of Open Access Journals (Sweden)

    Susan J. Kowalewski, MBA, Ph.D.

    2013-07-01

    Full Text Available Storytelling has a long-standing history, with many cultures possessing vital traditions in oral narratives. The use of storytelling has traversed traditional boundaries, moving from telling stories in the home with family to stories being used in organizations by managers and CEOs. Storytelling is utilized in organizations large and small, family-owned and multinational; many institutions of higher education have even begun to offer courses in storytelling in their management programs (Smith, 2012. Storytelling has become a process that assists individuals and organizations in aligning ideas, culture, and teaching in dynamic environments. This paper will explore and review the importance of incorporating storytelling into organization culture; no matter the organization.

  7. Storytelling and Videogames. An interdisciplinary appro- ach to interactive multimedia models for children

    Directory of Open Access Journals (Sweden)

    Anna Antoniazzi

    2013-10-01

    Full Text Available Although scientific literature, since long time, underlines the importance of storytelling and games as essential cognitive and educational moments, current studies and researches are largely resting over a separate analysis of games and storytelling, establishing a hierarchy among them which crowns one or the other likewise from time to time. It is therefore necessary developing and tuning up methods and educational model that will allow us to develop the natural attitude of human mind to place all information inside one context and one set.

  8. Interactive learning environments in augmented reality technology

    Directory of Open Access Journals (Sweden)

    Rafał Wojciechowski

    2010-01-01

    Full Text Available In this paper, the problem of creation of learning environments based on augmented reality (AR is considered. The concept of AR is presented as a tool for safe and cheap experimental learning. In AR learning environments students may acquire knowledge by personally carrying out experiments on virtual objects by manipulating real objects located in real environments. In the paper, a new approach to creation of interactive educational scenarios, called Augmented Reality Interactive Scenario Modeling (ARISM, is mentioned. In this approach, the process of building learning environments is divided into three stages, each of them performed by users with different technical and domain knowledge. The ARISM approach enables teachers who are not computer science experts to create AR learning environments adapted to the needs of their students.

  9. Storytelling in EFL Classes

    OpenAIRE

    Emine Bala

    2015-01-01

    Storytelling is one of the oldest ways of education and oral tradition that is continuously being used to transfer the previous nation‘s cultures, tradition and customs. It constructs a bridge between the new and the old. Storytelling in EFL classes usually provides a meaningful context, interesting atmosphere and is used as a tool to highly motivate students. Although it seems to be mostly based on speaking, it is used to promote other skills such as writing, reading, and listening. Storytel...

  10. Visual Storytelling

    OpenAIRE

    Ting-Hao; Huang; Ferraro, Francis; Mostafazadeh, Nasrin; Misra, Ishan; Agrawal, Aishwarya; Devlin, Jacob; Girshick, Ross; He, Xiaodong; Kohli, Pushmeet; Batra, Dhruv; Zitnick, C. Lawrence; Parikh, Devi; Vanderwende, Lucy; Galley, Michel

    2016-01-01

    We introduce the first dataset for sequential vision-to-language, and explore how this data may be used for the task of visual storytelling. The first release of this dataset, SIND v.1, includes 81,743 unique photos in 20,211 sequences, aligned to both descriptive (caption) and story language. We establish several strong baselines for the storytelling task, and motivate an automatic metric to benchmark progress. Modelling concrete description as well as figurative and social language, as prov...

  11. Timelines Revisited: A Design Space and Considerations for Expressive Storytelling.

    Science.gov (United States)

    Brehmer, Matthew; Lee, Bongshin; Bach, Benjamin; Riche, Nathalie Henry; Munzner, Tamara

    2017-09-01

    There are many ways to visualize event sequences as timelines. In a storytelling context where the intent is to convey multiple narrative points, a richer set of timeline designs may be more appropriate than the narrow range that has been used for exploratory data analysis by the research community. Informed by a survey of 263 timelines, we present a design space for storytelling with timelines that balances expressiveness and effectiveness, identifying 14 design choices characterized by three dimensions: representation, scale, and layout. Twenty combinations of these choices are viable timeline designs that can be matched to different narrative points, while smooth animated transitions between narrative points allow for the presentation of a cohesive story, an important aspect of both interactive storytelling and data videos. We further validate this design space by realizing the full set of viable timeline designs and transitions in a proof-of-concept sandbox implementation that we used to produce seven example timeline stories. Ultimately, this work is intended to inform and inspire the design of future tools for storytelling with timelines.

  12. The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Interface on Storytelling

    Directory of Open Access Journals (Sweden)

    Tim Hetland

    2012-02-01

    Full Text Available The mobile internet expands the immersive potential of storytelling by introducing electronic games powered by portable, location-aware interfaces. Mobile gaming has become the latest iteration in a decades-long evolution of electronic games that seek to empower the player not just as an avatar in a gameworld but also as a co-author of that gameworld, alongside the game’s original designers. Location-aware interfaces allow players to implicate places in the physical world as part of their gameworld (and vice versa for the first time. In addition to empowering the player as a co-author in the process of constructing a compelling gameworld, then, mobile games eschew linear narrative structures in favor of a cooperative storytelling process that is reliant in part on the player’s experience of place. While such an author-player “worldmaking” approach to storytelling is not new, mobile games evolve the process beyond what has yet been possible within the technical and physical constraints of the traditional video gaming format. Location-aware interfaces allow mobile games to extend the worldmaking process beyond the screen and into the physical world, co-opting the player’s sensory experiences of real-world places as potential storytelling tools. In our essay, we theorize the unique storytelling potential of mobile games while describing our experience attempting to harness that potential through the design and implementation of our hybrid-reality game University of Death.

  13. The power of storytelling.

    Science.gov (United States)

    Lindesmith, K A; McWeeny, M

    1994-01-01

    Storytelling is an intrinsic part of most cultures. For nurses, the telling of stories is a way of sharing nursing's history, tacit knowledge, critical thinking, and creativity. It provides the opportunity to learn from each other and to dialogue about the deeper issues surrounding professional practice. Using storytelling as a formal activity in education programs sanctions the sharing of stories as a meaningful experience that can be replicated in day-to-day practice. The value of connecting and sharing expertise through storytelling with colleagues becomes a powerful experience for nursing staff.

  14. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

    Full Text Available Scientific visualization in technology of virtual reality is a graphical representation of virtual environment in the form of images or animation that can be displayed with various devices such as Head Mounted Display (HMD or monitors that can view threedimensional world. Research in real time is a desirable capability for scientific visualization and virtual reality in which we are immersed and make the research process easier. In this scientific paper the interaction between the user and objects in the virtual environment аrе in real time which gives a sense of reality to the user. Also, Quest3D VR software package is used and the movement of the user through the virtual environment, the impossibility to walk through solid objects, methods for grabbing objects and their displacement are programmed and all interactions between them will be possible. At the end some critical analysis were made on all of these techniques on various computer systems and excellent results were obtained.

  15. Developmental Levels of the Child's Storytelling.

    Science.gov (United States)

    Marjanovic-Umek, Ljubica; Kranjc, Simona; Fekonja, Urska

    Noting that examining the storytelling skills of children between 4 and 8 years of age can provide insights into the child's overall language development, this study explored the development of children's storytelling, using story coherence and story cohesion to evaluate the developmental level of the child's storytelling. Participating in the…

  16. The power of videogame-like experiences for explanatory storytelling in science, education, and healthcare.

    Science.gov (United States)

    Sarno, D. A.; Hayes, J.

    2016-12-01

    In the last forty years, videogames have gone from a dot bouncing between two lines ("PONG", 1972), to sprawling $150 million enterprises that teams of hundreds work on for years, with fully-developed, novelistic stories and graphics that can be arrestingly realistic and engrossing. Video games - and now virtual reality - conjure superhero sagas, alien wars, and historic battlefields. Yet the game industry has given little thought to using this powerful storytelling medium to explain the many wondrous facets of regular old reality. The techniques and technologies of game design are offering an ever-more potent tool for explaining the processes of science. Want to explain fracking to someone unfamiliar with its strange mechanics? We did - we built a game-like graphic that asks learners to frack a well themselves, on an iPad. They use their fingergs to drill the well, inject the water and solvents, and gather the resulting oil and gas - not to mention seeing the potential environmental ramifications. How about explaining heart or brain surgery on a 3-month old child? Or showing students how a nerve cell works by allowing them to fly into it and build the proteins that enable the nerve to fire? We've done all these, and are continuing to add new dimensions to immersive teaching and explanatory storytelling. We'll share insights we've gathered along the way.

  17. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    Science.gov (United States)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational

  18. The effect of storytelling on self-awareness

    OpenAIRE

    2015-01-01

    M.Phil. (Personal and Professional Leadership) People are storytelling beings and storytelling has been associated with improved self-awareness. It has also been indicated as a way to uncover patterns of culture, behaviour, communication, the sharing of knowledge, and understanding in different ways. If storytelling has such value, why is there so relatively little research on the effect of storytelling on self-awareness that could, in turn, lead to the development of personal mastery on l...

  19. Cooperation and the evolution of hunter-gatherer storytelling.

    Science.gov (United States)

    Smith, Daniel; Schlaepfer, Philip; Major, Katie; Dyble, Mark; Page, Abigail E; Thompson, James; Chaudhary, Nikhil; Salali, Gul Deniz; Mace, Ruth; Astete, Leonora; Ngales, Marilyn; Vinicius, Lucio; Migliano, Andrea Bamberg

    2017-12-05

    Storytelling is a human universal. From gathering around the camp-fire telling tales of ancestors to watching the latest television box-set, humans are inveterate producers and consumers of stories. Despite its ubiquity, little attention has been given to understanding the function and evolution of storytelling. Here we explore the impact of storytelling on hunter-gatherer cooperative behaviour and the individual-level fitness benefits to being a skilled storyteller. Stories told by the Agta, a Filipino hunter-gatherer population, convey messages relevant to coordinating behaviour in a foraging ecology, such as cooperation, sex equality and egalitarianism. These themes are present in narratives from other foraging societies. We also show that the presence of good storytellers is associated with increased cooperation. In return, skilled storytellers are preferred social partners and have greater reproductive success, providing a pathway by which group-beneficial behaviours, such as storytelling, can evolve via individual-level selection. We conclude that one of the adaptive functions of storytelling among hunter gatherers may be to organise cooperation.

  20. Digital Storytelling – Special issue

    Directory of Open Access Journals (Sweden)

    Yngve Nordkvelle

    2010-11-01

    Full Text Available Since the inception of Seminar.net the phenomenon of Digital Storytelling has often been suggested as a promising genre for teaching and learning in a variety of areas. Academically, the genre has attracted interest from scholars in media studies, political science, social work, health and education. In this issue we have sought attention from a huge number of academically inclined persons who either use the genre to teach with media, for teaching and learning about media, or studying how this specific way of working with media offers new possibilities for the articulation of the voice of the common people.When we invited authors for this special issue we did so expecting – and hoping for – contributions from a wide field of interests. We have landed 11 different manuscripts and have organised them according to a tentative order of themes they address: “Teaching and learning with Digital Storytelling”, “Community building”, “Genres of communication” and “Practical papers”.  Being a journal for lifelong learning, the educational use has gained the most interest. But also emerging new areas of use related to health, leisure, recreation, activism, community building, planning, professional communication, and reflection are reflected in the papers. We think the contributions together support our efforts for building the knowledge about digital storytelling as a genre and its potential in the media society. Scholarly publications in this field are generally mediated on paper. And there has been no shortage of superb exemplars of scholarly work these last couple of years: Story Circle: Digital Storytelling around the World, edited by John Hartley and Kelly McWilliams and Digital Storytelling, Mediatized Stories: Self-representations in New Media, edited by Knut Lundby, as well as a conference report, “Storytelling – Reflections in the Age of Digitalization” edited by Yvonne Gächter, Heike Ortner, Claudia Scwartz, Andreas

  1. Storytelling and Professional Learning

    Science.gov (United States)

    Doecke, Brenton

    2015-01-01

    This essay explores the role that storytelling might play in the professional learning of English teachers. It begins by reflecting on the ways that stories shape our everyday lives, and then considers how the meaning-making potential of storytelling might enable us to gain insights into our work as educators. This is in contradistinction to the…

  2. Storytelling: An Underused Teaching Aid.

    Science.gov (United States)

    Brazeau, Martin

    1985-01-01

    Describes ways to integrate storytelling into outdoor education programs. Discusses use of storytelling to teach history, culture, concepts, or values; stimulate imagination; learn new words; set a mood; encourage listener participation; and foster caring attitudes about the environment. (LFL)

  3. Apprendere con il digital storytelling

    Directory of Open Access Journals (Sweden)

    Corrado Petrucco

    2009-01-01

    Full Text Available Discussion deli 'narrative storytelling approach in terms of support that this teaching strategy can' deliver on the cognitive and emotional. The authors report a 'laboratory experience of Digital Storytelling made in a university course of Education.

  4. A Study on Volunteers of the Storytelling of Training in Public Libraries: A Case Study on Volunteer Storyteller of Taipei Public Library

    Directory of Open Access Journals (Sweden)

    Yu-Ping Peng

    2017-03-01

    Full Text Available In recent years, the administrators of public library administrators have been actively promoting children’s reading services. In particular, storytelling activities have a significantly positive effect on enhancing children’s interest and ability in reading. Because of human resource shortages at public libraries, providing these services depends on volunteers. The public libraries should enhance the competencies of volunteers who engage in storytelling, and provide appropriate training for maintaining as well as improving the effectiveness of storytelling services. Therefore, this study was conducted to examine the storytelling training of storytelling volunteers. The study used in-depth interviews to obtain information on the experiences, ideas, and suggestions of public library storytelling volunteers at Taipei Public Library. Current education and training of storytelling volunteer encompasses demand analysis, implementation methods, course content, assessment of effectiveness, and suggestions for adjusting education and training in public library. Finally, the present study results are provided for education and training of storytelling volunteers for public libraries.

  5. Digital Storytelling and the Nature of Knowledge

    Science.gov (United States)

    Tan, Michael; Lee, Shu-Shing; Hung, David W.

    2014-01-01

    While storytelling pedagogy presents novel perspectives and affordances to educators, a fundamental question that bears attention is the match between storytelling pedagogy and the nature of knowledge. Quite simply, the problem may be posed thus: is storytelling the optimum means for teaching all forms of knowledge? While rather obvious matches…

  6. Analysis of Branding Strategy through Instagram with Storytelling in Creating Brand Image on Proud Project

    Directory of Open Access Journals (Sweden)

    Handy Martinus

    2017-10-01

    Full Text Available The objectives of the article were to study the branding strategy of a new age media company through social media with storytelling, how it could be utilized in the building of brand image, and what were the special characteristics of storytelling in social media environment, especially Instagram. The study provided an overview of factors in the online content update from social media to elevate interaction and to maintain the relationship between the company and its audience. Also specifying the points on how the information looked desirable to the customer. The qualitative descriptive content analysis was conducted to investigate how a new age media company with Instagram as the platform, which products were intangible and used storytelling in the delivery utilizes and mixes both components. Data were obtained by conducting the in-depth interview with company’s representative, public relations practitioner, and a follower of the company’s Instagram account, which then analyzed through data reduction. The research suggests that storytelling combined with social media features potentially strengthens all dimensions of brand equity with the brand image as the focus, primarily due to its engaging content, its ability to enhance the formation of an emotional connection, and its capabilities in improving recall and recognition. Branding activities conducted by Proud through Instagram can be said to be effective, taking into account the six main factors in providing updates, namely vividness, interactivity, informational content, entertaining content, position and valence of comments. Storytelling plays a role in communicating the company's brand and value. In addition, storytelling is also a branding tool that becomes an element that uniquely unveils a company with a competitor.

  7. ARZombie: A Mobile Augmented Reality Game with Multimodal Interaction

    Directory of Open Access Journals (Sweden)

    Diogo Cordeiro

    2015-11-01

    Full Text Available Augmented reality games have the power to extend virtual gaming into real world scenarios with real people, while enhancing the senses of the user. This paper describes the AR- Zombie game developed with the aim of studying and developing mobile augmented reality applications, specifically for tablets, using face recognition interaction techniques. The goal of the ARZombie player is to kill zombies that are detected through the display of the device. Instead of using markers as a mean of tracking the zombies, this game incorporates a facial recognition system, which will enhance the user experience by improving the interaction of players with the real world. As the player moves around the environment, the game will display virtual zombies on the screen if the detected faces are recognized as belonging to the class of the zombies. ARZombie was tested with users to evaluate the interaction proposals and its components were evaluated regarding the performance in order to ensure a better gaming experience.

  8. Storytelling and Story-Acting: Co-Construction in Action

    Science.gov (United States)

    Cremin, Teresa; Flewitt, Rosie; Swann, Joan; Faulkner, Dorothy; Kucirkova, Natalia

    2018-01-01

    In the light of sustained interest in the potential value of young children's narrative play, this article examines Vivian Gussin Paley's approach to storytelling and story-acting, in this case with 3- to 5-year-olds. It scrutinises how children's narratives are co-constructed during adult-child and peer interactions through spoken and embodied…

  9. Assassin's Creed and Transmedia Storytelling

    NARCIS (Netherlands)

    Veugen, J.I.L.

    2016-01-01

    Although, the term itself was coined more than ten years ago by Henry Jenkins, transmedia storytelling still needs to be researched as the terminology has proven to be multi-interpretable. Transmedia storytelling involving computer games is even less-well researched. This article will look into both

  10. Generating Expressive Speech for Storytelling Applications

    OpenAIRE

    Bailly, G.; Theune, Mariet; Meijs, Koen; Campbell, N.; Hamza, W.; Heylen, Dirk K.J.; Ordelman, Roeland J.F.; Hoge, H.; Jianhua, T.

    2006-01-01

    Work on expressive speech synthesis has long focused on the expression of basic emotions. In recent years, however, interest in other expressive styles has been increasing. The research presented in this paper aims at the generation of a storytelling speaking style, which is suitable for storytelling applications and more in general, for applications aimed at children. Based on an analysis of human storytellers' speech, we designed and implemented a set of prosodic rules for converting "neutr...

  11. Using Digital Storytelling to Engage Student Learning

    Science.gov (United States)

    Suwardy, Themin; Pan, Gary; Seow, Poh-Sun

    2013-01-01

    No one really knows what the first story ever told in human history was, but storytelling is an art that spans many civilizations and cultures, and continues to be a major part of our modern lives. More recently, storytelling has gone digital with advances in technology and connectivity. Educators have also rediscovered how storytelling can be an…

  12. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  13. Storytelling and History: Part 2.

    Science.gov (United States)

    Henegar, Steven

    1998-01-01

    Argues that teachers can take advantage of the effectiveness and familiarity of storytelling to present history and to provide students with a useful framework in which to dramatically explore and understand people living in other times and places. Provides a model for developing the use of storytelling in the classroom. (DSK)

  14. Storytelling as a teaching technique.

    Science.gov (United States)

    Davidhizar, Ruth; Lonser, Giny

    2003-01-01

    For centuries storytelling has been used a powerful communication vehicle. It is also useful in nursing education to enhance self-esteem, develop critical thinking, model behaviors, and to teach cultural sensitivity and communication skills. The authors discuss the use of storytelling in the nursing literature and in a nursing course.

  15. PERANCANGAN PURWARUPA KOMIK INTERAKTIF SAFETY RIDING BERKONSEP DIGITAL STORYTELLING

    Directory of Open Access Journals (Sweden)

    Godham Eko Saputro

    2016-12-01

    interactive comic. Through digital storytelling approach and communication model of SMCR and refers to Research and Development, the concept prototype of interactive comic can be described more detail and also can be implemented in mobile device especially tablet PCs. The prototype is expected can be develop further so it really can be published as supported media for safety riding campaign. Keywords: comic, interactive, safety riding, digital storytelling

  16. Hands in space: gesture interaction with augmented-reality interfaces.

    Science.gov (United States)

    Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai

    2014-01-01

    Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.

  17. A use experience study in storytelling

    OpenAIRE

    Nurmio, Jussi

    2017-01-01

    The goal of the thesis is to discuss the importance of storytelling and investigate the importance of storytelling in video game(s) both through theory and a user survey and discusses some common issues with video game storytelling. The purpose of this thesis was to observe how video game players experience video game story and how much value they put in to it over other aspects. A week long survey was held which was put on common video gaming forums and garnered over 200 submissions of ...

  18. Natural interaction for mobile virtual reality

    OpenAIRE

    Prosenik, Uroš

    2016-01-01

    Virtual reality (VR) has recently become a real hit. Also, an increasing number of mobile devices that are used for everyday needs support and are powerful enough to run VR applications. As a result, the market is growing in number of VR glasses, which project the image from mobile device screens to user eyes. These glasses can be from different manufacturers and different shapes. Many VR glasses do not provide any additional controllers for interaction with the mobile device. The user is lim...

  19. Effects of Storytelling to Facilitate EFL Speaking Using Web-Based Multimedia System

    Science.gov (United States)

    Hwang, Wu-Yuin; Shadiev, Rustam; Hsu, Jung-Lung; Huang, Yueh-Min; Hsu, Guo-Liang; Lin, Yi-Chun

    2016-01-01

    This study applied storytelling in the English as a foreign language (EFL) classroom in order to promote speaking skills. Students were asked to practice speaking EFL through producing individual and interactive stories with a Web-based multimedia system. We aimed to investigate an effectiveness of applying individual and interactive storytelling…

  20. The development of storytelling in early childhood

    Directory of Open Access Journals (Sweden)

    Ljubica Marjanovič Umek

    2011-01-01

    Full Text Available Storytelling is an important aspect of child's language competence, which largely depends on her/his understanding and expression of a decontextualised content and develops rapidly in the period between the second and sixth year of life. The purpose of this study was to examine age differences in children's storytelling in the period between the third and sixth year of age. In addition, we considered the effect of gender on storytelling of children of different ages. The sample included 156 children aged from 3 to 6 years, who were divided into 3 age groups, namely children, aged 3, 4 and 5 years. Child's storytelling competence was assessed with the Little Glove Storytelling Test. Children's stories told by a standard set of illustrations, were analyzed in terms of criteria, designed to assess the developmental level of the stories. The criteria refer to the words, included in the story, the grammatical structure and the content of the story. The obtained results suggested that several important changes in the development of storytelling occur within the period of early childhood. The 5-years-old children told longer stories with a more complex grammatical structure and a coherent content as the 3-years-old children. Children's achievements on the individual criteria for assessing the developmental level of the stories progressed relatively steadily through all three age groups. The results also showed that gender had no significant effect on the storytelling of children of different ages.

  1. Storytelling: a teaching-learning technique.

    Science.gov (United States)

    Geanellos, R

    1996-03-01

    Nurses' stories, arising from the practice world, reconstruct the essence of experience as lived and provide vehicles for learning about nursing. The learning process is forwarded by combining storytelling and reflection. Reflection represents an active, purposive, contemplative and deliberative approach to learning through which learners create meaning from the learning experience. The combination of storytelling and reflection allows the creation of links between the materials at hand and prior and future learning. As a teaching-learning technique storytelling engages learners; organizes information; allows exploration of shared lived experiences without the demands, responsibilities and consequences of practice; facilitates remembering; enhances discussion, problem posing and problem solving; and aids understanding of what it is to nurse and to be a nurse.

  2. Dialectical Discursive Storytelling in Organizational Transformations

    DEFF Research Database (Denmark)

    Bager, Ann Starbæk; Svane, Marita Susanna

    by organizational storytelling practices but also as active re-constituents through experience, (self-)reflexivity, and sensemaking. The paper suggests further research of the potential of dialectical discursive storytelling as a performative research practice apt for or-ganizational cultural transformation through...

  3. Parental Influence on the Development of Children's Storytelling

    Science.gov (United States)

    Marjanovic-Umek, Ljubica; Fekonja-Peklaj, Urska; Podlesek, Anja

    2012-01-01

    Storytelling represents an aspect of children's general language competence. The characteristics of the home literacy environment, especially joint reading between parents and children, have a significant effect on children's storytelling. The purpose of this study was to explore the age differences in the storytelling of three- to six-year-old…

  4. Digital Storytelling: An Alternative Way of Expressing Oneself

    Science.gov (United States)

    Hartsell, Taralynn

    2017-01-01

    Digital storytelling has many implications in teaching and learning. As a way to communicate ideas, experiences, beliefs, and topics to an audience through the use of technology and multimedia, digital stories help storytellers acquire many different skills and literacies. The most important aspect is that the storyteller learns to create stories…

  5. Simplified Computer Interaction Using Mixed Reality

    OpenAIRE

    Balabanian, Jean-Paul

    2004-01-01

    This thesis describes a system for mixing reality, as captured by a camera, with a virtual 3-dimensional world. A system to recognize and track a square pattern of markers is created in order to obtain the extrinsic parameters of the camera. The parameters are used for rotating and translating the virtual world to align it with the pattern of markers in the image. The result is a system where a user can interact with a virtual world. A camera can be move freely around the pa...

  6. The mixed reality of things: emerging challenges for human-information interaction

    Science.gov (United States)

    Spicer, Ryan P.; Russell, Stephen M.; Rosenberg, Evan Suma

    2017-05-01

    Virtual and mixed reality technology has advanced tremendously over the past several years. This nascent medium has the potential to transform how people communicate over distance, train for unfamiliar tasks, operate in challenging environments, and how they visualize, interact, and make decisions based on complex data. At the same time, the marketplace has experienced a proliferation of network-connected devices and generalized sensors that are becoming increasingly accessible and ubiquitous. As the "Internet of Things" expands to encompass a predicted 50 billion connected devices by 2020, the volume and complexity of information generated in pervasive and virtualized environments will continue to grow exponentially. The convergence of these trends demands a theoretically grounded research agenda that can address emerging challenges for human-information interaction (HII). Virtual and mixed reality environments can provide controlled settings where HII phenomena can be observed and measured, new theories developed, and novel algorithms and interaction techniques evaluated. In this paper, we describe the intersection of pervasive computing with virtual and mixed reality, identify current research gaps and opportunities to advance the fundamental understanding of HII, and discuss implications for the design and development of cyber-human systems for both military and civilian use.

  7. Age and ethnicity differences in storytelling to young children: emotionality, relationality, and socialization.

    Science.gov (United States)

    Pasupathi, Monisha; Henry, Risha M; Carstensen, Laura L

    2002-12-01

    Research has shown that age and ethnicity are associated with individuals' motivations for emotional regulation and social interaction. The authors proposed that these age and ethnicity-related motives would be reflected in storytelling. Women representing 2 age and 2 ethnic groups (young adulthood, oldage, African American, European American) told stories to young girls. Stories were coded for emotional, relational, and socialization focus. They predicted that older adults would selectively emphasize positive over negative emotions and would direct more utterances toward their interaction with their listener. The authors expected that African Americans would be more likely to emphasize socialization themes. Results suggest that older adults positively modulate emotional content while storytelling; qualified support was found for hypotheses concerning socialization and interrelational emphasis.

  8. Storytelling as Research/Research as Storytelling

    Science.gov (United States)

    Lewis, Patrick J.

    2011-01-01

    If story is central to human meaning why, in the research world, is there not more storytelling? Walter Benjamin (1973) noted that, "a story is different. It does not expend itself. It preserves and concentrates its strength and is capable of releasing it even after a long time" (p. 90). How might research not expend itself, but preserve and…

  9. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

    In this work we aim to implement and evaluate alternative approaches for interacting with virtual environments on mobile devices for navigation, object selection and manipulation. Interaction with objects in virtual worlds using traditional input such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a smartphone) both as input device, performing selection and manipulation of objects, and as output device, utilizing the screen as an extra view (virtual camera or information display). Our hypothesis is that interaction via mobile devices facilitates simple tasks like the ones described within immersive virtual reality systems. We present here our initial implementation and result. © 2013 IEEE.

  10. The Art of Storytelling: Reshaping and Preserving Traditions

    Science.gov (United States)

    Sorensen, Barbara Ellen

    2012-01-01

    According to Simon Ortiz (Acoma Pueblo), storytelling is as much about education as entertainment. It is through storytelling that each tribe's history, moral precepts, and spirituality are passed down from one generation to the next. This attention to the holistic value of storytelling and its link to community is understood by Kevin "Hoch"…

  11. Storytellers - a women group experience

    Directory of Open Access Journals (Sweden)

    Stela Nazareth Meneghel

    2014-12-01

    Full Text Available This paper reports some psychosocial interventions in which were exploited the “storytelling", in workshops aimed at social workers and women in situation of vulnerability. The workshops were organized from the demands of social movements to combat violence and other extreme situations. The group was the field of intervention, from the demands, lived experiences of participants, based on methodological choice of narratives, life histories and stories of oral culture. We believe that groups of storytellers performed with women allow an exercise of critical reflection and change, as well as being an option for methodological research and practice feminist. Storytellers groups performed with women allow an exercise of critical reflection and change, as well as being a methodological option for feminist practice and research.

  12. Emotional Storytelling using Virtual and Robotic Agents

    OpenAIRE

    Costa, Sandra; Brunete, Alberto; Bae, Byung-Chull; Mavridis, Nikolaos

    2016-01-01

    In order to create effective storytelling agents three fundamental questions must be answered: first, is a physically embodied agent preferable to a virtual agent or a voice-only narration? Second, does a human voice have an advantage over a synthesised voice? Third, how should the emotional trajectory of the different characters in a story be related to a storyteller's facial expressions during storytelling time, and how does this correlate with the apparent emotions on the faces of the list...

  13. Storytelling as a trigger for sharing conversations

    Directory of Open Access Journals (Sweden)

    Emma Louise Parfitt

    2014-04-01

    Full Text Available This article explores whether traditional oral storytelling can be used to provide insights into the way in which young people of 12-14 years identify and understand the language of emotion and behaviour. Following the preliminary analysis, I propose that storytelling may trigger sharing conversations. My research attempts to extend the social and historical perspectives of Jack Zipes, on fairy tales, into a sociological analysis of young people’s lives today. I seek to investigate the extent that the storytelling space offers potential benefits as a safe place for young people to share emotions and experiences, and learn from one another. My research analysis involved NVivo coding of one hour storytelling and focus group sessions, held over five weeks. In total, there were six groups of four children, of mixed ethnicity, gender, ability, and socio-economic background, from three schools within Warwickshire. The results confirmed that the beneficial effects of the storytelling space include a safe area for sharing emotions and experiences, and in general for supporting young people outside formal learning settings.

  14. Social interactions in virtual reality exposure therapy: A proof-of-concept pilot study.

    Science.gov (United States)

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Kampmann, Isabel L; Emmelkamp, Paul M G

    2015-01-01

    Research on virtual reality exposure therapy (VRET) has demonstrated good treatment efficacy with regards to several anxiety disorders. Yet, there is lack of knowledge about the value of integrating interaction between clients and virtual humans in VRET. Such interaction might prove effective in treating psychological complaints that involve social interactions, such as social anxiety. A VRET system specifically designed to expose clients with social anxiety disorder to anxiety provoking social situations was applied to 16 and 18 individuals with high and low levels of social anxiety, respectively. Participants engaged in two exposure sessions in several free speech dialogues with virtual humans while being monitored by a therapist. Participants with high levels of social anxiety reported significantly lower levels of social anxiety three months after exposure to two virtual reality interaction sessions than before treatment (p anxiety, no significant change of social anxiety was reported between pre-treatment and follow-up. Additionally, participants in both groups reported higher self-efficacy three months after treatment than before treatment (ps ≤ 0.001). These findings indicate that virtual reality technology that incorporates social interactions may be successfully applied for therapeutic purposes.

  15. The Power of Organizational Storytelling: A Management Development Perspective.

    Science.gov (United States)

    Morgan, Sandra; Dennehy, Robert F.

    1997-01-01

    Based on the premise that storytelling is a powerful tool, a model of good organizational storytelling is outlined. The use of stories in management development as a way of understanding organizations as well as ways to enhance managerial storytelling skills are addressed. (SK)

  16. Enhancing user experience design with an integrated storytelling method

    NARCIS (Netherlands)

    Peng, Qiong; Matterns, Jean Bernard; Marcus, A.

    2016-01-01

    Storytelling has been known as a service design method and been used broadly not only in service design but also in the context of user experience design. However, practitioners cannot yet fully appreciate the benefits of storytelling, and often confuse storytelling with storyboarding and scenarios.

  17. Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio-Tamayo

    2017-09-01

    Full Text Available Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. Additionally, ICT (information and communication theory evolves through more immersive and interactive scenarios, it being necessary to design and conceive new forms of representing information and improving users’ interaction with immersive environments. Virtual reality and technologies associated with the virtuality continuum, such as immersive and digital environments, are emerging media. As a medium, this approach may help to build and represent ideas and concepts, as well as developing new languages. This review analyses the cutting-edge expressive, interactive and representative potential of immersive digital technologies. It also considers future possibilities regarding the evolution of these immersive technologies, such as virtual reality, in coming years, in order to apply them to diverse scientific, artistic or informational and educational domains. We conclude that virtual reality is an ensemble of technological innovations, but also a concept, and propose models to link it with the latest in other domains such as UX (user experience, interaction design. This concept can help researchers and developers to design new experiences and conceive new expressive models that can be applied to a wide range of scientific lines of research and educational dynamics.

  18. Designing and delivering facilitated storytelling interventions for chronic disease self-management: a scoping review.

    Science.gov (United States)

    Gucciardi, Enza; Jean-Pierre, Nicole; Karam, Grace; Sidani, Souraya

    2016-07-11

    Little is known about how to develop and deliver storytelling as an intervention to support those managing chronic illnesses. This scoping review aims to describe the core elements of storytelling interventions in order to help facilitate its implementation. A scoping review was conducted in seven databases for articles published up to May 2014 to identify interventions that describe in detail how storytelling was used to support people in disease self-management interventions. Ten articles met all inclusion criteria. Core elements consistently observed across the storytelling interventions were: reflection and interactive meaning-making of experiences; principles of informality and spontaneity; non-directional and non-hierarchical facilitation; development of group norms and conduct to create a community among participants; and both an individual and collective role for participants. Differences were also observed across interventions, such as: the conceptual frameworks that directed the design of the intervention; the type and training of facilitators; intervention duration; and how session topics were selected and stories delivered. Furthermore, evaluation of the intervention and outcome assessment varied greatly across studies. The use of storytelling can be a novel intervention to enhance chronic disease self-management. The core elements identified in the review inform the development of the intervention to be more patient-centred by guiding participants to take ownership of and lead the intervention, which differs significantly from traditional support groups. Storytelling has the potential to provide patients with a more active role in their health care by identifying their specific needs as well as gaps in knowledge and skills, while allowing them to form strong bonds with peers who share similar disease-related experiences. However, measures of impact differed across interventions given the variation in chronic conditions. Our findings can guide future

  19. Storytelling: A Qualitative Tool to Promote Health Among Vulnerable Populations.

    Science.gov (United States)

    Palacios, Janelle F; Salem, Benissa; Hodge, Felicia Schanche; Albarrán, Cyndi R; Anaebere, Ann; Hayes-Bautista, Teodocia Maria

    2015-09-01

    Storytelling is a basic cultural phenomenon that has recently been recognized as a valuable method for collecting research data and developing multidisciplinary interventions. The purpose of this article is to present a collection of nursing scholarship wherein the concept of storytelling, underpinned by cultural phenomena, is explored for data collection and intervention. A conceptual analysis of storytelling reveals key variables. Following a brief review of current research focused on storytelling used within health care, three case studies among three vulnerable populations (American Indian teen mothers, American Indian cancer survivors, and African American women at risk for HIV/AIDS) demonstrate the uses of storytelling for data collection and intervention. Implications for transcultural nursing regarding storytelling are discussed. © The Author(s) 2014.

  20. "The Storyteller: Reflections on the Works of Nikolai Leskov."

    Science.gov (United States)

    International Journal of Oral History, 1981

    1981-01-01

    Presents 11 selections from Walter Benjamin's essay "The Storyteller" which illustrate how the work milieu and the significance of death are incorporated into stories. Benjamin compares historiography to traditional storytelling, and discusses the effect of the storyteller's need to maintain the listener's interest upon the story's style…

  1. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    Science.gov (United States)

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  2. Using Digital Storytelling to Teach Psychology: A Preliminary Investigation

    Science.gov (United States)

    Sheafer, Vicki

    2017-01-01

    Digital storytelling is a technology application that has emerged as a powerful teaching and learning tool that engages both teachers and students. Digital storytelling allows students to become creative storytellers through selecting a topic, conducting research, writing a script, and developing the story. However, the use of digital storytelling…

  3. NARRATIVE KNOWINGNarrative and Storytelling Resources in Art Therapy

    OpenAIRE

    Harpaz, Ruth

    2014-01-01

    International audience; As professor Amia Lieblich has said, "People are story tellers by nature" (Lieblich et al., 1988). Storytelling technique is well-founded in narrative theory, phenomenology, psychoanalytic theory, trauma studies and aesthetics. Both my own research and my Art Therapy practice have been enriched by the use of narrative and storytelling as therapy interventions. Storytelling ability emanates from narrative knowledge. Notably, it is reframed as the patient's ability to us...

  4. An Innovative Direct-Interaction-Enabled Augmented-Reality 3D System

    Directory of Open Access Journals (Sweden)

    Sheng-Hsiung Chang

    2013-01-01

    Full Text Available Previous augmented-reality (AR applications have required users to observe the integration of real and virtual images on a display. This study proposes a novel concept regarding AR applications. By integrating AR techniques with marker identification, virtual-image output, imaging, and image-interaction processes, this study rendered virtual images that can interact with predefined markers in a real three-dimensional (3D environment.

  5. When Prototyping Meets Storytelling. Practices and Malpractices in Innovating Software Firms

    DEFF Research Database (Denmark)

    Ciriello, Raffaele; Richter, Alexander; Schwabe, Gerhard

    2017-01-01

    Storytelling is an important but often underestimated practice in software engineering. Whereas existing research widely regards storytelling as creating a common understanding between developers and users, we argue that storytelling and prototyping are intertwined practices for innovators...... to persuade decision makers. Based on a two-year qualitative case study in two innovating software firms, we identify and dialectically examine practices of storytelling and prototyping. Our study implies that storytelling and prototyping should be integrated together into software engineering methods....

  6. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    Science.gov (United States)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  7. Storytelling in Earth sciences: The eight basic plots

    Science.gov (United States)

    Phillips, Jonathan

    2012-11-01

    Reporting results and promoting ideas in science in general, and Earth science in particular, is treated here as storytelling. Just as in literature and drama, storytelling in Earth science is characterized by a small number of basic plots. Though the list is not exhaustive, and acknowledging that multiple or hybrid plots and subplots are possible in a single piece, eight standard plots are identified, and examples provided: cause-and-effect, genesis, emergence, destruction, metamorphosis, convergence, divergence, and oscillation. The plots of Earth science stories are not those of literary traditions, nor those of persuasion or moral philosophy, and deserve separate consideration. Earth science plots do not conform those of storytelling more generally, implying that Earth scientists may have fundamentally different motivations than other storytellers, and that the basic plots of Earth Science derive from the characteristics and behaviors of Earth systems. In some cases preference or affinity to different plots results in fundamentally different interpretations and conclusions of the same evidence. In other situations exploration of additional plots could help resolve scientific controversies. Thus explicit acknowledgement of plots can yield direct scientific benefits. Consideration of plots and storytelling devices may also assist in the interpretation of published work, and can help scientists improve their own storytelling.

  8. The interactive alphabet with augmented reality as a form of involving children in educational process

    Directory of Open Access Journals (Sweden)

    Vladimir D. Sekerin

    2017-01-01

    Full Text Available Research objective: to prove the expediency of using technologies with augmented reality in educational process of children in order to increase the level of their involvement and to improve the efficiency of educational process. Materials and methods. The information base of the research was made by scientific publications, information and analytical reviews, periodicals, monographs, information placed in the Internet network, concerning practical application of technologies with augmented reality in educational process, descriptive and comparative methods of analysis form the methodical basis of this research. Results. It is shown that in educational process of children it is expedient to use the modern technological achievements allowing organizing productive interactions and relationship of the students among themselves and with teachers, lecturers. Educational, business, role-playing games, discussions promoting acceleration of acquiring  a new experience and receiving new knowledge are the perspective formats of realizing the educational process. The world of augmented reality has the following properties: combines the real and virtual, interacts in real time mode, and functions in three-dimensional space. The advantages of the Interactive alphabet on the basis of the augmented reality technology are as follows: 1 security of strong emotional responses; 2 the involvement and interactivity promoting steady memorizing; 3 possibilities of interaction with the artificial world by means of gadgets; 4 Digital and offline communication; 5 possibility of carrying out virtual lessons. One of the main features of virtual reality is the feeling of participation and the opportunity to observe everything from the first person. It makes expedient to carry out lessons entirely in the virtual reality. Achievement of full involvement in educational process promotes increase of motivation and progress in knowledge acquisition.  The use of the augmented

  9. Stories of change in drug treatment: a narrative analysis of 'whats' and 'hows' in institutional storytelling.

    Science.gov (United States)

    Andersen, Ditte

    2015-06-01

    Addiction research has demonstrated how recovering individuals need narratives that make sense of past drug use and enable constructions of future, non-addict identities. However, there has not been much investigation into how these recovery narratives actually develop moment-to-moment in drug treatment. Building on the sociology of storytelling and ethnographic fieldwork conducted at two drug treatment institutions for young people in Denmark, this article argues that studying stories in the context of their telling brings forth novel insights. Through a narrative analysis of both 'the whats' (story content) and 'the hows' (storying process) the article presents four findings: (1) stories of change function locally as an institutional requirement; (2) professional drug treatment providers edit young people's storytelling through different techniques; (3) the narrative environment of the drug treatment institution shapes how particular stories make sense of the past, present and future; and (4) storytelling in drug treatment is an interactive achievement. A fine-grained analysis illuminates in particular how some stories on gender and drug use are silenced, while others are encouraged. The demonstration of how local narrative environments shape stories contributes to the general understanding of interactive storytelling in encounters between professionals and clients in treatment settings. © 2015 The Author. Sociology of Health & Illness published by John Wiley & Sons Ltd. on behalf of Foundation for Sociology of Health & Illness.

  10. Storytelling in organisations: supporting or subverting corporate strategy?

    OpenAIRE

    Spear, Sara; Roper, Stuart

    2016-01-01

    Purpose\\ud Storytelling is claimed to be an effective way of communicating corporate strategy within organisations. However, previous studies have tended to focus holistically on storytelling in organisations rather than investigating how different groups may use and be influenced by stories. The purpose of this paper is to address these gaps in the literature by investigating how storytelling in internal communication can either support or subvert corporate strategy.\\ud \\ud Design/methodolog...

  11. Exploring How Video Digital Storytelling Builds Relationship Experiences

    OpenAIRE

    Pera, R; Viglia, Giampaolo

    2016-01-01

    The purpose of the paper is to explore how digital storytelling enables a consumer relationship experience in online peer-to-peer communities. Within the value cocreation framework, digital storytelling is interpreted as an encounter communication practice where consumers adopt the role of storytellers and story receivers. This study adopts a qualitative multimethod approach to investigate the meanings contained in video stories and the linkage to relationship experience. A case study based o...

  12. Getting Started: A Call for Storytelling in Family Medicine Education.

    Science.gov (United States)

    Ventres, William; Gross, Paul

    2016-10-01

    In this article we introduce family medicine educators to storytelling as an important teaching tool. We describe how stories are a critical part of the work of family physicians. We review the rationales for family medicine educators to become skilled storytellers. We present the components of effective stories, proposing two different perspectives on how to imagine, construct, and present them. We provide a list of resources for getting started in storytelling and offer two personal vignettes that articulate the importance of storytelling in the authors' respective professional developments. We point the way forward for family medicine educators interested in integrating storytelling into their repertoire of teaching skills.

  13. Signs, Systems and Complexity of Transmedia Storytelling

    Directory of Open Access Journals (Sweden)

    Renira Rampazzo Gambarato

    2012-12-01

    Full Text Available This article addresses key concepts such as sign, system and complexity in order to approach transmedia storytelling and better understand its intricate nature. The theoretical framework chosen to investigate transmedia storytelling meanders is Semiotics by Charles Sanders Peirce (1839-1914 and General Systems Theory by Mario Bunge (1919-. The complexity of transmedia storytelling is not simply the one of the signs of the works included in a transmedia franchise. It also includes the complexity of the dispositions of users/consumers/players as interpreters of semiotic elements (e.g. characters, themes, environments, events and outcomes presented by transmedia products. It extends further to the complexity of social, cultural, economical and political constructs. The German transmedia narrative The Ultimate SuperHero-Blog by Stefan Gieren and Sofia’s Diary, a Portuguese multiplatform production by BeActive, are presented as examples of closed and open system transmedia storytelling respectively.

  14. Organizational Storytelling for Librarians: Using Stories for Effective Leadership

    Science.gov (United States)

    Marek, Kate

    2011-01-01

    Just as literature can be used for learning, the power of storytelling can be very effective when applied to leadership and management. Library expert and author Marek shows readers how they can use storytelling to communicate vision and values with: (1) A primer on how to develop storytelling skills; (2) Tips on how to use narratives to navigate…

  15. Transmedia storytelling in the NGO communication. Sí me importa by Oxfam Intermón

    Directory of Open Access Journals (Sweden)

    Laura MARTÍNEZ VALERO

    2016-12-01

    Full Text Available Traditionally, transmedia storytelling has been used for spreading fiction narrative worlds, such as films and TV series. However, it was a matter of time that its ability for explaining the reality was discovered and utilised by social organizations to explain their causes and to reach new audiences. Moreover, the new mobile environment challenges the creativity of the organizations to develop products that make use of this new form of consumption. The Sí me importa campaign, a transmedia project of the Spanish NGO Oxfam Intermón, reclaimed the importance of the in-ternational cooperation through social networks, comic, theatre, contemporary art and cinema.

  16. Storytelling Permutations in the Performance of Life Narrative Betty Roland's Caviar for Breakfast.

    Directory of Open Access Journals (Sweden)

    Maureen Clark

    2013-11-01

    Full Text Available Throughout her life, Australian storyteller and playwright Betty Roland (1903-1996 was haunted by the lure of travel. Roland's extensive body of work reflects experiences in Joseph Stalin's Soviet Union in the 1930s, the UK in the 1950s and Greece in the 1960s and charts the evolution of a personal and political philosophy marked by world-wide social upheaval. Caviar for Breakfast (1979 revised 1989, the second volume of Roland's autobiographical trilogy, is the subject of this paper. When taken together, the three books provide a fascinating insight into the values and ideas of the mushrooming modern cultures in which Roland travelled, worked and lived. Caviar for Breakfast retraces Roland's adventures in Joseph Stalin's Soviet Union where she spent fifteen months during 1933-34 with her then lover, Guido Baracchi, a wealthy Marxist scholar. The narrative takes its life from the contents of a diary maintained by Roland during that time and her introductory remarks convey the notion that, what follows, is not a literary enterprise of the imagination. The author insists that Caviar for Breakfast is a first-hand account of past realities and not only does her diary hold the ordering of events together, but is the purveyor of truth. The truth status of the diary as a mode of representation is widely accepted in Western culture. This paper argues, however, that it is impossible for any transcription of a life to enjoy a one-to-one ratio with 'what actually happened' as it is for a ghost to re-enter a world which fully resembles the one it left. It is well within the capacity of any imaginative storyteller to construct a counterfeit, or simulated, sense of reality whether or not s/he works with the diary mode of representation.

  17. Virtual Reality Techniques for Eliciting Empathy and Cultural Awareness: Affective Human-Virtual World Interaction

    OpenAIRE

    Chirino-Klevans, Ivonne

    2017-01-01

    On the average human beings have about 50,000 thoughts every day. If we consider that thoughts influence how we feel there is little doubt that the way we perceive reality will strongly correlate with how we act upon that reality. Let’s contextualize this thinking process within the realm of global business where interacting with individuals from other cultural backgrounds is the norm. Our own perceptions and stereotypes towards those cultural groups will strongly influence how we interact wi...

  18. Multimodal feedback for finger-based interaction in mobile augmented reality

    NARCIS (Netherlands)

    Hürst, W.O.; Vriens, Kevin

    2016-01-01

    Mobile or handheld augmented reality uses a smartphone's live video stream and enriches it with superimposed graphics. In such scenarios, tracking one's fingers in front of the camera and interpreting these traces as gestures offers interesting perspectives for interaction. Yet, the lack of haptic

  19. The Importance of Oral Storytelling in Literacy Development.

    Science.gov (United States)

    Aina, Olaiya

    1999-01-01

    Discusses the history and importance of storytelling. Provides specific suggestions as to how caregivers, teachers, and parents can help children become life-long learners and readers through the use of storytelling. (NH)

  20. Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism

    Science.gov (United States)

    Ke, Fengfeng; Im, Tami

    2013-01-01

    Employing the multiple-baseline across-subjects design, the authors examined the implementation and potential effect of a virtual-reality-based social interaction program on the interaction and communication performance of children with high functioning autism. The data were collected via behavior observation and analysis, questionnaires, and…

  1. Creating Community Engagements Between People with Disability and the Local Community Through Digital Storytelling

    Directory of Open Access Journals (Sweden)

    Shinsuke Funaki

    2016-01-01

    Full Text Available The International Federation of Social Workers adopted a new global definition of social work in 2014. Although promotion of social cohesion and respect for diversities was included in the new definition, social work practices for promoting cultural citizenship were still under-developed in Japan. Since the 1990s, community arts organizations in Australia have developed community engagement projects for people with disabilities through digital media production, such as digital storytelling, film making etc. It is important to develop collaborative methods between social workers and artists to promote cultural citizenship as social inclusion for minority groups such as immigrants and people with disabilities. With the aid of social workers and artists working in disability care fields, iPad digital storytelling workshops for people with intellectual disabilities were organized in Fukui, Japan, from 2013 to 2014. The digital media training programs for human service professionals and social work students were organized in Sydney, Australia, and Fukui, Japan, prior to these workshops. During this research project, we conducted interviews with participants to understand the ways in which people with disabilities and the local community interact with each other through digital storytelling. This paper explores two key questions. Firstly, we examine how digital storytelling can be employed for community engagement between people with disabilities and the local community and how it can help them achieve cultural citizenship. Secondly, we investigate how we can develop social work practices for people with disabilities through digital storytelling.

  2. Storytelling in Mexican Homes: Connections between Oral and Literacy Practices

    Science.gov (United States)

    Reese, Leslie

    2012-01-01

    The study focuses on storytelling among Mexican families, documenting the frequency of storytelling in the homes of working- and middle-class Mexican families, the range of topics of the stories, characteristics and genres of stories, and intergenerational continuity of storytelling practices. Also examined are potential associations between…

  3. Using Storytelling to Establish Justice: A Narrative Study on the Efficacy of Teaching Police Recruits Individual Rights through Storytelling

    Science.gov (United States)

    Sautner, Kerry

    2017-01-01

    This study explored the narrative of new Philadelphia Police recruits' experiences within a training program that used storytelling techniques to positively influence their knowledge and assumptions about social justice and fairness. Prior research has suggested that storytelling can be an effective way to engage learners in understanding…

  4. Digital Storytelling for Transformative Global Citizenship Education

    Science.gov (United States)

    Truong-White, Hoa; McLean, Lorna

    2015-01-01

    This article explores how digital storytelling offers the potential to support transformative global citizenship education (TGCE) through a case study of the Bridges to Understanding program that connected middle and high school students globally using digital storytelling. Drawing on a TGCE framework, this research project probed the curriculum…

  5. The Anatomy of Coaching: Coaching through Storytelling

    Science.gov (United States)

    Blackstone, Phyllis A.

    2007-01-01

    In this article, the author posits that storytelling can be used as a method for developing positive interpersonal relationships between coaches and classroom teachers. The author argues that developing interpersonal relationships is a necessary but challenging aspect of successful coaching, and that storytelling offers a mechanism for greater…

  6. STORYTELLING AND UNIVERSITY BRANDING IDENTITY

    Directory of Open Access Journals (Sweden)

    ANDREEA MONICA STATE

    2016-08-01

    Full Text Available The present article sets out to clarify the concepts of storytelling and branding, with a focus on university branding and visual identity – the latter being a vital element to a brand’s uniqueness. Storytelling is an important method of brand construction, and it entails a strong power of seduction. Branding is increasingly more about storytelling. Practically, a story is an image made up of facts, feelings and interpretations, which are often told to us solely by the university itself. As such, the brand appears on the market accompanied by its identity. Identity is what we aim to express with help of the brand. Implementing a system of visual identity that would help to harmoniously develop a university brand requires a handbook of visual identity. The present article aims to be a starting point for such a handbook serving the University of Bucharest, which currently does not own such a handbook

  7. Storytelling as therapy: implications for medicine.

    Science.gov (United States)

    Lawlis, G F

    1995-05-01

    Storytelling is an art developed during the beginning of human history, probably to teach the wisdom of generations past, including basic mental and physical health principles. This approach, based on sound behavioral medicine principles, is explored here for use as an integral part of medical practice. Also, practical considerations are addressed concerning the conduct of storytelling, with emphasis on relaxation, imagery, and lifestyle change implementations.

  8. Digital storytelling: an innovative tool for practice, education, and research.

    Science.gov (United States)

    Lal, Shalini; Donnelly, Catherine; Shin, Jennifer

    2015-01-01

    Digital storytelling is a method of using storytelling, group work, and modern technology to facilitate the creation of 2-3 minute multi-media video clips to convey personal or community stories. Digital storytelling is being used within the health care field; however, there has been limited documentation of its application within occupational therapy. This paper introduces digital storytelling and proposes how it can be applied in occupational therapy clinical practice, education, and research. The ethical and methodological challenges in relation to using the method are also discussed.

  9. Storytelling as an Instructional Method: Descriptions and Research Questions

    Science.gov (United States)

    2009-01-01

    computational brain . Cambridge, MA: Bradford/ MIT Press. Cianciolo, A. T., Prevou, M., Cianciolo, D., & Morris, R. (2007). Using digital storytelling to...volume 3, no. 2 (Fall 2009) 6–23 Storytelling as an Instructional Method: Descriptions and Research Questions Dee H. Andrews, Thomas D. Hull, and...Jennifer A. Donahue Abstract This paper discusses the theoretical and empirical foundations of the use of storytelling in instruction. The defi nition

  10. Once upon a time.... Storytelling to enhance teaching and learning.

    Science.gov (United States)

    Lordly, Daphne

    2007-01-01

    The impact of storytelling in the classroom was examined, as was what motivates individuals to engage in storytelling. A storytelling methodology was introduced in an undergraduate nutrition course as an opportunity to enhance the teaching and learning environment. A 28-item, multi-part, self-administered survey was then distributed to the class (n=17). Survey responses (n=15, 88% response) indicate that educators' and students' storytelling can positively influence the learning environment. This occurs through the creation of a greater focus on personalized information, glimpses of real-life experience, a connection with a topic as participants recognize similarities in their own personal experience and knowledge, and connections between different topics and through the emphasis on key concepts. Stories initiate useful conversations about unexplored struggles within practice, such as the emotional dimension(s) of an issue or what it means to be professional. Students are motivated to participate in storytelling through an external focus on others (i.e., helping others to learn) and an internal focus on self (i.e., seeking a connection with others to promote social dialogue). Several challenges related to the use of storytelling in the classroom emerged. Storytelling develops ways of knowing and dialoguing about issues, which has the potential to influence how students will approach their professional practice.

  11. Using Storytelling to Increase Interest and Recollection in Finance Concepts

    Science.gov (United States)

    Bryant, Lonnie; Harris, Renard

    2011-01-01

    The use of storytelling allows lecturers to engage students in a dynamic and enthusiastic way while encouraging students to develop a higher order of thinking and recollection. Storytelling allows the lecturer to show their interest in the material and in the students. Lectures can utilize the art of storytelling to communicate expertise and…

  12. Leadership Manipulation and Ethics in Storytelling

    OpenAIRE

    Auvinen, Tommi; Lämsä, Anna-Maija; Sintonen, Teppo; Takala, Tuomo

    2013-01-01

    This article focuses on exerting influence in leadership, namely manipulation in storytelling. Manipulation is usually considered an unethical approach to leadership. We will argue that manipulation is a more complex phenomenon than just an unethical way of acting in leadership. We will demonstrate through an empirical qualitative study that there are various types of manipulation through storytelling. This article makes a contribution to the literature on manipulation through leadership stor...

  13. Vocabulary Mastery by Using Storytelling

    Directory of Open Access Journals (Sweden)

    Sektalonir Oscarini Bhakti

    2018-04-01

    Full Text Available Abstract:  This research investigated 80 students of Diploma III Architecture of Samarinda State Polytechnic to see their vocabularies mastery trough storytelling. Telling the stories is one of the best way to find out the students' English Mastery. Some obstacles are also found in learning English trough performing storytelling in the class such as the suitable material and text for the students, the lack of ability of the students and the teacher in conducting story as well as the readiness and the nervousness of the storytellers. As an English lecturer, the researcher also finds that how to improve vocabularies is one of the students' problems in learning English.  It is proved when the students are asked to tell a story in front of the class. In this research, the students needed telling stories before they had the English vocabulary test.  From the test, it could be concluded that the highest score was 92 got by one (1 student while the lowest score was 46 got by one (1 student.  Meanwhile, the average score was 78 that classified fair (B.  There were two (2 students who got below 50 that classified Fail. The results show that even the students' English mastery were satisfied but the students still need to practice how to tell the story in a good way so that they will master in all aspects. Keywords: Samarinda State Polytechnic, Students' Mastery, Storytelling

  14. Storytelling by community-dwelling older adults: perspectives of home care workers.

    Science.gov (United States)

    Mastel-Smith, Beth; Binder, Brenda; Hersch, Gayle; Davidson, Harriett A; Walsh, Teresa

    2011-04-01

    The purpose of this exploratory, qualitative study was to investigate storytelling by home care clients to their home care workers (HCWs). Specific research questions were: (a) When does storytelling by a care recipient occur during usual care?; (b) How do HCWs engage older clients in storytelling?; (c) How do HCWs respond to the stories told by clients?; and (d) What is the perceived effect of storytelling by older clients on the relationship between the client and the HCW? Two focus groups consisting of 10 HCWs each were conducted. Verbatim transcripts of both focus groups were analyzed using the constant comparative analysis method. Categories and concepts were identified. Characteristics of the HCW and client set the stage for storytelling. The process of storytelling included context, triggers, and temporal aspects. HCWs also shared the content of stories, the impact on their relationship with the client, and the perceived effect on each individual. A visual model depicting the nature of storytelling in association with the care of older clients is presented. Copyright 2011, SLACK Incorporated.

  15. Storytelling to access social context and advance health equity research.

    Science.gov (United States)

    Banks, JoAnne

    2012-11-01

    Increased understanding of individual and social determinants of health is crucial to moving toward health equity. This essay examines storytelling as a vehicle for advancing health equity research. Contemplative examination of storytelling as a research strategy. An overview of story theory is provided. This is followed by an examination of storytelling as a tool for increasing understanding about the contexts in which people negotiate health, strengthening participation of communities in addressing health issues, and building bridges between researchers and target populations. Storytelling can be a powerful tool for advancing health equity research. However, its effective use requires a renegotiation of relationships between researchers and target communities, as well as setting aside routine time to attend storytelling events and read a variety of stories. Copyright © 2011 Elsevier Inc. All rights reserved.

  16. Let's share a story : socially enhanced multimedia storytelling

    NARCIS (Netherlands)

    Mu, M.; Simpson, S.; Race, N.; Niamut, O.A.; Koot, G.; Kaptein, A.M.; Taal, J.; Mori, L.

    2015-01-01

    An online multimedia storytelling ecosystem comprised of user applications, a collaborative storyauthoring engine, social context integration, and socially aware media services offers a mdium for inormation sharing and social storytelling about live events. User-generated audio-visual content is

  17. Seeing Is Believing: Using Virtual Reality to Connect the Dots Between Climate Data and Reality

    Science.gov (United States)

    Skolnik, S.

    2016-12-01

    Companies like Sony, Samsung, Google, and Facebook are heavily investing in virtual reality (VR) for gaming and entertainment, and 2016 marks an important year as many affordable VR headsets are now commercially available. As VR becomes more widely adopted, one question for the science and research community is how VR can be leveraged for practical use. One answer is found in the use of VR for science storytelling and communication. VR has the potential to allow people to experience scientific content in new and engaging ways, including interacting with GIS data. By adapting data sets to create stunning, immersive visualizations and combining them with 360 video, voiceover, music and other video production techniques, we are creating a new paradigm for science communication. 360 VR content is very compelling when viewed in a VR headset and can also be accessed and viewed in a panoramic manner on the internet via websites and social media. We will discuss the proof of concept use case of a short VR 360 video which combines climate data from NASA with 360 video filmed during an extreme weather event (a blizzard). By connecting GIS data with real video footage, the viewer can gain deeper understanding of climate patterns and better comprehend the correlation between data and reality. The positive reaction this VR climate story garnered at events and conferences, such as ESIP, demonstrates the potential for scientists and researchers to communicate results, findings, and data in an engaging format. By combining GIS data and 360 video, this is a significant new approach to enhance the way that science stories are told.

  18. Beyond catharsis: the nuanced emotion of patient storytellers in an educational role.

    Science.gov (United States)

    Roebotham, Taylor; Hawthornthwaite, Lisa; Lee, Lauren; Lingard, Lorelei A

    2018-05-01

    As health care organisations seek to cultivate patient and family-centred care, patient storytelling has emerged as a valued educational resource. However, repeatedly harnessing patient perspectives to educate health care professionals may have consequences. We need robust insight into what it means to be a patient storyteller in order to ensure ethical and appropriate engagement with patients as an educational resource. Constructivist grounded theory was used to explore the experience of patients involved in a storytelling curriculum as part of hospital staff continuing education. All 33 storytellers were invited by e-mail to participate in the study. Twenty-six storytellers responded to the invitation, and 25 could be scheduled to participate. Using theoretical sampling, semi-structured interviews were conducted and analysed in a process that was inductive, iterative and comparative. Participants described the central role of emotions in their storytelling experience, which varied from 1 to 25 tellings over a period of 1 month to 2 years. These emotions were shaped by the passage of time, repetition of storytelling and audience acknowledgement. However, emotion remained unpredictable and had lingering implications for storytellers' vulnerability. The multiple storytelling experiences of our participants and ongoing educational nature of their role provides unique insight into how emotions ebb and flow across tellings, how emotions can be both a surprise and a rhetorical strategy, and how emotions are influenced by audience acknowledgement. These findings contribute to an emerging conversation regarding the power and politics of selecting and using storytellers for organisational purpose. Implications include how we support patient storytellers in educational roles and how we can sustainably integrate patient storytelling into health professional education. © 2018 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  19. Social interactions in virtual reality exposure therapy: a proof-of-concept pilot study

    NARCIS (Netherlands)

    Morina, N.; Brinkman, W.P.; Hartanto, D.; Kampmann, I.L.; Emmelkamp, P.G.M.

    2015-01-01

    BACKGROUND AND OBJECTIVES: Research on virtual reality exposure therapy (VRET) has demonstrated good treatment efficacy with regards to several anxiety disorders. Yet, there is lack of knowledge about the value of integrating interaction between clients and virtual humans in VRET. Such interaction

  20. Let's share a story : Socially-enhanced multimedia storytelling

    NARCIS (Netherlands)

    Mu, M.; Simpson, S.; Race, N.; Niamut, O.; Koot, G.; Kaptein, R.; Taal, J.; Mori, L.

    2015-01-01

    User-generated audio-visual content is becoming the most popular medium for information sharing and social storytelling around a live event. This paper introduces an online multimedia storytelling ecosystem comprised of purpose-built user applications, a collaborative story authoring engine, social

  1. Using Virtual Reality to Help Students with Social Interaction Skills

    Science.gov (United States)

    Beach, Jason; Wendt, Jeremy

    2015-01-01

    The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…

  2. What Our Ancestors Knew: Teaching and Learning through Storytelling

    Science.gov (United States)

    Lawrence, Randee Lipson; Paige, Dennis Swiftdeer

    2016-01-01

    The art of storytelling is traced from its roots in indigenous cultural societies. Storytelling in education is described as a participatory learning process that promotes community and understanding.

  3. Tell me a story--a conceptual exploration of storytelling in healthcare education.

    Science.gov (United States)

    Haigh, Carol; Hardy, Pip

    2011-05-01

    The importance of storytelling as the foundation of human experiences cannot be overestimated. The oral traditions focus upon educating and transmitting knowledge and skills and also evolved into one of the earliest methods of communicating scientific discoveries and developments. A wide ranging search of the storytelling, education and health-related literature encompassing the years 1975-2007 was performed. Evidence from disparate elements of education and healthcare were used to inform an exploration of storytelling. This conceptual paper explores the principles of storytelling, evaluates the use of storytelling techniques in education in general, acknowledges the role of storytelling in healthcare delivery, identifies some of the skills learned and benefits derived from storytelling, and speculates upon the use of storytelling strategies in nurse education. Such stories have, until recently been harvested from the experiences of students and of educators, however, there is a growing realization that patients and service users are a rich source of healthcare-related stories that can affect, change and benefit clinical practice. The use of technology such as the Internet discussion boards or digitally-facilitated storytelling has an evolving role in ensuring that patient-generated and experiential stories have a future within nurse education. Copyright © 2010 Elsevier Ltd. All rights reserved.

  4. Cybernated Storytelling: Revitalising Storytelling Activities for Secondary School Students

    Science.gov (United States)

    Rosli, Roziana M.; Idrus, Faizah

    2017-01-01

    Storytelling is one of the most common activities used in teaching English proficiency to language students. It is widely accepted as a teaching technique by many educators because it engages students in learning. This study seeks to examine students' readiness in using technology-aided applications in telling their stories. It also investigates…

  5. Story-dialogue: creating community through storytelling

    OpenAIRE

    Doyle-Jones, Carol Sarah

    2006-01-01

    This narrative case study examines the role of storytelling in creating community with a grade 7 class. Twelve girls and eleven boys, ages 12 to 13, participated in this classroom-based study. Students engaged in three structured storytelling activities incorporating home-to-school stories, story responses, and classroom presentations. First, students’ parents/guardians told a coming-of-age or Confirmation story to their child. Second, at school, students shared their family story with a part...

  6. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  7. Designing attractive gamification features for collaborative storytelling websites.

    Science.gov (United States)

    Hsu, Shang Hwa; Chang, Jen-Wei; Lee, Chun-Chia

    2013-06-01

    Gamification design is considered as the predictor of collaborative storytelling websites' success. Although aforementioned studies have mentioned a broad range of factors that may influence gamification, they neither depicted the actual design features nor relative attractiveness among them. This study aims to identify attractive gamification features for collaborative storytelling websites. We first constructed a hierarchical system structure of gamification design of collaborative storytelling websites and conducted a focus group interview with eighteen frequent users to identify 35gamification features. After that, this study determined the relative attractiveness of these gamification features by administrating an online survey to 6333 collaborative storytelling websites users. The results indicated that the top 10 most attractive gamification features could account for more than 50% of attractiveness among these 35 gamification features. The feature of unpredictable time pressure is important to website users, yet not revealed in previous relevant studies. Implications of the findings were discussed.

  8. Storytelling, behavior planning, and language evolution in context.

    Science.gov (United States)

    McBride, Glen

    2014-01-01

    An attempt is made to specify the structure of the hominin bands that began steps to language. Storytelling could evolve without need for language yet be strongly subject to natural selection and could provide a major feedback process in evolving language. A storytelling model is examined, including its effects on the evolution of consciousness and the possible timing of language evolution. Behavior planning is presented as a model of language evolution from storytelling. The behavior programming mechanism in both directions provide a model of creating and understanding behavior and language. Culture began with societies, then family evolution, family life in troops, but storytelling created a culture of experiences, a final step in the long process of achieving experienced adults by natural selection. Most language evolution occurred in conversations where evolving non-verbal feedback ensured mutual agreements on understanding. Natural language evolved in conversations with feedback providing understanding of changes.

  9. Effect of combined teaching method (role playing and storytelling ...

    African Journals Online (AJOL)

    Effect of combined teaching method (role playing and storytelling) on creative ... Remember me ... Background and Purpose: Storytelling promotes imagination and satisfies curiosity in children and creates learning opportunities in them.

  10. How Does a Company Communicate Through Storytelling? - a study of the storytelling techniques used in two companies

    OpenAIRE

    Hermansson, Elisabeth; Na, Jia

    2008-01-01

    Storytelling, an improtant part of human communication, is being increasingly used by companies to communicate their values and build trust and connection with employees and customers. A good story can create emotions and feelings among the audience, can simplify and transmit complex messages. In contrast to the conventional informative and lecture-style of communication, which are likely to evoke counter arguments; storytelling is more likely to inspire people to take independent actions. Ho...

  11. Effects of a robotic storyteller's moody gestures on storytelling perception

    NARCIS (Netherlands)

    Xu, J.; Broekens, J.; Hindriks, K.; Neerincx, M.A.

    2015-01-01

    A parameterized behavior model was developed for robots to show mood during task execution. In this study, we applied the model to the coverbal gestures of a robotic storyteller. This study investigated whether parameterized mood expression can 1) show mood that is changing over time; 2) reinforce

  12. Transmedia storytelling: brands, narratives and storyworlds

    OpenAIRE

    Scolari, Carlos Alberto, 1963-

    2015-01-01

    In Janaury 2003, when Henry Jenkins published an article in Technology Review entitled Transmedia storytelling: Moving characters from books to films to video games can make them stronger and more compelling nobody could have imagined tha the concept of 'transmedia storytelling' would become one of the favourite keywords of media professionals and researchers in the first decade of the new century. What started as a very personal reflection inspired by Jenkin's passion for fan culutures ended...

  13. Analysis of Transmedia Storytelling in Pokémon GO

    OpenAIRE

    Iva Nedelcheva

    2016-01-01

    This study is part of a doctoral thesis on the topic of Hyperfiction: Past, Present and Future of Storytelling through Hypertext. It explores in depth the impact of transmedia storytelling and the role of hypertext in the realm of the currently popular social media phenomenon Pokémon GO. Storytelling is a powerful method to engage and unite people. Moreover, the technology progress adds a whole new angle to the method, with hypertext and cross-platform sharing that enhance the traditional sto...

  14. Field testing mobile digital storytelling software in rural Kenya

    CSIR Research Space (South Africa)

    Reitmaier, T

    2010-09-01

    Full Text Available stories stands to benefit members of rural and often impoverished African communities. Informed by ethnography and technology experiments involving storytelling, we implemented a method to involve users in a rural community in South Africa?s Eastern... storytelling, rural, HCI4D, probe, evaluation 1. INTRODUCTION Storytelling practices in rural African communities such as Adiedo, Kenya are localized by rich oral traditions [4]. In such places people like to tell stories and they do so in a variety...

  15. Storytelling, behavior planning and language evolution in context.

    Directory of Open Access Journals (Sweden)

    Glen eMcbride

    2014-10-01

    Full Text Available An attempt is made to specify the structure of the hominin bands that began steps to language. 8 Storytelling could evolve without need for language yet be strongly subject to natural selection 9 and could provide a major feedback process in evolving language. A storytelling model is 10 examined, including its effects on the evolution of consciousness and the possible timing of 11 language evolution. Behavior planning is presented as a model of language evolution from 12 storytelling. The behavior programming mechanism in both directions provide a model of 13 creating and understanding behavior and language. Culture began with societies, then family 14 evolution, family life in troops, but storytelling created a culture of experiences, a final step in 15 the long process of achieving experienced adults by natural selection. Most language evolution 16 occurred in conversations where evolving non-verbal feedback ensured mutual agreements on 17 understanding. Natural language evolved in conversations with feedback providing 18 understanding of changes.

  16. DISCRN: A Distributed Storytelling Framework for Intelligence Analysis.

    Science.gov (United States)

    Shukla, Manu; Dos Santos, Raimundo; Chen, Feng; Lu, Chang-Tien

    2017-09-01

    Storytelling connects entities (people, organizations) using their observed relationships to establish meaningful storylines. This can be extended to spatiotemporal storytelling that incorporates locations, time, and graph computations to enhance coherence and meaning. But when performed sequentially these computations become a bottleneck because the massive number of entities make space and time complexity untenable. This article presents DISCRN, or distributed spatiotemporal ConceptSearch-based storytelling, a distributed framework for performing spatiotemporal storytelling. The framework extracts entities from microblogs and event data, and links these entities using a novel ConceptSearch to derive storylines in a distributed fashion utilizing key-value pair paradigm. Performing these operations at scale allows deeper and broader analysis of storylines. The novel parallelization techniques speed up the generation and filtering of storylines on massive datasets. Experiments with microblog posts such as Twitter data and Global Database of Events, Language, and Tone events show the efficiency of the techniques in DISCRN.

  17. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  18. The first Malay language storytelling text-to-speech (TTS) corpus for ...

    African Journals Online (AJOL)

    speech annotations are described in detail in accordance to baseline work. The stories were recorded in two speaking styles that are neutral and storytelling speaking style. The first. Malay language storytelling corpus is not only necessary for the development of a storytelling text-to-speech (TTS) synthesis. It is also ...

  19. Storytelling as a creative activity in the classroom

    NARCIS (Netherlands)

    Catala, Alejandro; Theune, Mariët; Gijlers, Hannie; Heylen, Dirk

    2017-01-01

    In our ongoing research, we argue that storytelling activities can be used as creative tasks to stimulate creativity in children, one of the so-called 21st century skills. In this paper, we lay the foundations for our project on digitally supported storytelling, by gathering the viewpoints on

  20. Storytelling and Virtue.

    Science.gov (United States)

    Kilpatrick, William

    1997-01-01

    Emphasizes the power of storytelling, particularly heroic stories of virtue, in moral education. Provides a careful delineation of the differences between modern moral "fables" (a man contemplates stealing drugs for his dying wife) and classical stories involving heroes such as Ulysses and Galahad. (MJP)

  1. Investigating the effect of the reality gap on the human psychophysiological state in the context of human-swarm interaction

    Directory of Open Access Journals (Sweden)

    Gaëtan Podevijn

    2016-09-01

    Full Text Available The reality gap is the discrepancy between simulation and reality—the same behavioural algorithm results in different robot swarm behaviours in simulation and in reality (with real robots. In this paper, we study the effect of the reality gap on the psychophysiological reactions of humans interacting with a robot swarm. We compare the psychophysiological reactions of 28 participants interacting with a simulated robot swarm and with a real (non-simulated robot swarm. Our results show that a real robot swarm provokes stronger reactions in our participants than a simulated robot swarm. We also investigate how to mitigate the effect of the reality gap (i.e., how to diminish the difference in the psychophysiological reactions between reality and simulation by comparing psychophysiological reactions in simulation displayed on a computer screen and psychophysiological reactions in simulation displayed in virtual reality. Our results show that our participants tend to have stronger psychophysiological reactions in simulation displayed in virtual reality (suggesting a potential way of diminishing the effect of the reality gap.

  2. Mixed play spaces: Augmenting digital storytelling with tactile objects

    OpenAIRE

    Glowacki, B. R.

    2018-01-01

    In 2016, the U.K. media watchdog Ofcom published a report from a three-year study that focused on how children use media. Their findings suggest that younger children tend to use mobile devices for passive media consumption. We have identified two possibilities for exploring more social ways of engaging with digital media: creative play with stories and using media with tangible objects. In this project, we explored how the crossover of both tangible interaction and storytelling could scaffol...

  3. Creating Legitimacy across International Contexts: The Role of Storytelling for International New Ventures

    DEFF Research Database (Denmark)

    Andersen, Poul Houman; Rask, Morten

    2014-01-01

    This paper considers the legitimacy-creating efforts of Better Place, an international new venture (INV) providing infrastructure services linking electrical vehicles and power grid networks. We analyze the debate on Better Place’s attempts to communicate its business idea to constituents in Denm...... to the growing literature on INVs and on institutions in international business. For practice, our aim is to improve managers’ awareness and understanding of the importance of storytelling in the market contexts they seek to enter....... in Denmark, Israel, Canada, and Australia using expert interviews as well as content analysis of newspaper articles and other secondary sources. Storytelling, which is found to be central to the legitimacy-creating efforts of international business ventures, interacts with existing discourses in the diverse...

  4. On the origins of narrative : Storyteller bias as a fitness-enhancing strategy.

    Science.gov (United States)

    Sugiyama, M S

    1996-12-01

    Stories consist largely of representations of the human social environment. These representations can be used to influence the behavior of others (consider, e.g., rumor, propaganda, public relations, advertising). Storytelling can thus be seen as a transaction in which the benefit to the listener is information about his or her environment, and the benefit to the storyteller is the elicitation of behavior from the listener that serves the former's interests. However, because no two individuals have exactly the same fitness interests, we would expect different storytellers to have different narrative perspectives and priorities due to differences in sex, age, health, social status, marital status, number of offspring, and so on. Tellingly, the folklore record indicates that different storytellers within the same cultural group tell the same story differently. Furthermore, the historical and ethnographic records provide numerous examples of storytelling deliberately used as a means of political manipulation. This evidence suggests that storyteller bias is rooted in differences in individual fitness interests, and that storytelling may have originated as a means of promoting these interests.

  5. A phenomenological evaluation: using storytelling as a primary teaching method.

    Science.gov (United States)

    Davidson, Michele R

    2004-09-01

    This phenomenological study examines the experiences of students who had been enrolled in an undergraduate women's health issues course where storytelling served as one of the primary teaching and learning tools. Using hermeneutic phenomenology, the investigator explored the perceptions of participants at the conclusion of the course. A purposive sample of 10 students made up the focus group. Themes were explicated and analyzed from interviews until data saturation was reached. Content analysis from focus groups revealed three themes: personalizing learning, participatory learning, and group trust/safe environment. Storytelling provided students with an opportunity to become more actively involved, provided a forum to relate real life examples to concrete didactic data, served as a trigger for information recollection, and made material seem more realistic. The increased discussion and interaction within the classroom setting enabled students to probe alternative views and perspectives in the class room. The use of more diverse teaching tools can enhance the students' experiences in the classroom setting.

  6. Storytelling/narrative theory to address health communication with minority populations.

    Science.gov (United States)

    Lee, Haeok; Fawcett, Jacqueline; DeMarco, Rosanna

    2016-05-01

    To explain the development and application of storytelling/narrative theory in health disparities intervention research as a way to promote health communication and behavior change among racial, ethnic, and minority populations. The proposed storytelling theory helps explain that storytelling affects changes in attitude and health behavior of the viewer through realism, identification, and transportation. The proposed storytelling/narrative theory can be a guide to develop culturally grounded narrative interventions that have the ability to connect with hard-to-reach populations. Narrative communication is context-dependent because it derives meaning from the surrounding situation and provides situation-based stories that are a pathway to processing story content. Although storytelling is grounded in nursing practice and education, it is underutilized in nursing interventional research. Future efforts are needed to extend theory-based narrative intervention studies designed to change attitude and behaviors that will reduce health disparities among minorities. Copyright © 2015 Elsevier Inc. All rights reserved.

  7. New trends in interaction, virtual reality and modeling

    CERN Document Server

    Penichet, Victor MR; Gallud, José A

    2013-01-01

    The interaction between a user and a device forms the foundation of today's application design.Covering the following topics: * A suite of five structural principles helping designers to structure their mockups;* An agile method for exploiting desktop eye tracker equipment in combination with mobile devices;* An approach to explore large-scale collections based on classification systems;* A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems;* A low-cost virtual reality system that provides highly sati

  8. Effect of storytelling on hopefulness in girl students.

    Science.gov (United States)

    Shafieyan, Shima; Soleymani, Mohammad Reza; Samouei, Raheleh; Afshar, Mina

    2017-01-01

    One of the methods that help students in learning critical thinking and decision-making skills is storytelling. Story helps the students to place themselves in the same situation as the main protagonist and try different ways and finally select and implement the best possible method. The goal of this study is to investigate the effect of storytelling on hopefulness of students, age 8-11 in Isfahan's 2 nd educational district. This is an applied, quasi-experimental study. The study population comprised of 34 randomly selected students attending one of the schools in Isfahan's 2 nd educational district. The data gathering tool was the standard Kazdin hopefulness scale (α = 0.72) and data were gathered before and after 8 storytelling sessions for the intervention group. The gathered data were analyzed using descriptive and analytical (paired and independent t -test) with the help of SPSS Version 18 software. The study's findings showed a significant difference in the average hopefulness score of students in study group in pre- and posttest ( P = 0.04). Furthermore, independent t -test results showed a significant difference in hopefulness score of intervention and control ( P = 0.001). The average hopefulness score of the control group after storytelling sessions was higher than that of the intervention and control. The results show the effectiveness of storytelling as a method for improving hopefulness in students.

  9. The Pedagogy of Digital Storytelling in the College Classroom

    Directory of Open Access Journals (Sweden)

    Rachel Raimist

    2010-11-01

    Full Text Available In the fall of 2008, Rachel Raimist and Walter Jacobs collaboratively designed and taught the course “Digital Storytelling in and with Communities of Color” to 18 undergraduate students from a variety of disciplines. Candance Doerr-Stevens audited the class as a graduate student. This article examines the media making processes of the students in the course, asking how participants used digital storytelling to engage with themselves and the media through content creation that both mimicked and critiqued current media messages. In particular, students used the medium of digital storytelling to build and revise identities for purposes of rememory, reinvention, and cultural remixing. We provide a detailed online account of the digital stories and composing processes of the students through the same multimedia genre that the students were asked to use, that of digital storytelling.

  10. Data-driven storytelling

    CERN Document Server

    Hurter, Christophe; Diakopoulos, Nicholas ed.; Carpendale, Sheelagh

    2018-01-01

    This book is an accessible introduction to data-driven storytelling, resulting from discussions between data visualization researchers and data journalists. This book will be the first to define the topic, present compelling examples and existing resources, as well as identify challenges and new opportunities for research.

  11. Tips & Techniques: Storytelling with Puppets and Props. [Videotape].

    Science.gov (United States)

    2002

    On this 20-minute videotape, two accomplished storytellers share their expertise on using puppets and props to enhance the art of storytelling. Schroeder Cherry uses several types of puppets to tell his educational story about the Underground Railroad, while Karen Quinn-Wisniewski entertains her audience of young children with classic fables,…

  12. Digital Storytelling in Australia: Academic Perspectives and Reflections

    Science.gov (United States)

    Clarke, Robert; Adam, Andrea

    2012-01-01

    This project explored the experiences of a small sample (N = 6) of Australian academics with the use of digital storytelling as a pedagogical tool in higher education contexts. This article describes two case studies of academic uses of digital storytelling, along with interpretive analysis of six semi-structured interviews of academics working…

  13. Leadership identity : using artefacts (and storytelling) to discover new insights.

    OpenAIRE

    Watton, Emma Louisa; Parry, Ken

    2016-01-01

    Artefacts are used in management education to reflect upon the experiences of participants. Story-telling has a leadership influence that is long recognised in the leadership literature. However, artefacts and story-telling have not been used concurrently in leadership and management development programmes. We used artefacts combined with story-telling to help participants understand their leadership identity. Louisa’s story and artefact are the basis of this research. We found that the story...

  14. Storytelling intervention for patients with cancer: part 2--pilot testing.

    Science.gov (United States)

    Crogan, Neva L; Evans, Bronwynne C; Bendel, Robert

    2008-03-01

    To evaluate symptom reports and the impact of a nurse-led storytelling intervention in a supportive group setting on mood, stress level, coping with stress, pain, self-efficacy, and satisfaction with life in patients with cancer. Descriptive pilot project using a pretest/post-test control group. Local regional medical center in the Pacific Northwest region of the United States. Convenience sample of 10 patients with various cancer diagnoses; 7 completed the intervention. Participants were randomly assigned to a storytelling or control group. Using a tool kit generated for this project, a nurse facilitator guided storytelling group participants in 12 1.5-hour sessions. Six instruments, symptom assessments, and a retrospective physician chart review were completed for each group. Data were analyzed using repeated measures analysis of variance. Mood, stress, coping, pain, self-efficacy, and satisfaction with life. Comparison of changes in group mean scores revealed a significant decrease in anxiety in the storytelling group despite disease progression. Documentation of psychosocial symptomatology by physicians is limited; however, nursing assessments were useful in determining psychosocial status before and after the intervention. Results can be viewed only in context of a feasibility study and are not generalizable because of a limited sample size. A trained oncology nurse was able to use the storytelling intervention. Initial results are promising and warrant further study. After additional testing, the intervention could be used to enhance storytelling groups for patients with cancer or for individuals who are uncomfortable in or do not have access to storytelling groups.

  15. Virtual reality in medicine-computer graphics and interaction techniques.

    Science.gov (United States)

    Haubner, M; Krapichler, C; Lösch, A; Englmeier, K H; van Eimeren, W

    1997-03-01

    This paper describes several new visualization and interaction techniques that enable the use of virtual environments for routine medical purposes. A new volume-rendering method supports shaded and transparent visualization of medical image sequences in real-time with an interactive threshold definition. Based on these rendering algorithms two complementary segmentation approaches offer an intuitive assistance for a wide range of requirements in diagnosis and therapy planning. In addition, a hierarchical data representation for geometric surface descriptions guarantees an optimal use of available hardware resources and prevents inaccurate visualization. The combination of the presented techniques empowers the improved human-machine interface of virtual reality to support every interactive task in medical three-dimensional (3-D) image processing, from visualization of unsegmented data volumes up to the simulation of surgical procedures.

  16. Rule-Based Storytelling Text-to-Speech (TTS Synthesis

    Directory of Open Access Journals (Sweden)

    Ramli Izzad

    2016-01-01

    Full Text Available In recent years, various real life applications such as talking books, gadgets and humanoid robots have drawn the attention to pursue research in the area of expressive speech synthesis. Speech synthesis is widely used in various applications. However, there is a growing need for an expressive speech synthesis especially for communication and robotic. In this paper, global and local rule are developed to convert neutral to storytelling style speech for the Malay language. In order to generate rules, modification of prosodic parameters such as pitch, intensity, duration, tempo and pauses are considered. Modification of prosodic parameters is examined by performing prosodic analysis on a story collected from an experienced female and male storyteller. The global and local rule is applied in sentence level and synthesized using HNM. Subjective tests are conducted to evaluate the synthesized storytelling speech quality of both rules based on naturalness, intelligibility, and similarity to the original storytelling speech. The results showed that global rule give a better result than local rule

  17. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  18. Storytelling Revealed in Super Bowl 2016 Advertisements

    OpenAIRE

    Rellahan, Celina

    2016-01-01

    This thesis investigates the use of storytelling in advertising applications and its influence on the instigation of social activity as measured by online views and social activity generated for advertisements broadcast during the 2016 Super Bowl. The thesis aims at identifying those elements of storytelling that are found in these advertisements and relating these characteristics to the success of the promotion in terms of immediate engagement of the viewing audience. The thesis present...

  19. Storymaking: Combining Making and Storytelling in a School Makerspace

    Science.gov (United States)

    Bull, Glen; Schmidt-Crawford, Denise A.; McKenna, Michael C.; Cohoon, Jim

    2017-01-01

    "Storymaking" makes use of school makerspaces to combine making and storytelling. Constructing a diorama is a common storytelling activity in schools. This exploratory study describes preliminary efforts that explored the feasibility of extending "Make to Learn" activities with elementary and middle school students from two…

  20. Coaxing an intimate public : Life narrative in digital storytelling

    NARCIS (Netherlands)

    Poletti, Anna

    2011-01-01

    This article considers the practice of digital storytelling in light of contemporary theories of autobiography and affect. Using the concept of coaxed life narrative developed by Sidonie Smith and Julia Watson, I analyse the role of digital storytelling in diversifying the voices in the public

  1. Storytelling: an approach that can help to develop resilience.

    Science.gov (United States)

    East, Leah; Jackson, Debra; O'Brien, Louise; Peters, Kathleen

    2010-01-01

    Stories convey values and emotions, and can reveal the differences and similarities between people's experiences. Elucidating personal stories involves sharing which can help form bonds and supportive networks. With reflection, these can help to develop resilience. While the literature recognises the potential cathartic and therapeutic benefits associated with storytelling in research, links between the development of personal resilience and storytelling for research purposes have not been drawn. This paper argues that storytelling aids the development of personal resilience and provides opportunities to celebrate the hardiness of research participants who contribute to knowledge by recounting their stories of difficulty and adversity.

  2. Introduction of Digital Storytelling in Preschool Education: A Case Study from Croatia

    Science.gov (United States)

    Preradovic, Nives Mikelic; Lesin, Gordana; Boras, Damir

    2016-01-01

    Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6-7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that…

  3. Possible applications of the LEAP motion controller for more interactive simulated experiments in augmented or virtual reality

    Science.gov (United States)

    Wozniak, Peter; Vauderwange, Oliver; Mandal, Avikarsha; Javahiraly, Nicolas; Curticapean, Dan

    2016-09-01

    Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen. The LEAP Motion controller is a small inexpensive device that allows for the tracking of the user's hands and fingers in three dimensions. It is conceivable to allow the user to interact with the simulation's virtual elements by the user's very hand position, movement and gesture. In this paper we evaluate possible applications of the LEAP Motion controller for simulated experiments in augmented and virtual reality. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios.

  4. The importance of providing scaffolding to support patient narratives when brain damage impairs storytelling ability.

    Science.gov (United States)

    Hydén, Lars C

    2011-01-01

    Boundaries connected to illness are defined and redefined through new ways of interacting with other people and especially by storytelling and listening to the stories of others. Diseases or traumas that affect the brain can result in memory loss, impaired cognition, and difficulties in expressing oneself clearly, hence making it difficult to present and negotiate identities. In such situations, others often try to remedy the communicative problems by taking over those narrative functions that are lost or impaired and thereby scaffolding the injured person's storytelling capacity. This narrative scaffolding is directed at keeping interpersonal relationships functional and makes it possible for persons with communicative disabilities to continue to be participants in a shared life.

  5. Children's Storytelling: The Effect of Preschool and Family Environment

    Science.gov (United States)

    Fekonja-Peklaj, Urska; Marjanovic-Umek, Ljubica; Kranjc, Simona

    2010-01-01

    Storytelling reflects children's pragmatic language ability, which develops rapidly in early childhood and is related to various characteristics of the child's environment. This study examines the effect of preschool, maternal education and quality of the home environment on children's storytelling skills. The sample included 229 Slovenian…

  6. Storytelling in person-centred care.

    Science.gov (United States)

    Chu, Elizabeth

    2006-01-01

    Storytelling is a powerful tool that can be used successfully to pass on knowledge, wisdom and expertise from educators to students. A story is more easily remembered and new concepts in nursing taught in story form are understood more readily. By the same token, the story of a resident's history allows caregivers to really understand who that person is and was, and in turn provide the care that will suit the unique needs of that resident. The person-centered care concept revolves around this uniqueness of person and the process of storytelling serves the understanding of the resident, the crafting of the care package itself, and communicating that knowledge to other caregivers.

  7. Using Out-of-Character Reasoning to Combine Storytelling and Education in a Serious Game

    NARCIS (Netherlands)

    Linssen, Johannes Maria; Theune, Mariet; Bocconi, Stefano; Klamma, Ralf; Bachvarova, Y.S.

    To reconcile storytelling and educational meta-goals in the context of a serious game, we propose to make use of out-of-character reasoning in virtual agents. We will implement these agents in a serious game of our design, which will focus on social interaction in conflict scenarios with the

  8. Storytelling and History.

    Science.gov (United States)

    Henegar, Steven

    1998-01-01

    Draws a connection between the techniques of storytelling and the content knowledge of history. Notes the many fables, tall tales, and legends that have historical incidents as their inspiration. Outlines some specific functions and steps of a story and provides an exercise for students or teachers to develop their own stories. (MJP)

  9. Storytelling: Enhancing Vocabularies For Cerebral Palsy Students

    OpenAIRE

    Aprilina, Raita Gina

    2015-01-01

    This paper reported on a study concerned with teaching vocabulary using storytelling technique in one of SLBs in Bandung. This study aimed to find out the cerebral palsy students' ability in English vocabulary before and after the treatment, and to find out whether storytelling significantly improved English vocabulary of students with cerebral palsy. This study used an experimental method with single subject research with A-B-A design which involved two participants. This study revealed that...

  10. Prescolar teacher's encouragement of the children's storytelling

    OpenAIRE

    Kokovnik, Veronika

    2011-01-01

    In my graduate thesis titled »Prescolar teacher's encouragement of the children's storytelling« I want to highlight the importance of the professional workers in kindergartens when it comes to the development of the children's way of thinking and their speech. With the adequate planning and practicing of the activities we have a great influence over children's language capacities; among them the children's capacities of the storytelling. In the theoretical part of the thesis I will focus o...

  11. Storytelling as a trigger for sharing conversations

    OpenAIRE

    Emma Louise Parfitt

    2014-01-01

    This article explores whether traditional oral storytelling can be used to provide insights into the way in which young people of 12-14 years identify and understand the language of emotion and behaviour. Following the preliminary analysis, I propose that storytelling may trigger sharing conversations. My research attempts to extend the social and historical perspectives of Jack Zipes, on fairy tales, into a sociological analysis of young people’s lives today. I seek to investigate the extent...

  12. An Interactive Logistics Centre Information Integration System Using Virtual Reality

    Science.gov (United States)

    Hong, S.; Mao, B.

    2018-04-01

    The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.

  13. AN INTERACTIVE LOGISTICS CENTRE INFORMATION INTEGRATION SYSTEM USING VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    S. Hong

    2018-04-01

    Full Text Available The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.

  14. Notes on Narrative as Medium and a Media Ecology Approach to the Study of Storytelling

    Directory of Open Access Journals (Sweden)

    Lance Strate

    2014-11-01

    Full Text Available Storytelling, as a distinctively human characteristic, is a product of our capacity for language and symbolic communication. Just as language is considered a medium within the field of media ecology, so too can narrative be understood as a medium of communication, as well as a kind of language, and as a fundamentally social phenomenon. As a medium, narrative interacts with and is modified by other media, undergoing significant change as it is expressed through oral tradition, dramatic performance, written documents, and audiovisual media. In particular, major changes in the nature of character and plot accompany the shift from orality to literacy, and writing and especially printing make possible new forms of tragedy as opposed to comedy, prose as opposed to poetry, and fiction as opposed to nonfiction. Storytelling continues to mutate through the introduction of new media, with increasingly greater emphasis on narrative as an environment, especially one associated with social interaction and gaming.

  15. Surrealism, Subversion, and Storytelling in Véronique Tadjo's As the ...

    African Journals Online (AJOL)

    Surrealism, Subversion, and Storytelling in Véronique Tadjo's As the crow flies. ... PROMOTING ACCESS TO AFRICAN RESEARCH ... This paper seeks to examine Tadjo's art of storytelling in As the crow flies, focusing on her approach which ...

  16. Making a difference? A comparison between multi-sensory and regular storytelling for persons with profound intellectual and multiple disabilities.

    Science.gov (United States)

    Ten Brug, A; Van der Putten, A A J; Penne, A; Maes, B; Vlaskamp, C

    2016-11-01

    Multi-sensory storytelling (MSST) was developed to include persons with profound intellectual and multiple disabilities in storytelling culture. In order to increase the listeners' attention, MSST stories are individualised and use multiple sensory stimuli to support the verbal text. In order to determine the value of MSST, this study compared listeners' attention under two conditions: (1) being read MSST books and (2) being read regular stories. A non-randomised control study was executed in which the intervention group read MSST books (n = 45) and a comparison group (n = 31) read regular books. Books were read 10 times during a 5-week period. The 1st, 5th and 10th storytelling sessions were recorded on video in both groups, and the percentage of attention directed to the book and/or stimuli and to the storyteller was scored by a trained and independent rater. Two repeated measure analyses (with the storytelling condition as a between-subject factor and the three measurements as factor) were performed to determine the difference between the groups in terms of attention directed to the book/stimuli (first analysis) and storyteller (second analysis). A further analysis established whether the level of attention changed between the reading sessions and whether there was an interaction effect between the repetition of the book and the storytelling condition. The attention directed to the book and/or the stimuli was significantly higher in the MSST group than in the comparison group. No significant difference between the two groups was found in the attention directed to the storyteller. For MSST stories, most attention was observed during the fifth reading session, while for regular stories, the fifth session gained least attentiveness from the listener. The persons with profound intellectual and multiple disabilities paid more attention to the book and/or stimuli in the MSST condition compared with the regular story telling group. Being more attentive towards

  17. Massage and Storytelling Reduce Aggression and Improve Academic Performance in Children Attending Elementary School.

    Science.gov (United States)

    Gonçalves, Lia Lopes; Voos, Mariana Callil; de Almeida, Maria Helena Morgani; Caromano, Fátima Aparecida

    2017-01-01

    Aggressive behaviors must be addressed in elementary schools. Massage and storytelling can be strategies to deal with aggression because both involve experience exchange and social interaction. Both can decrease stress and anxiety and increase self-esteem. To evaluate the effect of two interventions (massage and storytelling) on aggressive behaviors and academic performance of elementary school children. Three groups ( n = 35 children in each group) of the second grade participated (aged 6.5-8.1 years). One group received ten extra classes of massage (MG), another group received extra classes of storytelling (SG), and the control group received extra classes of random subjects (CG). Extra classes lasted for 50 minutes, once a week. Aggressive behaviors were recorded on diaries, by the teachers and the coordinator. The frequency of aggressive behaviors and the academic performance of MG, SG, and CG were observed for six months and the groups were compared. ANOVAs evidenced that MG and SG, but not CG, showed a reduction in aggressive behaviors registered by the teachers and coordinator, after the intervention. Academic performance of MG and SC improved after the intervention ( p < 0.05).

  18. The Utility of Storytelling Strategies in the Biology Classroom

    Science.gov (United States)

    Csikar, Elizabeth; Stefaniak, Jill E.

    2018-01-01

    Conveying scientific information with high intrinsic cognitive load to students is a challenge. Often, students do not have the existing schema to incorporate the information in a comprehensive manner. One method that has shown promise is storytelling. Storytelling has been successfully used to convey public health information to non-experts.…

  19. Gestural Interaction for Virtual Reality Environments through Data Gloves

    Directory of Open Access Journals (Sweden)

    G. Rodriguez

    2017-05-01

    Full Text Available In virtual environments, virtual hand interactions play a key role in interactivity and realism allowing to perform fine motions. Data glove is widely used in Virtual Reality (VR and through simulating a human hands natural anatomy (Avatar’s hands in its appearance and motion is possible to interact with the environment and virtual objects. Recently, hand gestures are considered as one of the most meaningful and expressive signals. As consequence, this paper explores the use of hand gestures as a mean of Human-Computer Interaction (HCI for VR applications through data gloves. Using a hand gesture recognition and tracking method, accurate and real-time interactive performance can be obtained. To verify the effectiveness and usability of the system, an experiment of ease learning based on execution’s time was performed. The experimental results demonstrate that this interaction’s approach does not present problems for people more experienced in the use of computer applications. While people with basic knowledge has some problems the system becomes easy to use with practice.

  20. Digital storytelling as a genre of mediatized self-representations: an introduction

    OpenAIRE

    Gregori-Signes, Carmen; Pennock-Speck, Barry; ,

    2012-01-01

    This article provides a critical review of some of the most relevant studies on digital storytelling and proposes a genre typology that allows an initial classification of digital storytelling into two main types: educational and social. Digital storytelling is a multimodal emergent genre characterised by its versatility and flexibility which has resulted in a series of subgenres. However, the main premise here is that differentiating between social and educational– although one does not excl...

  1. CineGlobe Film Festival, Wednesday programme with Science Story Telling Hackathon and Oculus Rift

    CERN Multimedia

    Marcelloni De Oliveira, Claudia

    2015-01-01

    Besides the short-film competitions, the second day of 2015 CineGlobe included a Soirée Oculus Rift with the public launch of the “Storytelling Science” Hackathon. CineGlobe and Festival Tous Ecrans joined forces to launch the “Storytelling Science” hackathon, in collaboration with Tribeca Film Institute and LIFT Conference. The keynote speech was given by renowned filmmaker and transmedia creator Michel Reihlac, who spoke about the role of interactive and immersive storytelling techniques in cinematic narrative. By placing the viewer in the center of the story, these new technologies are profoundly changing the way we tell stories. Michel Reilhac designs innovative story based experiences, using digital platforms (cinema, tv, mobile, tablets, …) and real life events. His creative approach to storytelling ambitions to offer viewers/ participants a unique opportunity for an immersive, participatory and interactive experience. During the evening, Oculus Rift virtual reality headsets were available to...

  2. Indigenous Storytelling in Namibia

    DEFF Research Database (Denmark)

    Rodil, Kasper; Winschiers-Theophilus, Heike

    2016-01-01

    to understand indigenous youths’ own conception of storytelling the paper presents empirical data from a study with indigenous Khoisan children in Namibia. This is followed by a discussion of an effort of digitizing indigenous intangible cultural heritage in relation to technologies’ embodied bias...

  3. Backstage storytelling and leadership

    NARCIS (Netherlands)

    van Hulst, Merlijn

    2017-01-01

    The backstage context of the police canteen has been identified as an important setting for officers to collectively give meaning to police work. This context is therefore of value to officers, police organizations, and their management. This article explores police storytelling during canteen

  4. Digital storytelling in Africa

    CSIR Research Space (South Africa)

    Marsden, G

    2010-09-01

    Full Text Available In this paper the authors examine how digital technology can be used to inspire, record and present oral stories in an African context. In particular they explore how to create technologies that are sympathetic to the cultures of the storytellers...

  5. The anthropology of storytelling and the storytelling of anthropology

    OpenAIRE

    Rodolfo Maggio

    2014-01-01

    These research notes concern what anthropologists currently do, and can do, with stories. Although pleas for narrative have become increasingly widespread in contemporary anthropology, an anthropologist of storytelling cannot but recognise that all anthropological production is to a certain extent a story. A question ensues: what kind of story is an ethnography? These research notes propose an answer by providing, first, a working definition of story tailored to this specific purpose. Secondl...

  6. Digital storytelling as a method in health research: a systematic review protocol.

    Science.gov (United States)

    Rieger, Kendra L; West, Christina H; Kenny, Amanda; Chooniedass, Rishma; Demczuk, Lisa; Mitchell, Kim M; Chateau, Joanne; Scott, Shannon D

    2018-03-05

    Digital storytelling is an arts-based research method with potential to elucidate complex narratives in a compelling manner, increase participant engagement, and enhance the meaning of research findings. This method involves the creation of a 3- to 5-min video that integrates multimedia materials including photos, participant voices, drawings, and music. Given the significant potential of digital storytelling to meaningfully capture and share participants' lived experiences, a systematic review of its use in healthcare research is crucial to develop an in-depth understanding of how researchers have used this method, with an aim to refine and further inform future iterations of its use. We aim to identify and synthesize evidence on the use, impact, and ethical considerations of using digital storytelling in health research. The review questions are as follows: (1) What is known about the purpose, definition, use (processes), and contexts of digital storytelling as part of the research process in health research? (2) What impact does digital storytelling have upon the research process, knowledge development, and healthcare practice? (3) What are the key ethical considerations when using digital storytelling within qualitative, quantitative, and mixed method research studies? Key databases and the grey literature will be searched from 1990 to the present for qualitative, quantitative, and mixed methods studies that utilized digital storytelling as part of the research process. Two independent reviewers will screen and critically appraise relevant articles with established quality appraisal tools. We will extract narrative data from all studies with a standardized data extraction form and conduct a thematic analysis of the data. To facilitate innovative dissemination through social media, we will develop a visual infographic and three digital stories to illustrate the review findings, as well as methodological and ethical implications. In collaboration with national

  7. Deformable three-dimensional model architecture for interactive augmented reality in minimally invasive surgery.

    Science.gov (United States)

    Vemuri, Anant S; Wu, Jungle Chi-Hsiang; Liu, Kai-Che; Wu, Hurng-Sheng

    2012-12-01

    Surgical procedures have undergone considerable advancement during the last few decades. More recently, the availability of some imaging methods intraoperatively has added a new dimension to minimally invasive techniques. Augmented reality in surgery has been a topic of intense interest and research. Augmented reality involves usage of computer vision algorithms on video from endoscopic cameras or cameras mounted in the operating room to provide the surgeon additional information that he or she otherwise would have to recognize intuitively. One of the techniques combines a virtual preoperative model of the patient with the endoscope camera using natural or artificial landmarks to provide an augmented reality view in the operating room. The authors' approach is to provide this with the least number of changes to the operating room. Software architecture is presented to provide interactive adjustment in the registration of a three-dimensional (3D) model and endoscope video. Augmented reality including adrenalectomy, ureteropelvic junction obstruction, and retrocaval ureter and pancreas was used to perform 12 surgeries. The general feedback from the surgeons has been very positive not only in terms of deciding the positions for inserting points but also in knowing the least change in anatomy. The approach involves providing a deformable 3D model architecture and its application to the operating room. A 3D model with a deformable structure is needed to show the shape change of soft tissue during the surgery. The software architecture to provide interactive adjustment in registration of the 3D model and endoscope video with adjustability of every 3D model is presented.

  8. PENGARUH STORYTELLING TERHADAP PERILAKU EMPATI ANAK

    Directory of Open Access Journals (Sweden)

    Rita Diah Ayuni

    2013-10-01

    Full Text Available Social relationship with others is important when the child enters middle childhood. Empathy behavior is the individual act to put herself or himself in others' feel. Empathy is influenced by individual perspective, gender, intelligence, similarity, experience, innate, discipline methods, and bonding. Through storytelling, children are expected to understand the differences of thoughts and feelings between them and others. This study aims to determine the effect of storytelling on the empathy behavior in the second grade students. A 35 students of Hj. Isriati Baiturrahman 1 elementary school Semarang which selected using nonrandomized pretest-posttest control group design. Measurements were made in lego game setting with 3-4 children per group. The data is collected using observation checklist that consists of 15 behavior indicators and conducted by two observers. The observation supported by audio-video recordings. Independent Sample t-Test and Paired Sample t-Test is used to analyzed the data. The result showed that was not difference between experiment group and control group in empathy behavior. On another hand, used aspect analysis, found that there was difference in fantasy between two groups. Keywords: Children’s empathy behavior, storytelling

  9. Engaging Post-Secondary Students and Older Adults in an Intergenerational Digital Storytelling Course

    Science.gov (United States)

    Hewson, Jennifer; Danbrook, Claire; Sieppert, Jackie

    2015-01-01

    A five day Digital Storytelling course was offered to Social Work students, integrating a three day workshop with older adult storytellers who shared stories related to the theme stories of home. A course evaluation was conducted exploring the Digital Storytelling experience and learning in an intergenerational setting. Findings from surveys…

  10. Digital Storytelling as Arts-Inspired Inquiry for Engaging, Understanding, and Supporting Indigenous Youth

    Science.gov (United States)

    Eglinton, Kristen Ali; Gubrium, Aline; Wexler, Lisa

    2017-01-01

    In this paper we examine digital storytelling as a mode of arts-inspired inquiry: in particular we consider digital storytelling as a powerful arts-inspired approach that can help researchers, practitioners, and communities understand and support indigenous and marginalized youth. Our two-fold focus is on: (1) a digital storytelling initiative…

  11. Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality.

    Science.gov (United States)

    Grubert, Jens; Langlotz, Tobias; Zollmann, Stefanie; Regenbrecht, Holger

    2017-06-01

    Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

  12. The 3D Digital Story-telling Media on Batik Learning in Vocational High Schools

    Science.gov (United States)

    Widiaty, I.; Achdiani, Y.; Kuntadi, I.; Mubaroq, S. R.; Zakaria, D.

    2018-02-01

    The aim of this research is to make 3D digital Story-telling Media on Batik Learning in Vocational High School. The digital story-telling developed in this research is focused on 3D-based story-telling. In contrast to the digital story-telling that has been developed in existing learning, this research is expected to be able to improve understanding of vocational students about the value of local wisdom batik more meaningful and “live”. The process of making 3D digital story-telling media consists of two processes, namely the creation of 3D objects and the creation of 3D object viewer.

  13. The role of storytelling in co-creating a corporate brand with employees

    OpenAIRE

    Spear, S.

    2015-01-01

    Organizations are increasingly realizing that brands cannot be solely controlled by managers, but are instead co-created with stakeholders through their interactions and experiences with the brand. The co-creation of the corporate brand with employees deserves particular attention, as employees are critical in delivering the corporate brand and will influence other stakeholders’ brand experience. Storytelling within organizations offers opportunities for brand co-creation, as stories can be c...

  14. The Hadia story: digital storytelling in election campaigns

    OpenAIRE

    Bakøy, Eva; Kalnes, Øyvind

    2010-01-01

    Digital storytelling in election campaigns is a relatively recent phenomenon, which needs to be investigated in order to enhance our understanding of changes and developments in modern political communication. This article is an analysis of how the Norwegian-Pakistani Labour politician, Hadia Tajik, has used digital storytelling to construct her political identity, and a discussion of the consequences of her experiments with this genre. The focus is on the five video stories she released duri...

  15. A Study on Volunteers of the Storytelling of Training in Public Libraries: A Case Study on Volunteer Storyteller of Taipei Public Library

    OpenAIRE

    Yu-Ping Peng; Po-Han Chuang

    2017-01-01

    In recent years, the administrators of public library administrators have been actively promoting children’s reading services. In particular, storytelling activities have a significantly positive effect on enhancing children’s interest and ability in reading. Because of human resource shortages at public libraries, providing these services depends on volunteers. The public libraries should enhance the competencies of volunteers who engage in storytelling, and provide appropriate training for ...

  16. A good read : A study into the use and effects of multi-sensory storytelling; a storytelling method for persons with profound intellectual and multiple disabilities.

    NARCIS (Netherlands)

    ten Brug, Annet

    2015-01-01

    In order to include persons with profound intellectual and multiple disabilities (PIMD) into our storytelling culture, multi-sensory storytelling (MSST) has been developed. In a multi-sensory book, verbal text is supported by sensory stimuli, the form and content of the book are adjusted to the

  17. Knowledge at work: learning and transferring expert reasoning through storytelling

    NARCIS (Netherlands)

    Hernandez-Serrano, J.; Stefanou, S.E.

    2009-01-01

    There is plenty of evidence in many fields of knowledge that storytelling is a bona fide human activity for problem-solving. We believe that a storytelling model for problem-solving can be constructed to organize this discourse. To that end, we carried out a qualitative study using the Grounded

  18. Storytelling Leadership: A Semiotics Theories Qualitative Inquiry into the Components Forming an Oral Story

    Science.gov (United States)

    Cater, Earl F.

    2015-01-01

    Using semiotics theories as a guide, the qualitative examination of storytelling literature and current storytelling practitioners provides research support for a list of storytelling components. Analysis of story building components discovered from literature in comparison to the results from research questionnaire responses by current…

  19. The Power of Digital Storytelling as a Culturally Relevant Health Promotion Tool.

    Science.gov (United States)

    Briant, Katherine J; Halter, Amy; Marchello, Nathan; Escareño, Monica; Thompson, Beti

    2016-11-01

    Digital storytelling is an emergent method in health promotion. It addresses health inequities by combining technology with the voices of members of vulnerable, often underrepresented populations. The overall goal of this pilot project was to explore if digital storytelling could be a culturally relevant health promotion tool for Hispanics/Latinos to share their experiences with cancer, or other diseases. Promotores participated in a train-the-trainer workshop. Community members worked with trained promotores to create digital stories through community workshops. We conducted one-on-one interviews with digital story creators to elicit perspectives and assess their experience. One overarching theme among storytellers was the power of storytelling. Supporting subthemes that emerged in the interviews were (1) connection and communication, (2) lack of opportunities and barriers to telling stories, and (3) potential for disease prevention awareness and education. This study found digital storytelling to be culturally relevant for Hispanics/Latinos of Mexican origin. For these storytellers it was a uniquely valuable tool for sharing personal stories of overcoming or managing health issues. Participants found the digital story experience to be positive and beneficial. It provided a healing outlet to reflect on a difficult experience and find support within one's own community. © 2016 Society for Public Health Education.

  20. Bridging storytelling traditions with digital technology.

    Science.gov (United States)

    Cueva, Melany; Kuhnley, Regina; Revels, Laura J; Cueva, Katie; Dignan, Mark; Lanier, Anne P

    2013-01-01

    The purpose of this project was to learn how Community Health Workers (CHWs) in Alaska perceived digital storytelling as a component of the "Path to Understanding Cancer" curriculum and as a culturally respectful tool for sharing cancer-related health messages. A pre-course written application, end-of-course written evaluation, and internet survey informed this project. Digital storytelling was included in seven 5-day cancer education courses (May 2009-2012) in which 67 CHWs each created a personal 2-3 minute cancer-related digital story. Participant-chosen digital story topics included tobacco cessation, the importance of recommended cancer screening exams, cancer survivorship, loss, grief and end-of-life comfort care, and self-care as patient care providers. All participants completed an end-of-course written evaluation. In July 2012, contact information was available for 48 participants, of whom 24 completed an internet survey. All 67 participants successfully completed a digital story which they shared and discussed with course members. On the written post-course evaluation, all participants reported that combining digital storytelling with cancer education supported their learning and was a culturally respectful way to provide health messages. Additionally, 62 of 67 CHWs reported that the course increased their confidence to share cancer information with their communities. Up to 3 years post-course, all 24 CHW survey respondents reported they had shown their digital story. Of note, 23 of 24 CHWs also reported change in their own behavior as a result of the experience. All CHWs, regardless of computer skills, successfully created a digital story as part of the cancer education course. CHWs reported that digital stories enhanced their learning and were a culturally respectful way to share cancer-related information. Digital storytelling gave the power of the media into the hands of CHWs to increase their cancer knowledge, facilitate patient and community cancer

  1. Integrated multimodal human-computer interface and augmented reality for interactive display applications

    Science.gov (United States)

    Vassiliou, Marius S.; Sundareswaran, Venkataraman; Chen, S.; Behringer, Reinhold; Tam, Clement K.; Chan, M.; Bangayan, Phil T.; McGee, Joshua H.

    2000-08-01

    We describe new systems for improved integrated multimodal human-computer interaction and augmented reality for a diverse array of applications, including future advanced cockpits, tactical operations centers, and others. We have developed an integrated display system featuring: speech recognition of multiple concurrent users equipped with both standard air- coupled microphones and novel throat-coupled sensors (developed at Army Research Labs for increased noise immunity); lip reading for improving speech recognition accuracy in noisy environments, three-dimensional spatialized audio for improved display of warnings, alerts, and other information; wireless, coordinated handheld-PC control of a large display; real-time display of data and inferences from wireless integrated networked sensors with on-board signal processing and discrimination; gesture control with disambiguated point-and-speak capability; head- and eye- tracking coupled with speech recognition for 'look-and-speak' interaction; and integrated tetherless augmented reality on a wearable computer. The various interaction modalities (speech recognition, 3D audio, eyetracking, etc.) are implemented a 'modality servers' in an Internet-based client-server architecture. Each modality server encapsulates and exposes commercial and research software packages, presenting a socket network interface that is abstracted to a high-level interface, minimizing both vendor dependencies and required changes on the client side as the server's technology improves.

  2. Towards professional participatory storytelling in journalism and advertising

    OpenAIRE

    Deuze, Mark

    2005-01-01

    The Internet — specifically its graphic interface, the World Wide Web — has had a major impact on all levels of (information) societies throughout the world. For media professionals whose work has primarily been defined as creative storytelling — whether in advertising, journalism, public relations or related fields — this poses fascinating opportunities as well as vexing dilemmas. The central question seems to be to what extent storytelling can be content– or connectivity–based, and what lev...

  3. Storytelling as a way for humanizing research methods

    OpenAIRE

    Grenness, Tor

    2016-01-01

    This is an Open Access journal. The article is aslo available from www.idrcentre.org This article examines how the use of storytelling can serve as a pedagogical strategy in the teaching of research methods. Research methods and statistics anxiety is fairly widespread among students in higher education. Introducing storytelling has been found to decrease this anxiety. The term “humanizing research methods” implies a focus on students’ needs that goes beyond transferring knowledge of the co...

  4. How Does Storytelling Unlock the Potentialities of Communities; The Design-Client Relationship

    OpenAIRE

    Parkinson, David

    2017-01-01

    When looking at research that explores approaches to designing, it is apparent that some people believe adopting a storytelling perspective can be fruitful in garnering new knowledge. This paper adopts a storytelling perspective when analysing design pitches, with the intent of understanding how an approach to storytelling can unlock potentialities in the audience. More specifically, these potentialities include: an appreciation of the concept’s value; an ability to discuss a concept critical...

  5. Resilience in language learners and the relationship to storytelling

    Directory of Open Access Journals (Sweden)

    Kate Nguyen

    2015-12-01

    Full Text Available International students, who study a foreign language abroad, experience more adversities than their domestic peers. The social challenges they face include problems with immigration status, isolation, difficulty speaking a new language, and learning unfamiliar customs. There is limited research focused on the coping strategies of these individuals. A growing body of research suggests storytelling may provide an important role in promoting resilience, defined as an individual’s ability to bounce back or recover from stress. The study investigated possible relationships between experiencing storytelling as a child and adult resilience. The sample consisted of 21 international college students studying Chinese or English. Students were examined with a survey, a narrative interview, and the brief resilience scale. Data were analyzed quantitatively and qualitatively. The quantitative results produced significant correlations between resilience scores and the survey scores for adults who reported using storytelling in their own teaching of a second language to peers and children. Qualitative results identified five protective factors for resilience: (1 social competence, (2 problem-solving skills, (3 autonomy, (4 sense of purpose, and (5 use of storytelling. Implications of the findings for research and intervention are discussed.

  6. Sites of Possibility: Applied Theatre and Digital Storytelling with Youth

    Science.gov (United States)

    Alrutz, Megan

    2013-01-01

    As a process for engaging marginalised voices in the social/cultural economy of the media, digital storytelling has garnered much attention from media artists, community organisers and scholars since the early 1990s. The practice of digital storytelling, or the making and sharing of personal narratives through recorded voice-overs, digital…

  7. Transmedia Storytelling in Science Communication: One Subject, Multiple Media, Multiple Stories

    Science.gov (United States)

    Unger, M.; Moloney, K.

    2012-12-01

    Each communication medium has particular storytelling strengths. For example, video is particularly good at illustrating a progression of events, text at background and context, and games at describing systems. In what USC's Prof. Henry Jenkins described as "transmedia storytelling," multiple media are used simultaneously, in an expansive rather than repetitive way, to better tell a single, complex story. The audience is given multiple entry points to the story, and the story is exposed to diverse and dispersed audiences, ultimately engaging a broader public. We will examine the effectiveness of a transmedia approach to communicating scientific and other complex concepts to a broad and diverse audience. Using the recently developed Educational Visitor Center at the NCAR-Wyoming Supercomputing Center as a case study, we will evaluate the reach of various means of presenting information about the geosciences, climate change and computational science. These will include an assessment of video, mechanical and digital interactive elements, animated movie segments, web-based content, photography, scientific visualizations, printed material and docent-led activities.

  8. Storytelling and German Culture.

    Science.gov (United States)

    Cooper, Connie S. Eigenmann

    The genre of fairytales, one structured form of storytelling, has been labeled "Marchen." German culture is orally transmitted in this generic form, and can be traced to a collection of 210 fairytales, the Grimm brothers'"Kinder-und Taus-Marchen," first published shortly after 1800. For this study, research questions were posed…

  9. Storytelling as an Active Learning Tool to Engage Students in a Genetics Classroom

    Directory of Open Access Journals (Sweden)

    Karobi Moitra

    2014-08-01

    Full Text Available Storytelling is an ancient art that originated long before the written word. Storytelling interspersed with traditional lectures has been used as a teaching tool in an Introductory Genetics course. Students have eagerly responded to the storytelling pedagogy, suggesting that it can be leveraged to help students grasp complicated theories, engage students, and help improve student retention in STEM fields.

  10. Behind Closed Doors: The Pedagogy and Interventionist Practice of Digital Storytelling

    Science.gov (United States)

    Eisenhauer, Jennifer

    2012-01-01

    Through arts-based research and digital storytelling, the author investigates the representation of psychiatric disabilities in this article and proposes that digital storytelling can be an interventionist artistic and pedagogical process through which to challenge dominant stigmatizing representations of psychiatric disability.

  11. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    Science.gov (United States)

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  12. Storytelling as Academic Discourse: Bridging the Cultural-Linguistic Divide in the Era of the Common Core

    Science.gov (United States)

    Lin, Ching Ching

    2014-01-01

    Bakhtin's dialogism provides a sociocultural approach that views language as a social practice informed by the complex interaction between discourse and meaning. Drawing on this theoretical framework, I argue that a dialogized version of storytelling can be helpful in creating a reflective form of academic discourse that bridges the gap between…

  13. Guidelines for user interactions in mobile augmented reality

    OpenAIRE

    Ortman, Erik; Swedlund, Kenneth

    2012-01-01

    Over the last couple of years the field of Augmented Reality has transformed from something mainly seen in academic researchinto several examples of big commercially successful products, and the widespread use of highly capable mobile devices has greatly helped accelerate this trend. The powerful sensors in modern handsets enable designers to bring Augmented Reality implementations to the hands ofthe users.This thesis examines how Augmented Reality can be implemented onmobile platforms, mainl...

  14. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  15. Multicultural Young Adult Literature as a Form of Counter-Storytelling

    Science.gov (United States)

    Hughes-Hassell, Sandra

    2013-01-01

    Counter-storytelling is defined by critical race theory scholars as a method of telling the stories of those people whose experiences are not often told, including people of color, the poor, and members of the LGBTQ community. This article discusses multicultural young adult literature as a form of counter-storytelling, with an emphasis on how…

  16. Mixed Reality Systems

    Directory of Open Access Journals (Sweden)

    Dieter Müller

    2009-11-01

    Full Text Available Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pure’ virtual reality techniques to support seamless collaborative work between remote and hands-on laboratories.

  17. Towards an interactive medical system by augmented reality

    OpenAIRE

    Khawla Ben Abderrahim; Mohamed Kallel; M.S. Bouhlel

    2013-01-01

    Augmented reality is a computer field that progresses rapidly. Its principle is to mix the real world and the virtual world. Many applications already use augmented reality, particularly the medical field. Medical image allows doctors to make diagnosis of the patient. This diagnosis allows him to make the best decision without committing professional mistakes that can cause problems. Hence the idea of integrating augmented reality with medical image analysis to help the doctor to make the bes...

  18. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  19. Facebook storytelling: Implications for expression of coping behaviors

    Directory of Open Access Journals (Sweden)

    Manoj Kumar Sharma

    2017-01-01

    Full Text Available Social networking sites are commonly used for self-disclosure. It provides the user the opportunity for catharsis. The present case is going to highlight the implications of Facebook storytelling. Clinical interview and NIMHANS psychiatric morbidity screening tool were used to assess the pattern of Facebook usage and psychiatric caseness. Facebook storytelling helps in coping with psychiatric distress. It implies the need to screen and encourage the users to use offline method receiving psychological support as well as develop the offline healthy coping behaviors.

  20. Peripersonal Space: An Index of Multisensory Body–Environment Interactions in Real, Virtual, and Mixed Realities

    Directory of Open Access Journals (Sweden)

    Andrea Serino

    2018-01-01

    Full Text Available Human–environment interactions normally occur in the physical milieu and thus by medium of the body and within the space immediately adjacent to and surrounding the body, the peripersonal space (PPS. However, human interactions increasingly occur with or within virtual environments, and hence novel approaches and metrics must be developed to index human–environment interactions in virtual reality (VR. Here, we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities. We validated it in a mixed reality (MR ecosystem in which real environment and virtual objects are blended together in order to administer and control visual, auditory, and tactile stimuli in ecologically valid conditions. Within this mixed-reality environment, participants are asked to respond as fast as possible to tactile stimuli on their body, while task-irrelevant visual or audiovisual stimuli approach their body. Results demonstrate that, in analogy with observations derived from monkey electrophysiology and in real environmental surroundings, tactile detection is enhanced when visual or auditory stimuli are close to the body, and not when far from it. We then calculate the location where this multisensory facilitation occurs as a proxy of the boundary of PPS. We observe that mapping of PPS via audiovisual, as opposed to visual alone, looming stimuli results in sigmoidal fits—allowing for the bifurcation between near and far space—with greater goodness of fit. In sum, our approach is able to capture the boundaries of PPS on a spatial continuum, at the individual-subject level, and within a fully controlled and previously laboratory-validated setup, while maintaining the richness and ecological validity of real-life events. The task can therefore be applied to study the properties of PPS in humans and to index the features governing human–environment interactions in virtual or MR. We propose PPS as an

  1. The Baby and the Bathwater: A Tale of Standards and Storytelling

    Science.gov (United States)

    Petty, Pamela

    2016-01-01

    Storytelling is a craft that takes "talking" to the level of "telling." The cleverest of teachers know these tricks. In this article the author presents the art of storytelling and why it is so important, especially in the educational environment of national standards and standardized testing.

  2. Transmedia storytelling on travel stories

    Directory of Open Access Journals (Sweden)

    Adolfo Baltar Moreno

    2016-01-01

    Full Text Available Travel stories form part of a great tradition inside Western Culture which has served historically to describe, to understand and to imagine other cul - tures and communities, far or near, being constituted into a real narra - tive genre. This type of story has been and is a reflection of the perception of the world based on the imaginary worlds created by the travelling narrators. How do modern authors of travel stories take advantage of the opportunities offered by transmedia storytelling? The present article explores the potential of these types of stories as a privileged object of study for transmedia storytelling studies, from the analysis of a sample of 80 narrative productions based on experiences of travel and presented in diverse editions of the Festival Le Grand Bivouac (France. It also shows the existence of a new contemporary trend inside this narrative form that transcends its literary nature.

  3. TECHNIQUES AND ALGORITHMS OF INTERACTIVE AUGMENTED REALITY VISUALIZATION: RESEARCH AND DEVELOPMENT

    OpenAIRE

    Kravtsov A. A.

    2015-01-01

    The author performed a research with the purpose of improving visualization of three-dimensional objects by means of augmented reality technology with the use of massively available mobile devices as a platform. This article summarizes the main results and provides suggestions for future research. Since graphical user interfaces made it to the consumer market about 30 years ago, interaction with the computer has not changed significantly. The focus of current user interface techniques is only...

  4. Aporia – Exploring Continuation Desire in a Game focused on Environmental Storytelling

    DEFF Research Database (Denmark)

    Bevensee, S.H.; Boisen, Kasper Alexander Dahlsgaard; Olsen, Mikael Peter

    2012-01-01

    This paper is a reflective description of the development and the evaluation of the experimental game ‘Aporia’. The project demonstrates an exploration of interactive environmental storytelling and an evaluation of engagement as measured by continuation desire in a non-violent first-person comput...... in an immersive, atmospheric and aesthetic environment. The findings suggest that Aporia appears as a non-linear emergent narrative experience with a high level of engagement facilitating a desire to continue playing the game....

  5. Natura: storytelling persuasivo na propaganda de cosméticos

    OpenAIRE

    Márcia Valéria Alves Gomes; Rosana Utida Papassoni Salvador; Adenil Alfeu Domingos

    2010-01-01

    This article aims to apply the concept of storytelling, defined by author Christian Salmon as a kind of narrative format that seeks thoughts and will power and profit of the person uses. Relate this concept to the advertising company Natura, is used as a corpus analysis of three advertisements of the company, which were conveyed in different media means. Our objective was to demonstrate the existence of storytelling in all ads analyzed.

  6. Natura: storytelling persuasivo na propaganda de cosméticos

    Directory of Open Access Journals (Sweden)

    Márcia Valéria Alves Gomes

    2010-07-01

    Full Text Available This article aims to apply the concept of storytelling, defined by author Christian Salmon as a kind of narrative format that seeks thoughts and will power and profit of the person uses. Relate this concept to the advertising company Natura, is used as a corpus analysis of three advertisements of the company, which were conveyed in different media means. Our objective was to demonstrate the existence of storytelling in all ads analyzed.

  7. Augmented reality as a tool for linguistic research: Intercepting and manipulating multimodal interaction

    OpenAIRE

    Pitsch, Karola; Neumann, Alexander; Schnier, Christian; Hermann, Thomas

    2013-01-01

    We suggest that an Augmented Reality (AR) system for coupled interaction partners provides a new tool for linguistic research that allows to manipulate the coparticipants’ real-time perception and action. It encompasses novel facilities for recording heterogeneous sensor-rich data sets to be accessed in parallel with qualitative/manual and quantitative/computational methods.

  8. Digital Storytelling: A Method for Engaging Students and Increasing Cultural Competency

    Science.gov (United States)

    Grant, Natalie S.; Bolin, Brien L.

    2016-01-01

    Digital storytelling is explored as a method of engaging students in the development of media literacy and cultural competency. This paper describes the perceptions and experiences of 96 undergraduate students at a large Midwestern university, after completing a digital storytelling project in a semester-long diversity course. Digital storytelling…

  9. We Cannot Call Back Colonial Stories: Storytelling and Critical Land Literacy

    Science.gov (United States)

    Hampton, Rosalind; DeMartini, Ashley

    2017-01-01

    This article examines the role of stories and storytelling in both shaping and revealing pre-service teachers' understandings of land. The authors conducted a study using digital storytelling as a participatory method of inquiry examining participants' conceptions of land. Participants' narratives reflect stories they have been told about their…

  10. Storytelling machines for video search

    NARCIS (Netherlands)

    Habibian, A.

    2016-01-01

    We study a fundamental question for developing storytelling machines: what vocabulary is suited for machines to tell the story of a video? We start by manually specifying the vocabulary concepts and their annotations. In order to effectively handcraft the vocabulary, we empirically study what are

  11. From Folktales to Algorithms: Developing the Teacher's Role as Principal Storyteller in the Classroom

    Science.gov (United States)

    Daniel, A. K.

    2007-01-01

    Whilst much thought has been given to the use of storytelling as a tool in the development of children's oral skills, little has been considered with regard to the role of the teacher as a model of good practice in storytelling, as principle storyteller in the classroom. In this paper I have tried to connect a pragmatic approach to classroom…

  12. Bridging storytelling traditions with digital technology

    Directory of Open Access Journals (Sweden)

    Melany Cueva

    2013-08-01

    Full Text Available Objective. The purpose of this project was to learn how Community Health Workers (CHWs in Alaska perceived digital storytelling as a component of the “Path to Understanding Cancer” curriculum and as a culturally respectful tool for sharing cancer-related health messages. Design. A pre-course written application, end-of-course written evaluation, and internet survey informed this project. Methods. Digital storytelling was included in seven 5-day cancer education courses (May 2009–2012 in which 67 CHWs each created a personal 2–3 minute cancer-related digital story. Participant-chosen digital story topics included tobacco cessation, the importance of recommended cancer screening exams, cancer survivorship, loss, grief and end-of-life comfort care, and self-care as patient care providers. All participants completed an end-of-course written evaluation. In July 2012, contact information was available for 48 participants, of whom 24 completed an internet survey. Results. All 67 participants successfully completed a digital story which they shared and discussed with course members. On the written post-course evaluation, all participants reported that combining digital storytelling with cancer education supported their learning and was a culturally respectful way to provide health messages. Additionally, 62 of 67 CHWs reported that the course increased their confidence to share cancer information with their communities. Up to 3 years post-course, all 24 CHW survey respondents reported they had shown their digital story. Of note, 23 of 24 CHWs also reported change in their own behaviour as a result of the experience. Conclusions. All CHWs, regardless of computer skills, successfully created a digital story as part of the cancer education course. CHWs reported that digital stories enhanced their learning and were a culturally respectful way to share cancer-related information. Digital storytelling gave the power of the media into the hands of CHWs

  13. The Extension Storyteller: Using Stories to Enhance Meaning and Catalyze Change

    Science.gov (United States)

    Franz, Nancy

    2016-01-01

    Many cultures share and pass on norms through storytelling. Extension as a culture also creates and shares stories to pass on history, provide information about Extension work and experiences, and develop the organization. However, Extension as a culture less frequently uses storytelling to enhance meaning and catalyze related change. This article…

  14. Interactive augmented reality system for product design review

    Science.gov (United States)

    Caruso, Giandomenico; Re, Guido Maria

    2010-01-01

    The product development process, of industrial products, includes a phase dedicated to the design review that is a crucial phase where various experts cooperate in selecting the optimal product shape. Although computer graphics allows us to create very realistic virtual representations of the products, it is not uncommon that designers decide to build physical mock-ups of their newly conceived products because they need to physically interact with the prototype and also to evaluate the product within a plurality of real contexts. This paper describes the hardware and software development of our Augmented Reality design review system that allows to overcome some issues related to the 3D visualization and to the interaction with the virtual objects. Our system is composed by a Video See Through Head Mounted Display, which allows to improve the 3D visualization by controlling the convergence of the video cameras automatically, and a wireless control system, which allows us to create some metaphors to interact with the virtual objects. During the development of the system, in order to define and tune the algorithms, we have performed some testing sessions. Then, we have performed further tests in order to verify the effectiveness of the system and to collect additional data and comments about usability and ergonomic aspects.

  15. Touched by the storyteller: the influence of remote touch in the context of storytelling

    NARCIS (Netherlands)

    Jung, Merel Madeleine; Boensma, Robert W.M.; Huisman, Gijs; van Dijk, Elisabeth M.A.G.

    In this study we investigate the role of remote touch as an additional communication channel in the context of storytelling. We focus on studying the effect of remote touch and the timing of touch on perceived social presence and story recall. In our experiment people listened to an emotional story.

  16. Mixed Reality Systems

    OpenAIRE

    Dieter Müller

    2009-01-01

    Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pur...

  17. Enhancing sequential time perception and storytelling ability of deaf and hard of hearing children.

    Science.gov (United States)

    Ingber, Sara; Eden, Sigal

    2011-01-01

    A 3-month intervention was conducted to enhance the sequential time perception and storytelling ability of young children with hearing loss. The children were trained to arrange pictorial episodes of temporal scripts and tell the stories they created. Participants (N = 34, aged 4-7 years) were divided into 2 groups based on whether their spoken-language gap was more or less than 1 year compared to age norms. They completed A. Kaufman and N. Kaufman's (1983) picture series subtest and Guralnik's (1982) storytelling test at pretest and posttest. Measures demonstrated significant improvement in sequential time and storytelling achievement postintervention. Three of the examined demographic variables revealed correlations: Participants with genetic etiology showed greater improvement in time sequencing and storytelling than participants with unknown etiology; early onset of treatment correlated with better achievement in time sequencing; cochlear implant users showed greater storytelling improvement than hearing aid users.

  18. Virtual reality interactive media for universitas sumatera utara - a campus introduction and simulation

    Science.gov (United States)

    Rahmat, R. F.; Anthonius; Muchtar, M. A.; Hizriadi, A.; Syahputra, M. F.

    2018-03-01

    Universitas Sumatera Utara is one of the public universities that have over 100 buildings with total area of more than 133.141 square meters. Information delivery on the location of the institutional buildings becomes challenging since the university land reaches 93.4 Ha. The information usually delivers orally, in video presentation and in the form of two-dimensional such as maps, posters, and brochures. These three techniques of information delivery have their advantages and disadvantages. Thus, we know that virtual reality has come to existence, touching every domain of knowledge. In this paper we study and implement virtual reality as a new approach to distribute the information to cover all of the deficiencies. The utilization of virtual reality technology combined with 3D modeling is aims to introduce and inform the location of USU institutional buildings in interactive and innovative ways. With the application existence, the campus introduction is expected to be more convenient so that all the USU students will be able to find the exact location of the building they are headed for.

  19. Storytelling and Innovative Behavior: An Empirical Study in a Brazilian Group

    Science.gov (United States)

    D'Arrigo, Fernanda Pauletto; Robini, Eduardo; Larentis, Fabiano; Camargo, Maria Emilia; Schmiedgen, Peter

    2017-01-01

    Purpose: The paper aims to identify the relationship between the use of storytelling and innovative work behavior (IWB) in organizations. Design/methodology/approach: The research took place in a human resource development (HRD) training session for leaders of Alpha Group. In this session, storytelling was adopted to discuss innovation and IWB.…

  20. Using Storytelling to Teach Vocabulary in Language Lessons: Does It Work?

    Science.gov (United States)

    Kirsch, Claudine

    2016-01-01

    It has long been claimed that stories are a powerful tool for language learning. Storytelling is often used as a discrete pedagogical approach in primary modern foreign language (MFL) lessons in England. There has, however, been little investigation into how storytelling might impact on vocabulary learning in the primary classroom. This article…

  1. Introducing Digital Storytelling to Influence the Behavior of Children and Adolescents

    Science.gov (United States)

    Sawyer, Cheryl B.; Willis, Jana M.

    2011-01-01

    Storytelling as a creative counseling tool for children is well supported in counseling literature (Bradley, Whiting, Hendricks, Parr, & Jones, 2008; Burns, 2004; Pehrsson, 2005). Storytelling, whether in the form of oral, pictorial, written, or film media, has been an essential element in the lives of mankind throughout history (McClean, 2007).…

  2. Instructional Storytelling: Application of the Clinical Judgment Model in Nursing.

    Science.gov (United States)

    Timbrell, Jessica

    2017-05-01

    Little is known about the teaching and learning implications of instructional storytelling (IST) in nursing education or its potential connection to nursing theory. The literature establishes storytelling as a powerful teaching-learning method in the educational, business, humanities, and health sectors, but little exploration exists that is specific to nursing. An example of a story demonstrating application of the domains of Tanner's clinical judgment model links storytelling with learning outcomes appropriate for the novice nursing student. Application of Tanner's clinical judgment model offers consistency of learning experience while preserving the creativity inherent in IST. Further research into student learning outcomes achievement using IST is warranted as a step toward establishing best practices with IST in nursing education. [J Nurs Educ. 2017;56(5):305-308.]. Copyright 2017, SLACK Incorporated.

  3. Boundary crossing and learning identities – digital storytelling in primary schools

    Directory of Open Access Journals (Sweden)

    Anne Mette Bjørgen

    2010-11-01

    Full Text Available This article contributes to academic discussions on how digital storytelling in an educational setting may have potential to build and develop learning identities, agency and digital competences. With a socio-cultural framework on learning and identity as a point of departure, the article sets out to study these issues approached as boundary crossing between the intersecting contexts of leisure time and school. The analysis draws on three examples of digital storytelling among 5th - 7th graders in three Norwegian primary school classes. My findings suggest that digital storytelling might represent a boundary crossing enabling pupils to adopt new roles as producers of creative content, as mentors or guides, to explore new technology and software in a context different from that of outside school and to learn and develop competences related to production processes and multimodal resources. I argue that digital storytelling has a potential to contribute to learning, learning identity and agency, provided it is based on a more fully developed pedagogical strategy of carefully linking school and leisure time.

  4. Storying energy consumption: Collective video storytelling in energy efficiency social marketing.

    Science.gov (United States)

    Gordon, Ross; Waitt, Gordon; Cooper, Paul; Butler, Katherine

    2018-05-01

    Despite calls for more socio-technical research on energy, there is little practical advice to how narratives collected through qualitative research may be melded with technical knowledge from the physical sciences such as engineering and then applied in energy efficiency social action strategies. This is despite established knowledge in the environmental management literature about domestic energy use regarding the utility of social practice theory and narrative framings that socialise everyday consumption. Storytelling is positioned in this paper both as a focus for socio-technical energy research, and as one potential practical tool that can arguably enhance energy efficiency interventions. We draw upon the literature on everyday social practices, and storytelling, to present our framework called 'collective video storytelling' that combines scientific and lay knowledge about domestic energy use to offer a practical tool for energy efficiency management. Collective video storytelling is discussed in the context of Energy+Illawarra, a 3-year cross-disciplinary collaboration between social marketers, human geographers, and engineers to target energy behavioural change within older low-income households in regional NSW, Australia. Copyright © 2018 Elsevier Ltd. All rights reserved.

  5. Quantum Organizational World-Making through Material Emobided Storytelling Practices

    DEFF Research Database (Denmark)

    Svane, Marita

    2014-01-01

    -making phenomena. In this article, organizational development and change are viewed as world-making phenomena that emerge from material, embodied, storytelling practices and are dissipated in the organization through the living story web in fractal, rhizomatic organizing processes. Diffractively reading pri......-marily Boje, Barad, Ingold, Heidegger, Bakhtin, and Deleuze and Guattari through each other, a quantum storytelling framework is proposed for better understanding organizing processes towards the future. Special attention is paid to the prospective, sense-shaping role of agential rhizomatic antenarratives...

  6. Strategic Spatial Planning as Persuasive Storytelling

    DEFF Research Database (Denmark)

    Olesen, Kristian

    the persuasive power of spatial concepts in bringing transport infrastructure projects onto the national political agenda. In conclusion, the paper calls for critical attention to the rationalities underpinning practices of persuasive storytelling in contemporary strategic spatial planning....

  7. What educators should know about teaching digital storytelling

    Directory of Open Access Journals (Sweden)

    Bernard R. Robin

    2012-12-01

    Full Text Available In this paper, the authors present some of the most important lessons they havelearned from teaching courses, conducting workshops, writing articles, andsupervising graduate student research on the educational uses of digitalstorytelling. The guidelines described here are categorized within the ADDIEinstructional design framework and are presented as starting points thateducators should consider when they begin to integrate digital storytelling in theirclassrooms. The guidelines provide useful information that will help educatorsteach students all phases of the digital storytelling process, including analysis,design, development, implementation and evaluation of digital storytellingprojects that focus on educationally meaningful topics.

  8. An Examination of Children's Oral Storytelling in a First Grade Storytelling Circle

    Science.gov (United States)

    West, Jean Ann

    2012-01-01

    The purposes of this naturalistic, descriptive study were to examine the stories that children in one first grade classroom told in a storytelling circle, how the children's knowledge, in-school experiences, and out-of-school experiences were reflected in their stories, and how the children used their knowledge and experiences as tools to…

  9. Using Second Life to Facilitate Peer Storytelling for Grieving Oncology Nurses

    Science.gov (United States)

    Rice, Karen L.; Bennett, Marsha J.; Billingsley, Luanne

    2014-01-01

    Background Oncology nurses often experience intense emotional reactions to patient deaths but may be forced to ignore or hide their feelings because of work-related responsibilities. The complexity of nurses' work and personal lives creates obstacles for participating in traditional support groups where grieving nurses can bond and share. We hypothesized that using a web-based, three-dimensional (3-D) virtual world technology (Second Life) may provide a venue to facilitate peer storytelling to support nurses dealing with grief. Methods We used a mixed-methods approach involving focus groups and surveys to explore the use of peer storytelling for grieving oncology nurses. Nine acute and ambulatory oncology nurses in groups of 3 participated using avatars in 5 group moderator-guided sessions lasting 1 hour each in a private 3-D outdoor virtual meeting space within Second Life. Baseline information was collected using a 12-item demographic and professional loss survey. At the end of the study, a 20-item survey was administered to measure professional losses during the study, exchange of support during sessions, and meaning-making and to evaluate peer storytelling using Second Life. Results Overall, nurses reported peer storytelling sessions in Second Life were helpful in making sense of and in identifying a benefit of their grief experience. They felt supported by both the group moderator and group members and were able to personally support group members during storytelling. Although nurses reported Second Life was helpful in facilitating storytelling sessions and expressed overall satisfaction with using Second Life, open-ended comments registered difficulties encountered, mostly with technology. Three central themes emerged in sessions, representing a dynamic relationship between mental, spiritual, and emotional-behavioral responses to grief: cognitive readiness to learn about death, death really takes death experience, and emotional resilience. Conclusion This

  10. Using second life to facilitate peer storytelling for grieving oncology nurses.

    Science.gov (United States)

    Rice, Karen L; Bennett, Marsha J; Billingsley, Luanne

    2014-01-01

    Oncology nurses often experience intense emotional reactions to patient deaths but may be forced to ignore or hide their feelings because of work-related responsibilities. The complexity of nurses' work and personal lives creates obstacles for participating in traditional support groups where grieving nurses can bond and share. We hypothesized that using a web-based, three-dimensional (3-D) virtual world technology (Second Life) may provide a venue to facilitate peer storytelling to support nurses dealing with grief. We used a mixed-methods approach involving focus groups and surveys to explore the use of peer storytelling for grieving oncology nurses. Nine acute and ambulatory oncology nurses in groups of 3 participated using avatars in 5 group moderator-guided sessions lasting 1 hour each in a private 3-D outdoor virtual meeting space within Second Life. Baseline information was collected using a 12-item demographic and professional loss survey. At the end of the study, a 20-item survey was administered to measure professional losses during the study, exchange of support during sessions, and meaning-making and to evaluate peer storytelling using Second Life. Overall, nurses reported peer storytelling sessions in Second Life were helpful in making sense of and in identifying a benefit of their grief experience. They felt supported by both the group moderator and group members and were able to personally support group members during storytelling. Although nurses reported Second Life was helpful in facilitating storytelling sessions and expressed overall satisfaction with using Second Life, open-ended comments registered difficulties encountered, mostly with technology. Three central themes emerged in sessions, representing a dynamic relationship between mental, spiritual, and emotional-behavioral responses to grief: cognitive readiness to learn about death, death really takes death experience, and emotional resilience. This study suggests a potential benefit in

  11. Storytelling: a leadership and educational tool.

    Science.gov (United States)

    Kowalski, Karren

    2015-06-01

    A powerful tool that leaders and educators can use to engage the listeners-both staff and learners-is storytelling. Stories demonstrate important points, valuable lessons, and the behaviors that are preferred by the leader. Copyright 2015, SLACK Incorporated.

  12. Storytelling as an Instructional Method: Research Perspectives (Modeling and Simulations for Learning and Instruction)

    Science.gov (United States)

    2010-01-01

    told. In fact, storytelling does not stop in the classroom or in a formal training setting. Much of the culture and tradition of the military is passed...2010 2. REPORT TYPE Book 3. DATES COVERED 08-11-2006 to 31-12-2009 4. TITLE AND SUBTITLE Storytelling as an Instructional Method Research...better instructional storytelling because military instructors have historically relied heavily on that technique. One of the workshops major goals was

  13. Projekt Multimedia Storytelling. Konzeption und Umsetzung einer Content-Marketing-Plattform an der ETH-Bibliothek

    OpenAIRE

    Kyburz, Deborah

    2017-01-01

    Storytelling begeistert und macht als Methode von sich Reden. Die ETH-Bibliothek bediente sich des Storytelling für die Entwicklung und Umsetzung einer neuen Content-Marketing-Plattform namens Explora. Erzählt werden dort Geschichten zu digitalisierten Beständen der Sammlungen und Archive und zu Dienstleistungen der ETH-Bibliothek. Im Zentrum steht hierbei die Frage der attraktiven Präsentation des (Multimedia-)Contents. Der Beitrag skizziert, warum Storytelling und Wissenschaft eine geeignet...

  14. Coronary Heart Disease Preoperative Gesture Interactive Diagnostic System Based on Augmented Reality.

    Science.gov (United States)

    Zou, Yi-Bo; Chen, Yi-Min; Gao, Ming-Ke; Liu, Quan; Jiang, Si-Yu; Lu, Jia-Hui; Huang, Chen; Li, Ze-Yu; Zhang, Dian-Hua

    2017-08-01

    Coronary heart disease preoperative diagnosis plays an important role in the treatment of vascular interventional surgery. Actually, most doctors are used to diagnosing the position of the vascular stenosis and then empirically estimating vascular stenosis by selective coronary angiography images instead of using mouse, keyboard and computer during preoperative diagnosis. The invasive diagnostic modality is short of intuitive and natural interaction and the results are not accurate enough. Aiming at above problems, the coronary heart disease preoperative gesture interactive diagnostic system based on Augmented Reality is proposed. The system uses Leap Motion Controller to capture hand gesture video sequences and extract the features which that are the position and orientation vector of the gesture motion trajectory and the change of the hand shape. The training planet is determined by K-means algorithm and then the effect of gesture training is improved by multi-features and multi-observation sequences for gesture training. The reusability of gesture is improved by establishing the state transition model. The algorithm efficiency is improved by gesture prejudgment which is used by threshold discriminating before recognition. The integrity of the trajectory is preserved and the gesture motion space is extended by employing space rotation transformation of gesture manipulation plane. Ultimately, the gesture recognition based on SRT-HMM is realized. The diagnosis and measurement of the vascular stenosis are intuitively and naturally realized by operating and measuring the coronary artery model with augmented reality and gesture interaction techniques. All of the gesture recognition experiments show the distinguish ability and generalization ability of the algorithm and gesture interaction experiments prove the availability and reliability of the system.

  15. The thousand and one tries: Storytelling as an art of failure in Rabih Alameddine’s Fiction

    Directory of Open Access Journals (Sweden)

    Tabačková Zuzana

    2015-09-01

    Full Text Available The paper discusses experimental fiction of Rabih Alameddine, an American writer of Lebanese origin, whose literary pursuits subvert Orientalist discourse based on the East/West dichotomy by focusing on the commonalities of the two. The recurring motif of searching for one’s identity (while being trapped in-between two mutually distant and at the same time similar worlds is reflected in the subversion of the traditional understanding of the narrative which is destined to a constant failure. Alameddine’s storytelling is, in reality, a “story-trying.“ By employing multiple narrators, intertwining plots, genres and languages, the author is striving hard to tell “hisstory” about American homophobia, Lebanese sectarianism as well as the physical and psychological outcomes of war - a story which turns up to be a narration of the thousand and one failed beginnings.

  16. The use of storytelling in quantitative research reports: A marketing research firm perspective

    Directory of Open Access Journals (Sweden)

    Vanessa Maritz

    2014-07-01

    Research purpose: This article investigates the use of storytelling as a tool for actionable reporting by South African marketing research firms Motivation for the study: Clients of marketing research firms often criticise research reports as being too technical and lacking in strategic value. Storytelling is a reporting technique that can be used to develop actionable research and provide clients with more strategic value. Research design, approach and method: A total of 26 in-depth qualitative interviews were conducted with client service directors and managers of marketing research firms that deliver quantitative research reports to clients. Main findings: Results indicated that all marketing research firms but one use storytelling. Barriers that impede more regular use are inexperienced research executives and the time intensity associated with creating stories. Practical/managerial implications: Storytelling should be used by marketing research firms to provide clients with more actionable research. Contribution/value-add: The study provides marketing research firms in South Africa with recommendations as to how to implement storytelling as a reporting technique, which will add value to clients and enable marketing research firms to remain competitive and develop relationships with clients.

  17. The Complexities of Digital Storytelling: Factors Affecting Performance, Production, and Project Completion

    Science.gov (United States)

    Gobel, Peter; Kano, Makimi

    2016-01-01

    Digital storytelling projects provide a variety of opportunities for learning in the language classroom, but along with these opportunities come a number of challenges for both pedagogy and technology. This presentation describes an ongoing multi-method study into factors involved in task-based learning using digital storytelling. Using intact…

  18. STORYTELLING EM ORGANIZAÇÕES: UMA FERRAMENTA DE GESTÃO E LIDERANÇA

    Directory of Open Access Journals (Sweden)

    Celso Huerta Gimenes

    2010-12-01

    Full Text Available A well succeeded leader is, among other things, a good storyteller. Storytelling has always been a fundamental resource in human groups: stories are used to socialize, communicate, lead, plan, think about, teach, motivate, deceive, understand, warn, investigate and for many other purposes. A remarkable story, told and repeated by the leaders of a company, usually motivates its collaborators more than manuals, norms or rules and writing procedures. Consequently, organizational leaders have generally used their ability to tell stories (metaphors, popular tales, anecdotes or even jokes to make their policies, plans and way of acting known. From the available literature, this work depicts this theme scenery with the purpose of collaborating with the dissemination among Brazilian companies of the manner storytelling has been applied. The storytelling is an important tool, but the studies have not been largely published yet.

  19. Using storytelling with adult EFL learners: an enriching classroom experience

    OpenAIRE

    Adriana Vecino

    2016-01-01

    Storytelling has obvious benefits in the development of speaking and listening skills, vocabulary and memory abilities. It also nurtures reading and writing skills and offers learners opportunities to increase their confidence. Given the great value in employing storytelling as a support when learning a foreign language, I decided to use this technique with one of my adult EFL classrooms and observe the benefits and possible constraints. This paper presents the theoretical foundat...

  20. Storytelling: A Bridge to Korea.

    Science.gov (United States)

    Spagnoli, Cathy

    1995-01-01

    Maintains that storytelling is one of the world's oldest teaching tools and belongs in every social studies classroom. Recommends the use of Korean folk tales to help students understand Korean culture and gain insight into their own lives. Includes a list of classroom techniques, teacher's resources, and recommendations for folk tales. (CFR)

  1. The Mutual Storytelling Writing Game.

    Science.gov (United States)

    Scorzelli, James F.; Gold, Julie

    1999-01-01

    Because of differences in cultural backgrounds and learning styles, some children have a difficult time verbalizing their emotions or appear resistant to talking about themselves. Describes a technique, referred to as the mutual storytelling writing game, that has been found to be useful for children who have difficulty in engaging in traditional…

  2. Do writing and storytelling skill influence assessment of reflective ability in medical students' written reflections?

    Science.gov (United States)

    Aronson, Louise; Niehaus, Brian; DeVries, Charlie D; Siegel, Jennifer R; O'Sullivan, Patricia S

    2010-10-01

    Increasingly, students are asked to write reflections as part of their medical education, but some question the influence of other factors on the evaluation of these reflections. In this pilot study, the investigators determined whether scores from a validated rubric to measure reflective ability were affected by irrelevant variance resulting from writing or storytelling ability. Students in clerkships wrote reflections on professionalism. All were given identical prompts, with half receiving additional structured guidelines on reflection. Sixty reflections, 30 from each group, were randomly chosen and scored for reflection, writing, and storytelling by trained raters using validated rubrics. There was no correlation between reflection and either writing (r = 0.049, P = .35) or storytelling (r = 0.14, P = .13). The guidelines increased reflection, but not writing or storytelling scores. Reflection is a distinct construct unaffected by learners' writing or storytelling skills. These findings support reflective ability as a distinct skill.

  3. Projekt Multimedia Storytelling. Konzeption und Umsetzung einer Content-Marketing-Plattform an der ETH-Bibliothek

    Directory of Open Access Journals (Sweden)

    Deborah Kyburz

    2017-12-01

    Storytelling is inspiring as a method and has become a talking point. ETH Library has made use of storytelling to develop and realize a new content-marketing platform, Explora. On Explora, stories about digitized holdings in the collections and archives and ETH Library services are told, focusing on the attractive presentation of (multimedia content. This article outlines why the combination of storytelling and scholarship is a suitable combination in order to reach the public with academic or even library-related topics. The paper also introduces Explora and explains the background behind the Multimedia Storytelling project, which was conducted at ETH Library from November 2015 to February 2017. The final section focuses on lessons learned and offers an outlook on the further development of the platform.

  4. Promoting Culturally Respectful Cancer Education Through Digital Storytelling.

    Science.gov (United States)

    Cueva, Melany; Kuhnley, Regina; Lanier, Anne; Dignan, Mark; Revels, Laura; Schoenberg, Nancy E; Cueva, Katie

    Cancer is the leading cause of mortality among Alaska Native people. Over half of Alaska Native people live in rural communities where specially trained community members called Community Health Aides/Practitioners (CHA/Ps) provide health care. In response to CHA/Ps' expressed desire to learn more about cancer, four 5-day cancer education and digital storytelling courses were provided in 2014. Throughout each course, participants explored cancer information, reflected on their personal experiences, and envisioned how they might apply their knowledge within their communities. Each course participant also created a personal and authentic digital story, a methodology increasingly embraced by Indigenous communities as a way to combine storytelling traditions with modern technology to promote both individual and community health. Opportunities to learn of CHA/Ps' experiences with cancer and digital storytelling included a 3-page end-of-course written evaluation, a weekly story-showing log kept for 4 weeks post-course, a group teleconference held 1-2 weeks post-course, and a survey administered 6 months post-course. Participants described digital storytelling as a culturally respectful way to support cancer awareness and education. Participants described the process of creating digital stories as supporting knowledge acquisition, encouraging personal reflection, and sparking a desire to engage in cancer risk reduction activities for themselves and with their families and patients. As a result of creating a personalized digital story, CHA/Ps reported feeling differently about cancer, noting an increase in cancer knowledge and comfort to talk about cancer with clients and family. Indigenous digital stories have potential for broad use as a culturally appropriate health messaging tool.

  5. African American Veterans Storytelling: A Multisite Randomized Trial to Improve Hypertension.

    Science.gov (United States)

    Houston, Thomas K; Fix, Gemmae M; Shimada, Stephanie L; Long, Judith A; Gordon, Howard S; Pope, Charlene; Volkman, Julie; Allison, Jeroan J; DeLaughter, Kathryn; Orner, Michelle; Bokhour, Barbara G

    2017-09-01

    Disparities in hypertension control persist for African American Veterans. To enhance cultural relevance of hypertension control self-management education, in a multisite, stratified randomized trial, we tested an interactive Veteran-to-Veteran storytelling digital video disk (DVD) intervention created with Veteran partners, versus an education-only DVD comparison. At 3 VA facilities, African American Veterans with uncontrolled hypertension were randomized to storytelling DVD intervention or didactic comparison DVD and followed for 6 months. We hypothesized that follow-up blood pressure (BP) would be lower among Veterans in the intervention group. African American Veterans (N=619) were 92% male, 39% over age 65, most had a high-school education, over 50% of both the intervention and comparison group reported a household income of 0.3). Site differences were large; at one, the intervention group improved while the comparison groups deteriorated, resulting in 6.3 and 3.9 mm Hg more improvement for the intervention group in SBP and diastolic BP (P=0.06 and 0.04), respectively; at the other 2 sites, there were positive and negative changes, all small, in the 2 measures, with minimal differences-one site favored the comparison group and the other, the intervention (these comparisons did not approach statistical significance (all P>0.20). In a secondary analysis stratified by baseline BP, there was no intervention effect among those with uncontrolled BP, but intervention patients who were in control at baseline were more likely to stay in control, compared with comparison [SBP increase by 6.3 mm Hg (SD=14.4) among intervention, and by 10.9 mm Hg (SD=16.9) in comparison, P=0.02]. In this multisite trial, we did not find a significant overall storytelling intervention effect (Clinicaltrials.gov Reg. #NCT01276197).

  6. The psychosocial benefits of oral storytelling in school : developing identity and empathy through narrative

    OpenAIRE

    Hibbin, Rebecca Alison

    2016-01-01

    The oral re-telling of traditional tales, modelled by a storyteller and taught to children in school, can be understood as ‘non-instrumental’ practice in speaking and listening that emphasises oral language over the reading and writing of stories. While oral storytelling has significant benefits to children’s education and development, it is under-utilised within Primary Education in the UK. This interview and library-based study explores participant perceptions of oral storytelling in relati...

  7. Hybrid E-Learning Tool TransLearning: Video Storytelling to Foster Vicarious Learning within Multi-Stakeholder Collaboration Networks

    Science.gov (United States)

    van der Meij, Marjoleine G.; Kupper, Frank; Beers, Pieter J.; Broerse, Jacqueline E. W.

    2016-01-01

    E-learning and storytelling approaches can support informal vicarious learning within geographically widely distributed multi-stakeholder collaboration networks. This case study evaluates hybrid e-learning and video-storytelling approach "TransLearning" by investigation into how its storytelling e-tool supported informal vicarious…

  8. Using TPCK with Digital Storytelling to Investigate Contemporary Issues in Educational Technology

    Science.gov (United States)

    Maddin, Ellen

    2012-01-01

    Digital storytelling is recognized as a motivating instructional approach that engages students in critical thinking and reflective learning. Technology tools that support digital storytelling are readily available and much easier to use today than they were in years past. The convergence of these factors has facilitated the inclusion of digital…

  9. Storytelling as an approach to evaluate the child's level of speech development

    Directory of Open Access Journals (Sweden)

    Ljubica Marjanovič Umek

    2004-05-01

    Full Text Available Both in developmental psychology and in linguistics, the child's storytelling is an interesting topic of research from the point of view of evaluating the child's level of speech development, especially of its pragmatic component, and from the point of view of teaching and learning in the preschool period. In the present study, children's storytelling in different situational contexts was analyzed and evaluated: with a picture book without any text, after listening to a text from a picture book, and after a suggested story beginning (ie., with the introductory sentence given to them. The sample included children of three age groups, approximately 4, 6 and 8 years; each age group had approximately the same numbers of boys and girls. A total of over 300 stories were collected, which were subsequently analyzed and evaluated using a set of story developmental level criteria. Two key criteria were used: story coherence and cohesion. Comparisons by age and gender, as well as by context of storytelling, show significant developmental differences in story content and structure for different age groups, and the important role of storytelling context. Differences in storytelling between boys and girls did not prove statistically significant. The findings also suggest new options and approaches for further stimulations of speech development within preschool and primary school curricula might be considered.

  10. Evaluating a Personal Learning Environment for Digital Storytelling

    Directory of Open Access Journals (Sweden)

    Nikolaos Marianos

    2011-10-01

    Full Text Available The evaluation of flexible and personal learning environments is extremely challenging. It should not be limited to the assessment of products, but should address the quality of educative experience with close monitoring. The evaluation of a PLE using digital storytelling is even more complicated, due to the unpredictability of the usage scenarios. This paper presents an evaluation methodology for PLEs using digital storytelling, using a participatory design approach. The results from an open validation trial indicate that this methodology is able to incorporate all necessary factors and that the selected evaluation tools are appropriate for addressing the quality of educative experience.

  11. How digital storytelling is used in mental health: A scoping review.

    Science.gov (United States)

    De Vecchi, Nadia; Kenny, Amanda; Dickson-Swift, Virginia; Kidd, Susan

    2016-06-01

    The creative arts can be used to support stakeholders of mental health services to communicate and share their lived experience. Digital storytelling is one method that has been used to capture people's lived experience. In this scoping review, we were interested in mapping how digital storytelling has been used in mental health, and to identify gaps in the literature. Nine databases were searched to identify peer reviewed literature published between January 2000 and August 2015; 15 articles were included in the review. The articles were categorized across four broad areas: educational interventions, learning skills, learning about other people's lived experience, and learning about personal lived experience. We identify that while digital storytelling has potential as a participatory process to promote mutual understanding of and empathy towards lived experiences in mental health, there is a dearth of research in this area. More research is needed on the use of digital storytelling in mental health to determine its effectiveness in progressing a recovery orientation in service provision that is built on solidarity and a social justice agenda. © 2016 Australian College of Mental Health Nurses Inc.

  12. Meshing the Personal with the Professional: Digital Storytelling in Higher Education

    Directory of Open Access Journals (Sweden)

    Mary F. Wright

    2010-11-01

    Full Text Available This paper chronicles a yearlong journey of learning about digital storytelling and leading the creation of five digital stories within a higher education community. We bring two complementary perspectives to guide this inquiry: as a faculty member in teacher education and as the University of Wisconsin system representative for the Learning Technology Development Council as well as director of our educational technology center. Our passion for the arts, aesthetics and education bring us to extend an inquiry into teacher identity and reflection by connecting our colleagues’ stories with the art of digital storytelling. We see its place and value in an academic environment; although not always currently clear, the roots of personal insight permeate the lives of professionals within the academy. Digital storytelling spans the artificial divide between the experiences of the past and our professional identities. The myriad uses of digital storytelling in higher education are explored as a reflective tool for practice, to highlight academic projects, interests or initiatives, and most importantly, to simply reflect on how we are shaped by the stories we live and how we in turn share our diverse identities.

  13. Storytelling? Everyone Has a Story

    Science.gov (United States)

    Keller, Cynthia

    2012-01-01

    School librarians can assume an important role in preserving and perpetuating the oral tradition. The same skills and techniques when telling a personal story can be transmitted to telling various kinds of stories from literature and history. For school librarians to be successful storytellers, they need to select stories that they like and enjoy…

  14. Engaging Students in Traditional and Digital Storytelling to Make Connections between Pedagogy and Children's Experiences

    Science.gov (United States)

    Lisenbee, Peggy S.; Ford, Carol M.

    2018-01-01

    Traditional and digital storytelling is a powerful literacy tool which engage students in making connections between pedagogy and academic content. Definitions of traditional and digital storytelling, pedagogical methods aligned with curriculum standards, and examples of literacy centers associated with storytelling in early childhood classrooms…

  15. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...

  16. The Effect of Digital Storytelling in Improving the Third Graders' Writing Skills

    Science.gov (United States)

    Yamac, Ahmet; Ulusoy, Mustafa

    2016-01-01

    The aim of this action research was to investigate the effects of digital storytelling in improving the writing skills of third grade students enrolled in rural primary schools. The writing performances of the students were measured before and after the teaching procedures of digital storytelling. Then, the process of narrative writing with…

  17. Adaptive multimodal interaction in mobile augmented reality: A conceptual framework

    Science.gov (United States)

    Abidin, Rimaniza Zainal; Arshad, Haslina; Shukri, Saidatul A'isyah Ahmad

    2017-10-01

    Recently, Augmented Reality (AR) is an emerging technology in many mobile applications. Mobile AR was defined as a medium for displaying information merged with the real world environment mapped with augmented reality surrounding in a single view. There are four main types of mobile augmented reality interfaces and one of them are multimodal interfaces. Multimodal interface processes two or more combined user input modes (such as speech, pen, touch, manual gesture, gaze, and head and body movements) in a coordinated manner with multimedia system output. In multimodal interface, many frameworks have been proposed to guide the designer to develop a multimodal applications including in augmented reality environment but there has been little work reviewing the framework of adaptive multimodal interface in mobile augmented reality. The main goal of this study is to propose a conceptual framework to illustrate the adaptive multimodal interface in mobile augmented reality. We reviewed several frameworks that have been proposed in the field of multimodal interfaces, adaptive interface and augmented reality. We analyzed the components in the previous frameworks and measure which can be applied in mobile devices. Our framework can be used as a guide for designers and developer to develop a mobile AR application with an adaptive multimodal interfaces.

  18. Generating Expressive Speech for Storytelling Applications

    NARCIS (Netherlands)

    Bailly, G.; Theune, Mariet; Meijs, Koen; Campbell, N.; Hamza, W.; Heylen, Dirk K.J.; Ordelman, Roeland J.F.; Hoge, H.; Jianhua, T.

    Work on expressive speech synthesis has long focused on the expression of basic emotions. In recent years, however, interest in other expressive styles has been increasing. The research presented in this paper aims at the generation of a storytelling speaking style, which is suitable for

  19. Oral Storytelling as Evidence of Pedagogy in Forager Societies.

    Science.gov (United States)

    Scalise Sugiyama, Michelle

    2017-01-01

    Teaching is reportedly rare in hunter-gatherer societies, raising the question of whether it is a species-typical trait in humans. A problem with past studies is that they tend to conceptualize teaching in terms of Western pedagogical practices. In contrast, this study proceeds from the premise that teaching requires the ostensive manifestation of generalizable knowledge: the teacher must signal intent to share information, indicate the intended recipient, and transmit knowledge that is applicable beyond the present context. Certain features of human communication appear to be ostensive in function (e.g., eye contact, pointing, contingency, prosodic variation), and collectively serve as "natural pedagogy." Tellingly, oral storytelling in forager societies typically employs these and other ostensive behaviors, and is widely reported to be an important source of generalizable ecological and social knowledge. Despite this, oral storytelling has been conspicuously overlooked in studies of teaching in preliterate societies. Accordingly, this study presents evidence that oral storytelling involves the use of ostension and the transmission of generic knowledge, thereby meeting the criteria of pedagogy.

  20. (REThinking the Legal Education Through the Storytelling Practices: The Example of the Jury

    Directory of Open Access Journals (Sweden)

    Tamer Fakhoury Filho

    2016-10-01

    Full Text Available It is necessary to (rethink legal education using new methodologies. This requires changing the dominant mindset in teaching and practice of law (still essentially based on conflict and judicial proceedings. A new model can be implemented with the strategic analysis of the law and the storytelling. The storytelling in the classroom and in professional practice, is one of the viable ways to implement these changes. As the storytelling is already used in the jury, it can also be used in other professional fields and enhanced as a tool teaching of law, regardless of discipline.

  1. Once upon a time: Storytelling as a knowledge translation strategy for qualitative researchers.

    Science.gov (United States)

    Bourbonnais, Anne; Michaud, Cécile

    2018-06-10

    Qualitative research should strive for knowledge translation toward the goal of closing the gap between knowledge and practice. However, it is often a challenge in nursing to identify knowledge translation strategies able to illustrate the usefulness of qualitative results in any given context. This article defines storytelling and uses pragmatism to examine storytelling as a strategy to promote the knowledge translation of qualitative results. Pragmatism posits that usefulness is defined by the people affected by the problem and that usefulness is promoted by modalities, like storytelling, that increase sensitivity to an experience. Indeed, stories have the power to give meaning to human behaviors and to trigger emotions, and in doing so bring many advantages. For example, by contextualizing research results and appealing to both the reason and the emotions of audiences, storytelling can help us grasp the usefulness of these research results. Various strategies exist to create stories that will produce an emotional experience capable of influencing readers' or listeners' actions. To illustrate the potential of storytelling as a knowledge translation strategy in health care, we will use our story of discovering this strategy during a qualitative study in a nursing home as an example. © 2018 John Wiley & Sons Ltd.

  2. Affective interactions using virtual reality: the link between presence and emotions.

    Science.gov (United States)

    Riva, Giuseppe; Mantovani, Fabrizia; Capideville, Claret Samantha; Preziosa, Alessandra; Morganti, Francesca; Villani, Daniela; Gaggioli, Andrea; Botella, Cristina; Alcañiz, Mariano

    2007-02-01

    Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.

  3. Towards empathic neurofeedback for interactive storytelling

    OpenAIRE

    Cavazza, Marc; Aranyi, Gabor; Charles, Fred; Porteous, Julie; Gilroy, Stephen; Klovatch, Ilana; Jackont, Gilan; Soreq, Eyal; Keynan, Nimrod Jakob; Cohen, Avihay; Raz, Gal; Hendler, Talma

    2014-01-01

    Interactive Narrative is a form of digital entertainment based on AI techniques which support narrative\\ud generation and user interaction. Despite recent progress in the field, there is still a lack of unified models\\ud integrating narrative generation, user response and interaction.\\ud This paper addresses this issue by revisiting existing Interactive Narrative paradigms, granting explicit\\ud status to users’ disposition towards story characters. We introduce a novel Brain-Computer Interfac...

  4. A Phenomenological Study: Teachers' Experiences of Using Digital Storytelling in Early Childhood Education

    Science.gov (United States)

    Yuksel-Arslan, Pelin; Yildirim, Soner; Robin, Bernard Ross

    2016-01-01

    This study investigates how early childhood education (ECE) teachers incorporated digital storytelling in their classrooms and the challenges and successes that they faced in the process. After the teachers attended a digital storytelling workshop, in-depth phenomenological interview, observation and focus group interviews were used to collect…

  5. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    Science.gov (United States)

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  6. Mobile Mixed-Reality Interfaces That Enhance Human–Robot Interaction in Shared Spaces

    Directory of Open Access Journals (Sweden)

    Jared A. Frank

    2017-06-01

    Full Text Available Although user interfaces with gesture-based input and augmented graphics have promoted intuitive human–robot interactions (HRI, they are often implemented in remote applications on research-grade platforms requiring significant training and limiting operator mobility. This paper proposes a mobile mixed-reality interface approach to enhance HRI in shared spaces. As a user points a mobile device at the robot’s workspace, a mixed-reality environment is rendered providing a common frame of reference for the user and robot to effectively communicate spatial information for performing object manipulation tasks, improving the user’s situational awareness while interacting with augmented graphics to intuitively command the robot. An evaluation with participants is conducted to examine task performance and user experience associated with the proposed interface strategy in comparison to conventional approaches that utilize egocentric or exocentric views from cameras mounted on the robot or in the environment, respectively. Results indicate that, despite the suitability of the conventional approaches in remote applications, the proposed interface approach provides comparable task performance and user experiences in shared spaces without the need to install operator stations or vision systems on or around the robot. Moreover, the proposed interface approach provides users the flexibility to direct robots from their own visual perspective (at the expense of some physical workload and leverages the sensing capabilities of the tablet to expand the robot’s perceptual range.

  7. Personaliseret storytelling

    DEFF Research Database (Denmark)

    Jantzen, Christian

    2008-01-01

    Følelsesmarkedet er både nyt og gammelt. Nyt, fordi mikroøkonomien først i det seneste årti har fået øjnene op for følelsers rolle i almindelige beslutningsprocesser. Ældgammelt, fordi markedsføring i mere end hundrede år har handlet om at kommunikere og iscenesætte, så det appellerer til følelse...... følelserne. Artiklen forklarer, hvordan denne velkendte appel kan få et nyt virkemiddel: nemlig ved at spille ind på forbrugeres ønske om at være medproducent af ikke kun mening, men også varen. Der gives et eksempel på "personlig storytelling".    ...

  8. Storytelling, Values and Perceived Resilience among Chinese, Vietnamese, American and German Prospective Teachers

    Science.gov (United States)

    Stanley, Nile; Nguyen, Kate; Wilson, Hope; Stanley, Laurel; Rank, Astrid; Wang, Yonghui

    2015-01-01

    Numerous qualitative studies, mostly with English speaking Westerners, have shown the important role of storytelling and values in promoting resilience. However, this quantitative study helps fill the gaps in the research, by investigating the mediator effects of storytelling on values and resilience of American, German, Chinese, and Vietnamese…

  9. Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality.

    Science.gov (United States)

    Han, Dustin T; Suhail, Mohamed; Ragan, Eric D

    2018-04-01

    Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.

  10. Storytelling: a clinical application for undergraduate nursing students.

    Science.gov (United States)

    Schwartz, Misty; Abbott, Amy

    2007-05-01

    Faculty from Creighton University School of Nursing participating in a grant set out to design and implement a model for teaching health care management in community-based settings. The goal of the grant was to cross-educate acute care faculty on how to provide holistic care to patients transitioning between acute care and the community with a focus on underserved and vulnerable populations and to incorporate this into acute care clinical experiences with students. One of the recurring topics during grant discussions was the importance of getting to know the patient's story and how it impacts the nurse-patient relationship. Key themes related to storytelling that emerged during grant meetings were listening, partnership, reciprocity, and solidarity. Grant participants identified various methods in which stories could be obtained and shared with others for educational purposes. Various storytelling techniques were implemented in the classroom and clinical settings as a means for teaching and learning. Examples of specific techniques implemented included case studies, journals, stories from practice, life reviews, and reminiscence therapy. The aim of the storytelling projects was to get students to gather information from multiple sources and to put it into a cohesive story in order to provide comprehensive, holistic, and individualized care.

  11. Digital Storytelling as a genre of mediatized self-representations: an introduction

    Directory of Open Access Journals (Sweden)

    Barry Pennoch-Speck

    2012-12-01

    Full Text Available This article provides a critical review of some of the most relevant studies ondigital storytelling and proposes a genre typology that allows an initialclassification of digital storytelling into two main types: educational and social.Digital storytelling is a multimodal emergent genre characterised by its versatilityand flexibility which has resulted in a series of subgenres. However, the mainpremise here is that differentiating between social and educational– although onedoes not exclude the other– and bearing in mind that most digital stories may lieat the intersection of both, is the most useful way to start labeling the massiveproduction of digital stories available nowadays on the Internet. The articlesincluded in this number are mostly educational (Ramírez-Verdugo & SotomayorGrande, and Reyes, Pich & García, Londoño-Monroy but they all include sometraces of the social type. Thus, Bou-Franch is an example of how studentsinterpret certain events that had social impact and that are part of history whileWestman’s article involves the creation of communities of practice among thosewho share the same interests. Finally, Herreros-Navarro, although educational inessence, describes a social act in which students intentionally choose a way topresent their own identity to society using digital storytelling

  12. Effects of Digital Storytelling in Mathematics Instruction on Academic Achievement and Examination of Teacher-Student Opinions on the Process

    Science.gov (United States)

    Özpinar, Ilknur; Gökçe, Semirhan; Yenmez, Arzu Aydogan

    2017-01-01

    Storytelling is a popular instrument used in every domain of natural and social interaction for human communication and commonly used in classrooms to enrich the learning experience. With the use of technological tools in every field of our daily lives, its use in educational environments has become inevitable and in parallel with the development…

  13. Three Sides to Every Story: Preparing Patient and Family Storytellers, Facilitators, and Audiences

    Science.gov (United States)

    Hawthornthwaite, Lisa; Roebotham, Taylor; Lee, Lauren; O’Dowda, Mim; Lingard, Lorelei

    2018-01-01

    Background There is a growing recognition that patient engagement is necessary for the cultivation of patient- and family-centered care (PFCC) in the hospital setting. Acting on the emerging understanding that hearing stories from our patients gives valuable insight about our ability to provide compassionate PFCC, we developed an educational patient experience curriculum at our acute care teaching hospital. Objectives To understand the benefits and consequences of patient storytelling and to explore the impact of our curriculum on participants. Methods The curriculum was codesigned with patients to illustrate the value and meaning of PFCC to health professional audiences. We surveyed audience members at nursing orientation events and interviewed the patient storytellers who shared their stories. Results Participants indicated that patient stories could serve as lessons or reminders about the dimensions of PFCC and could inspire changes to practice. Storytellers reported an immensely rewarding experience and highlighted the value of educating and connecting with participants. However, they reported that the experience could also pose emotional challenges. Conclusion Careful and considerate facilitation of storytelling sessions is crucial to the delivery of a curriculum that is beneficial to both patients and participants. Our storytelling framework offers a novel approach to engaging patients in education, and it contributes to our existing understanding of how patient engagement efforts resonate within organizations. PMID:29702058

  14. Experience of Adult Facilitators in a Virtual-Reality-Based Social Interaction Program for Children with Autism

    Science.gov (United States)

    Ke, Fengfeng; Im, Tami; Xue, Xinrong; Xu, Xinhao; Kim, Namju; Lee, Sungwoong

    2015-01-01

    This phenomenological study explored and described the experiences and perceptions of adult facilitators who facilitated virtual-reality-based social interaction for children with autism. Extensive data were collected from iterative, in-depth interviews; online activities observation; and video analysis. Four salient themes emerged through the…

  15. Development of a post-intensive care unit storytelling intervention for surrogates involved in decisions to limit life-sustaining treatment.

    Science.gov (United States)

    Schenker, Yael; Dew, Mary Amanda; Reynolds, Charles F; Arnold, Robert M; Tiver, Greer A; Barnato, Amber E

    2015-06-01

    Surrogates involved in decisions to limit life-sustaining treatment for a loved one in the intensive care unit (ICU) are at increased risk for adverse psychological outcomes that can last for months to years after the ICU experience. Post-ICU interventions to reduce surrogate distress have not yet been developed. We sought to (1) describe a conceptual framework underlying the beneficial mental health effects of storytelling, and (2) present formative work developing a storytelling intervention to reduce distress for recently bereaved surrogates. An interdisciplinary team conceived the idea for a storytelling intervention based on evidence from narrative theory that storytelling reduces distress from traumatic events through emotional disclosure, cognitive processing, and social connection. We developed an initial storytelling guide based on this theory and the clinical perspectives of team members. We then conducted a case series with recently bereaved surrogates to iteratively test and modify the guide. The storytelling guide covered three key domains of the surrogate's experience of the patient's illness and death: antecedents, ICU experience, and aftermath. The facilitator focused on the parts of a story that appeared to generate strong emotions and used nonjudgmental statements to attend to these emotions. Between September 2012 and May 2013, we identified 28 eligible surrogates from a medical ICU and consented 20 for medical record review and recontact; 10 became eligible, of whom 6 consented and completed the storytelling intervention. The single-session storytelling intervention lasted from 40 to 92 minutes. All storytelling participants endorsed the intervention as acceptable, and five of six reported it as helpful. Surrogate storytelling is an innovative and acceptable post-ICU intervention for recently bereaved surrogates and should be evaluated further.

  16. Implementing Digital Storytelling as a Technology Integration Approach with Primary School Children

    Directory of Open Access Journals (Sweden)

    Nuala Sweeney-Burt

    2014-06-01

    Full Text Available Irish educational policy acknowledges the importance of integrating technology meaningfully into teaching and learning at the primary level. Much remains to be done, however, in terms of developing, practically implementing and evaluating the use of technology in the Irish primary classroom. This paper describes a study on the use of a structured approach to digital storytelling as a tool for meaningful technology integration with children at primary level. In this study, the researcher developed a structured approach for implementing digital storytelling with primary school children, and collaborated with a class teacher in an Irish primary school to prepare to implement the approach. Multiple qualitative methods were used to evaluate the implementation, including interviews with the teacher, classroom observation, and focus group interviews with participating children. The results suggested that this structured approach to digital storytelling has the potential to be used successfully as a meaningful technology integration approach with this cohort. The findings also explored implications for the implementation of digital storytelling at primary level, and identified aspects on which further research should be undertaken to enhance and extend the approach that was used.

  17. Innovating a business model for services with storytelling

    DEFF Research Database (Denmark)

    Lund, Morten

    2012-01-01

    In recent years, the notion of business models has been able to innovate the way companies create new business opportunities. However, because business models most often constitute on a complex interplay of several actors, there is a need to be able to explore the nature of a business model....... This paper will propose to describe a business model by means of storytelling. In addition the paper will introduce the concept of archetypes of business models with the aim to seek a pat- tern in the light of the numerous business models available. Two cases will illustrate and dis- cuss storytelling...... and archetypes, and lead to the conclusion that they represent a valuable ap- proach to understanding and innovating business models....

  18. The Presidents’ Tales. Storytelling and Biographical Stories in the Case of Pedro Pablo Kuczynski

    Directory of Open Access Journals (Sweden)

    Mathias Mackelmann

    2017-12-01

    Full Text Available The following article analyzes the use of storytelling and biographical stories as elements of communication by presidential governments in Peru. It emphasizes Pedro Pablo Kuczynski administration. It briefly refers to the storytelling techniques used during the campaign that led to his election and then focuses mainly on the storytelling process during his current administration. The different strategies used are discussed in detail, analyzing whether they represent a successful formula to communicate with citizens and maintain a good government image. Finally, the article addresses external political factors that could radically change the population’s perception.

  19. Connecting the Stars: Chinese Star Stories and the Art of Storytelling through a Cultural and Personal Lens

    Science.gov (United States)

    Aldern, Mary Hsi

    This thesis explores the role of auto ethnography in researching and analyzing Chinese cosmology myths. Star stories are more than entertainment; they provide a visual means of recognizing and honoring cultural traditions from around the world. While Chinese myths told in America are disconnected from the original contexts from which they emerged, Chinese cosmologies are still connected through stars and constellations to the celestial part of their original setting. These star stories are largely unfamiliar to American audiences, including outdoor and experiential educators and cultural Chinese American groups, who will find it to be of interest. The material will also appeal to the various cultural entities and social mediated communities who engage in global interactions that influence one another in their intercultural exchanges. I use phenomenological data from this research to develop and enrich my personal storytelling style, reflecting on my heritage and examining my identity in the personal, cultural, and spiritual dimensions. I then perform the collected star lore tales at outdoor youth camps for under served youth and communities in California. In this way, I test oral storytelling as a means of engendering new learning about environmental sustainability. The results reveal meaningful ways that these stories and storytelling help participants cultivate awareness and caring for personal and cultural sustainable relationships with the environment and each other.

  20. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

    Full Text Available How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives. We also discuss connections with broader debates brought on by the social and cultural changes wrought by the increased digitalisation of our lives, especially the concept of the extended mind. Rather than offer a prescription for augmentation, our intention is to throw open debate and to provoke deep thinking about what interacting with and creating an augmented reality might mean for both teacher and learner.

  1. Stories of policing : the role of storytelling in police students' sensemaking of early work-based experiences

    OpenAIRE

    Rantatalo, Oscar; Karp, Staffan

    2018-01-01

    Storytelling has been shown to play a key role in transferring work experience from more experienced towards novices in a number of vocational educational practices, however previous studies have not to the same extent dealt with the role of students’ own storytelling practices for sensemaking of work experience. This study set out to examine police students’ storytelling of their first occupational experiences from a sensemaking perspective, with an analysis drawing on the concepts of enactm...

  2. The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation

    Science.gov (United States)

    Bernardet, Ulysses; Bermúdez I Badia, Sergi; Duff, Armin; Inderbitzin, Martin; Le Groux, Sylvain; Manzolli, Jônatas; Mathews, Zenon; Mura, Anna; Väljamäe, Aleksander; Verschure, Paul F. M. J.

    The eXperience Induction Machine (XIM) is one of the most advanced mixed-reality spaces available today. XIM is an immersive space that consists of physical sensors and effectors and which is conceptualized as a general-purpose infrastructure for research in the field of psychology and human-artifact interaction. In this chapter, we set out the epistemological rational behind XIM by putting the installation in the context of psychological research. The design and implementation of XIM are based on principles and technologies of neuromorphic control. We give a detailed description of the hardware infrastructure and software architecture, including the logic of the overall behavioral control. To illustrate the approach toward psychological experimentation, we discuss a number of practical applications of XIM. These include the so-called, persistent virtual community, the application in the research of the relationship between human experience and multi-modal stimulation, and an investigation of a mixed-reality social interaction paradigm.

  3. Storytelling in the Second Language Classroom

    Science.gov (United States)

    Pennington, Gill

    2009-01-01

    The power of storytelling is universal. Throughout history, and throughout the world, communities have gathered together their stories as a way of making meaning from their experiences and of making connections between themselves. This paper examines the role stories play in helping us to identify ourselves as cultural beings and it describes how…

  4. 2011 "Cour des Contes" storytelling festival

    CERN Multimedia

    2011-01-01

    The "Cour des Contes" storytelling festival will take place in Plan-les-Ouates (Geneva) from 6 to 15 May 2011. This year, for the first time, stories will be told in English at 11 a.m. on Sunday, 15 May, at the "La Julienne" arts and culture centre.   More information  

  5. A Comparative Study on Storytelling Perceptions of Chinese, Vietnamese, American, and German Education Students

    Science.gov (United States)

    Nguyen, Kate; Stanley, Nile; Stanley, Laurel; Rank, Astrid; Wang, Yonghui

    2016-01-01

    The study compared the perceptions of adults from four countries about storytelling. Americans (N = 153), Germans (N = 163), Chinese (N = 324), and Vietnamese (N = 356) completed a survey. Americans' scores on measures of storytelling experiences were the highest overall. Americans and Germans reported having significantly more childhood…

  6. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  7. Storytelling and Repetitive Narratives for Design Empathy

    DEFF Research Database (Denmark)

    Fritsch, Jonas; Judice, Andrea; Soini, Katja

    2007-01-01

    study. In this paper, we show how we attained an empathic understanding through storytelling and aroused empathy to others using repetitive narratives in an experimental presentation bringing forth factual, reflective and experiential aspects of the user information. Taking as a starting point our...

  8. Exploring new ways of media construction of citizenship in schools: from «Antigone» to transmedia storytelling

    Directory of Open Access Journals (Sweden)

    Gonzalo JOVER

    2015-06-01

    Full Text Available  Recent movements of citizen participation have found on the Internet and the Social Networks a favorable environment for development, which should lead us to a pedagogical reflection about the potential of virtual spaces for citizenship education. This article presents the theoretical basis and the pilot project of a school work which allows us to promote a concept of digital literacy that includes digital and civic competence. From the classic Antigone, conceived as the first act of civil disobedience, we explore the categories of public and private, which are perceived on this narration as opposite areas. Then we propose to understand the school as a space of conversation between both contexts. For this task, the project brings together the provocative capacity of classic literature and the potential of transmedia storytelling, where pupils are not only consumers but also critical participants before the social reality.y.

  9. The virtual mirror: a new interaction paradigm for augmented reality environments.

    Science.gov (United States)

    Bichlmeier, Christoph; Heining, Sandro Michael; Feuerstein, Marco; Navab, Nassir

    2009-09-01

    Medical augmented reality (AR) has been widely discussed within the medical imaging as well as computer aided surgery communities. Different systems for exemplary medical applications have been proposed. Some of them produced promising results. One major issue still hindering AR technology to be regularly used in medical applications is the interaction between physician and the superimposed 3-D virtual data. Classical interaction paradigms, for instance with keyboard and mouse, to interact with visualized medical 3-D imaging data are not adequate for an AR environment. This paper introduces the concept of a tangible/controllable Virtual Mirror for medical AR applications. This concept intuitively augments the direct view of the surgeon with all desired views on volumetric medical imaging data registered with the operation site without moving around the operating table or displacing the patient. We selected two medical procedures to demonstrate and evaluate the potentials of the Virtual Mirror for the surgical workflow. Results confirm the intuitiveness of this new paradigm and its perceptive advantages for AR-based computer aided interventions.

  10. Empowering the Learner through Digital Animated Storytelling

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    2012-01-01

    The advent of new media offer potentials for multimodal learning [1] to the learners. This also calls for new learning designs that fully make use of digital media and explore how they can be used to create a motivating and meaningful learning environment that addresses the learner’s individual...... to the general ability to make meaning out of experience.” One way to design for narrative multimodal learning is to introduce the learners to the tools to make digital animated stories as a way to work with literacies in the classroom. In this way it may offer the learners a platform for meaningful involvement....... Storytelling and narrative is fundamental to the process of meaning making according to the seminal works of cultural psychologist Jerome Bruner [2]. .As the Canadian educational theorist Kieran Egan [3] suggests, there is an important relationship between storytelling and imagination because it is ”central...

  11. The Engineering of Mixed Reality Systems

    Science.gov (United States)

    Dubois, Emmanuel; Gray, Philip; Nigay, Laurence

    Human-Computer Interaction (HCI) is no longer restricted to interaction between users and computers via keyboard and screen: Currently one of the most challenging aspects of interactive systems is the integration of the physical and digital aspects of interaction in a smooth and usable way. The design challenge of such mixed reality (MR) systems lies in the fluid and harmonious fusion of the physical and digital worlds. Examples of MR systems include tangible user interfaces, augmented reality, augmented virtuality and embodied interfaces. The diversity of terms highlights the ever growing interest in MR systems and the very dynamic and challenging domain they define.

  12. Teaching Storytelling as a Leadership Practice

    Science.gov (United States)

    Cleverley-Thompson, Shannon

    2018-01-01

    The ability to tell stories can be an important leadership attribute and skill to master in order to be a successful leader (Baldoni, 2003; Denning, 2004; Kouzes & Posner, 2012). Storytelling is a central component of effective communication for leaders and a skill to master for future leadership success. This paper supports active learning,…

  13. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

    Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...

  14. Exploring the bases for a mixed reality stroke rehabilitation system, Part I: A unified approach for representing action, quantitative evaluation, and interactive feedback

    Science.gov (United States)

    2011-01-01

    Background Although principles based in motor learning, rehabilitation, and human-computer interfaces can guide the design of effective interactive systems for rehabilitation, a unified approach that connects these key principles into an integrated design, and can form a methodology that can be generalized to interactive stroke rehabilitation, is presently unavailable. Results This paper integrates phenomenological approaches to interaction and embodied knowledge with rehabilitation practices and theories to achieve the basis for a methodology that can support effective adaptive, interactive rehabilitation. Our resulting methodology provides guidelines for the development of an action representation, quantification of action, and the design of interactive feedback. As Part I of a two-part series, this paper presents key principles of the unified approach. Part II then describes the application of this approach within the implementation of the Adaptive Mixed Reality Rehabilitation (AMRR) system for stroke rehabilitation. Conclusions The accompanying principles for composing novel mixed reality environments for stroke rehabilitation can advance the design and implementation of effective mixed reality systems for the clinical setting, and ultimately be adapted for home-based application. They furthermore can be applied to other rehabilitation needs beyond stroke. PMID:21875441

  15. Digital Storytelling: Bringing Humanistic Inquiry to Management Studies

    Science.gov (United States)

    Nesteruk, Jeffrey

    2015-01-01

    This essay recounts how a teaching experiment with digital storytelling unexpectedly revealed how this humanistic genre enabled by contemporary technology might contribute to a more creative integration of business study with the liberal arts.

  16. Peering into a Chilean black box: parental storytelling in pediatric genetic counseling.

    Science.gov (United States)

    Ordonez, Jessica; Margarit, Sonia; Downs, Katy; Yashar, Beverly M

    2013-12-01

    While genetic counseling has expanded to multiple international settings, research about providing culturally sensitive services to non-U.S. patients is limited. To gain insights, we utilized a process study to explore parental communication in pediatric genetics clinics in Chile. We utilized a phenomenological hermeneutic approach to assess storytelling in six pediatric sessions that were conducted in Spanish, and translated into English. The majority of the sessions focused on information gathering (35 %), and providing medical (20 %) and genetics education (18 %). The 14 instances of storytelling we identified usually emerged during information gathering, genetics education, and the closing of the session. Stories illustrated parental efforts to create a cognitive and emotional context for their child's genetic diagnosis. Parents emerged as competent caregivers who discussed the role of the child as a social being in the family and the larger community. Our analysis found that genetic counseling sessions in the U.S. and Chile are structured similarly and although communication is not a balanced process, parents use storytelling to participate as active agents in the session. Via storytelling, we learned that parents are working to understand and gain control over their child's genetic diagnosis by relying on mechanisms that extend beyond the genetics appointment.

  17. Supporting cancer patients and their relatives through storytelling

    DEFF Research Database (Denmark)

    la Cour, Karen; Ledderer, Loni; Hansen, Helle Ploug

    2016-01-01

    observations, informal conversations and follow-up interviews conducted one month after completing the intervention. Analysis was performed drawing on narrative theory combined with social practice theory. The results demonstrate that the use of storytelling and metaphors intertwined with other course...... activities, such as dancing and arts & crafts, provided the patients and their relatives with strategies to manage cancer-related concerns, which they were later able to apply in their everyday lives. The study results may be useful to other professionals in clinical practice for rehabilitation purposes......Previous research on psychosocial support for cancer-related concerns has primarily focused on either patients or their relatives, although limited research is available on how patients and their relatives can be supported together. The aim of this article is to explore the use of storytelling...

  18. Inattentive listening undermines self-verification in personal storytelling.

    Science.gov (United States)

    Pasupathi, Monisha; Rich, Ben

    2005-08-01

    Two studies explore the narrative construction of self-perceptions in conversational storytelling among pairs of same-sex friends. Specifically, the studies examined how listener behavior can support or undermine attempts to self-verify in personal storytelling. In two studies (n=100 dyads), speakers told attentive, distracted, or disagreeable (Study 1 only) friends about a recent experience. Distracted, but not disagreeable, friends tended to undermine participants' attempts to verify their self-perception of being interested in an activity (Study 1) or their self-perception that an event was typical for them (Study 2). These results support the notion that friends can be an important source of influence on self-perceptions and, perhaps surprisingly, suggest that responsiveness from friends, rather than agreement per se, may be crucial for supporting self-verification processes.

  19. More than One Way to Tell a Story: Integrating Storytelling into Your Law Course

    Science.gov (United States)

    Steslow, Donna M.; Gardner, Carolyn

    2011-01-01

    Storytelling has been used in diverse educational settings. It is employed at all educational levels, from elementary schools to graduate schools. Approximately twenty years ago, law school professors began writing about the application of storytelling to various law school subjects as an alternative to the traditional case method. Legal scholars…

  20. The Politics of Storytelling: Unfolding the Multiple Layers of Politics in (P)AR Publications

    Science.gov (United States)

    Santos, Doris

    2012-01-01

    In the social sciences, inquiry into the relationship between storytelling and politics is based on a notion of historical continuity. One problem is the possible trap of inevitability inherent in this notion--that something which happened "had to happen". Hannah Arendt's conception of political theory as storytelling overcomes this trap,…

  1. Everybody Has a Story: Storytelling as a Community Building Exploration of Equity and Access

    Science.gov (United States)

    Baloche, Lynda

    2014-01-01

    Utilizing the voices of students in an undergraduate teacher preparation program, this article describes the use of a collaborative storytelling experience. Situated within the context of cooperative base groups, this collaborative storytelling has been designed to help pre-service teachers examine their own experiences in school in an effort to…

  2. Computer-Assisted Culture Learning in an Online Augmented Reality Environment Based on Free-Hand Gesture Interaction

    Science.gov (United States)

    Yang, Mau-Tsuen; Liao, Wan-Che

    2014-01-01

    The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…

  3. Zen and the Art of Storytelling

    Science.gov (United States)

    Bai, Heesoon; Cohen, Avraham

    2014-01-01

    This paper explores the contribution of Zen storytelling to moral education. First, an understanding of Zen practice, what it is and how it is achieved, is established. Second, the connection between Zen practice and ethics is shown in terms of the former's ability to cultivate moral emotions and actions. It is shown that Zen practice works…

  4. Digital Video Revisited: Storytelling, Conferencing, Remixing

    Science.gov (United States)

    Godwin-Jones, Robert

    2012-01-01

    Five years ago in the February, 2007, issue of LLT, I wrote about developments in digital video of potential interest to language teachers. Since then, there have been major changes in options for video capture, editing, and delivery. One of the most significant has been the rise in popularity of video-based storytelling, enabled largely by…

  5. The Psychosocial Benefits of Oral Storytelling in School: Developing Identity and Empathy through Narrative

    Science.gov (United States)

    Hibbin, Rebecca

    2016-01-01

    The oral re-telling of traditional tales, modelled by a storyteller and taught to children in school, can be understood as 'non-instrumental' practice in speaking and listening that emphasises oral language over the reading and writing of stories. While oral storytelling has significant benefits to children's education and development, it is…

  6. The Edge of Messy: Interplays of Daily Storytelling and Grand Narratives in Teacher Learning

    Science.gov (United States)

    Selland, Makenzie K.

    2017-01-01

    This paper examines the interplay of daily storytelling and societal narratives of teaching in one student teacher's experience. Drawing on narrative and post-structural theories, I conducted a case study using narrative inquiry and ethnographic methods to examine the moment-to-moment storytelling of one student teacher across a range of teaching…

  7. Moms Supporting Moms: Digital Storytelling With Peer Mentors in Recovery From Substance Use.

    Science.gov (United States)

    Paterno, Mary T; Fiddian-Green, Alice; Gubrium, Aline

    2018-01-01

    Substance use disorder (SUD) is a growing issue nationally, and SUD in pregnancy has significant consequences for mothers and their children. This article describes findings from a pilot project that used digital storytelling as a mechanism for understanding substance use and recovery from the perspective of women in recovery from SUD in pregnancy who worked as peer mentors with pregnant women currently experiencing SUD. Research on peer mentorship has primarily focused on outcomes for mentees but not the experience of the peer mentors themselves. In this qualitative study, a 3-day digital storytelling workshop was conducted with five women in recovery serving as peer mentors in their community. Each mentor also participated in an individual, in-depth interview. The digital storytelling workshop process helped peer mentors make linkages between their past substance use experiences to their present work of recovery, and fostered deep social connections between mentors through the shared experience. The workshop process also elicited a sense of hope among participants, which served as groundwork for developing advocacy-based efforts. Digital storytelling may be therapeutic for women in recovery and has the potential to be integrated into recovery programs to bolster hope and social support among participants.

  8. Use of Digital Storytelling in Biology Teaching

    Science.gov (United States)

    Karakoyun, Ferit; Yapici, I. Ümit

    2016-01-01

    With the technological developments in the 21st century, it is now necessary to integrate technological renovations effectively into teaching-learning environments. There are several approaches that allow integration of technology into teaching-learning environments. One of these approaches is digital storytelling. The purpose of this study was to…

  9. Making time for storytelling; the challenges of community building and activism in a rural locale

    Directory of Open Access Journals (Sweden)

    Sarah Copeland

    2010-11-01

    Full Text Available The uneven projection of voices from or within a community can be addressed, in part, by methods such as digital storytelling in a technology and media-savvy society. Whilst the use of digital storytelling to facilitate constructive dialogue has proved successful for those who participate, instilling a sense of motivation to become involved at the outset can pose a challenge. Members of different types of community groups, whether geo-physical or practice-based, will not necessarily be drawn to involvement in social action through group workshops without prior personal engagement. This paper considers which other participatory media techniques can be employed to encourage involvement in community digital storytelling workshops to inspire activism, and examines barriers to participation, with emphasis on the necessity of mandate, for project success. To help answer these issues, one particular workshop in a case study in North Yorkshire, UK will be used to identify the importance of place and incorporation of methods when undertaking community digital storytelling.

  10. Preschoolers' Causal Reasoning during Shared Picture Book Storytelling: A Cross-Case Comparison Descriptive Study

    Science.gov (United States)

    Reed, Helen C.; Hurks, Petra P. M.; Kirschner, Paul A.; Jolles, Jelle

    2015-01-01

    This study investigates how shared picture book storytelling within a peer-group setting could stimulate causal reasoning in children aged 4½ to 6 years. Twenty-eight children from preschool classes of three schools were allocated to one of six groups (four to five children per group). Each group participated in six storytelling sessions over a…

  11. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    Science.gov (United States)

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  12. Leap Motion controller application in augmented reality technology

    OpenAIRE

    Artemčiukas, Edgaras; Sakalauskas, Leonidas

    2014-01-01

    In this work the analysis of interaction techniques, devices and its’ possibilities were accomplished. It was determined that the problem, which many researchers tries to solve – more natural interaction between users and computers. Interaction system in augmented reality environment using Leap Motion controller was developed. To achieve this goal augmented reality NyARToolkit and Leap Motion controller libraries were used. Solution ensures extensive information about hand, finger...

  13. “I Thought We Had No Rights” – Challenges in Listening, Storytelling, and Representation of LGBT Refugees

    Directory of Open Access Journals (Sweden)

    Katherine Fobear

    2015-12-01

    Full Text Available Storytelling serves as a vital resource for Lesbian, Gay, Bisexual and Trans* (LGBT refugees’ access to asylum. It is through telling their personal stories to the Canadian Immigration and Refugee Board that LGBT refugees’ claims for asylum are accessed and granted. Storytelling also serves as a mechanism for LGBT refugees to speak about social injustice within and outside of Canada. In this article, I explore the challenges of storytelling and social justice as an activist and scholar. I focus on three contexts where justice and injustice interplay in LGBT refugee storytelling: the Canadian Immigration and Refugee Board, public advocacy around anti-queer violence and refugee rights, and oral history research. I describe how in each arena storytelling can be a powerful tool of justice for LGBT refugees to validate their truths and bring their voices to the forefront in confronting state and public violence. I investigate how these areas can also inflict their own injustices on LGBT refugees by silencing their voices and reproducing power hierarchies.

  14. Using science digital storytelling to increase students’ cognitive ability

    Science.gov (United States)

    Dewi, N. R.; Savitri, E. N.; Taufiq, M.; Khusniati, M.

    2018-04-01

    The purpose of this research is to understand whether or not science digital storytelling can improve cognitive ability. The research design used in this study was one shoot case study. The population of the research was seventh-grade students of junior high school. The number of samples involved in this study was two classes with a total of 68 students. Data of students' cognitive ability were collected using a test. The data that has been collected were then analyzed using N-gain test. Results of data analysis showed that N-gain values of experimental groups are equal to 0.48 and 0.42 which are categorized into medium category. This finding indicates that science digital storytelling can improve students' cognitive ability.

  15. Affordances in Mobile Augmented Reality Applications

    OpenAIRE

    Gjøsæter, Tor

    2014-01-01

    This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR) application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented realit...

  16. Exploring the use of storytelling in quantitative research fields using a multiple case study method

    Science.gov (United States)

    Matthews, Lori N. Hamlet

    The purpose of this study was to explore the emerging use of storytelling in quantitative research fields. The focus was not on examining storytelling in research, but rather how stories are used in various ways within the social context of quantitative research environments. In-depth interviews were conducted with seven professionals who had experience using storytelling in their work and my personal experience with the subject matter was also used as a source of data according to the notion of researcher-as-instrument. This study is qualitative in nature and is guided by two supporting theoretical frameworks, the sociological perspective and narrative inquiry. A multiple case study methodology was used to gain insight about why participants decided to use stories or storytelling in a quantitative research environment that may not be traditionally open to such methods. This study also attempted to identify how storytelling can strengthen or supplement existing research, as well as what value stories can provide to the practice of research in general. Five thematic findings emerged from the data and were grouped under two headings, "Experiencing Research" and "Story Work." The themes were found to be consistent with four main theoretical functions of storytelling identified in existing scholarly literature: (a) sense-making; (b) meaning-making; (c) culture; and (d) communal function. The five thematic themes that emerged from this study and were consistent with the existing literature include: (a) social context; (b) quantitative versus qualitative; (c) we think and learn in terms of stories; (d) stories tie experiences together; and (e) making sense and meaning. Recommendations are offered in the form of implications for various social contexts and topics for further research are presented as well.

  17. The use of storytelling in quantitative research reports: A marketing research firm perspective

    OpenAIRE

    Vanessa Maritz; Daniel J. Petzer; Christine De Meyer

    2014-01-01

    Orientation: Actionable reporting ensures that a marketing research firm communicates with clients to achieve business impact as opposed to merely communicating data to clients. Storytelling communicates with impact as it focuses on creating engagement and inspiring action. Research purpose: This article investigates the use of storytelling as a tool for actionable reporting by South African marketing research firms Motivation for the study: Clients of marketing research firms often cr...

  18. Changing Emotion: The Use of Therapeutic Storytelling

    Science.gov (United States)

    Parker, Trent S.; Wampler, Karen S.

    2006-01-01

    Even though using metaphors in a therapeutic context is common, there are very few studies that address their effects. This study examines the effects of storytelling in therapy. After discussing a problem in a current relationship, 42 female participants were randomly assigned to receive either a story or psychoeducational information. Results…

  19. Story-Telling and Narrative: A Neurophilosophical Perspective.

    Science.gov (United States)

    Liston, Delores D.

    Theories of neuroscience are presented to demonstrate the significance of storytelling and narrative to education by relating brain function to learning. A few key concepts are reviewed to establish a common working vocabulary with regard to neural networks. The tensor network theory and the neurognosis theory are described to provide…

  20. Defining Virtual Reality: Dimensions Determining Telepresence.

    Science.gov (United States)

    Steuer, Jonathan

    1992-01-01

    Defines virtual reality as a particular type of experience (in terms of "presence" and "telepresence") rather than as a collection of hardware. Maintains that media technologies can be classified and studied in terms of vividness and interactivity, two attributes on which virtual reality ranks very high. (SR)

  1. Authoring Immersive Mixed Reality Experiences

    Science.gov (United States)

    Misker, Jan M. V.; van der Ster, Jelle

    Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.

  2. How a creative storytelling intervention can improve medical student attitude towards persons with dementia: a mixed methods study.

    Science.gov (United States)

    George, Daniel R; Stuckey, Heather L; Whitehead, Megan M

    2014-05-01

    The creative arts can integrate humanistic experiences into geriatric education. This experiential learning case study evaluated whether medical student participation in TimeSlips, a creative storytelling program with persons affected by dementia, would improve attitudes towards this patient population. Twenty-two fourth-year medical students participated in TimeSlips for one month. The authors analyzed pre- and post-program scores of items, sub-domains for comfort and knowledge, and overall scale from the Dementia Attitudes Scale using paired t-tests or Wilcoxon Signed-rank tests to evaluate mean change in students' self-reported attitudes towards persons with dementia. A case study approach using student reflective writing and focus group data was used to explain quantitative results. Twelve of the 20 items, the two sub-domains, and the overall Dementia Attitudes Scale showed significant improvement post-intervention. Qualitative analysis identified four themes that added insight to quantitative results: (a) expressions of fear and discomfort felt before storytelling, (b) comfort experienced during storytelling, (c) creativity and openness achieved through storytelling, and (d) humanistic perspectives developed during storytelling can influence future patient care. This study provides preliminary evidence that participation in a creative storytelling program improves medical student attitudes towards persons with dementia, and suggests mechanisms for why attitudinal changes occurred.

  3. The problematization of transmediation in the journalistic context: an analysis of transmedia storytelling from feature articles

    Directory of Open Access Journals (Sweden)

    Yuri Borges de Araújo

    2015-09-01

    Full Text Available The concept of transmedia storytelling (JENKINS, 2009a has been gaining acceptance and application in the most diverse fields of communication, including journalism. However, such uses do not often take into account the characteristics of the area studied. This paper aims to problematize the transmedia storytelling (TS within the field of journalism through three sources: the concept developed by Fechine et al. (2011, 2012, 2013 throughout a much wider phenomenon, the transmediation; studies that aim to characterize the journalistic discourse (CHARAUDEAU, 2009a, 2009b; and the theoretical tradition about newsmaking. Therefore, we propose the concepts of “transmedia journalistic content” and “transmedia journalism”, which subsume transmedia storytelling itself. Lastly, it will be presented an analysis on how transmedia storytelling takes place in two specific journalistic productions in order to characterize its place in a broader problematization of transmediation in journalism.

  4. History as Storytelling. Voices from the Past.

    Science.gov (United States)

    Osborne, Ken

    2000-01-01

    Focuses on the use of storytelling as a means of teaching history. Explores the ideas presented by Charles McMurry in his handbook "Special Method in History" that addresses the use of stories in teaching. States that McMurry thought history could be interesting and tangible for even the youngest child. (CMK)

  5. Visual Analytics and Storytelling through Video

    Energy Technology Data Exchange (ETDEWEB)

    Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim

    2005-10-31

    This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.

  6. Storytelling tools in support of user experience design

    NARCIS (Netherlands)

    Peng, Qiong

    2017-01-01

    Storytelling has been proposed as an intuitive way to support communication in user experience design. With story-based thinking, designers can gain a better understanding of the potential user experience, developing and discussing design ideas within an (imagined) context. This proposal introduces

  7. Storytelling in the Brain and in the Classroom

    OpenAIRE

    Brian, Cullen

    2014-01-01

    This paper reviews some recent research which lends evidence to support the intuitive and experience-based notion of teachers that stories are an effective teaching tool. This is followed with some practical tips for teachers on how to integrate storytelling into the classroom.

  8. Virtual reality in pediatric psychology

    OpenAIRE

    Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.

    2017-01-01

    Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...

  9. The Function of Native American Storytelling as Means of Education in Luci Tapahonso’s Selected Poems

    Directory of Open Access Journals (Sweden)

    Widad Allawi Saddam

    2015-12-01

    Full Text Available Native American storytelling has become a very vital issue in education. It preserves Native American history for the next generation and teaches them important lessons about the Native American culture. It also conveys moral meanings, knowledge and social values of the Native American people to the universe. More importantly, Native American storytelling teaches people not to be isolated, and the key issues discussed in this paper are borrowed from the selected poems of Native American Luci Tapahonso: ‘The Holy Twins’ and ‘Remember the Things that you told.’   Keywords:  folklore, narrating, Native American, oral tradition, storytelling

  10. Yarning/Aboriginal storytelling: towards an understanding of an Indigenous perspective and its implications for research practice.

    Science.gov (United States)

    Geia, Lynore K; Hayes, Barbara; Usher, Kim

    2013-12-01

    There is increasing recognition of Indigenous perspectives from various parts of the world in relation to storytelling, research and its effects on practice. The recent emergence of storytelling or yarning as a research method in Australian Aboriginal and Torres Strait Island studies and other Indigenous peoples of the world is gaining momentum. Narratives, stories, storytelling and yarning are emerging methods in research and has wide ranging potential to shape conventional research discourse making research more meaningful and accessible for researchers. In this paper we argue for the importance of Indigenous research methods and Indigenous method(ology), within collaborative respectful partnerships with non-Indigenous researchers. It is imperative to take these challenging steps together towards better outcomes for Indigenous people and their communities. In the Australian context we as researchers cannot afford to allow the gap between Aboriginal and Torres Strait Islanders and mainstream Australia health outcomes to grow even wider. One such pathway is the inclusion of Aboriginal storytelling or yarning from an Aboriginal and Torres Strait perspective within Indigenous and non-Indigenous research paradigms. Utilising Aboriginal storytelling or yarning will provide deeper understanding; complementing a two-way research paradigm for collaborative research. Furthermore, it has significant social implications for research and clinical practice amongst Indigenous populations; thus complementing the biomedical medical paradigm.

  11. Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality

    Science.gov (United States)

    Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro

    2016-01-01

    Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…

  12. Integrating Storytelling into the Mindset of Prospective Teachers of American Indian Students: A Grounded Theory

    Science.gov (United States)

    Cheeseman, Gary W.; Gapp, Susan C.

    2012-01-01

    This study is part of a larger project that explored the use of storytelling as a learning tool in schools in the United States. Here the authors examine storytelling as a pedagogical tool for prospective teachers of American Indian children to enhance classroom learning. The specific intention is to illuminate the pedagogical methodology of…

  13. Explicating Positionality: A Journey of Dialogical and Reflexive Storytelling

    Directory of Open Access Journals (Sweden)

    Celina Carter MN

    2014-02-01

    Full Text Available Qualitative researchers must be aware of and explicit about their social background as well as political and ideological assumptions. To facilitate this awareness, we believe that researchers need to begin with their own story as they seek to understand the stories of others. Taking into account the vulnerable act of storytelling, it is salient to consider how to share personal narratives in an authentic way within academic settings. In this article, we share our process and reflections of engaging in reflexive and dialogical storytelling. The focus of the article is the re-storying of one researcher's experience as she and her research team explore her emotions and positionality prior to conducting research on First Nations men's narratives of identity. We integrate a series of methodological lessons concerning reflexivity throughout the re-storying.

  14. Augmented reality as a design tool for mobile interfaces

    DEFF Research Database (Denmark)

    Bertelsen, Olav Wedege; Nielsen, Christina

    2000-01-01

    applications derived from the classification of augmented reality interfaces. The focus on physical interaction with objects of work and with the mobile device provides us with a range of interaction styles, based on e.g. gestures and manipulation of objects. Furthermore, issues of transparency and directness......This paper challenges user interface paradigms for mobile devices, by using the technical classification of augmented reality interfaces as a thinking tool to develop ideas for interaction with mobile devices. The paper presents future work scenarios from a wastewater treatment plant embodying PDA...... are addressed. The future scenarios indicate that the concepts of augmented reality support solving context problems in mobile design....

  15. Storytelling, advertising and paradigm fusion

    OpenAIRE

    Anderson, David

    2012-01-01

    'The art of storytelling in the modern age is fundamentally important. So, how we create stories for a screen-based culture is vitally important to master' (Hegarty, 2011, p.96-97). This paper explores the potential benefit of fusing aspects of creative writing with the curriculum of the BA Creative Advertising programme (BACAP) at Leeds College of Art (LCA) in order to address Sir John Hegarty's assertion. In particular it will focus on the characteristics of the 'classical paradigms' us...

  16. Digital Storytelling – Special issue

    OpenAIRE

    Yngve Nordkvelle

    2010-01-01

    Since the inception of Seminar.net the phenomenon of Digital Storytelling has often been suggested as a promising genre for teaching and learning in a variety of areas. Academically, the genre has attracted interest from scholars in media studies, political science, social work, health and education. In this issue we have sought attention from a huge number of academically inclined persons who either use the genre to teach with media, for teaching and learning about media, or studying how thi...

  17. ARTutor—An Augmented Reality Platform for Interactive Distance Learning

    Directory of Open Access Journals (Sweden)

    Chris Lytridis

    2018-01-01

    Full Text Available Augmented Reality (AR has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of software developers to create and maintain them. In an attempt to solve this problem and enable educators to easily create AR content for existing textbooks, the ARTutor platform was developed. It consists of a web-based application that acts as an AR authoring tool, and an accompanying mobile application that is used to access and interact with the educational AR content. In addition, the ARTutor application allows students to ask questions verbally and receive answers based on the contents of the book. This means that the system is suitable for distance learning and promotes self-study and independent learning.

  18. The Next Wave: Humans, Computers, and Redefining Reality

    Science.gov (United States)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  19. Interactive exploration of tokamak turbulence simulations in virtual reality

    International Nuclear Information System (INIS)

    Kerbel, G.D.; Pierce, T.; Milovich, J.L.; Shumaker, D.E.

    1996-01-01

    We have developed an immersive visualization system designed for interactive data exploration as an integral part of our computing environment for studying tokamak turbulence. This system of codes can reproduce the results of simulations visually for scrutiny in real time, interactively and with more realism than ever before. At peak performance, the VR system can present for view some 400 coordinated images per second. The long term vision this approach targets is a open-quote holodeck-like close-quote virtual-reality environment in which one can explore gyrofluid or gyrokinetic plasma simulations interactively and in real time, visually, with concurrent simulations of experimental diagnostic devices. In principle, such a open-quote virtual tokamak close-quote computed environment could be as all encompassing or as focussed as one likes, in terms of the physics involved. The computing framework in one within which a group of researchers can work together to produce a real and identifiable product with easy access to all contributions. This could be our version of NASA's next generation Numerical Wind Tunnel. The principal purpose of this VR capability for Numerical Tokamak simulation is to provide interactive visual experience to help create new ways of understanding aspects of the convective transport processes operating in tokamak fusion experiments. The effectiveness of the visualization method is strongly dependent on the density of frame-to-frame correlation. Below a threshold of this quantity, short term visual memory does not bridge the gap between frames well enough for there to exist a strong visual connection. Above the threshold, evolving structures appear clearly. The visualizations show the 3D structure of vortex evolution and the gyrofluid motion associated with it. We discovered that it was very helpful for visualizing the cross field flows to compress the virtual world in the toroidal angle

  20. Story-Making as Methodology: Disrupting Dominant Stories through Multimedia Storytelling.

    Science.gov (United States)

    Rice, Carla; Mündel, Ingrid

    2018-05-01

    In this essay, we discuss multimedia story-making methodologies developed through Re•Vision: The Centre for Art and Social Justice that investigates the power of the arts, especially story, to positively influence decision makers in diverse sectors. Our story-making methodology brings together majority and minoritized creators to represent previously unattended experiences (e.g., around mind-body differences, queer sexuality, urban Indigenous identity, and Inuit cultural voice) with an aim to building understanding and shifting policies/practices that create barriers to social inclusion and justice. We analyze our ongoing efforts to rework our storytelling methodology, spotlighting acts of revising carried out by facilitators and researchers as they/we redefine methodological terms for each storytelling context, by researcher-storytellers as they/we rework material from our lives, and by receivers of the stories as we revise our assumptions about particular embodied histories and how they are defined within dominant cultural narratives and institutional structures. This methodology, we argue, contributes to the existing qualitative lexicon by providing innovative new approaches not only for chronicling marginalized/misrepresented experiences and critically researching selves, but also for scaffolding intersectional alliances and for imagining more just futures. © 2018 Canadian Sociological Association/La Société canadienne de sociologie.

  1. Prophetic Visions, Quality Serials: Twin Peaks’ new mode of storytelling

    Directory of Open Access Journals (Sweden)

    Mikhail L. Skoptsov

    2015-05-01

    Full Text Available Following the April 1990 debut of Twin Peaks on ABC, the vision - a sequence of images that relates information of the narrative future or past – has become a staple of numerous network, basic cable and premium cable serials, including Buffy the Vampire Slayer (WB, Battlestar Galactica (SyFy and Game of Thrones (HBO. This paper argues that Peaks in effect had introduced a mode of storytelling called “visio-narrative,” which draws on ancient epic poetry by focusing on main characters that receive knowledge from enigmatic, god-like figures that control his world. Their visions disrupt linear storytelling, allowing a series to embrace the formal aspects of the medium and create the impression that its disparate episodes constitute a singular whole. This helps them qualify as ‘quality TV’, while disguising instances of authorial manipulation evident within the texts as products of divine internal causality.As a result, all narrative events, no matter how coincidental or inconsequential, become part of a grand design. Close examination of Twin Peaks and Carnivàle will demonstrate how the mode operates, why it is popular among modern storytellers and how it can elevate a show’s cultural status.

  2. Transmedia Storytelling in education: English language teachers' acceptance of application of Transmedia Storytelling to teaching contexts

    OpenAIRE

    Hale Saltik

    2017-01-01

    The increasing success of transmedia storytelling projects, which were mostly for marketing purposes, drew attention of the scholars and specialists from different areas. Followed by the modification and reconstruction of the term by the various other area scholars and specialists. And also, brought back the already existing analogous terms and applications related to the phenomena, into the question. One of such areas of inquiry is education, more specifically language teaching. It is assume...

  3. The Use of Digital Storytelling for ESP in a Technical English Course for Aerospace Engineers

    Science.gov (United States)

    Sevilla-Pavón, Ana; Serra-Cámara, Belén; Gimeno-Sanz, Ana

    2012-01-01

    Digital Storytelling is a powerful pedagogical tool for both students and educators, which started to be used for teaching and learning purposes a few years ago, becoming more and more popular over time. The use of digital storytelling in non-specific language learning contexts has been widely explored, as shown in the literature. However, its use…

  4. Empowering Students to Develop Literacy and Narrative Skills in ASL and English Through Digital Media/Visual Arts in Storytelling /

    OpenAIRE

    Sharer, Valerie Anne

    2013-01-01

    Literacy development is greatly presented and reinforced at school with emphasis on language exposure and exceptional modeling from teachers. However, many deaf students do not get enough exposure to storytelling and reading aloud due to insufficient classroom time and even professional experience in storytelling in the classroom. This becomes an ongoing issue in classroom due to educational standards and lack of investment especially in storytelling. My curriculum strongly focuses on promoti...

  5. Efficiency of Picture Description and Storytelling Methods in Language Sampling According to the Mean Length of Utterance Index

    Directory of Open Access Journals (Sweden)

    Salime Jafari

    2012-10-01

    Full Text Available Background and Aim: Due to limitation of standardized tests for Persian-speakers with language disorders, spontaneous language sampling collection is an important part of assessment of languageprotocol. Therefore, selection of a language sampling method, which will provide information of linguistic competence in a short time, is important. Therefore, in this study, we compared the languagesamples elicited with picture description and storytelling methods in order to determine the effectiveness of the two methods.Methods: In this study 30 first-grade elementary school girls were selected with simple sampling. To investigate picture description method, we used two illustrated stories with four pictures. Languagesamples were collected through storytelling by telling a famous children’s story. To determine the effectiveness of these two methods the two indices of duration of sampling and mean length ofutterance (MLU were compared.Results: There was no significant difference between MLU in description and storytelling methods(p>0.05. However, duration of sampling was shorter in the picture description method than the storytelling method (p<0.05.Conclusion: Findings show that, the two methods of picture description and storytelling have the same potential in language sampling. Since, picture description method can provide language samples with the same complexity in a shorter time than storytelling, it can be used as a beneficial method forclinical purposes.

  6. Storytelling to Enhance Teaching and Learning: The Systematic Design, Development, and Testing of Two Online Courses

    Science.gov (United States)

    Hirumi, Atsusi; Sivo, Stephen; Pounds, Kelly

    2012-01-01

    Storytelling may be a powerful instructional approach for engaging learners and facilitating e-learning. However, relatively little is known about how to apply story within the context of systematic instructional design processes and claims for the effectiveness of storytelling in training and education have been primarily anecdotal and…

  7. The Effectiveness of Storytelling on Adult Learning

    Science.gov (United States)

    Caminotti, Enzo; Gray, Jeremy

    2012-01-01

    Purpose: As two doctoral students and adult learners, the authors strongly believe that story telling can be a great tool for educators working with adult learners. The purpose of this paper is to increase awareness of how effective storytelling can be for adult learners. Design/methodology/approach: The approach of this paper is one of gathering…

  8. Virtual Reality in Engineering Education: The Future of Creative Learning

    Directory of Open Access Journals (Sweden)

    Abdul-Hadi Ghazi Abulrub

    2011-12-01

    Full Text Available Virtual reality has achieved an adequate level of development for it to be considered in innovative applications such as education, training, and research in higher education. Virtual reality offers both opportunities and challenges for the educational sector. One of the challenges of virtual reality technology is the costs associated which have been unaffordable for educational institutes. However, in recent years, computer hardware and software development has made it more feasible to incorporate virtual reality technology into future teaching strategies. Despite the cost challenges, educational benefits of implementing virtual reality remain compelling. This paper explains virtual reality principle and describes the interactive educational environment developed at WMG, the University of Warwick. It also discusses the benefits of using state-of-the-art 3D photorealistic interactive and immersive virtual environment for engineering undergraduates and postgraduate teaching, learning and training.

  9. Extending the Body for Interaction with Reality

    DEFF Research Database (Denmark)

    Feuchtner, Tiare; Müller, Jörg

    2017-01-01

    In this paper, we explore how users can control remote devices with a virtual long arm, while preserving the perception that the artificial arm is actually part of their own body. Instead of using pointing, speech, or a remote control, the users’ arm is extended in augmented reality, allowing...

  10. Construction of Interactive Teaching System for Course of Mechanical Drawing Based on Mobile Augmented Reality Technology

    Directory of Open Access Journals (Sweden)

    Juan Cheng

    2018-02-01

    Full Text Available The teaching aim of Mechanical Drawing is to cultivate the students' graphics interpreting ability, plotting ability, inter-space imagination and innovation ability. For engineering students in China Universities, Mechanical Drawing course with the characteristics of 3D and 2D inter-space transformation, is often difficult to master. The ordinary dull teaching method is not enough for stimulating students’ spatial imagination capability, interest in learning, and cannot meet teachers’ teaching needs to explain complicated graphs relationships. In this paper, we design an interactive teaching system based on mobile augmented reality to improve the learning efficiency of Mechanical Drawing course. To check the effect of the proposed system, we carried out a case study of course teaching of Mechanical Drawing. The results demonstrate that the class for which interactive teaching system based on mobile augmented reality technology was adopted is significantly superior to the class for which the ordinary dull teaching approach was adopted with regard to the degree of proficiency of course key and difficult points content,spatial imagination capability, students’ interest in learning and study after class, especially in respect of students’ learning interest and spatial imagination capability.

  11. using stories to assist storytelling in a pastoral setting

    African Journals Online (AJOL)

    2009-03-19

    Mar 19, 2009 ... The research opened up a discussion about spirituality. ... endeavour is confessed for I assume that storytelling is not merely a method for solving particular problems ..... A collection of papers, essays and exercises,. Dulwich ...

  12. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus

    2004-01-01

    In this paper we take a multi-party interaction point of view on our research on multimodal interactions between agents in various virtual environments: an educational environment, a meeting environment, and a storytelling environment. These environments are quite different. All these environments

  13. Multimodal Discourse Strategies of Factuality and Subjectivity in Educational Digital Storytelling

    Directory of Open Access Journals (Sweden)

    Patricia Bou-Franch

    2012-12-01

    Full Text Available As new technologies continue to emerge, students and lecturers are provided with new educational tools. One such tool, which is increasingly used in higher education, is digital storytelling, i.e. multi-media digital narratives. Despite the increasing attention that education and media scholars have paid to digital storytelling, there is scant research examining digital narratives from a discourse-analytic perspective.This paper addresses this gap in the literature and, in line with the belief that individuals make meaning through a range of semiotic devices, including, among others, language, sound, graphics and text, it aims to examine discourse strategies of factuality and subjectivity in historical-cultural digital narratives and their multimodal realisations (Kress & Van Leeuwen 2001; Patrona 2005. To carry out this study a corpus of 16 digital stories was compiled and analysed from a multidisciplinary framework which draws from studies on digital storytelling, computer-mediated communication, media studies, and multimodal discourse analysis. Results show that students/digital story tellers resort to a number of varied multimodal discursive strategies which are constitutive of their identity as capable students in an educational setting.

  14. Digital storytelling teaching robotics basics

    OpenAIRE

    Michele Scandola; Paolo Fiorini

    2013-01-01

    Digital Storytelling (DST) is a powerful tool for teaching complex concepts. DSTs are typically used in the humanities but several papers have shown that they are also a wonderful tool for the sciences because they are more involving, contextualized and can easily lead to deeper understanding. In the classical use of DST the story is thecontent, while the digital medium is the way of telling it. Our approach is slightly different: the story is not the content but a glue for the main contents,...

  15. Poetic reflection through digital storytelling – a methodology to foster professional health worker identity in students

    Directory of Open Access Journals (Sweden)

    Grete Jamissen

    2010-11-01

    Full Text Available In the field of digital storytelling research there is a focus on personal narratives, multimedia and the creative process in developing identity and voice. The project introduced in this paper has identified contexts in higher education where digital storytelling may be used as a promising tool to support students’ learning, assisting them to combine theory and practical experience in their field of study. Students in the health professions need to develop a professional identity based on both social and technical competencies. Technical competencies concord with what students expect to be taught in a university college. The development of social competence and professional identity, however, requires a different approach, involving students reflecting on their experiences from working in health institutions. We suggest that a particular mode of reflection, a poetic mode, exemplified by digital storytelling, may serve as a tool for students in this process of learning from practice. Three characteristics of digital storytelling are discussed: the narrative approach, multimodality and creativity, all in search of defining characteristics of a personal professional story. A model is described through a three cycle development project, illustrated by the terms pioneers and pathfinders for the first two cohorts of students and digital storytellers for the changes planned for the third cohort in the light of our experiences.

  16. Arts-based methods for storylistening and storytelling with prisoners

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    , Wordquake in Prison. The texts were published in an edited book (Frølunde, Søgaard, and Weise 2016). The analysis of texts and reflexive narrative interviews is inspired by arts-based, dialogic, narrative methods on the arts and storytelling (Cole and Knowles 2008; Reiter 2014; Boje 2001), storylistening......The presentation concerns applying dialogic, arts-based methods, which respect for multiple voices, collaboration and difference. In the presentation, I focus on how storytelling and listening to stories are integral to a dialogic process. In a dialogic perspective, meaning-making is unfinalizable...... in narrative medicine (DasGupta 2014), and aesthetic reflection on artistic expression in arts therapy and education. In my analysis, I explore active listening as in terms of reflection and revision of stories with the young prisoners. I reflect on the tensions involved in listening in a sensitive prison...

  17. What Educators Should Know about Teaching Digital Storytelling

    Science.gov (United States)

    Robin, Bernard R.; McNeil, Sara G.

    2012-01-01

    In this paper, the authors present some of the most important lessons they have learned from teaching courses, conducting workshops, writing articles, and supervising graduate student research on the educational uses of digital storytelling. The guidelines described here are categorized within the ADDIE instructional design framework and are…

  18. Spatial augmented reality merging real and virtual worlds

    CERN Document Server

    Bimber, Oliver

    2005-01-01

    Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real

  19. Digital Storytelling: Conveying the Essence of a Face-to-Face Lecture in an Online Learning Environment

    Science.gov (United States)

    Baim, Susan A

    2015-01-01

    As the percentage of university-level courses delivered online continues to increase, instructors who rely on storytelling approaches to convey key concepts in lecture-based coursework will likely face the need to translate their oral storytelling modules into one or more formats that are suitable for use in an online learning environment. While…

  20. Alternative realities : from augmented reality to mobile mixed reality

    OpenAIRE

    Claydon, Mark

    2015-01-01

    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications an...

  1. [Storytelling in Health Journalism: Online Survey of Health Journalists on Definition and Use].

    Science.gov (United States)

    Heimes, S

    2016-12-01

    Background: Although health information is of great interest and plays an important role in almost all media, there are very few studies on the actual work of health journalists. Methods: A quantitative online survey with qualitative elements on the definition and use of storytelling in health journalism was carried out among members of various professional journalists' associations (n=86). Results: The results suggest that health journalists understand storytelling especially as a term used when an article has a dramatic construction, and the story is about real people. As reasons for using storytelling, health journalists primarily name the understandable and clear presentation of medical issues. They see better chances for identification and establishing a relationship to the readers' lives. Of particular importance seems to be that narrative elements do not distort the facts and protect the privacy rights of persons mentioned in case reports. © Georg Thieme Verlag KG Stuttgart · New York.

  2. TV journalism in the digital age: aspects of transmedia storytelling on paper television

    Directory of Open Access Journals (Sweden)

    Elaide Martins

    2012-12-01

    Full Text Available This paper proposes a reflection on audiovisual journalism from the perspective of transmedia storytelling (NT, a term coined by Henry Jenkins (2009a in his research on the culture of convergence. How has media convergence affected the language and aesthetics of audiovisual journalism? And what of the routine and profile of its professionals? Or the relationship with the audience? What are the new paradigms and what has changed in their production processes as regards the use of new media? To reflect on these and other issues, it is necessary to identify and analyze aspects of transmedia storytelling on TV Folha, an audiovisual program inspired by printing, which began as a private channel on the web and is today shown by a public broadcaster. It is a product which seems to indicate that transmedia storytelling is beginning to establish a firm place in Brazilian audiovisual journalism based on its relationship with new information platforms.

  3. TV JOURNALISM IN THE DIGITAL AGE: ASPECTS OF TRANSMEDIA STORYTELLING ON PAPER TELEVISION

    Directory of Open Access Journals (Sweden)

    Elaide Martins

    2013-06-01

    Full Text Available This paper proposes a reflection on audiovisual journalism from the perspective of transmedia storytelling (NT, a term coined by Henry Jenkins (2009a in his research on the culture of convergence. How has media convergence affected the language and aesthetics of audiovisual journalism? And what of the routine and profile of its professionals? Or the relationship with the audience? What are the new paradigms and what has changed in their production processes as regards the use of new media? To reflect on these and other issues, it is necessary to identify and analyze aspects of transmedia storytelling on TV Folha, an audiovisual program inspired by printing, which began as a private channel on the web and is today shown by a public broadcaster. It is a product which seems to indicate that transmedia storytelling is beginning to establish a firm place in Brazilian audiovisual journalism based on its relationship with new information platforms.

  4. Interactive Assembly Guide using Augmented Reality

    DEFF Research Database (Denmark)

    Andersen, Martin; Andersen, Rasmus Skovgaard; Larsen, Christian Lindequist

    2009-01-01

    This paper presents an Augmented Reality system for aiding a pump assembling process at Grundfos, one of the leading pump producers. Stable pose estimation of the pump is required in order to augment the graphics correctly. This is achieved by matching image edges with synthesized edges from CAD...... norm. A dynamic visualization of the augmented graphics provides the user with guidance. Usability tests show that the accuracy of the system is sufficient for assembling the pump....

  5. Embodying Critical and Corporeal Methodology: Digital Storytelling With Young Women in Eating Disorder Recovery

    OpenAIRE

    LaMarre, Andrea; Rice, Carla

    2016-01-01

    Digital storytelling is as an arts-based research method that offers researchers an opportunity to engage deeply with participants, speak back to dominant discourses, and re-imagine bodily possibilities. In this article, we describe the process of developing a research-based digital storytelling curriculum exploring eating disorder recovery. We have built this curriculum around research interviews with young women in recovery as well as research and popular literature on eating disorder recov...

  6. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  7. Design and Development of a Smart Storytelling Toy

    Science.gov (United States)

    Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat

    2014-01-01

    Because computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards…

  8. Social stereotypes in realities of modern society

    Directory of Open Access Journals (Sweden)

    O. K. Kolisnyk

    2015-05-01

    Full Text Available In the article the author analyzes the social stereotypes as a stable emotional image of the nowadays social reality. It is a kind of the common and effective ways to use the manipulation technology to impact on society. This kind of interaction could made a transformation of social identities, spreading different forms of intolerance, creating phantom world. Making the analysis of this phenomenon of social reality is a real way to reduce social risks and unforeseen conflicts in society. It is noted that stereotypical thinking making perception of reality in some special way, offering of tern an illusion of reality, instead of an objective information. Subjects of social interactions should recognize and consciously abandon them in favor of perception of reality in its undistorted not limited form of social stereotypes that goes beyond the usual concepts or contradict them. However, this phenomenon is ambivalent  and not only has a negative side. The positive expression of stereotypical thinking is that it simplifies the processes of learning and creativity, allowing extensive use of existing knowledge, which is actually a complex set of stereotypes.

  9. Digital storytelling: a tool for expressing emotions - with instituionalised adolescents of paimio, Finland

    OpenAIRE

    Kharel, Sarada

    2012-01-01

    The use of digital storytelling as a tool for expressing emotions among adolescents under custody is a relatively new concept in the field of mental health care. Digital Storytelling uses media such as video, sound, and still images in order to tell a narrative. This mode can also be utilized within the field of mental health care as a vessel for mental health service users to express the illness experience in a more engaging manner. Additionally, it can help service providers to better unde...

  10. Storytelling: A Path to Imagination and Creativity in the Primary English Class

    Directory of Open Access Journals (Sweden)

    Barreto Correa Gloria

    2002-08-01

    Full Text Available Storytelling has been used as a means to help students of a private school improve their communicative skills. To achieve this goal, we have designed activities that enable students to use English actively and at the same time get in touch with literature. We expect to change students¿ attitudes towards English and to motivate them to develop proficiency in the foreign language through storytelling. In doing so, we are innovating our teaching practices by incorporating a tool that can provide students with both the means and the motivation for using the language and thus develop their communicative skills.

  11. "Relaaax, I Remember the Recession in the Early 1980s...": Organizational Storytelling as a Crisis Management Tool

    Science.gov (United States)

    Kopp, David M.; Nikolovska, Irena; Desiderio, Katie P.; Guterman, Jeffrey T.

    2011-01-01

    In this conceptual paper, we consider organizational storytelling as a communications tool in which stories are used to reduce the stress and anxiety of organizational members during a crisis. While there is much consensus among organizational scholars detailing storytelling's active role in such processes as organizational learning and…

  12. Design, Implementation, and Lessons Learned from a Digital Storytelling Project in an Undergraduate Health Promotion Theory Course

    Science.gov (United States)

    Rimando, Marylen; Smalley, K. Bryant; Warren, Jacob C.

    2015-01-01

    This article describes the design, implementation and lessons learned from a digital storytelling project in a health promotion theory course. From 2011-2012, 195 health promotion majors completed a digital storytelling project at a Midwestern university. The instructor observed students' understanding of theories and models. This article adds to…

  13. Conjoint analysis and virtual reality : a review

    NARCIS (Netherlands)

    Dijkstra, J.; Timmermans, H.J.P.

    1998-01-01

    This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and

  14. Success story-creating songs about history! : sabaton, branding and storytelling in heavy metal music

    OpenAIRE

    Forsström, Milena

    2015-01-01

    The objective of this thesis is to portray and analyze how storytelling is used by the band as a tool of building its concept and identity. This is qualitative empirical case study aiming to discover multiple uses of storytelling by music artist. Who is responsible for building the brand? Artist, the content presented or interpretation of audience? - thesis touches upon a dialogue between brand identity and brand image. How brand identity and brand image evolves as a dialogue between...

  15. Using Storytelling to Communicate Science to the Public

    Science.gov (United States)

    Calderazzo, J.

    2014-12-01

    "Science is the greatest of all adventure stories," says physicist Brian Greene, author of The Elegant Universe. "It's been unfolding for thousands of years as we have sought to understand ourselves and our surroundings . . . and needs to be communicated in a manner that captures this drama." Carl Sagan and Neil deGrasse Tyson, the old and new storytelling hosts of Cosmos, would agree. So would Rachel Carson, who used one of the oldest and simplest of all story forms, the fable, to coax her readers into a complicated tale of pesticides, chemistry, and ecological succession. Silent Spring may well be the most influential science book of the last fifty years. More than ever, scientists need to communicate clearly and passionately to the public, the media, and decision-makers. Not everyone can be as articulate as a Jane Goodall or an Alan Rabinowitz. But humans are storytelling animals, and recent communications research suggests that information conveyed in story form activates more parts of the brain than when it is conveyed by bullet point or other non-narrative ways. Even a shy and retiring researcher can easily learn to use, at minimum, small and subtle techniques to find common ground with an audience who will not forget the message. Additionally, much recent communications research suggests strongly that the most memorable and effective way to coomunicate with the public is by conveying shared values or common ground. Stories--common to virtually every human society over time--inherently do that. As a literary and nonfiction writer for 40 years, and a university teacher of nonfiction and science/nature wiritng for the last 30, I know this first hand as well as through core scholarship about literature and narrative theory. Among other things, my talk will explore how some of the above science communication stars have used these sometimes-buried communication strategies--and how others can, too. Not crucial, but a brief interactive excerise I could conduct would

  16. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  17. Digital storytelling in study abroad: toward a counter-catalogic experience

    Directory of Open Access Journals (Sweden)

    Karen Rodríguez

    2010-11-01

    Full Text Available This article examines a pilot project incorporating digital storytelling into a short-term study abroad program in the small city of Guanajuato, Mexico. After contextualizing the project’s pedagogical and theoretical concerns, the article examines the resulting stories, underscoring their potential for helping students pay attention to specific sites, to think beyond the usual images one is bombarded with and to spark critical thought. It argues that digital storytelling allows both students and host community members to become authors and representers of their experiences, thus creating a “counter-catalogic” study abroad experience, i.e. one that goes beyond the staid images used to market these experiences abroad. Digital stories afford an exciting mode for thinking about how to create critical, intimate and dialogic encounters with others.

  18. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    Energy Technology Data Exchange (ETDEWEB)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E., E-mail: julio_andrade11@hotmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  19. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    International Nuclear Information System (INIS)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E.

    2017-01-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  20. PA12 Is digital storytelling ka pai for new zealand māori? using digital storytelling as a method to explore whānau end of life caregiving experiences: a pilot study.

    Science.gov (United States)

    Williams, Lisa; Moeke-Maxwell, Tess; Kothari, Shuchi; Pearson, Sarina; Gott, Merryn; Black, Stella; Frey, Rosemary; Wharemate, Rawiri; Hansen, Whio

    2015-04-01

    Māori regard stories as a preferred method for imparting knowledge through waiata (song), moteatea (poetry), kauwhau (moralistic tale), pakiwaitara (story) and purakau (myths). Storytelling is also an expression of tinorangatiratanga (self-determination); Māori have the right to manage their knowledge, which includes embodiment in forms transcending typical western formulations. Digital storytelling is a process by which 'ordinary people' create short autobiographical videos. It has found application in numerous disciplines including public health and has been used to articulatethe experiences of those often excluded from knowledge production. To explore the use of digital storytelling as a research method for learning about whānau (family) experiences providing end of life care for kaumātua (older people). Eight Māori and their nominated co-creators attended a three-day digital story telling workshop led by co-researchers Shuchi Kothari and Sarina Pearson. They were guided in the creation of first-person digital stories about caring for kaumātua. The videos were shared at a group screening, and participants completed questionnaires about the workshop and their videos. A Kaupapa Māori narrative analysis was applied to their stories to gain new perspectives on Māori end of life caregiving practices. (Kaupapa Maori research privileges Maori worldviews and indigenous knowledge systems.) Digital storytelling is an appropriate method as Māori is an oral/aural society. It allows Māori to share their stories with others, thus promoting community support at the end of life, befitting a public health approach. Digital storytelling can be a useful method for Māori to express their experiences providing end of life caregiving. © 2015, Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  1. Classrooms as ‘safe houses’? The ethical and emotional implications of digital storytelling in a university writing classroom

    Directory of Open Access Journals (Sweden)

    Kristian D Stewart

    2017-06-01

    Full Text Available This paper reports the findings of a digital storytelling praxis within a higher education classroom located outside of Metro Detroit in the United States. Drawing on Zembylas’s (2006, 2008 scholarship on emotion in the production of knowledge and the teacher’s role, adjacent to literature surrounding personal writing and safe houses for learning, an investigation of student perceptions of digital storytelling within a writing classroom took place during the 2016 and 2017 academic years. Data highlights the students’ interest for the emotionally-driven course content digital storytelling encourages, as it taught students how to insert genre conventions into their own writing. Digital storytelling, according to the students, also supplied a means for students to develop relationships with their peers as many students felt isolated on this largely commuter campus. Students additionally viewed the curriculum as promoting ‘real world’ skills they could transfer outside of the classroom and into their lives. However, to craft digital stories, data revealed how students turned toward sharing personal (and or traumatic narratives. This can be problematic in terms of emotional safety if students are made to feel they must leverage emotions for grades and are then forced to broadcast their digital stories in a public forum. To lessen these concerns, strategies for implementing digital storytelling into the curriculum are provided. Lastly, the author concludes that educating students within a Trump presidency requires a different pedagogical approach. Assignments such as digital storytelling that merge the scholarly and the personal, alongside nurturing empathy, open dialogue, and building relationships might offer a direction forward.

  2. Recontextualizing social practices and globalization: Multimodal metaphor and fictional storytelling in printed and internet ads

    Directory of Open Access Journals (Sweden)

    Laura Hidalgo Downing

    Full Text Available This article presents a study of ongoing global and local changing practices by exploring the interaction between multimodal metaphor and narrative in advertising discourse. Thus, we make use of Conceptual Metaphor Theory (CMT and Conceptual Integration Theory to compare how social changes and continuities are represented and re-contextualized in advertising discourse, across time, genres and cultures. Changes in time and across genres are addressed through the analysis of printed ads from 2000-2002 and internet ads from 2001-2009. Second, we compare the interaction between transformation and magic metaphors and storytelling frames in both genres and periods. Finally, we pay particular attention to the variation in a global brand campaign (Coca-Cola in three different cultures, thus revealing competing changes in global and local social practices.

  3. The Ancestor Project: Aboriginal Computer Education through Storytelling

    Science.gov (United States)

    Weston, Marla; Biin, Dianne

    2013-01-01

    The goal of the ANCESTOR program is to use digital storytelling as a means of promoting an interest in technology careers for Aboriginal learners, as well as increasing cultural literacy. A curriculum was developed and first tested with Aboriginal students at the LÁU,WELNEW Tribal School near Victoria, British Columbia, Canada. Based on feedback…

  4. ARVIKA - Augmented Reality in Entwicklung, Produktion und Service: Anbindung eines mobilen Augmented Reality Systems an eine stationäre Infrastruktur. Schlussbericht

    OpenAIRE

    Wichert, R.; Balfanz, D.

    2003-01-01

    ARVIKA uses augmented reality (AR) technologies to research and create a user-oriented and system-driven support of operation procedures. It focuses on the development, production, and service of complex technical products and systems. Augmented-reality technologies improve working environments by merging real objects with computer-generated virtual objects to allow for detailed engineering and processing instructions. Augmented reality is a novel approach to the interaction between human and...

  5. RESEARCHING AND EVALUATING DIGITAL STORYTELLING AS A DISTANCE EDUCATION TOOL IN PHYSICS INSTRUCTION: AN APPLICATION WITH PRE-SERVICE PHYSICS TEACHERS

    Directory of Open Access Journals (Sweden)

    Nihat KOTLUK

    2016-01-01

    Full Text Available Advances in information and communication technology in 21st century have led to changes in education trends and today new concepts such as computer, multimedia, audio, video, animation and internet have become an indispensable part of life. The storytelling is the one of approach which is allowed to using technology in educational field. The aim of this study is to define the use of digital storytelling in physics instruction as a distance education tool. In this respect, the literature related to digital storytelling was analyzed and for applying it in practice, 13 pre-service teachers from department of physic education were trained on digital storytelling for 6 weeks in spring term of 2013- 2014 academic year. Following the process of instruction, pre-service teachers created and shared digital stories in YouTube and evaluated all of them. Furthermore, opinions of the pre-service teachers were asked on digital story telling As a result of the analysing the DST videos and opinions of pre-service teacher, it is expected that using digital storytelling as distance education tool will be efficacious.

  6. Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments

    OpenAIRE

    Thies Pfeiffer; Ipke Wachsmuth; Marc E. Latoschik

    2009-01-01

    Tracking user's visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user's visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of...

  7. The 'mad scientists': psychoanalysis, dream and virtual reality.

    Science.gov (United States)

    Leclaire, Marie

    2003-04-01

    The author explores the concept of reality-testing as a means of assessing the relationship with reality that prevails in dream and in virtual reality. Based on a model developed by Jean Laplanche, she compares these activities in detail in order to determine their respective independence from the function of reality-testing. By carefully examining the concept of hallucination in the writings of Freud and Daniel Dennett, the author seeks to pinpoint the specific modalities of interaction between perceptions, ideas, wishes and actions that converge in the 'belief' and in the 'sense of reality'. The paper's main thesis consists of the distinction that it draws between immediacy-testing and reality-testing, with the further argument that this distinction not only dissipates the conceptual vagueness that generally surrounds the latter of the two concepts but also that it promotes a more precise analysis of the function of reality in dream and in virtual reality.

  8. The storytelling brain. Commentary on "On social attribution: implications of recent cognitive neuroscience research for race, law, and politics".

    Science.gov (United States)

    Nigam, Sanjay K

    2012-09-01

    The well-established techniques of the professional storyteller not only have the potential to model complex "truth" but also to dig deeply into that complexity, thereby perhaps getting closer to that truth. This applies not only to fiction, but also to medicine and even science. Compelling storytelling ability may have conferred an evolutionary survival advantage and, if so, is likely represented in the neural circuitry of the human brain. Functional imaging will likely point to a neuroanatomical basis for compelling storytelling ability; this will presumably reflect underlying cellular and molecular mechanisms.

  9. Increasing Senior High School Students’ Ability In Speaking English Through Contextual Storytelling Method

    Directory of Open Access Journals (Sweden)

    Meyke Machrita Mamahit

    2017-12-01

    Full Text Available This research aimed (1 to increase the ability of students XII Grade Science 6 Senior High School state 7 Manado in speaking English through contextual storytelling method, (2 to increase the motivation and interest of students XII Grade Science 6 Senior High School state 7 Manado in speaking English through contextual storytelling method. This research is Classroom Action Research. The population was 325 students and the sample was 30 students. The research data was collected using performance test of cycle 1, 2, 3 and questionnaire. The research results indicated that the use of contextual storytelling method in learning English significantly increased the ability, interest and motivation of students XII Grade Science 6 Senior High School state 7 Manado in speaking English. The percentage of students who achieved the minimum score increased from 60 % in the first cycle became 70 % in the second cycle, and it increased 90 % in the third cycle. The students’ interest and motivation in speaking English increased from 70 % in first cycle became 80 % in the second cycle and it became 90 % in the third cycle.

  10. Proposing a Conceptual Framework to Utilize Storytelling Mechanism into Project Management Life Cycle

    Directory of Open Access Journals (Sweden)

    mahdi shami zanjani

    2013-10-01

    Full Text Available It is rather difficult to exploit knowledge in project organizations due to their unique characteristics and temporal behavior of activities. Therefore, development of knowledge management capability among projects is accounted for an important source to gain competitive advantage. This paper tries to provide a conceptual framework in order to introduce applications of storytelling as an effective and inexpensive mechanism for projects knowledge management. At first, a conceptual framework was designed including 58 story applications in activities of project life cycle by studying and analyzing the related literature. Then, validation of this conceptual framework was investigated and verified by relevant experts. Finally, application of storytelling was assessed within the projects of Sanam industrial and commercial company, using the framework designed. Analysis of data demonstrates that out of 58 applications introduced, this company benefit from just 28 applications. Research method in this section was survey. According to the available information, this paper is one of the first researches which have adopted to introduce applications of storytelling in the life cycle of project management by providing a conceptual framework.

  11. Stories of Policing: The Role of Storytelling in Police Students' Sensemaking of Early Work-Based Experiences

    Science.gov (United States)

    Rantatalo, Oscar; Karp, Staffan

    2018-01-01

    Storytelling has been shown to play a key role in transferring work experience from more experienced towards novices in a number of vocational educational practices, however previous studies have not to the same extent dealt with the role of students' own storytelling practices for sensemaking of work experience. This study set out to examine…

  12. Virtual reality training improves balance function.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  13. Virtual reality training improves balance function

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651

  14. Digital Storytelling: A Novel Methodology for Sexual Health Promotion

    Science.gov (United States)

    Guse, Kylene; Spagat, Andrea; Hill, Amy; Lira, Andrea; Heathcock, Stephen; Gilliam, Melissa

    2013-01-01

    Digital storytelling draws on the power of narrative for personal and social transformation. This technique has many desirable attributes for sexuality education, including a participatory methodology, provision of a "safe space" to collaboratively address stigmatized topics, and an emphasis on the social and political contexts that…

  15. Game-Based Evacuation Drill Using Augmented Reality and Head-Mounted Display

    Science.gov (United States)

    Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami

    2016-01-01

    Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…

  16. Review of virtual reality treatment for mental health.

    Science.gov (United States)

    Gourlay, D; Lun, K C; Liya, G

    2001-01-01

    This paper describes recent research that proposes virtual reality techniques as a therapy for patients with cognitive and psychological problems. Specifically this applies to victims of conditions such as traumatic brain injury, Alzheimers and Parkinsons. Additionally virtual reality therapy offers an alternative to current desensitization techniques for the treatment of phobias Some important issues are examined including means of user interaction, skills transfer to the real world, and side-effects of virtual reality exposure.

  17. Possible Application of Virtual Reality in Geography Teaching

    OpenAIRE

    Ivan Stojšić; Anđelija Ivkov Džigurski; Olja Maričić; Ljubica Ivanović Bibić; Smiljana Đukičin Vučković

    2017-01-01

    Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oc...

  18. A Comparison Study of Augmented Reality versus Interactive Simulation Technology to Support Student Learning of a Socio-Scientific Issue

    Science.gov (United States)

    Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai

    2016-01-01

    We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…

  19. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

  20. Transmedia Storytelling: exploring its use in education

    OpenAIRE

    Contreras, Ruth S. (Ruth Sofhía); Eguía, José Luis

    2017-01-01

    Transmedia narratives have transformed the manner in which teaching is carried out. In this context, students and teachers can express their experiences and opinions using various content creation tools shared on a mostly online environment. Currently, studies are available that support the advantages of storytelling in education. The aim of this article is to answer the question: How effective is the use of transmedia narration in education? We intend to verify ...

  1. Social media storytelling alliances and destination branding.

    OpenAIRE

    Lund, Niels Frederik

    2018-01-01

    The emergence of social media necessitates a fundamental rethink of marketing practises as brands are now co-created with social media users. Destination management organisations (DMOs) therefore need to develop new social media strategies. This thesis suggests that DMOs ought to strengthen their storytelling capabilities as it is an essential tool in increasing social media engagement. A conceptual framework is therefore developed drawing on four particular sociological concepts: storytellin...

  2. The Use of Humor and Storytelling with African American Men: Innovative Therapeutic Strategies for Success in Counseling

    Science.gov (United States)

    Vereen, Linwood G.; Hill, Nicole R.; Butler, S. Kent

    2013-01-01

    In recent years, the use of culturally appropriate humor as a tool for change within the parameters of counseling has grown within the literature. In comparison, the art of storytelling has had little attention within the literature as a tool for strategic change. This article outlines a framework for the use of humor and storytelling as…

  3. Effectiveness of storytelling interventions on psychosocial outcomes in adult patients with a life-threatening illness: a systematic review protocol.

    Science.gov (United States)

    Schoenau, Mai Nanna; Jackson, Inger Marie

    2016-06-01

    The objective of this review is to identify the effectiveness of storytelling interventions on psychosocial outcomes. In this review, storytelling is where adult patients with a life-threatening illness tell their illness story, facilitated by a healthcare professional.Specifically the review questions are.

  4. The cross-platform format as key of sucess in Transmedia Storytelling. Case of study: “Las Sinsombrero” webdoc

    Directory of Open Access Journals (Sweden)

    María Isabel Rodríguez Fidalgo

    2016-07-01

    Full Text Available Internet has revolutionized media consumption and due to the possibilities thisnew medium offers new interactive narrative models have emerged, such as crossmediaand transmedia storytelling. In this scenario, a case study about “Las Sinsombrero”project is considered in this paper. The objective is to analyse its narrativemultiplatform structure in order to establish the innovative functions accomplishedby each of the formats used to spread the story. Such a research confirms the coexistenceof two multiplatform narrative models (crossmedia and transmedia in theproject. In this case, there is also a variable which represents the key differencesbetween both multiplatform models and which implies the most significant narrativeinnovations that distinguishes them: the interaction-involvement-contribution ofusers.

  5. The challenges of being an insider in storytelling research.

    Science.gov (United States)

    Blythe, Stacy; Wilkes, Lesley; Jackson, Debra; Halcomb, Elizabeth

    2013-01-01

    To describe the challenges related to being an 'insider' researcher in a study that uses a feminist-informed storytelling research design and to discuss practical strategies to manage these challenges. The positioning of the researcher in qualitative research has numerous methodological implications. Often, qualitative researchers share similar experiences or characteristics with their participants. Such an 'insider' position provides challenges for the researcher in conducting the research. Understanding these challenges and planning how to manage them is beneficial for the researcher and for the conduct of the project. This paper is based on the research team's experience of undertaking a feminist-informed storytelling study exploring the experiences of Australian women providing long-term foster care. This paper provides a discussion of the methodology used in the investigation. Four challenges resulting from the insider status of the primary researcher were identified as affecting the research: assumed understanding, ensuring analytic objectivity, dealing with emotions and participants' expectations. Strategies to address these challenges include: 'participant probing', 'researcher reflexivity', review by an 'outsider' researcher, identifying the risk, debriefing, making the aims and use of study outcomes clear, and acknowledging participants' expectations. Methods to implement these strategies are described. The use of an insider researcher was beneficial to our study design and helped with recruitment and rapport, enabling collaboration and the generation of stories rich in content. By identifying the challenges associated with insider research and using strategies to mitigate them, researchers can effectively use an insider position in conjunction with a storytelling research design. ImplicaTIONS FOR FUTURE RESEARCH/PRACTICE: Further investigation of the insider in different qualitative research designs would be useful in identifying challenges and benefits

  6. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    OpenAIRE

    Guillermo Duclos Bautista; Javier Cousillas Ripoll

    2013-01-01

    We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investiga...

  7. Measuring user satisfaction for design variations through virtual reality

    NARCIS (Netherlands)

    Orzechowski, M.A.; Timmermans, H.J.P.; Vries, de B.; Timmermans, H.J.P.; Vries, de B.

    2000-01-01

    This paper describes Virtual Reality as an environment to collect information about user satisfaction. Because Virtual Reality (VR) allows visualization with added interactivity, this form of representation bas particular advantages when presenting new designs. The paper reports on the development

  8. När  organisationer berättar : En multimodal kritisk diskursanalys av Airbnbs Corporate storytelling

    OpenAIRE

    Bååt, Manja

    2017-01-01

    Today the society is bombarded with advertisement, and therefore it is a great challenge fororganizations to reach the audience with their message. One way for organizations to distinguish themselves from others is to create a story and build their marketing around that story. This is called Corporate storytelling and has today become a prosperous strategy for many companies and organizations around the world. Corporate storytelling is a marketing strategy that in many ways create a positive ...

  9. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria

    2011-09-07

    Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. Randomised and quasi-randomised trials of virtual reality ('an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion') in adults after stroke. The primary outcomes of interest were: upper limb function and activity, gait and balance function and activity and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised

  10. Challenges and Opportunities of Using Digital Storytelling as a Trauma Narrative Intervention for Traumatized Children

    Directory of Open Access Journals (Sweden)

    Kim M. Anderson

    2015-07-01

    Full Text Available This article address the challenges and opportunities of implementing a web-based Digital Storytelling (DS curriculum to supplement the trauma narrative component of Trauma-Focused Cognitive Behavioral Therapy (TF-CBT for traumatized youth, ages 9-17, receiving mental health services at a rural domestic violence (DV agency. Digital storytelling, as the term suggests, combines storytelling with technology that integrates a mixture of digital images, text, audio narration, and music. Ultimately, implementing the DS curriculum empowered youth to process and develop their trauma stories in a multi-sensory, accessible and coherent manner. In doing so, they gained tools (writing, narrating, illustrating, and ultimately assembling their own stories to form adaptive responses regarding their family violence experiences in its immediate aftermath and possibly over time. Agency implications are discussed regarding training, technical, and confidentiality issues related to the implementation of a web-based DS curriculum.

  11. Storytelling in community intervention research: lessons learned from the walk your heart to health intervention.

    Science.gov (United States)

    LeBron, Alana M; Schulz, Amy J; Bernal, Cristina; Gamboa, Cindy; Wright, Conja; Sand, Sharon; Valerio, Melissa; Caver, Deanna

    2014-01-01

    Contextually and culturally congruent interventions are urgently needed to reduce racial, ethnic, and socioeconomic inequities in physical activity and cardiovascular disease. To examine a community-based participatory research (CBPR) process that incorporated storytelling into a physical activity intervention, and consider implications for reducing health inequities. We used a CBPR process to incorporate storytelling in an existing walking group intervention. Stories conveyed social support and problem-solving intervention themes designed to maintain increases in physical activity over time, and were adapted to the walking group context, group dynamics, challenges, and traditions. After describing of the CBPR process used to adapt stories to walking group sites, we discuss challenges and lessons learned regarding the adaptation and implementation of stories to convey key intervention themes. A CBPR approach to incorporating storytelling to convey intervention themes offers an innovative and flexible strategy to promote health toward the elimination of health inequities.

  12. Role of virtual reality for cerebral palsy management.

    Science.gov (United States)

    Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy

    2014-08-01

    Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments. © The Author(s) 2014.

  13. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  14. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

    Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.

  15. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  16. A History of Oral and Written Storytelling in Nigeria

    Science.gov (United States)

    Edosomwan, Simeon; Peterson, Claudette M.

    2016-01-01

    Storytelling is a powerful process in adult education as a useful instructional approach in facilitating adult instruction and learning, especially during preliterate eras. What began as oral tradition has evolved to include written literature. A popular Eurocentric perspective in the early 19th century was that before the arrival of Europeans…

  17. Raymond Andrews as Griot: Privileging Southern Black Communities through Oral Storytelling and Cultural History

    Directory of Open Access Journals (Sweden)

    Brennan Collins

    2012-01-01

    Full Text Available Raymond Andrews’ novels celebrate rural Black life by focusing on the customs and traditions of Southern African American communities. Critical to this celebration are the rhetorical strategies Andrews uses that privilege oral over literary storytelling. Using Geneva Smitherman’s discussion of the griot and Henry Louis Gates, Jr.’s concept of the speakerly text in the context of John Miles Foley’s work on comparative oral traditions, this essay explores the possibility and implications of describing Andrews’ written work as a form of oral storytelling.

  18. Talk that talk: storytelling and analysis rooted in African American oral tradition.

    Science.gov (United States)

    Banks-Wallace, JoAnne

    2002-03-01

    Stories are the foundation of qualitative research. However, the development of qualitative methods rooted in oral traditions remains largely unexplored by researchers. The contextual and historical influences on storytelling and storytaking are critical features of the African American oral tradition that are often ignored or minimized in qualitative research. Despite the complex and often contentious history of African Americans, their oral traditions have not been explored to reveal the depth of their lived experiences and the way those experiences inform their health concerns. The purpose of this article is twofold. First, dialogues about storytelling and storytaking are revisited and critiqued. Second, a comprehensive analytic process for gathering and interpreting stories rooted in African American oral tradition is outlined.

  19. Digital Storytelling: The Arts and Preservice Teachers

    Directory of Open Access Journals (Sweden)

    Vito M. Dipinto

    2012-10-01

    Full Text Available In this presentation, the authors describe a journey of teachers in a graduate Fine Arts Methods course. The journey began with conversations about what art is and the nature of collections in exploring this question. Elements of visual literacy, storytelling and music were investigated. The final product was a Digital Story incorporating all of these elements into a teaching artifact that integrated the Arts into other content areas for K-8 students.

  20. Utilizing image guided surgery for user interaction in medical augmented reality

    OpenAIRE

    Fischer, Jan; Bartz, Dirk

    2005-01-01

    The graphical overlay of additional medical information over the patient during a surgical procedure has long been considered one of the most promising applications of augmented reality. While many experimental systems for augmented reality in medicine have reached an advanced state and can deliver high-quality augmented video streams, they usually depend heavily on specialized dedicated hardware. Such dedicated system components, which originally have been designed for engineering applicatio...