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Interactive Storytelling : 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings
The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
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Author(s):
Jonathan Barbara
,
Hartmut Koenitz
,
Ágnes Karolina Bakk
Publication date
(Online):
December 04 2021
Publisher:
Springer International Publishing
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Online interactive cancer simulations and demos
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The Sense of Embodiment in Virtual Reality
Konstantina Kilteni
,
Raphaela Groten
,
Mel Slater
(2012)
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Recommendations for Good Scientific Practice and the Consumers of VR-Technology
Michael Madary
,
Thomas K. Metzinger
(2016)
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Towards a Specific Theory of Interactive Digital Narrative
Hartmut Koenitz
(2015)
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Author and book information
Contributors
Jonathan Barbara:
(View ORCID Profile)
Hartmut Koenitz:
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Ágnes Karolina Bakk:
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Book Chapter
Publication date (Print):
2021
Publication date (Online):
December 04 2021
Pages
: 288-292
DOI:
10.1007/978-3-030-92300-6_27
SO-VID:
c08851e9-1dda-4a5e-828e-3b1ce559bb97
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Book chapters
pp. 3
Who Am I that Acts? The Use of Voice in Virtual Reality Interactive Narratives
pp. 13
A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation
pp. 29
Ressaca and Dispersão: Experiments in Non-linear Cinema
pp. 34
Pedagogical Challenges in Social Physics Authoring
pp. 48
An Approach to Multiplayer Interactive Fiction
pp. 61
Highlight the Path Not Taken to Add Replay Value to Digital Storytelling Games
pp. 71
Narrative Text Generation from Abductive Interpretations Using Axiom-Specific Templates
pp. 80
Using Wearable Devices to Participate in 3D Interactive Storytelling
pp. 94
Inbox Games: Poetics and Authoring Support
pp. 107
A Plan-Based Formal Model of Character Regret
pp. 118
Narraport: Narrative-Based Interactions and Report Generation with Large Datasets
pp. 128
Lean-Back Machina: Attention-Based Skippable Segments in Interactive Cinema
pp. 142
A Quantified Analysis of Bad News for Story Sifting Interfaces
pp. 157
Digital Storytelling and Social Interaction in Cultural Heritage - An Approach for Sites with Reduced Connectivity
pp. 172
Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games
pp. 179
Monster Power. Rebel Heart. Gay Sword
pp. 193
Emergent Gameplay, Emergent Essaying
pp. 203
Tale: Defamiliarizing Ludonarrative Puzzles
pp. 208
Emergent Narrative and Reparative Play
pp. 217
Text, Retelling, and the Digital: Reimagining the Mahabharata Through Interactive Games
pp. 222
A Coauthorship-Centric History of Interactive Emergent Narrative
pp. 236
Wrestling with Destiny: Storytelling in Perennial Games
pp. 255
Blabbeur - An Accessible Text Generation Authoring System for Unity
pp. 260
Enhancing Interactivity in Propp-Based Narrative Generation
pp. 266
The Applicability of Greimassian Semiotics to Meaningful Procedural Quest Generation
pp. 283
Interviews Towards Designing Support Tools for TTRPG Game Masters
pp. 288
The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
pp. 293
Exploring Multiple Perspectives in Citizenship Education with a Serious Game
pp. 307
Digital Narrative and Temporality
pp. 312
“You Write Your Own Story”: Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students
pp. 322
Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study
pp. 333
Creativity and Collaboration During COVID-19: Creating an Alternate Reality Game in the Face of a Pandemic
pp. 338
Interacting with Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling
pp. 349
User Evaluation of a Storytelling Application Assisting Visitors in Protected Nature Areas
pp. 360
The Magic of the In-Between: Mental Resilience Through Interactive Narrative
pp. 365
A Transmedia Narrative Framework for Pediatric Hearing Counseling
pp. 379
“What’s Important to You, Max?”: The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change
pp. 393
Transfordance: The Decentering Effect of Transformative Affordances in Virtual Reality in The Hollow Reach
pp. 399
Contextualization of Design Qualities in Interactive Story-Based Visualization Applied to Engineering
pp. 410
Encouraging Self-expression and Debate in RecovR: A Research-Creation Project to Build a Ludo-Narrative Model for a Sustainable Impact on Cultural Diversity and Inclusivity
pp. 416
Supporting Interactive Storytelling with Block-Based Narrative Programming
pp. 425
Climate Influence: Implicit Game-Based Interactive Storytelling for Climate Action Purpose
pp. 430
VR for Diversity: Amelia’s Dream
pp. 435
Exploring Narrative Novelties in VR
pp. 447
A Preliminary Survey on Story Interestingness: Focusing on Cognitive and Emotional Interest
pp. 454
Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in Sherlock
pp. 462
A Proposed Curriculum for an Introductory Course on Interactive Digital Narratives in Virtual Reality
pp. 478
The Complexity Analysis Matrix
pp. 488
Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work
pp. 499
Toward Narrative Instruments
pp. 509
Hypertext as a Lens into Interactive Digital Narrative
pp. 525
A Pilot Study on Analyzing Critical Retellings Using Digital Humanities Tools
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