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Annotated Bibliography

Today we looked at researching peer reviewed papers related to, and that will help us with our projects.

I followed the mind map from 'interactive storytelling' to 'theory' to 'visual storytelling'.

1. 

Figuero Espadas (2019), A review of scene and sequence concepts.Communication & Society. 2019, Vol. 32 Issue 1, p267-277. 11p.

1. This research proposes a separation of the scene concept into two, for the better understanding of any audiovisual narrative: scene and narrative scene. A scene is a narrative unit with space-time continuity. The key to this unit is spatiotemporal continuity. The narrative scene is, according to McKee: “an action through conflict in more or less continuous time and space that turns the value-charged condition of a character´s life on at least one value with a degree of perceptible significance. Ideally, every scene is a story event” (2003, p. 56). The key is its unity of action. 2. A narrative scene is a particularly relevant concept when used to create or analyze a story. A scene is an essential narrative section in the development of scripts and crucial for the organization of production. 3. There seems to be a consensus about the components of a sequence. It is a set of scenes (or narrative scenes) narrating an action with a consistent conflict. Syd Field emphasizes it on being a complete narrative unit. 4. After this review, it looks considerably objective, effective and coherent to say that every sequence is so because it carries an important conflict, rather than being itself a full story. It is a narrative and artistic challenge to create a sequence with a whole story. This observation may need to be investigated in future research. 5. In view of the theoretical considerations applied to the case study of Breaking Bad, we can state that the Pilot episode is structured in 4 acts, which are suited to the three acts structure, and is composed of 13 sequences, 30 narrative scenes and 59 scenes. 6. The narrative scenes appear to be the most adequate method of structuring a story because they are neither too few (as in sequences) nor too many (as in scenes). 7. The shot sequence combines the singularities of a scene (spatiotemporal continuity), narrative scene (unity of action) and sequence (significance and/or completeness).

2.

 Hariadi, Mochamad, Purnama, I Ketut Eddy, Junaedi, Hartarto (2018), Profiling Director's Style Based on Camera Positioning Using Fuzzy Logic., Computers (2073-431X); Dec2018, Vol. 7 Issue 4, p61, 1p

In this paper, we have described a novel approach for profiling director’s style using fuzzy logic. Usually in a research related to camera positioning, the result is measured using a questionnaire approach. However, using our model approach, we can get the profile or classify a director’s style automatically. This is the main benefit from our research. We use fuzzy logic because there are similarities between cinematography language and fuzzy membership. The advantage of using fuzzy logic approach as compared to other approaches is that we can get the result faster in real time with less effort. For instance, machine learning approach requires several training phases, and we need to supply enough datasets as the input in the training phases. The process of preparing this dataset will take a lot of time and effort. However, when we compare fuzzy logic approach to an evolutionary approach—such as swarm algorithm—fuzzy logic approach is faster because we do not need a repetitive calculation process. We also know that the process for Computers 2018, 7, 61 22 of 25 camera positioning in a game requires real time calculation. However, fuzzy logic approach also has disadvantages. One of the difficult factors is the knowledge extraction from an expert and the knowledge conversion into fuzzy rules. The knowledge acquisition process needs some time and we need an expert in thefield. The success to profile director’s style will help us to extract it. We use five cinematography rules from 34 variables for every frame that we retrieve from one scene. There are five different scenes and there are two different styles for each scene. We have shown that, by using area plot and histogram generated by fuzzy logic, we can successfully classify the director’s style. Every style has a different histogram based on the major value of the histogram. For this research, we use only five rules because we want to profile Quentin Tarantino’s style and generic style. Nonetheless, for other directors’ styles, we need new knowledge acquisition and more rules development. The visualization using histogram makes it easier to profile the director’s style automatically. For future work, we are planning to use more variables—for both input and output—to generate more fuzzy rules in cinematography for profiling director’s style. In addition, we want to reverse the process where the rules can be produced from a profiled director’s style.

3.

Sra, Misha. Garrido-Jurado, Sergio. Maes, Pattie. (2018), Oasis: Procedurally Generated Social Virtual Spaces from 3D Scanned Real Spaces., IEEE Transactions on Visualization and Computer Graphics (Volume: 24 , Issue: 12 , Dec. 1 2018)

We present Oasis, a novel system for automatically generating immersive and interactive virtual reality environments for single and multiuser experiences. Oasis enables real-walking in the generated virtual environment by capturing indoor scenes in 3D and mapping walkable areas. It makes use of available depth information for recognizing objects in the real environment which are paired with virtual counterparts to leverage the physicality of the real world, for a more immersive virtual experience. Oasis allows co-located and remotely located users to interact seamlessly and walk naturally in a shared virtual environment. Experiencing virtual reality with currently available devices can be cumbersome due to presence of objects and furniture which need to be removed every time the user wishes to use VR. Our approach is new, in that it allows casual users to easily create virtual reality environments in any indoor space without rearranging furniture or requiring specialized equipment, skill or training. We demonstrate our approach to overlay a virtual environment over an existing physical space through fully working single and multiuser systems implemented on a Tango tablet device.

4.

Chicchi Giglioli., Irene Alice., de Juan Ripoll, Carla., Parra, Elena., AlcaƱiz Raya, Mariano. (2018), EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities. PLoS ONE. 11/9/2018, Vol. 13 Issue 11, p1-14. 14p.

Even though the present findings are relevant, they present some limitations. First, healthy subjects that limit the sensitivity of the results composed the sample. Second, considering the use of a SG, it would be important to also assess the individual's perception of EXPANSE usability, as well as individual differences in cognitive functioning to the field of ICT. Indeed, several studies showed that individual variables, such as game skills or knowledge, personality, age and gender can affect user interactions and performance [[65]]. Further studies are required to examine plausibility, feasibility of EXPANSE game, mainly regarding its sensitivity, including clinical populations, such as patients that show altered performance in the executive domains and/or that present other cognitive symptoms (aphasia, apraxia, neglect, memory deficits) and/or motor problems (hemiparesis to upper and/or lower limbs)as well as its reliability and predictive validity according to the different criterions and the distinctive components of EFs. Nevertheless, the present study has yielded initial evidence on the potential use of a more ecological clinical rehabilitative tool to identify the (dys-)functional cognitive status in real-simulated contexts along with traditional evaluation.

5.

Balaman, Sevda., (2018), Digital storytelling: A multimodal narrative writing genre.Journal of Language & Linguistics Studies; 2018, Vol. 14 Issue 3, p202-212, 11p.

The findings of this study showed that DS is a promising methodology for improving writing skills
especially in the narrative genre. Considering the need for a shift from the traditional literacy to
multimodal literacy skills in composition classes, the findings of this study can shed light on some key
processes to those who wish to form an authentic technology-rich context in which students convey their
intended messages by using both verbal and non-verbal elements. Teachers in the 21st century education
system can benefit from this application to help learners create realistic, vivid and alive stories from
their heart and express these stories more effectively and more powerfully. Through DS, students may
feel themselves as author, because presumably for the first time their personal stories in which they
reflect their most authentic selves are privileged by a real audience. For all these, in the DS-integrated
writing instruction, as compared to traditional writing classes, students generally find writing more
motivating and engaging, which are two important constructs to develop the skills in question.
But, despite its numerous advantages, teachers should be cautious using this technology-rich tool
because not-proper utilization or integration of this methodology can create some problems in class
especially for those students who have limited access to technology and accordingly have limited
experience in technology use in their real lives. Not to make this methodology overwhelming, teachers
should have training on how to use this application before applying it in the classroom setting.
Additionally, students should be encouraged to focus on the writing process, but not on the endproducts. That is, the writing process should not be overlooked in order to create an artifact. The teacher
should always remember that the writing process in DS methodology is of primary importance, not the
use of multimedia elements. Lastly, before using such an application, teachers or school administrators
should make a detailed plan indicating the needed time, the aim of the implementation and its match
with the curricular goals, assessment issues, and the necessary equipment. Otherwise, the
implementation may not produce satisfying results. But in the well-planned and organized integration
of this methodology, DS seems to be a viable tool for educators who would like to reshape traditional

writing classes and open the composition classes to the 21st century multimodal literacies. 

Multimedia Mind-Map - Link to this map on coggle.it

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