How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
Rezensionen / Stimmen
From Proposal--need permission for use:
This book is "of value to anyone who wants to undertake the task of storytelling in a computer-driven environment."-- Larry Tuch
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für Beruf und Forschung
Professional Practice & Development
Maße
Höhe: 246 mm
Breite: 189 mm
Dicke: 14 mm
Gewicht
ISBN-13
978-0-240-80788-1 (9780240807881)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.
INTRODUCTION; PART ONE: STORIES; PART TWO: CHARACTERS; PART THREE: STORY STRUCTURE CASE STUDIES; PART FOUR: GAME DESIGN; PART FIVE: EXPERIENCE MANAGEMENT; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; PART SEVEN: STORY DEVELOPMENT CASE STUDIES; PART EIGHT: THE FUTURE OF DISTANCE LEARNING; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; CONCLUSION