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Full-Text Articles in Physical Sciences and Mathematics

Designing Narrative-Based Interfaces For Collective Action: A Case Study Using Amazon, Climate Change, And Consumer Behavior, Catherine Parnell Jun 2022

Designing Narrative-Based Interfaces For Collective Action: A Case Study Using Amazon, Climate Change, And Consumer Behavior, Catherine Parnell

Dartmouth College Undergraduate Theses

Climate change is the most pressing issue facing future generations. Amongst expanses of the population there is a lack of collective action on environmental issues, as there is a large gap between awareness and behavior change. This study suggests persuasive design that utilizes a narrative framing as a solution to reduce barriers to engaging in issues of collective action. Through extensive need-finding studies to understand target users, this thesis uses online-shopping via Amazon as a context for arguing that narrative can support actionable change in behavior. The technical artifact resulting from this research is a developed chrome extension and web …


Losing Shahrazad: A Distant Reading Of 1001 Nights, Taysa Mohler Jan 2018

Losing Shahrazad: A Distant Reading Of 1001 Nights, Taysa Mohler

Senior Projects Spring 2018

This project is a distant reading analysis of seven 19th and 20th-century English translations of One Thousand and One Nights or The Arabian Nights. Through the use of computer programming and distant reading, it becomes clear that the Nights' frame tale is the carrier of the internal logic and generative power of the story cycle. Further, the frame tale expresses the Nights' self-representation, which serves to undermine the historical use of the Nights as synecdoche for the Orient. Therefore, the translators that remove the frame story from their versions further the Nights' use as an Orientalist object, …


The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley Dec 2017

The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley

Undergraduate Theses

Film, drama, and novels are each capable of telling stories in a specialized way. This thesis makes the claim that video games are the newest means of storytelling and that they can tell stories in unique and engaging ways by using choice. The first goal of this thesis is to determine how and why choice is being used by game developers by examining several modern narrative games. After this examination, it is determined that the increase of choice-driven and narrative games have had an impact on the expectations of players, the goals of video games, and on game culture itself. …


The Disciple: A Talking Platformer, Benjamin Sernau Jan 2017

The Disciple: A Talking Platformer, Benjamin Sernau

Senior Projects Spring 2017

Working in Unity to create a two-dimensional platformer with a Natural Language Generation system, I have considered a new way in which Artificial Intelligence may affect gameplay. The resulting project, The Disciple, takes input from the environment of the game and offers successfully a sentence relevant to what occurs within the game's world. The sentences this system generates are diverse enough so that, while the Natural Language Generation system may restate what it has said, already, it does not utter the same sentence twice in a row. Often, the Natural Language Generation system selects a phrase I have written from …


Graphical Narrative Interfaces: Representing Spatiotemporal Information For A Human-Robot Team With A Highly Autonomous Robot, Hiroaki Nakano May 2016

Graphical Narrative Interfaces: Representing Spatiotemporal Information For A Human-Robot Team With A Highly Autonomous Robot, Hiroaki Nakano

Theses and Dissertations

Having a well-developed Graphical User Interface (GUI) is often necessary for a human-robot team, especially when the human and the robot are not in close proximity to each other or when the human does not interact with the robot in real time. Most current GUIs process and display information in real time, but the time to interact with these systems does not scale well when the complexity of the displayed information increases or when information must be fused to support decision-making. We propose a new interface concept, a Graphical Narrative Interface (GNI), which presents story-based summaries driven by accumulated data. …


Security Policies That Make Sense For Complex Systems: Comprehensible Formalism For The System Consumer, Rhonda R. Henning Oct 2014

Security Policies That Make Sense For Complex Systems: Comprehensible Formalism For The System Consumer, Rhonda R. Henning

CCE Theses and Dissertations

Information Systems today rarely are contained within a single user workstation, server, or networked environment. Data can be transparently accessed from any location, and maintained across various network infrastructures. Cloud computing paradigms commoditize the hardware and software environments and allow an enterprise to lease computing resources by the hour, minute, or number of instances required to complete a processing task. An access control policy mediates access requests between authorized users of an information system and the system's resources. Access control policies are defined at any given level of abstraction, such as the file, directory, system, or network, and can be …


Visualising Museum Stories, Eoin Kilfeather Jan 2013

Visualising Museum Stories, Eoin Kilfeather

Publications

Storytelling is fundamental to our ability to understand, and find meaning in, the world around us. Stories allow us to organise and share knowledge, and to identify the relationships between objects, events, and experiences. Within museums stories allow visitors to engage with collections and to gain meaningful understanding of museum objects. Stories transform a collection of objects into a meaningful knowledge structure that connects the objects and give them meaning.

This paper describes the Open Source Storyscope system that has been developed by the EU FP7 DECIPHER project. Storyscope's workspace and tools allow museum professionals and visitors to research, develop, …


Measuring The Impact Of Narrative On Player's Presence And Immersion In A First Person Game Environment, Raul Huerta Aug 2012

Measuring The Impact Of Narrative On Player's Presence And Immersion In A First Person Game Environment, Raul Huerta

Theses and Dissertations - UTB/UTPA

In the virtual environments (VE) literature, presence has been described as the feeling whereby an individual feels as if he or she is actually in the VE. In the videogame literature, the related concept of immersion is viewed as an effect facilitating player engagement. This thesis examines how narrative and graphics quality influence presence and immersion in a first person game. Three levels of narrative and graphics quality are used in an empirical study: text narrative with high quality graphics, no text narrative with high quality graphics, and no text narrative with low quality graphics. Results showed that there is …


Storyspace: A Story-Driven Approach For Creating Musuem Narratives, Annika Wolff, Paul Mulholland, Tevor Collins Jan 2012

Storyspace: A Story-Driven Approach For Creating Musuem Narratives, Annika Wolff, Paul Mulholland, Tevor Collins

Publications

In a curated exhibition of a museum or art gallery, a selection of heritage objects and associated information is presented to a visitor for the purpose of telling a story about them. The same underlying story can be presented in a number of different ways. This paper describes techniques for creating multiple alternative narrative structures from a single underlying story, by selecting different organising principles for the events and plot structures of the story. These authorial decisions can produce different dramatic effects. Storyspace is a web interface to an ontology for describing curatorial narratives. We describe how the narrative component …


Curate And Storyspace: An Ontology And Web-Based Environment For Describing Curatorial Narratives, Paul Mulholland, Annika Wolff, Trevolr Collins Jan 2012

Curate And Storyspace: An Ontology And Web-Based Environment For Describing Curatorial Narratives, Paul Mulholland, Annika Wolff, Trevolr Collins

Publications

focus on describing the heritage objects that the museum holds in its collection. These are used to manage and describe individual heritage objects according to properties such as artist, date and preservation requirements. Curatorial narratives, such as physical or online exhibitions tell a story that spans across heritage objects and have a meaning that does not necessarily reside in the individual heritage objects themselves. Here we present curate, an ontology for describing curatorial narratives. This draws on structuralist accounts that distinguish the narrative from the story and plot, and also a detailed analysis of two museum exhibitions and the curatorial …


An Event-Based Approach To Describing And Understanding Museum Narratives, Paul Mulholland, Annika Wolff, Trevor Collins, Zdenek Zdrahal Jan 2011

An Event-Based Approach To Describing And Understanding Museum Narratives, Paul Mulholland, Annika Wolff, Trevor Collins, Zdenek Zdrahal

Publications

Current museum metadata tends to be focused around the properties of the heritage object such as the artist, style and date of creation. This form of metadata can index a museum’s collection but cannot express the relations between heritage objects and related concepts found in contemporary museum exhibitions. A modern museum exhibition, rather than providing a taxonomic classification of heritage objects, uses them in the construction of curatorial narratives to be interpreted by an audience. In this paper we outline how curatorial narratives can be represented semantically using our Curate Ontology. The Curate Ontology, informed by a detailed analysis of …


Deciphering The Story Of The Musuem, Eoin Kilfeather Jan 2011

Deciphering The Story Of The Musuem, Eoin Kilfeather

Publications

No abstract provided.


Knowledge Management For Disparate Etruscan Cultural Heritage, John Mcauley, James Carswell Feb 2008

Knowledge Management For Disparate Etruscan Cultural Heritage, John Mcauley, James Carswell

Conference papers

This paper introduces the TARCHNA approach to managing and presenting contextualised heritage content. The system uses the CIDOC CRM ontology to consolidate a virtual repository of geographically disparate heritage databases and present a holistic view of a fragmented heritage. While previous approaches to presenting heritage collections have focused on the browse and search paradigm, the TARCHNA system uses narrative concepts as a means of presenting and re-using contextualised heritage artefacts within a broader cultural setting.


An Open Approach To Contextualising Heterogeneous Cultural Heritage Datasets, John Mcauley, James Carswell Apr 2007

An Open Approach To Contextualising Heterogeneous Cultural Heritage Datasets, John Mcauley, James Carswell

Conference papers

This paper describes a semantic museum application, which aims to present a holistic impression of the Etruscan civilisation. Through the use of a distributed computing paradigm and the CIDOC CRM ontology, the system presents a unified view of a fragmented heritage, while supporting browse and search at a semantic level. Within the cultural heritage world, however, much value is placed on ‘context’, both in describing and presenting heritage artefacts. From this perspective, a platform built upon the distributed search paradigm, although useful in many respects, does not convey how an artefact sits within a broader setting. Narrative concepts are proposed …