Interacting With Video
Author | : Patricia M. Greenfield |
Publisher | : Praeger |
Total Pages | : 242 |
Release | : 1996 |
Genre | : Psychology |
ISBN | : |
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Author | : Patricia M. Greenfield |
Publisher | : Praeger |
Total Pages | : 242 |
Release | : 1996 |
Genre | : Psychology |
ISBN | : |
Author | : Nicholas B. Zeman |
Publisher | : CRC Press |
Total Pages | : 280 |
Release | : 2017-04-07 |
Genre | : Computers |
ISBN | : 1315354470 |
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically
Author | : Josiah Lebowitz |
Publisher | : Taylor & Francis |
Total Pages | : 333 |
Release | : 2012-09-10 |
Genre | : Computers |
ISBN | : 113612733X |
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Author | : Miriam Landor |
Publisher | : Jessica Kingsley Publishers |
Total Pages | : 338 |
Release | : 2011-08-15 |
Genre | : Psychology |
ISBN | : 085700414X |
Video Interaction Guidance (VIG) is an effective intervention which builds positive relationships through filming and feedback sessions. By micro-analysing actions and communications in this way, clients are supported to resolve their current difficulties and increase their sensitivity and attunement within the relationship. Bringing together contributions from researchers and practitioners across a range of professions, this book provides a definitive introduction to VIG. The book explains the theory behind the approach, reviews research evidence, and offers case studies that document how VIG has been successfully applied to family relationships, schools and higher education, individuals with communication and developmental disorders, and as a reflective professional development tool. The approach is then discussed from a range of theoretical perspectives and within the contexts of narrative therapy, infant and attachment interventions, positive psychology and mindfulness. This authoritative and comprehensive guide to VIG will be an important text for psychologists, psychiatrists, counsellors, social workers, therapists, and mental health and education professionals, as well as students and academics in these fields.
Author | : Nicholas V. Iuppa |
Publisher | : Focal Press |
Total Pages | : 152 |
Release | : 1984 |
Genre | : Education |
ISBN | : |
Provides a step-by-step blueprint and description of the techniques that work best in designing and prducing interactive video programs.
Author | : Signe Hoffos |
Publisher | : |
Total Pages | : 308 |
Release | : 1983 |
Genre | : Interactive computer systems |
ISBN | : |
Guide to the technical aspects of interactive video (ie. The interactive use of video recordings and microcomputers) - describes interactive video and its potential uses, esp. In education and training; discusses how videodisks, videocassettes and computers work, how to prepare and design an interactive programme, and costs; provides addresses of video electronic equipment suppliers and distributors of packages. Diagrams, glossary, photographs, references.
Author | : Margaret Berry Wilson |
Publisher | : Center for Responsive Schools, Inc. |
Total Pages | : 210 |
Release | : 2012 |
Genre | : Education |
ISBN | : 1892989530 |
Be a more effective teacher by using this simple, yet transformative, technique for teaching essential academic and social skills, routines, and behaviors. Through Interactive Modeling, your students actively observe, model, and practice skills that can lead to higher, lasting achievements and kinder classrooms. You'll save time; they'll gain mastery!, You can use Interactive Modeling to help your students achieve success in: math, reading, writing, social studies, science, working in groups, making smooth transitions, using supplies carefully, test-taking, and more! Book jacket.
Author | : Ernst Moerk |
Publisher | : Praeger |
Total Pages | : 264 |
Release | : 2000-01-06 |
Genre | : Education |
ISBN | : |
This book presents overwhelming evidence of the positive impact of language training and filial language learning. By surveying and condensing the rich empirical findings that have been established over the last 35 years, Moerk specifies how relatively straightforward the training and learning interactions are. By surveying also the known relationship between less than optimal language training and delayed acquisition of even deficient end-products, the professional, whether in a clinical or educational setting, can also infer what interactional flaws to avoid. An extensive list of references provides detailed support for the arguments presented; support that shows that many of the fashionable denials of the teachability or the learnability of language have been disproved empirically. Lastly, the tens of thousands of children with language delay or deficiency are, though not a direct audience of the book, intended as the main beneficiaries. As professionals focusing on remedies are lead back from airy speculations of innate knowledge—and therefore pessimistic inferences is this knowledge if not shown in behavior—and are shown how language skills can be transmitted. Their clients can gain not only language skills, but could reap educational and professional success.
Author | : Educational Technology Publications |
Publisher | : Educational Technology |
Total Pages | : 212 |
Release | : 1989 |
Genre | : Technology & Engineering |
ISBN | : 9780877782117 |
Author | : Karen Collins |
Publisher | : MIT Press |
Total Pages | : 199 |
Release | : 2013-01-11 |
Genre | : Games & Activities |
ISBN | : 0262312301 |
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.