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StoryTec: A Digital Storytelling Platform for the Authoring and Experiencing of Interactive and Non-Linear Stories

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Abstract

Recently, within the information society and the up-coming, prospering creative industries, a lot of research has been investigated into Storytelling systems and authoring tools for the creation and representation of Storytelling based scenarios in a broad range of application domains, e.g. marketing and advertisement, training and simulation, E-Learning, edutainment, serious games. Prominent examples are the EU funded projects U-CREATE, nm2 and INSCAPE, whose global aim was to allow even non-specialists the easy and efficient creation of interactive stories for various application domains. Based on the achieved RTD results of these projects, this paper introduces StoryTec as Digital Storytelling platform for the authoring and experiencing of interactive, non-linear stories. Apart from a brief description of the StoryTec platform as a whole and the difference to the INSCAPE approach, this paper focuses on two specific modules: The Story Editor and ICML as standardized descriptive format for any interactive stories.

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... Both explicit and implicit approaches commonly complement one another in a large proportion of the reviewed environments (15 publications; 34.88%) [25], [27], [28], [29], [30], [31], [32], [33], [54], [55], [56], [57], [58], [59], [60], yet they frequently use only one of them to collect the learner model. In fact, most of the publications (22 publications; 69.77%) [26], [34], [35], [36], [37], [38], [39], [40], [41], [42], [43], [44], [45], [46], [48], [49], [50], [51], [52], [53], [61], [62] use only the implicit approach whereas there are no studies that use only the explicit approach. ...
... The most used approach for learner modeling is the feature-based one (19 publications; 44.18%) whereas the stereotype approach is another frequently used approach (9 publications; 20.93%) [25], [30], [33], [35], [39], [40], [41], [52], [59]. Among the feature-based approaches, adaptive 3D VLEs have used several techniques such as overlay models (8 publications; 18.60%) [28], [29], [34], [36], [37], [44], [47], [48], weighted vectors (3 publications; 6.97%) [26], [31], [46], and goal/task catalogs (7 publications; 16.27%) [32], [43], [45], [49], [51], [53], [57]. Surprisingly, only 1 publication (2.32%) [27] has reported the use of a combined approach mixing both the stereotype for avoiding the cold start problem and the weighted-vectors one to retrieve appropriate feedback. ...
... On the other hand, 15 publications (15.34%) [38], [42], [50], [54], [55], [56], [57], [58], [60], [61], [64], [65], [66], [67], [68] do not provide enough information to determine the learner modeling approach that they have used. ...
Article
New ways of learning have emerged in the last years by using computers in education. For instance, many Virtual Learning Environments have been widely adopted by educators, obtaining promising outcomes. Recently, these environments have evolved into more advanced ones using 3D technologies and taking into account the individual learner needs and preferences. This focus has led a shift to more personalized learning approaches, requiring that the environments adapt themselves to the learner. Then, many adaptive 3D environments have explored adaptive features to create new and enhanced learning experiences in different contexts. However, very little is known about both what factors are involved with adaptive 3D environments to achieve learning benefits and what assessment factors are present in current studies. For this reason, this review analyzes the recent publications on Adaptive 3D Virtual Learning Environments. Findings have revealed that these have covered factors on defining the learner’s model, the instructional strategies and contents, and the adaptations mechanisms. Nearly half of the environments have addressed thorough assessments whereas the rest has not reported any evaluation at all. Moreover, when they report assessment, promising outcomes have also been shown not only in multiple domains of knowledge but also at various stages of education. These findings indicate that the field of Adaptive 3D Virtual Learning Environments is an active and ongoing area, and this study highlights several promising directions and suggestions for future research.
... At present, there exist several approaches that can help in improving social skills among children, such as, behavioural skill training through instructions [35], social media [36], computer-based multiplayer gaming environment, storytelling [37], etc. With the help of behavioural skill training, teachers often asked the children to identify a problem in a social situation and to solve the same [35]. ...
... Also, literature tells us that using story-telling mode could help in nurturing social skills through gaming platform [20,37], thereby easily connecting one to real-world social contexts [20]. These social contexts might relate to the situations that one came across in daily life such as nature (e.g., landscape scenery, park, forest, etc.), open space social sites (e.g., roadway, bus-stop, railway station, etc.) or closed space social contexts (e.g., restaurant, movie theater, classroom etc.). ...
Thesis
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With the emergence of technological expansion, the present generation has received advantages beyond imagination. While this development has bene�ted in building up a sophisticated society, the same is disturbing the social norms and community living. Notably, young individuals or children who spend more time on electronic and computing devices are becoming socially detached. This adversely affects social communication skills. To deal with such problems, investigators have started using technology for pedagogical purpose and also for training skills to children. Several studies have shown the effectiveness of story-telling platforms implemented using the computational power. An important pre-cursor to story-telling is to create a story. Most of the existing platforms allow a single user to either author a story on his/her own or, the system itself provides an existing story for the user. For nurturing effective social communication skills while using the digital media, platforms need to encourage multiple users to understand each other's thought and collaboratively create a story. Also, based on the created story, the users need to be offered stories with variations in terms of story-telling thereby making the collaborative sessions interesting. Motivated by this need, in my research work, we have developed a collaborative computer-based environment that supports story-authoring as well as story-telling based on the story created by the users (players henceforth). We used Virtual Reality (VR) based setting for the rendering effect. While the players collaboratively created a story, an arti�ficial intelligent engine of our system kept a track of the order of story components chosen by the players to get an estimate of whether the players followed each other's thoughts. Subsequently, the engine computed the overall performance score based on individual player's performance score and the total task completion time. Additionally, based on the order of the story components chosen by the players while authoring a story, the engine estimated points in story-creation where the players did not understand each other's thoughts. We conducted an experimental study with typically developing individuals of varying age groups recruited from my neighbourhood. The results indicate the feasibility of our system to quantify the varying task performance ability in a collaborative setting along with its implications on individuals of varying age groups. Additionally, such a system can hold promise in encouraging one to understand other's thoughts while promoting social skill learning.
... Few authoring tools (e.g. [17,29,41]) allow the implementation of SGs with minimal or no programming, being replaced by various techniques such as using visual languages and GUIs. Their goals are to enable a quick and easy implementation of SGs. ...
... Few SG authoring tools that aim to simplify and reduce the cost of implementing SGs can be identified in the literature. StoryTec [17] and e-Adventure [41] are adventure-based game authoring tools that use the concept of writing stories to develop game content. The tool e-Adventure implements a graph-based visual language similar to the Unified Modelling Language (UML) format to develop the story structure of games. ...
Article
Although multiple studies have shown the efficacy of Serious Games (SGs) in improving students' performance and learning experience, the wide use of SGs is yet to be realised. One of the challenges towards the adoption of SGs can be attributed to the complex and costly development process. In this paper, we present ARQS (Authentic Role-playing-game Quest System) tool, an educator-oriented authoring tool we developed for supporting the implementation of a serious role-playing-game (RPG). The authoring tool consists of features that simplify the creation of important RPG components e.g. avatars, virtual world. Furthermore, the authoring process employs block-based programming to configure aspects of RPG such as creating quests. The concept is adopted in order to provide a platform where educators without programming knowledge are able to use. A formative evaluation was conducted with ten educators from secondary and university levels, using a low-fidelity prototype. Outcomes from the evaluation showed promising results, attesting the potential of ARQS as an educational tool for the creation of interactive learning instructions in the form of real-world scenarios embedded within a role-playing-game.
... Content assessment refers to the ability to test the learning outcomes within the system. The following authoring frameworks are developed to support the creation of a learning application that uses storytelling as a component: Adventure Author (Robertson and Nicholson, 2007), Storytelling Alice (Kelleher et al., 2007), StoryTec (Göbel et al., 2008), <e-Adventure> (Torrente et al., 2010), WEEV Marchiori et al., 2012), Thinking Worlds, Scratch. ...
... StoryTec (Göbel et al., 2008) is a visual programming language for authoring and experiencing interactive or non-linear stories to encourage creativity rather than educational game. This framework introduces storytelling concepts into the game or the story development model which includes both an authoring environment and a runtime engine. ...
Thesis
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Digital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required.
... The scope varies from professional training to conflicts management, but these games are largely based on similar mechanics. Works such as Scribe [30], Art-E-Fact [20], StoryTec [15,32] and Scenejo [48] provide development environments for the creation and customization of interactive stories for users with basic programming knowledge. Their use is simple and intuitive, however these platforms allow the development of a pre-defined type of game, and thus fix a strong constraint to the EUD potential. ...
... The research described in the literature review introduced this dilemma. The interactive storytelling approach [15,20,30,48] proposed fairly simple interfaces, but these strongly limit the outcomes of the user interaction. More technical tools, such as Shai and BehaviorShop [11,18], allow a higher degree of customization, but they also require an in-depth learning of the system. ...
Chapter
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End-User Development (EUD) is a topic that finds application in varied domains but so far it has only been marginally considered in digital games research. However, there are several games that would benefit from a EUD approach, in particular for those games designed for a purpose other than entertainment, such as learning or training. These processes are permeated by large individual variation; as a consequence, the teacher must have a control over the game to use it like any other educational resource. In this chapter we present the state of the art in research on EUD for serious games from academic and industrial perspectives. We discuss a case study investigating the design process and evaluation of the Actors’ Programming Environment (APE), a EUD tool for modelling the behaviour of Non-Player Characters (NPCs). Starting from the literature review and empirical experience gathered over a time span of two years, the chapter provides a set of guidelines for the design of EUD tools for serious games, reflecting on their importance and complexity. It concludes with a set of heuristics that may advance research in the topic.
... By using stories as a basis for learning and problem-solving, students can apply CT concepts in a way that is engaging and relevant to their disciplinary learning. Interactive fiction can provide opportunities to students to apply CT concepts in a subject context by allowing students to make choices and see the consequences of those choices (Göbel et al., 2008;Yeni, Nijenhuis-Voogt, Hermans, & Barendsen, 2022). An interactive fiction story in language arts might involve writing a story with branching paths, using CT concepts to program the story's structure and choices. ...
... In the search for tools to help developing a SG, we found the proposal of [23], which presents StoryTec, a digital storytelling platform for the creation and experimentation of non-linear interactive stories. The platform focuses on two specific parts: the story editor and the standardized descriptive format for an interactive story. ...
Article
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Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students’ knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development process are needed. This work presents a model for the development of SG in the platformer genre. A tool implementing the model is introduced as a proof of concept. A SG was generated using this tool, which in turn was evaluated in terms of gameplay, mechanics, story, and usability. The evaluation results show that the SG has the minimum elements requested by an audience of students, who were expecting a game with both entertaining and educational value. Furthermore, the results are satisfactory in three out of four areas, showing that there are opportunities for improvement regarding the game’s story. Our work intends to improve the development times of new SG, as well as to make them easier to develop by both software engineers and teachers who wish to implement them in their classrooms.
... Another authoring tool, ExProtoVAR [23], generates interactive experiences in AR featuring development tools specially designed for non-programmers, without necessarily a technical background with AR interfaces. In the field of interactive storytelling, StoryTec [14] platform facilitates an authoring tool to generate and represent storytelling-based scenarios in various domains (serious games, e-learning and training simulations). ...
Article
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Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users—regardless of their programming expertise—can effectively use the tools to create and modify training scenarios in VR.
... Sometimes software is available upon request from the authors. StoryTec [20], for instance, used to provide a software request form, but has since removed it in 2015. The authors followed protocol outlined by ASAPS [24] website for requesting the software, but were unsuccessful in obtaining it. ...
... As a result, the game did not depend on the lifecycle of game engines, which can be discontinued or also be subject to aspects of software aging. Similar technical dependencies would arise through the use of effort-reducing authoring environments, such as StoryTec [21] or frameworks in general [22]. On the other hand, the game retains its "retro charm" through graphics and interaction patterns, which can be regarded as both motivating and demotivating. ...
Chapter
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MOBILITY is a digital simulation game about traffic system planning, which has been designed as a serious game with the purpose of education and awareness raising. Since the year 2000 it has been used more than a million times in both educational and entertainment contexts. The production of digital serious games, such as MOBILITY, requires a lot of effort. Therefore, serious games are valuable investments that are expected to be of high benefit during their technical lifetime. Much has been written about the effectiveness of the use of serious games and efficiency of game production, however later phases of serious games’ lifecycles are comparatively unknown. Based on a lifecycle description of MOBILITY, a categorization of lifetime-determining factors called game aging is developed. The categorization is intended to serve as methodological framework to guide lifecycle management of serious games, such as assessing the status of a serious game regarding the categories of game aging. Game aging distinguishes three categories: technology, domain knowledge and user experience. For each of these categories the specific characteristics of MOBILITY are described and discussed. Regarding methodology, the evaluations are based on expert interviews, questionnaires and guided interviews. In summary, after two decades of application MOBILITY is still an effective educational tool for traffic system planning, although each of the examined categories shows signs of game aging. Further research is needed to systematize the framework of game aging.
... hypermédia, exercices, etc.) à des systèmes plus complexes comme les tuteurs intelligents, les micromondes 24 , les simulations ou les jeux éducatifs. , SimQuest, un outil auteur pour configurer des simulations en physique (Joolingen et Jong, 2003) ou StoryTec, un outil auteur pour la création de mini jeux éducatifs type quizz ou puzzle (Göbel et al., 2008). En France, plusieurs travaux sont également conduits dans cette direction, à l'image de LEGADEE, un outil auteur pour soutenir la conception collaborative d'une équipe de conception pluridisciplinaire (enseignants, game-designers, programmeurs, etc.) (Marfisi-Schottman, 2012). ...
Thesis
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L’essor des périphériques mobiles (ex. tablettes, smartphones) ainsi que leurs applications pédagogiques et ludiques ont contribué à la naissance des Jeux Éducatifs Mobiles (JEM). De nombreux chercheurs ont prouvé les effets positifs de ces JEM sur la motivation des apprenants et même sur certains apprentissages. Cependant, l’utilisation de JEM en contexte scolaire reste très limitée. En effet, les JEM existants, parfois assez coûteux, sont souvent conçus pour un domaine très spécifique, et n’offrent donc pas de possibilités de réutilisation. De plus, les outils auteur existants sont, soit riches en fonctionnalités mais nécessitent un investissement important des enseignants pour être pris en main, soit simples à utiliser mais ne permettent pas de concevoir des JEM qui répondent aux besoins pédagogiques. Pour s’attaquer à ces problématiques, nous proposons JEM iNVENTOR, un outil auteur de JEM, fondé sur une approche de conception gigogne, destiné aux enseignants, conservateurs de musée, ou toute personne non-informaticienne, qui souhaitent scénariser leurs propres JEM et les déployer sur les systèmes mobiles.Le modèle de conception gigogne a été validé par une série d’expérimentations auprès d’une vingtaine d’enseignants ayant des niveaux d’expertises et des domaines d’enseignement très variés. Nous avons également mené des expérimentations de terrain, auprès d’environ 1500 étudiants et élèves, afin d’évaluer la qualité des JEM créés avec JEM iNVENTOR ainsi que leur impact sur les apprenants.
... An approach developed by the authors in this field is the authoring system StoryTec (Göbel et al. 2008), which integrates the concept of narrative game-based learning objects (Garris et al. 2002) in the course of the EU funded project 80Days for configuring a game which can be adapted based on a user's input at runtime along the axes of storytelling, gaming (using player modeling) and learning. The structure of a game is determined in the authoring tool using the Story Editor, in which the authors create the entire (story, game) structure by splitting up the game into scenes which are connected by (adaptable) transitions. ...
Article
As of the early twentieth century, a significant body of research has been published that shows how effective game-based learning and gamification techniques can be, compared to other methods. These technologies are also very important for the learning and transmission of intangible cultural heritage (ICH) creations, which include, among others, dance, theater, and other skills where body motion has a primary role. However, creating games can be time consuming and usually demands a significant effort. Therefore, this paper focuses on the design and development of a novel framework for the rapid design of body-motion-based customizable game-like applications. This framework consists of two components: (i) an interface that allows the user to design the game and capture the motion data, and (ii) a customizable game for learning and training using off-the-shelf motion-capture sensors like the Microsoft Kinect. The game is automatically configured based on the output of the game design interface. In order to evaluate the proposed system, three pilot-use cases have been selected: (i) the Latin dance Salsa, (ii) the Greek traditional dance Tsamiko, and (iii) the Walloon (Belgian) traditional dance. Moreover, small-scaled experiments concerning the three different use cases were conducted, where both beginners and experts evaluated the game-like application for dance learning. Furthermore, a group of dance experts were asked to design and generate their own game and evaluate their experience. Results showed that the use of such a game-like application could be efficient, as positive feedback was obtained. In summary, participants found that the generated game-like application meets its objectives; it is generally efficient and satisfactory and offers a novel tool for ICH transmission and education. Last but not the least, the dance experts expressed their interest in developing more such games in the future, since they characterized the game design module as easy and intuitive to use.
... StoryTec [12] is a storytelling platform composed of an authoring environment and a runtime engine. The authoring environment is based on a pluggable framework where different editors may be used to create the elements of a story. ...
Chapter
Information and communication technologies are reshaping the way we live and work. The expectation is that computational thinking will be a pervasive skill in (near-) future professions of ours’ increasingly digitized and responsive economies. Although this idea is spread and well accepted, acquiring such skills often implies attending specialized courses. However, the basic concepts of computational thinking do not need to be a specialized skill learned disassociated from other school curricula. As it is more related with mental tools used in the process of reflecting and solving problems it can be learned by being applied to a large variety of topics. This paper presents piBook, a tool designed to allow the acquisition of key computational thinking skills while working on topics such as history, biology, and mathematics, among other. By reaching diversified audiences piBook fosters the acquisition of those skills by future workers at large. It does so via the production of programmable interactive books, hence piBook, that make possible interactive storytelling using nonlinear narratives, by allowing the creation of textual games, interactive activities, tutorials and alike, therefore offering opportunities for new and engaging pedagogical methods.
... It is known that longer therapeutic sessions lead to greater functional outcomes over the course of treatment, therefore games should keep players interested in playing until they are healthy again. Several games [6], [7], already try to adapt their gameplay to the patient in order to provide a better experience. ...
Conference Paper
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This work studies the relevance of flow in gameplay adaptability and how it may offer a better gaming experience, since it provides a better enjoyment of an activity. We developed a first-person shooter video game that adapts its in-game difficulty and environmental settings based on a representation of the mental state of the user to keep a balance between the skills of the player and the challenge of the game. The mental state of the player is measured with their physiological signals, namely the heart rate and the beta band of the brainwaves, and we distinguish the mental state of the player with an accuracy of 87%. We also conducted an evaluation using self-perceived flow and in-game scores as metrics to compare the mental state-based adaptability with a performance-based version. Results show that the latter provided a better gaming experience, suggesting that further research is needed to fully understand the relation of flow and gameplay on FPS games.
... The "NeuroVitAALis" Software which has been designed on the basis of the paper and pencil multidomain cognitive group training program "NEUROvitalis" (for a detailed description, see [18] [47]) and was prototypically implemented by the Serious Games group at Technische Universität Darmstadt, using the authoring environment StoryTec (http://www.storytec.de; [48] [49]). The "NeuroVitAALis" Software is a neuropsychological software application for tablet computers targeting the stabilization and amelioration of age-sensitive functions on the basis of brain plasticity. ...
... Eventually, the narrative can flash back to the beginning of the story, releasing the tension. Such nonlinear narrative techniques are widely used in various types of storytelling genres, including literature, theater, movies, graphic novels, as well as hypertexts and other computer-mediated genres such as video games [11,19,24,27]. ...
Article
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In this paper, we present story curves, a visualization technique for exploring and communicating nonlinear narratives in movies. A nonlinear narrative is a storytelling device that portrays events of a story out of chronological order, e.g., in reverse order or going back and forth between past and future events. Many acclaimed movies employ unique narrative patterns which in turn have inspired other movies and contributed to the broader analysis of narrative patterns in movies. However, understanding and communicating nonlinear narratives is a difficult task due to complex temporal disruptions in the order of events as well as no explicit records specifying the actual temporal order of the underlying story. Story curves visualize the nonlinear narrative of a movie by showing the order in which events are told in the movie and comparing them to their actual chronological order, resulting in possibly meandering visual patterns in the curve. We also present Story Explorer, an interactive tool that visualizes a story curve together with complementary information such as characters and settings. Story Explorer further provides a script curation interface that allows users to specify the chronological order of events in movies. We used Story Explorer to analyze 10 popular nonlinear movies and describe the spectrum of narrative patterns that we discovered, including some novel patterns not previously described in the literature. Feedback from experts highlights potential use cases in screenplay writing and analysis, education and film production. A controlled user study shows that users with no expertise are able to understand visual patterns of nonlinear narratives using story curves.
... An example of the first case is the StoryTec (Gobel et al., 2008). StoryTec is storytelling platform composed of two major components: an authoring environment and a runtime engine. ...
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In the past years, there was a growing interest in teaching computational thinking in elementary and high school institutions. Although the idea is spread and well accepted among academics, it has been slightly put in practice in the classrooms. Currently, when a programming-related activity is offered, with some exceptions, it is usually presented as an extra-curricular (optional) activity. However, it does not necessarily need to be disassociated from the common school curriculum. The present work is based on the idea that programming logic can be used transversally with different subjects, such as history, geography, science, literacy, mathematics , among others. The way the paper's authors envisage to accomplish this goal is to enable programming as a supporting tool for teachers and students, by allowing them to create digital interactive books. The tool, named piBook, has as its main focus the production of interactive storytelling using non-linear narratives. Besides, it is also possible to create textual games (such as role-playing games), interactive activities (such as quizzes), tutorials, chatbots and similar applications.
... Furthermore, various authoring tools have been created for designing scenariobased serious games, such as interactive digital storytelling tools: StoryTech (Göbel et al. 2008), Scenejo (Weiss et al. 2005), e-Adventure (Torrente et al. 2010). Additionally, several DSMLs have been developed for the same purpose, such as WEEV (Marchiori et al. 2011) and GLiSMo (Hirdes et al. 2012). ...
Article
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Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies. Therefore, development teams must consist of a multidisciplinary group including storytellers, technical staff and pedagogical experts to make sure that suitable pedagogical strategies are incorporated into the narrative. In this paper, the authors show how the Domain Specific Modeling Language ATTAC-L, for modeling the narrative of a serious game, allows creating the link between the processes of pedagogical design and narrative modeling by means of an elaborate annotation system. As such, this modeling language enables different experts to concentrate on the aspects related to their field of expertise without losing oversight of the serious game as a whole. More in particular, we will show how the annotation system can be used to document and integrate the use of a well-grounded pedagogical theory, Social Cognitive Theory, for achieving the goals of a serious game, as well as when the serious game is part of a program developed by means of a well-grounded design strategy, Intervention Mapping Protocol.
... B. epigene der Firma takomat) und Autorensystemen (z. B. Story Tec[9]) sowie die Nutzung von kommerziellen Spielen als Grundlage von Serious Games[10] zu nennen. ...
Article
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Kommerzielle Computerspiele (z.B. SimCity) sind in der Lage, technische Systeme in attraktiver Weise zu visualisieren und in Folge Systemwissen zu vermitteln. In Form von sogenannten Serious Games wird dieser Ansatz gezielt u.a. zur Ausbildung eingesetzt. Dieser Artikel stellt Grundlagen und Einsatzmöglichkeiten von Serious Games für den Bereich technischer Infrastruktur anhand eines Beispiels aus der Siedlungswasserwirtschaft vor.
... Authoring environments for games (e.g. StoryTec, G-Flash, <e-Adventure> and SeGAE [72,[79][80][81]) differ from game engines: the game designer has to provide content to create a self-contained game. In contrast to an authoring environment a game engine provides just the base for a digital game -game designers have to design the game and programmers have to transform it into a working game using the game engine's services. ...
Chapter
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The term Serious Game includes a wide, heterogeneous field of digital games with varying purposes and objectives and for a multitude of different application areas. All in common is the underlying software. This chapter gives an overview on the technical aspects of serious games including their software architectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers the basic principles of and requirements for serious game software. It depicts selected software architectures and provides examples for game engines including a description of selected components.
... Research in storytelling aims to allow even non-specialists the easy and efficient creation of interactive stories for various application domains [17]. The main aim of this study is to propose a DST conceptual model to cater for interactive and non-interactive forms. ...
... D'autres systèmes permettent l'inclusion de séquences dans un composant. Par exemple, les EIAH AHA! [Bra & Calvi, 1998] ou ScenEdit [Emin et al., 2011], les outils auteurs de jeux sérieux WEEV [Marchiori, 2010] ou Storytec [Göbel et al., 2008], et dans le domaine des jeux vidéo [Kearney & Pivec, 2007 ;Aponte et al., 2011 ;Levieux, 2011]. ...
Thesis
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This thesis in computer science is in the field of Serious Games (SGs) for learning, and focuses on designand authoring tools for adaptation.SGs are Technology Enhanced Learning systems whose design requires collaboration of different types ofexperts among which teachers.To help the initial multi-expertise design of the SGs that mix fun and learning, we propose a conceptualframework named the 6 Facets of the Design of SGs, which helps stakeholders to collaborate at everystage of design. The 6 Facets are enhanced by the design pattern (Dps) library we offer, which builds avocabulary promoting participatory design.To enable teachers to co-design SGs during the use stage, we extend the participatory design approach tometa-design. We propose a model and an authoring tool that help teachers to adapt SGs to their specificteaching contexts.MoPPLiq is a model, both formal and visual, representing the several stages of an SG. It is meant to beexplicit and adaptable by teachers. APPLiq is an authoring tool meant to adapt instances of MoPPLiqmodels, and automatically check and compensate their inconsistencies.Our conceptual tools (6 Facets and DPs) and software tools (MoPPLiq and APPLiq) were tested whiledesigning SGs with public and private partners and with SGs used by teachers.
... The significant use of digital storytelling has been increasing. More authors, content creators and developers from various application domain are using digital storytelling (DST) to create interactive content for their system like training and simulation scenarios, e-Learning and edutainment application [33] and language education [40]. Digital storytelling can be used in many areas but it can be categorized into three main areas; personal narratives, inform/construct and historical event [34].Howevermany of the digital storytelling outside there has been used for personal narratives but only a few in historical content. ...
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Mobile platform is being used widely in various areas including in storytelling to disseminate information to the audience. The content of mobile storytelling ranges from folktale, personal information, public history and historical event. However, from the studies conducted, framework for historical event storytelling on mobile platform is hardly found. The existing framework lacks of important historical content elements. The purpose of this paper is to discuss the framework for historical event storytelling on mobile. The framework is derived based on website content analysis of historical event, survey and literature review from the previous studies. There are four components concerning the formation of historical event storytelling in this study, which are historical event segmentation and CDS model for storytelling, multimedia elements and mobile user interface design inspired from bee comb architecture. The framework will provide some contributions for proper historical content segmentation on mobile storytelling.
... D'autres systèmes permettent l'inclusion de séquences dans un composant. Par exemple, les EIAH AHA! [Bra & Calvi, 1998] ou ScenEdit [Emin et al., 2011], les outils auteurs de jeux sérieux WEEV [Marchiori, 2010] ou Storytec [Göbel et al., 2008], et dans le domaine des jeux vidéo [Kearney & Pivec, 2007 ;Aponte et al., 2011 ;Levieux, 2011]. ...
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... Both storytelling and game based learning are currently two very active research fields. There are many works and tools in development for the creation and use of these kind of multimedia learning resources, ( [73], [74]), describing two platforms, StoryTec and Scenejo respectively, for authoring interactive stories. Examples of game-based systems are [75], which presents an interactive game to learn about surgical management algorithms, or [77] presenting a game for training people about fire safety. ...
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Chapter
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U-CREATE: Authoring Tool for the Creation of Interactive Storytelling-based Edutainment Applications
  • Osswald
Osswald, " U-CREATE: Authoring Tool for the Creation of Interactive Storytelling-based Edutainment Applications ", in EVA 2007 Florence Proceedings, Vito Cappellini, James Hemsley (Eds.) Bologna: Pitagora Editrice Bologna, 2007, pp. 53-58.
INSCAPE: An Authoring Platform for Interactive Storytelling " in Virtual Storytelling Using Virtual Reality Technologies for Storytelling (ICVS
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O. Balet, " INSCAPE: An Authoring Platform for Interactive Storytelling " in Virtual Storytelling. Using Virtual Reality Technologies for Storytelling (ICVS 2007 Proceedings), Marc Cavazza, Stéphane Donikian (Eds.) Berlin: Springer-Verlag, 2007, pp. 176–177.
Interactive Storytelling