By Carolyn Handler Miller
The 1st expert ebook to discover and learn electronic storytelling throughout interactive media and genresthis publication examines how electronic storytelling attracts on vintage narrative suggestions and makes use of interactive electronic applied sciences to create todays entertainment.Digital Storytelling explains key suggestions for conveying narrative via electronic applied sciences, according to own event and various case reviews, supplying undertaking managers, interactive content material designers, and writers with the instruments helpful for making plans a profitable interactive undertaking, together with rules for product improvement and conceptualization.Detailed making plans procedures for every type of interactive initiatives are mentioned, together with videogames, hugely multiplayer on-line video games, the web, interactive television, cross-media productions, shrewdpermanent toys, digital truth, immersive environments, instant units, kiosks, and DVDs. The booklet additionally covers subject matters reminiscent of: constitution, characters and feelings; tackling tasks for kids; discovering paintings and staying hired; and more.Miller has written electronic Storytelling for the pro and the coed, and information what interactive content material builders and undertaking managers want to know in a transparent, enthusiastic manner.*Covers case stories, delivering a variety of rules for growing and coping with engrossing, interactive leisure items from improvement to production*Explains the makes use of of electronic storytelling for either leisure and leisure blends - tasks that educate, tell, and promote*Takes a world method of electronic leisure, exploring ground-breaking tasks in Asia, Africa and Europe in addition to in North the US"
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The 1st specialist publication to discover and examine electronic storytelling throughout interactive media and genresthis publication examines how electronic storytelling attracts on vintage narrative ideas and makes use of interactive electronic applied sciences to create todays leisure. electronic Storytelling explains key ideas for conveying narrative via electronic applied sciences, in line with own event and diverse case experiences, offering venture managers, interactive content material designers, and writers with the instruments worthwhile for making plans a winning interactive undertaking, together with rules for product improvement and conceptualization.
"This ebook is a superb source for gaining realizing in regards to the basic rules of ICT within the origin level curriculum. .. [The] rules of fine perform during this publication are not superseded through new items or traits. The ebook is a well-balanced mix of conception and alertness. It has definitely helped to impress and unravel principles in regards to the use of ICT in our settings.
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Additional resources for Digital Storytelling: A Creator’s Guide to Interactive Entertainment
The system was beginning its evolution into what would become the Internet, a vast network of computer networks spanning the globe. In 1982, Vint Cerf and Bob Kahn came out with a new protocol called TCP/IP, or Transmission Control Protocol/Internet Protocol. A protocol is a format for transmitting data between two devices, and the protocol that Cerf and Kahn created became the common language that would be used by computers on the Internet. Without such a protocol, the Internet could not have grown into the immense mass-communication system it has become.
An extremely ambitious undertaking, 24 Digital Storytelling Qube’s interactive offerings included quiz shows, home shopping, polling, music videos, and children’s programming. Viewers watching talent shows could even boot their least-favorite contestants off the stage. After the system’s introduction in Columbus, Qube was brought to several other cities, and viewers in some of these locations were offered up to sixty channels. Qube was relatively popular with adult subscribers (reports differ as to how many actually took advantage of its interactive capabilities); but by all accounts, the children of Columbus took it up with great enthusiasm.
In what is now known as the ‘‘Turing Test,’’ both a human and a computer are asked a series of questions. If the computer’s answers cannot be distinguished from the human’s, the computer is regarded as having AI. By the 1970s, computer technology developed to the point where the essential elements could be shrunk down in size to a tiny microchip, meaning that a great number of devices could be computer enhanced. And as computer hardware became smaller and less expensive, personal computers (PCs) became widely available to the general public, offered by such companies as Radio Shack and Apple Computer in the 1970s, and by IBM in 1981.