Download PDF by Henrik Schoenau-Fog, Luis Emilio Bruni, Faysal Fuad Khalil,: Transactions on Edutainment X

By Henrik Schoenau-Fog, Luis Emilio Bruni, Faysal Fuad Khalil, Jawid Faizi (auth.), Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Ido Iurgel, Paolo Petta, Bodo Urban (eds.)

This magazine subline serves as a discussion board for exciting and disseminating leading edge learn rules, theories, rising applied sciences, empirical investigations, state of the art tools, and instruments in all assorted genres of edutainment, reminiscent of game-based studying and severe video games, interactive storytelling, digital studying environments, VR-based schooling, and similar fields. It covers facets from academic and online game theories, human-computer interplay, special effects, man made intelligence, and platforms layout.

This specified factor involves elements: the 1st one beneficial properties unique examine papers on interactive electronic storytelling within the utilized context of edutainment; the second one half encompasses a collection of revised and accelerated top papers from the 4th eLearning Baltics (eLBa 2011) convention. The papers on electronic storytelling were cut up into sections on conception, know-how, and case stories; the eLBA 2011 convention papers take care of know-how and functions, case stories and cellular functions, and game-based studying and social media.

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In: Proceedings of the 2009 AAAI Spring Symposium on Intelligent Narrative Technologies. AAAI Press, Menlo Park (CA) (2009) 28. : A Morphological Approach to Interactive Storytelling. In: Proceedings of cast01//Living in Mixed Realities (2001) 29. : Idtension: a narrative engine for interactive drama. In: Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2003, Darmstadt, Germany (2003) 30. : Story Games and the OPIATE System: Using Case-Based Planning for Structuring Plots with an Expert Story Director Agent and Enacting them in a Socially Simulated Game World.

With our mapping we hope to improve the mutual understanding between different areas of IDN research and production and provide a basis for out project of a unified theory. 3 Emotion in Games as IDN Computer and video games constitute the way in which most people are familiar with IDN. The most recent generation of First-Person Shooters (FPS), such as Bioshock 2 [65] and Gears of War 2 [62], feature strong characterization as well as great dramatic tension, yet they still rely on the cut-scene (an inherently non-interactive construct) as a means to advance the plot.

Left 4 Dead 2 [Computer game], Valve, Bellevue (2009) 69. Heavy Rain [Computer game], Quantic Dream (2010) 70. LA Noire [Computer game], Rockstar Games (2011) 71. Ico [Computer game], Sony Computer Entertainment, Tokyo (2001) 72. Half-Life 2 [Computer game], Valve, Bellevue (2004) 73. : Emotion and the Structure of Narrative Film: Film As An Emotion Machine. Routledge, United Kingdom (1995) 74. : Film Structure and the Emotion System. Cambridge University Press, Cambdrige (2003) 75. : The psychophysiology of James Bond: Phasic emotional responses to violent video game events.

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